Tonight I ran the newest session of the star wars tabletop game I run from time to time.

The tone of this session started when we were making tea and I grabbed a mug out of the cabinet. The "I (heart) my boobs" mug. House rule of our host is that whoever grabs it has to use it. Even if the one who grabs it is a relatively fit 30-ish male who doesn't have boobs.

It may be fully after-action-reported later, but the following excerpt should be indicative:

hand-written letter sent from the PCs on Nal Hutta to Palpatine said:
Dear Emperor Palpatine:
We discovered these items that reminded us of our favorite Imperials. As a show of good will we decided to send them to you so that you could add them to your collection.

Yours:
Guardians of the Rebellion

PS: tell your redheaded assistant I have a new lightsaber she might enjoy using. (eggplant emoji) (peach emoji)

Darth Vader beads and a Chancellor Palpatine figurine. Intended for, ahem, deployment to specific locations. Also, a toy lightsaber rather like certain toy Harry Potter brooms.

At the end of tonight's play session I provided a bonus scene where Palpatine and Vader opened the package containing the items and Palpatine then ordered Vader to slay those responsible for creating the items.

Conclusion: "A serious problem in planning against PC plans is that the PCs do not have long-lasting plans, nor do they feel any obligation to follow their plans."

I look forward to having many more stories (preferably more family-friendly ones. Then again, using human ash as fingerprint dust wasn't exactly family-friendly either.)
 
Turn 28, BBY 19 First Quarter
Reminder: 24-hour moratorium on voting

BBY 19, First Quarter

Current Treasury: 1108
Current Income: 9719
Current Upkeep: 2365


You can feel it - things are beginning to come to a head. With the Temple Massacre, the alliance with Dooku, and the feeling that the current galactic order is starting to come apart at the seams...

Still, you're almost ready. With the ysalamiri on hand - to say nothing of your other gains - you know you can beat Palpatine. You just need to buy enough time to get everything ready.

Martial: Xruk's training has become harsher than ever to prepare the troops. Meanwhile OOM-9 has now been running more complex simulations to start getting plans in order for the attack on Palpatine.

Pick 2:

[] Black Ops (Republic): Given that you're now on the same-ish side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: Income from mercenary contracts

[] Let's Vary Piracy, With A Little Burglary: While it would be awkward if you attacked a CIS planet at this point, there's certainly plenty of planets in Republic space worth targeting. Chance of Success: 70% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Write in

[] Hyperspace Lane Pirating: A step beyond just targeting a system or two, this would be launching a series of pirate raids on a hyperspace lane in the galaxy. While the Republic is fully aware of how important these lanes are, the loot would be incredibly valuable if you pulled it off. Chance of Success: 60% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Write-in

[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 80% Reward: CNS militia forces increase in quality.

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded

[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted

[] Semi-discriminate Piracy: Since you don't want the Republic to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from them? Chance of Success: 70% Reward: Looting income

[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Zygerrian Slave Guild: One of the most infamous slaver groups, the Zygerrians have been terrorizing the Northern Rim and were conspicuously avoiding CIS space. They would not be missed.
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset

[] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)

[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy

[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted

[] Those Who Do Not Obey: It's been some time since the Silencer sabotaged those control chips, but now you finally have a lead on the clones that had the sabotaged chips - the 412th, currently serving in the Southern Rim. Unfortunately you know next to nothing about them at the moment, so more in-depth reconnaissance is required before you make any moves. Chance of Success: 80% Reward: Dossier on 412th Regiment created, potential for further subversion

[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him subverting them should hopefully be simple.
-[] 212th Attack Battalion: Led by Obi-Wan himself, this group has served alongside the 501st in many engagements and specializes in assault tactics.
-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.
-[] Rancor Battalion: A clone group tasked with ensuring the safety of Kamino's cloning facilities. While they took considerable casualties in the battle for the planet, they could still have their uses.
-[] Galactic Marines: An elite unit led by Master Ki-Adi-Mundi and armed with the most advanced tech the Republic has to offer. The only catch is that their leader is rather...uncompromising. He may have to be dealt with.
-[] 41st Elite Corps: A group lead by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.

[] Write in
Diplomacy: You need allies now more than ever. Fortunately you've been having success at finding people willing to oppose Palpatine for one reason or another.

Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:

[] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy

[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication

[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect.
-[] Write-in (Subject to Veto)

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] Southern Rim: With the already considerable amount of planets and sectors in the Southern Rim joining the CNS, it might be worthwhile to have a more concerted effort take place here and clean up the borders.
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.
-[] Write in

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established

[] If Angels Were To Govern Men: You know what Senators hate? Losing a chance at reelection. Leverage your political power and your friendly contacts in the Senate to see if you can't get those Silver Cross subsides to be a touch more substantial. Chance of Success: 60% Reward: Increased subsidies for Silver Cross

[] To Bind The Jedi (CNS): The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. The good news is that it's basically guaranteed that Satine and many other CNS members won't stay quiet about this. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced

[] Keeping An Eye On The Future: Honestly, you weren't expecting Chewbacca to be such an important figure, but the visions you had of the "Vader timeline" seem to indicate that he would have been a major player in galactic events. While you're not sure if that's still going to be the case given everything that's happened, there's certainly no harm in making sure your people keep a closer eye on him... Chance of Success: 90% Reward: Chewbacca placed under heavier surveillance

[ ] Fly on the Wall: The Ghostling Nest of the Assembler is an Intelligence asset the Bounty Hunter's guild has been using for years, the location of which is only known to Master hunters like Jango. The entire thing is apparently a massive brain for the Assembler and it is able to provide accurate and up-to-date date information on targets all over the galaxy through, if the tales were to be believe, it's network of little bug-spies. Regardless of the accuracy of these claims it would be an invaluable ally to have on your side. Chance of Success: 60% Reward: Ghostling Nest contacted

[] Write in
Stewardship: Borvo's been pulling as many strings as he can to not only keep himself safe, but to make sure your finances are untouched.

Pick 2 Regular Actions, Up to 1 Sienar Action:

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] "Diplomatic" Ships: The CNS could stand to have more official diplomatic vessels to help them get to negotiations faster. The fact that they would be heavily armed, armored, fast, and contain a shroud to negate tractor beams is because sometimes negotiations can get...aggressive. Cost: 150 Reward: "Diplomatic" Cruiser designed/produced
-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
-[] Scout Vessel: A relatively cut and dry suggestion; these would be ships specifically geared toward surveying. For once there's really no other subtext here. Cost: 100 Reward: Advanced Scout Ships designed/produced
-[] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced
-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Hoersch-Kessel Drive: This company helped produce Lucrehulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.
-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.
-[] Write-in

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross

[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counter-weapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. Chance of Success: 30% Reward: Significant decrease in investment penalty

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built

[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards

[] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"

[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming

[] Write in
Intrigue: You're fairly certain Gulan hasn't been getting as much sleep lately, though he's still willing to point out how insane everything's been getting whenever he has the chance.

Pick 3:

[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged

[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed. Chance of Success: 50% Reward: Palpatine facility destroyed

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Rumblings Of A Giant: According to recent reports out of the Senate a major project has been authorized involving a "supercapital ship" of some variety, and it's about to be launched to deal with the Malevolence. While the project is apparently going to take a considerable amount of time to complete, that definitely sounds like it's at least worth looking into. Maybe Raith knows more about it given his position? Chance of Success: 90% Reward: Information on Republic secret project gained

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

[] Information For A Price: Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information

[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Though with the capture of droideka blueprints from Metalorn, you're now angling for a shot at getting your hands on the infamous Scorponek Annihilator Droids, which will make the heist much more difficult. Chance of Success: 40% Reward: Coilcoid technology stolen

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you

[] Assassinate Shu Mai: Forget a legal ousting. Shu Mai is never going to give up her position legitimately. It's going to be very difficult given her paranoia and penchant for extreme measures, but given that the rest of the Commerce Guild is simmering with discontent and Dooku wants her gone anyway now may be the time to remove Shu Mai from the picture for good. Chance of Success: 60% Reward: Shu Mai assassinated

[] This Is Why Shu Mai Is A Bad Leader: Fact of the matter is that Shu Mai, despite her issues, has been in charge of the Commerce Guild for a long while and people tend to become used to their leaders in that time. Use Fry's codebreaker to find instances of corruption, stir up some protests, and show the Guild just how much Shu Mai needs to go. Chance of Success: 70% Reward: Shu Mai's reputation damaged

[] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated

[] The Twin Prodigies: You're still in disbelief that the Kaminoans managed to create two Force-sensitive Jedi clones, but here you are. The insanity of that aside you need to keep an eye on X1 and X2. Figure out what makes them tick, and at minimum ensure that they won't become an issue later on. Chance of Success: 70% Reward: Dossiers on X1 and X2 put together

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Courscant's defense ships report to him...that makes him a far more important target.
-[] Wilhuff Tarkin: He's got considerable political power despite his station, he's already made his stances clear, and Thrawn has quite the bone to pick with him. It might just be enough to point out how badly he screwed up the Temple bombing investigation to get him out of the way.
-[] Armand Isard: You know his name from Seti's exile, and as the head of Republic Intelligence he's also the man behind the Covert Ops troopers killing deserting clones - and that is just off the top of your head. While Palpatine can always get a replacement, Armand is admittedly a quite talented intelligence officer, and it would be quite difficult to find a fitting replacement in a time like this...
-[] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.

[] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant

[] Write in
Lore: It's perhaps telling that Tyro's been pushing himself to reach a point resembling his prime. At least with the number of Abysswalkers around there's more people that can handle a fight against Sith.

Pick 1 Regular Action, 1 Archaeological Action:

[] Force research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Write-in (Subject to Veto)

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...

[] A "Blind" Explorer (Archaeology): After five years of no contact, you've finally managed to reunite with Jerec in the middle of his expedition into the Unknown Regions. While it would be difficult to maintain contact with him, he's mentioned that he'd be more than willing to renew the old agreement the two of you had given the chance, and it would be nice to better understand the mysteries of the Unknown Regions. What he needs from you is the ability to analyze data from his expeditions that he can't do on his own within the cramped quarters of his shuttle. Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions

[] Write in
Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.

Pick 2, or pick only one Research action and halve its time:

[] Investigate Anomalies: The maps gained from the expedition into the Unknown Regions you funded noted several unusual anomalies nobody could make any sense of. Perhaps your researchers can figure something out...or you could send a scout team to poke at them. Whatever works. Chance of Success: 60% Cost: 60 Reward: ???

[] Develop Improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Increase Karada profits, officially produce high-quality gear, increase troop survival rate

[] Develop Improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long, especially with the facilities of the Arkanian Legacy at their disposal. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species

[] Force-Sensitive Genemods: The Arkanians aren't even entirely sure it would work, but given that the Miraluka mod went over well they've floated the idea of getting more genemods from species that are Force-sensitive by nature in the hopes that something would happen when a subject is genemodded. Naturally even getting some of the mods would be incredibly expensive so you'd need to help fund the project. Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered

[X] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]

[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.
-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?
-[] Hiridu: A crystal that can significantly boost communications signals by proximity alone. Maybe there's other aspects of it that haven't been discovered yet.
-[] Hibridium: A material that apparently can act as an alternative to stygium for cloaking, though it also has a bad habit of exploding when ships go into hyperspace. Maybe there's something else that could work?

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 3 turns, locks action for 2 turns]
-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...
-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?
-[] Drethi: A winged creature that somehow has a venom that is more deadly the more powerful its victim is in the Force. If you could figure out how it worked...

[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]

[] Nanodroids, Son: Var Zheen has been ecstatic over the effectiveness of the nanodroids in general and firmly believes that with enough time and a lot of credits he could potentially modify them to do...well who knows what the mad Givin has in mind... Chance of Success: 50% Cost: 200 Reward: Potential applications for nano-droids researched [Takes 3 turns, locks actions for 2 turns]

[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized

[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed [Takes 4 turns, locks actions for 3 turns]

[] Write in
Personal: You have to get stronger.

Pick 3:

[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Asajj is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Martial Arts Lessons: The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
-[] Form V (Shien/Djem So) Training: Brute force fighting didn't seem like it would work for you, but that was before you figured out how to punch through steel with your bare hands. Now it and Form V are much more viable options for you, so why not lean on Anakin so you can get some training in the form? Reward: Martial Increase, Form V training (Takes 2 Turns) Action locked due to Anakin's disappearance.
-[] Write in

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
-[] Nightsister Techniques: Now that Asajj has opened up more, she'd be willing to help you learn some of her people's basic techniques such as controlling beasts with the Force. Chance of Success: 70% Reward: Nightsister Techniques learned
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???
-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice

[] Accelerate research: The research at Karada is going way too slowly. Dedicate your free time and some additional resources to speed it all up. Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halved

[] Personal Tutoring (Apprentices or Agents): With some extra dedicated time, you can substantially increase the skill of your Force Users and thus improve their odds of promotion. Chance of Success: 80% Reward: This turn, +30% Apprentice promotion chance and/or +15% Agent promotion chance

[] Construct A Holocron: ...It wouldn't hurt to try making one right? After all you do have Vectivus around and surely he can help. Chance of Success: 80% Reward: ???

[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???

[] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment

[] Write in
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.

Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

[] PR-1 - From The Ground Up: "The 3P0 frame just isn't going to cut it anymore," is what Cheriss told you after you brought up how she didn't physically modify him any further to suit your needs. She's told you in no small words that if he's going to be able to fulfill the functionality you really need right now, he's going to need an android body, which would provide greater familiarity for diplomacy and enhanced mobility for combat. (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: PR-1 transferred to android frame, ???

[] Silas Cata - Mind Of A Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Potential new employees located, ???

[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???

[] The Silencer - Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair - The Culmination of a Dream: Cheriss has the design for her project - a 'frame' that would contain a humanoid pilot much like her body contains her Shard self. All she needs is a lot of money and she can begin working on it in earnest. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 200 Reward: Space City reclaimed as both museum and base, ???

[] Thrawn - Most Curious Individuals: Thrawn has brought up a captain that he believes is an individual of interest, and that has given you an idea - why not let Thrawn dig into various military records around the galaxy and see if he can find other "interesting" individuals that could be brought into the fold? (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 100 Reward: Thrawn goes on a talent search for people of interest, ???

[] Thrawn - Understanding A Warrior's Heart: While he doesn't like admitting it, Thrawn has been baffled at the results of Greivous' assault on the Foundry. He's requested some time to analyze the results of the battle in earnest and determine exactly where he went wrong in his estimations - and potentially bettering them in the future. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???

[] Asajj Ventress - Wayward Subject: After going over your records on the Separatist Parliament, Asajj has noticed that one if its prominent members (Bec Lawise) is a Siniteen from Rattatak, and therefore was once her legal subject (strange as that sounds). Your records on him indicate that he is one of the Parliament's more idealistic members though currently he is a staunch supporter of Dooku. Asajj has pointed out that if she managed to get into contact with him and reveal the nature of her "demise" he could potentially be turned against Dooku and weaken his control over the CIS... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj contacts Bec Lawise, ???

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact. As Asajj has pointed out, it might actually be better for her to go in case things get violent.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.

[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Write the Book: No one has more experience in fighting, defeating, and killing Force Users - Jedi and Sith - than HK-47. While getting him to write an actual manual might convince him to turn on you out of sheer frustration, having him program some scenarios against Force users for your sim centers on Kalee would be an amazing aid to your troops. Hopefully HK won't get too carried away... (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???

[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
-[] Write-in targets

[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Reward: Kholma compound investigated, ???

[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
New Bases:

Scipio: With the IGBC safely purged of Palpatine's influence it's now much easier to get property on Scipio. Which is good, because it might be worthwhile to keep an eye on the banks. For their own safety of course... Cost: 150 Reward: Property on Scipio

Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna

Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag

Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia

Bothawui: The Spynet has "created an opening" on the planet for you to move into so long as you can pay some "administrative fees" for it. ...So this is what being on the other side of that feels like. Cost: 200 Reward: Base on Bothawui

Pantora: Since you (or more accurately Silas) helped alleviate the worst of the blockade over Pantora, the people there are more than willing to let you set up a Karada facility there...on a planet with a wide-spanning media and intel network... Cost: 150 Reward: Facility on Pantora

Kuat: The Kuat Drive Yards have mentioned that they're willing to help finance a Karada facility on Kuat itself if you're interested in deepening ties with them. Cost: 200 Reward: Facility on Kuat

Outland Transit Station: Once Jango Fett's home of sorts, the station in question has been badly damaged in the process of one of Jango's contracts. Still, he's pointed out that it would hardly be difficult to properly occupy the station if you wanted to...though it is a bit of a fixer-upper. Cost: 200 Reward: Outland Transit Station repaired and occupied

Manda: You're already on good terms with the Baobabs at this point, so why not have a more physical sign of your partnership? Cost: 150 Reward: Property on Manda

Yavin: There's so much stuff to find here! Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.

Thyferra: Now that you've managed to hash out an agreement with the local corporations, it might not be a bad idea to have a more permanent presence on the planet. For security reasons of course. Cost: 150 Reward: Facility on Thyferra

Ithor: Given your work with the Ithorians so far, it wouldn't hurt to get a facility on one of the cities floating above the planet's surface. Cost: 175 Reward: Property on Ithor

Tatooine: You're not just thinking about this so you can keep an even closer eye on the Skywalker family. Not at all. Cost: 150 Reward: Facility on Tatooine

Alderaan: It would have been doomed in another time (tenses are hard), but there's no reason why you can't get a footprint on one of the most important Core Worlds. Cost: 150 Reward: Property on Alderaan

Iego: The planet of the "angels" and more importantly a potentially profitable location for a serious Silver Cross facility. Cost: 200 Reward: Facility on Iego

Mustafar: It might not hurt to have a more concrete presence here to show your commitment to the partnership with the Blackguard. Cost: 200 Reward: Facility on Mustafar

[] Write-in (Base 200 Cost, Idea Subject to GM Veto)

Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.

Coruscant Base:

[] Droid Marketing Office: You've been stockpiling B1 droids for ages now and its not like you really need them as much anymore given that your teams are more effective in every conceivable way. Instead why not sell off the surplus units...to people who aren't going to use them to contribute to the war. Cost: 50 Reward: +25 income

[] Droid Storage Expansion: It might not be a bad idea to have more storage space for your B1s here. Having a disposable attack force right under Palpatine's nose wouldn't be the worst idea. Cost: 100 Reward: Expanded storage space for droids

[] Intelligencer Expansion: Granted the Intelligencer is going over somewhat well but if you're going to compete with Palpatine's propaganda machine you're going to need more. More coverage, more exposure, more advertising, more everything to give you the edge in the battle over the hearts and minds of the galaxy. Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded

[] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income

[] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant

[] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate, preferably starting with territory the Black Sun once occupied. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas
-[] Undercity Portal: The hangar at your base is functional, but having the ability to land more ships at the Abyss could prove vital in the coming days. Cost: 100 Reward: Expanded hangar space for base
-[] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[] Smuggler's Dens: The Abyss is your wretched hive of scum and villainy. That means you have the rights to make a killing off of the smuggling and racketeering going on there. Cost: 100 Reward: +50 smuggling income
-[] Regional Strongholds: Palpatine will come for the Undercity eventually. Make sure that when that time comes he pays for it. Cost: 150 Reward: Controlled areas heavily fortified against attack
-[] Rolling Takeover: "Gentrifying" the Abyss went over well enough that you're certain you can set up a few proxy companies to handle the work of doing the same in other areas of the Undercity for you, letting you focus your efforts elsewhere. Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn

[] Write in: Stay reasonable

Kalee Military Base:

[] Expanded Industrial Investments: Granted the industrial investments are already paying off great, but there's always room to expand.
-[] Military Factories: For the longest time the Kaleesh have suffered from an inability to get modernized equipment for their warriors. Fix that, and see if you can get a supply chain set up for your own warriors. Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[] Labor Droid Plants: Kaleesh love fighting, hunting, and so on. From what you've heard, they do not like building things when they could be fighting or hunting. Setting up some droid plants would hepl with that a lot. Cost: 100 Reward: +50 investment income

[] Joint Kaleesh-Mandalorian Training Centers: Given that the Kaleesh already have a deep-seated warrior culture odds are they wouldn't make for good Mandalorians. That being said they'd probably relish the chance to help whip the Guardians into shape given the chance. It wouldn't do for a fellow warrior to be weak after all. Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads

[] Mercenary Recruitment Center: Kaleesh are terrifying and effective warriors who love getting into fights. Mercenaries would love that. Cost: 100 Reward: +50 military income

[] Kalee Gravball League: Gravball is a violent sport that more often than not involves its players slamming into each other and occasionally playing the sport. The Kaleesh would love it. Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established

[] Cantina Franchise: Since there's actually a proper economy going here now you can actually expand your franchise here. Cost: 150 Reward: +75 investment income

[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Ithorian Biome: Since a lot of the Oracle's crew spends the majority of their time on the ship itself, why not invite the Ithorians to help create a "living ecosystem" on board and make it so that the air isn't quite so stale? There might not be any practical value but given the extreme redesign of the ship as it is there's no harm in giving it a slightly more "unique" charm. Cost: 150 Reward: "Living ecosystem" set up on Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened

[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

[] Guardian HQ Expansion: It's been said that being a Mandalorian has nothing to do with species and only requires that you follow their code. Well that's all well and good but the Guardian HQ is not ready to handle applicants from across the galaxy. Fix that. Cost: 150 Reward: Guardian HQ expanded and ready to handle more recruits from other planets.

[] Salvage Teams: There's a lot of old ruins and broken cities on Mandalore. And more importantly, profits to be made. Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits

[] Agricultural Revitalization: With your ties to the Ithorians, you can help set up a full-on revitalization program for Mandalore, helping it become more habitable in the coming years. Odds are good that you won't live to see it (gaining immortality of some kind notwithstanding) but even in the short term it would provide considerable PR benefits if nothing else. Cost: 200 Reward: +100 investment income

[] Get'shuk Arenas: A traditional Mandalorian sport, you have a good feeling that with enough publicity get'shuk could find popularity even beyond Mandalore itself. Cost: 100 Rewards: +50 investment income, increased publicity for get'shuk

[] Write in: Stay Reasonable

Lordran, Kiln:

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Super Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 Super Battle Droid group per turn
-[] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn
-[] IG Droid Factory: Cost: 125 Upkeep: 75 Reward: +1 IG Lancer droid group per turn
-[] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group per turn
-[] Droideka Factory: Cost: 150 Upkeep: 80 Reward: +1 Droideka group per turn
-[] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn

[] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Hyena Bomber Factory: The CIS bomber based off of the Vulture droid design, only now with two heads. Cheriss has naturally improved upon the droid brain and general performance. Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn

[] Personal Retreat Customization: You aren't planning on really touching the island, that's fine as it is. But who says you can't have some other things put together?
-[] Mount Ciaran: A monument to all of your arrogance - but dammit, it's way too tempting to have your visage preserved in a mountainside for others to witness. Cost: 200 Reward: Mount Ciaran
-[] Abyss Murals: A little extra for the central building on the island - these would be stylized murals depicting all of the times you've enjoyed seeing others squirm the rich and storied history of the Watchers. Obviously. Cost: 100 Reward: Murals added for an extra personal touch
-[] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran
-[] Private Nature Preserve: Your own little slice of paradise where you can hunt various animals of varying danger levels with an armory's worth of weapons! ...Maybe you've been spending a bit too much time around Grievous. Cost: 100 Reward: Private nature preserve created

[] Relocate/Expand Droid Infrastructure: It's not like the droids you have on Courscant are bad, it's just that you don't want them on Courscant itself.
-[] Archive/Data Analysis Droid Fleet: Set up archival and data analysis droids on Kiln to make sure that your organization isn't brought down by its continued expansion. Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[] Administrative Droid Fleet: You're never going to stop expanding your ventures. So you're going to need droids to help keep everything in line. Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran

[] Write in: Stay reasonable

La'Sombra (Asteroid Base):

[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units

[] Aegis Security Expansion: Nar Shaddaa is not exactly the most pleasant of worlds, but that just means that there are more people looking for some hired goons to look tough. Cost: 50 Reward: +25 income

[] Casino Franchising: Get big or go home - set up more casinos modeled after the Orb across Nar Shaddaa and really rake in the money from gamblers. Cost: 200 Reward: +100 investment income

[] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income

[] Write in: Stay Reasonable

Castell Facility:

[] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you

[] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income

[] Smuggler's Den: Turns out since people don't like Shu Mai's taxes, they prefer smuggling instead. You could be a generous soul and help them do that. Cost: 100 Reward: +50 smuggling income

[] Gossam Development Programs: Castell's economy is not exactly in the best of places right now. Get the Muuns to help you set up programs to help get it back into shape. Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income

[] Mining Guild Production Investments: Go a step further with your deals with the Mining Guild and buy out some of their production facilities on Castell and across the galaxy in general to ensure you have a constant supply of raw materials. Cost: 200 Rewards: +50 investment income, discount on base upgrades

[] Write in: Stay Reasonable

Muunilist Mansion:

[] Salvage/Recycling Teams: Given that the war hit this planet there's a lot of salvage to clean up. And hey, if your teams "accidentally" stumble into a restricted spire well that's just a tragedy right there. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits

[] Currency Exchange: The Muuns could easily handle exchanging credits for the various other currencies used around the galaxy - but they're going to need help getting the funding to set up the exchange centers. Cost: 100 Reward: +50 "trade" income

[] Phlut IG Development Labs: Now that you effectively own Phlut it's time to see what else the IG frame is capable of. Set up some labs for their people to work in and see if they can come up with some improvements to the design. Cost: 100 Reward: Ability to design new IG frames

[] Write in: Stay Reasonable

Vectivus' Home:

[] Write in: Stay Reasonable

Kashyyyk Facility:

[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale

[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income

[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income

[] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income

[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income

[] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income

[] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income

[] Wookiee Infrastructure Programs: It's not like the Wookiees are doing bad economically, but setting up a more permanent development program would get you more credits and keep the economy on Kashyyyk nice and healthy. Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income

[] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income

[] Systemwide Defenses: While many more Wookiees would like to sign on with you full-time, many of them are occupied by nigh-constant raids from the Trandoshans - and quite frankly hearing about them nearly damaging some of your property during said raids is infuriating. Help set up some serious defenses in the region and give them a message that their actions will not be tolerated any longer. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids

[] Write in: Stay Reasonable

Taris Property:

[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate

[] Bureau of Ships and Services: The Bureau is an organization that helps organize the various transponder codes on ships and tracks civilian traffic. Wouldn't it help if they were on a nice, safe planet that you had so many wiretaps on as it is? Of course you're going to omit that latter detail... Cost: 100 Upkeep: 50 Reward: Bureau relocated to Taris, increased ability to track ships registered to the Bureau

[] Beautification: Taris has seen better days, and while the buildings have been fixed they lack the gleam of Coruscant's skyscrapers. Get a beautification program running so you can attract the wealthy to the planet for your own ends. Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions

[] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[] Karada Labs: Set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[] Karada Academy: Expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income
-[] Karada Museum: A museum to how awesome your products are, and maybe some medical history that no one really cares about too. But mostly the former. Cost: 100 Reward: +50 Karada income
-[] Karada Genetics Center: Given your association with the Arkanians, having more developed genetics centers on Taris is a logical continuation of that association. Cost: 100 Reward: +50 Karada income
-[] Karada Xenomedicine: With all of the various species out there in the galaxy, having a centralized branch dedicated to ensuring specific treatments for a species would certainly be welcomed. Cost: 100 Reward: +50 Karada income
-[] Karada Pharmecuticals Division Relocation: While not your most important branch, getting this away from Palpatine would hardly be a bad idea. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Maufacturing Division Relocation: It would be nice to know that your manufacturing wouldn't be cut off by a sudden blockade. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Medical Program Relocation: Sure the medical programs are somewhat decentralized, but you'd prefer if they reported to Taris rather than Coruscant. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Cybernetics Division Relocation: You cannot risk Palpatine getting his hands on your cybernetics. Who knows what he'd try to do with the ones designed specifically for Force-users... Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Force-Friendly Cybernetics Department: Now that you can set up a facility away from Palpatine's prying eyes, it couldn't hurt to help supply the Jedi Healers with your unique cybernetics...for a price of course. Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi

[] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[] Political Organization Programs: Nekghouls do not have any grasp of planetary or galactic politics due to their isolation. Help fix that. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[] Recruitment Center: With their size and innate Force-sensitivity, nekghouls would make for fantastic soldiers...if they're willing to leave the Promised Land that is. Cost: 150 Upkeep: 75 Reward: +2 nekghoul groups per turn
-[] Promised Land Economy Creation: To put it bluntly, the nekghouls don't even really have a modern economy. Helping them at least understand modern economics and making them productive members of society would benefit everyone. Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[] Nekghoul Academies: Many nekghouls can barely comprehend the concept of a surface world, let alone a wider galaxy beyond that. They need education. Badly. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history

[] Systemwide Defenses: Taris is too valuable to risk. Set up defenses across the system as a whole to ensure that nothing short of a full-on invasion force can reach the planet. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris

[] Silver Cross Headquarters: Much like the Karada relocations, it wouldn't hurt to have the more sensitive Silver Cross facilities relocated to Taris. Cost: 150 Rewards: +50 Silver Cross income, Silver Cross HQ relocated to Taris

[] CNS Assembly Hall: No, the CNS is not a separate government from the Republic. This assembly building is just for making sure that all CNS members are on the same page about their commitments. That's it. Really. Really. Cost: 200 Rewards: +50 investment income, ability to centralize "government" of CNS

[] High-Society Matchmaking Programs: It's because of you Taris even has a high society again. Make sure they remember who got them there - and maybe help set up some couples at the same time. Cost: 50 Reward: +25 investment income

[] Baobab Fleet Terminal: Now that you're more deeply tied to the Baobabs, helping set up a fleet terminal on Taris would ensure that they could expand their trade fleets into the Northern Rim. Cost: 100 Reward: +50 trade income

[] House Benelex Facilities: You're not going to let slave raiders ruin Taris. That is simply unacceptable. Cost: 100 Reward: +50 security income

[] Corellian Merchant Guildhouse: Much like the Baobabs, getting the Corelliant Merchant Guild to expand into Taris can only help benefit the economy. Cost: 100 Reward: +50 trade income

[] CEC Facilities: At this point it just seems unfair to not have something set up for the various corporations you're working with. Cost: 100 Reward: +50 investment income

[] Ojoster Media Programs: You may already own the hearts and minds of Taris itself, but you need to ensure that they are united. Make Taris into the heart of your propaganda network in the Northern Rim and ensure that your center of power is fully prepared to support you. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris

[] Write in: Stay Reasonable

Naboo Mansion:

[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Aquaculture Investments: Someone has to keep the water around Otoh Gunga clean, right? Cost: 150 Reward: +75 investment income
-[] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[] Amphibious Tradeport: There are plenty of other aquatic species in the galaxy who would appreciate being able to land in a tradeport that is underwater. Cost: 100 Reward: +50 trade income
-[] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 investment income

[] Asset Centralization: Much like Castell, a lot of your earlier investments in the planet are uncoordinated and sometimes conflicting. It might be worth the time and effort to help centralize all of that. Cost: 50 Reward: +50 investment income

[] Naboo Development Program: With significant financial and personal investments in Naboo, it would definitely be worthwhile to have a more comprehensive development program running on the planet. Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income

[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income

[] Silver Cross Distribution Center: Naboo loves you. By extension, they would love the Silver Cross. It's that simple. Cost: 50 Reward: +25 Silver Cross income

[] High-Society Matchmaking: No, you're not going to use this just to match up Anakin and Padme for your amusement. That's only one of the things you're going to do with this. Cost: 50 Reward: +25 investment income

[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income

[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site

[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers

[] Write in: Stay Reasonable

Cato Nemodia Mansion:

[] Invest in Trade Federation businesses: Since your good "friend" Nute Gunray has declared you a noted friend of the organization (for keeping him out of jail), you have an opportunity to invest in some of the businesses on the planet. Cost: 100 Reward: +50 investment income

[] Expand Baktoid Production Lines: Sure the production lines are producing some vehicles, but you really need them to enter mass production. And of course it would help to have deniable materiel right in the middle of Core Space...
-[] Single-Trooper Aerial Platform: A speeder you can stand on with guns on the front...that's about it. This will give the B1s a lot more mobility at least. Cost: 50 Upkeep: 25 Reward: +2 groups of STAPs per turn
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Vulture-class droid starfighter: The fighter of choice for the CIS, this fighter has a droid brain in the place of a pilot, though its combat abilities slightly suffer for it. Maybe have Cheriss look into that at some point. Cost: 150 Upkeep: 75 Reward: +1 group of Vulture Droids per turn

[] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet

[] Trade Port: The Trade Federation is based off of this planet. Getting in on the trade here is only logical. Cost: 100 Reward: +50 trade income

[] Clovis Factory Line Expansions: You have a deniable droid factory. Time to exploit the hell out of it.
-[] OOM Droid Line: Cost: 100 Upkeep: 50 Reward: +3 OOM droid groups per turn
-[] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn

[] Write in: Stay Reasonable

Ord Mantell Compound:

[] Ord Mantell Banking: Ord Mantell commands a central position both physically and economically in the Northern Rim. Setting up some banks in the area would greatly help expand both the planetary and local economy. Cost: 150 Reward: +75 investment income

[] Cantina Franchise: Where there are shadowports, there is a demand for cantinas. Where there is a demand for cantinas, you'll be there to profit off of it. Cost: 150 Reward: +75 Investment income

[] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income

[] Tansarii Point Station Deals: Apparently Ord Mantell is home to one Jorj Car'das, who apparently is an acquaintance of Thrawn from the Outbound Flight days. He's apparently managed to amass quite the information network according to Thrawn's cursory research and he just so happens to own a station orbiting Ord Mantell. Send a few credits his way and see if he's willing to play ball with you. Cost: 150 Rewards: +50 investment income, potential for other benefits

[] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[] Systemwide Defenses: If you're going to make Fort Garnik into the beating heart of the CNS military you're going to need to be prepared to fight for it. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell

[] Write in: Stay Reasonable

Dantooine Facilities:

[] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts

[] Agriculture Investment: Dantooine is basically grassland, grassland, and more grassland. And if there's one thing grasslands are good for, it's farming on a massive scale. Get the Ithorians to help you set up some large-scale farming and make a killing off of it...and help starving people. That too. Cost: 150 Reward: +75 investment income

[] Expand Luxus Resort: The old Cata mansion is nice and all but it could certainly stand to be expanded upon. Add on more rooms, entertainment areas, restaurants, and turn this place into a proper resort. Cost: 100 Reward: +50 Tourism income

[] Asteroid Mining: Dantooine is surrounded by several major mineral-rich asteroid fields, including the 'Wall of Dantooine' that is notably rich in obsidian deposits. Mining these rocks would make you quite a bit of credits. Cost: 150 Reward: +75 mining income

[] Space Curling Arena: With an asteroid belt in orbit there's no reason why you couldn't set up a Space Curling arena here. Cost: 50 Reward: +25 investment income, Dantooine becomes a center for Space Curling because why not

[] Svivreni Crystal Mining: The mining operations you have now are functional, but you could always stand to expand your efforts here. Get the Svivreni to dramatically expand the scope of the crystal mining and get a more constant flow of lightsaber crystals for your people. Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users

[] Vianist Pilgrim Houses: Dantooine was once home to a Jedi Academy and many ruins still dot the planet. No doubt the Vianist pilgrims would love the chance to be able to visit such an important historical site (just so long as they stay away from your archaeology teams). Cost: 100 Reward: +50 investment income

[] Write in: Stay Reasonable

Corellia Property:

[] Luxus Resort: the 'Gold Beaches' of Tyrena are already a tourist trap, while Doaba Guerfel is known for its wild preserves and mountain resorts. Find a good location and set up a vacation resort. Cost: 100 Reward: +50 Investment income

[] Corellian Recruitment Center: Corellia boasts of some of the best pilots in the galaxy. Hire a few for the Abyss Watchers, as pilots for our fleet or smugglers for the gang. The CNS Militia might want to get in on the action as well. Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces

[] Corellian Merchants Guild investments: One of the largest trading companies in the southern Core, the CMG is well worth the investment, if only for the access to its prestigious Guildhouses around the galaxy. Cost: 100 Reward: +50 Investment Income

[] Treasure Ship Row: A massive open-air bazaar that's almost comparable to that of Coruscant. Set up shop, and offer space to sellers from other CNS worlds to advertise the wonders of the Outer Rim in general and Neutral systems in particular. Cost: 150 Reward: +75 Investment Income

[] Corellian Engineering Corporation: CEC is the best civilian starship manufacturer in the galaxy, known for their emphasis on easy repair and modular systems. Offer to help them out, however you can. Cost: 100 Reward: +50 Investment income

[] Smuggler's Den: Corellians are known to rebel against authority, have a tradition of being fantastic pilots, and tend to love getting into trouble. Smuggling is naturally right in their wheelhouse. Cost: 100 Reward: +50 smuggling income

[] Trade Port Investments: Corellia is a known center of trade. Do the math. Cost: 100 Reward: +50 trade income

[] Corellia Intelligencer: No need to be as subtle here - work with the Corellians to set up a news outlet openly criticizing the Palpatine administration for basically anything you can make stick. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia

[] Silver Cross Distribution Centers: With Corellia's status as a major Core World, setting up Silver Cross distribution centers there would let you reach the majority of Core Space, and let you make a little extra cash on the side besides. Cost: 50 Reward: +25 Silver Cross income

[] Write in: Stay Reasonable

Sullust Facility:

[] Aegis Security Facility: You mostly trust SoroSuub...mostly. But just in case... Cost: 75 Reward: Defenses established, +25 security income

[] Trade Port: It can't hurt to get in on the trade Sullust gets. Cost: 100 Reward: +50 trade income

[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income

[] Cantina Franchise: Turns out Sullustans like getting just as drunk as the rest of the galaxy. Cost: 150 Reward: +75 investment income

[] Labor Droid Factories: SoroSuub could always use labor that doesn't get tired or ask for bigger paychecks. Cost: 100 Reward: +50 investment income

[] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income

[] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income

[] Fulluusub Development: Fulluusub is home to Sullustans either too insane to be a part of normal society or those who aren't willing to fall in line with SoroSuub. While you don't really want anything to do with the former group, the latter may contain people that have talents just waiting to be exploited by the right person (i.e. you). Cost: 150 Upkeep: 50 Reward: Roll per turn for random benefits

[] Write in: Stay Reasonable

Arkania Facility:

[] Aegis Security Facility: You're going to have some research going on here that you definitely want to keep under wraps. Security would be good. Cost: 75 Reward: Defenses established, +25 security income

[] Trade Port: Arkanians may not like outsiders that much, but when they do let people in it's often to buy expensive medical equipment. No more needs to be said. Cost: 100 Reward: +50 trade income

[] Large-scale Wiretaps: Maybe you can get coherent information through all of the ego-stroking your people will have to listen to. Cost: 50 Reward: +25 investment income

[] Salvage/Archaeology Teams: Arkania is a very interesting planet...and hopefully your teams can avoid the local dragons. Hopefully. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits

[] Svivreni Diamond Mines: There's diamonds in those hills. Get the Svivreni to extract them and make a killing off of the jewelry you could make from them. Cost: 150 Reward: +75 mining income

[] Karada Research Complex: It is the main reason you got the facility - to have a research complex that people wouldn't ask questions about, yet still would have access to some of the finest minds in the galaxy. Cost: 100 Rewards: +50 Karada income

[] Arkanian Recruitment Center: Sure you've had Arkanian scientists on staff for years now, but they're not a major component of your research teams. Setting up proper recruitment could get some of the most brilliant and "morally liberated" minds you could possibly ask for. Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughtly, bonus to Learning actions

[] Adascorp Investments: They'd probably appreciate the funding to keep the Arkanian Legacy in shape, and you could easily strike a few profitable deals with them. Cost: 100 Reward: +50 investment income

[] Museum of Arkania: A museum made by Arkanians, for Arkanians, celebrating the glory of Arkanians to all of the other people who are not Arkanians. Aside from that it might help to get some publicity going for Adascorp that could benefit both them and Karada. Cost: 100 Reward: +50 investment income

[] Cloning Facilities: Right now the Kaminoans have basically cornered the galaxy on cloning technology thanks to the ludicrous amounts of military funding they're getting from the Republic. While one small facility won't let you compete with them, it will let you work with cloning technology without anyone asking questions. Cost: 200 Upkeep: 100 Reward: Covert cloning facilites set up

[] Write in: Stay Reasonable

Tibannopolis:

[] Aegis Security Facility: If you're going to turn this into a floating resort city, you're going to need bouncers. And other people. But mostly bouncers. Cost: 75 Reward: Defenses established, +25 security income

[] Large-scale Wiretaps: People say the damndest things when they have enough alcohol in their veins. Cost: 50 Reward: +25 information income

[] Benelex House Facility: Invite the Benelex people to run security to endear yourself to the local Jedi and make sure no one tries anything untoward on your platform. Well, nothing too untoward... Cost: 100 Reward: +50 security income

[] Tibanna Gas Refinery: Tibanna gas is incredibly rare and incredibly useful, and Tibannopolis was built primarily to collect and refine it. Set it up. Cost: 200 Rewards: +50 investment income, supply of Tibanna gas

[] Corporate Shipyards: Individually the various shipbuilding companies you're in touch with wouldn't spring for individual shipyards around Tibannopolis, but setting up a general area where they can have individual berths would go over much better with your contacts. Cost: 200 Reward: +100 investment income

[] Trade Port: Bespin could be a major port of call for the southern Outer Rim, especially if Cloud City lives up to its promise as a resort destination. Set up a trade port to take advantage of ships coming and going. Cost: 100 Reward: +50 trade income

[] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income

[] Entertainment District: Cloud City is advertising itself as the premier resort destination of the Greater Javin region. Time they face some competition.
-[] Cantina Franchise: All resorts have alcohol. It's like a law. Probably. And if not it should be. Cost: 150 Reward: +75 investment income
-[] Nightclub Expansion: So that people can party like there's not a war raging around them! Cost: 100 Reward: +50 investment income
-[] Casino Franchise: It's like theft, except people pay you to take their money. Amazing. Cost: 200 Reward: +100 investment income
-[] Luxus Resort: After people get completely drunk and/or lose all their credits in ill-advised gambling sprees, they'll need somewhere to take their mind off of their pain and suffering. Cost: 150 Reward: +75 investment income
-[] Theme Park: Something for the kids! Specifically somewhere patrons can take their kids and occupy them so that they can't be questioned as to why they have scantily-clad men and/or women around them or why they would waste credits on this "gambling" thing. Cost: 200 Reward: +100 investment income

[] Jedi Enclave: Trying to force Jedi - even if they aren't a part of the mainline Order - off of Tibannopolis is practically suicide. Instead, you could help fund an enclave for them, giving them a place to stay, making it easier to keep an eye on them, and maybe even seeing if they have some unique techniques worth "borrowing..." Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed

[] Salvage/Archaeology Teams: There's a surprising amount of history surrounding Bespin as a whole, so setting up some teams to poke at a few planets in the sector would certainly bring in at least some profit. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits

[] Write in: Stay Reasonable

Lorrd Property:

[] Aegis Security Facility: Secure the premises and earn some cash. Easy peasy. Cost: 75 Reward: Defenses established, +25 security income

[] Salvage/Archaeology teams: There's plenty of history to be found in the system, and plenty of treasure as well. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits

[] Trade Port: Lorrd isn't tied to a major hyperlane, but it's well situated to benefit from trade and travel across much of the far northern Outer Rim. Cost: 100 Reward: +50 trade income

[] Vianist Pilgrimages: Lorrd is the center of two religions that encourage pilgrims to visit Force-strong sites and nexuses around the galaxy. Surely they wouldn't mind if you sent along "fellow pilgrims" or whatever that are interested in "expanding their horizions" and whatnot. Cost: 100 Upkeep: 50 Reward: Chance per turn of archaeological site examined

[] Vianist Safehouses: Give some financial encouragement for the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity, and get them to work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. They get to feel needed, you get to look better and make more cash on the side. Win-win. Cost: 100 Rewards: +25 investment income, +25 Silver Cross income

[] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite your geologists to expand mining operations to get in on that action. Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers

[] Lorrd City University "Donations": Lorrd is home to a university renowned for being one of the finest learning institutions in the galaxy, and its students have access to some of the most comprehensive academic archives. Get some investments in the university and use the opportunity to get first dibs on its most talented graduates. Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions

[] Lorrdian Recruitment Center: Lorrdians are famed for being able to read people like a book by observing their body language to an incredible degree. That level of insight could prove invaluable to you in both the diplomatic field. Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions

[] Karada Medcenter: While Lorrd is a fairly prosperous planet, setting up a medcenter would allow you to cooperate with the planet's various universities for medical programs and research. Cost: 100 Reward: +50 Karada income

[] Kanz Intelligencer: Spread the good word about your actions by having the Lorrdians work with you to help set up a news outlet designed to sway the minds of the Northern Rim. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd

[] Write in: Stay Reasonable

Chu'unthor:

[] Sienar Interior Renovations: Fact of the matter is that this ship is still kind of a mess - Raith had to focus on functionality over style when he was rebuilding the ship. He has pointed out that he did have plans for interior renovations anyway, and you could always have them finished yourself. Cost: 100 Reward: Chu'unthor interior fully renovated

[] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits

[] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action

[] Personal Quarters: Because with a ship like this you deserve something fancy. Said quarters are also going to be under the bridge - and you wonder how many people are actually going to get that joke. Cost: 50 Reward: Personal quarters set up

[] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions

[] Force-Based Research Labs: This ship was designed to study the Force - and while its original owners probably didn't consider the idea of setting up proper research labs for studying anti-Force weaponry you're not as picky about it. Cost: 200 Reward: Decreased time for anti-Force research actions

[] Defensive Emplacements: Right now the Chu'unthor has sparse defenses, but nothing that would let it withstand a concentrated attack. Getting some proper guns, shield generators, and armor plating would ensure that it would be far more resilient should it be attacked. Cost: 150 Reward: Heavier defenses set up for Chu'unthor

[] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense

[] Write in: Stay Reasonable

Free Action:

[] Select any action from list above

Hero Support (applies half the stats to a chosen action):

PR-1: [] Write in
The Silencer: [] Write in
Silas Cata: [] Write in
Cheriss Sair: [] Write in
Thrawn: [] Write in
Grievous: [] Write in
Asajj Ventress: [] Write in
HK-47: [] Write in
Jango Fett: [] Write in
Talesan Fry [] Write in

Watcher Support (20 teams available, 1 Point per assigned team): [] Write in

[] Begin Palpatine Elimination Operation: The time has come. Palpatine has to die. But be aware - what you are comitting to will change the galaxy forever one way or another.
Current Probability of Success: 5%
Operation will commence after all other actions this turn have been resolved.
All assets will be committed to operation or go dark depending on function.

There will be no turning back once this option is chosen.

AN: And there's the button.

Also holy shit close to 20k words what the fuck

But I will not submit, no matter how much my fingers want me to.

I'll comment on the (amazing) stuff that's been happening in the thread later.

The usual reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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So I'm gonna come right out and be the first to say it: Let's not push the button.

Really it should go without saying, but this is the internet after all; somebody's bound to suggest it at some point, and I've seen quest threads bandwagon onto sillier things than this.
 
So I'm gonna come right out and be the first to say it: Let's not push the button.

Really it should go without saying, but this is the internet after all; somebody's bound to suggest it at some point, and I've seen quest threads bandwagon onto sillier things than this.

I know. The internet makes people vote for strange things. It might seem like 5% is a 'great' chance?
 
I think we need to try for a truly unexpected move, one that would kill Palpatine from an aneurysm without any further effort on our part and that would cement our own control over galactic affairs: we need to get Coruscant to join the CNS.
 
Lets try and get the SSS put in charge of watching the Jedi, there's probably going to be some reforms that we won't be able to stop but at least with that change we'd have our forces pretty close in case of any shenanigans.
 
Let's push all of Dr. Snark's buttons! Except the Palpatine Elimination one, of course.

And I'd just like to suggest that as a temporal paradox is on our list of things we can do, we should definitely and enthusiasticly do it.
 
Yeeeeessss!

All right, reaction time!

For Martial:
[] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)

[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
I'm pretty sure these are going to be our two Martial picks for this turn. I mean, Devastation is just too big a threat and too big a prize, and it's one of the major obstacles keeping us from closer collaboration with Dooku. #DewIt And of course we're going to keep working on the Foundry.

[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
On the other hand, any of these (especially the Blazing Chain fleet and the 501st action) are seriously tempting, and strong contenders for our Free Action this round...


For Diplomacy:
[] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy

[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication

...

[] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
I really want to deal with the anti-Jedi laws, but the chance of success makes that iffy (on the other hand, we have two rerolls now and a bunch of heroes that might help, so...). We only have 1 normal Diplomacy action though, and recruiting either Obi-Wan or Quinlan Vos would be a major win for us.

[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
As for our CNS action, as tempted as I am by the 'Techno Union' worlds, I really want to recruit those Shard engineers to work with Cheriss and help out our research.


As for Stewardship:
[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
Diplomatic ships would be nice (+5 Diplomacy default bonus perhaps?) and the Hospital Ship would be cool (no idea what bonus we'd get from that), but I really like the Archaeology write-in, especially if we end up working with Jerec in the near future. Willing to be persuaded, though.

For our two regular Stewardship actions:
[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris

[] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
Bringing the Galactic Games to Taris would be a major coup for the CNS, and we're running out of time to make that work, so that's probably a lock. Also, I want more Stewardship-centric heroes, and Mungo Baobab is awesome, so let's recruit him!

[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming
On the other hand, both of the above are amazing. Papanoida's media network (aka spynet) is the second biggest after the Bothans', and would be a major help with our propaganda side.

[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Hoersch-Kessel Drive: This company helped produce Lucrehulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
I'm also (somewhat) tempted by these, but as useful as they'd be (rescuing a major shipwright from bankruptcy or decline and making it a mainstay of our corporate empire) I'm not sure they deserve an entire action at this point, given how many other useful things we can do and how much money we're making through out bases...


[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed.
@Dr. Snark, this action doesn't have any 'Cost' or 'Chance of Success' listed.


As for our Intrigue:
[] Rumblings Of A Giant: According to recent reports out of the Senate a major project has been authorized involving a "supercapital ship" of some variety, and it's about to be launched to deal with the Malevolence. While the project is apparently going to take a considerable amount of time to complete, that definitely sounds like it's at least worth looking into. Maybe Raith knows more about it given his position? Chance of Success: 90% Reward: Information on Republic secret project gained
This seems like a moderately high-priority option (though that applies to most of the Intrigue actions listed, frankly). Still, it's always a good idea to keep superweapons out of the megalomaniac Sith Lord's hands.

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Courscant's defense ships report to him...that makes him a far more important target.
-[] Wilhuff Tarkin: He's got considerable political power despite his station, he's already made his stances clear, and Thrawn has quite the bone to pick with him. It might just be enough to point out how badly he screwed up the Temple bombing investigation to get him out of the way.
-[] Armand Isard: You know his name from Seti's exile, and as the head of Republic Intelligence he's also the man behind the Covert Ops troopers killing deserting clones - and that is just off the top of your head. While Palpatine can always get a replacement, Armand is admittedly a quite talented intelligence officer, and it would be quite difficult to find a fitting replacement in a time like this...
-[] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.
This is higher risk than most other actions (40% base chance + 20% default bonus + 20% omakes = 80% odds before hero support) but any of these would be a major coup for us. In order:
  • Wilhuff Tarkin should be our main target right now -- he botched the Temple Investigation (which means targeting him might synergize with a Diplomacy action against the Jedi 'Reform' laws) and went out his way to hurt Ahsoka (which means discrediting him might help us recruit Ahsoka or Anakin in the near future)
  • COMPNOR and Isard are our next step -- cripple Palpatine's ability to rally public support (!) and hamstring his covert actions against us.
  • Saro Sanuo and Sate Pestage are closer to the last step -- set up an easier transition period before we launch our primary attack.
I'm strongly inclined to go with Tarkin this turn.

Also:
[] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
Recruit another Learning-centric Hero? Yes please!


As for Lore:
[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...
Aliston Nor sounds interesting, as do many others, but I really want to explore Cularin in order to set up our base there next turn. So much stuff!

[] A "Blind" Explorer (Archaeology): After five years of no contact, you've finally managed to reunite with Jerec in the middle of his expedition into the Unknown Regions. While it would be difficult to maintain contact with him, he's mentioned that he'd be more than willing to renew the old agreement the two of you had given the chance, and it would be nice to better understand the mysteries of the Unknown Regions. What he needs from you is the ability to analyze data from his expeditions that he can't do on his own within the cramped quarters of his shuttle. Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
This is another big one -- fortunately, while it is 'Archaeology', we can spend one of our regular actions on it instead. OTOH, that means we wouldn't be able to use it on studying another Force school...
[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
So many awesome choices...
  • Fallannasi are the best at illusions in the galaxy, which would be especially useful for an Intrigue-heavy organization like ours.
  • OTOH, 'Disciples of Twilight' have illusion techniques that directly affect light and shadow, which is useful when dealing with electronic surveillance and such. So they're also awesome.
  • Jal Shey use Force Imbuement, which means they craft magic items. Who doesn't want that?
  • Voss Mystics have the best/most accurate Force Visions of any Force sect in the galaxy. If we want to upgrade our Shatterpoint or Force Sight, or just have a better idea of what's around the corner, this is the sect we want.
All that to say... I don't know! Too many promising options here!


As for Learning:
[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized
Just like Sair Frames for our droids, Mass Genemodding has the potential to upgrade all of our organic soldiers.

Of course, let's not forget:
[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.
-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?
-[] Hiridu: A crystal that can significantly boost communications signals by proximity alone. Maybe there's other aspects of it that haven't been discovered yet.
-[] Hibridium: A material that apparently can act as an alternative to stygium for cloaking, though it also has a bad habit of exploding when ships go into hyperspace. Maybe there's something else that could work?
Materials research, for dirt cheap and only one turn apiece. Definitely worth investing a few actions into! At this point I'm mainly tempted by Cortosis (anti-lightsaber) and maybe agrocite (powerful blasters...). Still undecided.


As for our Personal actions:
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
@Dr. Snark, I'm pretty sure this action is 'locked', but does it occupy one of our 3 Personal Action slots this turn?

[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???
We definitely need to talk to Asajj, that's a given. I'm not sure we should follow Anakin at this point -- he's a big boy, and we should be okay leaving him be for a turn before checking in (as a sign of trust, at least).


For our Hero actions:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
Recall that 'Miraluka' genemod gave Force sensitivity, and Dr. Snark has hinted that would be the case for any of our heroes (Asajj got the bonus Force Sight trait because she already had Force sensitivity...). This could be a major boost for one of our warriors, or someone like Thrawn...

[] Thrawn - Understanding A Warrior's Heart: While he doesn't like admitting it, Thrawn has been baffled at the results of Greivous' assault on the Foundry. He's requested some time to analyze the results of the battle in earnest and determine exactly where he went wrong in his estimations - and potentially bettering them in the future. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 60% Reward: Foundry assault data analyzed by Thrawn, ???
...Synergy with Foundry Assault? Yes please.

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
Both of these are tempting, very tempting. The Corporate Alliance is the one CIS megacorp we don't have our claws in, so that first one could be a big help for us (though it might handicap the Separatist cause a bit too much). Helping out Talesan Fry on a personal level is somewhat more subtle, but will remove a major negative trait and probably make him more useful all around. Not sure, but it's promising. Plus, it reinforces his impression of us as someone who actually cares for the people who she works with.

The bases are way too many to do justice in a first reaction post, but:
Lordran, Kiln:
[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200
@Dr. Snark, we already bought this base upgrade last turn.

[] Relocate/Expand Droid Infrastructure: It's not like the droids you have on Courscant are bad, it's just that you don't want them on Courscant itself.
-[] Archive/Data Analysis Droid Fleet: Set up archival and data analysis droids on Kiln to make sure that your organization isn't brought down by its continued expansion. Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[] Administrative Droid Fleet: You're never going to stop expanding your ventures. So you're going to need droids to help keep everything in line. Admisitrative droid fleet relocated to Lordran
These ones should definitely be locked in, to justify the default bonus we got in turns 1-2.

Castell Facility:
[] Gossam Development Programs: Castell's economy is not exactly in the best of places right now. Get the Muuns to help you set up programs to help get it back into shape. Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
I'll have to check the math on 'Gossam Development Programs', but that one should be worth our while.

[] Mining Guild Production Investments: Go a step further with your deals with the Mining Guild and buy out some of their production facilities on Castell and across the galaxy in general to ensure you have a constant supply of raw materials. Cost: 200 Rewards: +50 investment income, discount on base upgrades
@Dr. Snark, depending on the 'discount' you offer (5% perhaps) I really don't think this upgrade should provide any investment income separately. I intended the write-in more as a 'use existing investments to bring Mining Guild companies to table to negotiate long-term contracts for access to raw materials' -- it would be an upfront cost + upkeep in exchange for that discount.

OTOH, if you want to give us a discount and income, feel free. :D

[] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[] Karada Sentient Resources: With all of the various species out there in the galaxy, having a centralized branch dedicated to ensuring specific treatments for a species would certainly be welcomed. Cost: 100 Reward: +50 Karada income
Also for @Dr. Snark: I originally intended 'Sentient Resources' to be a sci-fi spin on 'Human Resources' (HR). On the other hand, I like your concept better. I'd just suggest that it be renamed 'Karada Xenomedicine' instead.

[] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income
Right now we have 690 in Smuggling income, so 10% gives us 69 credits per turn. -50 makes this not yet worth our while, though there are some smuggling upgrades available that might make it more important.

[] Arkanian Recruitment Center: Sure you've had Arkanian scientists on staff for years now, but they're not a major component of your research teams. Setting up proper recruitment could get some of the most brilliant and "morally liberated" minds you could possibly ask for. Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughtly, bonus to Learning actions
I'm always game for default bonuses!

[] Jedi Enclave: Trying to force Jedi - even if they aren't a part of the mainline Order - off of Tibannopolis is practically suicide. Instead, you could help fund an enclave for them, giving them a place to stay, making it easier to keep an eye on them, and maybe even seeing if they have some unique techniques worth "borrowing..." Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
This is basically "Spend 100 credits to get a free 'study techniques' action". Definitely worth it, especially since the Altisian Jedi are a Jedi splinter group who specialize in psychometry -- a ridiculously useful skill for an Intrigue organization like ours.

[] Lorrd City University "Donations": Lorrd is home to a university renowned for being one of the finest learning institutions in the galaxy, and its students have access to some of the most comprehensive academic archives. Get some investments in the university and use the opportunity to get first dibs on its most talented graduates. Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions

[] Lorrdian Recruitment Center: Lorrdians are famed for being able to read people like a book by observing their body language to an incredible degree. That level of insight could prove invaluable to you in both the diplomatic field. Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
As I said, I'm always game for default bonuses, and this planet offers two of them!


Oh, sweet super-ship, how I love thee. Let me count the ways...

[] Sienar Interior Renovations: Fact of the matter is that this ship is still kind of a mess - Raith had to focus on functionality over style when he was rebuilding the ship. He has pointed out that he did have plans for interior renovations anyway, and you could always have them finished yourself. Cost: 100 Reward: Chu'unthor interior fully renovated

[] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits

[] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action

[] Personal Quarters: Because with a ship like this you deserve something fancy. Said quarters are also going to be under the bridge - and you wonder how many people are actually going to get that joke. Cost: 50 Reward: Personal quarters set up

[] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions

[] Force-Based Research Labs: This ship was designed to study the Force - and while its original owners probably didn't consider the idea of setting up proper research labs for studying anti-Force weaponry you're not as picky about it. Cost: 200 Reward: Decreased time for anti-Force research actions

[] Defensive Emplacements: Right now the Chu'unthor has sparse defenses, but nothing that would let it withstand a concentrated attack. Getting some proper guns, shield generators, and armor plating would ensure that it would be far more resilient should it be attacked. Cost: 150 Reward: Heavier defenses set up for Chu'unthor

[] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
...I want it. All of it. Every single one. I'm willing to wait on a few, but honestly, the barracks would give us +1 Lore action, and the Archives/Labs give better odds/faster research speed for Lore and Learning. Worth it.


I didn't cover the 'Base Purchases', mainly because that was a big list, but I will say right now I am committed to adding new bases on Yavin and Mustafar next turn. There are others I'd like to see, but those two are way too important.
 
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[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
They're just droids... So probably very easy.
So I'm gonna come right out and be the first to say it: Let's not push the button.

Really it should go without saying, but this is the internet after all; somebody's bound to suggest it at some point, and I've seen quest threads bandwagon onto sillier things than this.
You can't tell me what to do.
[X] Push the Button!
 
Alright I'm just putting up what I think are the options that need to be chosen over the next few turns before we kick this bitch off. Obviously our major focus is going to be stalling the war, crippling Palpy's influence which means all media options, removing his patsies, and removing the mind control chips from the clones. For Ciaran she needs to focus on strengthening her connection to the force, and force powers to can counter Palpy. After all she is working with Palpy's apprentice now so finding out how Palpy fights, and thinks as a Sith should be easy. Lastly we need anti force weapons that effect such a large area it can be dodged, or something that targets one person only and is simply very hard to dodge.

Personally if Ciaran can get that force power that turns off a opponents battle precognition, and a nasty surprise I'd say she'd be half way to being able to kill Palpy. But what we really need is hard evidence of Palpy being a mother fucker, it doesn't have to be of him being a Sith, just something that would get anyone impeached and when the military and jedi move to take him into custody he won't be able to stop himself from going full Sith, or calling for Order 66 which if we do our fucking job will fail completely.



These would be my ideas for must have options.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)

[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy

[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted

[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him subverting them should hopefully be simple.
-[] 212th Attack Battalion: Led by Obi-Wan himself, this group has served alongside the 501st in many engagements and specializes in assault tactics.
-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.

-[] 41st Elite Corps: A group lead by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.

[] Those Who Do Not Obey: It's been some time since the Silencer sabotaged those control chips, but now you finally have a lead on the clones that had the sabotaged chips - the 412th, currently serving in the Southern Rim. Unfortunately you know next to nothing about them at the moment, so more in-depth reconnaissance is required before you make any moves. Chance of Success: 80% Reward: Dossier on 412th Regiment created, potential for further subversion

[] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy

[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication

-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.

-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.

-[] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.

-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.

-[] Southern Rim: With the already considerable amount of planets and sectors in the Southern Rim joining the CNS, it might be worthwhile to have a more concerted effort take place here and clean up the borders.

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced

-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced

-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced

-[] Hoersch-Kessel Drive: This company helped produce Lucrehulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.

-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.
-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.

[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counter-weapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris

[] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed.

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Rumblings Of A Giant: According to recent reports out of the Senate a major project has been authorized involving a "supercapital ship" of some variety, and it's about to be launched to deal with the Malevolence. While the project is apparently going to take a considerable amount of time to complete, that definitely sounds like it's at least worth looking into. Maybe Raith knows more about it given his position? Chance of Success: 90% Reward: Information on Republic secret project gained

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you

-[] Wilhuff Tarkin: He's got considerable political power despite his station, he's already made his stances clear, and Thrawn has quite the bone to pick with him. It might just be enough to point out how badly he screwed up the Temple bombing investigation to get him out of the way.
-[] Armand Isard: You know his name from Seti's exile, and as the head of Republic Intelligence he's also the man behind the Covert Ops troopers killing deserting clones - and that is just off the top of your head. While Palpatine can always get a replacement, Armand is admittedly a quite talented intelligence officer, and it would be quite difficult to find a fitting replacement in a time like this...
-[] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.

[] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant

-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?
-[] Drethi: A winged creature that somehow has a venom that is more deadly the more powerful its victim is in the Force. If you could figure out how it worked...

-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice

[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???

[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
-[] Write-in targets

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Guardian HQ Expansion: It's been said that being a Mandalorian has nothing to do with species and only requires that you follow their code. Well that's all well and good but the Guardian HQ is not ready to handle applicants from across the galaxy. Fix that. Cost: 150 Reward: Guardian HQ expanded and ready to handle more recruits from other planets.

[] Systemwide Defenses: While many more Wookiees would like to sign on with you full-time, many of them are occupied by nigh-constant raids from the Trandoshans - and quite frankly hearing about them nearly damaging some of your property during said raids is infuriating. Help set up some serious defenses in the region and give them a message that their actions will not be tolerated any longer. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids

-[] Karada Force-Friendly Cybernetics Department: Now that you can set up a facility away from Palpatine's prying eyes, it couldn't hurt to help supply the Jedi Healers with your unique cybernetics...for a price of course. Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi

-[] Nekghoul Academies: Many nekghouls can barely comprehend the concept of a surface world, let alone a wider galaxy beyond that. They need education. Badly. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history

[] Systemwide Defenses: Taris is too valuable to risk. Set up defenses across the system as a whole to ensure that nothing short of a full-on invasion force can reach the planet. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris

[] Corellian Recruitment Center: Corellia boasts of some of the best pilots in the galaxy. Hire a few for the Abyss Watchers, as pilots for our fleet or smugglers for the gang. The CNS Militia might want to get in on the action as well. Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces

[] Corellia Intelligencer: No need to be as subtle here - work with the Corellians to set up a news outlet openly criticizing the Palpatine administration for basically anything you can make stick. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia

[] Kanz Intelligencer: Spread the good word about your actions by having the Lorrdians work with you to help set up a news outlet designed to sway the minds of the Northern Rim. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd

[] Sienar Interior Renovations: Fact of the matter is that this ship is still kind of a mess - Raith had to focus on functionality over style when he was rebuilding the ship. He has pointed out that he did have plans for interior renovations anyway, and you could always have them finished yourself. Cost: 100 Reward: Chu'unthor interior fully renovated

[] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action

[] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits

[] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions

[] Force-Based Research Labs: This ship was designed to study the Force - and while its original owners probably didn't consider the idea of setting up proper research labs for studying anti-Force weaponry you're not as picky about it. Cost: 200 Reward: Decreased time for anti-Force research actions

[] Defensive Emplacements: Right now the Chu'unthor has sparse defenses, but nothing that would let it withstand a concentrated attack. Getting some proper guns, shield generators, and armor plating would ensure that it would be far more resilient should it be attacked. Cost: 150 Reward: Heavier defenses set up for Chu'unthor
 
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All right, we get one free 'Contact Force Order' Diplomacy action, and I'd appreciate feedback on how we should spend it:
[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect.
The Corellian Jedi are the second-largest light-side Force sect in the galaxy, after the Jedi Order itself. Also, they remember the Seventh Battle of Ruusan, and might unlock a trip to the Valley of the Jedi (!)

The Baran Do are kinda boring... except for the part where they can throw Force lightning! (Bonus points because it's not a dark-side techniques that'll put your face through a blender). I can just imagine Palpatine's face when he whips out his ultimate Sith technique, only for us to match him in lightning bolts while remaining totally peaceful & in control. We are a troll, after all.

The Ysanna will unlock a trip (archaeology or personal) to Ossus and the 'Great Library of the Jedi', with a massive amount of history and holocrons and books about different Force techniques that were long ago lost to history. (Not to mention the sentient tree that's actually the transformed body of the Head Librarian who lived there when Ossus fell. Perhaps, while we're trying to create a Force-sensitive body for Vectivus, Ood Bnar might appreciate us giving him a body as well....

Followers of Palawa designed Teras Kasi, a martial art designed to allow non-Force sensitive individuals to attack and defeat Jedi in hand-to-hand combat. Yeah. No kidding. If we want to make our non-Jedi useful in the Palpatine fight, we want this.

Almas Academy rocks. They explore the galaxy, they teach non-Force skills, they recruit adults, and they have a whole host of awesome teachers that might prove useful (including a 'lightsaber artisan' who makes the best blades in the galaxy, a Wookie battlemaster who could teach us any of the lightsaber forms besides Vaapad, and a headmaster who specializes in using the Living Force to glimpse the future (which should be impossible but he does it anyway).

At this point, I'm somewhat inclined to go with the Corellian Jedi in the hopes of unlocking Ruusan -- I want Ciaran to go on another personal adventure like she did for Malachor and Mortis. But I'm willing to be persuaded.

Thoughts?
 
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The Corellian Jedi are the second-largest light-side Force sect in the galaxy, after the Jedi Order itself. Also, they remember the Seventh Battle of Ruusan, and might unlock a trip to the Valley of the Jedi (!)

At this point, I'm somewhat inclined to go with the Corellian Jedi in the hopes of unlocking Ruusan -- I want Ciaran to go on another personal adventure like she did for Malachor and Mortis. But I'm willing to be persuaded.

Agreed, first the Green Jedi aren't going to go off the rails the moment we tell them about where a Sith is. Second skill is all well and good, but Ciaran lags behind a great deal in raw Force power. The Valley of the Jedi is likely the one place in the galaxy where Ciaran can get a major power boost. She uses Light and Dark, there are Sith and Jedi Force ghosts there.

The Jedi ghosts will help her because she wants to help the current Jedi unfuck themselves and the Jedi that died from that Era are going to see the current as horrible twisted and dogmatic.

The Sith Ghosts will help because they'll know they we're betrayed and fucked over by Bane who started the Rule of two, and helping this Sith who is't a Sith fuck over Bane's thousand year plan is exactly the kind of spiteful shit you'd expect from the Sith.
 
Two more questions for @Dr. Snark:
Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.
Should there be a follow-up action for working with ysalamiri? Our action last turn only let us 'transport ysalamiri off-planet' -- we haven't really done much with them besides that. Or was that all we needed to do to acquire 'nutrient frames' for our forces?

Personal: You have to get stronger.
Should there be a follow-up action to visit Yavin, or will that have to wait until we set up the base and hear back from our archaeological teams?


EDIT: also, let me know if 'Soresu training' locks one of our Personal actions this turn. Even at this point, I can tell it'll make a big difference in what my final plan will look like....
 
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Quick answers to things:

Yes you already have ysalamiri locked in. It's an Asset.

Soresu is like every other multi-turn action - if it doesn't say it locks in an action, then it doesn't lock in an action. You've still got all 3.
 
So umm @Dr. Snark I have a write in as a Diplomacy option

[ ] Fly on the Wall: The Ghostling Nest of the Assembler is an Intelligence asset the Bounty Hunter's guild has been using for years, the location of which is only known to Master hunters like Jango. The entire thing is apparently a massive brain for the Assembler and it is able to provide accurate and up-to-date date information on targets all over the galaxy through, if the tales were to be believe, it's network of little bug-spies. Regardless of the accuracy of these claims it would be an invaluable ally to have on your side.

Also I am not making this up, this is written in the book The Bounty Hunter Code which is written as an in universe book that is in Jango's possession.
 
Soresu is like every other multi-turn action - if it doesn't say it locks in an action, then it doesn't lock in an action. You've still got all 3.
Sweet.

@ everyone else: we have 3 Personal Actions this turn, plus 'Soresu' (free from last turn), plus 'Annoy Padme' (free forever).

We are going to have that conversation with Asajj; however, I really want to add 'Personal Attention' to it since we don't know the odds and I don't want to risk a failure (since that might result in us losing Asajj as a hero unit...!) So that locks in two of our three Personal actions.

For our final one, I was thinking about adding another Personal Attention to one of the really low-probability options available this turn, most likely the Diplomacy action 'To Bind The Jedi'. The odds are really low and probably not worth it without massive hero support: baseline odds of 30%, plus 5% for default bonus (@Dr. Snark, does our CNS Diplomacy default bonus apply here? That bonus represents Duchess Satine's contribution, and I can't imagine her standing on the sidelines for this debate...).

However, adding Personal Attention makes it much more feasible, as it'd add +44 to the final roll, giving us final odds of 79% or 84%, depending on Satine's contribution. Throw in an Intrigue action targeting Tarkin (which might help by casting blame on him rather than on the Jedi) and a few Watcher teams, and we'd probably succeed even if we had to spend one of our rerolls to salvage things.

EDIT: forgot about our +20 omake bonuses, which boosts the final odds (including Personal Attention) to 99% or 100+%, with 69-74% chance of a crit.

Thoughts?
 
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For reference about the Ghostling Nest here is what is says in the book

There are millions of Informants and shadownet feeds out there, but the Guild's weirdest asset by far is the Ghostling Nest of the Assembler. It's drifting somewhere out beyond Wild Space, in case you heard it was a spacer legend.

The nest is big enough to park a starship inside and it looks like a ginntho spider's funnel web, but its pale gray strands are actually living neural cords. Half-buried in its tangled heart is the Assembler, who spins neurofibers linking the little bugs that crawl the walls to act as eyes and ears.

As you approach the nest from the outside, you'll see the silver glint of turbolasers and missile tubes - just in case you had any ideas about squashing this particular insect hive.

The Assembler's home is also its brain. Somehow its info is always fresh, and the bug itself is so smart it'll give you the shivers. The Bounty Hunters Guild has worked with the Assembler and its predecessors for generations, and the Ghostling nest is considered neutral ground for the receipt and transfer of bounty payments and the temporary custody of bounty captures. The Assembler acts as a trustworthy intermediary, which has convinced many skeptics to do business with the Guild since the buffer of the Ghostling Nest lets them claim ignorance if a hunt goes spectacularly bad.

You won't visit the Ghostling Nest as a rookie. Its coordinates are unknown to everybody except our master hunters. But you'll hear plenty of creepy tales if you hang around the Guild hall, and pretty soon you'll stop squashing bugs and start politely shooing them away instead. Me, I think the Assembler's secret is that it has its little bug-spies everywhere. Who knows if that lurking beetle is actually an eye cluster beaming everything back to the Ghostling Nest?

So yeah I think it might be a potential asset to our cause, at the very least the thing is probably stupid smart and could help with some number crunching.
 
Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
@Dr. Snark, is Talesan Fry willing to be genemodded? He is a full member of our group... OTOH, he is more than a little paranoid, and the Arkanians don't have the best reputation....
 
We are going to have that conversation with Asajj; however, I really want to add 'Personal Attention' to it since we don't know the odds and I don't want to risk a failure (since that might result in us losing Asajj as a hero unit...!) So that locks in two of our three Personal actions.

For our final one, I was thinking about adding another Personal Attention to one of the really low-probability options available this turn, most likely the Diplomacy action 'To Bind The Jedi'. The odds are really low and probably not worth it without massive hero support: baseline odds of 30%, plus 5% for default bonus (@Dr. Snark, does our CNS Diplomacy default bonus apply here? That bonus represents Duchess Satine's contribution, and I can't imagine her standing on the sidelines for this debate...).

Agreed using a hero is going to be needed, Ciaran most likely. But we NEED to take that option, keeping Palpy from putting a noose around the neck of the Jedi is one of the big ways we'll be able to stall his attempted take over.

Question can we out source our work in trimming down Palpy's minions to the various mentioned assassin groups? Using them to take out the COMPNOR members seems easy enough.

Can we even add personal attention to a personal action?
 
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