[X] 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.
Rolled: 58 + 15 (Bonuses)+ 20 (Omakes) = 93 (Critical Success)
By leaning on your various contacts and using the sheer terror of the assault on Mandalore to your advantage you've managed to get a considerable push for more active defense fleets and planetary defense forces - arms deals have been getting set up across CNS space almost effortlessly and the shipyards over Taris have had near-constant demands for more ships.
Wherever Trench chooses to strike he's going to find that there's going to be a lot more resistance than he expects.
Reward: High increase in quality for CNS defensive forces
[X] 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
-[X] Grievous
Rolled: 5 + 10 (Bonus) + 20 (Omake) + 19 (Grievous) = 54 (Success)
Grievous had something of a rough time convincing some of the groups to work with him, but he refused to take "no" for an answer and managed to rally quite a few paramilitary groups together, even managing to get some of them to come to Kalee for "in-person evaluations" as he put it.
That being said there was a bit of a snag where one of the people who showed up was the Feorin pirate Nym, who didn't back down even when faced with Grievous himself and proved to be quite uncooperative, going so far as to actively challenge his authority. Naturally things escalated into a full-on fistfight between the two - and according to witness reports it was a surprisingly even fight with no clear winner, though by the end of it tempers had cooled enough and enough mutual respect had been garnered that things went smoothly after that. Suffice it to say you can now count on these groups as assets should their aid be necessary.
Rewards: Martial bonus, paramilitary groups confirmed as anti-Palpatine assets
[X] 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
-[X] 212th Attack Battalion: Led by Obi-Wan himself, this group has served alongside the 501st in many engagements and specializes in assault tactics. (Targeted by Yularen)
Rolled: 43 + 20 (Omakes) + 5 (Bonus) = 68 (Success)
Yularen's success proved to be a considerable boost in your own negotiations with Obi-Wan. (To be continued in Black and White)
[X] 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 (Free Action)
Rolled: 98 + 20 (Bonuses) + 20 (Omakes) = 138 (Extreme Critical Success)
Here goes nothing... (To be continued in Black and White)
[X] 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
Rolled: 32 + 20 (Bonuses) + 20 (Omakes) = 72 (Success)
It's been a long time coming, but you've finally managed to get ambassador teams sent to Orax, and so far the results have been rather positive.
Though with the journey there some interesting details about Cheriss surfaced during the trip when she was described to the Shard collective by a curious member of the team - apparently she was/is something of an anomaly among Shards in general. While she shared similarities with other Shards that inhabited droid bodies and left the planet like an incredible hunger for knowledge and exploration no one was entirely certain about how she managed to put together her original frame - according to them and some cursory research after the meetings there was never any trace of her frame on the planet to begin with. While it was a relatively common experience for Shards to be voluntarily placed into droid bodies to travel the galaxy none of them seemed to be worried about being "outed" as a Shard, choosing to take control of frames that were blatantly mechanical. Cheriss on the other hand ended up inhabiting a frame designed to replicate the appearance of an organic, took up an organic name, and most curiously no one had any idea who helped her put it together - she had to have had help for obvious reasons, but none of the Shards had any idea who built it and/or helped her build it to begin with.
None of this diminished your trust in her by any stretch, but it does raise some rather unnerving questions about her past - she did mention something about her leaving during a "rebellious teen phase" but aside from that it's reminded you just how little you know about the history of your brightest engineer...
Aside from that everything went smoothly enough, and you've managed to bring on a few more engineering teams from the Shards and encouraged them to join the CNS.
Rewards: Bonus to engineering rolls, increased chance of Shard planets joining CNS
[X] 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
-[X] 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.
Rolled 96 + 20 (Bonuses) + 20 (Omakes) = 136 (Extreme Critical Success)
This shouldn't have worked. This should not have worked.
Your diplomacy teams shouldn't have been able to do what they did on their own. They shouldn't have been able to get into such a strong negotiating position with the Ysanna and have things go incredibly smoothly at that. They shouldn't have managed to get agreements to have your analysis teams observe their styles. They shouldn't have managed to get a hold of documents that contain critical insights on Force ghosts and how to potentially form them - a critical key to understanding Vectivus' current state and potentially getting him a new body. And most of all they shouldn't have managed to wrangle access to the ruins of the Great Jedi Library even if it was under supervision.
Suffice it to say every single being on those teams were thoroughly rewarded for their efforts.
Rewards: Extremely positive overtures with the Ysanna, information on Force ghost creation gained, free archaeology action for Ossus next turn with a +10 bonus
[X] Taming A Lone Wolf: Quinlan Vos is going to be a problem, not only to Dooku but to you given the chance. That being said outright killing a man who has a known history of being a covert agent would be a waste, so you could try to turn him given the chance. Chance of Success: 40% Reward: Quinlan Vos subverted
-[X] Silas Cata
-[X] 6 Watcher Teams
Rolled 20, Rerolled to 89 + 15 (Bonuses) + 20 (Omakes) + 14 (Silas) + 6 (Watchers) = 144 (Insane Critical Success)
Quite frankly you weren't expecting the results or information Silas brought back with him. (To be continued in Howls in the Dark)
[X] The Burning Rain (CNS): The planet of Honoghr has recently been hit by a Separatist bio-weapon and is a perfect target for Silver Cross efforts - in fact its so perfect and with Palpatine's handiwork clearly in play you're a bit more paranoid about it than usual. Send in teams - with a decent escort just in case - to have some relief brought to the planet. Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
-[X] Personal Attention
Rolled 3, Rerolled to 32 + 20 (Bonuses) + 20 (Omakes) + 44 (Personal Attention) = 116 (Super Critical Success)
This might be a trap, so you're going to have to prepare yourself as best you can... (To be continued in Planet of Death)
[X] 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%
-[X] Dedicated Salvage Vessel: Given the amount of perfectly legitimate salvage work you do it can't hurt to have a heavily armored vessel capable of storing considerable amounts of materiel within it for uh...salvaging. Yes, salvaging. Cost: 200 Reward: Salvage Vessels/Heavy Transports designed/produced
-[X] Interdictor Vessel: With the Pride of the Core and the Malevolence running around it may very well be vital that you have some way to pin down one of the ships to keep them from causing more damage. Raith should be able to put together some kind of ship that should do the job. Cost: 200 Reward: Interdictor vessels designed/produced
Salvage Vessel: Rolled: 20 + 10 (Bonuses) + 20 (Omakes) = 50 (Success)
Interdictors: Rolled: 89 + 10 + 20 = 119 (Super Critical Success)
Raith was all too happy to push through a second contract this quarter, and it's quite apparent which one he put more time and love into.
The salvage/transport vessel he designed was to put it bluntly ugly as sin with it being a boxy and steel-grey ship covered in heavy armor and a handful of laser batteries and it was clearly designed for functionality over aesthetics. While it masked a number of more novel features like an internal drone squadron for salvaging or the fact that it could be conspicuously re-purposed into a transport for heavy materiel, there wasn't too much exciting about the ship itself. The new Sarcophagus-class ship good at what it does, but it's not why Raith was particularly excited this quarter.
His real pride and joy was the customized and one-of-a-kind interdictor design he managed to put together - merging a quartet of gravity well projectors with a frame resembling the Star Destroyers in use by the Republic Navy was only the beginning. Raith had gone and engineered the ship to have two separate modes depending on what it would do: If the gravity well projectors were off, the ship would automatically divert power towards its engines so it could reach its deployment zone faster, and once deployed the ship would shunt power towards shields and weapons. However the more inspired part of Raith's design was how he dealt with the issue of the sheer amount of power the ship would need to actually activate its gravity well projectors - if activated, the ship would only have a tiny fraction of power available to divert to shields and weapons leaving it highly vulnerable. To that end Raith chose to sacrifice the traditional hangar bay in favor of installing a reactor exclusively dedicated to the gravity well projectors, ensuring that even once they are activated the ship would still be able to withstand close combat.
While he's sent over designs for a smaller and more economical variant of the ship, the customized Venator-sized interdictor was quietly delivered to your people - according to him it was a "gift for actions taken on my behalf." While he was content with the designation of Vornskr-class ships he was quite insistent that the lead vessel maintains the name he personally gave to it - Tarkin's Folly.
...Admittedly it wasn't a hard sell in the slightest for you.
Rewards: Salvage/Heavy Transports designed/produced, bonus to salvage rolls, one-of-a-kind interdictor ship built, regular interdictor designed/produced
[X] 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
-[X] Priam
-[X] Talesan Fry
Rolled: 68 + 10 (Bonuses) + 20 (Omakes) + 15 (Priam) + 12 (Fry) = 125 (Super Critical Success)
After all of the buildup, the final fall of Shu Mai was depressingly boring.
Once you put the pressure on and got the parts of the Commerce Guild loyal to you to make their move it was clear that she had nothing to fall back on. Her commandos had been completely subverted by you, the population of Castell hated her, the rest of the Commerce Guild simply shrugged once it was clear that SoroSuub wasn't going to contest the change in management, and all of that was before Priam and Fry's combined efforts managed to pin quite a few crimes on her (both legitimate and fake). In the end the coup didn't end with a loud firefight or a an angry mob dragging her off to be executed but with pathetic pleas and toothless threats as she was hauled out of her office by her own men. You're honestly disappointed all things considered.
Right now the Commerce Guild is currently debating who's going to take charge. SoroSuub's Bribbs seems to be an obvious favorite for the succession, but with your influence and the dirt Fry and Priam have gotten on the rest of the Guild you could option virtually any candidate and have them win. Still, it's not a huge priority and the final decision can wait until after you've dealt with the more pressing issues of Honoghr, Talzin, and Trench.
Rewards: Shu Mai effortlessly ousted. Additional benefits to be determined by vote during Part 2 of the turn results.
[X] 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
Rolled: NATURAL 100 + 10 (Bonuses) + 20 (Omakes) = 130 (Extreme Critical Success)
Papanoida remembered what you did for Pantora. And more importantly, he was expecting you and had a deal ready the second you got into touch with him.
The man had already been keeping tabs on the various news outlets you've been setting up across the galaxy and drew up a chain of deals that would unify them under one collective network, jointly run by you and him. Even better, Paponoida already had a healthy dislike for Palpatine and openly suggested using the new network against him given the chance.
The stage is set, but this level of success has also presented quite the conundrum: once you get the anti-Palpatine propaganda truly going the sheer scope of it means that you simply can't go halfway on things. Thankfully it's a conundrum that can be put on hold while the more pressing issues are dealt with.
Reward: Interlinked media network established and ready for a propaganda war. Other details to be determined by vote during Part 2 of the turn results.
[X] 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
-[X] Silencer
Rolled: 19 + 20 (Bonuses) + 20 (Omakes) + 14 (Silencer) = 73 (Success)
When the Silencer came back you were surprised to hear zero news about a sudden explosion on the surface of Centax-2, but the Silencer had decided to take some liberty with his orders and instead of reducing the facility to rubble he opted for the quieter approach and inserted several viruses into the facility's systems that would effectively neuter it once they were activated by you. Same result, less publicity.
Aside from that he actually had very little to report; the facility relied largely on "security through obscurity" much like the base on Ourobouros and was relatively easy for the Silencer to infiltrate, though his report naturally omitted any potential issues he had or people that had to suddenly vanish.
Reward: Palpatine's Centrax-2 cloning facility sabotaged
[X] Autonomous Hunter-Seeker Teams: You've got so much on your plate that you can't really be bothered to handle them yourself. Set up some teams that can handle operations that are too simple to really go wrong but too complex for a random Watcher team to handle on their own so that you can get more things done. Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
Rolled: 25 + 20 (Bonuses) + 20 (Omakes) = 65 (Success)
The teams have gotten off the ground and are ready to go. You expect to hear good news next quarter.
...That's about it really. This was one of the simpler things to handle in all sincerity...
Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
[X] 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
-[X] 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...
-[X] Jango Fett
Rolled: 74 + 20 (Bonuses) + 20 (Omakes) + 15 (Jango) = 129 (Super Critical Success)
You've given Jango all the help you can give - from here on in it's up to him to bring down Isard. (To be continued in Fortune's End mini-arc)
[X] 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
-[X] 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.
Rolled: 94 + 20 (Bonuses) + 20 (Omakes) = 134 (Extreme Critical Success)
Quite frankly you're almost disturbed at how effective your teams combined with the Blackguard were, given just how wildly successful they were.
Within a few months you've not only got a complete record of the Disciples' techniques but your people have already gone ahead and disseminated them among the Agents and Walkers for further study. Not to mention that apparently over-the-table negotiations have gone very well and the Disciples have confirmed that they would be willing to train your people on the grounds that their skillsets and methodologies are already highly compatible with their own - though you're only willing to let potential Walkers go to training lest the Disciples start asking questions about why and how you're sending so many people their way.
So that happened. You're hardly complaining but still...
Rewards: Force Cloak, Shadow Vision, and Force Illusion studied and integrated into Agent programs. Increased Abysswalker promotion rate due to availability of DoT trainers.
[X] 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
-[X] 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.
Rolled: 56 + 20 (Bonuses) + 20 (Omakes) = 96 (Critical Success)
Quite frankly you weren't sure what you were expecting from Aliston Nor - the Builders sect seemed real enough but from what you could tell the sect had gone extinct some centuries ago. Even so, you sent a couple of Agents with greater engineering knowledge to the planet along with the usual teams to see if they could figure out anything.
When they came back the two of them immediately demanded access to something, anything to write up schematics on. By the time they were done the two of them had created blueprints for a prefab medical building that could be rapidly deployed, had enough armor to withstand extreme environments and blaster fire in equal measure, and was cost-effective to boot. When they were questioned about how they came up with the design they weren't entirely certain as to where it came from, only that it suddenly appeared in their minds in startling detail while they were investigating the planet.
You have to get in on this.
Rewards: Prefab field hospital design created giving +50 Karada income and +50 Silver Cross income. Ability to set up "Builder Programs" from the Home now available.
[X] The Hunt For The Jebble Box: By (perfectly legitimate) coincidence you've managed to get an excellent lead on the location of the Muur Talisman: it's apparently stored in the infamous "Jebble Box" that's been passed around various collectors' hands since its discovery. You'll need to track it down and acquire it - whether through money or coercion - to ensure that it's never going to be used by Sidious. And there was something about someone being stored in the Box, but they have to be dead after four thousand years... Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
-[X] Cheriss Sair
Rolled: 22 + 20 (Bonuses) + 20 (Omakes) + 13 (Cheriss) = 73 (Success)
You're placing a lot of faith in Cheriss - hopefully she won't let you down. (To be continued in Prison and Prisoner)
[X] 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
Rolled: 19 + 30 (Bonuses) + 20 (Success) = 69 (Success)
The Arkanians had nothing particularly exciting to report - the project was completed as quickly as they expected, and at long last there is now a selection of Non-Human genemods available for your forces, and they have assured you that there will absolutely be no side effects should a Near-Human get Non-Human genemods or vice versa. Probably.
Reward: Genemodding now available for non-human species
[X] 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 2 turns]
-[X] 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?
-[X] Galen Erso
Rolled: 94 + 20 (Bonuses) + 20 (Omakes) + 18 (Galen) = 152 (Insane Critical Success)
Report On The "Taozin" And Its Properties:
Locating a living taozin seemed like something of a fool's errand to the majority of my team - as far as we were aware we were chasing a creature that was presumed extinct for some few centuries. However with data I was able to gather from the Celebratus Archive and some further extrapolations on my part I was able to track them down to their source: the forest moon of Va'art. To my surprise and in hindsight slight horror we were able to locate one of the creatures both alive and healthy, and after some considerable efforts on our part we managed to subdue it and transfer it to the new facility on Kalee for further analysis.
While I still intend to continue research on the creature for the time being to ensure that information on it is documented for future generations I have agreed with the rest of my team that we have gained everything of value we can from it. We were able to analyze and synthesize armor plating from the taozin's carapace, albeit at incredible cost and difficulty - while it is possible to produce the armor in question it is not viable for mass production, and taking too much from the taozin risks killing what might be the last of its kind. In addition, according to some of the other team members it is apparently possible to combine parts of the taozin's skin with the armor to make its wearer completely invisible to detection by the Force, though for obvious reasons I have no way to confirm this for myself. Even without the carapace the skin alone when concentrated in sufficient quantities seems to have a similar effect for anyone in close enough proximity.
...Truth be told this research has frightened me considerably. Admittedly it is partly because of the implications of it, but the main source of my fears is that this level of anti-Force tactics is even necessary to begin with. In the event that this research never occurred, I imagine it would only have been a matter of time before someone else followed in my footsteps out of fear of Jedi falling and causing another tragedy on the scale of the Temple Massacre, and the idea that the Jedi themselves have fallen so far from grace in recent days is frightening.
Much as I would like to believe otherwise, I fear this is a sign of worse to come and I can only wonder what will become of the galaxy.
-Galen Erso
Rewards: Taozin research finished immediately. Live taozin located and transported to Kalee to ensure constant source of skin and chitin for analysis and fabrication of amulets/armor. Taozin amulets and taozin carapace armor now available in highly limited qualities.
[X] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment
Rolled: 92 (Critical Success)
Hmmhmmhmm~ (To be continued in Pt. 2 of turn)
[X] One Mean Witch: You need to know where you lie with Talzin, and if things go south you need to let her know that you're not going to stand for her getting in your way. You may have been unnerved by her power before, but that was before you became Darth Traya and gained the Dagger of Mortis. You're not going to let her have her way again. Chance of Success: ??? Reward: ???
-[X] Personal Attention
-[X] Asajj Ventress
Rolled: 20 + 15 (Bonuses) + 20 (Omakes) + 44 (Ciaran) + 14 (Asajj) + 10 (Force Bond) = 123 (Super Critical Success)
It's time you let Talzin know just where you stand. (To be continued in The Great Mother)
[X] 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
-[X] Choose 1 Hero Unit:
--[X] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
-[X] Choose 1 Genemod:
--[X] Voss: A species that has a natural disposition for foresight with the Force. (Lore, ???)
Rolled: 37 + 25 (Bonuses) + 20 (Omakes) = 82 (Success)
(To be continued in [REDACTED])
[X] Thrawn - Unravelling The Spider's Web: Quite frankly, the only being in the entirety of the Abyss Watchers who will be able to predict Trench's next actions is Thrawn - you might be able to use shatterpoints to get ideas but you might have to focus on whatever else crops up this quarter. Have him analyze everything on Trench and figure out where he will strike. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???
-[X] Thrawn
-[X] 4 Watcher Teams
Rolled: 31 + 15 (Bonuses) + 20 (Omakes) + 41 (Thrawn) + 4 (Watchers) = 111 (Super Critical Success)
(To be continued in [REDACTED])
[X] 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, ???
-[X] HK-47
Rolled: 55 + 20 (Bonuses) + 20 (Omakes) + 17 (HK-47) = 112 (Super Critical Success)
HK-47 apparently both loved and hated what you asked him to do.
He hated it because he couldn't kill anything in the present, but he did love the opportunity to revisit his best assassinations and fights with Force-users.
That worked out very well for you because he was able to put together several dozen simulations based on the various Jedi and Sith he had fought throughout his existence. Once they started hitting the facilities on Kalee they were immediately declared to be both the most valuable and the most frustrating sims available - you're admittedly not sure how but HK seemed to figure out how to program a decent facsimile of a Force user's boosted instincts, the effects of some of their powers (to a point, a hologram can't send people flying with a push), and on and on.
Though quite frankly even you're impressed by the sim versions of Revan and Meetra - so far no one has managed to beat either of them, and admittedly the chance to fight two of the most fearsome Jedi ever to live - even if they're only simulated - is a tempting proposition if you can find the time.
Once again though, HK has reminded you that he hasn't had the chance to assassinate anything in over half a year, and he's of the mind that Bulq was "unsatisfying" in his own words.
Rewards: High-grade Anti-Force user sims designed, complete with Revan/Meetra as "bonus bosses." Significant boost to combat against Force-users for regular troops.
[X] Mungo Baobab - Mergers And Acquisitions: With everything happening you personally don't have time to handle your bigger deals with some of the larger companies in the galaxy, so why not have Mungo approach them on your and the Baobab Merchant Fleet's behalf? (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[X] 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.
Rolled: 22 + 10 (Bonuses) + 20 (Omakes) + 30 (Mungo) = 87 (Success)
The plan had been to just get into contact with Hoersch-Kessel, feel out their situation, and maybe work out some short-term deals while looking forward to longer-term ones.
That was before Mungo showed up and dropped his name, and within a matter of hours he was flooded with requests for loans, leases, and basically any form of money for the company to get its hands on to at least keep it afloat. After confirming the validity of the many deals Mungo took the initiative and contacted the rest of his family on Manda, who after considerable persuasion agreed to invest in the flagging company. This has made the Baobabs a major shareholder, and with that you were able to use your connections with the merchant fleet to encourage the H-K execs to work out some deals that will give your proxies controlling interests in quite a few of their shipyards.
In short: A mess, but one that turned out to be far more useful than you expected.
Reward: Controlling interest in H-K shipyards allowing production of ships for CNS planets, +50 investment income
4 Watcher Teams died to bring you this update.
AN: Things will be happening. Anyway a couple of comments:
First, the Aliston Nor thing is going to be a Home upgrade because the planet is too specific to have a full-on base dedicated to it but forcing you to waste a full action on setting up trips to the planet is a bit much.
Second, yes, I couldn't resist setting up another potential plot thread, god help me. In this case though it's tied to Cheriss, so that should be much more interesting and Fun to play out should it progress. Or it can remain a mystery~
I'm honestly cool with either option, though.
I'll get around to acknowledging omakes (since I've fallen behind on that a bit in the excitement of the new turn) after the update settles.
Edit: Also feel free to suggest a name for your new pet taozin. (If I don't hear a good one I'm going to be forced to call it something stupid like "Terry the Taozin" or something)
(i wouldnt actually do that its more just for fun)
(but you gotta admit terry would be a hilarious name for a bus-sized worm right)