Sadly you can't take that task again. However, if you keep exploring the area, you'll likely find another lead to the same reward. Upside, you've gotten most of the droid disassembled and processed, which will open a new task.
"There's still snow in the deeper of the nearby valleys, and the nights can still freeze, but the light lasts longer. I've begun to reset and move the traps, hoping to catch some of the early season prey, even as I've tuned up the speeder after the last few weeks of it sitting in the shuttle unused. I get the feeling I'll need to use it a lot more. Kaz has started sleeping and living in the camp with me and tends to go wandering around the shuttle as I work on projects. "
Event Roll: 76 - 10[Unsecured Comms] - 10[Gang war] +10[Unknown Location] =66 Order 66 Crit activated- The Empire gains an Event Roll. Empire Event Roll: 55. A nearby system is currently blockaded.
Status:
Base camp (Shuttle Crash) is been established (+1) AP
Kaz (Kath Hound Mutt) bonded (+1) Martial AP while you are in a 'wild' location.
No Advisors.
5 AP available.
Martial [10]: +1 free AP Go, Hunting:
-[] 1 AP: there's lots of wildlife in this forest. Some of it is gonna be a threat, and lots of them can be skinned for gear and cooked for food. Keeping a fresh supply of food will be helpful, and you could always find something new out in the forests nearby.
Roll: 1d100 +10 +10 [Scavenger] +15 [perceptive] +10 [Instinct] +15[Kaz]
Success: 60/100/150
Rewards: [Food] [Furs and Pelts]
Intrigue [11]: Saying Hi to the Neighbors
-[] 1 AP (can be taken multiple times): This forested part of the planet is somewhere newer to you, and the area you know best is the cities farther to the south, and stretching east. Perhaps you should do some investigating nearby, see what resources are available? With the acquisition of a speeder, you can even range farther and faster.
Roll: 1d100+11 +15[Perception] +15[Navigation] +10[Scavenger] +5 [Speeder]
Success: variable
Infiltrating the Westward Compound
-[] 2 AP: There's a rather sizable walled-off compound about 70 clicks west of your home base. You know its occupied, but not by who and how they'll react to visitors. This bears a more in-depth recon.
Roll: 1d100+11 +15[Perception] +15[Stealth] +10[Scavenger]
Success: 70/100/130
Project: Rebuild(1)
-[] 1 AP
Heavily encrypted, and definitely interesting. This is probably the most well-encrypted piece of Data you've ever seen. What could this be?
Roll:1d100 +11 +15[Slicing] +10[Slicers Console]
Success: 100/130
Failure: 30/50/70
Reward: [CIS -Redacted-]
Diplomacy [10]: Kath Hound diplomancy (3)
-[] 1 AP
Kaz has become a comfortable presence and has taken to training with surprising ease. You do remember the poachers camp nearby, but would a hound survive for so long by itself?
Roll:1d100 +10 +15[Instinct] +15[Perception]
Success: 100
Hello Neighbor! (Westward Compound)
-[] 1 AP
With the radios built, now you just have to provide them to the compound for ease of access and hope they're up for a conversation. Now the real question… how to do that?
Roll:1d100 +10 +15[Perception] +15[Stealth]
Success: 80/105
Reward: ???
Learning [7]: Know the Past [CIS]
-[] 2 AP
All these bits and pieces about the CIS, from their political directives to the military and combat doctrine… you might be able to delve deeper into it.
Roll: 1d100 +7 +15[Perception]
Success: 50/100
Possible Rewards: Possible [Traits]
You Call these droids? I can do better(1)
-[]2 AP (consumes an amount of Droid Parts)
Your winter investigation into the various CIS droids revealed exactly how poor their construction and design is. Cheap, mass-produced garbage in all but name, and even the B2 Super Battle Droids are only more heavily armored and built versions of the original, and their processors are actually worse. You've got a massive pile of junk parts sitting here, damn near worthless unless you want to build some basic worker bots. You wouldn't trust them for combat anyway.
But you do have a Command Droid memory bank…. With all the coding.
That sounds like an interesting project...
Roll: 1d100 +7 +15[Slicing] +10[Scavenger] +10[Slicers Console] +5[Lesser Mechanics Kit]
Sucess: 100/140/160
Rewards: AP increase, possible Advisor
(Note, new traits can be applied retroactively)
Stewardship [6]:
Flight to Davenport [Locked]
Fuel makes the Universe go round (1)
-[] 1 AP (reduced by Speeder)
You've got the shuttle, which you've taken to calling 'A Lucky Hunt', which is going great. The issue is that if you actually want to make it across the planet to Davenport, you'll need to find some fuel. And that means you need to find either a ship with an intact fuel cell… or steal one.
First step? Finding a target.
Roll: 1d100+6 +10[Scavenger] +10[Star Seeker] +10[Navigation] +15[Perception]
Success: 100/140
Personal (choose up to 2): Exercise and Train
-[] 1 AP
Attempt to develop or upgrade a [Trait]. (can specify trait you wish you learn)
Roll: 1d100
Success: 50/80/95
Known [Traits] Karat can attempt to learn:
[]Leatherworking
[]Engineering[locked]
[]Droid Research
[]Piloting
[]Barter
[]Persuasion
[]Fist-fighting
[]Dueling
[]Marksmanship
[]Theiving
[]Research
[]Invention
[]Make-shift
[]Meditation
[]History
[]Politics
[]Tactics
[]Art
[]CIS regs
Tinkering with spare parts
-[] 1 AP
Attempt to design or create a useful tool.
Roll: 1d100 +10 [Scavenger] +5[Mechanics Tools]
Ancestry of the Dathomir (1)
-[] 2 AP
Review and delve into what you know of your race and their history and culture.
Roll: 1d100
Success: 50/100/150/250
A little too Horned for a Clone, aren't ya?
-[]1 AP (cost 1 Clone Trooper Armor):
You found some Clone War Era battle armor. Unfortunately, it's not quite made with you in mind. A little effort and some mixing and matching might make the difference.
You could paint it too..
Roll: 1d100 +10 [Scavenger] +5[Leatherworking]
Sucess: 60/85/110
Man these rolls.
Also, blockade? This just keeps getting better
Should we get really buff? Train our fist-fighting until we can 1v1 the leader of the other dudes here?
maybe i want to hunt, train kaz, look for fuel, train twice probebly droid research and CIS regs then try to fix the droids
but i have no idea what to name that plan
I think we should be getting our tools ready, plus hunting is doing pretty good here!
so my plan is this!
[] Plan: more basics...
Go, Hunting:
-[] 1 AP: there's lots of wildlife in this forest. Some of it is gonna be a threat, and lots of them can be skinned for gear and cooked for food. Keeping a fresh supply of food will be helpful, and you could always find something new out in the forests nearby.
(I guess this is free now)
Fuel makes the Universe go round (1)
-[] 1 AP (reduced by Speeder)
You've got the shuttle, which you've taken to calling the ', which is going great. The issue is that if you actually want to make it across the planet to Davenport, you'll need to find some fuel. And that means you need to find either a ship with an intact fuel cell… or steal one.
Infiltrating the Westward Compound
-[] 2 AP: There's a rather sizable walled-off compound about 70 clicks west of your home base. You know its occupied, but not by who and how they'll react to visitors. This bears a more in-depth recon.
Exercise and Train
-[] 1 AP
--[] Droid Research Exercise and Train
-[] 1 AP
--[] Invention
first keep food going and more furs and such, also get more fuel...finally train our droid stuff and invention so we can possibly get traits to lower the DC for possible advisor and making more droids to help us get shit done. Not to mention get some decent fucking armor.
I think we should be getting our tools ready, plus hunting is doing pretty good here!
so my plan is this!
[] Plan: more basics... Go, Hunting:
-[] 1 AP: there's lots of wildlife in this forest. Some of it is gonna be a threat, and lots of them can be skinned for gear and cooked for food. Keeping a fresh supply of food will be helpful, and you could always find something new out in the forests nearby. Fuel makes the Universe go round (1)
-[] 1 AP (reduced by Speeder)
You've got the shuttle, which you've taken to calling the ', which is going great. The issue is that if you actually want to make it across the planet to Davenport, you'll need to find some fuel. And that means you need to find either a ship with an intact fuel cell… or steal one. Exercise and Train
-[] 1 AP
--[] Droid Research Exercise and Train
-[] 1 AP
--[] Invention A little too Horned for a Clone, aren't ya?
-[]1 AP (cost 1 Clone Trooper Armor):
You found some Clone War Era battle armor. Unfortunately, it's not quite made with you in mind. A little effort and some mixing and matching might make the difference.
You could paint it too..
first keep food going and more furs and such, also get more fuel...finally train our droid stuff and invention so we can possibly get traits to lower the DC for possible advisor and making more droids to help us get shit done. Not to mention get some decent fucking armor.
yeah I dropped the armor, and instead got looking into our neighbors we got decent chances with that, and if we get droid research done along with invention that should give us the perks needed to get fixing the ship's droids up to actually be worth something, not to mention if we rebuild the CIS we wont do it with garbage droids, but with actual combat droids capable of taking a hit and unleashing hell!
[X]plan: setting up the preperations
[X] go hunting
[X]exercise and train (droid research)
[X]exercise and train (invention)
[X] kath hound diplomacy (3)
[X] fuel makes the universe go round
[X]saying hi to the neighbord
i want to 1 make sure we get kaz with us before we leave and his character sheet, 2 some more food and maybe that oom droid that lead those battle droids at the ruins 3 learning how to use and repair droids becouse we have a load of part for them and we can make those usefull, 4 fuel becouse i want to be able to leave this area and get to davenport and finally scout the area some more to see if we missed something