Turn 7
56 ABY
You hold a damp bit of cloth to your forehead, cursing the noonday sun that rains its hate on you. A bucket of water and ice sits at your right, used to occasionally dab away sweat from your brow.
"Gah...couldn't they have moved to, I dunno? Ilum, maybe? Hoth, that might have been preferable? Just anywhere where it doesn't reach ninety?" The towering temple complex which has served as your home for...decades, at least, has many admirable qualities. You can go for a walk and stumble across some ancient, legendary bit of history; the fauna that survived the nova has proven the more friendly of species; and of course, the Force itself sings in this place in a way it does not anywhere else.
The climate is not one of those virtues. Back before the nova, the massive rainforests and jungles which coated the planet kept it at a reasonable temperature (for a human); now, as a sun-scorched desert ball, it can soar to to a hundred degrees easily. Awful for a human; miserable for an Arkanian, born and raised and died for Millenia on the glorified ice ball that is Arkania, where it never gets above thirty and the ground never thaws.
Meanwhile, on this sandball of a planet you've been chased down to the deepest, darkest catacombs looking for some shade, some relief from the heat. Less than a dozen people know this location, all of them your allies if not quite friends yet.
A meditation chamber, one of the last locations opened as the Jedi reclaimed their old homes. A simple chamber, carved of the raw black volcanic stone, sealed away with a door of stone that can only be lifted by a dozen men; or the Force, under the command of a Jedi--
"Master."
"Gah!" Whipping around you see Allana looking vaguely guilty.
"Sorry master!"
"It's fine, it's fine, I'm old, my heart needs a shock every now and again. What do you require, Padawan?"
Teach her to sneak up on people. As if you couldn't feel that particular bonfire intruding in this place.
She looks unsure for a moment before thrusting a pad at you. "I have something for you to read, Master."
Grabbing it, you scan quickly. A news article, about the recent battle against Captain Phasma. All culminating in a single question: Where was Master Thorn?
"This means we're going to go fight her now, right?"
"Maybe. Maybe not."
"What?" She looks genuinely astonished that you might not let the needling of the Daily Transmission get to you.
"Padawan, I became a Jedi for many reasons. Not a one of them was to fulfill the inane desires of cheap, right-wing rags."
"Even when those inane desires are what the Jedi should be doing? Their duty?"
"Bold of you to assumed that that is the duty of a Jedi."
"If that is not...then what is?"
[] Well? What is the duty of a Jedi? (Write-In, may be as detailed or as simple as desired)
(You have 10 (Ten) Dice available)
--
Martial: As the war against the Corporate State has intensified, Master Solo has identified several faults with your ability to wage war. As well, however, she has identified solutions to the problems. She has also prepared a more...firepower heavy plan to remove Phasma from play.
[] Show of Force: The Hutts have also elected a new leader of their Cartel, Kada Dazh Tibure. Little is known of this Hutt, except for raw ambition-- you fear he may seek to take advantage of the Chaos. Dispatch Jedi to dissuade him, by patrolling the Mid-Rim nearby. (40%, 1 success)
[] Aid to the Slaves: A revolt has raged in the Corporate Sector for years, led by slaves and revolutionaries seeking freedom. The government under Daala helped her old Imperial buddies, and promised to arrest any Jedi that did not stay away from the Sector-- plenty went anyway, of course, but then the thing with the Sith and Abeloth happened. This new Chief of State, on the other hand, has already sent support, aid, and ships to the rebels, as well as millions of soldiers, with more, in surety, to follow. You certainly don't mind pummeling slavers. While you helped the war effort in the Star Battles, you could deploy Jedi to the occupation, as well. (50%, 2 successes)
[] Work With the Hapans: The Hapes Consortium is a small-- but vital-- part of the Galactic Alliance-- its coffers fund much of the rebuilding efforts from the seemingly endless war which has plagued recent decades-- if that is disrupted, millions, if not billions of beings will suffer, needlessly and painfully. Which makes it somewhat unfortunate that the great treasure ships of the Consortium are under threat by pirates and worse. Send the best Jedi pilots to protect them. (40%, 2 Successes)
[] Campaign-The Twelve Systems: The Galactic Alliance Military is pushing towards Etti IV, the capital of the Corporate Sector, with the hopes that ripping out their beating heart will end the war, decisively and quickly, in your favor. (50%, 3 Successes)
[] Passing On Knowledge: Ensuring that the lessons you learned in the Issagra campaign are not forgotten will be important, for all your sakes. Record it, one way or another, so that it might be shared with all. (1 Success, 80%)
[] Industrial Independence pt1. Resources: Who the hell are you to try and funnel aid to rebels when you have no independent industrial capacity, free from the Galactic Alliance? Nobody, that's who. The first step is to acquire the supplies necessary to begin such construction. (60%, 3 Successes)
[] No Kill Like Overkill: That fancy armor of hers might block a glancing blow from a lightsaber, but odds are good that if you shoot Phasma with enough photon torpedoes, she'll lose that fight. Dispatch a squad of X-Wings, and deal with her. (1 Success, 60%)
Diplomacy: There are days it feels like every other faction in the galaxy, the rest of the Galactic Alliance not excluded, enjoys war; indulges in death; and dances with despair. Fortunate that you are here, then, to light the way.
Actions:
[] Looking for Allies: The Jedi Order is independent in large part because a number of your members either are, or come from families which are, wealthy. But having more resources will allow you to be more independent, and get more done at the same time. (60%, 1 success)
[] Yuuzhan Vong Reconciliation: The Yuuzhan Vong were the enemy. Trillions died at their hands-- your first kill was crushing one under a pillar on Yavin IV. There has been a shallow peace between they and your people since, but it is not true peace-- only a lack of active violence. But perhaps it that can be set right, then the galaxy may be set right. (35%, 5 successes)
[] A New Temple: For the most part, there are too many abandoned Jedi ruins for you to feel comfortable opening new ones when you can just reclaim the old ones. The Frontier Star League, however, is a different case-- being utterly without Jedi beforehand, there are no temples here, nor enclaves, nor anything else. You ought, at least, to build a recruitment center. (60%, 3 Successes)
[] Chiss Assent: The Chiss Ascendancy is a potent state on the galactic stage. It is also unfathomably cruel to those Force Sensitives born inside its borders. There must be some way to cease the cruelty, the madness, and to bring an end to these crimes against life. (3 Successes, 40%)
[] What the Hell Ahsoka: What is the meaning of this? To seek to sabotage a war to free slaves? Has she fallen to the Dark Side? Taken all leave of her senses? Meet with this wandering quasi-Jedi, and determine why she would seek to cripple the war. (1 Success, 60%)
[] Jedi Negotiators: The Galactic Alliance, newly poised with the ascendance of the Frontier Star League as a member state, now plans to begin exploring further into the unknown regions. They have requested you dispatch Jedi to act as negotiators, in the hopes of keeping the peace should they meet natives. (1 Successes, 80%)
Administration: While there tends to be an air of mystery, suspense and adventure around the Jedi, it does have one commonality with all other large groups-- namely, paperwork.
Actions:
[] Lost Worlds: While the Jedi Order greatly centralized following the Ruusan Reformations, and concentrated much of the strength of the Order on Coruscant, things are different now-- for one, they had up to 10,000 Jedi-- you have all of 1,000. They could patrol all of the galaxy, even with that great inefficiency-- you, on the other hand, might be well served by reestablishing the many Enclaves and Praxeums of the Old Order, or establishing your own. (50%, 2 Successes)
[] Check Ups: There is a certain generation, born between the Empire's rise and collapse, which was never thoroughly checked for Force Sensitivity. Finding them now could be useful. (60%, 2 successes)
[] Colonial Investment: Plenty of people are making the journey into the Unknown Reaches, to found new settlements on uncharted, unknown worlds-- and they require resources. Say what you will, but a Jedi is a pretty potent resource. (50%, 1 success)
[] Expand: The testing centers you established on Javin, Hosnian Prime, and Belsalvis are prime candidates to be further improved into fully functional Enclaves; not temples, not yet, but quite functional as centers of Jedi teaching and recruitment on those worlds. You need only put forth the credits. (4 Successes, 50%)
[] Need Resources, Will Travel: The Galactic Alliance knows of plenty of marginal planets which, nevertheless, have exploitable resources. While the average person can not survive there, a Jedi could. You could very well have your Jedi colonize these planets for them, in exchange for a cut of the resources, which your crafters can use to expand their wares. (3 Successes, 75%)
Knowledge: It is the way of a Jedi to learn and to teach-- to be, in their time, both student and master.
[] Weaving Webs: Despite their fearsome appearance, the Lucent are a people of peace and calm-- they could teach the Jedi much, and vice versa. Travel to the Voidfire Nebula, and seek an audience with them. (50%, 1 Success)
[] Bird Brained: The Talortai are, to a man, Force Sensitive-- but they hate this, and few have ever become Jedi or Sith. You imagine there is a story here-- you would like to know it. (40%, 1 Success)
[] Hiding Holocrons (Special from Mystic): Repositories of Sith and Jedi knowledge, there are plenty of Holocrons floating throughout the galaxy-- some in private collections, some in your own archives, and some lost until the Force should will otherwise. Seeking these out should be a top priority. (40%, 3 Successes)
[] Seek the Jal Shey: An order of diplomats, scholars, and intellectuals, the Jal Shey seek to understand the Force from a more-- scientific perspective. They seek to sew peace, order, and justice where they travel, and would leave the galaxy a better place for their having been in it. Seek to learn more from them and of them. (60%, 2 Successes)
[] Trailian Contact: Universally Force-Sensitives, the Trailians were introduced to the wider galaxy by Cronal experimenting on them, attempting to turn them into warriors. While the New Republic and Galactic Alliance have attempted to heal those wounds, they are less than interested in interaction with the galactic community. Perhaps the Jedi can help? (50%, 1 Success)
[] Reclaim Ilum: Arsenal of the Jedi, it is where you once built lightsabers, long ago. But now it is lost to you, and you would reclaim what has been taken. It will take time, but it should not be difficult-- only tedious. (100%, 6 Successes)
[] Finding Ahch-To: Once the Order's Graveyard, Ahch-To has been lost to you for many centuries now, after being taken by the Sith. However, a wandering vagabond, smuggler, and mercenary, Explar Erandal, has reported finding star charts leading to the missing world and requests an escort to find them. The risk is real; but, if it is truly Ahch-To, you have not choice but to take it. (1 Success, 12 Jedi, 1 X-Wing Squadron, 60%)
Intrigue: There are matters, even for the Jedi, that require a certain sense of subtlety.
Actions:
[] Where Are They?: As surely as do the Jedi, the Sith have their places of power. Korriban, Dromund Kaas, Ziost, -- all places the Sith have long walked, have marked as their own, like some beast claiming its territory in the jungle. It is where they will go, to hide and to hunt. Find their location, hunt them down, and bring this to an end. Insomuch as you can, anyway. (70%, 3 Successes)
[] Imperial Angst: You've trusted hutts more than you trust Jagged Fel, Mr. "Military Men making Hard Decision ought to have all the power in the galaxy." Further, even if Master Solo is correct, and you can trust the Emperor, no Empire is built on one man. No doubt there are those in the Empire who would have a return to the 'good old days'-- seek them, so you will be ready for them. (???)
[] In Shadowed Repose: Some of your Jedi know how to be...subtle. Discreet. Unknown. Deploy them to aid the Evocii in their revolutionary efforts, and in turn, to perhaps avoid a war with hutts as well as with the bankers. (1 Success, 50%)
[] Tarisian Thieves: Someone has stolen Captain Rex's armor from the Tarisian Museum which it was once stored in. Find out who, find out why, and if you can, get it back. Preferably in one piece. He was a friend to the Jedi; he deserves better. (1 Success, 60%)
[] Saber to Staff: Rather than a whole bombing run to kill one woman, you will send a single Jedi. Ideally, to turn her from this ignorant, self-destructive path; if not, to send her tout suite to her destiny, such that it is. No doubt the captain is protected by a small army from any would-be assassins; even more fortunate, then, even a single Jedi is more than enough for these wanna-be Stormtroopers. (1 Success, 50%)
Personal: Insomuch as any Jedi Master can have free time, this represents yours.
Actions:
[] Train Your Style: While you are already greatly skilled in Medium Style, you would like to become even more dangerous with it-- push it beyond the average, start innovating the Style beyond the rut it has fallen into since the rediscovery of the classic forms. (50%, 5 successes required)
[] Find a Form: You will ask Master Katarn to begin teaching you in one of the seven classical Forms. (50%, 1 Success required)
[] Seeking Companionship: You are a Jedi; you have had no time for love, and it holds no sway over you. Surely. You are fine returning to an empty bed each day, growing older, with few friends, none in your odd age group. (100%, 1 Success)
[] Seeking Wisdom (Mystic): You thought this might be the case-- but one of your texts, when compared with a text from the Grandmaster's personal library, has revealed a hidden treasure-- what, you could not say. (60%, 3 Successes)
[] Take the Field: They want the Jedi to contribute more to the war effort? Fine. You, and your Padawan, will personally take to the field. It will be good practice for the both of you. (100%, 1 Success)
[] A Trial Of Spririt: Certain rumors and your Padawan's growth have come together to put a thought into your head. It is known that Darth Vader kept Mace Windu's lightsaber as a trophy after slaying him so long ago. It is suspected that coordinates found on computers in his former castle on Mustafar lead to the legendary Sith World of Exegol, where master and apprentice rested and planned and hid their dirty money; a dark bank on a dirt-ball of a planet, staffed by cultists, to hide their ill-gotten gains. Send Allana to retrieve the Lightsaber of Mace Windu as her Trial of Spirit. So that she may see what her Grandfather was truly like, and ask herself if she would share his fate.
--
Moratorium for eight hours.