Martial: Pick 1:
[X] Integrate into Military command: Since you were the one who encouraged the creation of the Joint Command Force for the CNS you may just as well integrate yourself further in it to gain more controll and manipulate what it does. Chance of Success: 60% Reward: You might just as well be in charge at that point.
Required: 40 Rolled: 74+13+10=97
This went far better than expected. The originaly estimation was to be allowed to 'advice' the Military command. Instead you now have two of your more experienced men being part of it as permanent advisors with partial control over some troops. Reward: CNS military infiltrated
Diplomacy: Pick 1:
[X] Exit Stage left: Alternatively you could encourage them to talk with the CNS and navigate their way out of the war. Success in this regard would heavily discourage the CIS from even considering an attack and ruin their relationship with the Huk. Although you are quite sure that there are going to be some quite specific people that will complain about dragging a warrior race into the CNS. Chance of Success: 60% Reward: Kaleesh join the CNS
Required: 40 Rolled: 86+9+10=105
The Kaleesh have joined the CNS flawlessly with most resistance to the idea having been steamrolled. Even the fact that it is at what feels like the other end of the galaxy doesn't even stop it due to your men arranging for unobstructed passage from the Kaleesh systems through Republic space to the CNS systems. Also, Grievous is beating their army into shape. Reward: Kaleesh joined the CNS, Grievous is training their army
Stewardship: Pick 1:
[X] Develop Refugee Camps: More and more refugee camps pop up across the galaxy, adding to the economic disruption as skilled people are trapped within them, unable to practice their trades and professions. With some smart negotiations with the powers that be and some canny investments in infrastructure and facilities, you could turn this catastrophe into a win for yourself and your charity, either by transforming established refugee camps into functioning cities, or building temporary cities and then funneling the displaced into them. Either way, functioning economies that the displaced can participate in will fatten your pocketbook, reduce criminal activity among refugee populations and alleviate the suffering of the victims of war. It's almost like getting paid three times! Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: +50-100 Income
Required: 30 Rolled: 7 Reroll: 90+5+5+7=107
The plan went perfectly, with a lot of camps turning into small cities due to many camps actually being torn down by the refugees themselves after you arranged for some corps to move production facilities into the areas and employ the people, that the camps are properly connected to the planetary infrastructure AND you personaly ensured that loans are being handed out to the refugees so they can start businesses themselves... or at least alleviate their worst problems. Loans without interest and a neglieble fee. Fact is, the 'villages' are orderly, the refugees are well supplied and busy, your doctors are regularly checking on them and you are profiting from it. Reward: +100 Income
Intrigue: Pick 2:
[X] Operation 'RESI': There have been unsettling reports about synthetic virus being used on besieged planets with high deathtolls being the results. Your scientists are doing their best but they have difficulties curing the afflicted. Send some of your best men out to search for information about the virus, who created it, who deployed it and simply anything usefull in general. Chance of Success: 60% Reward: Information about the synthetic virus
Required: 40 Rolled: 70+33+5+5=113
Your men likely didn't expect to get to use all the illegal weaponry they kept in their armories and neither did you expect to actually get the chance to kill something with your lightfoil. To summarise, your investigations did not procure anything interesting on the planets themselves, or at least nothing your doctors aren't allready investigating, but you did manage to gain some recordings of unmarked transports approaching and disappearing again from a planet which ended up with your men investigating everything that could possibly lie in the direction the ships jumped to. As insane as that may sound, someone decided to do several short-range jumps and encountered a abandoned asteroidbase in the middle of absolutely nowhere.
... Now you are to your feet in dead mutants and holding a fragmented datadisk with informations in your hand. Also you had the revelation that not even a mutated Rancor can survive massed disruptor fire to its ugly face.
Reward: +5 on dealing with any further mutants, damaged research data on the mutants
[X] Operation 'Whitewash': You know at least part of the existing blackmail and what it is which allows you to act against it. Manipulate records, establish alibis, plug leaks, silence witnesses, etc. etc. etc. The more blackmail you can make useless or ensure to be able to contradict, the better. Chance of Success: 75% Reward: Blackmail severity lessened considerably
Required: 25 Rolled: 68+14+5+5+10=102
Every leak has been plugged, every eventuality has been accounted for, many people have been talked with, a false backstory or two have been established and you have counter-evidence that proves you are NOT involved with the terrorist attacks that started the war. Whoever now tries to blackmail you now will have it backfire horribly on him. Reward: Blackmail completely useless now
Lore: Pick 1:
[X] Refine the 'Burried Presence' trick: The trick is intriguing, but being only capable of using it for a few minutes is underwhelming and quite... useless most of the time. It might be a good idea to keep practicing with it and find a way to extend the timespan. Chance of Success: 50% Reward: Agents become even better (Takes 2 turns)
Required: 50 Rolled: 35
Tyro... is not making any progress. Result: Action takes one turn more, DC reduced by 5
Learning: Pick 1:
[X] Research synthetic Virus: You have a medical Corporation. Let them do what they do best and try to find a cure for the synthetic virus that is being used on the besieged planets. There DEFINITELY isn't a lack of samples considering the casualties. Chance of Success: 60% Reward: Progress on a cure to the plague, more information about it (Takes 2 turns, 1 if investigation goes well)
Required: 40 Rolled: 72+9+6+5+5=97
Var Zheen has been at his best as he rappidly developed a cure to the virus, although its likely that anyone affected will still need quite a while to recover fully. Cheriss meanwhile looked slightly perturbed at what exactly the virus does (it essentialy slowly kills off living organisms by destroying its cells, causing organ failure and tissue to turn necrotic after a while) while Darra was downright horrified and looked pale for days. She is definitely to used to the 'civilised' Core and its whole 'peace and prosperity'. You probably need to take her with you to level 1313 at some point and after wards to the Outer-Rim. Reward: Virus cured, Virus library now easier to develop
Base upgrade:
(Kalee-Outpost) Pick 1 (or don't):
[X] Build airdefences: Cost: 100 Reward: Outpost gains basic near-military grade AA turrets.
The Kalee-Outpost now really is a complete military base with full defenses.
(Planet, S-840) Pick 1 (or don't):
[X] Mining complex: Cost: 100 Reward: Ability to begin establishing heavy industry on the planet. (Takes 2 turns)
S-840 now has everything it needs to begin industrial production without requiring any materials to be sent from elsewhere.
Personal: Pick 2:
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Operation 'Resi'
[X] Deal with the Thief: Chance of Success: 80%/50% Reward: ?
Required: 20/50 Rolled: 93
Tracking Cheriss in the Karada complex through cameras and then locking down the room she was in was quite a good idea. After all, considering what she had to reveal would have made it likely that she would simply try to flee...
"So... non-organic lifeform?" At this point you were not quite sure if you were supposed to look the droid in the eyes or look at the blueish gem sitting in the middle of the open chest considering that the later is actually Cheriss and the rest an elaborate costume. "Yes? We are called Shards. Crystaline lifeforms capable of using the Force. Its what I have been using to move this body around. Although all the synthflesh and less than sturdy joints meant I had to fix everything every other day." Well, that makes sense. Very strange, but it makes sense. "Now, mind telling me what the plan was? After all, you DID join my organisation and were quite aware of what I'm actually doing from a rather early point on onwards and I doubt that you did it for fun." At that 'Cheriss' simply shrugs her shoulders which right about now looks awfully... surreal. "Let me explain. Many decades and a bit ago, a while before the Arkanian Revolution as it was called, we Shards were encountered by Jedi Master Aqinos who was rather fascinated by us and decided to teach us how to properly use the Force and how to use droids as shells to interact with the world. Later we aided the Jedi during the Arkanian Revolution which was rewarded by... the Jedi banishing Aqinos from the Order due to their claims that we couldn't possibly understand the Force properly because we aren't organic. Jerks. Did I ever mention that fleshy bits annoy me? Too fragile. Cute though. Well, he left, the Iron Knights left with him and we are all stuck on a rock far away... and I had rebellious teen phase and left because I was curious." Having said that she 'tries' to give a cute wave, although the exposed metal and the crystal do negate that sight... causing you to facepalm.
Reward: +2 on Martial, +2 on Lore for Cheriss Sair