[X] Raise a Militia: Begun, the Clone Wars have, and thanks to your humanitarian efforts you know just how many war-torn worlds and refugee camps there are in the galaxy. So why not recruit from the now-unemployed population? Ask for volunteers for your security forces, both to assist your humanitarian efforts (you are venturing into hostile worlds and occasionally active battlefields, after all) and to support the CNS. Even if their world was destroyed by war, at least they can fight to keep other worlds from sharing a similar fate. Chance of Success: 60% Cost: 150 Upkeep: 60 Reward: CNS even more bolstered, +5 on Martial rolls for the duration of the war.
Required: 40 Rolled: 40+13=53
Thanks to your reputation quickly a lot of people of varying degrees of combat capabilities signed up with your security forces, were put through training and put to use. Hopefully thats also going to silence some rabblerousers that have started to grumble too loudly in the various refugee camps. Reward: CNS even more bolstered, +5 on Martial rolls for the duration of the war.
[X] Totaly 'benevolent' intentions: The CNS is weak and has only existed for a short while and is therefore quite malleable. Attempt to gain favor and meet the right people to move yourself into a position where you can... whisper... your oppinion and be heard. Chance of Success: 70% Reward: Ability to fully negotiate and recruit on the behalf of the CNS
Required: 30 Rolled: 89+9=98
For all intends and purposes you now have several officials on your payroll and the ear of several leaders of various systems, giving you quite some leeway on what you can do 'for' the CNS. Unfortunately your influence is not exactly something that anyone could possible overlook. Reward: You can bend the CNS any way you want at this rate.
[X] Restoring the Trade Lanes: The Clone Wars have locked down most of the major trade lanes around the galaxy. However, it might be possible to negotiate with the Republic and Separatist factions, to treat the Neutral trade lanes as precisely that: neutral. This would allow merchant vessels from both sides to register with the CNS and pay a toll to pass through Neutral space. There would of course be certain restrictions, not to mention the need for security escorts, but the details can be hashed out during the negotiations. Chance of Success: 60% Reward: Income penality reduced by 10%
Required: 40 Rolled: 66+5+5=76
It may result in some detours to use the Neutral traderoutes, but you managed to convince most corporations that have not taken sides in the conflict to channel their goods through the neutral traderoutes via the CNS systems after a very long meeting in CNS space. Of course the Corporations who ARE fully on one side or the other are going to simply have other corporations do their trade for them since they need the credits. Fact is though... some of the trade is going to resume again even if through detours. Reward: Income penality reduced by 10%
[X] Poke the darkness: Thrawn has told you about Darth Sidious, his attempt to bargain with him and how he used a Trade Federation Taskforce to chase the Outbound-Flight. For you that fortunately means that you now have a name to attach to the vague idea of a Sith pulling the threads in the background and a new reason to go after the TF. Lets do so! Chance of Success: 60% Reward: More information on active darksiders
Required: 40 Rolled: 6+38+5+5=54
You have gone ahead and compiled the informations you have and talked with some of your informants and advisors. What you do know is: 1. Darth Sidious had a master of his own, Hego Damask. 2. Hego Damask commisioned the Clone Army and financed it together with Syfo Dyas. 3. Count Dooku is also a darksider in the vein of the Sith which implies that he is either in contact with Sidious or his apprentice. He is also Darth Tyrannus, no doubt there. 4. Ventress and Sev'rance Tann are Count Dookus apprentices. Thrawn mentions that he vaguely mentioned Sev'rance to Sidious during their first talks to negotiate for safe passage for her out of Chiss space, before negotiations broke down when your agents caused the Outbound-Flight to be rerouted. 5. Sidious has considerable influence with the CIS. 6. You have a bad feeling for some reason... Reward: Have fun targeting Gunray and/or Dooku to get more informations
[X] Favor for Jabba, the silent option: Alternatively to sending your mercenaries you also set your spies and agents on the task to disrupt the operations of the Black Sun. Its considerably less flashy and won't draw the attention of the Hutts, but at least it won't draw the attention of the Black Sun either if things go well. Chance of Success: 60% Reward: +100 Credits, more jobs from Jabba
Jabba was not particularly happy about your delay in helping him since the Black Sun is particularly active and he allready is having problems elsewhere. Still, with your men sabotaging the Black Suns operations and businesses as demanded he paid you as promised and is likely to offer more jobs, with the demand that next time he won't be as patient. What is unsettling though is that Darra has disappeared only a short time after Silas took her with him to help with messing with the Black Sun. Reward: +100 Credits, more jobs from Jabba, Darra has disappeared
[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: 75
Tyro is making progress, considering that you actually used your Force Sight to test and his aura was a lot more of what you would expect from a mundane person. Reward: 1 Turn left
[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also geneticaly altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only useable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research [Takes 8 turns, locks actions for 3 turns]
Required: 30 Rolled: 48+5+5=58
With the Arkanian researchers help your researchers are making decent progress on figuring out how to modify a persons genetic code to augment them. The fact that you personaly invested some additiona credits into the research and subsequently stormed the labs yourself (after all, they DID first experiment on you when you were more or less dead... which is actually horrifying in hindsight) certainly helped. Reward: 3 Turns left, actions locked for 2 turns
Coruscant:
[X] Research Complex - 'Versuch Labs'. A new medical research center located near your Undercity headquarters, focusing on research in biotechnology and cybernetics. Due to its location in the poorest part of Coruscant, it receives a steady stream of patients in such desperate medical and financial straits that you have no lack of (well compensated) volunteers for medical trials and experimentation. (A bit sketchy, sure, but who cares? The powers that be only rarely spared the Undercity a thought when it was the epicenter of near-continuous gang warfare, and haven't even bothered to show up in person since you took control of the place). This new research site will partner with the main labs at Karada, ensuring that your medical research is completed more rapidly and at less expense than before. Cost: 200 Upkeep: 50 Reward: +1 'Learning' Action per turn (can be used to 'double up' on a single research task, halving the time to completion). Enables research into biotechnology. Small discount on medical upkeep and on any future research actions.
The lab is up and running... and you made sure to send your SANE researchers there to make sure that the dubiousness of what is going to transpire in the research center is being kept to a minimum. You have standards after all. Monetary and medical compensation is also guranteed to the test subjects and communication with Karada is very heavily encripted to ensure that no information about the research center gets out to the wrong people. Reward: +1 'Learning' Action per turn (can be used to 'double up' on a single research task, halving the time to completion). Enables research into biotechnology. Small discount on medical upkeep and on any future research actions.
Kalee:
[X] Military Academy: With the Kaleesh having become part of the CNS and providing part of its armed forces some of your men have proposed to establish a Military Academy on Kalee as part of your military base that way the training of the Kalee, the CNS forces and your own men can ensure better training without having to parade the troops around the actuall CNS systems which is going to at least keep the more peaceloving leaders of the CNS out of your hair. Cost: 150, Upkeep: 50 Reward: +5 boni for any Martial Action involving the CNS
The Academy has been established and transportation of troops out of the CNS systems to the Kalee system has been arranged to further their training with both the Kalee and the veterans amongst your mercenary forces handling the training. Reward: +5 boni for any Martial Action involving the CNS
Oracle:
[X] Visitor suites: One of the few things left that the Oracle needs at this point are decent meeting rooms and suites for future visitors. Fortunately you have good sense for luxury and style so that shouldn't be too much of a problem since there is still a lot of space left on the Oracle, but it will cost a bit. Cost: 100. Reward: +5 boni to Diplomacy
You have allways wanted to be an interior designer. Nuff said. Reward: +5 boni to Diplomacy
S-840:
[X] Decimator Factory: Lifedebt is a convenient thing... and having an actuall Decimator at hand and the Wookiee engineers who built that thing even more so. Fortunately you have most of the materials at hand through your mining-complex and are capable of building these insane things now yourself.
Cost: 100 Upkeep: 50 (Takes 2 turns) Reward: +1 Decimator (tank) per turn
The Factory is being set up and the Engineers have started working on the Decimators. Unfortunately its going to take a while to build them and get production running since on one hand they are insanely complex to build and because you can't provide the infrastructure of a fullblown military. Still going to be worth it though. Reward: +1 Decimator (tank) per turn
New Base:
Mandalore: Cost: 200 Reward: Base on Mandalore
Your men have gone ahead and established a new base on Mandalore although in the middle of nowhere to not annoy anyone who you don't want to annoy just now. After all, one hand you have Satine Kryze who is less than happy about you undermining her influence and militarising the CNS and on the other hand there are still the Death Watch who might not like you either due to being of the oldfashioned kind of Mandalorian. Reward: Base on Mandalore established:
Disaster Roll: 100
Partway through the month you were nearly quite literaly crushed by news... if people would still use paper for reports instead of data. Firstly, there is the matter of Darra disappearing. Then there are reports of the Death Watch causing violent trouble on Mandalore while at the same time being attacked by a single Mandalorian themselves. Pirates are bothering the borders of CNS space. Another plague has sprung up on various Outer-Rim planets, but this time there has been a report of an entire swatch of land going silent. Oh, and you keep feeling a sense of dread for some reason accompanied by your non-existant burn scars hurting.