I've always wanted to own the galaxy. (Star Wars CK2 Organisation Quest)

Which side?

  • Gray

    Votes: 104 78.2%
  • Dark

    Votes: 29 21.8%

  • Total voters
    133
  • Poll closed .
I wonder when we'll step over the threshold of "too troublesome to live" and Sidious really comes after us. Potentially martyring us has stayed his hand in the past. At some point he'll consider that a smaller problem.

We are far from invulnerable. And at this stage CNS would be mopped by CIS if they were not preoccupied with the Republic. The chaos of war could offer a chance to dispose of us quietly, if we are caught out of position.

Fortunately, we made progress to dispose of him instead.
 
Turn 19 Results
[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.
 
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We'll just convince the Deathwatch to go kill the pirates next turn.
Two for one solved, we just need impossible skills in diplomacy and a good roll.
 
We are likely going to be the target of another assassination. But this time Duku will be on the side of the assassin.
 
Not going to lie...things were starting to get a bit too quiet around here.

Now...now the Clone Wars kick off in earnest for us.
 
Wow! Thanks for updating and posting so quickly!

[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.
The two rewards aren't the same. The promised result was "ability to fully negotiate and recruit on behalf of the CNS" -- which implies that we gain some sort of official position within the CNS, on both the economic and military side of things, so that we can act as the CNS representatives in the broader galaxy. The actual result was "you can bend the CNS any way you want" -- which indicates that our position remains unofficial and that the only difference is increased influence within the CNS sphere.

Also: does this action give us any concrete benefits? Something like "+1 Action (any category) related to CNS", or "Increased odds for all future CNS-related actions"?

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 (GM-VETO) Only once the Oracle stops being top-secret

You have allways wanted to be an interior designer. Nuff said. Reward: +5 boni to Diplomacy (GM-VETO) Only once the Oracle stops being top-secret
...Really? Really? We just spent 100 credits for something we can't use? (Shouldn't you have used the GM veto when you approved the write-in in the first place?)

Also: how is the Oracle top-secret? We're flying it above Mandalore in CNS space, and it's a big honking ship! I kinda figured we were using it as a base of operations whenever we're working in the system.
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.
Okay, NOW can we please pick "Watch the Watch"? Because that's a whole bunch of trouble on our doorstep, and we're not prepared for any of it.
 
Can we recruite the DeathWatch as our sort of Black Ops SF? And by "us" I do not mean the CNS.
 
The two rewards aren't the same. The promised result was "ability to fully negotiate and recruit on behalf of the CNS" -- which implies that we gain some sort of official position within the CNS, on both the economic and military side of things, so that we can act as the CNS representatives in the broader galaxy. The actual result was "you can bend the CNS any way you want" -- which indicates that our position remains unofficial and that the only difference is increased influence within the CNS sphere.

You ARE getting what you wanted. The different reward text simply is ME lampshading the ridicilous results aka. more or less nearly being in charge of the whole mess that is the CNS.

...Really? Really? We just spent 100 credits for something we can't use? (Shouldn't you have used the GM veto when you approved the write-in in the first place?)

Also: how is the Oracle top-secret? We're flying it above Mandalore in CNS space, and it's a big honking ship! I kinda figured we were using it as a base of operations whenever we're working in the system.

WHO ever said that you are flying above Mandalore? You are in the area, still using the Oracle as it was originaly intended... a secret mobile base thats hidden somewhere. But sure. Let me fix that.
 
And now I wait for people to analyse what they see in those disaster roll reports.
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.
...Let's do this.

Firstly, there is the matter of Darra disappearing.
Yeah, this was boneheaded. Not only is Darra terrible at Intrigue (it's her second-lowest stat), but she's also a Lawful Good Jedi-in-good-standing (not even a full member of our organization) who we sent on black ops missions on behalf of a gangster.

Two problems:
1) I suspect we just lost her as an advisor, or (at the very least) we'll need to pull an extra Personal or Diplomacy action to bring her back in the fold
2) Given that we rolled a natural 100, I suspect Darra has gone to the Jedi Council with what she's learned about our operations.

This is bad.

Then there are reports of the Death Watch causing violent trouble on Mandalore
Go figure; the local death cult has finally shown up. There's an opportunity here, if we can show that the CIS is responsible for their attacks on us...

while at the same time being attacked by a single Mandalorian themselves.
...Jango Fett?

Pirates are bothering the borders of CNS space.
No idea. It'd take someone much more familiar with the EU to point out instances of pirate attacks and what this might bode for us.

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.
...If only we had a virus library to help us cure this latest plague...

Oh, and you keep feeling a sense of dread for some reason accompanied by your non-existant burn scars hurting.
We're force sensitive. We're investigating Darth Sidious. The Jedi Council is probably aware of our less-than-legal activities. Those burn scars came from an assassination attempt against us, though I don't recall if that was Palpatine or some other group.

Yeah, despite those successes, this was not a good turn.
 
Wait, is a 100 on the disaster roll good or bad?

Very bad.

Its more 'Things are going way too smoothly for an eternity now and being way too generous has caused too many 'instant win' buttons for things. What can I do now to actually cause SOME trouble?'

Edit: Did you not see the 'keep things interesting' part?

I really don't get why you are so worried about Cairan yet.

Cairan really isn't very powerful in Star Wars terms. She's wealthy for an individual, and has businesses on a few planets - but Star Wars is set in a galaxy many times larger than our own with many millions of inhabited worlds - Cairan is a speck of dust on galactic scales and has only been able to have the influence she's had because she has very, very good press and a power base on the Republic's capital. As such, she isn't terribly powerful, but has been able to persuade powerful people to do things for her that leverage her tiny amount of power in ways that have moved the galaxy.

Even one of the larger players (even relatively minor big players like Jabba or the Black Sun) taking Cairan seriously would be a major disaster for her. Considering the bonuses that Cairan and her organization have, can you imagine the hero support and action bonuses Jabba would have as a PC, given he has a criminal empire that is decades older than Cairan's? Let alone the resources Palpatine would have if he were the player character?

As far as what to do about Cairan continuing to become more powerful, well, it really depends on what you enjoy about the quest. Stories where the heroes become stronger at improbable speed get a bad rap, but they can also be great fun. Indeed, the original Star Wars movies are a good example of this. Luke starts as a farm boy from Tatooine and Han starts as a down-on-his-luck smuggler - in-quest Cairan has been active for a bit more than a decade - in the same span of time Luke and Han come a fair ways further (though of course, both are dangerous in different ways to Cairan). As such, if you enjoy the way things are going, keep going with them. If you don't enjoy the way things are going, well... Have Palpatine start to throw serious spanners in the works for her and use that as an excuse to bend the rate of advancement down.

And bending the rate of advancement down doesn't even need to be a result of overt conflict - you could make successes that exceed the difficulty less rewarding because "the Jedi Council are watching you closely now, you can't make out like bandits so easily" or "Palpatine's agents are watching you, your agents needed to avoid them" etc. Similarly, simply coming under scrutiny from the big players could raise difficulty levels (particularly of things that big player doesn't approve of - so the Jedi Council watching Cairan might raise the difficulty of future illegal actions etc.)

fasquardon
 
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I don't know, but I feel like we need to build the virus library, watch the death watch, and let the media know that Darra has disappeared
 
My plan did after I switched supports. Originally I had Darra and Silas investigating Sidious but after the discussion with Publicola, I was convinced to change supports. Instead of thinking a bit deeper I did a simple switch which caused Silas and Darra to be the ones helping Jabba.

Wait... You switched hero support from a mission critical action to a mission non critical action? Why did you guys decide that Jabba needed more hero help?

Not blaming you mind, I didn't think to check who was helping in what actions at all, so I'm fully complicit, just confused as to the logic...

fasquardon
 
Wait... You switched hero support from a mission critical action to a mission non critical action? Why did you guys decide that Jabba needed more hero help?

Not blaming you mind, I didn't think to check who was helping in what actions at all, so I'm fully complicit, just confused as to the logic...

fasquardon

No, you misunderstand, I switched supports because it was mission critical. I switched Darra and Silas for Personal Attention.

Instead of Jabba's mission receiving personal attention it became the Search for Darksiders which did.
 
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