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A Long, Long Time Ago, In A Galaxy Far, Far Away...

It is a time of great strife in the...
OP

Dr. Snark

Exactly As Planned...Probably
Location
Right where I want to be
Pronouns
He/His/Him
A Long, Long Time Ago, In A Galaxy Far, Far Away...

It is a time of great strife in the galaxy. The Republic is fighting a desperate battle against the Confederacy of Independent Systems all while the Sith manipulate both sides from behind the scenes in an attempt to destroy the Jedi once and for all. Against all odds, the Jedi-

"How long are you going to drone on for? I have better things I could be doing than listening to this."

Wha-who are you!? And how dare you interrupt-

"No one cares. Now, why don't we try this again but my way instead."

"Right now, the galaxy is in the middle of a war between the Republic and Separatists over independence and lower taxes and Sith conspiracies. The usual reasons. I have been generously providing the galaxy with humanitarian aid but I'm certain that people still want to kill me in spite of these charitable efforts. Honestly! I may be making a profit off of it but attempts on my life are hardly an appropriate response. Anyway, there have been strange plagues in the Outer Rim, terrorists on Mandalore, and my burn scars won't stop hurting for some reason."

"You'd think this is too much for one person to handle, right? Well, that's where having a personal shadow organization comes in handy. Together the Abyss Watchers and I will bring peace back to the galaxy and massive influxes to our bank accounts."

"Right then. Refresher's over, we have a lot of work to do."

May The Invisible Hand Be With You - A Star Wars CKII-Style Quest

Hello there! This thread is a continuation of I've Always Wanted To Own The Galaxy (TvTropes Page) created by @Teron and continued by me with his blessing, so if you're just joining us, go read through that first or this handy recap and then come back here when you're done. Spoilers: it involves absurd dice rolls, planet stealing, and trolling the galaxy. We're going to keep this crazy train rolling for as long as we can!

A few things before we get started in earnest.

1. Keep it civil blah blah blah y'all have heard it before. Our PC is someone who trolls everyone and has stolen planets; don't take this too seriously.
2. If you think I fucked something up, let me know. The last thing I want is take away from your enjoyment. Also if you have ideas feel free to suggest them.
3. Omakes are always appreciated and can be considered canon if they're good/funny enough. You'll get a +10 bonus to a roll of your choice (with a limit of two bonuses per roll) and canon omakes might end up influencing the story.
4. The Dice giveth, and the Dice taketh away. Respect the Almighty Dice Gods and hopefully they will bestow their favor unto you mortals.

And...I think that's about it! So let's kick things off, shall we?
 
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Character Sheet

(Image courtesy of @Dragontrapper/@Renu)
Name: Ciaran
Species: Partial Miraluka/Human Hybrid (3/4th Miraluka)
Age: 32 (Biological Age: 27)
Occupation: Information Broker/Crime Lord/Businesswoman/Troll
"I've always wanted to own the galaxy."

Martial: 15+2+4+2+2+1+3+2+1+2+5+3=42 (It's taken considerable amounts of training to reach this point, but now you are a deadly fighter that can face many Jedi and Sith alike on even terms.)

Diplomacy: 16+2+2+4+2+8=34 (You are becoming extremely charismatic to the point where your words are becoming one of your deadliest weapons.)

Stewardship: 14+2+2+2+4=24 (Running a philanthropic organization while still making profit off of it-among other things-has made you a much better businesswoman.)

Intrigue: 21+2+2+2+2+2+2+4+2=39 (You are one of the most talented information brokers and schemers in the galaxy with all that it entails.)

Lore: 16+2+2+2+1+2+2+2+6+2+4+4+1+2=48 (While your Force presence isn't inherently strong you've become much more powerful as a Force user through both precise control and a willingness to delve into more esoteric uses of the Force.)

Learning: 16+4+3=23 (Developing a concrete form of your unique philosophies on the Force has required you to push yourself mentally, which has had benefits in other areas.)

Infiltration Expert: You are quite capable as infiltrator with all that it entails. Mainly not being noticed and getting rid of those that could notice you. +2 Martial, +2 Intrigue

Impudence Wins: No matter the situation or how impossible the circumstances seem, you always are able to lie with a straight face. +2 Intrigue

Master of Spymasters: You have spies everywhere, nary any information is outside your grasp and if you so wish you can ruin anyone as you keep proving by unraveling conspiracies. +2 Intrigue

Gracious Host: You know perfectly how to make someone feel welcome and comfortable in your presence. +2 Diplomacy

Ruthless Exploiter: Parts of your wealth and influence are based on exploiting the misery of others by seemingly alleviating it with invested credits and 'generous' trades while at the same time gaining more out of it than you have ever spent. Fact is, you have gotten very good at it. +2 Stewardship

Darth Vectivus's Teachings: You have studied the surprisingly pragmatic and moral teachings of Darth Vectivus with great care and found yourself agreeing greatly with them. +2 Stewardship, +2 Lore

Old Jedi Instructions: You have managed to find old instructional holocrons of one of the ancient Jedi Orders, and it has helped you train yourself in the Force. +2 Lore

It Belongs In My Personal Vault!: Recently and involuntarily you have become an archeologist with all that it entails...even the dodging of old and surprisingly still very well working traps. You honestly enjoy the scholarly part of it though. +2 Intrigue, +2 Lore

Genemod (Zeltron): During your coma a whole bunch of your Arkanian scientists decided that when they are already busy fixing your body they may just as well try a few experiments to see if they can't simply make it BETTER while they are at it...and you somehow survived it. In the end they modified you with Zeltron DNA, granting you some degree of their unique abilities...and a second liver. +2 Diplomacy, +2 Intrigue

Makashi Adept: You have learned the various advanced techniques of Form II/Makashi of Lightsaber combat from Dooku himself. +4 Martial

Soresu Adept: You have also learned the techniques of Form III/Soresu of Lightsaber combat from Obi-Wan...even if you're not quite as skilled with it as Makashi. +3 Martial

Talented Duelist: You have proven yourself to be a remarkably talented duelist. +2 Martial

Survivor of Kalee: After spending time training under Grievous on Kalee you have not only become more accustomed to surviving in the wilderness in general but can likely survive on the most hostile of planets. +3 Martial

Hutt Favoritism: Your efforts in aiding the Hutts over the years has made you a particularly valued associate of the Hutts, which greatly aids you in many matters. +2 Stewardship, +2 Intrigue

Bringer of Peace: Thanks to your efforts in enacting the Caamas Ceasefire, your name has become a synonym among many cultures for "peacemaker." +4 Diplomacy

Revitalizer: Restoring Taris to its full glory has not only turned out to be insanely profitable for you, but has given you the chance to learn more about how to turn entire economies around. +4 Stewardship

Lightsaber Designer: Oh sure, you're not an expert in the field barring your personal lightsaber constructed in a fugue state, but you understand the principles behind the construction of a lightsaber and how to design one that is effective, functional, and has just a hint of style. +3 Learning

Darth Traya: A title given to you by its past owner, for there must always be a Darth Traya. It represents how you have "betrayed" the teachings of both the Jedi and Sith in favor of your own philosophies as well as a symbol of the trials you overcame on Malachor II. As time has gone on you've also become more adept at using Traya's weapon of choice: words. Your time on Mortis and your "discussion" with Dooku have certainly proven that. +8 Diplomacy, +6 Lore, +4 Learning

Force Abilities:
Force Sensitive: Being a Miraluka you are naturally Force sensitive and moderately powerful too. Thankfully, you've been able to expand your training with greater access to learning materials.

Miralukan Force Sight: Being able to see and notice more than the average person tends to have its advantages. (Personal intervention has a +10 bonus in addition to the stat bonus.)

Perpetual Buried Presence: While the Buried Presence ability developed within the Watchers allows one to "bury" one's Force presence temporarily, you have been using it constantly for so long that the effect has become more or less permanent. Concentrating on it at this point would allow you to almost completely hide your Force presence entirely. +4 Lore, +4 Intrigue

Enhanced Combat Vision: While the Luka Sene is mainly focused on studying, they have managed to greatly improve on the Miraluka's Force sight to make it much more effective in combat...and the results from your own training have proved it. +2 Martial, +2 Lore

Force Telepathy: As odd as the Tsils of Nam Chorios were, spending time trying to communicate with them through the Force has made it much easier for you to do the same with normal people. +2 Lore

Blazing Chains Style (Basic): Though you've had some trouble with mastering the technique, you can now use the Force to manipulate blaster bolts, changing their trajectory mid-flight. It's still a bit difficult for you, but it is a valuable ability. +2 Lore, +1 Martial

Shatterpoint (Physical): An incredibly rare ability, it allows you to perceive "shatterpoints" in objects and push the Force through them to break them apart, regardless of how strong the material in question is. +2 Lore, +2 Martial

Shatterpoint (Conceptual): A far more esoteric variant of shatterpoint, this allows you to perceive "shatterpoints" in events. To put it in simpler terms, you use the Force to determine whether an event is important and how you can affect it, which has broad applications for a variety of fields. +4 Lore, +2 Intrigue, +2 Diplomacy

Matukai Self-Reinforcement Mastery: Out of all of the various Force abilities out there, it's kind of hilarious that one of them that you're most skilled in involves being able to punch things really hard. It is enough to go through armor and gives you incredible endurance besides so it's hardly an issue. +5 Martial, +1 Lore

Nightsister Techniques: More of an instinctive talent than a skill, you can draw on your bond with Asajj to use many of the same abilities she can. +2 Lore

Conscious Fracture Manipulation: An ability gained from Darth Plageuis' intervention during your coma, it allows you to manipulate "fractures" in events that allow you to affect the future. While it seemed as though you would be unable to directly control it for a time, events on Mortis have given you the ability to fully control this unique ability. (Can designate one reroll per turn for any action regardless of success/failure. Should the reroll be lower than the original roll, take the value of the original roll.)

Force Bond (Asajj Ventress): The Force has bound you to Asajj, tying the two of you together on a fundamental level and strengthening you both. (Ciaran gains very considerable bonuses to personal combat when fighting alongside Asajj. Ciaran has a 80% chance to automatically learn a random Force technique possessed by Asajj every turn. If Ciaran and Asajj are assigned to the same action the roll has an additional +15 bonus.)

Force Bond (Anakin Skywalker): The Force has bound you to Anakin, trying the two of you together...though in this case you're the only one of the two being strengthened by it, and while it makes communicating with him telepathically easier it isn't as strong as your Bond with Asajj. (Ciaran gains bonuses to personal combat when fighting alongside Anakin. If Ciaran and Anakin are assigned to the same action the roll has an additional +5 bonus.)

Echo of Katarr: At first it was merely a memory. But in recent days that memory of your encounter with a fragment of Nihilus has started to become something more... (???)
 
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Organization Assets
The Abyss Watchers

"We have eyes everywhere. Nothing will escape our gaze."

Treasury: 514
- Balance Sheets maintained by @Stealthy

Income: 16629

Information: 806
Investment: 8838
Karada Corp.: 2039
Silver Cross: 728
Military: 1638
Smuggling: 1295
Salvage: 495
Other: 0
Organization Bonus: 790

Upkeep: -4549
Information: -85
Investment: -1435
Karada Corp.: -248
Silver Cross: -160
Military: -1901
Smuggling: -20
Salvage: -100
Other: -600

Planetary Assets (by system)
'Diamond Deception' cantina
Droid Factory (+2 'basic droid' squads per turn)
Financial District businesses
Uscru Entertainment District businesses
All Planets Markets businesses
Coruscant History Museum
Senatorial Accounts Presidium Funding
IRIS Network
- Corusca Intelligencer
-- Intelligencer Expansion
- Coruscant Enquirer
Council of Neutral Systems Embassy (+1 Diplomacy action, CNS)
Surveillance Infrastructure
- Cantina surveillance
- Senate District surveillance
- Starport surveillance
- Large-scale Wiretaps (+5 Intrigue)
- Corporate Espionage Programs
Karada Corporation
- Research-complex & Headquarters
- Cybernetics division (moved to Taris)
- Versuch Labs (+1 Learning action, biotech)
- Karada Medical Programs division
- Karada Manufacturing division
- Karada Pharmaceuticals division
Silver Cross
- Humanitarian Headquarters (moved to Taris)
- Undercity Charities (120% income for planet)
- Undercity Healthcare
Lower-level Salvage Teams (+1 salvage roll)
Borvo the Hutt's Palace
Smuggler's Dens
Undercity Base
- Main Hangar (Capacity: two ships)
- Hidden Turrets
- Secret Lab (+5 Learning rolls, research)
- A9G-series Archive/Data Analysis Droid (moved to Lordran)
- A1-series Business/Accounting Droid (moved to Lordran)
Aegis Security
- Senatorial Security Systems
- Training Compound
- Underworld Expansion
Underworld Takeover (+1 Guardian/Seeker recruit per territory per turn)
- Rolling Takeovers (1-3 new territories occupied each turn)
- Regional Strongholds (controlled territory heavily fortified)
- Territories Acquired: 2

Cato Neimoidia, Colonies
Baktoid vehicle factory (combat vehicle production)
Clovis droid factory (OOM and B2 production)
Trade Federation businesses
Nemodia Mansion (Base)
- Defense Grid
- Large-Scale Wiretapping
Karada Medcenter


Naboo Mansion (Base)
- Defense Grid
- Luxus Resort
- Large-Scale Wiretapping
Mandalorian Guardian Corps Recruitment Center
Spinnaker and Theed businesses
- Asset Centralization
- Plasma Refinery Complex investments
- Moon Mining Guild investments
Naboo Development Programs (130% income for planet)
Gungan Economic Development
- Gungan Engineering facilities
- Industrial investments
- Amphibious Tradeport
- Hydrostatic Bubble Engineering
Borvo the Hutt's Black Market
- Naboo black market takeover
- Rori black market investments
Porso Hill Base reclamation
Silver Cross Distribution Center
Karada Medcenter
System Defenses
- Plasma-fueled Planetary Shield

Castell, Colonies
Commerce Guild businesses
- Asset Centralization
- Arcona Mineral Harvest Corporation investments
- Dorvalla Mining investments
- Mining Guild investments
- Offworld Mining Corporation investments
- Rim Commercial Mining investments
- Mining Guild Production investments (5% discount on bases/upgrades)
Gossam Development Programs (130% income for planet)
Abyss Watchers facility (Base)
- Defense Grid
- Large-scale Wiretaps
- Aegis Security Expansion
'Garnet Gimmick' Cantina franchise
Trade Port
- Expanded Trade Port
Smuggler's Den
Salvage/Recycling Teams
Gossam Militia investments
- Gossam Commando gear
Castell Academy


Dantooine, Outer Rim
Luxus Resort
Crystal Cave (supply of lightsaber crystals)
- Svivreni Crystal Mining
Abyss Watchers Facility (Base)
- Defense Grid
- Dedicated Archaeology Teams
AgriCorps Outpost

Wookiee Trade Guild businesses
- Business Investments
- KashyCorps Investments
- Uurbahhahvoovv Joiners & Artisans Investments
Alaris Prime businesses
- Starshipwright investments
-- Republic Sienar Systems facilities
-- Incom facilities
-- Kuat Drive Yards facilities
-- Corellian Engineering facilities
- Trade Port
Abyss Watchers Facility (Base)
- Defense Grid
- Warrior Recruitment Program (+1-2 Wookiee warrior squads per turn)
- Engineer Recruitment Center (5% discount to bases/upgrades)
Wookiee Infrastructure Programs (130% income for planet)
Ecological Programs
Kashyyyk investments
- Ithorian Botanical Garden & Nursery
- Tarisian Ale Plant
- Serv-O-Droid facilities
- Exotic Creature Exports
Benelex House facilities
Mandalorian Guardian Corps Recruitment Center
Systemwide Defenses
- Planetary Shield

Smuggler's Den
Blacksite (increased recruitment for all military squads)
Karada Facilities
Trade Port
Cantina Franchise
Kaleesh Security Agency
Benelex House facilities
Kalee Grav-Ball League
Megafauna Museum
- Lord Deathmittens III, Esq. (aka Mittens the Rancor)
- Monty the Taozin
Muun Modernization/Development Program (150% income for planet)
- Industrial Investments

-- Military Factories
-- Labor Droid Plants
- Agriculture Investments
Fortified Military Outpost
- Recruitment Bureau (+1-2 Kaleesh warrior squads per turn)
- Shield Generator
- Military Academy (+5 Martial rolls, CNS)
- Advanced Training Facilities
- Joint Mandalorian Training Centers
- Simulation Centers (+5 Martial)
-- HK-47 Anti-Force Simulations (significant bonus to combat vs. Force Users)
- Mercenary Recruitment Center
- Piebald Crater
System Defenses

System Defenses (Kiln protected against intrusion)
Faraam Orbital Shipyards
- Landing Craft Slipways (+1 C-9979 Landers per turn)
Lordran a.k.a. 'Error 404: Planet Not Found'
- Ciaran's Personal Retreat
- Firelink Farming Complex
-- Agriculture Expansion (food supply is self-sufficient)
- Anor Londo Industrial District
-- Darkroot Chemical Plant (20% discount on Karada Corporation upkeep)
-- Industrial Expansion (double all factory output)
-- Kalameet Decimator Factory (+1 Decimators per turn)
-- Vamos Labor Droid Plant (40% discount on Kiln system upkeep, decreased construction times)
-- Astora Military Production Facilities (40% discount on Military upkeep)
-- Kaathe BX Commando Droid Factory (+1 BX Commando droid squad per turn)
-- Domhall B1 Droid Factory (+2 basic droid squads per turn)
-- Rickert OOM Droid Factory (+2 OOM droid squads per turn)
-- Lautrec Single-Trooper Aerial Platform Factory (+2 STAP droid squads per turn)
-- Gough Vulture Droid Starfighter Factory (+1 vulture droid squadron per turn)
-- Smough Spider Droid Factory (+1 spider droid group per turn)
-- Frampt CB-3 Droid Factory (+1 CB-3 droid squad per turn)
-- Ornstein Droideka Factory (+1 droideka squad per turn)
-- Sif Hyena Bomber Factory (+1 Hyena bomber squadron per turn)
- Ariadnel Administrative Center
-- A9G-series Archive/Data Analysis Droid Fleet (+5 Intrigue)
-- A1-series Business/Accounting Droid Fleet (+5 Stewardship)

Sundari Mansion (Base)
- Aegis Security Facility
- MandalMotors Investments
Mandalorian Guardian Corps
- Headquarters (recruitment & training facility)
-- Headquarters Expansion (galactic recruitment)
- Mandalorian History Initiative
- Corellia-Mandalore Pilot Training Initiative
Beskar Mine Lease
Karada Facility
Kyriemorut Investments
Agricultural Revitalization
Salvage Teams
System Defenses
- Planetary Shield

'Orb of Phantasticora' Casino (Base)
- Nightclub Expansion
- Casino Franchising
- Local Wiretapping
- Defense Grid
- Aegis Security Facility
Boltholes
Surveillance Infrastructure
- Large-Scale Wiretapping
Smuggler's Den
- Expanded Smuggler's Den
'Rhinestone Ruse' Cantina franchise
Currency Exchange
Serv-O-Droid Expansion
Undercity Investment (130% income for planet)
- Karada Medcenters
- Versuch Labs
Sith Academy Reoccupation (increased recruitment rate for Apprentices)
Salvage Teams
Amateur Bounty Hunter Teams
Mandalorian Guardian Corps Recruitment Center

Muunilist, Outer Rim
Refugee Camps
Economic Recovery (130% income for planet)
- Kaleesh Police and Planetary Defense (+50% income for planet)
Banking Clan Investments
- Loan Programs
- Plain Family Investments
- Currency Exchange
Abyss Watchers facility (Base)
- Hidden Defenses
- Economic Planning Office
- Muun Banker Programs (105% income for organization)
- Large-Scale Wiretapping
- Muun Auditors
Mandalorian Guardian Corps Financial Offices
Polar Mine-Spire
Phlut Design Systems investments
Salvage/Recycling Teams
System Defenses
- Planetary Shield


Refugee Resettlement (200% income for planet)
- Sustained Revitalization
- Beautification Program
Abyss Watchers property (Base)
- Defense Grid
- Economic Planning Office
- Large-Scale Wiretapping
- Aegis Security Expansion
- High-Society Matchmaking Programs
- Galactic Games deals
Mandalorian Guardian Corps Recruitment Center
Planetary Shield
- Systemwide Defenses
- Rapid-Response Fleet
- Reinforced Planetary Shield
- KDY Ion Batteries
Taris Orbital
- Incom Shipyards
- Karada Shipyards
- Space Curling "Arenas"
- Orbital Drydocks
Trade Port
- Expanded Trade Port
- Bureau of Ships and Services headquarters
- Baobab Merchant Fleet Terminal
Taris Upper City
- Jedi Tower Museum
- Eastgate District Reconstruction
- Silver Cross Headquarters
- CNS Assembly Hall
- Ciaran's Private Retreat
Taris Middle City
- Incom Corporation Facilities
- Republic Sienar Systems Facilities
- Kuat Drive Yards Facilities
- Wookiee Trade Guild Investments
- 'Emerald Enigma' Cantina Franchise
- IRIS Network
-- Ojoster Intelligencer
-- Ojoster Media Programs
- Benelex House Facilities
- Corellian Merchant Guildhouse
- Corellian Engineering Corporation Facilities
Mercy Hospital
- Mercy Medcenter Expansion
- Karada Labs
- Karada Academy
- Karada Genetics Center
- Karada Xenomedicine
- Karada Cybernetics (organic squads less likely to die/chance of recovery)
-- Force-Friendly Cybernetics Department
- Karada Museum
Taris Lower City
- SoroSuub Landing Investments
- Machineville Racing Course
- Lhosan Industries Swoop-Bike Factory
-- Expanded Product Lines
- Sports Development Programs
- Black Market Investments
Undercity Reclamation/Salvage Teams
Promised Land Skyway Lands
- Political Organization Programs
- Economic Development Programs
-- Nekghoul Guide Contracts (bonus to salvage rolls)
- Nekghoul Academies
- Nekghoul Recruitment Center (+2-3 nekghoul squads per turn)
-- Nekghoul Force Academy (increased ability of nekghoul squads)
- Karada Medical Campus
Taris Surface
- Tarisian Kelp Farms
- Ecological Renewal Program
- Aquaculture Investments
- Svivreni Mining Investments

Ord Mantell, Mid Rim
Abyss Watchers Compound (Base)
- Defense Grid
- Salvage Teams
- Gurlanin Recruitment Center
Smuggler's Den
- Conference Center
- Expanded Shadowports
Fort Garnik Depot
- CNS Arsenal
- CNS Drydock
- CNS Barracks
- CNS Command & Control Facilities
- Mandalorian Guardian Corps Barracks
Tansarii Point Station deals (+5 to Yularen subversion rolls)
Systemwide Defenses

Corellia, Core Worlds
Abyss Watchers Property (Base)
- Aegis Security Facility
- Salvage Teams
- Large-Scale Wiretapping
- Drall Recruiting Office (+5 Learning)
Karada Medcenter
CEC Nerfworks investments
Garm Bel Iblis Militia funding
Corellian Recruitment Center
Smuggler's Den
IRIS Network
- Corellia Intelligencer
Silver Cross Distribution Center
Kas'as Chen'ru Den Excavations (salvage)


Sullust, Outer Rim
Abyss Watchers Facility (Base)
- Aegis Security Facility
- Large-scale Wiretaps
- Sullustan Recruitment Center (+10% to smuggling income)
Fulluusub Development Program
Mandalorian Guardian Corps Recruitment Center


Arkania, Colonies
Abyss Watchers Facility (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
- Large-scale Wiretaps
Karada Corporation
- Arkanian Recruitment Center (+5 Learning)
- Cloning Facilities
- Research Complex
Mandalorian Guardian Corps Recruitment Center


Tibannopolis, Bespin, Outer Rim
Abyss Watcher Platform City (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
- Large-scale wiretaps
Benelex House Facilities
Tibanna Gas Refinery
- Tibanna Gas Weapons Factory
Jedi Enclave
Shadowport


Lorrd, Outer Rim
Abyss Watchers Property (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
Vianist Pilgrimages (chance of archaeological exploration per turn)
- Vianist Safehouses
Svivreni Gem Mines
Lorrd City University donations (+5 Lore)
Lorrdian Recruitment Center (+5 Diplomacy)
IRIS Network
- Kanz Intelligencer
Mandalorian Guardian Corps Recruitment Center


Yavin, Outer Rim
Abyss Watcher Outpost (Base)
- Archaeological Teams
-- Probe Droid Supply (bonus to archaeology rolls)
- Defense Grid
- Ecological Exports
Orbital Trade Post


Thyferra, Inner Rim
Trade Deals
Abyss Watcher Facility (Base)
- Aegis Security Facility
- Large-scale Wiretaps
Covert Karada Research Complex
Smuggler's Den


Mustafar, Outer Rim
Abyss Watcher Facility (Base)
- Aegis Security Facility
- Large-scale Wiretaps
- Salvage/Archaeology Teams
Svivreni Crystal Mines (source of lightsaber crystals)
Blackguard Enclave (bonus to Blackguard rolls)


Cormit, Chiss Ascendancy, Unknown Regions
Trade Deals
Abyss Watcher Facility (Base)


Cularin, Expansion Region
Abyss Watcher Facility (Base)

Manda, Mid Rim
Abyss Watcher Property (Base)

Pantora, Outer Rim
Abyss Watcher Facility (Base)

Procopia, Tapani Sector, Colonies
Abyss Watcher Property (Base)

Bothawui, Mid Rim
Abyss Watcher Facility (Base)

Scimitar
- 'Star Courier'-model prototype stealth ship (insertion/extraction)
- Designed by Rugess Nome (Bith artisanal starship designer), manufactured by Sienar Design Systems
- Prototype Cloak Field Generator (hull lined with stygium crystals)

Oracle
- Highly customized 'Lucrehulk' class LH-3210 freighter (Mobile Base)
- Designed and manufactured by Hoersch-Kessel Driveworks Inc., further customized by Republic Sienar Systems
- Enhanced Hyperwave transceivers & communications array
- Fabritech ANq-51 sensor array, rectenna & computer
- High-grade Quadlasers and state-of-the-art weaponry
- Modified with side engines for rapid turns and additional exits from hangar bays
- Force training facility and Library (increased experience for all Force Users)
- Research & Development facilities (+5 Learning rolls)
- Training facilities (increased experience for all military squads, increased cap for recruitment)
- Hospitality suites and decorated interior (+5 Diplomacy rolls)
- Modernized and heavily customized support fleet and starfighter squadrons (+1 Martial action)
- Autonomous Hunter-Seeker Teams (+1 Intrigue action for options with 100% odds)
- Z-95 Headhunter squadrons
- Scavenger and salvage fleet

Invisible Hand (a.k.a. The Severance Package)
- Heavily modified 'Providence' class carrier/destroyer
- Designed by Free Dac Volunteers Engineering Corps, manufactured by Pammant Docks
- Wizard's Tower (command deck and observation platform, with advanced sensor/communications pod)
- Comprehensive refit by Republic Sienar Systems and Kuat Drive Yards

Arkanian Legacy
- 'Adasca' class hospital ship
- Designed and manufactured by The Adasca BioMechanical Corporation of Arkania
- Intact database of Old Republic tech, dating from Jedi Civil Wars era c. 3970 BBY
- Owned by Adascorp, with private Karada research facilities on board

Chu'unthor
- Heavily modified 'Corellian Colonizer' class praxeum ship (Mobile Base)
- Designed by Crix Sunburris, Fin-So-Rowan, and Ivixa Delbaeth (Jedi Exploration Corps)
- Manufactured by Abhean Shipyards (Republic Fleet Systems) c. 500 BBY
- Stygium stealth device installed to prevent detection
- Shield generators and turbolaser emplacements installed
- Internal renovations by Republic Sienar Systems, with Ithorian-designed 'living ecosystem'/biome
- Abyss Agent Barracks (+1 Lore action, 'integrate Force technique')
-- Abyss Archive (increased chance of success for 'integrate Force technique' actions)
- Force-based Research Labs (decreased time for related actions)
- Karada Clinic (increased chance of survival for Agents/Abysswalkers
- Archaeological Teams (+1 Lore action, 'archaeological expedition')
- Ciaran's Personal Quarters
- Starfighter complement

Advanced Courier Vessels
- Customized ships for Abyss Watchers High Council, personally designed by Raith Sienar and selectively manufactured by Republic Sienar Systems
- Current vessels in itinerary:
--The Emerald Dream (a.k.a. Obi-Wan's Love Nest) - Luxury Pleasure Cruiser, registered to Ciaran
--The Kell Dragon (a.k.a Padme and Anakin's Romantic Getaway) - Luxury Personal Courier, registered to Ciaran
--The Ship - Large Starfighter, registered to The Silencer
--Forefather's Charm - Corellian YT-1300 light freighter, registered to Silas Cata
--Galvin Thorn - Personal Courier and Mobile Research Outpost, registered to Cheriss Sair
--The Last Word - Mobile Command Center and Personal Courier, registered to Thrawn
--Karrabac - Light War Cruiser, registered to Grievous
--Vectivus - Personal Courier/Starfighter, registered to Asajj Ventress
--Designation: Starship - Large Starfighter, registered to HK-47


Tarkin's Folly
- One-of-a-kind customized 'Vornskr'-class interdictor
- Personally designed by Raith Sienar and built by Republic Sienar Systems
- Quad gravity well projectors powered by dedicated reactor
- Heavy anti-fighter and limited anti-capital weaponry

Sienar Custom Vessels
- Signatory-class "Diplomatic Cruiser" (+5 Diplomacy)
- Sarcophagus-class "Salvage Vessel) (+10 Salvage)
- Vornskr-class Interdictors

La'Sombra
- Asteroid Base, space between Corporate and Wyl Sectors, Outer Rim
- Biotech Research facilities (+5 Learning rolls, biotech)


The Home
- Darth Vectivus' base/mansion, MZX32905 asteroid field, Bimmiel System, Outer Rim
- Vectivus' Phantom
- Agent Training Facility
-- Blackguard trainers (increased experience for all Force Users)
- Archaeological Facility
- Jedi Builder Programs
-- Prefab Field Hospitals


The Foundry
- Asteroid base/space station, Nanth'ri asteroid field, Lannik Space, Mid Rim
- Massive Rakatan manufacturing facility

Hyperlane Arrangements
- Abyss Watchers transports & freighters (+5 Intrigue rolls, +5 Stewardship rolls)
- Favorable trade pacts within Council of Neutral Systems ('Favored Nation Neutrals', 5% reduction in Clone Wars income penalty)
- Neutrality arrangements with Republic and CIS ('Restoring the Trade Lanes', 10% reduction in Clone Wars income penalty)
- Favored trading partner of Hutt Council ('Hunt for Rotta', 15% reduction in Clone Wars income penalty)
- Favored trading partner of Trade Federation ('Hey Trade Federation', 15% reduction in Clone Wars income penalty)
- Purchase agreement for Humanitarian supplies from CNS ('War-Ravaged Recovery', 5% reduction in Clone Wars income penalty)
- Trade deals with Baobab Merchant Fleet ('Contact the Baobab Merchant Fleet', 10% reduction in 'Neutrality Acts' income penalty)
- Expanded deals with Baobab Merchant Fleet ('Deepen the Baobab Partnership', 5% reduction in 'Neutrality Acts' income penalty)
- Controlling interest in Hoersch-Kessel Drive ('Mungo Baobab - Mergers & Acquisitions', unlocks CNS production of H-K ships)

Personal Assets
- Lady Ciaran's Lightfoil ('birthday present' from Silas Cata)

- Force Sect datachips (info on minor Force sects, sent by Hego Damask)
- Lava lightstaber crystal (harvested from Crystal Caves of Dantooine)
- Chiss data holocron (mysterious recon report of the Unknown Regions)
- Holocron of Darth Vectivus (recovered from Cata mansion, Alpheridies)
- Instructional Jedi holocrons (found in ruins of Dantooine Jedi Enclave)
- NovaSword Space Superiority Fighter (formerly in the possession of Durge)
- Advanced Codebreaker (developed by Talesan Fry, recovered from Azure)
- Dagger of [REDACTED] (recovered from [CLASSIFIED LOCATION])
- "Moonlight Blade" lightsaber (personally deigned by Ciaran)
- Covert Ops Armor (recovered during Operation 'Justice For All')
- Skirata's 'Backdoor' to Republic Treasury (received after Operation 'Fortune's End')
- Force Crystals (recovered from Tomb of Third Barsen'thor, Crystal Valley, Chandrila)
- Fury-class Imperial Interceptor (recovered from Scraplands, Ord Mantell)
- Blade of Naga Sadow (recovered from Great Massassi Temple, Yavin IV)


Recurring Benefits
Salvage Teams (roll for credits and special events)
- Coruscant
- Nar Shaddaa
- Taris
- Oracle Fleet
- Ord Mantell
- Corellia (x2)
- Mandalore
- Muunilist
- Arkania
- Bespin
- Lorrd
- Mustafar
Dedicated Archaeology Teams (roll for artifacts)
- Dantooine (x2)
- Yavin (x3)
Vianist Pilgrimages, Lorrd (roll to explore archaeological site)
Blackguard Wilders, Mustafar (roll to research Force Sect)
Jerec's Expedition (roll to explore Unknown Regions)
Yularen's Recruitment (roll to subvert Republic military)
Tholme's Recruitment (roll to subvert Jedi knights)
Fulluusub Development, Sullust (roll for random benefits)
Rolling Takeovers, Coruscant (roll 1d3 to expand Undercity territory)
CNS Integration Bureau, Coruscant (multiple rolls to recruit neutral systems)


Regular Troops:
5 basic Guardian squads (Tier 1) + 5-7 per turn, 65% chance to tier up per turn
4 Cyborg Guardian squads (Tier 2)
11 experienced Guardian squads (Tier 2), 40% chance to tier up per turn
42 veteran Guardian squads (Tier 3)
5 basic Seeker Squads (Tier 1) + 5-7 per turn, 65% chance to tier up per turn
1 Cyborg Seeker Squads (Tier 2)
11 experienced Seeker Squads (Tier 2), 40% chance to tier up per turn
43 veteran Seeker Squads (Tier 3)


Droid Units:
10 B1 Battle Droid squads (Tier 2) + 2 per turn (Stored at Coruscant, Cap 10)
9 OOM Battle Droid squads (Tier 2) + 3 per turn (Stored at Cato Nemodia, Cap 15)
8 OOM Battle Droid squads (Tier 2) + 4 per turn (Stored at Lordran)
9 B2 Super Battle Droid groups (Tier 3) + 3 per turn (Stored at Cato Nemodia, Cap 15)
4 B2 Super Battle Droid groups (Tier 3) (Stored at Lordran)
5 CB-3 Droid groups (Tier 3) (Stored at Lordran) + 2 per turn
4 BX Commando Droid groups (Tier 3) (Stored at Lordran) + 2 per turn
8 Droideka groups (Tier 3) (Stored at Lordran) + 2 per turn
1 Dwarf Spider Droid "Hive" group (Tier 4)
3 Dwarf Spider Droid group (Tier 3) + 2 per turn


Vehicles:
7 STAP Groups (Tier 2) + 3 per turn
8 Vulture Droid squadrons (Tier 3) + 2 per turn
7 Hyena Droid squadrons (Tier 3) + 2 per turn
3 AAT groups (Tier 3)
12 Decimator Groups (Tier 4) + 2 per turn
4 Lander Groups (Tier N/A) + 2 per turn


Special troops:
4 Pirate teams (including ships) (Tier 2)
23 Kaleesh Warrior groups (Tier 3) + 2-3 per turn
13 Wookiee Warrior groups (Tier 2) + 2-3 per turn
4 Nekghoul groups (Tier 3) + 2-3 per turn

Force Users:
6 Abyss Apprentices (Tier 1) + 4-7 per turn, 40% chance to tier up per turn
25 Abyss Agents (Tier 2), 15% chance to tier up per turn
13 Abysswalkers (Tier 3)
- Current Skills Known: Blazing Chains, Buried Presence, Matukai Self-Reinforcement, Force Cloak, Shadow Vision, Force Illusion

Watchers:
15 Watcher teams + 2-5 per turn (Survival Rate 60%) (Cap 20)


+5 Learning (R&D)
+5 Learning (Secret Lab)
+5 Learning (Arkanian Legacy Database)
+5 Learning (Arkanian Recruitment Center)
+5 Learning (Drall Recruitment Center)
+5 Learning - Cybernetics (Cybernetics Division)
+5 Learning - Biotech (Asteroid Base Biotech Facilities)
+5 Learning - Engineering (Shard Engineers)
+5 Medical (Anatomical Database)
+5 vs. Mutant enemies
+5 Stewardship (Droid Fleet)
+5 Stewardship (Convenient transports)
+5 Intrigue (Convenient transports)
+5 Intrigue (Droid Fleet)
+5 Intrigue (Wiretaps)
+5 Intrigue (Jedi Sentinel Contacts)
+5 Lore (Dantooine Enclave Dig)
+5 Lore (Hall of Knowledge Records)
+5 Lore (Home Archaeological Facility)
+5 Lore (Lorrd City University Donations)
+5 Diplomacy (Oracle Interior)
+5 Diplomacy (Signatory-class Diplomatic Cruisers)
+5 Diplomacy (Lorrdian Recruitment Center)
+5 Diplomacy - CNS (Satine Kyrze)
+5 Martial (CNS Militia)
+5 Martial (Kalee Simulation Centers)
+5 Martial (Paramilitary Groups)
+5 Martial - CNS (Kalee Military Academy)
+5 Yularen Rolls (Tansarii Point Station Deals)
+10 Yularen Rolls (Obi-Wan and Tholme Assistance)
+15 Tholme Rolls (Obi-Wan and Yularen Assistance)
+10 Blackguard Rolls (Mustafar Blackguard Enclave)
+10 Salvage Rolls (Sarcophagus-class Salvage Vessels)
+10 Salvage Rolls - Taris (Nekghoul Guides)
+10 Archaeology Rolls - Yavin (Probe Droid Supply)
Improved Odds (Martial - Space) (Invisible Hand)
Improved Odds (Martial - Space) (Grand Fleet)
Improved Odds (Intrigue) (Fry's Codebreaker)
Improved Odds (Intrigue) (Gurlanin Agents)
Improved Odds (Lore - Technique Integration) (Abyss Archives)
Reroll (Conscious Fracture Manipulation)
Reroll (Reward for @Dragontrapper)
Reroll (Reward for @Soulful100)

Martial Advisor Xruk: A Gand and former bounty hunter. All in all there is likely much to know about him but nearly nothing one actually does know about him aside from the fact that he has a great tendency towards violence and also tends towards sadistic glee when he is told to train your minions. While the arrival of leaders like Grievous and Thrawn have reduced his position to an extent, he is still the unquestioned head of the Watchers' recruitment programs to the horror of said recruits.
"To make a man a great soldier, you must first completely destroy his old self. Fortunately for you I am very good at that."

Martial Advisor OOM-9: The former Commander of the Trade Federation's Droid army during the Invasion of Naboo, and still holds quite the grudge against the Gungan it believes was ultimately responsible for its defeat - Jar Jar Binks. Stolen and slightly reprogrammed by your men.
"Roger, roger."

Diplomacy Advisor PR-1 AKA "Priam": A one-of-a-kind android that is virtually indistinguishable from a human. Priam's new body is one of the most advanced pieces of technology in the Watchers, and his processing abilities have increased dramatically as well making him quite effective in virtually any field he is tasked to operate in.
"I take it you need my help with things as per usual Lady Ciaran?"

Stewardship Advisor Borvo the Hutt: A notorious Crime Lord who has countless semi-permanent operations all over the Outer-Rim and until his base and the majority of his ships and men were wiped out by Lieutenant Gavyn Sykes lived on Naboo. With the blessing of Jabba the Hutt however, he has taken control of Ziro the Hutt's former assets on Coruscant and elsewhere making him a much more important figure in Hutt circles.
"Ohohoho. I'm glad our partnership turned out to be very profitable from the both of us."

Intrigue Advisor Gulan Terrek: A Bothan. Nobody is surprised. You found and recruited him as an afterthought when you caused the gangs that were after him to engage in an all out war against each other and made him an offer he can't refuse. Despite his shadiness he's turned out to be one of the most loyal members of the Watchers, even if he'll be the first to say how crazy your ideas are.
"If you want to get ahead in life, you need to stab the guy in front of you."

Lore Advisor Tyro Torwin: A retired Blazing Chain pirate, of advancing age. According to him a civil war between several fleets of the Blazing Chain left him mostly homeless and the fact that he felt that he is getting too old led him to decide to retire. He may be rather grumpy and rude but fortunately his knowledge of the Force is quite advanced. At least more advanced that you would expect from a pirate, Blazing Chain or not.
"I can't turn you into a master of the Force, but I
can teach you how to kill shit with it."

Lore 'Advisor' Darth Vectivus: The unquestionably oddest member of your 'advisors,' what with being a Force phantom. Vectivus is more of an advisor in name only as he is unable to leave his Home, though his faithful assistant Number Two provides him a voice over holocomms. Despite said handicaps his insights into the Force and business alike have proved invaluable to the Watchers and he has proven to be cooperative if only to satiate his curiosity.
"I am pleased to see that my teachings have been in the hands of someone so capable of using them effectively."

Learning Advisor Var Zheen: A Givin scientist. Very intelligent, very arrogant about it and very aware of the fact that the Givin look extremely unsettling to everyone around them. Fortunately its offset by his eagerness to conduct dubious research without restrictions and his loyalty to his paycheck.
"Don't worry, I'm sure THIS experiment won't explo-" *sudden explosion* "CURSES!"

Diplomatic Status
Trade Federation: 9/10 (Valued Partner)
IGBC: 9/10 (Valued Partner)
Techno Union: 8/10 (Respected/Slightly Feared Associate)
Commerce Guild: 10/10 (Direct Control)
Huk: HATE/10 (Hated Enemy)
CIS: 8/10 (Publicly Respected Investor)
Republic: 9/10 (Publicly Greatly Respected Philanthropist)
Coruscant Jedi Order: 5/10 (Increasing Paranoia)
CNS: 10/10 (Bringer of Peace)
Wookiees: 9/10 (Highly Respected Ally)
Bounty Hunters: 6/10 (Known Name)
Hutts: 9/10 (Favored Partner Of Hutt Clans)
Kaleesh: Yes/10 (Savior Of Kalee)
Republic Sienar Systems: 9/10 (Valued Partner And Enthusiastic Supplier)
Incom: 9/10 (An Ally Of Seti's Is Our Ally)
SoroSuub: 7/10 (Favored Associate)
Kuat Drive Yards: 7/10 (Favored Associate)
Blackguard: 9/10 (Close Partnership)
Corellian Jedi: 7/10 (Trending Positive)
Tython Jedi Order: 6/10 (Minimal Contact)
Baobab Merchant Fleet: 9/10 (Close Affiliate)


Palpatine: Plotting. Considers you an annoyance.
Dooku: Working with you as a clandestine ally against Palpatine.
Padme: Considers you her best friend, spends more time with you than anyone else... not that she has much of a choice.
Obi-Wan: Incredibly wary but ultimately willing to be a desperate ally to stop Palpatine. Very confused about Asajj's changes since they last met.
Anakin: Complicated relationship, but ultimately trusts you to make sure he never becomes Vader.
Jerec: Sees you as a highly valued associate in his work.
Siri: Willing to help train you, and actually keeps her cool when you start teasing her.
Ferus: Retired from the Order, promised to help you every once in a while if he gets the chance to repay you for saving Darra.
Darra: (Accurately) thinks you are a criminal mastermind and doesn't trust you at all.
Soara: Tentatively willing to work with you under her purview as a Sentinel.
Satine: Dislikes you personally, but considers you to be an invaluable part of the CNS.
Kal: Has partnered with you as an ally of desperation. Doesn't quite trust you but is willing to work with you.
Raith: Very eager to work with you given how you dealt with Tarkin, willing to hear out any ship proposals you have.
Bail: Grateful to you for preventing the attack on him, working with you to try and curtail Palpatine's influence.
Seti: Respects you, doing everything he can to ensure Fresia and Incom's support.
Ahsoka: Considers you to be a shady but ultimately necessary ally for the fight with Palpatine. Greatly respects Thrawn and does everything she can to follow his teachings.
Suberoa: Leery of you, willing to cooperate so long as Taris isn't threatened by you.
Mon Mothma: Slightly wary of you but is working with you to help stop Palpatine.
Yularen: Determined ally of desperation, willing to do whatever it takes to help you bring down Palpatine.
Tholme: Thinks that you are very suspicious and are hiding quite a bit, but also willing to admit that you're the best ally he could ask for right now.
 
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Hero Units
Hero Units

Name: The Silencer
Species: Human Thyrsian
Age: ?
Occupation: Mercenary
"Eliminating the target."

Martial: 24+2+2+3+1+3+2=37 (Those who know of the Silencer call him things like "death incarnate." You're not inclined to disagree with that description at this point.)

Diplomacy: 8+1=9 (He barely talks. If at all. Learning how to "communicate through combat" hasn't really helped with this either.)

Stewardship: 8 (Same problem.)

Intrigue: 14+6+2+2+1+3=28 (He does know how to get in and out of places unnoticed most of the time. Still prefers it if it involves a lot of violence, as you saw on Metalorn.)

Lore: 8+1=9 (He couldn't care less, even after his time on Thyrsus.)

Learning: 8 (Only thing he cares about that is figuring out how to properly kill everyone involved.)

Traits:

Insurgent: Get into position quietly, wait for the opportune moment, then unleash absolute hell. That is how the Silencer operates and he proved just how deadly that methodology could be after Operation Rust Storm. +6 Intrigue, +2 Martial

Shadow War Tactician: He was directly involved in a recent Shadow War against a rival organization. Fact is that he now knows a lot more about how to hide and find things that are not meant to be found than before. +2 Intrigue.

Unholy Terror: His destructiveness and aggression are unrivaled and bound to terrify the daylights out of his opponents as he wipes them out. Just ask the Huk. +2 Martial

Thyrisan: An offshoot of the Echani, the Thyrsians have retained their progenitors' fighting abilities despite their radical differences. +2 Martial

Thyrsian Fighting Style: By spending time among the Thyrsians themselves the Silencer has augmented his fighting style with the martial arts of his ancestors. No one mentions how he ended up killing his mentors when they tried to recruit him into the Sun Guard. +3 Martial, +1 Diplomacy, +1 Lore

Customized Speeder: A speeder that the Silencer stole during his escape from the Sun Guard, the mercenary has taken to keeping it maintained and upgraded for future missions. +1 Martial, +1 Intrigue

Legend Killer: It doesn't matter how famous or infamous the Silencer's opponents may be so long as he has enough firepower on hand to kill them with; a fact demonstrated when he led a team to kill Durge. +3 Martial

Registered GAR Trooper: Thanks to Yularen pulling some strings and modifying some records, the Silencer is now an officially registered "clone" trooper in the GAR designated CT-3854/9790. This gives him considerably more flexibility in infiltrating Republic installations since he can now simply walk in the front door. +3 Intrigue

Name: Silas Cata
Species: Human
Age: Early 80s (Biological Age: Early 60s)
Occupation: Scoundrel/Ciaran's Grandfather
"What kind of grandfather would I be if I didn't help you take over the galaxy, eh?"

Martial: 12+4=16 (Physically he may be in quite good condition, certainly better than he has any right to be but he still is a terrible shot and avoids fighting like the plague. He'll try to get Galvin to do that kind of work for him should the need arise.)

Diplomacy: 18+2+2+2+4=28 (Very charming if he wants to be and as far as you know he used to be even more so when he was younger, given how many grandchildren he has...and now he has Chora around to help smooth things over more.)

Intrigue: 16+2+2+2+2=24 (He has been a conman all his life and sometimes a smuggler. He's only gotten better at playing the game during his time with the Watchers.)

Stewardship: 16+2=18 (Knows how to make good use of his available credits, and having Larana around helps with that a lot.)

Lore: 12 (He does not assign much importance to the Force and other mysterious 'nonsense', considering credits to be far more practical for getting things done. Still, he knows a thing or two.)

Learning: 14 (He knows a few things about tech, after all some bits of your self-made surveillance equipment is based on things you had seen him build.)

Traits:

Gracious Host: He knows perfectly how to make someone feel welcome and comfortable in ones presence. +2 Diplomacy

Shadow War Tactician: He was directly involved in a recent Shadow War against a rival organization for VERY personal reasons. Lets just say that he now knows a lot more about how to hide and find things that are not meant to be found than before. +2 Intrigue

Old Spy: Turns out that the old man is as experienced as spy as ever with access to a modest circle of informants to boot. +2 Intrigue

Genemod (Pau'an): Silas has been modded with genes from the Pau'ans of Utapau, not only extending his lifespan but also giving him better night vision...and making him a bit taller. +2 Intrigue

Family Man: It doesn't matter where in the galaxy they are, Silas will do everything he can for his family. +2 Diplomacy

Granddaughter - Larana Shayal: A kind-hearted Twi'lek trader, Silas has rescued her from slavery and set her up on the booming planet of Taris to get her back on her feet. +2 Stewardship

Grandson - Galvin Thorn: A Zeltron mercenary who's been trying to get back at Silas for constantly ruining his chances with women...since most of the ones he tries to seduce are revealed to be related to him in some way. Despite his amusing incompetence at times, he's a much better fighter than Silas is for obvious reasons. +4 Martial

Granddaughter - Chora Cata: A diplomat from Pantora, the girl is a skilled diplomat capable of keeping calm in the most stressful of situations...in public. Once she's among friends she becomes much more flirty and carefree, to the shock of people who don't know her well. +2 Diplomacy

Political Networking: Between Chora's negotiations above-board and Silas' below them, the two of them have established quite the list of politicians that the two of them can lean on if need be. +4 Diplomacy

Name: PR-1/"Priam"
Species: Sair Android
Age: Very New
Occupation: Aide/Bodyguard/Etc
"You need my help with something, Lady Ciaran?"

Martial: 16+8=24 (With Priam's new body he's now a very capable fighter. He's not going to be able to take on a Force user, but he can definitely handle conventional opponents.)

Diplomacy: 20+2+2+2=26 (His new body may look young, but Priam is a very smooth talker and is more than capable of holding his own in diplomacy.)

Stewardship: 16+4+2+6+2=30 (Between the updates to his programming and his increased processing power Priam could probably manage most of the Abyss Watchers' finances single-handedly.)

Intrigue: 16+2+6=24 (With his many hacking programs at his disposal and a far more responsive body Priam is more than capable of acting as an infiltrator or saboteur if the need arises.)

Lore: 12 (Has Jedi and Sith as words in his databanks. That's it. Though to be fair he does have a connection to the Chu'unthor's databanks so it's not like he knows nothing about the Force.)

Learning: 16+2=18 (Priam's not built for research or anything like that, but given his insane processing speeds he can handle theoretical calculations and the like quite easily.)

Traits:

Gracious Host: He knows perfectly how to make someone feel welcome and comfortable in ones presence. That he makes for a good bartender on parties helps. +2 Diplomacy

Advanced Combat Programming: With the shift over to his new android body, Priam has also been given considerable enhancements to his combat programming, letting him be a far more effective fighter in his new body. +8 Martial

Bartering Routines: A gift/apology from Sienar after the gaffe with PR-1, these routines act as the basis for Priam's more advanced financial routines. +4 Stewardship

Deception Routines: Granted, it's not exactly a new concept for a person to be able to lie, but Priam's Deception Routines let him lie far more effectively than many organics - and being able to bluff and lie so effectively has many benefits. +2 Diplomacy, +2 Intrigue, +2 Stewardship

Advanced Financial Routines: An ambitious upgrade package installed into Priam by Cheriss and transferred to his new body, these routines give Priam a real-time connection to the finances of the Abyss Watchers as well as the processing speed to keep up with it. This allows him to react quickly to any fluctuations in the organization's finances. +6 Stewardship

Pod Network: Since Priam's duties require him to effectively be in multiple places at once, Cheriss has set up a network of drones across your various holdings that allow him to rapidly access information and communicate privately with others. +2 Diplomacy, +2 Stewardship, +2 Learning

Infiltration Programs: With Priam's new body he's now able to go into places where most people would not let droids in for fear of their databases being hacked. Unfortunately for those people Cheriss has installed a number of programs that allow him to quickly and quietly break into any database he can connect to. +6 Intrigue

Name: Cheriss Sair
Species: Shard (Masquerading as a Togruta)
Age: 24
Occupation: Scientist
"Come on, let me look at those machines for a bit! I promise I'll leave them like I found them! Mostly."

Martial: 12+2+2+3=19 (She is rather adverse to violence, though her Kyber Frame means that any would-be assaulter would be in for a much harder fight then they'd expect.)

Diplomacy: 14+1=15 (She is eternally cheerful, but that's not quite enough to compensate for her lack of experience.)

Stewardship: 14 (She knows relatively well how to keep an eye on money, although her mention that she ended up utterly broke a few times in the past doesn't exactly fill you with confidence.)

Intrigue: 12 (Way too cheerful and honest for lying, as you saw when she tried to borrow replacement parts.)

Lore: 18+2+2+4=26 (While she's not particularly skilled in combat applications of the Force, she is proficient enough in it to use mechu-daru very effectively.)

Learning: 18+6+2+4=30 (With generous funding, a lot of practice, and working with highly experimental technology, it's now safe to say that Cheriss is one of the galaxy's brightest engineers.)

Traits:

Shard: As part of a species of crystals capable of being potentially Force sensitive, Cheriss is not only Force-sensitive but also doesn't have to worry about injuries like organics. +2 Martial, +2 Lore

Kyber Frame: The culmination of Cheriss' development of her own frame, this design not only gives her unparalleled responsiveness and flexibility, but also incorporates highly experimental (and expensive) technology that makes it far more responsive to Cheriss' usage of the Force. +3 Martial, +4 Lore, +6 Learning

Lovestruck: The girl's been developing a bit of a crush on Galvin, which has led you to realize that Cheriss' "public body" has unique features like blushing heavily, puppy-dog eyes, and so on that you weren't actually expecting it to have. +1 Diplomacy

Novice Strategist: Cheriss' efforts to make her role as head strategist during Operation Snake Eater relevant have borne fruit; while she still has a long ways to go she's at least become competent in the field of strategy. +2 Martial

Mechu-deru: A little-known Force technique that allows users to enhance their technical abilities through the Force. Cheriss has managed to learn this ability through her work on HK-47. +2 Lore, +2 Learning, +5 bonus when assigned to Learning Actions involving engineering/mechanical design

Spark of Genius - Robotics: While Cheriss has always been intelligent, she's recently demonstrated an extreme proficiency with working with robotics to the point where she is entering a league of her own. +4 Learning, +5 bonus when assigned to Learning Actions involving robotics

Name: Mitth'raw'nuruodo
Nickname: Thrawn
Species: Chiss
Age: ?
Occupation: Admiral
"Once you understand your opponent's history, their culture, their art...then you have beaten them before they even enter the battlefield."

Martial: 32+3+1+2+3=41 (There are few if any beings in the galaxy who can hope to be his equal in military strategy. And anyone who believes that he would be helpess in a fight would be sorely mistaken.)

Diplomacy: 24+2+4+4=34 (He is incredibly charismatic; if he wanted to he could probably be a great leader on his own. Good thing he's so loyal to you then...)

Stewardship: 21 (As a one-time captain in the Chiss military he understands the importance of proper funding.)

Intrigue: 21+1+2+2+2=28 (He's a firm believer in 'know thy enemy,' and damned good at it too.)

Lore: 12+2=14 (He understands what the Force is after the encounter with the Outbound Flight but doesn't really care about it otherwise. He's not above using its mysteriousness to his advantage thanks to the Voss genemod, though.)

Learning: 23+2=25 (He is an avid scholar, particularly in the field of art.)

Traits:

Strategist: While Thrawn is a capable soldier his abilities are more focused towards commanding troops than actually fighting on the ground. Martial is at 1/2 of normal when placed in direct combat (Increased to 7/8 due to Mandalorian Training and Mind of a Soldier).

Mandalorian Training: Thrawn has spent time training directly under Jango Fett, and it has made him a considerably more dangerous fighter in direct combat. +3 Martial, penalty from Strategist decreased

Spotter: His experiences on the field have tended towards spotting for others; while it is not the most glamorous of positions Thrawn has proven to be a natural fit for it. +1 Martial, +1 Intrigue

Honorary Mandalorian: While Thrawn has declined to become a full-blown Mandalorian himself, he has an intimate knowledge of their culture and history, not to mention that he was directly responsible for Jango's return. All of this has given him both insight into their culture and great respect from Jango's supporters. +2 Diplomacy, +2 Learning

Public Relations Master: Thrawn understands that to give the public the...proper opinion on a subject the information surrounding it must be perfectly calculated down to the most minute detail. Do that, and the people will believe everything you say. +4 Diplomacy, +2 Intrigue

Tactical Genius: Getting those Onderonian rebels on board Sev'rance's ship without her noticing and luring her forces into position was almost impossible. It could only have been pulled off by some kind of tactical genius! +2 Martial, +2 Intrigue

Political Networking: Perhaps unsurprisingly, Thrawn has proven to be quite adept in the field of politics and has managed to make several political contacts that will serve him well for diplomatic purposes. +4 Diplomacy

Mind of a Soldier: After fighting alongside Grievous and his Kaleesh during the last Foundry raid Thrawn has gotten a much more acute understanding of what it means to be a soldier, and just as importantly how they can exceed themselves given the right motivation. +3 Martial, penalty from Strategist decreased

Oh Force, There's Two Of Them: The general response in the Abyss Watchers to Thrawn's actions on Concordia, but it has definitely proven that Thrawn is not only capable but can be an effective stand-in for Ciaran when need be. Gain one extra action per turn.

Voss Foresight (False): Officially speaking, Thrawn's Voss genemods didn't give him access to the Force, but that hasn't stopped him from using the situation to his advantage with some carefully crafted rumors... +2 Lore, +2 Intrigue

Name: Qymaen jai Sheelal
Species: Kaleesh
Age: ?
Occupation: General
"There is no mercy on the battlefield. Expect none and give none in return."

Martial: 29+6+4=39 (The Kaleesh are on the verge of declaring Qymaen to be a living embodiment of war itself, and given how much he's grown as a warrior and commander you're not inclined to disagree.)

Diplomacy: 12+2=14 (Aside from the Kaleesh Qymaen's general approach to diplomacy is to intimidate people until he gets what he wants, though he's willing to be more forgiving to potential students.)

Stewardship: 17 (He understands the necessity for logistics as a general.)

Intrigue: 18+2+2=22 (Qymaen certainly understands the concept of subtlety...he just prefers the direct approach. Though he's learned quite a bit about it from working under you.)

Lore: 10 (He dislikes the Jedi for what they did, but aside from that Qymaen is a surprisingly pious man.)

Learning: 13+2=15 (He's certainly intelligent, but he much prefers leading his troops over studying. He is willing to be more patient with students, though.)

Traits:

Worthy Rival (Silencer): During the Huk-Kaleesh war Qymaen developed a one-sided rivalry with the Silencer, and has pushed himself to ensure that the two of them remain on equal footing. Should the Silencer's Martial Score ever exceed Qymaen's, Qymaen's Martial Score will automatically match the Silencer's (limited to +6 bonus). Currently providing +6 Martial (Maxed Out).

Predator In The Dark: Qymaen has spent much of his life as a hunter and has learned how to apply that experience to make him a better infiltrator. +2 Intrigue

Terror of the Underworld: After his brutal rampage that effectively destroyed the Black Sun, the name "Grievous" has now become synonymous with "death incarnate" among circles in the underworld. While Qymaen has chosen to move past that name he's still willing to use it when necessary. +2 Intrigue

Instructor: As it turns out from your training on Kalee, given a talented and willing pupil Qymaen is surprisingly effective at teaching others. +2 Diplomacy, +2 Learning

Exogorth Hunter: Qymaen has managed to kill several exogorths during his mission to recover the Arkanian Legacy and managed to bring back a trophy to Kalee. Not only has this boosted his reputation even further, but he has now gained an acute understanding of space combat from it. +4 Martial

Name: Asajj Ventress
Species: Dathomirian
Age: 20s
Occupation: Sith Exile
"Only now after all of the betrayals and lies have I realized how blind I have been."

Martial: 30+6+3+2+1=42 (You do not want to fight her head on unless you have an advantage or several.)

Diplomacy: 13+4+2=19 (She's gotten better at talking to people and while she's not that approachable she's much friendlier than she used to be. That and she's also gotten a better poker face in recent days.)

Stewardship: 10+2=12 (She's never concerned herself with finances.)

Intrigue: 25+2+2=29 (Her main purpose under Dooku's employ was assassination and intrigue and it definitely shows.)

Lore: 30+6+2+2+2+1+2+2=47 (With Asajj's already strong Force presence now honed by training and personal resolve, she is now becoming one of the strongest Force users in the galaxy.)

Learning: 12 (She's hardly unintelligent, but she does not have the temperament of a scholar.)

Traits:

Rival (Ciaran): While they are on the same side, Asajj has not lost her drive to overcome Ciaran...though at least now it's a far more constructive rivalry. Should Ciaran's Martial stat ever exceed hers, her stats will automatically match Ciaran's (limited to +6 bonus). Currently providing +6 Martial. (Maxed out) (Lore boost negated due to Ciaran's traits)

Nightsister Training: Asajj has studied under the Nightsisters of Dathomir, and through them has gained unique Force abilities. +2 Lore

Skilled Pilot: Asajj is not only a fearsome enemy on the ground but also in the cockpit of a fighter, as those who have fought against her can attest. +2 Martial

Darth Vectivus' Teachings: While she hasn't really admitted it outright it's become clear that Asajj has definitely come to respect the teachings of Vectivus in some fashion. +2 Stewardship, +2 Lore

Through Victory My Chains Are Broken: After many personal trials and growth, Asajj has finally come to terms with her fears and flaws, and has resolved herself to no longer be held back by them. Not only has it made her a much more pleasant person to be around in general, but her resolve has made her far more powerful in the Force. +6 Lore, +4 Diplomacy

Buried Presence: An ability designed within the Abyss Watchers to mask one's Force presence. Asajj has recognized the need to stay undetected by other Force users since many of them are potential enemies. +2 Intrigue, +2 Lore

Matukai Self-Reinforcement: She'll never admit it, but Ciaran's sudden aptitude for the Matukai techniques encouraged Asajj to learn about them herself. While she's not as skilled in them as Ciaran is, the results of said training certainly speak for themselves. +3 Martial, +1 Lore

Manipulative: While she's not as good at it as Ciaran, Asajj has managed to pick up some ability to deceive people and get them to do what she wants without pointing a lightsaber at them. +2 Diplomacy, +2 Intrigue

Miraluka Genemod: Asajj has been modded with Miralukan DNA...or more accurately Ciaran's DNA. In spite of the benefits she has sworn to never speak of it if at all possible. +2 Lore

Lesser Miraluka Force Sight: While not as precise, Asajj now has the Force Vision of the Miraluka, granting her increased perceptiveness in different fields. Asajj gains +5 to any roll she is attached to.

Blazing Chains Style (Basic): Asajj hasn't fully mastered the Blazing Chains, but thanks to her bond with Ciaran she is able to use the basics of the style - albeit rarely given her preference for sabers over blasters. +2 Lore, +1 Martial

Average Commander: While Asajj is certainly a fearsome fighter she is less skilled as a commander. She can do a serviceable job but there is certainly room for improvement. Martial at 2/3 when in a command position.

Force Bond (Ciaran): The Force has bound Asajj to Ciaran, tying the two of them together on a fundamental level and strengthening them both. (Asajj gains considerable bonuses to personal combat when fighting alongside Ciaran. Asajj has a 80% chance to automatically learn a random Force technique possessed by Ciaran (barring Shatterpoint) every turn. If Asajj and Ciaran are assigned to the same action the roll has an additional +15 bonus.)

Name: HK-47
Species: Droid
Age: Approx. 4000 (Refurbished)
Occupation: Assassin Droid
"Query: May we find something to kill, Master?"

Martial: 26+6+6+2=40 (Boast: There are few beings in the galaxy that would survive HK-47's wrath at this point.)

Diplomacy: 14 (Resignation: HK-47 can act as though he were a regular protocol droid if needed, though he will hate every moment of it.)

Stewardship: 13+2=15 (Clarification: HK-47 only understands credits in the forms of bounties and expenses for weaponry, though he at least has a passable understanding of logistics.)

Intrigue: 22+2+2+2=28 (Declaration: HK-47's stealth functionality has only become greater thanks to his upgrades.)

Lore: 17 (Statement: HK-47 is quite familiar with Force users. Clarification: Namely, how to kill them effectively.)

Learning: 16+2+2=20 (Statement: HK-47 is no scientist, but he is quite adept at creating deadly weaponry from common materials. Addendum: He also has some degree of engineering knowledge to help him command the Foundry's droid armies.)

Sair Enhanced Frame: Not only did Cheriss restore him to full functionality, but between her own abilities as a Shard and her newly discovered mechu-daru abilities she was able to enhance his performance to new heights. +6 Martial, +2 Intrigue, +2 Learning

HS-1 Upgrade Package: While Cheriss was restoring HK, she decided to include a number of upgrades to HK based on the HS-1 units that were on Kamino...along with a jetpack. These upgrades have made him even deadlier than ever before, to the horror of his enemies and allies. +6 Martial, +2 Intrigue

Master of the Foundry: When Revan placed HK-47 in charge of the Foundry, he also improved the assassin droid with advanced command and control programming so that he could run the facility and its droid armies effectively. Now that he has reconnected with the station HK has been able to regain these processes, making him surprisingly more capable in a number of fields.+2 Martial, +2 Stewardship, +2 Intrigue, +2 Learning

Name: Jango Fett
Species: Human
Age: 46 (Biological Age: 41)
Occupation: Bounty Hunter Mand'alor
"These days, you can't really afford to just be a simple man trying to make his way in the universe."

Martial: 27+6+6=39 (Mand'alor! Mand'alor!)

Diplomacy: 12+4+4+4+2=26 (While Jango isn't normally the most sociable of people he does have a bit of charm to him...and between Thrawn coaching him and his status as Mandalore he has a lot more pull these days. Or Zam could impersonate Ciaran. Whatever works.)

Stewardship: 13 (Jango's only been concerned with how to keep his finances in order through bounty hunting. Aside from that little else matters to him.)

Intrigue: 15+6+2+6+2=31 (On his own Jango is a cunning man, though he prefers the direct approach given the chance. Having a shapeshifter as a partner and the Cuy'val Dar as support gives him much more flexibility though.)

Lore: 9+4=13 (Sure he's fought-and killed-Force users in the past, but he's not particularly interested in the Force. If he has to deal with it in any capacity he'll defer to Etain.)

Learning: 13 (Jango is a clever man, but he's not exactly one for science even after spending time on Kamino.)

Traits:

Mand'alor the Resurgent: The title given to him by the Mandalorian Guardians declaring him to be their greatest champion. Even though he has willingly kept the use of this title to a minimum, it still carries considerable weight throughout the galaxy given its history. +6 Martial, +4 Diplomacy

PR Counseling: Unfortunately for Jango, becoming the new Mandalore meant that he attracts considerably more attention than he used to. The good news is that Thrawn has helped counsel him in the art of looking good on camera. +4 Diplomacy

Partner In Crime - Zam Wesell: A Clawdite, Zam's shapeshifting abilities combined with her resourcefulness have made her a valuable partner for Jango throughout the years. +6 Intrigue
--Flawless Ciaran Imitation: Being able to perfectly replicate a renowned philanthropist's and ruthless crime lord's appearance and mannerisms has far more benefits than being a mere body double. +4 Diplomacy, +2 Intrigue

Brothers In Arms - The Cuy'val Dar: Jango once hired on some of the best mercenaries he could find to help train the GAR's clone commandos. While their numbers have slightly dwindled due to various factors, Jango has reunited them as an elite unit under his command, giving him considerable flexibility both on and off the battlefield. And with the addition of his sister Arla and ex-Jedi Etain the group has become more dangerous than ever. +6 Martial, +6 Intrigue, +4 Lore

Balosar Genemod: Jango has been given a genemod based off of the Balosar species, who have incredibly keen intuition. This has given him better perceptiveness of both people and the environment around him. +2 Diplomacy, +2 Intrigue

Name: Talesan "Taly" Fry
Species: Human
Age: 29
Occupation: Inventor/Businessman
"I'm no soldier or Jedi, but I'm not going to just stand by and watch as my friends are killed and the galaxy is torn apart."

Martial: 7 (Talesan is not a fighter by any stretch.)

Diplomacy: 15-4=11 (In better times Talesan was a welcoming and polite individual. Nowadays...he still is, but his paranoia is far more likely to get the better of him in social situations.)

Stewardship: 25 (Fact of the matter is that Talesan is a very skilled businessman, having managed to get his company into a highly respected position before everything went wrong.)

Intrigue: 17+2+2+3=24 (Talesan is certainly skilled at counter-espionage, and it turns out he makes for an excellent coordinator for any espionage operations. Not to mention that he has considerable knowledge of security systems and the like in general - how else would he have constructed his codebreaker?)

Lore: 11 (Talesan's on a first-name basis with two Jedi, so of course he's got a decent understanding of what the Force is for a normal person.)

Learning: 24+4=28 (There's no other way to describe Talesan as anything but a genius engineer. Apparently he built his first devices at the age of eight, and has only gotten more skilled as time has gone on.)

Traits:

Paranoiac: After the abortive attempt to sell the codebreaker on Azure, Talesan has only become more paranoid, restricting access to only those he either knows personally or can confirm without a shadow of a doubt are not a threat to him. Sure it's helpful in more covert affairs, but his personal life has suffered dramatically for it. -4 Diplomacy, +2 Intrigue

Counter-Intelligence Expert: You want something secure, you come to Talesan Fry. His security devices are some of the toughest to break in the galaxy, and that's more than worthwhile in his endeavors. +4 Learning, +2 Intrigue

Guy In The Chair: It turns out that Fry is very good at processing information on the fly during tense situations, allowing him to act as an effective coordinator for any infiltrations he is working with. +3 Intrigue

Name: Galen Erso
Species: Human
Age: 37
Occupation: Polymath
"I can't quite say I understand what has become of my life these days, but even so I feel more alive than I have been since this war began. Maybe that counts for something."

Martial: N/A (Galen refuses to throw away his pacifism no matter what happens.)

Diplomacy: 14 (Galen is a surprisingly charismatic man when he wants to be, but at the same time he prefers to avoid the spotlight when possible.)

Stewardship: 16 (Galen is no financier, but his incredible intelligence means he can pick things up very quickly if need be, and he can manage a budget himself if the need arises.)

Intrigue: 8 (Galen is an open and trusting individual and has difficulties lying to people.)

Lore: 10 (Galen's wife is an ardent believer in the ways of the Jedi. While Galen himself does not care much for Jedi traditions he does respect his wife's beliefs.)

Learning: 36 (There are few if any equals to Galen Erso in intellect.)

Traits:

Pacifist: Galen absolutely refuses to bring harm to another being, whether directly or through his research. He cannot be attached to any Martial actions.

Name: Mungo Baobab
Species: Human
Age: 27
Occupation: Merchant/Explorer
"Even in these times of war the galaxy needs people who are willing to leap out into the unknown and bridge gaps between peoples so that knowledge and prosperity may flourish."

Martial: 17 (Mungo is not a great fighter, but having decent instincts and good reflexes are requirements for exploring potentially dangerous new worlds.)

Diplomacy: 18+3=21 (By virtue of being a merchant Mungo has to be a good negotiator, and it's admittedly difficult not to be taken up with his enthusiasm.)

Stewardship: 27+3=30 (Mungo is the heir apparent to the Baobab Merchant Fleet which definitely shows in his skills with trade and finances, and he has a reputation for ensuring that his deals are fair for both parties.)

Intrigue: 17 (Thanks to the number of close calls he's had over the years, Mungo knows a few tricks, though under normal circumstances he will not lie to someone.)

Lore: 11 (Mungo certainly enjoys archaeology and exploration, but he's not much of a scholar and the Force isn't really much of a concern to him.)

Learning: 17 (While Mungo is not a fool by any stretch and loves exploring, he's not one to sit down and study things.)

Traits:

Heir to the Baobab Merchant Fleet: While Ebenn has yet to pass on the reins of the Baobab Fleet to Mungo, the fact that he is the heir to a large and publicly respected merchant fleet has its perks when it comes to negotiating with others. +3 Diplomacy, +3 Stewardship

Name: Quinlan Vos
Species: Kiffar
Age: 38
Occupation: Jedi Shadow
"Most Jedi don't like to admit it, but there are times when the galaxy calls for wetwork, and when those times come I'm more than willing to answer."

Martial: 38+4=42 (Quinlan is a fierce fighter on his own merits, but his true strength comes from his mastery of Vapaad. Besides that he is a solid commander in his own right.)

Diplomacy: 14 (While he has an intimidating exterior and has been called crazy by Obi-Wan - one of his closest friends - he's still a Jedi at heart and be quite friendly with those he considers his friends.)

Stewardship: 16 (He's no financier, but Quinlan had to pick up a decent amount of economics to help him follow money trails.)

Intrigue: 29+3+4=36 (Assassination, sabotage, reconnaissance, espionage, counterintelligence, you name it, Quinlan has done it. It is no exaggeration to say he is one of the best covert operatives in the galaxy.)

Lore: 39+4+2+2=47 (Quinlan is a recognized Jedi Master, and he has the power and control over the Force to prove it.)

Learning: 18 (He's no scientist, but Quinlan has a broad knowledge of various machines to better sabotage them.)

Traits:

Vaapad Mastery: A variant on Form VII created by Mace Windu himself, Vaapad requires the user to channel the dark side into their strikes. It is dangerous and risks corrupting the user, but a master is nearly unstoppable in lightsaber combat. At this point, Quinlan is one of only two living beings in the galaxy to have successfully mastered the form. +4 Martial, +4 Lore

Psychometry Mastery: Quinlan has an innate ability to read images and events from touching objects, and there are few if any that have mastered psychometry to his extent. +2 Lore, +3 Intrigue

Force Cloak: Quinlan can actively hide himself from sight through the Force, making him impossible to detect by visual means. +2 Lore, +4 Intrigue

Name: Anakin Skywalker/Darth Vader
Species: Human
Age: 22
Occupation: Jedi Knight (Former)/Sith Lord ("Former")
"I know who I am. And I know what I have to do."

Martial: 35+6+4+10=55 (Anakin is an incredibly skilled warrior and talented general. A lack of life experience is the only thing holding him back from becoming one of the galaxy's best warriors and commander.) In another life, he was the single most feared combatant in the galaxy and an army in his own right. In this one he is able to draw on those abilities to a frightening degree.
Diplomacy: 12+4+10=26 (While he is kind and able to make headway with his Jedi status alone, Anakin will freely admit that he can be outplayed by a skilled negotiator.) Though in certain circumstances, his words become far smoother and sometimes far more threatening.

Stewardship: 14+10=24 (Finances have never been a big concern for Anakin, but a general needs a decent grasp of logistics.) Though his knowledge of overseeing a growing Empire has many applications as well, even in an age without it.
Intrigue: 16+4+10=30 (While Anakin is the type of person who would rather act than sit and plot, being a general has given him a necessary understanding of deceptive tactics such as ambushes and the like.) Even so, he has a nigh-supernatural ability to vanish into deep enough shadows and move within them near-silently.
Lore: 40+10+10=60 (Anakin is one of the strongest Force users of his age. His own personal hangups have been one of the few things holding him back from realizing his true potential...until recently that is.) As Vader, he drew on and relied on the Dark. Accepting this has only empowered him even further still.
Learning: 20+4+10=34 (Anakin may be better known as a powerful Force-user and talented general, but there is no denying his ingenuity when he puts his mind to it.) And now he not only has knowledge of what is, but what could be.

Traits:

The Chosen One: Destined to bring balance to the Force. Whether or not one believes that the Force actively chose Anakin to fulfill a great destiny, there is no denying the sheer power he wields. (+10 Lore, negates Lore gains from learning new Force powers)

Visions of a Dark Future: On Mortis, Anakin received terrifying visions of a future where he became the feared Sith Lord Darth Vader. While they tormented him for some time since he has now acknowledged and accepted them as a part of who he is, come what may. While this has brought him considerable comfort, it has also allowed him to draw on those visions in ways no one could have anticipated. (+10 to all stats)

The Hero With No Fear: Anakin is one of the most celebrated generals in the Grand Army of the Republic, and while his tactics may frustrate his peers (such as Obi-Wan and Yularen), his successes are undeniable, as how popular he is with the people of the Republic. (+6 Martial, +4 Diplomacy, +4 Intrigue)

Ace of Aces: The best starfighter pilot in the galaxy bar none. (+4 Martial)

Gifted Engineer: Droids, podracers, starfighters, the list goes on, but there is no denying Anakin's incredible skill with machinery in general. (+4 Learning)

Force Bond (Ciaran): The Force has bound Anakin to Ciaran, tying the two of them together on a fundamental level. While the Bond does little to augment Anakin's already incredible strength in the Force, it does make it easier for the two of the to communicate telepathically. (Anakin gains bonuses to personal combat when fighting alongside Ciaran. If Anakin and Ciaran are assigned to the same action the roll has an additional +5 bonus.)
 
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"The Vault" and Achievements
"The Vault"

A top-secret gallery only accessible by the upper echelon of the Abyss Watchers, it contains various mementos, trinkets, and general expensive things that either relate to the history of the Abyss Watchers or were "acquired" by them during their activities.

- Poster Advertising The 'Diamond Deception' Cantina, Donated by Owner: Ciaran
- Chiss Holocron dating to Old Republic Era, Gifted by Unknown Smuggler
- Holo-Map of Spinnaker, Drawn by Gulan Terrek
- Recordings from Force Sect Datachips, Donated by Damask Holdings
- Black Sun Flag, Acquired from Operation Eclipse
- The Magnus Charter, Historic Naboo Document, Acquired during Operation Emerald Dream
- The Crown of King Tapalo of Naboo, Acquired during Operation Emerald Dream
- The Lost Orb of Phanastacoria, Sacred Gungan Relic, Acquired during Operation Emerald Dream
- Medal (Sapphire Order), Awarded by the Royal Government of Naboo for Humanitarian Contributions to the People of Naboo
- Letter Congratulating Humanitarian Efforts of Lady Ciaran, From the Personal Desk of Chancellor Sheev Palpatine
- Copy of Mercenary License for Abyss Watchers, Dated 3623 ATC, From the Republic Ministry of Galactic Service
- Carbonised Ashes of Unknown Huk Captain, Acquired by Silencer during Second Huk War
- Izvoshra War Mask, Gifted by Qymaen jai Sheelal, known better as General Grievous, as a symbol of Eternal Gratitude
- Medal (Hero of The Republic), Dated 3624 ATC, Awarded by Chancellor Palpatine for Role in Hukgate
- Darth Vectivus Holocron, Donated by Silas Cata
- Holo of Lady Ciaran, Count Dooku and Jedi Knight Obi-Wan Kenobi, Taken 3625 ATC, Corusant Residence
- 'Jedi' Robe of Lady Ciaran, Used for Kamino Operations
- Unknown Jedi Artifact of Cold War Era, Discovered by Lady Ciaran
- Collection of Articles on Ciaran Assassination, Dated 3626 ATC
- Collection of Preserved Heads of Various Species, Acquired during The Shadow War
- Galactic Games Banner, Dated 3627 ATC
- Self Portrait of Hego Damask, Bought on Black Market
- Sereno Landscape Painting, Acquired from Count Dooku's Office, Left Replica Behind
- Medal (Esteemed Patron), Awarded for Exemplary Services Rendered to the Trade Federation
- The Preserved Corpse of Granta Omega, Acquired on Korriban
- Painting entitled 'The Foundation of the Confederation', Gifted by Dooku
- Collection of Holos of Seperatist Afterparty, Taken by Lady Ciaran and Viceroy Gunray
- Letter of Summoning, Sent by Jedi Council
- Letter of Apology, Sent by Jedi Council
- Seal of the Chiss Ascendancy, Acquired in Unknown Regions
- Pre-Republic Era Hutt Statue, Gifted by Hutt Cartel
- Wookiee Carving, Gifted by Chief Engineer of Alaris Prime
- Seal of the CNS Unified Military Command, Gifted by General Grievous
- Medal (Galactic Humanitarian), Awarded by Galactic Senate
- Mutant Skull, Acquired during Operation RESI
- Darksaber, Acquired from Death Watch
- Pre Vizsla's Mandalorian Armor, Recovered from Concordia
- Various Kaminoan Paintings (w/viewing goggles), Acquired during Operation Skyfall
- HS-1 Head, Acquired during Operation Skyfall
- Holorecording of Grievous' Assault On A Black Sun Compound, Recorded during Operation Absolute Eclipse
- Handmade Kaleesh-style Cloak and Mask, Created by Lady Ciaran during her time on Kalee
- Copy of Official Declaration of Partnership with Republic Sienar Systems, Dated 3632 ATC
- Declaration of Favored Associate Status from Hutt Council, Dated 3632 ATC
- Poster Advertising the 'Orb of Phanastacoria' Casino, Donated by Owner: Ciaran
- 'The Tears of Caamas,' Painting by Thrawn
- Pair of Wesker's Sunglasses, Recovered during Operation Snake Eater
- Model of the Invisible Hand, Created after Operation Red Dawn
- Collection of Rakatan Artifacts, Recovered by Coruscant Salvage Teams
- Fragment of Durge's Armor, Recovered during Operation Prison Dirge
- Ceremonial Ryyk Blade, Gifted by General Tarrful for assistance in rescuing Wookiee prisoners from Wasskah
- Holo of Grievous w/ Exogorth Trophy, Taken after Arkanian Legacy recovery mission
- Collection of Articles on IGBC Arrests, Dated 3633 ATC
- Bothan Friendship Award, Awarded by Bothan Spynet for [CLASSIFIED ACTIVITIES]
- Copy of HK-47 Schematics Post-Cheriss Upgrades, Donated by Cheriss
- Holo of Grievous & Representative Jar Jar Binks w/ Opee Fish Trophy, Taken on Naboo
- Patch from the United Council Defense Forces, gifted by newly minted CNS Admiralty Board
- Broken Techno Union Emblem, Recovered during Operation Rust Storm
- Blackguard Mask, Gifted as a sign of goodwill from the Blackguard
- Copy of Blaster Bit Blueprints, Donated by Cheriss
- Holorecordings of Foundry Assault, Recorded by various teams participating in operation
- Sora Bulq's Lightsaber, Recovered after Operation Excision
- Pod Unit Model, Donated by Cheriss
- Scrap Metal Plate With Stylized Engraving of Foundry Assault Team, Taken from Foundry Deck 12, engraved by Kaleesh artisans
- Holorecording of Revan's Last Testament, Recovered from Foundry Databanks
- Model of the Devastation, Created after Operation Vanishing Act
- Collection of documents authorizing trade with the Chiss Ascendancy, Dated 3634 ATC
- Collection of articles on the arrest of Wilhuff Tarkin, Dated 3634 ATC
- Savage and Maul's Lightsabers, Recovered from Mandalore
- Collection of advertisements for the Galactic Games on Taris, Dated 3634 ATC
- Fake "Silver Cross" Warhead Fragment, Recovered from Honoghr
- Ceremonial Nightsister Blade, Taken from Dathomir
- Republic Intelligence Insignia Plaque (Rank: Director), Taken from Armand Isard's body
- Dreypa's Oubliette (Opened)
- Trench's Cane, Recovered after Battle of Kalee

Achievements:
To properly immortalize the crazy shit Ciaran somehow keeps pulling off. Contains spoilers!
Mask of Pain: Recruit Xruk
Humble Beginnings: Establish your first front business
Class Climber: Convince everyone you're a member of Coruscant High Society
Silver Service: Recruit PR-1
Entrepreneur: Make your first investment
Manuel Both-Hanz: Recruit Gulan Terrek
Casual Curiosity: Gain the Interest of Damask Holdings
Emerald Dream: Make a good First Impression on Naboo
Naboo System Shuffle: Steal from the Trade Federation, Naboo and Darth Sidious during the Invasion without being detected
Godfather: Recruit Borvo the Hutt
Roger, Roger: Recruit OOM-9
Disturbance: Palpatine is Confused
Can't Touch This: Keep Nute Gunray out of Jail
Queen of Hearts: Befriend Padme Amidala
Kali: Ruin then Restore Naboo
I Fought the Law and the Law Lost: Subvert C-SEC
Rags to Riches: Become as wealthy as you claim to be
I Spy With My Big Eye: Purchase The Oracle
Just Business: Found a PMC
The Fourth Horseman: Recruit The Silencer
Divergence: Alter Star Wars Canon
Destiny Defeated: Save General Grievous
Honest Scoundrel: Recruit Silas Cata
Captain of the Seven Voids: Recruit Tyro Torwin
Doctor Professor Explosion: Recruit Var Zheen
Deepthroat: Expose the Truth about the Huk War
The Protagonists: Meet Obi-Wan and Anakin
"Blind" Leading the "Blind": Meet Jerec
Not as Planned: Palpatine is Utterly Confused
Lost Twentieth: Meet Count Dooku
Darth Sensible: Unlock Darth Vectivus' Holocron
Double Trouble: Discover the Clone Army before the Jedi without anyone noticing
Invisible Hand: Save the Outbound Flight
Tomb Raider: Collect Force Relics
Corporate Rule: Found a Megacorporation
By The Skin of Your Teeth: Barely Survive an Assassination
Underdog: Make Team Coruscant Not Suck
Grandpa Strikes Back: Annihilate The Conspiracy In a Single Turn
Lazarus: Rise from near-death stronger than before
Blessing from Beyond: Darth Plagueis is Watching
Rewriting History: Kalee Victory in the Second Huk War
Noble Teachings: Learn Lightsaber Combat from Count Dooku
Sketches of The Plan: Discover the link between Damask and Kamino
Secession in Progress: Discover the CIS
Shard of Genius: Recruit Cheriss Sair
Zann Plan: Influence the Galactic Senate
It Was Behind The Sofa: Reveal the Clone Army to the Jedi
Blushing Beard: Embarrass Obi-Wan
Third Way: Help Found the CNS
Hot Gold: Gain a Lava Crystal
Sparring Partner: Meet Asajj Ventress
Omega Protocol: Defeat Omega, Save Darra
Pointless Picture: Rewrite Attack of The Clones
Mother of the Sun: Save Shmi Skywalker
History in Motion: Attend the Founding of the CIS
Saved by Adaption: Prevent the deaths of Zam Wessel and Jango Fett
Different Path: Side with the CNS
No Laws, No Borders: Work with both the CIS and the Republic
Nightingale: Become a Humanitarian
From a Certain Point of View: Deceive The Jedi High Council
Iron Hands of Light: Recruit Darra Thel-Tanis
True Sanctuary: Reform the CNS
Technically Innocent: Nullify the Sith Blackmail
The Great Tank Robbery: Steal a Decimator without alerting the Republic and CIS
The First Horseman: Recruit Thrawn
Forsaken: Complete Operation RESI
Crystal Heart: Learn Cherris' Secret
This is Mine: Become the De-facto Leader of the CNS
Morality: Lose Darra Thel-Tanis
King Krayt: Build a Decimator Factory
Shades of Grey: Convince Anakin Skywalker to Lie to the Jedi Council
Hunter of Hunters: Meet Jango Fett
Death Watched: Kill Pre Vizsla
The Second Horseman: Recruit General Grievous
Kicked Upstairs: Neutralise Duchess Satine without violence
Turning Point: Complete Operation Skyfall
Badass Normals: Meet Skirata, Ordo and Delta Squad
Sith Exile: Recruit Asajj Ventress
Past Refined: Found the Mandalorian Guardians
Bright Eclipse: Annihilate the Black Sun Syndicate
Nemesis: Meet Albert Wesker
Queen of Crime: Partnership with the Hutt Council
Corporate Client: Partnership with Raith Sienar
Tales from the Dark Side: Introduce Anakin Skywalker to Sith Lore
Bailing Bail: Protect Senator Organa
War, What War?: Remove all Income Penalties from the Clone Wars
We Have The Technology: Genetically Modify a Hero
Return of the King: Jango Fett Becomes Mand'alor The Resurgent
The Illusive Man: Rescue Seti Ashgad
Homo Superior: Find Albert Wesker and his background
Great Mother: Ally with the Nightsisters
The Not-So-Menacing Phantom: Recruit Darth Vectivus
Secret Service: Install Armed Agents in the Senate Building
Statement: I'm Back Meatbags: Retrieve HK-47
Family First: Recruit Your Cousins
Peacemaker: Organize a Ceasefire and Peace Conference
Saint: Become Revered Across the Galaxy
Trials of Malachor: Earn the Title of Darth Traya
Legacy of Plagueis: Learn about the origins of Ciaran's Luck
No Remorse, No Regret: Silencer Learns from and then Betrays the Sun Guard
Order 66: Discover the Purpose of the Control Chips
I Know Where You Live: Discover Darth Sidious' Identity
Gods and Monsters: Complete Operation Snake Eater
Sole Survivors: Meet Omega Squad
Dude, Where's My Ship?: Steal the Invisible Hand from Sev'rance
Viva La Revolucion: Help the Onderonian rebels succeed in retaking their home early
The Jedi Who Loved Him: Meet Etain Tur-Mukan
We'll Always Have Qiilura: Convince Etain to leave the Jedi Order and stay with Darman
Echoes of an Infinite Empire: Discover Force-infused Rakatan relics
Snatching Defeat From The Jaws Of Victory: Lose the election for Taris Prime Minister
An Immigrant In Many Ways: Meet Suberoa Zinnerman
End Of The Hunt: Kill Durge
Artorias: Gain your first Abysswalker unit
I Hate Giant Space Worms: Recover the Arkanian Legacy from Omonoth
Vode An: Recruit Jango Fett
Bothawui Is Not Enough: Gain the assistance of the Bothan Spynet
Slight Changes In Management: Eliminate Rush Clovis and the Core Five's influence over the IGBC at the same time
I Am Become Death: HK-47 is upgraded beyond his previous specifications
The Magnificent Seven: Have 7 Hero Units (Ciaran included) with Martial Scores over 30
The Holy Trinity: Meet The Father, The Daughter and The Son.
She-Who-Should-Not-Be-Named: Speak of Her.
Me, Myself and The Force: Learn to fully control your powers.
Do You Fear Death?: Witness the true death of Darth Plagueis.
There Shall Always Be A Darth Traya: Fully inherit Traya's legacy.
Inner Demons: Anakin Skywalker fights Darth Vader.
Paradox: Anakin Skywalker sees the future...and rejects it.
Harmony: The Balance of Mortis has been preserved...for now.
What Gods Fear: Acquire the Dagger of Morris.
Who Do You Think I Am?: Anakin knows about Ciaran...well one of her secrets.
Quick! Into The Box My Lady: Get out of a tricky situation via a protagonist escape route.
Digging A Bit Too Deep: Rediscover Taris' nekghoul population
Revan Was Here: Visit the Temple of the Ancients and discover hidden artifacts
Guiding Moonlight: Design the Moonlight Blade
Just A Coincidence: Utilize Conscious Fracture Manipulation for the first time
Doppelganger: Get a body double
There's A Saying About Revenge...: Have Asajj assassinate Sev'rance Tann
Homecoming Party: Have HK-47 board the Foundry once again
Space Switzerland: Establish a formal command structure for the CNS military.
Say What?: Have the Jedi Council make common sense decisions.
Space Academy: Restore the Chu'unthor to its previous functionality.
Fried Calamari: Recruit Taelsan Fry.
Kal's Revenge: Sabotage any future Inhibitor Chips.
Meddling in the Force: Discover X1 and X2.
Wat Happened?: Steal everything on Metalorn
Shame If Something Happened: Resolve the Thyferra Crisis.
The Perfect Pet: Secure the Ysalamiri.
Droid 2.0: Upgrade your CIS droids.
Sisters: Welcome to the family Ventress~
Black Fist: Ally with the Blackguard.
Cheriss' Ambition: Have Cheriss design the Kyber Frame.
Didn't See That Coming: Forge an Alliance with Count Dooku.
Not One Step Back: Clear over half of the Foundry Decks in one run.
Exterminate This!: Take no casualties in a Foundry attack.
Spider Droid Days: Inadvertently create a spider droid "hive."
Decades of Decay: Complete Operation Excision.
We're Sanitation Workers: Complete Operation Excision without the Jedi Council and Palpatine realizing that the Abyss Watchers were involved.
Guardian Demons: Abyssalkers protect Ahsoka and defeat the Dark Acolytes without taking a single casualty or alerting anyone to who they really are.
I Am The Foreseeable Future: Overcome The Force to see the hidden secrets.
In The End, It Was Only You: Conclude Darth Vader's story.
What Does It Take To Get Some Service Here?: End the Techno Union embargo by completely replacing its leadership.
Original Model, Do Not Steal: Have PR-1 be upgraded into a new frame.
Revan's Last Gift: Secure The Foundry.
The Untouchables: Secure The Foundry without taking a single casualty.
It's Not Like They Were Using It Anyway: Steal the Devastation and hand it over to the Chiss Ascendancy.
Rangaku: Establish economic and diplomatic links with the Chiss Ascendancy.
Better The Devil You Know...: Subvert Wullf Yularen and the 501st.
And There Was Much Rejoicing: Get Tarkin arrested.
Order In The Court: Ensure that the first draft of the anti-Jedi laws do not pass.
Legacy of Pain: Kill Maul and Savage.
Space Olympics: Host the Galactic Games.
Opportunity Plus Instinct Equals Profit: Recruit Mungo Baobab.
Kindred Spirits: Fully manifest a Force Bond with Asajj.
Subtle Insult: Receive the Tarkin's Folly from Raith.
Can We Keep Him?: Locate a living taozin.
Outcasts: Take in Vos and Tholme.
It Can Happen Here: Heard the Death Knell of the Coruscanti Jedi Order.
Trial of Spirit: Successfully calm the situation on Honoghr despite everything.
Matricide: Kill Mother Talzin.
Beastmaster: Tame a Rancor.
You're Our Only Hope: Recruit Obi-Wan into the anti-Palpatine Conspiracy.
Quintuple Agent: Recruit Quinlan Vos.
Break The Chains: Count Dooku is Fully Committed.
Fortune Is a Cruel Mistress: Kill Armand Isard and devastate Republic Intelligence.
I'm Sure She'll Get Over It Eventually: Set up an origin story for a supervillain.
Good Morning and Good Night: Awaken Celeste Morne and destroy the Muur Talisman.
Not Even a Memory: Kill Admiral Trench.
Eye of the Storm: Win the Battle of Kalee.
No More Tears: Witness Qymaen reclaim his original name.
We'd Be Honored If You Would Join Us: Recruit Anakin Skywalker.
Welcome to Triple Zero: Choose Coruscant as the starting planet
Shades of Grey: Decide to operate on the Grey side of the Force
That Escalated Quickly: Dramatically change the scope of the quest due to lucky rolls
Triple Sevens: Break the laws of probability with good rolls all the time
Don't I Know You From Somewhere?: Bring in a character from another franchise
Who Is John Ga-Er, Ciaran?: Have your MC's true motives be incomprehensible to everyone, even the QMs
Fill In the Blanks: Reach the point where write-ins for all actions becomes viable
You Are In Command Now: Have a new QM take over for first one
Break Out the Nerf Bat: Have the QM implement new rules to prevent players from breaking the game
1000 Monkeys: Reach the newly-installed Omake Limit
Chomping At the Bit: Reach the Omake Limit for a turn before it even starts
Thread Title Justified: Have the Invisible Hand come into the possession of the MC
It Had To Happen Eventually: Get a Natural 1 for the first time
Too Close For Comfort: Get a Natural 1, then reroll it
By The Power Of Omakes: Succeed in all your rolls thanks to omake boosts
Sequel Escalation: Have the new thread be longer than the old one
Patience Is Overrated: Reach the Omake Limit for a turn before it even starts again
It Just Keeps Happening: Reach the Omake Limit 3 times in a row
No Such Thing As Overkill: Have a roll go over 150 for the first time
Ia Ia RNG Fthagn: Drive the QM to temporary insanity via well-placed crits
Are We The Baddies?: Gain several Hero Units that were antagonists in canon
Insane In The Membrane: Put the "Insane" in "Insane Critical Success"
What Are These "Brakes" You Speak Of?: Reach the Omake Limit for a turn before it even starts 3 times in a row
We Do Not Tolerate Failure: Have all of your actions succeed for 3+ turns
Yes, We Are Acknowledging That He Exists: Involve Jar Jar in the quest after over 25 turns that do not mention him once
It's Like Darths & Droids All Over Again: Actually make people legitimately interested in having Jar Jar make continued appearances
I Think You Broke Him: Create something that causes the GM to provide better rewards to the creator
Ludo-Narrative Dissonance: Gain a second reroll in the meta after justifying the singular reroll in the story
You Can't Stop the Omake Train: Overwhelm the GM with two turns worth of omake bonuses
Yeah, You Definitely Broke Him: Create something that causes the GM to be actively perplexed

(Initial concept and format for Vault and achievements created by @Whumbly)
 
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The Mandalorian Connections - Prologue (Story Start)
"We have a problem."
"Now let's be honest Ciara, we have SEVERAL problems."

Sitting at a round table in the middle of a dimly-lit room specifically designed for conspiratorial talks, Ciaran, Silas, the Silencer, and Gulan were looking at two reports displayed on the center screen.

The first report covered the activities of the Death Watch and the damage they were causing in the Mandalore system. While the militarization of the CNS helped make their position less enticing, there was certainly popular support among nationalist who wanted to get rid of outside influences like the Abyss Watchers. That, and there were certain...discrepancies in their attack patterns. They seemed to be able to move around the system far too easily, even for a home-grown terrorist group, so odds were they had help from a higher official.

Of course, the fact that they were routinely getting ripped to shreds by an unknown assailant helped, but Ciaran never liked outside factors. They always made things much more difficult to control.

The other report detailed an intercepted message from Satine...to the Jedi. Asking for help with "certain influences that seek to lead our peoples to war." Ciaran had seen and written enough diplomatic BS to know that she was asking them to try and get rid of her. Normally that wouldn't be too much of a problem, but with Darra being missing it could be a prelude to a more in-depth inquisition.

There was a silver lining. Satine had asked specifically for Obi-Wan himself, so it wasn't as though the new Jedi was an outside factor. But still...

"So we have two major threats to us at Mandalore." Ciaran thought out loud. "Both of which are pressing issues that could escalate if left alone. Can we handle both of them?"

"Not optimally boss," Gulan said, "If the Jedi are here to investigate us they're gonna want to talk to you specifically and definitely wouldn't trust anyone else in the slightest. Especially not the old man."

"Which is why I'm probably going to head over to our planet for a spell and let the heat die down." Silas said, as he shrugged and leaned back in his chair. "I know I'll make a damned good scapegoat if they are here about our illegal shit, so it'll help sell the story if I 'run away.'"

"The Death Watch is still a problem, though." Everyone turned to look at the Silencer as he only spoke when he had valuable advice to offer. "Even if they don't have popular support they can still get outside materials and they likely have higher connections. We need to finish them off as soon as possible."

Ciaran nodded towards the Silencer. "Can you handle it yourself then?"

"Not entirely." he said. "I can certainly eliminate the Death Watch but if there are supporters in the government there is nothing stopping them from using another terrorist group as pawns. I would need considerable intelligence or diplomatic support to fully resolve the issue-"

"While we're trying to cover our asses with the Jedi and Satine," Gulan groaned and gestured to the reports. "Could we handle both of these issues if they were on their own? Sure. But they're both very delicate and we could piss off a lot of people if we handle these badly. We would need a softer touch like yours Boss-"

Suddenly a light went on at the center of the table indicating someone was trying to enter the room. Everyone present reached for their holdout pistols before a second light came on indicating the visitor was authorized.

"Enter," Ciaran said. With that the door opened and Thrawn strode into the room as everyone within focused entirely on him. While he was not technically a member of the command staff yet, it was mostly due to him being focused on his studies of the galaxy and everyone in the know expected him to take up a position in the near future given his intellect. "I became aware that you may need my assistance," he said coolly as he took a seat.

"And exactly how do you plan on doing that?" Silas said as he stared down the Chiss. Thrawn matched his gaze for a brief second before he turned to look at the reports.

"From my understanding, these are politically sensitive issues that would require an individual capable of not only being a savvy diplomat but also someone capable of providing on-site coordination for the various assets in the area. I believe I could be at least an acceptable substitute for you Lady Ciaran," he said as he slightly bowed his head in her direction.

Ciaran regarded Thrawn with curiosity. "The offer is welcomed, but are you sure you can handle these problems? I know you've been spending most of your time since you arrived familiarizing yourself with the galaxy; are your studies complete?"

"They are at what I believe are an acceptable level, however I admit that I am not as familiar with the local issues as you are since I naturally have not had much access to your inner workings as of yet." Thrawn steeped his fingers as he looked at the reports again. "More importantly, I would simply not be as trusted as you so my options would likely be considerably more limited in whichever endeavor I pursue."

"Ignorance might help against the Jedi, Boss," Gulan noted. "Him not knowing the core details about us might help if they try any Force tricks, but at the same time everyone would correctly assume that you're using him to keep yourself from meeting with Satine and the Jedi."

"And with the Death Watch's xenophobia and nationalism Thrawn would not only stand out, but be targeted without doubt," the Silencer commented.

Thrawn nodded at both of them as they made their comments. "Both valid points. I defer to your expertise in this matter, Lady Ciaran."

[] Handle the Jedi yourself and send Thrawn to help deal with the Death Watch. They're coming to talk to you specifically, you've been able to handle them before (especially Obi-Wan), and while Thrawn might be a bigger target from the Death Watch he should be able to handle himself.

[] Deal with the Death Watch yourself and send Thrawn to negotiate with/stall Satine and the Jedi. The Death Watch might hate you, but they'd definitely hate Thrawn more and you have a lot of leverage within the CNS to help track down any supporters in the government. The Jedi and Satine might not trust Thrawn but his "ignorance" might be useful in this case.

AN: I figure starting with a mini-arc would help ease everyone into the new quest before we get back into the thick of things. We'll be back to your regularly scheduled rolling after these messages and so on.
 
The Mandalorian Connections - Prologue 2
"Thrawn, I believe you would be better off dealing with the Death Watch," Ciaran stated authoritatively. "It would be much better if I handled the Jedi myself." And I get the enjoyment of messing with Obi-Wan some more, she thought to herself.

Thrawn nodded. "Very well, I will require as much data on the situation as possible."

"You'll get it shortly. Any objections to this plan?" Silence. "Very well. All of you save for Thrawn are dismissed."

As everyone slowly filed out of the room (Silas shooting a brief glare at the Chiss before he left), the room seemed to get slightly darker. The sound of the door shutting echoed through the room as Ciaran and Thrawn stared each other down.

"You do not trust me." Thrawn stated simply.

"Hmm...yes and no." Ciaran said, causing Thrawn to quirk an eyebrow at her statement. "I don't doubt that you'll contain the Death Watch, maybe even destroy them entirely. But what I do doubt is why you are still here." The temperature in the room seemed to drop a few degrees. "You are certainly a talented man-I've heard from OOM-9 about how you've handily been winning simulation battles and from what I've heard from the others you seem to be skilled in many other fields from diplomacy to intelligence work. You could succeed at whatever you put your mind to without question. So why are you here?"

Ciaran's question seemed to hang in the air as both of them stayed silent. For a moment neither of them spoke and then:

"Because our interests align, Lady Ciaran." Thrawn said calmly but resolutely. Ciaran did not speak, something Thrawn took as a sign to continue. "There are forces in this universe that could bring an end to not only the Republic, but life as you or I know it should they set their sights on the galaxy. From what I have seen the Republic attempting to govern it is weak, divided, and is constantly falling prey to strife, unaware of the monsters lurking just beyond its sight. If things are allowed to continue as they are, the galaxy is doomed. But..."

Thrawn smiled, and in that moment Ciaran noticed that there was something familiar about the way he did it.

"I have...faith in you, for lack of a better term. Though I have only been here for a relatively short time, I have learned a lot about you through your organization and the people you surround yourself with. You recognize the benefits of peace and the realities of war in equal measure. You are prepared to sully your hands to achieve your goals no matter what they may be. You have ambitions far beyond those of normal beings and the will to see them through. I am here because I can tell that you and I are...kindred spirits as it were, and our efforts would be magnified immensely were we to work together." Thrawn matched Ciaran's gaze. "And while our reasons may be different, our goals are the same-a truly united galaxy. Is that a sufficient answer?"

The room went quiet again.

And then Ciaran smiled in that same way Thrawn did.

"Yes. Yes it is."

And with that statement Ciaran opened a comlink and simply said "You can come in now, Silencer."

The door open and the Silencer walked into the room, the lights now visibly growing brighter and the temperature noticeably increasing to normal levels.

"Forgive the theatrics, I find that they're far more effective than you might think," Ciaran said to a bemused Thrawn as she held up a remote with climate and lighting controls, her trademark coy smirk returning to her face briefly before she turned to the Silencer. "Silencer, you are to treat him as a fellow command member with all of the respect the position entails during the operation. Am I clear?" The Silencer stoically nodded. "Good. We've gotten reports about a fairly recent attack from the Death Watch, I would suggest you start there. And Thrawn..."

"Welcome to the Abyss Watchers. I'm certain we'll accomplish great things together."

Perspective:
[] Ciaran Trolls Satine And Obi-Wan
[] Thrawn And Silencer Set Loose On Mandalore

AN: I was planning on going with Ciaran first and then potentially Thrawn if you guys were interested, but I got the vibe from the comments that a lot of you were hyped to see Thrawn too so I figured I'd cut the update a bit short and let you guys decide on what you want to see first.

And as for Thrawn's loyalties...he's content to be the Zhuge Liang to Ciaran's Liu Bei and be the supporting mastermind for Ciaran.
 
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The Mandalorian Connections - Ciaran 1
Sundari, Mandalore
8:30 AM Local Time


You are Ciaran, head of the Abyss Watchers, owner of the Karada Corporation, head of the Ciaran Foundation, and almost the de facto leader of the Council of Neutral Systems. And you are a very happy woman right now. It's so rare to meet people who have that same spark as you do and it's wonderful that Thrawn has it...and he's smart enough to know that he'd be better off working with you instead of against you.

But more importantly right now you're heading to a spaceport in Mandalore where you'll just "happen" to run into Obi-Wan as he arrives on the planet. All joking aside, it would help considerably if you were able to gain control of the situation by starting any conversation on your terms. You've talked with the Jedi enough that they likely wouldn't interfere with politics unless they had sufficient reasons, so odds were good that there was something else bringing them here aside from Satine getting worried about your influence. At any rate, with your brisk pace you should be arriving at the spaceport just a little bit after-

You stop dead in your tracks when you notice the people standing together and chatting about something you can't overhear from this distance. Obi-Wan, a much more mature-looking Anakin Skywalker...and Satine Kryze who had arrived earlier than you anticipated. You were pleased that an equally familiar Jedi had shown up with Obi-Wan, but you hadn't really talked with Satine personally that much what with you going behind her back all the time. What you do know is that she is a capable and strong-willed politician so it was practically guaranteed that she was here for the same reasons you were. That...might be a bit problematic, actually, but you've committed to this now and it's probably better that you don't back down lest you give Satine the advantage. Time to put on your game face. You resume your pace and walk up to the group.

"Obi! So good to see an old friend here! To what do I owe the pleasure of your company?" you say, as you close in on the poor Jedi like a predator cornering her prey. The reactions from the three people standing there were instant; Anakin facepalmed and started shaking his head in frustration, Obi-Wan gave a long-suffering sigh while looking oddly nervous for some reason and Satine was trying to glare you into submission which seemed very uncharacteristic of her-Wait. Were they...?

This required experimentation.

"It is a pleasure to see you Lady Ciaran, though I'm...not really surprised you're here actually..." Obi-Wan said as his shoulders sagged slightly.

"For the record, milady," Anakin interjected, "we're here on official Jedi business."

You briefly even glance in his direction though you do note that he seemed like he was trying to distance himself and Obi-Wan from you-like that would ever work. You turn back to an increasingly nervous-looking Obi-Wan and continue as though nothing had happened. "Oh, are you here because of the attacks around the planet lately? They've truly been tragic disturbances to the peace, and I for one appreciate the Jedi sending someone to help, especially a friend like you~"

"Ah," Satine finally spoke for the first time in the conversation with an air of obviously forced calmness. "I was...unaware...that you and Lady Ciaran were already...familiar with each other."

The look of fear on Obi-Wan's face as his eyes constantly shifted between you and Satine confirmed your hypothesis, and it was beautiful. There was no way he'd be that nervous unless he valued Satine's view of him and her "claim" on him was incredibly obvious to you...and judging by the very amused look on Anakin's face he knew it too. To think that the two of them were so close to each other...how scandalous, especially for a Jedi of all people...

You were going to have so much fun with this.

"F-forgive me Lady Ciaran-" Oh, he's stuttering now, it's adorable to see him of all people so flustered-"but I have business with the Duchess that must remain private." You swear you can hear Anakin trying to stifle his laughter in the background. "If you don't mind?"

Hmm...do you? The fact of the matter is that he's clearly way off his game with Satine around, which might make it easier to get something out of him...assuming your presence doesn't cause Satine to abandon her ideals of pacifism so that she can try and kill you. And given her reactions, there's absolutely no chance that she'll let Obi-Wan out of her sight now that you've shown up. It's really quite romantic, even if it might make things more complicated for you.

On the other hand, Anakin doesn't really seem too interested in the situation at hand aside from being amused at Obi-Wan's romantic life, so odds were that it wouldn't take much to separate him from Obi-Wan and Satine. The Abyss Watchers did save his mother's life...maybe now's the time to cash in that good will. But at the same time he doesn't seem like he's that trusting of you at the moment. So the plan would be...

[] Tag along with Satine and Obi-Wan. Antagonizing Satine might be worth having Obi-Wan off his game enough for you to figure out if he's got other reasons for being here.

[] Hang back and talk with Anakin privately, and try and get information out of him. You have considerable leverage with the boy, and now is a good a time as ever to use it.

AN: I almost feel sorry for Obi-Wan. Almost. He has the best worst luck with women it seems like...or maybe it's the other way around :p
 
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The Mandalorian Connections - Ciaran 2
Sundari, Mandalore
8:32 AM Local Time

It was so, so very tempting to tag along with Obi-Wan and Satine given recent developments, but the fact of the matter is that Anakin is probably more open to conversation all things considered. Business before pleasure and all.

"Oh, very well, I suppose I can let the two of you enjoy some private time together for a while~" you tease as Obi-Wan tries not to look too relieved and Satine briefly glares at you some more before turning to Obi-Wan. "Indeed. We have much to discuss, although what about your other friend?" Satine says.

You smile. "I-"

"We're going to go and have a meeting of our own," Anakin cuts in as you turn and regard him with curiosity. "There are some matters that I need to speak with Lady Ciaran about anyway." He looks at you and while he's trying to look intimidating you get the sense that he's not quite sure what to feel about you right now.

"Very well then," Satine quickly comments, clearly trying to end the conversation before you can get more in edgewise. "If you would be so kind, Obi-Wan?" She gestures ahead as she starts briskly walking away, Obi-Wan jogging slightly to catch up to her before matching her pace as they leave. Since Obi-Wan didn't really protest Anakin staying with you odds are this was either their negotiation plan or they came up with this just now and decided it would be the best course of action. With that in mind you focus back on Anakin. "Well, since you wanted the pleasure of my company-"

"Don't." he says, surprisingly forcefully as he holds up a hand. "You know this city better than I do, where's a private place we can go to?"

Well, if he was so insistent...

The Hall of the Preserver, Sundari, Mandalore
8:45 AM Local Time


Under normal circumstances a normal person would not be able to enter the Hall for another hour or so, but once they realized who you were they were willing to let you and Anakin into the building for a "private viewing." You would have bribed them to be sure but Anakin refused to let you out of his sight for even a moment. Honestly, the intensity he was focusing on you with was almost unnerving, like he was trying to glean something, anything from your actions.

Still, you walked in and the doors shut behind the two of you with a loud bang that echoed through the Hall's atrium. You glanced over at Anakin who still had an unreadable expression on his face but was trying to focus elsewhere. "Why here?" he asked, mostly to end the awkward silence between the two of you. You simply began to walk further in, gesturing for him to follow you into the main chamber.

"Have you ever heard of Mandalore the Preserver?" you comment neutrally, not really looking at Anakin. "I only really became aware of Mandalorian history in detail after I arrived here but out of all the people who have ever held the title of 'Mandalore' he fascinates me the most." As you finish the statement you and Anakin enter the main chamber of the building.

In the very center of the room stood a large statue of the Preserver in his armor as Mandalore, about 3 times the size of a normal humanoid being, carved from granite to emulate the armor that he once wore as well as reduce the rate of weathering and erosion meaning it was still in a very fine condition despite its age. The walls were covered with paintings dramatizing events in his life from the battles he fought in to images of his time training new Mandalorians on Dxun. Scattered throughout the room and surrounding the statue were various artifacts and holoprojectors of other important Mandalorian figures of the period...and a projector of none other than Revan himself in the back of the room, in front of a large painting depicting him and the Preserver fighting side-by-side against a legion of Sith troops. As you glance at Anakin briefly, you notice that he's focusing on that painting in particular as you start moving through the room, a look of frustration briefly crossing his face before he starts idly glancing around the rest of the room.

"Out of all of the Mandalorians I've read about-if only briefly-he is one of the only ones who fought both with and against the Jedi during his life." You explain to Anakin, who is continuing to look around with curiosity evident on his face. "I assumed that you would prefer to be in a place connected to your order rather than some backwards cantina."

"The thought is...appreciated," Anakin said hesitantly, although he did seem to be sincere about it. The two of you idly walked around the room not really paying attention to the exhibit for a few moments before you spoke again. "You clearly have something to say to me, so what is it?" you quietly ask him.

He hesitates for a few seconds before answering. "Maybe you'd care to explain why Darra told us about how people working for a 'humanitarian' like you have been associating with criminals like the Hutts?" he said, keeping his voice level but with a definite air of accusation to it.

You stop immediately. It was rare for people to be so blunt with you outside of the Abyss Watchers; you're not entirely sure whether it was because of Obi-Wan warning him about you or if he decided that it was the best way to get answers out of you. Regardless, you need to explain away this mess since you were now able to confirm the worst-case scenario of Darra testifying against you, but how?

[] Write-in.

AN: I may have been on a KOTOR bent recently which is probably where today's update setting came from. And like Ciaran said, it seemed...appropriate.

As for the write-in...I figured things were getting too easy, but more importantly I'm curious to see what you all will come up with. Just remember who it is you're trying to persuade.
 
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The Mandalorian Connections - Ciaran 3
The Hall of the Preserver, Sundari, Mandalore
8:48 AM Local Time


Anakin's question causes a thousand different ideas to run through your head. You could make Grandpa a scapegoat like he suggested. You could downplay the connections between you and the Hutts. But with his bluntness...you decide that partial honesty would probably be the best course of action for once. With this in mind...you sigh out of frustration, visibly confusing him.

"Anakin, I run a humanitarian organization, and the Hutts are everywhere. Many of the places I'm needed most are nearly run by those slugs, and...I'm not a Jedi, Anakin. I don't have the clout or weight of tradition to ignore that." You notice out of the corner of your eyes that he is unconsciously clenching one of his hands into a fist. "If I want to do what I need to do, I often have no choice but to work with the Hutts. At least in this case the price of admission was only hurting other criminals. I suppose I can deal with that. I'd happily tear down the Hutts if only I could, but that's not an option right now. With the war, I have too many other plates in the air." You let frustration "leak" into your voice as you continue, while Anakin refuses to break "eye contact" with you even as you can tell that he's starting to tense up. You sigh melodramatically and add "Plus, the Hutts are everywhere. I would like to get a hold on them so that they don't flock to the CIS." You look at Anakin with a perfectly neutral expression on your face.

You measure him up after your little speech, and...now you see it. Though he's slightly downcast, you can see that his face is morphing between a dozen different emotions; anger, confusion, depression...he seems like a man who's at war with himself.

"Were you expecting me to be completely innocent or absolutely guilty? Not everyone can be so cleanly defined as 'black' or 'white' in this galaxy," you comment. He still doesn't seem like he wants to answer you, still trying to figure out just what to think about you now. "Why are you here?" You ask Anakin in the most neutral voice possible after a few moments.

He glances back up at you, furrows his brow in deep thought for a moment, and then sighs, visibly deflating. "Officially, I'm here under orders from the Council to determine whether Master Darra's testimony was accurate and if you were planning on acting against the Republic." You get the sense that he meant to say "the Jedi" in that description but is trying to believe that what he told you is the truth instead. You can also tell from the discomfort on his face that there's more to this story, but he stops talking and doesn't seem like he wants to continue. "So why are you really here?" you ask, with more intensity this time to try and force the truth out of him.

He looks away and stares blankly at a painting of Dxun, trying to avoid your gaze more than anything else, staying silent for a brief moment before quietly saying "...I had to know for myself. I needed to know..." He trailed off, looking down for a second before focusing back on you with newfound intensity. "I needed to know why someone like you would do such a thing after seeing what you've been doing for the people of the galaxy...and what you did for me," he said with a slight waver in his voice. Evidently you, or at least people working for you saving his mother had a more profound affect on him than you realized. He must really care about her.

...But that's not all. You can sense it through your Force vision to an extent; though he's still as blinding as ever he seems...shaken.

"Now that you know the truth, do you still want to be here?" You ask.

The question seems to cause Anakin to briefly tense up again before his shoulders visibly sag and his face visibly falls. "...No." You can tell he wants to go on, so instead of continuing your questioning you simply stay silent for a moment as he breathes in deeply before trying to voice his thoughts. "I want to be somewhere where I'm needed. I want to be where people are suffering because of the war. I want to be out in the galaxy helping people. You say you don't have the weight of being a Jedi behind you but you've still done more in the past few years for the galaxy than anything the Jedi have done since then, even though-." He cuts himself off before he mentions the Hutts, the thought likely still disgusting to him. "...But instead of being able to help people like you've been I'm here because the Coun-" He clenches his fists tightly as he seems to come to a realization and looks at you straight on. "-the Masters have decided that I'd be better suited to spying on you instead of being a Jedi," he spits out.

Ah, so that's it...In the end even after everything he's become and everything he aspires to be, Anakin Skywalker still believes he is a slave, only with his masters now being called 'the Jedi Council' instead of 'Hutts'. But still..."This one mission can't have been enough to make you say that," you point out, fishing for more information.

He doesn't respond for a second before muttering "No it isn't. Ever since..." He breathes in again deeply and then continues. "Ever since my mother nearly died...they've been telling me that my love for her is a weakness and that I have to let go of her so that I can become a true Jedi," he says with bitter sarcasm.

"But you don't have to do that at all," you say as he looks at you confused. You gesture at him to follow you to a holo-statue of a young woman in Jedi robes situated in front of another painting of Dxun. As you get closer a distant thousand-mile stare becomes more apparent even through the static of the hologram. You theatrically sweep your hand across the name on the stand in front of the statue-Meetra Surik-before you turn back to Anakin who simply asks "Should I know about her?"

You shrug before saying, "I'm not surprised you haven't heard of her before-I suspect the Jedi aren't really fond of her story from what I've learned about it," you dryly comment before continuing. "Surik was a Jedi who joined Revan in the old Mandalorian Wars, although despite her betraying the Jedi Council of her time she turned herself in for trial after the war. In response to this show of loyalty to the Jedi Order and its ideals of justice, the Council's response was to exile her," you say sarcastically. As you are regaling him with this story Anakin starts concentrating on her statue though you can tell he's still listening to you. "While she wandered the galaxy for some time, she eventually came out of exile to try and save it from destruction when it was threatened by the Sith. Even though she was treated like a pariah, rejected by not only the Jedi but also by a galaxy which had nothing for contempt for Force-users...she was still a great hero who helped protect it. Great enough that even the Mandalorians respected her as you can see." Anakin turns to look at you with an unreadable expression on his face as you drive your point home. "No matter what the Council may say, you don't have to be a part of the Order to be a Jedi. Once you realize that, you now have a choice: you can either stay with the Order and smother your doubts about everything they've told you...or you can decide what it means to be a Jedi for yourself."

With that, you let the silence hang for a moment, though as the seconds seem to stretch on you can tell that Anakin's too lost in thought to really continue the argument.

You start walking towards the front door.

He doesn't even try to stop you.

And the silence of the hall is only briefly broken by the sounds of the front door opening and closing as you take your leave.

AN: This was fascinating to write, because I really had to dig into Anakin's mind for it. And to me...while his actions in the Clone Wars prove that he definitely wants to be a hero and that he is compassionate, confident, and skilled enough to live up to it he's always struck me as a man who never really lost the slave mentality. He's always being told how to act and what to believe by both the Jedi and Palpatine in canon, and never considering carving his own path even though he unquestionably has the ability to do it even after becoming Vader!

Anyway, hopefully you thought this made sense like it did to me. Or at least found it interesting even if you don't agree with me.

But for now Ciaran's going to take a break and troll Obi-Wan and Satine some more offscreen. Next update: Thrawn takes center stage. The Death Watch won't know what hit them.
 
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