Snips and Thrawn play games together

Not sure if Ahsoka would go so far as to use some kind of poison, but I could totally see her learning the fine art of playing dirty from Ciaran and Thrawn. +10, kind of canon, we're one away people holy shit

@Dr. Snark, did you see my post on the 'wartime supplies'?

I did, and I stand by the past changes I've made; they're more interesting anyway.

So, uh... @Dr. Snark, is Darra still alive? I mean, cybernetics failure, and we haven't seen her since. I guess she might be getting them maintained by the Jedi or by a Jedi-friendly hospital, but... how's she doing?

She's functional, but she's not exactly in good shape as she's refused to go back to a Karada center where she could get her robotic bits properly repaired.
 
Not sure if Ahsoka would go so far as to use some kind of poison, but I could totally see her learning the fine art of playing dirty from Ciaran and Thrawn. +10, kind of canon, we're one away people holy shit
At that point, she's spent months, if not years losing to Thrawn. I grates on her a little, and it's a slippery slope. She started with some mild force tricks, and escalated from there. Compared to some of the stuff you can do with that (which she mostly didn't touch, because she is a Jedi), some mild poison (ie, about the same effect as inebriation, just more subtle) isn't such a big jump. Lady Ciaran said so.
 
At that point, she's spent months, if not years losing to Thrawn. I grates on her a little, and it's a slippery slope. She started with some mild force tricks, and escalated from there. Compared to some of the stuff you can do with that (which she mostly didn't touch, because she is a Jedi), some mild poison (ie, about the same effect as inebriation, just more subtle) isn't such a big jump. Lady Ciaran said so.

...I feel like that would end with Ciaran being put on trial for corruption of a minor by the Jedi Council themselves.
 
...I feel like that would end with Ciaran being put on trial for corruption of a minor by the Jedi Council themselves.

"I was teaching her how I dealt with my Ex's! You would have to be a truly dispicable person to not allow one women to teach a young lady on how to beat back the excesses of lovers."

"Ciaran just shut up."

"The truth will be revealed! We live in a Man' worlllllllld."
 
At that point, she's spent months, if not years losing to Thrawn. I grates on her a little, and it's a slippery slope. She started with some mild force tricks, and escalated from there. Compared to some of the stuff you can do with that (which she mostly didn't touch, because she is a Jedi), some mild poison (ie, about the same effect as inebriation, just more subtle) isn't such a big jump. Lady Ciaran said so.
So...she just spiked his drink then.

Poison gives such unpleasant connotations
 
(Omake) A Link To The Past (Canon)
A Link to the Past
Tyro Torwin was often called a master of the Force. It wouldn't be empty bravado to call himself the best practitioner of the Blazing Chains techniques in the galaxy. But he had no delusions of his understanding being complete, or even rudimentary. The Blazing Chains was useful, but unlike many other Force sects, it saw the Force merely as a tool to be utilized for survival.

And for many years, that had been good enough. Torwin could laugh at the Jedi and the Sith for treating the Force with the reverence they did. He treated the Force as a mere tool, albeit a useful one, and he was just as strong as many Jedi Knights he had seen in action.

Then Lady Ciaran changed that. The Blazing Chains didn't typically use the type of Forcesight all Miralukans natively had, though Torwin had discovered it himself and implemented some form of it to shoot without looking. But the sheer ease with which she saw boggled his mind. Torwin had to concentrate and stop moving in order to see even muddy outlines of life. But Ciaran navigated as if her eyes worked perfectly.

That had challenged him, but the idea of Forcesigh becoming so natural was justified easily. Miralukans practiced Forcesight constantly since birth, whereas he had discovered it as an adult and rarely used it. It only made sense that they were more skilled with it than he. But when he discovered that Lady Ciaran, in fact most Force users, could glimpse the future through the Force, Torwin's belief in what the Force was shook once more. He himself had never experienced that, and no member of the Arcblade Fleet he had ever talked to mentioned it either.

Still, he could accept this. The visions as they were described were never set in stone, never perfect, helpful clues at best. The Blazing Chains ignored the Force as anything other than a way to move things with the mind. It made some kind of sense that a sect that looked at the Force in the opposite way would develop equal but opposite techniques.

Then came the biggest blow to his own non-faith. Darth Vectivus, a Sith Lord long dead, had taken form as a phantom of sorts, and still resided in his manor. Which Ciaran had somehow talked him into giving to her. So Torwin took a sabbatical, leaving his classes to themselves with only hope that they wouldn't crash the Oracle by the time he returned. The other revelations about the applications of the Force could be reasoned away, but this required personal verification.

"For the last time, I don't need a dental plan! I dead for all things sacred!" Torwin almost didn't believe his eyes. But if his senses were failing him this drastically, there was no real alternative but to treat this as real.

"I'm not here to make you sign anything." said Torwin. "I only wish to talk."

"What about?" asked the phantom of Darth Vectivus. "It had better not be that timeshare nonsense again. I can't leave the damn manor."

"Not that. The Force. Of what you are, and how it came to be." said Torwin.

"Usually we Sith put everything on a holocron for our apprentice to read once he kills us. It's a dumb tradition. I have requirements on most of my knowledge, but killing me isn't one of them. But in either case, why should I tell you?" said Vectivus.

"I am Tyro Torwin, Lady Ciaran's adviser on the Force. I am in charge of training those with the potential to use the Force in the Abyss Watchers." said Torwin. "But many techniques of the Sith and Jedi are foreign to me. I wish to learn, so that I may better understand what the Force is."

"Hah!" laughed Vectivus. "People have been asking that for millennia, and we're no closer to the answer. People thought they were onto something with mitichlorians, but those are just an indicator of the Force. A result, not the cause. If you want to know what the Force is, I can't tell you. And I'm pretty close to being part of it."

"I don't care about the theories, the ins and outs. I want to know what the Force is capable of. I've lived with it for decades, used in everyday, but I continue to learn of new ways it could be applied, with what seems like no limit. I mean, you're not dead! If someone had asked me even a month ago I'd have said the Force was not capable of such a thing."

"No Darth slapped on front of your name, no pretentious robes or philosophy. You're clearly no Sith of Jedi. What Force sect are you?" asked Vectivus.

"Blazing Chains raiders, former lieutenant of the Arcblade Fleet." said Torwin.

"Ah, the telepathic gun people, that explains it. The Unexplored Territories are a bad place to be if you want to steal everyone else's techniques. Sith and Jedi have known of 'Force Ghosts' as they call them for centuries. Anyone strong enough with the Force can do it pretty easily. But that's just a facsimile of life. A Force Ghost has your memories, but it doesn't have your mind. Just limbo, unable to parse new information. Can't even hold a conversation all that well."

"You seem rather well spoken." said Torwin.

"That's because I'm not a Force Ghost, I'm a Force Phantom. Instead of smashing myself into the Force to leave an imprint, I tied the Force to my soul, which I then tethered to something in reality. I'm not actually dead. Just on a kind of highly functioning life support." explained Vectivus. "There is no true way to cheat death. Prolong life, perhaps indefinitely, but no true escape."

"Still, even that is far more than I've ever thought of using the Force for. I simply redirect blaster bolts." muttered Torwin.

"Are you good at it?" asked Vectivus.

"What?"

"I asked if you were good at redirecting blaster bolts?"

"Perhaps the best in the galaxy." admitted Torwin.

"Then there is no shame in not knowing the limits of the Force. No one does, and any who claim to are lying, idiots, or both." lectured Vectivus. "We use the Force for what we need to. I was a businessman, and so I used the Force in ways that helped me achieve my goals. You were a pirate, and so you learned to use the Force in ways that made you untouchable on the battlefield. In a way, you have likely cheated death more times than I."

"Heh, perhaps so." Philosophical crisis resolved, Torwin thought of the chaos his classes had no doubt caused in his absence. "While I'm here, is there anything you wish me to teach to the Abyss Watchers' Force users? I'm in charge of teaching them, and since we technically hold the same position, you are too. Since you're rather limited in location, I can take any teachings you have back to them."

"I think I might have a holocron or two lying around. Not sure how useful my techniques would be though. I studied very basic things or very, complicated niche things with little in between." Said Vectivus.

"I'll see what I can work into the curriculum."

AN: We have hit the limit. Now for the real question, if we do one more,will @Dr. Snark react like a computer trying to compute the value of pi?
 

I just wanted to say that she wasn't 14 when she took over a bar. i don't know when she took over a bar but it was not at fourteen. She was dropped onto Coruscant at age 14 (assuming that the quest started at age 18 and based on the origin omake which was declared Canon she was on Courscant for four years), and took over the Abyss Watchers at age 18. I would assume that she would need at least a year before doing anything like that and she was under the assumption that she was only going to be on Coruscant for two years. In fact the very first turn of the original thread ended with her buying a bar and getting said license.

I liked your omake a lot but I guess that one single inconsistency just burned me for whatever reason.
 
And that's +280 everyone. (+150 coming from Panory himself). That's just insane. I've never seen a quest where something like this happened -- has anyone else been here before?
People thought they were onto something with mitichlorians, but those are just an indicator of the Force. A result, not the cause.
I can't begin to tell you how much I like this. Instant head-canon, for the record.
 
And that's +280 everyone. (+150 coming from Panory himself). That's just insane. I've never seen a quest where something like this happened -- has anyone else been here before?

Well, there's the madness of Rihaku's quests, those would tend to become something of an Event Horizon of omakes, analysis and fanart, so much so that multiple pages could pass by in minutes.
They were a questing experience to see in person as they unfolded.
 

...It has happened. +10, canon because this is a really cool conversation.

I feel like there needs to be party balloons or something but honestly I'm too gobsmacked to say anything properly. Seriously, this is really really cool that this has happened.

ANYWAY, since it's close to that time at any rate I am declaring the voting moratorium over. Let's see what happens when we slap a +20 on everything, shall we?
 
Hey, we don't even need to worry about seeing where people want to put their omake bonuses this time. Clearly, this was the most efficient route.
 
[X] Plan Calm Before The Storm
Balance Sheet

(That's what Dr. Snark called it, anyway. It certainly hasn't felt calm, with so many omake bonuses floating around (we hit the +280 cap!). Most of these choices are uncontroversial, but partly to take advantage of our generalized 'good luck' this turn, I picked a few of the riskier options -- Silencer's training with the Sun Guard, Ciaran's journey to Malachor, that sort of thing. Lots of near-certain odds and lots of high probabilities for rolling critical successes -- even with normal dice things are looking promising. With Teron dice? It's going to be glorious).

Martial: Pick 2:
[X] Senatorial Protection Detail: Chance of Success: 70% Reward: Security detail for Senators established through security company, additional income
[X] An End To The Nightmare: Chance of Success: 70% Reward: Assault on Wesker's base planned and launched
-[X] Cheriss Sair
('Protection' for the money... and to save our anti-Palpatine buddies. Finish off Wesker, permanently, because that dude had it coming. With default bonuses (+5) and omake bonuses (+20 apiece), both of these have 95% chance of succeeding. Cheriss' support pushes 'Nightmare' up to 103% chance of success (and 33% chance of a crit) -- that should ensure he stays dead, and should give us better rewards thanks to Cheriss -- apparently, all Shards have "an instinctive understanding of computer technology"! That should make things easy when ransacking his base(s) for loot, and research, and info on his backers...).

Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Free Action:
[X] Peacemaker (CNS): Chance of Success: 60% Reward: ???
-[X] PR-1
[X] CNS Integration Bureau: Chance of Success: 60% Cost: 50 Reward: Application system formalized, per-turn roll for sympathetic systems to join CNS
[X] The New Mandalore (CNS): Chance of Success: 50% Reward: PR campaign to ease tensions with CNS/Mandalore initiated
-[X] Thrawn
(Yikes this was tough. We are definitely using our free action for one of these. I picked 'Peacemaker' per @fasquardon's reasoning, to deal a blow to Palpatine's militarism and boost the CNS's public image. Likewise, 'New Mandalore' was an obvious choice to douse the PR fire that Jango started (however useful his new position is for us). Finally, I was torn about whether to recruit Muunilist directly, but ultimately decided to get 'Integration Bureau' started this turn, to take care of all the systems that just. want. out. of this war. Given our actions and Muunilist's predictament, it should be near the top of the queue as far as 'sympathetic systems are concerned, so I'm cautiously optimistic we'll pick it up sooner rather than later. That would leave 'Shadow Meeting" and 'Shards' for the future. With our default bonuses (+10) and omake bonuses (+20), 'Integration Bureau' has a 90% chance of success. Given their importance, I figured it'd be wise to add Hero Support to the other two. With PR-1, 'Peacemaker' has a 99% chance of success (39% chance of crit); with Thrawn's help, the 'New Mandalore' PR campaign has a 96% chance of success (and 46% chance of crit).

Stewardship: Pick 2:
[X] Muunilist Reconstruction Efforts: Chance of Success: 60% Cost: 100 Reward: Muunilist is given funding to reconstruct damage inflicted by the war, other potential benefits
[X] Taris Refugee Initiative: Chance of Success: 70% Cost: 100 Reward: Taris designated as refugee-friendly planet, other potential benefits
(Both of these are costly, but the "other potential benefits" could be immense. With default bonuses (+10) and omake bonuses (+20 apiece), 'Muunilist' has 90% odds and 'Taris' has 100% odds. We should consider reaching out to SoroSuub next turn, to jump-start our 'take over Commerce Guild' plans...).

Intrigue: Pick 2:
[X] The Count of Sereno: Chance of Success: 40% Cost: 100 Reward: Count Dooku's actions tracked
-[X] Grievous
-[X] 8 Watcher teams
[X] Explosions From The Past: Chance of Success: 60% Reward: Advanced assassin droid recovered
(Yeah. Let's recruit HK-47. With default bonuses (+15) and omake bonuses (+20), 'Explosions' has a 95% chance of success. As for the second pick, let's put a tail on Dooku and see what we turn up, whether it's to set up an assassination, or to finally track down the identity of Darth Sidious.... Add default & omake bonuses to Grievous's hero support (+11) and our Watcher teams (+8), and 'Serenno' has 94% chance of success with 54% chance of a crit).

Lore: Pick 1:
[X] Form "Discovery Corps:" Chance of Success: 70% Cost: 100 Upkeep: 75 Reward: Additional Lore action for archaeology
(This enables us to visit Dathomir and Ossus and elsewhere, while still learning new Force techniques. Pretty self-explanatory. With default bonus (+5) and omake bonus (+20) we have a 95% chance of success).

Learning: Pick 2, or pick only one Research action and halve its time:
[X] Research Inhibitor Chips: Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (1 Turn Remaining)
[X] Force-Friendly Cybernetics: Chance of Success: 70% Cost: 100 Reward: Cybernetics developed for Force users [Takes 4 turns, locks actions for 2 turns]
(This was unexpectedly tough. 'Inhibitor Chips' is locked in, so no worries there. Picking either 'Medical Gear' or 'Medicine' would boost our income and keep our troops alive, which is useful but low priority and would take a long time to complete. Per Dr. Snark, both 'Analyze' and 'Virus Library' give better rewards if we wait until after the Wesker fight, so I'm inclined to double-down on 'Cybernetics' with both Research actions this turn. With default bonuses (+15) and omake bonuses (+20), we would have a >100% chance of success.).

Personal: Pick 2:
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Journey to Malachor

[X] Journey to Malachor: Chance of Success: ??? Reward: ???
-[X] Personal Attention
-[X] Asajj Ventress
(Yeah, I think we should open the incredibly risky mystery box. With default bonuses (+5), omake bonuses (+20), Personal Attention (+37), and Hero Support from Asajj (+18), then even if the baseline chance of success is 10%, we'd still have a 90% chance of success, with an 81% chance of a crit. We could even add Cheriss for another +11, to give us a 91% chance of a crit...:whistle: but I'm inclined to keep her with the Wesker mission).

Hero Units: Optional, Pick Up To 2, Uses Hero Unit's Full Stats:
[X] Silas Cata: Hell Hath No Fury: (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 70% Reward: Silas' grandchild located/rescued without causing an incident, ???
[X] The Silencer: Legacy of the Sun: (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 70% Reward: The Silencer trains with the Thrysians, ???
(Silas's hero action is obvious -- we don't want to start a war with the Hutts. With default bonuses (+15), omake bonuses (+20) and Silas's stat (+24), we have a >100% chance of success and a 59% chance of a crit. As for the second, I'm sorely tempted to upgrade Cheriss or PR-1, but I think this is the best turn to let Silencer do his thing. Sending him out to train alongside Sith cultists is tempting fate at best, but between omake bonuses (+20) and his own stat (+28), he has a >100% chance of success and a 48% chance of a crit. Sorry, PR-1...:oops:).

New Bases:
[X] Kashyyyk: Cost: 100 Reward: Facility on Kashyyyk
[X] Taris: Cost: 100 Reward: Property on Taris
(Taris is obvious -- if we intend to rebuild it and use it as our capital, we should start soon, especially while it's still cheap. As for 'Kashyyyk', if there's one take-away from the base upgrades this turn, it's that the ROI makes it well worth our while to buy a base in the same system we have lots of investments. We're earning 220 credits/turn from businesses we own and investments we've made in Alaris Prime -- buying a facility should pay for itself. Plus this gives us access to Wookie engineers. And Chewbacca. Totally worth it. I strongly considered purchasing a base in Naboo as well (we're earning 140/turn for tradeports in Theed), but realized ROI requires that we still have money to invest, and our balance sheet is looking a bit slim. Maybe next time).

Base Upgrades:

Coruscant Base:

[X] None.
('Takeover' is bit too costly at the moment).

Kaleesh Outpost:
[X] High-Grade Training Facilities: Cost: 50 Reward: Normal troops automatically upgrade over time
('Training facilites' are a given. 'Development Program' will be addressed by a future Stewardship write-in).

Oracle (Lucrehulk):
[X] Incom Fighter Customization: Cost: 50 Reward: Starfighters based on Oracle more effective
(The galaxy is a nasty place, next turn promises to be especially rough, and this is a cheap upgrade to improve our odds.

Mandalorian Mansion:
[X] None.
(If we could afford it, beskar would be awesome. Unfortunately, we can't afford it, not if we want to have money left over in preparation for next turn...).

Lordran, Kiln:
[X] None
('Personal Retreat' is nice and may open other doors for development, but I'm worried about our budget. If we can afford it, I'll add it in).

La'Sombra (Asteroid Base):
[X] None.
(The asteroid is hidden away in the middle of empty space, so there's little need for a defense grid at this point. And sending Grievous off to rustle up a few rancors and acklays for our amusement is a distinctly low priority).

Nar Shaddaa Property:
[X] Nightclub: Cost: 100 Reward: +50 Nightclub income
[X] Wiretaps: Cost: 50 Reward: +25 Information income
(Both 'Nightclub' and 'Wiretaps' pay for themselves in two turns).

Castell Facility:
[X] Defense Grid: Cost: 50 Reward: Defenses for facility established
[X] Trading Port: Cost: 75 Reward: +75 trade income
[X] Centralize Assets: Cost: 50 Reward: +50 Income
(Holy crap. 'Trading Port' and 'Centralize' pay for themselves in one turn. As for the 'Defense Grid'... well, Shu Mai has a history of sabotaging and/or assassinating her business rivals. We've been mostly off her radar, but this will certainly bring us to her attention, and we should prepare for it).

Muunilist Mansion:
[X] Bank Investment: Cost: 100 Reward: +50 Income from bank, further expansion options
('Bank' pays for itself in two turns. We don't yet need 'Hidden Defenses', as we're only investing in a bank, not running one of our own out of the mansion. 'Infrastructure' is too expensive and doesn't give the same ROI. We'll wait on that one for a bit).

Vectivus' Home:

[X] Agent Training Facility: Cost: 50 Upkeep: 25 Reward: Agents improve over time
('Defense Grid' is not urgent, since The Home is so obscure. 'Archaeological Facility' would be useful, and we certainly need to improve our Lore, but given the insane number of omakes, we may not need the default bonus. 'Agent Training', however, is something we can't yet get anywhere else. Let's make our agents awesome).

Hero Support (applies half the stats to a chosen action):
PR-1: [X] Peacemaker
The Silencer: [X] Legacy of the Sun (Hero)
Silas Cata: [X] Hell Hath No Fury (Hero)
Cheriss Sair: [X] An End To The Nightmare
Thrawn: [X] The New Mandalore
Grievous: [X] The Count of Serenno
Asajj Ventress: [X] Journey to Malachor

Watcher Support (19 teams available, 1 Point per assigned team):
[X] 8 teams assigned
-[X] The Count of Serenno

(Only spend 8 Watcher teams this turn, which should leave us with 19 or 20 teams at the end of the turn. Next turn is going to be a big one, so we should stock up while we can, and while we have so many omake bonuses making life easy for us...).
 
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Hey, we don't even need to worry about seeing where people want to put their omake bonuses this time. Clearly, this was the most efficient route.

I still want mine applied to acquiring HK-47.

And what will happen to the fighters we replace with the Incom option? Do we sell them off, shuffle them elsewhere, what? It would make sense to use them to bolster our pirate forces.

That said:
[X] Plan Calm Before The Storm
Balance Sheet
 
And what will happen to the fighters we replace with the Incom option? Do we sell them off, shuffle them elsewhere, what? It would make sense to use them to bolster our pirate forces.

Things that are too irrelevant to put in a description, let me put it that way.
 
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