Martial:
[X] Senatorial Protection Detail: It's clear from the events related to Seti and Bail that Palpatine is going to try and eliminate his political rivals by any means necessary. Supporting anti-Palpatine senators directly would be too obvious, but setting up a protection detail for Senators
in general would not only give you the chance to protect the more vulnerable members but make you some money on the side. Chance of Success: 70% Reward: Security detail for Senators established through security company, additional income
Rolled 83 + 5 + 20 (Omakes) =
108 (Over 100 Success)
As it turns out, marketing a protection detail to a bunch of paranoid, easily frightened politicians went over very well with them.
Within a few days of announcing your "Senatorial Security Systems" (and burying the details of your ownership under a mountain of bureaucracy), Senators of all stripes have come to the SSS to hire on guards to make sure that they can feel safe in these trying times, what with all of these Separatists conspiracies, assassins, and assassination conspiracies.
The important thing is that not only has security been established for many different Senators-including a number of Palpatine's enemies-you've also managed to get your guards in locations where they can listen in on "unofficial" Senatorial debates and communiques without a problem. Having a finger on the pulse of Republic politics could definitely come in handy...
Rewards: Security service established among Senators, +100 security income, increased information on Republic politics
[X] An End To The Nightmare: You know where Wesker is. You know what he can throw at you. You've stopped his latest plague. It's time to end him once and for all so that he can never bring ruin to the Northern Rim again. Chance of Success: 70% Reward: Assault on Wesker's base planned and launched
Rolled 60 + 13 + 20 (Omakes) =
93 (Critical Success)
This ends here. (To be continued in mini-arc)
Diplomacy:
[X] Peacemaker (CNS): Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???
93 + 19 + 20 (Omakes) =
132 (Super Critical Success)
People are saying that what you've done in the name of peace is nothing short of extraordinary. (To be continued in The Tears of Caamas)
[X] CNS Integration Bureau: You and Satine can only visit so many planets at once, and the CNS is becoming increasingly popular. It might be a good idea to formalize a system of application to the CNS that could handle those requests themselves. Chance of Success: 60% Cost: 50 Reward: Application system formalized, per-turn roll for sympathetic systems to join CNS
Rolled 12 + 10 + 20 (Omakes) = 42 (Bare Success)
Honestly this was only a problem because everyone involved was busy with what happened on Caamas. Still, there's now a formalized application system in place for the CNS, and you're fairly certain that it will be very popular given what's been happening. Reward: Application system formalized, per-turn roll for sympathetic systems to join CNS
[X] The New Mandalore (CNS): A lot of people around the galaxy are frightened of the idea of Mandalore returning to the expansionist state it was in the days of old after Jango was declared Mandalore by the Guardian Corps. You might want to work with Satine on a PR campaign that shows Jango is
not interested returning to that era. Chance of Success: 50% Reward: PR campaign to ease tensions with CNS/Mandalore initiated
Rolled 88 + 26 + 20 (Omakes) =
134 (Super Critical Success)
You were worried that this would be a problem before Thrawn tackled it. (To be continued in The Tears of Caamas)
Stewardship:
[X] Muunilist Reconstruction Efforts: Muunilist has been badly devastated by the war, which is concerning given that it's home to the Intergalactic Banking Clan, one of the most important financial groups in the galaxy. Helping the planet recover would not only make you look good but let you get more ownership of it and the gratitude of the IGBC. Chance of Success: 60% Cost: 100 Reward: Muunilist is given funding to reconstruct damage inflicted by the war, other potential benefits
44 + 10 + 20 (Omakes) = 74 (Success)
The Muun are overjoyed at the chance to rebuild their home after the fighting and bloodshed. (To be continued in The Tears of Caamas)
[X] Taris Refugee Initiative: Taris was once a thriving city-planet much like Coruscant before it was devastated during the Jedi Civil War. While the planet has begun to recover, it has remained mostly empty in comparison to your present state. This provides you with an opportunity to use it as a center for refugees to live on while the war plays out, and rebuilding Taris can only help you and the CNS. Chance of Success: 70% Cost: 100 Reward: Taris designated as refugee-friendly planet, other potential benefits
93 + 10 + 20 (Omakes) =
123 (Super Critical Success)
Economists around the galaxy have been calling what you've done on Taris nothing short of miraculous. (To be continued in The Tears of Caamas)
Intrigue:
[X] The Count of Sereno: You know Dooku is a Dark Sider. You know that he's working for Sidious, the man behind this war. So the best way to find Sidious is to get as much information from his actions as possible. Given how thorough he was with your blackmail though...it probably won't be easy. Chance of Success: 40% Cost: 100 Reward: Count Dooku's actions tracked
Rolled: 50 + 34 + 20 (Omakes) =
104 (Over 100 Success)
Finally, you've gotten some answers. In some ways though...you wish you hadn't. (To be continued in Order 66)
[X] Explosions From The Past: Some of your teams have gotten word that a Nemodian excavation team has inadvertently activated what sounds like some kind of assassin droid that was stored in an ancient Hammerhead cruiser, and despite its age it's proven to be very effective at blasting its way through the Nemoidian outpost. If you could capture it before the Nemodians do, you might have a very valuable piece of technology available to you... Chance of Success: 60% Reward: Advanced assassin droid recovered
Rolled: 35 + 15 + 20 (Omakes) = 70
Once you sent your agents there to get a hold of the mysterious assassin droid they quickly learned why it was so successful at slaughtering the Nemodians in its path as your team was only barely able to bring it back intact after disabling it with several ion rounds.
The droid is quite frankly, something else. You're honestly not sure how it could be so old as according to Cheriss' cursory reports it's just as effective if not
more so than some of the most advanced assassin droids on the market today. Then again, that's probably not too surprising since you're fairly certain you recognize the droid in question. If the records you've acquired of the Jedi Civil War period are accurate, the rust-colored droid you've captured is designated HK-47...one of the few you know of that has killed
many powerful Force-users and was deadly enough to have been
Revan's personal assassin droid.
Now, the only question is how to reactivate him again without getting everyone around killed like before...
Reward: HK-47 acquired in deactivated state
Lore:
[X] Form "Discovery Corps:" It's clear that you really don't have the time to go to all of these fascinating sites yourself, so it might be a good idea to form a branch of the Abyss Watchers dedicated to "exploration" and "archaeology." Chance of Success: 70% Cost: 100 Upkeep: 75 Reward: Additonal Lore action for archaeology
Rolled 10 + 5 + 20 (Omakes) = 35 (Bare Success)
This was also only an issue due to outside factors, namely your trip to Malachor which ended up taking up much of your time. Still the corps you've created are ready to move out at any time. Reward: Additonal Lore action for archaeology
Learning:
[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (1 Turn Remaining)
The research on the chips has finally finished...and when Var Zheen called an emergency meeting right after he told you that, you knew that something was
very wrong. (To be continued in Order 66)
[X] Force-Friendly Cybernetics: Cheriss' research into her own frame has brought up the potential of applying similar technology to cybernetics to make it more compatible with Force users. The concept is already there, but it will need refinement for cybernetics. Chance of Success: 70% Cost: 100 Reward: Cybernetics developed for Force users [Takes 4 turns, locks actions for 2 turns]
Rolled 53 + 15 + 20 (Omakes) = 88 (Success)
While your scientists were confident that they could have gotten the research done faster with just a little bit more effort, they're still reporting that the new cybernetics should be finished in the next few months. (1 Turn remaining, no action lock)
Personal:
[X] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice (Used on Journey to Malachor)
...It's time then.
[X] Journey to Malachor: A system that basically everyone in the galaxy has declared to be forsaken after the cataclysmic battle over Malachor V and the planet's subsequent destruction, you've been told by Vectivus that the spirit of Darth Traya may be able to be found on Malachor II in a Sith ruin. You're not entirely sure what you're going to find there...or what you might bring back should you choose to go. Chance of Success: ??? Reward: ???
Rolled 30 + 70 + 20 (Omakes) =
120 (Super Critical Success)
... (To be continued in Echoes of Malachor)
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.
[X] Silas Cata: Hell Hath No Fury: Silas has gotten a message from one of his many other grandchildren indicating that she has been enslaved by a Hutt, though he doesn't have a precise lead on her location. He's made it very clear that you're either helping him or he's going to start tearing a warpath through Hutt Space until he finds her-an option you're not keen on given your current relationship with the Hutts. (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, ???
Rolled 82 + 34 + 20 (Omakes) =
134 (Super Critical Success)
Finding Silas' granddaughter in the hands of
the most unfortunate Hutt ever to live, not to mention meeting one of your more...
flamboyant cousins(side note: Cheriss'
crush on him is
adorable) made Silas' rescue mission very...interesting...
Rewards: Silas Cata gains 'Family Man,' 'Granddaughter: Larana Shayal,' 'Grandson: Galvin Thorn' traits, Cheriss gains 'Lovestruck' trait, +25 income from
Borvo ripping off poor Yorvi Borvo's
special partnership with Yorvi
[X] The Silencer: Legacy of the Sun: While the revelation of the Silencer's heritage hasn't affected the man that much, Grievous is convinced that if he were to learn from his people he would become an even fiercer fighter. You're not entirely sure if that's the case but having him train with the Thrysians might be worthwhile given their martial prowess. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 70% Reward: The Silencer trains with the Thrysians, ???
Rolled 52 + 28 + 20 (Omakes) =
100 (Artificial 100 Success)
As expected, nothing with the Silencer is ever
normal...(To be continued in Dark Sun)
New Bases:
Kashyyyk: While it's been some time since you've last worked with the Wookies your contributions to them have still been remembered and they would be willing to offer you the chance to purchase property on the planet if you choose. Cost: 100 Reward: Facility on Kashyyyk
You must admit that the mixture of advanced technology and woodwork is an interesting contrast, though you've been reassured that the facility you've bought is far tougher than it looks. Reward: Facility on Kashyyyk
Taris: The formerly great planet has suffered a lot of damage over the years, but that means it would be easy to buy property there and begin building up a base there yourself... Cost: 100 Reward: Property on Taris
Given what you just did for Taris, now was
definitely the time to move in. Reward: Property on Taris
Base Upgrades:
Kaleesh Outpost:
[X] High-Grade Training Facilities: With the amount of people you've been bringing into the Abyss Watchers as of late, it's become clear that 'battlefield' experience simply won't cut it anymore if you want to keep your soldiers in peak condition. As such, Xruk has requested new facilities and staff to help train up your current soldiers on Kalee, where you can centralize your training programs. You tried to ignore how excited he was at the thought... Cost: 50 Reward: Normal troops automatically upgrade over time
Xruk has been overjoyed to centralize the training regimen of the regular soldiers with the aid of the new facilities built at the blacksite, and as you've heard he's been having excellent results with the new programs. You're just going to ignore how in his speech to inaugurate the facility he declared that everyone present was "equally worthless." Reward: Normal troops automatically upgrade over time
Oracle (Lucrehulk):
[X] Incom Fighter Customization: The Oracle's starfighters are currently a hodge-podge of ships you could buy or "borrow," but with Incom's support you could get some top-of-the-line fighters for the ship. Cost: 50 Reward: Starfighters based on Oracle more effective
Before your fighters were junk you either salvaged or got from the lowest bidder.
Now the Oracle is stocked with a complement of Headhunters, tuned to be at top condition by Incom's staff, not to mention the fact that they've sent enough supplies to ensure that they won't be going out of service any time soon. At this point the ship's starting to become far more dangerous than one might expect... Reward: Starfighters based on Oracle more effective
Nar Shaddaa Property:
[X] Nightclub: While most nightclubs on Nar Shaddaa are dedicated to hookers and blow, your club would actually bring a level of class to the neighborhood, making sure that only the most well-connected (and very very rich) get inside. Cost: 100 Reward: +50 Nightclub income
An extension of the Orb of Phantasticora, the new nightclub has promised to add come class and dignity to your area, ensuring that only the richest can get in...so you can charge them crazy amounts of money for getting inside. Reward: +50 Nightclub income
[X] Wiretaps: Your casino is home to a lot of loose-lipped drunkards most of the time, it might be worthwhile to establish some wiretaps to see if they say anything
interesting. Cost: 50 Reward: +25 Information income
As it turns out people boozed out of their minds are willing to say the most
interesting things. Reward: +25 Information income
Castell Facility:
[X] Defense Grid: Always be prepared. Cost: 50 Reward: Defenses for facility established
Given recent revelations you're much happier having defenses for such a valuable facility. Reward: Defenses for facility established
[X] Trading Port: Castell is a major center of trade, and it would definitely be worthwhile to get in on that action. Cost: 75 Reward: +75 trade income
Setting up a trading port was child's play given your already significant influence on the planet, and the results are already speaking for themselves. Reward: +75 trade income
[X] Centralize Assets: You already have a significant number of assets on the planet, and with proper funding and planning you're sure you could centralize them and make even more money from them. Cost: 50 Reward: +50 Income
With Borvo's help, you've managed to centralize your assets on Castell much more effectively, creating synergy and removing redundancies where you can find them. Every credit helps, after all... Reward: +50 Income
Muunilist Mansion:
[X] Bank Investment: Given that this planet is home to the IGBC it would definitely be worth it to invest in some of their banks. Besides, you always did want to own one for yourself. Cost: 100 Reward: +50 Income from bank, further expansion options
Investing in some of the local banks has helped prop up the economy around the mansion there, aside from what you've already done for the planet of course. Reward: +50 Income from bank, further expansion options
Vectivus' Home:
[X] Agent Training Facility: You're hard-pressed to find a more clandestine location to train up your agents than the Home especially considering that they would have Vectivus himself to assist them. Cost: 50 Upkeep: 25 Reward: Agents improve over time
With Vectivus' help in designating a new expansion for a training facility, Tyro has marked the Home as a crucible of sorts, a trial for would-be Agents to become stronger with the help of Vectivus. You expect great things to come from this. Reward: Agents improve over time
4 Watcher Teams died to bring you this update.
AN: And done. As you might have expected the really
fun things are going to be handled in their own interludes and such. It's going to be great, I promise you.
As for Silas, Panory did 99% of the work for me on that, so I decided to just link those and give Silas a shitton of new traits. Think of those two kids as "pseudo-hero units," giving their stats to Silas to make him more effective. They'll be credited properly if Silas' stat boost is applied to the proper fields.
Give me some time to update the front page with all of this, and stay tuned for the
fun stuff~