We can have him die a martyr and become a beloved symbol of peace to the galaxy at large, have a bunch of charities and parks named after him. Legacy like that would really piss him off.
 
Turn 24, BBY 20 First Quarter
Reminder: 24-hour moratorium on voting

BBY 20, First Quarter

Current Treasury: 627
Current Income: 2395
Current Upkeep: 1513


You know who Sidious is now, and as terrifying as the revelation has been knowing who your enemy really is also brings a sense of relief. Now you can really begin to act against him. It's not going to be easy but you've gotten this far and you're not going to just give up now.

But you're going to need allies, assets and intel. Time to get to work then.

Martial: Xruk has been working overtime to train the newest recruits, and OOM-9 is constantly running simulations to determine whether an attack on Palpatine is feasible.

Pick 2:

[] Black Ops: The CIS advance has been gearing up again, and while they aren't as effective as they once were they still have an advantage in the war. Send some teams their way and fix that. Chance of Success: 75% Cost: 50 Reward: CIS war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: 100 Credits

[] Wookieetarian Action: The Wookiees have constantly been facing raids from the Trandoshans for ages and would certainly appreciate help in protecting their homeworlds from their raids. Sending a few teams to patrol the area could go a long way... Chance of Success: 75% Cost: 50 Reward: Anti-Trandoshan patrols set up around Kashyyyk system, ???

[] Let's Vary Piracy, With A Little Burglary: Instead of just randomly attacking assets in CIS space to slow them down, why not focus your efforts on selected systems and see if you can use those efforts to potentially persuade them to join the CNS? Chance of Success: 60% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Serenno: Since you've recruited most of the major planets near here, this would effectively be nothing more than spiting Dooku.
-[] Skako: A Separatist enclave to be sure, but the most notable part of the area is that its the home of the Techno Union, a rich pro-Sep organization that you never really got along with anyway...
-[] Murkhana: the headquarters and homeworld of the Corporate Alliance, and source/distributor for most Separatist propaganda. Also, within the same sector is the planet of Bal'demnic which is the CIS's primary source for cortosis ore, a product used in anti-lightsaber weapons, which could come in handy...
-[] Write in

[] Hyperspace Lane Pirating: A step beyond just targeting a system or two, this would be launching a series of pirate raids on a hyperspace lane controlled by the CIS. Not only would you be able to hurt their supply lines quite a bit if it works, but the loot would be fantastic. Of course, the CIS is perfectly aware of this vulnerability... Chance of Success: 50% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Celanon Spur: The planets of Shaum Hill and Agamar lie on this route that leads directly to the front lines.
-[] Hydian Way: The lane closest to CNS space, this area contains planets such as Celanon and Axxila. At this point you'd shift your focus to planets further down the line since the aforementioned planets are now part of the CNS...
-[] Perlemian Trade Route: A hyperlane at the heart of CIS space in the northern galaxy, launching raids here would be stupidly risky and by extension stupidly profitable.
-[] Write-in (Subject to veto)

[] Onderon Flashpoint: Based on recent intelligence you know that the Separatists are about to launch an all-out offensive on Onderon to end the quagmire there once and for all. But since you know this and you already have assisted the rebels there you might be able to turn this into an opportunity if you play your cards right... Chance of Success: 60% Cost: 50 Reward: Assault on Onderon negated, ???

[] Hunter of Mandalorians: According to recent reports the feared bounty hunter Durge has gone on the warpath, killing Mandalorian mercenaries and clones in equal measure. It's clear that he's probably going to target Jango at some point, so instead you should beat him to the punch and either deal with him or at least stall him. Chance of Success: 50% Reward: Durge stalled/possibly eliminated

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 70% Cost: 100 Reward: Pirate fleets expanded

[] Write in
Diplomacy: Most of the galaxy is under Palpatine's control in some fashion and you're short on allies. Time to see how much you can fix those things.

Pick 1 Regular Action, 1 CNS Action:

[] Shards Encased In Iron: You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth getting in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] Write-in (Subject to Veto)

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[] Braxant Run: Home to both valuable trade worlds and rare minerals, the area is a logical expansion for the CNS given recent recruitment in the area.
-[] Muun Space: Consolidating the Muun worlds (aside from the annoyingly stubborn Scipio) would certainly help stabilize the region.
-[] Ciutric Hegemony: A group of prosperous worlds in the Outer Rim that are only vaguely tied to the CIS, recruiting them would greatly reduce CIS space in the Northern Rim.
-[] Hydian Way: These are home to some very rich worlds and would let you wrest control of a major hyperlane from the CIS and the Republic if you were successful enough here.
-[] Inner Rim: Now that you know the truth, it might be worth it to send overtures to nearby planets in the Inner Rim like Obroa-skai.
-[] Write in (Subject to veto)

[] Shadow Meeting: Seti has pointed out that his comrades in the Senate who stand against Palpatine aren't truly aware of what he's capable of, and has suggested that you set up a covert meeting to help rally some of the more prominent figures like Bail Organa or Garm Bel Iblis. Chance of Success: 80% Reward: Anti-Palpatine faction's major members meet with you and Seti

[] Mission to Qiilura (CNS): Apparently there's been a bit of a diplomatic issue with the Gurlanin of Qiilura as they have requested that the Republic deport human colonists infringing on their territory, even sending two agents to try and scare the Senate into line. While the motion has stalled in the Senate, it wouldn't be too hard to get the CNS to step in and support the Gurlanin, earning you the respect of some very valuable allies. Not to mention that according to Kal there's apparently a Jedi currently stationed on the planet that he was oddly cagey about. Interesting... Chance of Success: 70% Reward: Qiilura and nearby planets brought into CNS and negotiations initiated, ???

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] President Ciaran: As it turns out putting a planet back on the map economically and politically makes you blindingly popular there, who would have thought! If you want to put in the effort, you could have the movement to get you elected on Taris go from "probably successful" to "unquestionably successful." Chance of Success: 80% Reward: Ensure that you become the (democratically elected!) leader of Taris

[] The Resurgent: Thanks to your diplomatic efforts at Caamas, not only has Jango become less of a boogeyman to the galaxy but the oversight on him has decreased dramatically and is due to end soon. Thrawn's put a lot of "investment" into him, it's about time you cashed in on it. Chance of Success: 60% Reward: Oversight on Jango completely ended, potential to formally recruit Jango Fett

[] Write in
Stewardship: In spite of the recent news, Borvo's been keeping his spirits up; he's pointed out that keeping the finances of the Watchers stable will be vital for the coming times.

Pick 2:

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] "Diplomatic" Ships: The CNS could stand to have more official diplomatic vessels to help them get to negotiations faster. The fact that they would be heavily armed, armored, fast, and contain a shroud to negate tractor beams is because sometimes negotiations can get...aggressive. Cost: 150 Reward: Diplomatic Cruiser designed/produced
-[] Personalized Courier Ships: Unlike the rest of the designs you've suggested these are fairly straightforward: extremely fast ships that can be personalized before their completion by their prospective owner. They'd certainly be nice gifts to your high-ranking members. Cost: 150 Reward: Personalized Courier ships designed/selectively produced
-[] Scout Vessel: Another relatively cut and dry suggestion; these would be ships specifically geared toward surveying. For once there's really no other subtext here. Cost: 100 Reward: Advanced Scout Ships designed/produced
-[] Shoni Escort Ships: A...unique...design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

[] Incom Incentives: The fact of the matter is that Incom is based deep in Core space where Palpatine has the most influence. Perhaps it might be a good idea to give them the funds so that they can build new facilities elsewhere in the galaxy and give them a chance to move their more sensitive materials further away given your new relationship... Chance of Success: 70% Cost: 100 Reward: Incom begins constructing new facilities at designated planet
-[] Designate Planet (subject to veto)

[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Kuat Drive Yards: Producers of heavy capital ships
-[] Write-in

[] Meetings with SoroSuub: The Sullustan company of SoroSuub may make for valuable partners given their presence in multiple fields and you have a lead in with them through your associates at Incom. It might be worth looking into deepening ties with them. Chance of Success: 80% Reward: Contact with SoroSuub gained

[] Cord of Three Strands: With the recruitment of Muunilist into the CNS and the successes you've had everywhere in revitalizing economies, you've considered the idea of creating an economic partnership between it and Kalee; the Kaleesh could provide warriors to protect the Muun and the Muun could finance economic development of Kalee. All they need is money. Chance of Success: 60% Cost: 100 Reward: Increased economic development for Kalee, increased stability for Muunilist and surrounding area

[] Bank of Ciaran: You've already invested in banks on Muunilist but why not take the next step and encourage the IGBC to become more integrated into the CNS economy? It would strengthen them and push more money through areas you control... Chance of Success: 60% Reward: Increased economic strength in CNS

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space

[] Exploiting the Eclipse: While you've made sure that the Black Sun will not be an issue any time soon, their destruction did leave behind some valuable assets on planets like Ord Mantell that are currently under the control of wannabe gang leaders. You could easily persuade them to put those to more valuable use. Chance of Success: 70% Cost: 50 Reward: Former Black Sun assets consolidated

[] Write in
Intrigue: As terrified Gulan has been lately, he's been doing everything he can to get every last scrap of information he can find on Palpatine and his plans.

Pick 2:

[] Lots Of Plans, Lots Of Wrenches: Between the CIS war effort temporarily slowing down and all of the new information you've gained from Ventress, now might be a good time to stir up some trouble behind the scenes. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] The Hunt For Ko Sai: Kal's told you that the Omegas and Deltas are trying to hunt down a rogue Kaminoan scientist named Ko Sai in the hopes of using her expertise to find a cure for the clone army's accelerated aging. While he's positive that they can handle the op on their own he certainly wouldn't turn away your help if you offered it. Chance of Success: 70% Reward: Ko Sai captured faster

[] Resignation Programs: While Kal has planned on giving clones the chance to safely desert the army there's currently the twin issues of kill teams that terminate deserters and the difficulties in creating a secure network for them. Help him set that up, and Kal could reach more deserters that can support your efforts. Chance of Success: 50% Reward: Clone army deserters protected and moved to Kal's safehouses

[] Bad Moon Over Coruscant: You've been told that apparently something's going on at a moon of Coruscant involving a Palpatine shell corporation sending money there for something. That's definitely worth looking into. Chance of Success: 60% Reward: Palpatine project investigated

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 60% Reward: Palpatine's influence stymied

[] Fry's Fried Codebreaker: You've gotten word that one Talesan Fry has suddenly put a very powerful codebreaking machine up for sale, and according to Gulan and Var Zheen it's the real deal and they are very excited about it. Not only that, but apparently your friends Obi-Wan, Anakin, Padme, and Siri are all going to be there due to its value. Now how could you say no to that!? Chance of Success: 60% Cost 100 Reward: Bid made for codebreaker, ???

[] The Enigma Of Scipio: Even after your successes in the region, the planet of Scipio has been stubborn in not wanting to join the CNS for reasons beyond your understanding...is what you would say if you weren't aware of Palpatine's true identity. It's clear that the man leading the counter-CNS movement, one Rush Clovis, is probably on Palpatine's payroll. Launch an investigation into him and the planet and figure out what they're trying to keep away from you. Chance of Success: 50% Reward: Information about Scipio and Rush Clovis gained

[] Rumblings Of A Giant: According to recent reports out of the Senate a major project has been authorized involving a "supercapital ship" of some variety. While the project is apparently going to take a considerable amount of time to complete, that definitely sounds like it's at least worth looking into. Maybe Raith knows more about it given his position? Chance of Success: 70% Reward: Information on Republic secret project gained

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 70% Reward: Hego Damask holdings investigated/looted

[] Write in
Lore: Tyro's been much more grim with the recent news, and you've heard that he's been training himself just as much as his pupils.

Pick 1 Regular Action, 1 Archaeological Action:

[] Tomb Raider (Archaeology): The starmap you got from your archeological expedition with Jerec has several planets or in other cases only systems marked on it with possible locations of other ruins, tombs or similar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ???

[] Force research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Nightsisters: You've already got an in with them through Talzin, and they have very unusual abilities that you might be able to use yourself.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Write-in (Subject to Veto)

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Telos (IV): Home to the old Jedi Agricultural Corps, though it was bombed during the Jedi Civil War it should still contain plenty of secrets for those willing to look for them.
-[] Yavin IV: Home to many different Force temples and was the home base for many famed Sith Lords, the moon would certainly contain plenty of interesting artifacts on its surface.
-[] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough?
-[] Obrai-Skai: The Celebratus Archive is regarded as one of the Twenty Wonders of the Galaxy. Founded over 16,750 years ago, it contains the complete records of all known systems and species in known space, which would help if you wanted to find places to hide in or exploit.
-[] Dxun: The jungle moon on Onderon boasts the one-time headquarters of the Mandalorian Neo-Crusaders, and a Sith Tomb with a dark-side Force nexus. That, and it would be nice to see where Mandalore the Preserver once rallied his troops.
-[] Nespis VIII: The abandoned Space City is regarded as another Wonder of the Galaxy, and once held a remarkable collection of data & Jedi artifacts. Odds are there's still something of value there.
-[] Duro: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Phateem: The Halls of Knowledge are another Wonder of the Galaxy, and was once the largest repository of Force-imbued artifacts in the galaxy. Maybe you could find a lead on an interesting artifact or two...
-[] Manda: The Baobab Archives are listed as another Wonder of the Galaxy, and includes one of the most comprehensive museums to be found, not to mention that Manda itself is home to a respected merchant fleet. It's technically archaeology since there could be plenty of valuable artifacts to "recover" while you're there...
-[] Tatooine: Surprisingly the planet is home to some old libraries that relate to philosophical readings in general. Not exactly your scene but it could get you quite a bit of money.
-[] Tython: A candidate for the ancestral home of the Jedi Order, this planet still has a considerable amount of ruins that are begging to be explored.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.

[] Write in
Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.

Pick 2, or pick only one Research action and halve its time:

[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusual anomalies nobody could make any sense of. Perhaps your researchers can figure something out. Chance of Success: 60% Cost: 60 Reward: ???

[] The Mysteries of Myrkr: According to some of the Miraluka that have been on CNS trips there is an odd planet on the fringe of CNS space that has displayed oddities with the Force, with "spots" of some kind covering the planet. Given the things that have caused your Force vision to go haywire in the past that's definitely worth looking into further. Chance of Success: 60% Reward: Myrkr investigated

[] Develop Improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Increase Karada profits, officially produce high-quality gear, increase troop survival rate [Takes 3 turns, locks actions for 2 turns]

[] Develop Improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate [Takes 3 turns, locks actions for 2 turns]

[] Analyze recovered research data and samples: While you've dealt with the mutant threat once and for all, looking into Wesker's records on them could give you invaluable insights on how to counteract direct bioweapon attacks in general. Chance of Success: 75% Reward: Increased ability to protect against biological weapons used in the field

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unpleasant things. With Wesker's data this will now be much easier to complete and it'll be much more effective against future bioweapons. Chance of Success: 80% Cost: 50 Reward: More effective research for vaccines or bioweapons

[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 (1 Turn Remaining)

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species [Takes 2 turns]

[] Under The Knife: The Arkanians are now able and very willing to begin genemodding on new volunteers at your facilities should they ask for it. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Ventress: Leery of the Arkanians, it might be a bit difficult to get her to go through with it.
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

[] Have You Tried Turning It Off And On Again?: As incredible as it was to recover HK-47 he's currently deactivated and may or may not go on another rampage if you just reactivate him again. Have Var Zheen take a look at him and make sure that he doesn't kill everyone if you try to wake him up. Chance of Success: 60% Reward: HK-47 reactivated safely

[] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use... Chance of Success: 60% Cost: 150 Reward: Personal Shields (re-)developed (Takes 4 Turns, Locks action for 2 Turns)

[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor (Takes 2 Turns)
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched (Takes 4 turns, locks action for 2 turns)
-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...
-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?

[] Write in
Personal: You have to get stronger.

Pick 2:

[] Physical Training: You're getting closer to the levels of people like the Silencer and Asajj but you have to keep getting stronger. Chance of Success: 70%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Ventress is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Write in

[] Force Training: Palpatine is going to be incredibly strong in the Force. You're going to need to get much stronger yourself if you want to take him on. Chance of Success: 70%
-[] General Training: Ventress is admittedly a better Force user than you and you could stand to learn from her, and as she's pointed out Darth Traya can't be weaker than her subordinates. ...You know she was trying to rile you up but dammit it's working. Reward: Lore Increase
-[] Blazing Chains: Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned
-[] Shatterpoint: You've learned that you have the power to affect shatterpoints, which can let you break anything by applying the Force to 'cracks' in the material. It's an exceptionally powerful ability if you could master it, and thankfully Kreia's help has given you a point to start from. Reward: Lore Increase, Shatterpoint Learned

[] 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

[] Accelerate research: The research at Karada is going way too slowly. Dedicate your free time and some additional resources to speed it all up. Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halved

[] Write in
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.

Optional, Pick Up To 2, Uses Hero Unit's Full Stats:

[] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???

[] Silas Cata: The Pantoran Blockade: Turns out that another one of your cousins by the name of Chora Cata has become relevant with the Trade Federation's blockade of Pantora; a planet that you honestly would have probably overlooked were it not for Silas pointing it out. While he's confident that Chora can handle herself, he'd appreciate the chance to help mitigate the blockade and meet with her again. (Uses Diplomacy Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Blockade of Pantora mitigated, Chora met, ???

[] The Silencer: Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair: Continued Frame Development: Cheriss is happy to have a newer body that is more effective than her Torgruta disguise and is more functional overall, but she's convinced that the frame itself can be improved and have potential applications for your droid units. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 50% Cost: 50 Reward: Cheriss continues R&D on her frame, ???

Thrawn has already contacted the Chiss about Mnggal-Mnggal, though he seemed slightly downcast after he did so. No action.

[] Grievous: Let the Hunt Begin: While he is certainly happy to work with you Grievous has requested the chance for him and a group of Kaleesh warriors personally chosen by him to go on a hunt. His destination: Vendaxa, a planet home to some of the fiercest predators in the galaxy. He's pointed out that he might be able to capture some of the beasts of the planet for your use, though it's clear that he's using that as an excuse more than anything else... (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous hones his skills through his hunts, ???

Asajj has been content to focus on internalizing what she learned at Malachor (and might be growing her hair out for some reason? (She has hair!?)). No action.
New Bases:

Naboo: Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 100 Reward: Mansion on Naboo

Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories and vehicle factories... Cost: 150 Reward: Base on Nemodia

Scipio: Leveraging a few contacts within the IGBC has given you the chance to get some valuable property on Scipio itself, and it would be so very close to some very fat bank accounts... Cost: 200 Reward: Property on Scipio

Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna

Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag

Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia

[] Write-in (Base 200 Cost, Idea Subject to GM Veto)

Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.

Coruscant Base:

[] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas

[] Undercity Charities: Come one come all, the venerable Lady Ciaran is putting aside some of her hard-earned money to help the Undercity! The fact that you would also be improving the local economy and entrenching your presence on the planet is purely coincidental... Cost: 150 Upkeep: 50 Reward: 20% boost to Coruscant income

[] Skirata Safehouse: Where would be a better place to hide for a clone deserter than right under the Republic's nose? From there you could easily get them off-planet. Cost: 50 Reward: Safehouse and (small) local network for clone deserters established

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. Cost: 150 Upkeep: 50 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Sienar Ship Customization: The Oracle is a fine ship, but it could be better; now that you've partnered with Sienar you could let him and his team loose on the ship and see what they can do to upgrade it. Cost: 75 Reward: Increased general performance of Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

[] Beskar Iron Mine Lease: While the Death Watch have been purged from Concordia the Beskar mines could still use new investors. Having access to those metals might come in handy. Cost: 100 Upkeep: 50 Reward: Access to Beskar iron, increase in elite troop armor quailty

[] Skirata Safehouse: Sure, Kal already has centered his refugee efforts on the planet, but having a safe location at Sundari itself could certainly come in handy. Cost: 50 Reward: Safehouse and local network for clone deserters established

[] Write in: Stay Reasonable

Lordran, Kiln:

[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200 (Takes 2 turns)

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Basic Droid Factory: Cost: 50 Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn

[] Write in: Stay reasonable

La'Sombra (Asteroid Base):

[] Defense Grid: The base might be hard to find but it pays to be sure that it's guarded. Cost: 50 Reward: Defenses for base established

[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else... Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Large-Scale Wiretaps: Take the next step and get information from everywhere. You do have that alliance with the Hutts but there's always something happening on Nar Shaddaa. Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors

[] Lower-level Salvage Teams: Much like Coruscant there's a lot of valuable loot that is thrown away with the garbage. Bring rebreathers. Cost: 100 Reward: +25 Salvage income, per-turn roll for other benefits

[] Smuggler's Den: You're on the Smuggler's Moon. It's self-explanatory. Cost: 100 Reward: +50 Smuggling income

[] Undercity Investment: Right beneath your property are factories, shipyards, and who knows what else that could be exploited for the sake of amplifying your profits on the planet. That and investing in actually paying your workers could make you a popular woman on the planet... Cost: 150 Upkeep: 50 Reward: 20% boost to Nar Shaddaa income

[] Write in: Stay Reasonable

Castell Facility:

[] Large-Scale Wiretaps: Given how unpopular Shu Mai is here, it might be worthwhile to get a finger on the pulse of Castell's people...and make some money on the side. Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors

[] Expanded Tradeport: You already have the facility here, but given Shu Mai's monopolization of the planet any expansion would be guaranteed to make you quite a bit of money. Cost: 150 Reward: +75 Trade income

[] Entertainment Facilities: The fact of the matter is that Shu Mai's unpopular rule has left a lot of Gossam bitter and jaded. Giving them a place to unwind would help with that and make you a more popular figure on the planet... Cost: 100 Upkeep: 50 Reward: Increased popularity among Castell's populace

[] Write in: Stay Reasonable

Muunilist Mansion:

[] Hidden Defenses: This planet has gotten a lot rougher in recent years, so... Cost: 50 Reward: Hidden defenses established

[] Economic Planning Office: Much like your efforts on Taris, this office would ensure that your economic investments are not only effective but have good returns. Cost: 100 Reward: +50 Investment income

[] Loan Programs: Encourage the Muuns to accelerate their reconstruction efforts by lending out loans for reconstruction...and ensure that they're paid back in full. Cost: 150 Reward: +50 Investment income, increased economic recovery for Muunilist

[] Muun Banker Programs: The Muun are known to be incredibly effective bankers and accountants. Getting some of them into the Abyss Watchers could go a long way. Cost: 100 Upkeep: 100 Reward: Income increases by 5%

[] Write in: Stay Reasonable

Vectivus' Home:

[] Defense Grid: Much like La'Sombra, it would be worthwhile to make sure that the Home is properly guarded given its value. Cost: 50 Reward: Defenses for base established

[] Archaeological Facility: The Home is old, and according to Vectivus it was home to another Force-using group long before he ever arrived. It seems like it might be a good place for your Force-sensitive employees to be able to launch missions from and store artifacts at. Cost: 100 Upkeep: 25 Reward: +5 on Lore rolls

[] Write in: Stay Reasonable

Kashyyyk Facility:

[] Local Defenses: You know the drill. Cost: 50 Reward: Defense grid established

[] Business Investments: You already have the support of the Wookiees from investing in Alaris Prime and the Devastator project, surely you could wring out more money from the area. Cost: 100 Reward: +50 Investment income

[] Warrior Recruitment Center: Wookiee warriors are some scary mofos when they get into a fight given that they're eight-foot-tall giants made of fur, muscle, and rage. All of that would definitely come in handy for your own ends. Cost: 100 Upkeep: 50 Reward: Wookiee warrior recruitment

[] Write in: Stay Reasonable

Taris Property:

[] Hidden Defenses: Better safe than etc, etc. Cost: 50 Reward: Defense grid established

[] Economic Planning Office: The planet is already becoming rich again. Keep it going. Cost: 100 Reward: +50 Investment income

[] Incom Branch: Encourage Incom to branch out to Taris, not only giving you a share of their profits but allowing them to supply the CNS with ships. Cost: 100 Reward: +50 Incom investment income, support for CNS with ships

[] Sienar Branch: The same goes with Sienar, call up Raith and have him branch out to the planet as well. Cost 100 Reward: +50 Sienar investment income, support for CNS with advanced ships

[] Kelp Farms: The planet was once famous for the kelp that it produced; rebuilding the farms could earn you a very nice sum of credits. Cost: 150 Reward: +75 Kelp trade income

[] Salvage Teams: The planet's history dates back to the Jedi Civil War and you know for a fact that Revan himself was present on this planet at some point. There's definitely things worth finding here if you look hard enough. Cost: 100 Reward: +25 Salvage income, per turn salvage roll

[] Write in: Stay Reasonable

Free Action:

[] Select any action from list above

Hero Support (applies half the stats to a chosen action):

PR-1: [] Write in

The Silencer: [] Write in

Silas Cata: [] Write in

Cheriss Sair: [] Write in

Thrawn: [] Write in

Grievous: [] Write in

Asajj Ventress: [] Write in

Watcher Support (19 teams available, 1 Point per assigned team): [] Write in

AN: Shit Has Gotten Real as you can see with all of the actions available to you. Choose wisely.

Yes I know Asajj still doesn't have any Hero Actions but she's already been getting them in practice by going with Ciaran to Bimmel and Malachor! Next turn, I swear there will be something for her! Probably...

Also I know that there were a ton of write-in suggestions, I think I got most of them but I'm also fairly certain that some got left behind in the rush. Feel free to remind me of what they were if I missed any. And write-ins will be needed for Castell/Nar Shaddaa upgrades if you want them.

Also the Taris thing will be a end-of-turn roll with an increased difficulty if you don't choose that option yourself. FYI.

As always a reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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We have got to train Ciaran. None of that Personal Attention stuff now. If we want her to stand even the slightest chance 1v1 against Palps, we need to get her training two weeks ago.
 
We have got to train Ciaran. None of that Personal Attention stuff now. If we want her to stand even the slightest chance 1v1 against Palps, we need to get her training two weeks ago.
Could we make the personal fight "Ciaran stands behind Ventress and Grievous doing the actual fighting while HK-47 and Thrawn provide supporting fire"?
We are really not specced for fighting any Sithlord 1v1.
 
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i'm leaning towards both blazing chains and shaterpoint . we need to be able to survive a cage match with a sith lord, time to power level. we won't be 1v1ing him, but we will need to be able to not be a liability.
 
Could we make the personal fight "Ciaran stands behind Ventress and Grievous doing the actual fighting while HK-47 and Thrawn provide supporting fire"?
We are really noot specced for fighting any Sithlord 1v1.

No, but if Palps manages to kill them off along with his own Sun guards/Palps manages to get to us before anyone else can do anything, we'd need to be able to at least hold him off for some time.

Killing him is going to most likely be a team effort though.
 
i'm leaning towards both blazing chains and shaterpoint . we need to be able to survive a cage match with a sith lord, time to power level. we won't be 1v1ing him, but we will need to be able to not be a liability.

I second this motion. Blazing Chains fits with her general fighting style, while shatter point gives her some much need hitting power.
 
[] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use... Chance of Success: 60% Cost: 150 Reward: Personal Shields (re-)developed (Takes 4 Turns, Locks action for 2 Turns)
Quick reminder that HK-47 knows perfectly well how to build these things. And I don't mean in a theoretical sense, he was designed for infiltration. He can build one in an hour out of parts scavenged from your average office building that will stop a lightsaber dead. It would be a big help.
 
Don't know bout you guys/gals but tgese j
Don't know bout you guys/gals but tgese have some importance:

[] Onderon Flashpoint: Based on recent intelligence you know that the Separatists are about to launch an all-out offensive on Onderon to end the quagmire there once and for all. But since you know this and you already have assisted the rebels there you might be able to turn this into an opportunity if you play your cards right... Chance of Success: 60% Cost: 50 Reward: Assault on Onderon negated, ???

[] Hunter of Mandalorians: According to recent reports the feared bounty hunter Durge has gone on the warpath, killing Mandalorian mercenaries and clones in equal measure. It's clear that he's probably going to target Jango at some point, so instead you should beat him to the punch and either deal with him or at least stall him. Chance of Success: 50% Reward: Durge stalled/possibly eliminated


[] Shadow Meeting: Seti has pointed out that his comrades in the Senate who stand against Palpatine aren't truly aware of what he's capable of, and has suggested that you set up a covert meeting to help rally some of the more prominent figures like Bail Organa or Garm Bel Iblis. Chance of Success: 80% Reward: Anti-Palpatine faction's major members meet with you and Seti

[] Shards Encased In Iron: You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth getting in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers


[] Exploiting the Eclipse: While you've made sure that the Black Sun will not be an issue any time soon, their destruction did leave behind some valuable assets on planets like Ord Mantell that are currently under the control of wannabe gang leaders. You could easily persuade them to put those to more valuable use. Chance of Success: 70% Cost: 50 Reward: Former Black Sun assets consolidated

[] Cord of Three Strands: With the recruitment of Muunilist into the CNS and the successes you've had everywhere in revitalizing economies, you've considered the idea of creating an economic partnership between it and Kalee; the Kaleesh could provide warriors to protect the Muun and the Muun could finance economic development of Kalee. All they need is money. Chance of Success: 60% Cost: 100 Reward: Increased economic development for Kalee, increased stability for Muunilist and surrounding area


[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 60% Reward: Palpatine's influence stymied

[] Fry's Fried Codebreaker: You've gotten word that one Talesan Fry has suddenly put a very powerful codebreaking machine up for sale, and according to Gulan and Var Zheen it's the real deal and they are very excited about it. Not only that, but apparently your friends Obi-Wan, Anakin, Padme, and Siri are all going to be there due to its value. Now how could you say no to that!? Chance of Success: 60% Cost 100 Reward: Bid made for codebreaker, ???


[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough? {There was one intact Jedi library/ship here, yes?}

[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents


[] Analyze recovered research data and samples: While you've dealt with the mutant threat once and for all, looking into Wesker's records on them could give you invaluable insights on how to counteract direct bioweapon attacks in general. Chance of Success: 75% Reward: Increased ability to protect against biological weapons used in the field

[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 (1 Turn Remaining)

[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched (Takes 4 turns, locks action for 2 turns)
-[] Taozin: A creature that somehow negates Force vision and precognition, maybe studying could let you figure out how it even does that in the first place?


[] Force Training: Palpatine is going to be incredibly strong in the Force. You're going to need to get much stronger yourself if you want to take him on. Chance of Success: 70%
-[] Blazing Chains: Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned
-[] Shatterpoint: You've learned that you have the power to affect shatterpoints, which can let you break anything by applying the Force to 'cracks' in the material. It's an exceptionally powerful ability if you could master it, and thankfully Kreia's help has given you a point to start from. Reward: Lore Increase, Shatterpoint Learned


[] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???

[] Silas Cata: The Pantoran Blockade: Turns out that another one of your cousins by the name of Chora Cata has become relevant with the Trade Federation's blockade of Pantora; a planet that you honestly would have probably overlooked were it not for Silas pointing it out. While he's confident that Chora can handle herself, he'd appreciate the chance to help mitigate the blockade and meet with her again. (Uses Diplomacy Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Blockade of Pantora mitigated, Chora met, ???


As for bases: something that "stabilises" our disorganised nature?
 
Thanks! I got a bunch of questions for @Dr. Snark from my first pass through:

[] The Resurgent: Thanks to your diplomatic efforts at Caamas, not only has Jango become less of a boogeyman to the galaxy but the oversight on him has decreased dramatically and is due to end soon. Thrawn's put a lot of "investment" into him, it's about time you cashed in on it. Chance of Success: 60% Reward: Oversight on Jango completely ended, potential to formally recruit Jango Fett
Would this happen automatically over the next turn or two, or are we required to spend an action to end the oversight on Jango before we can formally recruit him?

[] Cord of Three Strands: With the recruitment of Muunilist into the CNS and the successes you've had everywhere in revitalizing economies, you've considered the idea of creating an economic partnership between it and Kalee; the Kaleesh could provide warriors to protect the Muun and the Muun could finance economic development of Kalee. All they need is money. Chance of Success: 60% Cost: 100 Reward: Increased economic development for Kalee, increased stability for Muunilist and surrounding area
Can you clarify if "increased economic development for Kalee" would have the same/similar rewards as the base upgrade?
[] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. Cost: 150 Upkeep: 50 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)
Next:
[] Bank of Ciaran: You've already invested in banks on Muunilist but why not take the next step and encourage the IGBC to become more integrated into the CNS economy? It would strengthen them and push more money through areas you control... Chance of Success: 60% Reward: Increased economic strength in CNS
This sounds like an action to 'recruit' the IGBC for the CNS -- is there a reason you didn't phrase it like that? I'm also wondering how this action would mesh with the Scipio/Clovis stuff, given the apparent conspiracy to drive the IGBC away from the CNS....
[] The Enigma Of Scipio: Even after your successes in the region, the planet of Scipio has been stubborn in not wanting to join the CNS for reasons beyond your understanding...is what you would say if you weren't aware of Palpatine's true identity. It's clear that the man leading the counter-CNS movement, one Rush Clovis, is probably on Palpatine's payroll. Launch an investigation into him and the planet and figure out what they're trying to keep away from you. Chance of Success: 50% Reward: Information about Scipio and Rush Clovis gained

Relatedly, could "establish a bank" be considered a Muunilist upgrade instead of a Stewardship task? Also, what happened to the 'infrastructure' upgrade? These were the two possibilities listed last turn:
[] 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
[] Local Infrastructure Improvements: Fact of the matter is that the neighborhood-and most of the planet for that matter-is in bad shape. Investing in the local area would not only make it look better, but bring you some profit as well. Cost: 200 Upkeep: 25 Reward: +50 investment income, increases income for other Muunilist properties
We did the Bank Investment, which should open up those 'expansion options.' Specifically, could I suggest starting a 'Small Business loans' office, to encourage entrepreneurship & aid Muun-led reconstruction efforts. Also, @fasquardon suggested a "economic planning office' to employ refugees throughout CNS Space -- that was originally in reference to Mandalore, but Muunilist might be a good fit as well. I was also wondering if we could do a 'recruitment office' of sorts -- Muuns have a galactic reputation as superb bankers & businessmen, so could we hire some of them for the Abyss Watchers to increase our income? (I'm not sure how the mechanics of it would work, but I'm just imaging how much benefit we'd get out of having roving teams of Muun accountants helping out at Abyss Watcher bases around the galaxy. Especially on Taris with the recent economic boom...).

Last question for Muunilist: can we do anything with regard to the former Damask Holdings stuff? Hego Damask had a bunch of assets, most of which 'disappeared', but that's awfully hard to do with land-based properties. I'm specifically thinking of the Harnaidan superspire (Damask Holdings HQ, skyscraper in capital city) and of the Aborah vault-spire (Hego's personal retreat and research lab, based on a volcanic island in the middle of the ocean). Or would that require a Stewardship or Intrigue action?


[] Resignation Programs: While Kal has planned on giving clones the chance to safely desert the army there's currently the twin issues of kill teams that terminate deserters and the difficulties in creating a secure network for them. Help him set that up, and Kal could reach more deserters that can support your efforts. Chance of Success: 50% Reward: Clone army deserters protected and moved to Kal's safehouses
I'd really like to help Skirata with this, but would it have the same effect is we purchased one or both 'safehouse' base upgrades instead? There are so many things we could prioritize...
Coruscant
[] Skirata Safehouse: Where would be a better place to hide for a clone deserter than right under the Republic's nose? From there you could easily get them off-planet. Cost: 50 Reward: Safehouse and (small) local network for clone deserters established
Mandalore
[] Skirata Safehouse: Sure, Kal already has centered his refugee efforts on the planet, but having a safe location at Sundari itself could certainly come in handy. Cost: 50 Reward: Safehouse and local network for clone deserters established


Finally, and here's the big one for @Dr. Snark: do the listed Rewards for our Taris base upgrades already take the 'Refugee Resettlement' income bonus into account?
Refugee Resettlement (200% income for planet)
Or would the +100% be added on top of the listed rewards?
Taris Property:
[] Economic Planning Office: The planet is already becoming rich again. Keep it going. Cost: 100 Reward: +50 Investment income
[] Incom Branch: Encourage Incom to branch out to Taris, not only giving you a share of their profits but allowing them to supply the CNS with ships. Cost: 100 Reward: +50 Incom investment income, support for CNS with ships
[] Sienar Branch: The same goes with Sienar, call up Raith and have him branch out to the planet as well. Cost 100 Reward: +50 Sienar investment income, support for CNS with advanced ships
[] Kelp Farms: The planet was once famous for the kelp that it produced; rebuilding the farms could earn you a very nice sum of credits. Cost: 150 Reward: +75 Kelp trade income
[] Salvage Teams: The planet's history dates back to the Jedi Civil War and you know for a fact that Revan himself was present on this planet at some point. There's definitely things worth finding here if you look hard enough. Cost: 100 Reward: +25 Salvage income, per turn salvage roll
 
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This isn't an immediate concern but we should nab those non human gene mods if we are going to send our irreplaceable underlings into the final battle. With gene mods we can upgrade them plus it might also help if anyone is seriously injured.
 
Would this happen automatically over the next turn or two, or are we required to spend an action to end the oversight on Jango before we can formally recruit him?

The oversight would end automatically, but given how things play out Durge might become a factor if you decide to wait.

Can you clarify if "increased economic development for Kalee" would have the same/similar rewards as the base upgrade?

Yes.

This sounds like an action to 'recruit' the IGBC for the CNS -- is there a reason you didn't phrase it like that? I'm also wondering how this action would mesh with the Scipio/Clovis stuff, given the apparent conspiracy to drive the IGBC away from the CNS....

They're not driving the IGBC away from the CNS, they joined willingly. What they're doing is stalling further political integration.

The Stewardship actions to that end would be more economic ties than political.

Relatedly, could "establish a bank" be considered a Muunilist upgrade instead of a Stewardship task? Also, what happened to the 'infrastructure' upgrade? These were the two possibilities listed last turn:

The infrastructure upgrade was covered by the action from last turn, and the action is for integrating the banks into the general CNS economy.

We did the Bank Investment, which should open up those 'expansion options.' Specifically, could I suggest starting a 'Small Business loans' office, to encourage entrepreneurship & aid Muun-led reconstruction efforts. Also, @fasquardon suggested a "economic planning office' to employ refugees throughout CNS Space -- that was originally in reference to Mandalore, but Muunilist might be a good fit as well. I was also wondering if we could do a 'recruitment office' of sorts -- Muuns have a galactic reputation as superb bankers & businessmen, so could we hire some of them for the Abyss Watchers to increase our income? (I'm not sure how the mechanics of it would work, but I'm just imaging how much benefit we'd get out of having roving teams of Muun accountants helping out at Abyss Watcher bases around the galaxy. Especially on Taris with the recent economic boom...).

Hmm...Okay, I think I could make those upgrades work. Give me a bit to hash out the details.

Last question for Muunilist: can we do anything with regard to the former Damask Holdings stuff? Hego Damask had a bunch of assets, most of which 'disappeared', but that's awfully hard to do with land-based properties. I'm specifically thinking of the Harnaidan superspire (Damask Holdings HQ, skyscraper in capital city) and of the Aborah vault-spire (Hego's personal retreat and research lab, based on a volcanic island in the middle of the ocean). Or would that require a Stewardship or Intrigue action?

Probably would need an action of some kind since Palpy would be keeping an eye on that. Not a close eye, but still. Memories. And Sith stuff.

I'd really like to help Skirata with this, but would it have the same effect is we purchased one or both 'safehouse' base upgrades instead? There are so many things we could prioritize...

The upgrades would cover their respective planets. The action would create a more widespread version of the network.

Finally, and here's the big one for @Dr. Snark: do the listed Rewards for our Taris base upgrades already take the 'Refugee Resettlement' income bonus into account?

Nope! Those are the base income. Yes, you may begin frothing at the mouth. Those would have been 'normal' upgrades had it not been for the massive crit that for Taris you got.
 
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I lied. One last question for @Dr. Snark:
Also the Taris thing will be a end-of-turn roll with an increased difficulty if you don't choose that option yourself. FYI.
If we invested heavily in the Taris economy -- those are a lot of base upgrades that would be phenomenal for the planet's recovery & revitalization, providing jobs for pretty much everyone... -- would that decrease the difficulty of the end-of-turn roll?

As for Blazing Chain: yes. I can pretty much guarantee that I'll be picking that this turn. Specifically:
I have written many omakes focused on the Blazing Chains. Three are non-canon. One is obviously a joke. One is tied to a larger action of recruiting shapshifters and Jedi. The last is solely dependent on a single action to learn Blazing Chains. If I must write more omakes tied to that third one offering rewards so enticing that we have to take that personal action, then so be it. This is my hill, and I will die on it. So prepare yourself.
I really don't want @Panory to get frustrated and walk away. Frankly, if he were insistent that we pick something totally useless, I'd be giving serious thought to picking exactly that, just for the sake of keep him appeased. Seriously -- those omakes have been the wind beneath our flippin' wings for the past two/three turns, and those omake bonuses have done more to ensure our success than even @Teron's impossible dice.

So we're definitely getting my HK-47 this turn. No debating that.
I love HK-47, but we already have a bunch of really strong Martial-themed heroes. I'm honestly wondering if the marginal benefit of gaining another Martial hero is worth giving up that extra Learning action...

Quick reminder that HK-47 knows perfectly well how to build these things. And I don't mean in a theoretical sense, he was designed for infiltration. He can build one in an hour out of parts scavenged from your average office building that will stop a lightsaber dead. It would be a big help.
HOLY CRAP I take it back. Yeah, if reactivating HK-47 opens the doors to Old Republic tech, then count me IN!

i'm leaning towards both blazing chains and shaterpoint.
Same.

And Dr. Snark's already responded!
The oversight would end automatically, but given how things play out Durge might become a factor if you decide to wait.
...That sounds ominous, but we're probably going to spend an action against Durge this turn anyway. I'm feeling inclined to hold off on 'ending oversight' this turn, given the sheer number of other priorities we're juggling.

Outstanding. Removing the cap on our Kalee recruitment would be golden. Definitely high on my priority list...

Probably would need an action of some kind since Palpy would be keeping an eye on that. Not a close eye, but still. Memories. And Sith stuff.
Fair enough. Could you add a write-in for that to the relevant category?

The upgrades would cover their respective planets. The action would create a more widespread version of the network.
Hmm. Sounds like the action would be the far superior option. And also free. OTOH, the base upgrades wouldn't leave us with both Intrigue actions able to be used this turn...

Nope! Those are the base income. Yes, you may begin frothing at the mouth. Those would have been normal upgrades had it not been for the massive crit that for Taris you got.
...
...
...
<screams externally>

I think I just woke the neighbors.
 
If we invested heavily in the Taris economy -- those are a lot of base upgrades that would be phenomenal for the planet's recovery & revitalization, providing jobs for pretty much everyone... -- would that decrease the difficulty of the end-of-turn roll?

Hmm...it's already pretty low, so it'll probably only be like a +5/+10.
 
Whoa now, he never gave you an answer, just said that he could. (I feel like there's some real 'Who's On First' potential here...)

*Looks back at actual response*
*Cracks up*

Dammit I did do that, I didn't mean to but that's still great.

Alright, I meant to say, "yes it does do the same thing."
 
[] President Ciaran: As it turns out putting a planet back on the map economically and politically makes you blindingly popular there, who would have thought! If you want to put in the effort, you could have the movement to get you elected on Taris go from "probably successful" to "unquestionably successful." Chance of Success: 80% Reward: Ensure that you become the (democratically elected!) leader of Taris

Would this occur anyways, albeit at a decreased chance of success? Because "probably successful" makes it seem like it would.

Moving on to general thoughts:

1. Blazing Chains and Shatterpoint are a must. And this time it's not (just) my overwhelming bias towards Blazing Chains! In addition to both being really useful on their own, Blazing Chains might lead to something more. Nothing else in personal is really worth it anyways.

2. Silas' Hero action has some nice perks. Cash money, a diplomacy buff for Silas, and Pantora. Pantora's not very useful granted, but it's there. PR-1 also needs some upgrades if we want him to remain relevant pretty much at all.

3. Onderon is a must. Sev'rance Tann's orders are to wrap up Onderon and then come for us. We do not want Tann coming for us. I also feel like we should od Durge, since we've invested a lot into Jango and Mandalore. We should protect that investment.

4. Qiilura gets us some very nice things, like shapshifters who can become completely invisible, even to the Force, and a new Jedi, since we lost our old one. We should also bring Jango into the fold since, as stated above, we've invested a lot into him for this exact reason. Also worth noting that tucked away in "Between Light and Dark" is the action that gets us Larus, the Lore Cousin. But Silas' Lore stat is unimportant anyways so I'm fine with ignoring it for now.

5. HK-47 for obvious reasons. Virus Library to get the most out of what we stole from Wesker.

6. Kelp farms, bank of Ciaran, and Cord of Three Strands are all really tempting. I'd be fine with any combination of them really.

7. Intrigue has a lot of stuff I'd be okay with, but Talesan Fry is a must. There's too much good stuff there to ignore. The code breaker, Talesan Fry himself, and a chance to prevent Siri's death.

8. Buying all the Taris upgrades, the Vectivus archaeological thing, Kashykk business and recruitment, and I feel obligated to set up the Skirata Safehouses. Alternatively, @Dr. Snark would a write in for a Skirata safehouse on the Oracle be acceptable?

And to address this...

I really don't want @Panory to get frustrated and walk away. Frankly, if he were insistent that we pick something totally useless, I'd be giving serious thought to picking exactly that, just for the sake of keep him appeased
I'd never walk away over something like that. I'm mostly doing this because writing is just really enjoyable for me. I'd probably just get sort of passive aggressive and less serious with the omakes I did write. Less discussions between Thrawn and Ahsoka over chess, more Tyro telling the Death Star to get fucked.

On another note though, it's nice to be appreciated. So thank you.
 
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