Martial Actions:
[X] 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, ???
-[X] Thrawn
Rolled: 57 + 23 + 20 (Omakes) =
100 (At 100 Success)
This went well. This went
really really well.
The fact of the matter was that even after Grievous had trained the rebel forces up, they were about to be trampled underfoot by the reinforcements that Sev'rance was bringing into the system. With few other options, you decided that Thrawn would be the only real hope the Onderon rebels had at achieving victory.
And he delivered. Using an unbelievably audacious strategy, Thrawn led the rebels on an incredibly daring
raid on Sev'rance's flagship, not only capturing it from right under her nose but also decimating a considerable amount of the reinforcements that had landed on the planet.
With the momentum the rebels had gained from the raid, their leaders Steela and Saw Gerrera were able to launch a final attack on the capital of Iziz, overthrowing the puppet king that the Separatists had installed and allowing their actual leader, King Ramsis Dendup, to regain control over the planet. Acting fast, he sent one Lux Bonteri to the CNS to apply for membership, and the Council approved Onderon's application within the day. While the planet still has strong pro-Republic leanings, according to Lux recent events have indicated that the planet would likely be safer with the CNS for the time being.
So in summary: not only did you completely foil Sev'rance's assault
and gain Onderon and nearby systems for the CNS...but Thrawn also brought back Sev'rance's (former) flagship she used for the operation: the
CSS Invisible Hand.
Marvelous.
Results: Assault on Onderon completely negated and Onderon freed with considerable losses for CIS. Onderon and nearby systems join CNS for protection.
CSS Invisible Hand stolen and folded into Oracle Fleet. Thrawn gains 'Tactical Genius' trait.
[X] 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
-[X] The Silencer
-[X] 4 Watcher Teams
Rolled 58 + 25 + 20 (Omakes) =
103 (Over 100 Success)
Well...you should have known that the Silencer could handle the situation at hand...(To be continued in The Hunter Becomes The Hunted)
Diplomacy Actions:
[X] 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
Rolled: 25+5+20 (Omakes) = 50 (Success)
Time to put some heads together then. (To be continued in An Alliance In Shadows)
[X] 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, ???
Rolled:
Nat 1 Rerolled to 66 + 10 + 20 (Omakes) =
96 (Critical Success)
...You could feel it happen this time, when your powers acted to protect you. And they you could see how your powers affected fractures that changed the events that unfolded here.
Apparently from what you understood after the fact the CIS was about to launch an offensive in the region that would have likely overwhelmed the defenders of the planet, including the lone Jedi stationed there.
But then...the attack was called off for various tiny, almost insignificant reasons on their own. A few pirate raids on supply lines here and there. Republic ships deciding to patrol the area more often, making the sector seem better protected. Things like that. It was honestly kind of unnerving to see events affected on that scale though your unconscious ability.
At any rate, with that out of the way negotiations went very smoothly, with the Gurlanin happy to join up with the CNS in exchange for them enforcing their rights and deporting the infringing colonists. Said colonists were placated with the chance to move to the booming ecumenopolis of Taris with financial compensation to boot. It's amazing how many problems that planet has solved for you lately...
Even though you're happy to have the Gurlanin's considerable talents in the CNS something else of note happened during negotiations. On a hunch, Tyro visited the planet and spoke with the Jedi present, one
Etain Tur-Mukan. Tyro didn't tell you exactly what had happened but apparently the Jedi in question was actually pregnant with someone's child, though it was a mystery as to who the father was and Tyro didn't really pry. You did note the look of pain that was present on his face after he came back though...
A week later you got a comm from Kal informing you that Etain had quietly left the Jedi Order and would be assisting him and his men in their activities from that point on. He offered few specifics on why she had joined his group specifically, but noted that he appreciated having her be close to her child's father more than anything else.
That was a bit of a shock, though the pragmatic part of you noted that if nothing else you now had one more Jedi ally outside of the Order. Not to mention the gratitude of a group of Force-sensitive shapeshifting infiltrators...
Rewards: Qiilura and nearby planets brought into CNS, settlement of colonist infringement issue reached, Etain Tur-Mukan quietly leaves the order to join Skirata and his team
Stewardship Actions:
[X] 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
Rolled: 66 + 10 + 20 (Omakes) =
96 (Critical Success)
As it turned out, your contacts with Incom were able to get you a meeting with Beolars Bribbs himself on the possibility of a partnership with SoroSuub. And on that point, the meeting itself was quite successful; while a full partnership wasn't declared SoroSuub would consider you a "valued associate" of the company, which would still let you expand into Sullust itself with Karada facilities.
More importantly, you spoke with Bribbs on the matter of Shu Mai, impressing on him that she was an unstable and unpopular leader of the Commerce Guild and pointing out how she had dragged it into war for what seemed to be no logical reason. While the Sullustan did not agree with you outright he made a number of vague comments that indicated that he would be wiling to consider an alternative leader, though he also noted that Shu Mai would not leave the Commerce Guild quietly at this point. He didn't tell you that he'd support you in a potential takeover, but he definitely didn't seem to
oppose it either...
Rewards: SoroSuub favoritism gained, gained indications that SoroSuub will not contest a potential takeover of the Commerce Guild
[X] 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
Rolled: 65 + 10 + 20 (Omakes) =
95 (Critical Success)
Well this was more effective than you expected.
Not only were you able to consolidate the Black Sun assets you acquired by
persuading their new owners that they would be safer with you, but during your consolidation efforts you discovered that the Black Sun once held a large facility on Ord Mantell that you might be able to work with.
Sadly, the new owner of that facility has demanded payment for it and has been resistant to your
persuasion attempts, though you managed to negotiate the price down slightly.
Reward: Income from Black Sun assets doubled, base on Ord Mantell available for purchase
Intrigue Actions:
[X] 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
-[X] Asajj Ventress
Rolled: 36 + 28 + 20 (Omakes) = 84 (Success)
It must have been a surreal experience for the Nulls to work alongside Asajj after she's changed so much. (To be continued in The Exiles)
[X] 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, ???
-[X] 5 Watcher Teams
Rolled 11 + 20 + 20 (Omakes) = 51 (Success)
Being able to
mess withthe usual suspects was fun and all but what you were hoping for was the chance to get your hands on the codebreaker. In that regard...well there's good news and bad news.
The good news is that you were able to successfully make your bid on the codebreaker, cementing yourself as a potential buyer.
The bad news was that one of Talesan's employees was apparently a CIS mole and tried to rat out the codebreaker's location and existence to them when given the chance. While the Agent teams that were covertly running surveillance
were able to stop her from transmitting any important information, the event has caused Talesan to delay the deal while he ensures that there aren't any other spies in his company. It's certainly frustrating, but you can manage since Talesan has made it very clear that he still intends on selling the codebreaker once he can ensure his safety. Though annoyingly the Republic team is still just as interested in it...
Rewards: Bid made for codebreaker, potential info leak negated which has delayed final sale
[X] 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
-[X] Grievous
Rolled: 46 + 26 + 20 (Omakes) = 86 (Success)
Oh Clovis. You are in
deep, aren't you?
After Grievous had finished collecting information on him (and terrified a few snitches into talking) you got a more complete picture of what's going on. Apparently the man has been quietly pressuring the Core Five of the IGBC to keep their noses out of the events unfolding on Scipio and to focus on rebuilding Muunilist and other nearby systems. You're not 100% sure of
what he has but you're positive that he must have some kind of blackmail material on the Core Five that lets him do that, meaning that they have to let him keep Scipio out of the fold. And why would he and Palpatine do this?
Simple. Because of the
credits.
With the information you have on hand you have a much better idea of what's going on with that now. The plan seems to be for Palpatine or possibly Dooku (you aren't sure of who specifically is contacting him but it's not that important) to encourage him to use the blackmail he has over the Core Five to let him gain more influence in the IGBC. In return, Clovis will act to ensure that Scipio and the
very valuable bank accounts on it will stay out of the CNS'-and by extension your-hands. Given the suddenness and tenacity of the endeavor odds are that Palpatine wasn't expecting the Caamas Ceasefire to actually
work and is using Clovis as a fall man in case you actually figured things out. It might have even worked had you not known better. Not to mention that because of all this, now you have a decent idea of where Hego Damask's fortune may have vanished to...
There were two other
interesting things Grievous found out as well. First, it seems as though some of Clovis' funds are being siphoned away to an unknown recipient, and it involves a
lot of credits. Second...apparently he was
close with Padme at some point before you met her though she ended the relationship between the two before things went further. Despite that, you aren't going to let
that go anytime soon...
Rewards: Information on Scipio conspiracy and Clovis' actions gained
, new material to tease Padme over discovered
Lore Actions:
[X] 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
-[X] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
Rolled: 20 + 5 + 20 (Omakes) = 45 (Success)
It was difficult to pin down Matukai to study from given their nomadic nature, but eventually you found results. And the Matukai did
not disappoint. The reports from your Agents indicated that they were blindingly fast and incredibly tough, using the Force to augment their physical abilities to inhuman levels. Apparently they could even survive in extreme environments easily with enough training.
The possibilities are self-evident: whoever learns those skills to even a decent degree will become a fearsome warrior without question.
Reward: Matukai Enhancement Techniques available for study
[X] 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
-[X] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough?
Rolled 37 + 5 + 20 (Omakes) = 62 (Success)
This was actually much easier than normal since all you had to do was politely ask Talzin to let some of your archaeological teams go on a "guided tour" of the planet as it were. And it turns out that there was a
lot to the planet.
For one, there were ruins dating back to the
Rakatan Infinite Empire, the ancient empire that once dominated the galaxy. While there was nothing of too much value present you
did appreciate the chance for the teams to examine them at least.
Second was the remains of what the Nightsisters referred to as "Star Temples." Apparently they were once power sources used to open up hyperspace gateways across the galaxy, allowing almost instantaneous travel. However, they were apparently no longer capable of such a feat after the central temple was destroyed by a Jedi of some persuasion; the Nightsisters weren't keen on sharing details.
Then there was the ship. And it was
beautiful.
According to the Nightsisters, the
Chu'unthor was once a Jedi vessel containing
thousands of prospective Padawans as it meandered throughout the galaxy before crashing on Dathomir. Apparently it was also mostly automated when active, requiring only a skeleton crew to function properly. It was
magnificent, and would be a
massive boost to your efforts...
...If it wasn't buried halfway in the ground and guarded by a tribe of Dathomirians called the Singing Mountain Clan that rivaled the Nightsisters and fiercely protected the vessel. It's definitely a fixer-upper if you can even
get to it to begin with...but the
prize...
Rewards: Dathomir expedition completed,
Chu'unthor discovered in damaged state, Singing Mountain Clan encountered
Learning Actions:
[X] 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
Rolled: 80 + 20 + 20 (Omakes) =
120 (Super Critical Success)
You told Var Zheen to put together a database to help quickly develop vaccines against bioweapons and viruses. What he took that to mean was "develop vaccines against
all bioweapons and viruses."
The Givin scientist came to the conclusion that the best preventative measure was to make sure that nothing could infect the body to begin with. With the help of the Arkanians he came to a solution to that:
nano-droids.
Reworking and reprogramming them, the Givin was able to complete a type of nano-droid that would quickly act against any biological agent that infiltrated the subjects body, and tests indicated that even if a virus acted to fast for the droids to save the host they could at least ensure that the disease died with them.
With this development you could ensure that anyone within the Watchers or who visited a Karada facility could be made highly resistant to bioweapons or viruses...so long as they could afford the expensive injection of nano-droids. It
does raise
interesting ideas on how to deal with the chips in clones quickly and quietly, though the expensiveness of the droids would still limit how much you could do with them.
Rewards: Medical nano-droids developed, potential for chip sabotage discovered
[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)
Now this is definitely something you could have never conceived of without Cheriss.
Based on both her own Shard morphology and the scans of the Tsils of Nam Chorios, Cheriss was able to redesign cybernetics with a unique alloy that was more conductive to the Force than the regular materials used for cybernetics. In theory, were they to be implanted into a Jedi they wouldn't have as much issue with using the Force, as opposed to regular cybernetics which curtailed their usage considerably.
The new designs are admittedly more expensive because of this, but on the other hand you're fairly certain that there's nothing else like Cheriss' design in existence.
Reward: Cybernetics developed for Force users
[X] 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
-[X] Cheriss Sair
Rolled 11 + 25 + 20 (Omakes) = 56 (Success)
"Cheriss, you're
sure you can turn him on without problems?" you ask as you and a number of guards stand ready with ion weapons just in case.
"Yes! Er, well, mostly-the central programming of HK here seems to encourage violence at every opportunity, but I was able to at least get him to start up with him recognizing you as his current owner."
"Wait, you mean you already-"
Before you can finish that statement, HK-47's eye sockets light up as the droid scans the room. At the same time the guards level their ion weapons at him.
"Query: Where am I, what year is it, and who are these meatbags pointing weapons at me Master?" the droid asks.
"You are on board the Oracle, a Lucerhulk-class vessel, the year is 3257 LY, and these are my guards in case you try anything."
"Statement: That would explain the ion weaponry then. Query: Was the team that captured me a part of your organization as well, Master?"
"...Are you going to try to kill them?"
"Indignation: Certainly not! Or at least not
yet. I merely wanted to express my appreciation for their tactics. Clarification: I am flattered that they decided to go so far as to use a starship-grade ion cannon to disable me. It is so rare to see such creatively excessive tactics from mere meatbags."
"...Right then. Anyway, you've been reactivated because we could use an assassin droid with your abilities," you explain. "We're facing the threat of a Sith Lord and could use all the help we could get."
"Statement: You want me to fulfill my main function, Master? To go forth and kill whoever you wish?"
You tilt your head in confusion. "...Yes?"
"Statement: Oh how wonderful, it has been far too long since something has died at my hands. Clarification: Some of my previous masters went so far as to attempt to dissuade me from executing my primary directives. It is reassuring to see that you require my considerable talents, Master."
Reward: HK-47 reactivated
Personal Actions:
[X] 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%
-[X] 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
Rolled 10 + 5 + 20 (Omakes) = 35 (Bare Success)
As it turned out, trying to master two separate Force techniques with wildly different core concepts behind them at the same time
may not have been your best idea.
After a frustrating and somewhat embarrassing
training session with Tyro, you realized that your training in Shatterpoint was making it far more difficult to learn the Blazing Chains style of fighting, which revolved more around using precognition to affect blaster rounds as opposed to Shatterpoint requiring you to focus more on directly affecting the present. After
that fiasco, training went much more smoothly for you, and you managed to become competent at using the style.
You're no expert at it, but you can at least hit targets with a few redirected bolts. That being said, you still have considerable room for improvement according to Tyro, and now that you know what the problem was your training would be much more effective if you wanted to expand on it.
Not to mention that training with him gave you the idea of bringing more of Tyro's Blazing Chains comrades into the fold...
Reward: Blazing Chains Style (Basic) learned.
-[X] 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
Rolled 56 + 5 + 20 (Omakes) = 81 (Success)
It's almost surreal what the world looked like as you focused intensely on learning more about affecting physical Shatterpoints. As you kept focusing on it, you started to see the cracks in everything. Your desk. The door to your office. The walls. The floor. You had an idea of what it would be like, but the more you focused on the cracks, the more effortless it seemed for you to shatter the object they covered.
As a matter of fact, it was quite unnerving when you started being able to perceive them more easily through your Force vision; it made everything around you seem incredibly fragile. Fortunately you were able to make sure that you weren't perceiving them all the time; you're not sure what it would have been like to have to constantly see that 'fragility' everywhere but you doubt that it would have been a pleasant experience.
On a more exciting note, you've gained an appreciation for being able to easily shatter the high-grade armor you've tested this new power on, and you're fairly certain that given the chance you could use the effect on far tougher materials and bigger targets. You haven't
quite grasped the idea of perceiving shatterpoints in events though, mainly because it gives you a headache when you try and think of your powers on a conceptual level like that. You're certain that you could figure it out
especially after seeing/feeling how your reflexive version of it affected the events on Qiilura, but you'd need to focus entirely on that aspect of your power for a period of time.
And there is one other thing that interests you-if those cracks are present on every physical surface, by logical extension shouldn't they be visible on living people too? You've tried focusing on a few volunteer Agents in the hopes of perceiving shatterpoints on them but nothing seemed to come of it. It makes sense for them to be there so why
aren't they...?
Reward: Shatterpoint (Physical) learned, potential to develop power further possible
Hero Actions:
[X] 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, ???
Rolled: 42 + 26 + 20 (Omakes) = 86 (Success)
Going on a shopping spree for PR-1's upgrades was quite an experience as you searched for various odds and ends that you determined might enhance PR-1's capabilities. In the end, you settled on adding what you referred to as "deception routines" that would allow PR-1 to have the capacity to effectively lie, giving him the same diplomatic capabilities as an average politician.
For his part, PR-1 was
ecstatic at the chance to be upgraded again, and quickly submitted himself to your technicians for the upgrade. Even after the new routines were installed, PR-1 was insistent that he was immensely grateful for the new expansions to his programming. Though now you worry about him being around HK-47...
Rewards: PR-1 gains "Deception Routines" trait
[X] 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, ???
Rolled: 8 + 27 + 20 (Omakes) = 55 (Success)
Silas was able to
negotiate with the leader of the blockade and allow you to move things to and from the planet. The situation at hand means that they can't join the CNS however.
At any rate, you've met another of your cousins, and she's quite interesting. You're honestly impressed at how she can shift so dramatically from "stoic diplomat" to "flirty socialite" at such short notice, though maybe that just
proves that she's your cousin.
...On a related(?) note, you may or may not have met another one of your cousins that tried to
break into the Vault shortly afterwards. She's a Clawdite so you're not 100% sure about it, but you're not going to turn down the excuse to hire on a shapeshifter. Besides, she'll be fun to mess with as your "little cousin."
Rewards: 'Granddaughter: Chora Cata' trait gained for Silas, Oki recruited but currently not providing bonuses, +25 income from blockade running
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
It's about time that you actually bought this mansion; a capstone to the planet that helped catapult you into galactic fame and gave you enough influence to begin acting on a galactic scale.
Besides, the mansion itself is naturally quite lovely with beautiful architecture and located in the lush green hills close to Theed. You could hardly ask for a better place to stay at.
Reward: Mansion on Naboo
Coruscant:
[X] 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
The charity program has gone over marvelously, with funds going to impoverished denizens of the Undercity so that they may improve their lot in life. ...Having a list of gang members from your time down there has helped cut back on fraud, and anyone who manages to slip through the cracks is quickly visited by your "protection" agency.
But who cares about that, look at the charitable things you're doing! How could you
possibly have any ulterior motives?
Reward: 20% boost to Coruscant income
Nar Shaddaa:
[X] 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
More information is always good, especially if it lets you know what the Hutts want before they even ask you about it.
Reward: +25 Information income, potential increase to Underworld Rumors
[X] 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
There's valuable salvage down there...in theory...so long as you can stand the smell.
Reward: +25 Salvage income, per-turn roll for other benefits
[X] Smuggler's Den: You're on the
Smuggler's Moon. It's self-explanatory. Cost: 100 Reward: +50 Smuggling income
Again. Why
wouldn't you have a smuggler's den here!?
Reward: +50 Smuggling income
Castell:
[X] 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
The people of Castell are very bitter towards Shu Mai right now, and given successes elsewhere you may be able to exploit that...
Reward: +25 Information income, potential increase to Underworld Rumors
[X] 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
As it turns out people coming to Castell are much more willing to trade with you than with Shu Mai's companies. Might have something to do with offering much better prices.
Reward: +75 Trade income
Muunilist:
[X] Hidden Defenses: This planet has gotten a lot rougher in recent years, so... Cost: 50 Reward: Hidden defenses established
It's not paranoia if Palpatine's out to get you.
Reward: Hidden defenses established
[X] 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
While the planet isn't doing as well as Taris is, having the funds directed to the most effective locations for investment is profitable on its own merits.
Reward: +50 Investment income
[X] 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
The Muuns have been more than happy to put the money loaned to them to good use...and are also perfectly willing to pay back the loans with the interest rates you set for them.
Reward: +50 Investment income, increased economic recovery for Muunilist
[X] 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%
Even
Borvo was impressed at the tenacity of the Muuns to extract every last credit they could from anyplace they could find them. The Muuns have certainly made themselves known in the Watchers.
Reward: Income increases by 5%
Kashyyyk:
[X] Local Defenses: You know the drill. Cost: 50 Reward: Defense grid established
The Wookiees themselves are excellent defenses in their own right, but still.
Reward: Defense grid established
[X] 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
The Wookiees definitely appreciated your willingness to further invest in their businesses in the system, and the financial gains are already speaking for themselves.
Reward: +50 Investment income
[X] 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
You uh...you're admittedly a bit intimidated by these guys. Especially considering that during the entrance exam for them they ended up ripping the arms out of the sockets of the test droids. On multiple occasions.
Still, if you ever want something to be very very dead you could point a Wookiee warrior at it and the target will be pulverized by them.
Reward: Wookiee warrior recruitment (2-3 per turn, cap 8)
Taris:
[X] Hidden Defenses: Better safe than etc, etc. Cost: 50 Reward: Defense grid established
You may be incredibly popular here, but you have
waaaay too much money flowing through the planet to risk anything.
Reward: Defense grid established
[X] Economic Planning Office: The planet is already becoming rich again.
Keep it going. Cost: 100 Reward: +50 Investment income
Yeeeeesssss, even
more credits from Taris. Reward: +50 Investment income
[X] 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
Unsurprisingly, all you had to do to get Incom to open up a branch on Taris was to ask and provide some up-front funds for the investment.
With that, Taris is now home to a new branch of Incom facilities that are churning out fighters and speeders about as fast as the Tarisans can afford them. Not to mention that some of the execs quietly expressed their appreciation for the chance to move some of their materiel away from Core Space...
Reward: +50 Incom investment income, support for CNS with ships
[X] 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
Raith was overjoyed at the chance to expand to a planet with a rapidly expanding economy and relatively cheap workforce for his products. While the customers at Sienar are few in comparison to Incom, the few contracts he does get have made the both of you a
lot of credits.
Reward: +50 Sienar investment income, support for CNS with advanced ships
[X] 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
Once upon a time Taris was one of the only ecumenopolises to actually
export food; namely kelp that proved to be considerably popular across the galaxy among the rich.
The history is important because
now those farms have been rebuilt and are making you an incredible amount of credits. And said kelp is feeding people everywhere too. But mostly the credits.
Reward: +75 Kelp trade income
[X] 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
Given how most of this planet was technically salvage before the revitalization happened, there's plenty to profit off of. And who knows what's still down in the depths of the planet?
Reward: +25 Salvage income, per turn salvage roll
Other news: Apparently you actually
lost the election on Taris. Granted you weren't
trying to win and hadn't even put your name on the ballot but it's still a surprising result. You're admittedly curious as to who exactly managed to beat you... (To be continued in The Prime Minister)
Salvage Roll (Coruscant):
97 - +100 Credits from salvage and Unique Event
Apparently your teams manged to stumble across some Rakatan ruins buried deep below the planet's "surface" that contained a number of very valuable artifacts. In fact, some of them still contained noticeable Force energy even after all of these millennia to the surprise of your teams. It's quite intriguing...and has led you to wonder if there's more about them that you're currently unaware of. You
do know where their homeworld of Lehon is as it's public knowledge; perhaps a more thorough investigation of it is in order?
(Archaeological mission to Lehon/Rakata Prime now available)
Salvage Roll (Nar Shaddaa):
93 - +100 Credits from salvage
Salvage Roll (Taris): 23 - +25 Credits from salvage
4 Watcher Teams died to bring you this update.
AN:
Phew! So so
soooo much happened this turn that I couldn't interlude away
and I had less time on my hands. Not fun. Anyway, said interludes will probably be a bit shorter barring Durge and Fry's.
Also yes, I
had to let Thrawn steal the
Invisible Hand. If there was any chance for me to justify the thread title,
this was it. And also
nano-machines nano-droids.........son.
...And apparently the crits were hiding for the salvage rolls. Fucking hell, tsundere dice indeed...Well, at least enjoy the plot hook that the Coruscant roll gave you and the extra money in general. Note that while Ciaran would know the basics about the Rakata, things like the Star Forge and such have been
heavily classified by both the Jedi
and the Republic. Just as an FYI.
Anyway, going to take a bit of a breather before I update the finances and traits and whatnot, though the appropriate threadmarks will be moved for omakes and whatnot in short order. Enjoy~