Martial:
[X] Pirate Hunting: Pirates have been hitting into CNS space with an increased ferocity as of late, disrupting trade routes and generally scaring many of the outlying systems. Something needs to be done about this soon or people will begin to wonder if the CNS is willing to protect its signatories. Chance of Success: 60% Cost: 50 Reward: Pirate Threat Decreased
Rolled 19 + 26 = 45 (Success)
This was...far more difficult then it should have been according to a very annoyed Thrawn.
Apparently when you had sent him to advise the local CNS fleets on how to deal with the issue, he was mostly sidelined due to mistrust and in some cases outright xenophobia. The initial attempts to hunt down the fleets had gone poorly until Thrawn managed to force his plans through to the fleet commanders, and according to him they only grudgingly accepted his aid after a number of failures and losses.
In particular Thrawn's first accepted plan was to use a volunteered freighter as bait to lure in pirates, then respond with enough firepower to just slightly overpower the enemy forces that took the bait. When more pirate ships would come in as reinforcements to try and overwhelm the forces already present, the rest of the fleet would jump in to surround and annihilate the enemy. Once it was used, the plan was wildly successful resulting in the destruction of many pirate ships and generally putting them on the defensive.
Once that happened and they saw that his strategies were working they were more than happy to work with him...at least overtly. At least after all of that the pirate attacks have been curtailed for the time being.
Reward: Pirate threat decreased
Diplomacy:
[X] A Grievous Introduction: General Grievous has owed you damn near everything from the time of the first Huk War to bringing him under the protective envelope of the CNS. Maybe now it's time to cash in those favors and bring him in as a full-time associate. Given how he perceives you at this point the only way things could possibly go wrong is if you royally screw up somehow. Chance of Success: 90% Reward: Gain Hero Unit General Grievous
Rolled 15 + 5 = 20 (Success)
You and Greivous stare each other down as you stand before him on the surface of Kalee. You knew he was a valuable asset, and it was about time to bring him in more fully.
"General," you say with authority. "I am aware that you are a skilled warrior and and a talented leader. I would ask that you join me in the hopes that your abilities can be put to greater use. In turn you would have the chance to gain glory and spread the name of Greivous across the galaxy. What do you say?"
There is silence for a brief moment, and then Greivous bows in a show of deference.
"You gave us the chance to strike back against the Huk. You forced the galaxy to recognize that we were victims when they believed we were aggressors. When the Huk threatened to continue their war you protected us. After all you have done, my people owe you everything. It would be a dishonor to them, to myself, and to the gods themselves to refuse you now. I accept your offer, Lady Ciaran."
Reward: Gain Hero Unit General Greivous
[X] A Mandalorian's Touch: Satine has been actively fearful of your growing influence and militarization in the CNS and is now unsubtly moving against you. Perhaps you could assuage her fears by having her become the head of diplomacy in the CNS? She's certainly capable and if she's too busy with negotiations she can't move against you. Plus it'd make the CNS look friendlier after you recruited the Kalee. Chance of Success: 60% Reward: Satine becomes head CNS diplomat, general PR boost for CNS
Rolled 54 + 24 = 78 (Success)
"Is this some kind of cruel joke? Or are you just trying to sideline me even more, Lady Ciaran?"
As it turns out Satine was not particularly receptive to the idea of becoming head of the CNS diplomatic corps. While you were trying to get her out of the way a bit, you did also believe that her talents would be best used in diplomacy. So-
"Not in the slightest. The fact of the matter is that you are a skilled, determined, and respected, politician. If you were formally representing the Council in diplomacy I have no doubt you'd be wildly successful at your goals," you calmly explain.
"And I am supposed to believe that you will not turn around and throw the CNS into the war when I am gone?" she coldly responds. "Look at what has happened recently. Because of your manipulations the Council brought in the Kaleesh-a people whose sole purpose in life is war. Did you think I would stand idly by while you undermine the purpose of the Council for the sake of your own profit?"
Harsh. At least a little accurate, but still harsh. But that's not the point.
"You're assuming I want war to begin with, which I don't," you calmly say to Satine who does not seem to believe that statement. "Not only would forcing the Council to go to war spread it even further, but it would also massively undermine my own humanitarian efforts." You look at her dead on, not giving an inch. "We need a military otherwise the Republic and Confederacy would treat us as an inferior and spread the war here anyway. But because we have the power to affect the war we are given respect and dignified treatment." Satine continues to glare at you though you think she at least understands your reasoning. "If you dislike my methods, fine. But understand that one of the best ways for us to stay at peace is for you to tell others that we simply want to protect ourselves and do not desire conflict."
She continues to glare at you for a few tense seconds, then coldly says, "Fine."
With that, you smirk. "Excellent! Now, I've heard that Obi-Wan is heading back to Coruscant soon so if you want to go on a 'diplomatic trip' at the same time it might not be a bad idea~"
She sputters and blushes furiously at that. It's nice to be in your comfort zone at times like this.
Rewards: Satine becomes head CNS diplomat, general PR boost for CNS, +5 to CNS diplomacy rolls
Stewardship:
[X] Benevolent takeover: You were in contact with and owned small parts of a Cybernetics manufacturer for a long, long time now. Now that you own the Karada Corporation and it is decently successful... you might consider merging both. At the very least it would get you a lot of Cybernetics experts. Chance of Success: 70% Cost: 100 Reward: Cybernetics research, ?
Rolled 11 + 10 = 21 Reroll: 46 + 10 = 51 (Success)
This almost went so wrong. You ended up stumbling into a mess of bureaucracy and red tape that nearly prevented you from the merge, but thanks to the usual methods of bribery and blackmail you were able to "convince" enough people to help expedite the process. At least now you can integrate the cybernetics into your research more effectively...
Rewards: Cybernetics integrated into Karada, +5 to rolls involving cybernetic research, normal troop recovery rate now at 65%
Intrigue:
[X] Hunt for a Nightsister: The CIS is more than likely being controlled by the Sith and you have a distressing lack of information about the key details. However you do know of a possible lead in Asajj Ventress, and finding out where she is and what she's doing might come in handy. Who knows, she might be willing to talk to you even...Maybe. Chance of Success: 40% Cost: 50 Reward: Asajj Ventress located and tracked
Rolled 63 + 48 = 111 (Over 110 Success)
This was supposed to be a simple intelligence gathering operation on Asajj Ventress.
Suffice to say...things escalated quickly. (To be continued)
[X] I Have A Bad Feeling About This: Given that your burn scars from the assassination attempt a few years ago no longer exist, the fact that they're aching again is probably some kind of sign from the Force that something bad is about to happen. Well there's nothing stopping you from being more proactive in protecting yourself, right? Chance of Success: 60% Cost 100 Reward: Counterintelligence operations increased
Rolled 54 + 41 = 95 (Critical Success)
You had assumed that something was going on in the background when your scars had started to ache again. Once you had decided to have Silas and the Silencer increase your counterintelligence activities just to be sure, your paranoia was proven to be very justified.
There were no overt activities against you-many in the underground were familiar enough with you at this point to know better-but there was definitely something unusual going on. Anonymous employers asking for assassins to deal with a "high-grade target with considerable risk." Funds being transferred to hidden accounts. Just enough information being given out to confirm that you were being targeted. The usual signs that someone wanted you dead and didn't want you to find out.
But obviously Silas and the Silencer did. And you were fairly certain that your new enemy didn't realize it; their methods were quite subtle in this matter. So instead of sending Watcher teams on counter-assassination missions, you simply had the two of them keep tabs on the people contracted, set up plans so that any attempts on your life would appear to have failed due to bad luck instead of hostile interference and follow the money where they could. And they were able to determine that a considerable amount of that money was coming from accounts connected to the Separatists...and more specifically Count Dooku. Evidently Dooku, and possibly Sidious by proxy, had decided that you were more of a liability, though not a big enough problem to deal with directly yet. If anything, now you knew that you were on very thin ice...
Rewards: Potential assassin problems almost completely nullified, information pointing to Dooku and possibly Sidious moving against you located
Lore:
[X] Refine the 'Buried Presence' trick: The trick is intriguing, but being only capable of using it for a few minutes is underwhelming and quite... useless most of the time. It might be a good idea to keep practicing with it and find a way to extend the timespan. Chance of Success: 50% Reward: Agents become even better (Completes This Turn)
You glance around the room with your eyes covered up so that you can only see through your Force vision. While you are aware that there are other Agents in the room with you there is no sign of them through the Force.
Excellent. This should come in very handy for spying on Force-users in general.
Reward: Improved Buried Presence Technique, increased success rates for Intrigue actions involving Force-Users, Ciaran learns Buried Presence Technique
Learning:
[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also genetically altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only usable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research (2 Turns Remaining, One Turn Lock Remaining)
The Arkanians are just about done with their research, and as such many of the labs they've been using have started to be turned over to other projects. (Learning Action Unlocked, One turn of research remaining)
[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips [Takes 6 Turns, Locks Actions for 4 Turns]
-[X] Assist Research
Inhibitor Chips: Rolled 26 + 19 = 45 (Close Fail)
Assist Research: 33 + 10 = 43 (Success)
This could have gone better.
Your researchers concluded that accessing the data in the biochips was going to take much more time and funding then they had initially anticipated; apparently they were proving to be very difficult to crack.
Your response was not only to throw more money at it, but to throw some of the Arkanians who weren't working on the genemod project at the problem as well. And amazingly, it actually somehow worked; the latest reports indicated that it would take less time with the resources you invested into the project. It's still going to take a while, but it's down to a more manageable timeframe.
Results: Research begins. Research cost increases to 200. Initial time increases to 8 turns, 6 turn lock, after Assist Research applied becomes 4 turns on research, 3 turns on action lock. Currently on 3 turns remaining, 2 turns action lock.
Bases:
Asteroid Base:
You had to send in hazmat teams to be sure the viruses are gone and make sure no one was transmitting anything to or from here, but the move-in was fairly painless. Now, what to do with this place...
Reward: Asteroid Base
Coruscant Base:
Large-Scale Wiretaps: Coruscant is at the very heart of the galaxy with all kinds of transmissions coming through it day in and day out. There would be definite and immediate gains to getting more...up-to-date information from the planetary comm networks. Cost: 100 Reward: +5 Intrigue roll bonus, +50 Income (Information)
You have ears damned near everywhere on the planet; not only do you know about Senate-level transmissions but the sheer flood of information in general is incredible.
And lucrative.
Reward: +5 Intrigue roll bonus, +50 Income (Information)
Kaleesh Outpost:
Smuggler's Den: Kalee is on the very edge of civilized space and is generally a place people don't tend to go to. It might be worth your while to encourage...less reputable groups to come through the area...for a price. Cost: 100 Reward: +50 Income (Smuggling)
With a few unmarked shipments and some pull from Silas, a quiet smuggler's den has been built on Kalee and business is already beginning to come in. Excellent.
Reward: +50 Income (Smuggling)
Oracle:
Support Fleet: While having control over the CNS is nice at this point, it might be worthwhile to have the firepower for more direct interventions for yourself so you can keep your missions separate from the CNS. Cost: 150 Upkeep: 75 Reward: Support fleet for Oracle, Additional Martial Actions
There's little rhyme or reason to the fleet you managed to get together for the Oracle; some were mostly-functional ships salvaged from battlegrounds, others were bought from the market and upgraded to combat capacity...
The point is though now the newly-designated Oracle Fleet is capable of acting on its own initiative, and can go places where you don't want the CNS to show up at, not to mention give you more maneuverability in general. That, and Thrawn was very happy after the fiasco with the pirates to have a fleet entirely under his command.
Reward: Additional Martial Action, other options now available
Mandalorian Mansion:
Mandalorian History Initiative: The Mandalorians were once some of the greatest warriors the galaxy had ever seen, but in this day and age there really aren't any traditional warriors left. It might be worth looking for something to inspire a new generation of warriors...if only so you can recruit them. Cost: 100 Reward: Mandalorians become more receptive to the idea of a new generation of warriors
This was an interesting project to be sure; while the history of the Mandalorians was already well known on the planet the people seemed to be apathetic to the creation of a new warrior group. However, with some carefully-constructed events and the unexpected but welcome support of Prime Minister Almec, the word on the streets seems to be that the people are becoming more supportive of the idea of a new generation of warriors, though as protectors instead of aggressors. All they need now is a reason to gather.
Reward: Mandalorians become more receptive to the idea of a new generation of warriors
AN: Well this turn has been...interesting. For the record in case you weren't aware before all bonuses will now be smooshed together in turn reports for viewer convenience and the sake of my sanity.
With Satine I couldn't really find a justification to have her be a full-on hero unit since there is currently no way in hell she would join up to an extent like the others have. So her influence will be a permanent bonus instead.
With the inhibitor chips between the close roll and the success on the faster research action I figured I could throw you guys a bone on that one. On a related note, multi-turn actions will only be rolled for once from now on.
But of course the real big news here is the Ventress roll. And like I said before with the sneak preview...with the plan I have in mind things are about to get crazy.
Expect a more...revealing teaser soon-ish, followed by the arc itself of course.
Edit: On-the-fly rule update: From here on Force techniques created by Ciaran (like Buried Presence) will be automatically learned by her, but recovered techniques (like the Blazing Chains style) have to be learned by Ciaran herself.