So now Ciara intrigue will be 33 or is that just +5 to intrigue roll ?
So now Ciara intrigue will be 33 or is that just +5 to intrigue roll ?
So now Ciara intrigue will be 33 or is that just +5 to intrigue roll ?
Well, well. Not too bad. And @Dr. Snark, I liked how you handled Santine(even though I really am not fond of her). Definitely agree she would not have been a Hero Unit(Unless we turned into complete pacifists).
The vibe I get from her is that she certainly means well, and even though she's taken up a pacifistic mindset she is not the type of person who would sit passively by if someone like Ciaran came along. And she's also certainly an intelligent enough woman to understand Ciaran's argument there.
Yeah, well, just because she means well doesn't mean that her actions would lead to good things/good ends. And if she truly understood Ciaran's argument, you'd think that she'd have actually done something similar before Ciaran interfered/took over...
Well, she is just a touch naive. Remember, she actively trusted Pre Vizsla as a loyal subordinate...while he was in the middle of leading the Death Watch against her. Not to mention that Almec went behind her back on a number of occasions...
So, our Force users learn to mask themselves just when we get proof that Dooku wants us dead? How... fitting.
Do we know how to do it too, @Dr. Snark?
3) Can |Coruscant Large-Scale Wiretaps| provide some hints on Sidious?
4) |Bad Feeling| Based on this is it possible to "compile" blackmail against Dooku? AKA enough proof to show he's "corrupt" and make CIS civil council question this war?
5) Karada's new Cybernetic division. After we "give" a better body to Cheriss, can we invent prosthetics and cybernetic implants that don't mess with the Force {not asking to improve, that's long way there}?
I like were this is going.[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)
Usually when it's a close failure, it just means we have to retry it next turn. Given your rule that we only have to roll once, is that not applicable? On the other hand, given that our roll this turn was a failure, will we get another chance to try to 'Crit' it, or at least to succeed?Inhibitor Chips: Rolled 26 + 19 = 45 (Close Fail)
Assist Research: 33 + 10 = 43 (Success)
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.
Does this mean that the research cost we paid this turn is increased by 50? Or is it that we have to retake it next turn at the new cost?Results: Research cost increases by 50, Time increases by 2 turns, Assist Research results in 4 turn research period with actions locked for 3 turns
I did have a question, however, about how the Learning success/failure is supposed to work:
That help? This more coherent explanation will be edited back into the update.
It's more coherent, yes, but:Results: Research cost increases to 200. 4 turns remaining on research, 3 turns remaining on action lock
It's the opposite of 'throwing us a bone'.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.
"Accelerate Research" cuts the research time in half. That succeeded. Per the option text, this would result in 3 turns remaining on research and 2 turns remaining on action lock.[] 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
First: Not really. He's smart enough to ensure that his comms are extremely well-encrypted, use private channels, blah blah blah he's actually an intelligent mastermind, who would have thought?
Second: Possibly. The question is whether the CIS leadership would really care that Dooku is trying to assassinate you. Not to mention that it'd be a gigantic red flag to him and Sidious that you know way too much.
In this instance, however, our 'close failure' not only forced us to retry the same task, but added an extra turn to both the 'locked' time, and to the total time required to finish the research. That is, instead of delaying us by a single turn, you resolved these rolls to delay our final completion by two turns.
That's the difference between taking an extra 3 months to complete, and an extra 6 months to complete. Considering it'll already take a year, and we're maybe a year and a half away from "Execute Order 66", that extra turn's delay could very easily lead to our defeat.
Please reconsider.
You're still missing the point, I believe.
Your resolution ensures it'll take us 4 more turns to complete the action. But if the action failed and we tried again, we'd have 55% chance of completing it in 3 turns.
We seem to be talking in circles. What is our status right now?Oh man I am so sorry. So let me make this perfectly clear: the research has started, it would have taken 8 turns before, but now it will take 4 turns starting from now.
So, that would be :
Turn 0 : Current turn
Turn 1: Countdown start; 25% complete
Turn 2: 50% complete
Turn 3: 75% complete : Action released
Turn 4: 100% complete
As opposed to :
Turn 0 : Current turn
Turn 1: Action start 33% complete
Turn 2: 66% complete Action released
Turn 3: 100% complete