Per this link:

I assumed that a being of crystal and stone would be killed if their entire body shattered, and that Mace's actions was more along the lines of 'honoring the dead'. If someone's read the original comic (Star Wars Tales 13, "Stones") and can prove me wrong, I'd love to hear it.

as far as i can tell from the line you have there he rebuilt him and the thing was so thankful to be "alive" it gifted some of its self to the one that saved its life
 
Then what do you think about my suggestion of Getting a base in Dathomir...
@Dr. Snark @Publicola Can we create a base in Dathomir?

Officially seems like a grat place to train both our regular troops and our agents, apart from opening the possibility of recruiting Witches.

Extra-officially, it would be a good way to have an eye in both Talzin and her followers, and in the case of Dooku attacking Dathomir as he did in Canon, we could help with the fight/evacuation and win a great favor from Talzin and the rest of the witches.
 
Sounds kinda horrifying to stick a sapient creature inside a metal case and then proceeding to run huge amounts of energy through it in order to make it a weapon of death.
 
Then what do you think about my suggestion of Getting a base in Dathomir...
I agree that it'd be a good place to train... but we already have a number of such places.

I agree that it'd be a good way to keep our eye on the Nightsisters... but we kinda do that already (through Seekers and actions).

I think the biggest issue is one that @Dr. Snark has harped on before: what does the 'upgrade tree' look like, and is the location worthwhile enough to qualify as a base? There are a lot of planets I've suggested before, but they didn't have enough to them to make it worthwhile to turn into a base.
 
Sounds kinda horrifying to stick a sapient creature inside a metal case and then proceeding to run huge amounts of energy through it in order to make it a weapon of death.

I would imagine that the original creature is still alive and the piece given to Mace is inanimate, given the whole reason Mace was there was to negotiate on behalf of the Jedi to acquire said crystals. It would be very against the Jedi way of thinking to kill them for their crystals, it'd be full on Sith. Presumably the being broke off a piece of itself to give to Mace, like a lizard detaching its tail.
 
[X] Annoy Padme
-[X] Her relationship with Anakin
-[X] We call first rights on any godmother status
 
Turn 26, BBY 20 Third Quarter
Reminder: 24-hour moratorium on voting

BBY 20, Third Quarter

Current Treasury: 442
Current Income: 4375
Current Upkeep: 1734


*Sigh*

So much is going on right now. Thyferra, Maul, Palpatine's "taxes," and on and on and on...

On the bright side, the CNS has never been stronger even after all of that, and you're still making quite the profit, it's just that there's still so much to do. At least the new couriers will make it all easier on your High Council.

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 (CIS): 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: 85% Cost: 50 Reward: CIS war effort damaged

[] Black Ops (Republic): Fact of the matter is that the Republic gaining a significant advantage would be just as bad as the Separatists gaining one at this point. Make sure that doesn't happen. Chance of Success: 85% Cost: 50 Reward: Republic 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: Income from mercenary contracts

[] Let's Vary Piracy, With A Little Burglary: At this point any planet not part of the CNS is one more world that Palpatine can draw resources from. As such there's no reason to restrict yourself to CIS targets-so long as you don't get caught. Chance of Success: 70% 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 in the galaxy. While both sides are fully aware of how important these lanes are, the loot would be incredibly valuable if you pulled it off. Chance of Success: 60% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] 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

[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 80% Reward: CNS militia forces increase in quality.

[] CNS Defense Taskforce: The Council of Neutral System already has a Joint Forces Command that you basically controls. Now that the CNS spans the galaxy, expand the JFC's role and integrate the new members' armies and fleets, to secure all CNS territory and ensure local stability and security. Chance of Success: 70% Cost: 150 Reward: improved odds for CNS recruitment, small decrease in CNS investment penalty (anti-piracy), better military preparedness

[] 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: 80% Cost: 100 Reward: Pirate fleets continuously expanded

[] Indiscriminate Piracy: Since you don't want either the Republic or Separatists to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from both sides? Chance of Success: 70% Reward: Looting income

[] False-Flag Piracy: Well, you do have all of these pirate fleets floating around, so why not justify CNS military expansion by staging a few raids in CNS space? Why, the CNS would have to strengthen their forces to protect against these terrible raids. Though you'll need to be careful lest you let said raids point back to you. Chance of Success: 60% Reward: Justification for increased military expansion in CNS space

[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Zygerrian Slave Guild: One of the most infamous slaver groups, the Zygerrians have been terrorizing the Northern Rim and conspicuously avoiding CIS space. They would not be missed.
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Heroes With No Fear: Anakin Skywalker has become something of a galactic celebrity due to his remarkable conduct in the war. Yet for all the attention he gets, he is constantly supported by the equally heroic clone soldiers of the 501st. Contact Anakin to offer the Abyss Watchers' support for the boys of the 501st, possibly including intelligence, logistics, and definitely including medical care.... Chance of Success: 50% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.

[] 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 (CNS): 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 using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. 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 a separate group from the main Order that 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.
-[] Blackguard: An organization of Force users based out of Mustafar; they are similar to the Watchers in that they absorb techniques from other Force sects into their own.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth, founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] 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
-[] Northern Outer Rim: Barring a few systems such as Agamar and JanFathal, the majority of the Northern Rim has joined the CNS. Encourage these last few holdouts to join and effectively end the war in the Northern Rim for good, which will get both Republic and Separatist fleets away from your more valuable holdings...
-[] Write in

[] 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

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in both the Republic and CIS, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established

[] Pull At The Strings: Fact of the matter is that as effective as the Anti-Palpatine Senators are, there are simply far more under Palpatine's sway right now, not to mention his ring of confidants. Use your more legitimate connections to sway some Senators away from Palpatine's influence so that his opponents can gain ground in the Senate. Chance of Success: 50% Reward: Increased influence for Anti-Palpatine Senators

[] Can I See Your Maps, Sir? (Free Action): One of the most notable aspects about Kashyyyk to the galactic community is the Claatuvac Guild, a group of navigators that have access to archives of hyperlanes kept secret from the rest of the galaxy. The value in that is self-explanatory; just explain that you need them for the Silver Cross and for nothing else. Thankfully Chewbacca will be making the case on your behalf so no major action on your part is needed. Chance of Success: 70% Reward: Claatuvac Guild maps accessed

[] Watching The Watchmen: While you haven't been formally in contact with the Jedi Sentinels as of late due to your issues with the Order, getting back into contact with them at this point would certainly be useful to both sides. Chance of Success: 80% Reward: Formal contact with Jedi Sentinels restored

[] 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 Regular Actions, Up to 1 Sienar Action:

[] 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
-[] Scout Vessel: A 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
-[] Chu'unthor Repairs: Give Raith an effectively blank check, make sure it's clear that you want the Chu'unthor's primary functions intact and that no one is to hear about it once the repairs are finished...but aside from that tell him to go nuts. There's no way he could turn down a project like that. Cost: 250 Reward: Chu'unthor repairs started
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

[] 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
-[] Hoersch-Kessel Drive: This company helped produce Lucerhulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.
-[] Write-in

[] 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

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross

[] Contact the Baobab Merchant Fleet: The Baobab family of Manda has cultivated a reputation as some of the finest traders in the galaxy, with a well-regarded Merchant Marine Academy and a nigh-legendary Archive of artifacts discovered in their many trade journeys. Now that they've joined the CNS, arrange for their merchant fleet to connect the planets of Neutral Space and greatly bolster their economy. Chane of Success: 70% Cost: 150 Reward: CNS Investment penalty reduced, contact made, future collaboration possible

[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 30% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counterweapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. Chance of Success: 30% Reward: Significant decrease in investment penalty

[] Buy Out Fry Industries: Talesan Fry is perhaps the best security specialist in the galaxy, but between his paranoia and his now shaky relations with the CIS and Republic after the fiasco with his codebreaker his company is not able to grow to its full potential. Buy out his company, resettle him on a nice, secure planet like Taris or possibly even Kalee and bring him into your fold. Chance of Success: 70% Reward: Fry Industries bought out and relocated to secure location

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] 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 3:

[] Lots Of Plans, Lots Of Wrenches (CIS): While the CIS has been having issues lately, it might be worthwhile to ensure that they don't get the chance to regain momentum. Chance of Success: 70% Cost: 50 Reward: CIS war effort damaged

[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would be just as bad as if the CIS won. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage either. Chance of Success: 70% Cost: 50 Reward: Republic war effort damaged

[] 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: 70% 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: 70% Reward: Palpatine's influence stymied

[] 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: 80% 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 present on the planet. 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: 90% Reward: Hego Damask holdings investigated/looted

[] Black Information: If you're going to beat Palpatine, you'll need to deal with his cohorts in both the CIS and the Republic. Thankfully said cohorts are for the most part massively paranoid, and given enough damning information they'd likely quickly turn on each other. That being said this would be extremely difficult to pull off.
-[] CIS: Palpatine's admittedly less subtle minions make up the CIS leadership, to say nothing of Dooku and Sev'rance. Chance of Success: 60% Reward: CIS leadership destabilized
-[] Republic: This is where Palpatine's been concentrating his strength the most; this would be much riskier but much more rewarding. Chance of Success: 40% Reward: Palpatine's inner circle weakened

[] Information For A Price: Since you're now committing yourself to making sure neither the Republic or CIS win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 70% Reward: Income from selling information

[] Delicious Bacta: Thyferra has been a very rich planet thanks to keeping a stranglehold on bacta and any product that could potentially compete with it. While the potential profit from a heist would be nice, it might be worthwhile to try and break their stranglehold over bacta given the recent political issues with the planet. Chance of Success: 60% Reward: Data on bacta products stolen from Thyferra

[] The Thyferra Dilemma: Out of the blue, the government of Thyferra has quietly sent word that they wish to join the CNS. Given that it's not only the source of bacta in the galaxy and is home to an entire CIS fleet...the problems are kind of obvious. Investigate the planet in more detail and figure out what they're playing at, and hopefully figure out a way to not turn this into a full-blown political and military crisis. Chance of Success: 50% Reward: Learn more about Thyferra's CNS application

[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Said technology could be very useful in your hands given the right opportunity, though the CIS is hardly going to leave such an important supplier unguarded. Chance of Success: 60% Reward: Coilcoid technology stolen, potential to sabotage factories

[] A Simply Mechanical Heist: Mechis III is home to many droid production facilities for the CIS and a number of advanced models are built there...not to mention that it's owned by your friends in the Techno Union. Perhaps taking a look at their production lines and droid models could come in handy, especially since it's slightly less guarded than other targets of opportuniuty. Chance of Success: 70% Reward: Mechis III data stolen, potential to sabotage factories

[] "Helping" Old "Friends": Apparently the Techno Union has recently been in the market for cortosis, and is paying people to ship considerable amounts of them undetected. This sounds like it could be the beginnings of a new TU project...and given your relationship with them it also sounds like the chance to begin setting up a heist. Send some fake transports their way and see what information you can come back with. Chance of Success: 60% Cost: 100 Reward: Techno Union project discovered

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 80% Reward: Increased defense against any incriminating evidence on you

[] Watchers of the Dark: After some discussion, your Force experts in the high council have agreed on what to do with Maul. The plan is to watch him much more carefully until he can be led to your Jedi friends...but to do that you're going to need to track him at all times. Bug his ship, track his movements, make sure he goes nowhere without you knowing about it first. Chance of Success: 50% Reward: Maul tracked at all times

[] Operation Ultra: With Fry's codebreaker you have a major opportunity to crack into some of the most classified transmissions on Coruscant. Going over transmissions to and from Palpatine on the planet could give you some vital intel on his stooges in the Republic. Chance of Success: 50% Reward: Gather information on Palpatine and his inner circle in the Republic

[] Jailbreak Ovolot Qail Uthan: Kal's called in another medical-related issue; apparently there's a scientist being held on Coruscant by the name of Ovolot Qail Uthan, a "mad scientist" in Kal's own words. He's requested that you help break her out as according to him while she is insane she's one of the most knowledgeable people on the clone genome, namely how to possibly stop the rapid aging process. Chance of Success: 60% Reward: Ovolot freed to work for Clan Skirata

[] Return to Tipoca City: Kal's suggested a daring plan given your trips to Kamino: he wants your help in hacking into Tipoca City's central mainframe to get more details about the inhibitor chips, how to sabotage them, and just as importantly where the clones with the chips you ended up sabotaging are. It'll be difficult after the attack on the planet, but far from impossible. Chance of Success: 50% Reward: Information on inhibitor chip implantation and chipless clones gathered, high potential for sabotage

[] Assassinate Shu Mai: Forget a legal ousting. Shu Mai is never going to give up her position legitimately. It's going to be very difficult given her paranoia and penchant for extreme measures, but given that the rest of the Commerce Guild is simmering with discontent now might be the time to remove Shu Mai from the picture for good. Chance of Success: 40% Reward: Shu Mai assassinated

[] 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:

[] 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

[] Incorporate Matukai Techniques: Integrating the techniques learned from observing the Makutai would make your Agents that much tougher physically. Being able to make your body tough enough to resist direct damage speaks for itself. Chance of Success: 80% Reward: Matukai 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.
-[] 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...even if she's been proven to be unreliable lately, 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.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth, founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] 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.
-[] 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.
-[] 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.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] 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."
-[] 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.
-[] Lehon/Rakata Prime: The homeworld of the once mighty Rakatan Infinite Empire, recent discoveries by your salvage teams on Coruscant indicate that there could be far more to this world than meets the eye.

[] An Elegant Weapon, for a More Civilized Age: Arming your Agents and Walkers with proper lightsabers has been an idea for ages now but with everything happening it's just kept slipping your mind. No more. Chance of Success: 80% Reward: Lightsabers available for Force users

[] No Match for a Good Blaster At Your Side: Cheriss has pointed out that the kyber traditionally used for lightsabers could also go into particularly powerful blasters that might even be more in-tune with the Force, making Blazing Chains techniques easier. That being said it'd be slightly more difficult to design these, but only slightly. Chance of Success: 70% Reward: Customized blasters designed for Force users

[] 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...or you could send a scout team to poke at them. Whatever works. Chance of Success: 60% Cost: 60 Reward: ???

[] Ysalamiri Investigation: The records from Obroa-Skai have helped you realized what's so special about Myrkr: the ysalamiri, a species that is somehow capable of naturally repelling the Force in a bubble around them. The applications for them are blindingly obvious and are far easier to act on than anything else you know of right now. The only catch is that from what you can tell it's been impossible to get them off of Myrkr otherwise you would have crates filled with the things right this second. Send your biologists, material researchers, hell, anyone available to figure out how to get these things off-planet. Chance of Success: 50% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]

[] 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]

[] 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]

[] 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, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Takes 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?

[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]

[] Sair Frame Integration: The good news: Cheriss' mechu-deru enhanced designs for your droid units promises to make them far more effective than any of their equivalents on the open market. The bad news: it's going to take time and credits to get the production lines on the factories you own to switch over to the new designs, not to mention rebuilding the ones already active. Still would definitely be worth it though... Chance of Success: 80% Cost: 200 Reward: Sair frames integrated into current/future droid units

[] Nanodroids, Son: Var Zheen has been ecstatic over the effectiveness of the nanodroids in general and firmly believes that with enough time and a lot of credits he could potentially modify them to do...well who knows what the mad Givin has in mind... Chance of Success: 50% Cost: 200 Reward: Potential applications for nano-droids researched [Takes 4 turns, locks actions for 3 turns]

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

Pick 2:

[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. 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. Asajj 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
-[] Martial Arts Lessons: The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training
-[] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Takes 2 Turns)
-[] Write in

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
-[] Matukai Techniques: Learning these techniques would strengthen your body dramatically, helping you in both combat and elsewhere. Chance of Success: 70% Reward: Matukai techniques learned
-[] Nightsister Techniques: Now that Asajj has opened up more, she'd be willing to help you learn some of her people's basic techniques such as controlling beasts with the Force. Chance of Success: 70% Reward: Nightsister Techniques learned
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Unfortunately even after mastering the rest of your shatterpoint-related abilities you still have absolutely nothing to go on here aside from speculation so even trying to comprehend this will be much more difficult. Chance of Success: 30% Reward: ???

[] 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

[] Personal Tutoring (Apprentices or Agents): With some extra dedicated time, you can substantially increase the skill of your Force Users and thus improve their odds of promotion. Chance of Success: 80% Reward: This turn, +30% Apprentice promotion chance and/or +15% Agent promotion chance

[] Create A Lightsaber: Your lightfoil is still a fine weapon itself, but Asajj and Vectivus have pointed out that there is no comparision to creating a lightsaber of your own. Maybe they're on to something... Chance of Success: 90% Reward: Lightsaber created for Ciaran
-[] Integrate Lava Crystal: If you wanted to you could work in the Lava Crystal you've been keeping for a while now.

[] Construct A Holocron: ...It wouldn't hurt to try making one right? After all you do have Vectivus around and surely he can help. Chance of Success: 80% Reward: ???

[] Annoy Padme (Free Action, no bonuses): Given recent events? Yeah, no way are you leaving her alone right now. Chance of Success: Yes. Reward: Entertainment

[] 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 3, Uses Hero Unit's Full Stats:
[] 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.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] 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)

[] PR-1 - Sair Upgrade Package: Hand over PR-1 to Cheriss and tell her to go nuts. If she can't get PR-1 up to par, then there's probably nothing else in the galaxy that can. (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 80% Cost: 100 Reward: PR-1 massively upgraded

[] Silas Cata - Mind Of A Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Potential new employees located, ???

[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???

[] 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 - Experimental Frame Development: With her newfound mastery of mechu-daru, Cheriss has requested time and materials for use on developing an "ideal" frame for herself as she put it. She's also noted that in the process of building said frame she's going to be testing highly experimental technology. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 50% Cost: 200 Reward: Cheriss continues R&D on her frame, ???

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses. Thrawn must be assigned to this action) Chance of Success: 50% Cost: 200 Reward: Space City reclaimed as both museum and base, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???

[] Asajj Ventress - Wayward Subject: After going over your records on the Separatist Parliament, Asajj has noticed that one if its prominent members (Bec Lawise) is a Siniteen from Rattatak, and therefore was once her legal subject (strange as that sounds). Your records on him indicate that he is one of the Parliament's more idealistic members though currently he is a staunch supporter of Dooku. Asajj has pointed out that if she managed to get into contact with him and reveal the nature of her "demise" he could potentially be turned against Dooku and weaken his control over the CIS... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj contacts Bec Lawise, ???

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] 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. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.
-[] 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. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.
-[] 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. As Asajj has pointed out, it might actually be better for her to go in case things get violent.
-[] Blackguard: An organization of Force users based out of Mustafar; they are similar to the Watchers in that they absorb techniques from other Force sects into their own. Given what little you have to go on, Asajj believes that they could easily be made allies and possibly even integrated into the Watchers since they already seem to embrace a similar mentality.
-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.

[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Revan's Final Legacy: According to HK-47, Revan's greatest legacy was re-purposing a Rakatan space station known as the Foundry to help him produce an army of droids that were to help him destroy the Sith Empire, though he was killed before he could unleash the droids on the galaxy. While HK says that he can access the facility you're not certain what state it would be in after all these millennia or even if it would be safe to enter...but if it kept even a tenth of its original functionality it would be an invaluable asset. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 40% Reward: Foundry accessed, ???

[] HK-47 - Write the Book: No one has more experience in fighting, defeating, and killing Force Users - Jedi and Sith - than HK-47. While getting him to write an actual manual might convince him to turn on you out of sheer frustration, having him program some scenarios against Force users for your sim centers on Kalee would be an amazing aid to your troops. Hopefully HK won't get too carried away... (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???

[] Jango Fett - Those Who Do Not Exist: When the clone army was in development Jango gathered what he referred to as the Cuy'val Dar - "Those Who Do Not Exist." The majority of them barring a few such as Skirata have returned to their lives as mercenaries. Given enough time and resources, Jango firmly believes that he could rally them again as their Mand'alor, giving you an extremely potent force to work with. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Cost: 100 Reward: Cuy'val Dar reunited, ???

[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Reward: Kholma compound investigated, ???

[] Jango Fett - Doubling Up: There are two problems to you appearing in public all the time due to your celebrity status: being busy with public appearances and running the risk of getting shot at by an assassin. However, recruiting Jango, or more accurately his Clawdite parter Zam Wesell has provided you with a unique opportunity; training Zam to act like you so she can be a body double (while having Jango around for support naturally) would not only help keep you safe but give you the time to focus your efforts elsewhere. (Uses Intrigue Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 70% Reward: Zam trained as your body double, ???

[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???
New Bases:

Scipio: With the IGBC safely purged of Palpatine's influence it's now much easier to get property on Scipio. Which is good, because it might be worthwhile to keep an eye on the banks. For their own safety of course... Cost: 150 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

Sullust: Bribbs has helped you find a facility on the planet that you can purchase on behalf of Karada should you wish to invest in SoroSuub or Sullust itself. Cost: 200 Reward: Facility on Sullust

Arkania: The Arkanians have been overjoyed at your ability to recover the Arkanian Legacy and have mentioned that they could provide a "discount" on a Karada facility on the planet. Now seems like a good a time as any to move in. Cost: 100 Reward: Facility on Arkania

Corellia: With Corellia joining the CNS in full, there's now an opportunity to expand to one of the most prosperous Core Worlds. To say nothing of being able to have closer contact with its pilots, or the ability to examine the archaeological sites in the region...there's a lot of good reasons to move there. Cost: 200 Reward: Property on Corellia

Bothawui: The Spynet has "created an opening" on the planet for you to move into so long as you can pay some "administrative fees" for it. ...So this is what being on the other side of that feels like. Cost: 200 Reward: Base on Bothawui

Pantora: Since you (or more accurately Silas) helped alleviate the worst of the blockade over Pantora, the people there are more than willing to let you set up a Karada facility there...on a planet with a wide-spanning media and intel network... Cost: 150 Reward: Facility on Pantora

Kuat: The Kuat Drive Yards have mentioned that they're willing to help finance a Karada facility on Kuat itself if you're interested in deepening ties with them. Cost: 200 Reward: Facility on Kuat

Outland Transit Station: Once Jango Fett's home of sorts, the station in question has been badly damaged in the process of one of Jango's contracts. Still, he's pointed out that it would hardly be difficult to properly occupy the station if you wanted to...though it is a bit of a fixer-upper. Cost: 200 Reward: Outland Transit Station repaired and occupied

[] 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:

[] Droid Marketing Office: You've been stockpiling B1 droids for ages now and its not like you really need them as much anymore given that your teams are more effective in every conceivable way. Instead why not sell off the surplus units...to people who aren't going to use them to contribute to the war. Cost: 50 Reward: +25 income so long as droid production goes over cap

[] Karada Expansion: Setting up more specialized branches of Karada would help you get more credits out of the company.
-[] Karada Laboratories: set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[] Karada Academy: expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income

[] Coruscant History Museum: Since you're already diving into the lowest levels of Coruscant, why not put some of the artifacts you've found down there on display at a museum of some persuasion? Tickets of course would be quite expensive. Cost: 50 Reward: +25 "Salavge" income

[] Senate Security Systems Training Compound: Putting together a proper compound to train your SSS members will not only help them market themselves better, but make them more viable assets against Palpatine's men. Reward: Increase in SSS profits, SSS teams better trained in general Cost: 150 Reward: +50 SSS income, increase in SSS capabilites

[] Fund 'Senatorial Accounts Presidium': A government watchdog group based in Coruscant's financial district that could use a quick infusion of cash and would be very grateful for Ciaran's support... Cost: 100 Upkeep: 50 Reward: Increased information on Palpatine activities

[] Uscru Investments: The Uscru Entertainment District is the entertainment center of Coruscant, and it could certainly use an infusion of Outer Rim culture. Invest in a playhouse or venue, and organize regular performances showcasing the culture of various CNS members. Cost: 150 Reward: +75 investment income

[] All Planets Market: This massive marketplace showcasing the products of the galaxy would be an ideal venue for promoting the CNS. Purchase enough space and rent it out to member-systems of the CNS to give them a place to sell some of their more unique goods. Cost: 150 Reward: +75 trade income

[] 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

[] Write in: Stay reasonable

Kalee Military Base:

[] Farming Complex: Kalee has been decimated by war, but now that it's getting a proper economy going you could work with the Ithorians to set up modern farming complexes to help provide more food and make the planet look green again. Cost: 100 Reward: +25 investment income, increases over time

[] Industrial District: Granted there isn't much of an industrial district yet, but getting on the ground early would not only let you assist in its construction but also would give you increasingly large amounts of income over time. Cost: 200 Reward: +25 investment income, significantly increases over time

[] Tradeport: Now that Kalee is coming into its own with the help of the Muuns, it's definitely worth building up a proper tradeport to capitalize on that. Cost: 100 Reward: +50 trade income

[] Karada Facilities: Your assistance to the Kaleesh thus far has been more martial than medical, but given that the planet is changing quite a bit it would help to get with the times as it were by providing proper medical care. Cost: 100 Reward: +50 Karada income

[] Kaleesh Security Agency: Given how successful the Kaleesh have been at being security on Muunilist itself, odds are good that with enough marketing and people in the right places they could be hired by even more planets in need of security. Cost: 100 Reward: +50 security income

[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail

[] 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

[] 'Grand Fleet' Initiative: A bold initiative suggested by Thrawn: leveraging your connections with Sienar, Incom, and KDY, give them enough credits to convert your support fleet for the Oracle into a legitimate battlefleet with military-grade hardware across the board. It will be incredibly expensive, but the results will speak for themselves. Cost: 250 Reward: Oracle Fleet upgraded to military-grade

[] 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

[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened

[] Karada Facility: Setting up a Karada facility on Mandalore would certainly get you some money, but more importantly it would help you funnel scientists and medical gear to Kyriemout more easily. Cost: 100 Reward: +25 income from Karada sales, medical supplies for Clan Skirata

[] 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

[] 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

[] Svivreni Material Research Facilities: The isolated nature of the facility and the already present research equipment make La'Sombra a prime location for setting up facilities dedicated to researching anomalous or rare materials in the galaxy. With the addtion of the Svivreni to the CNS, the facilty would now be even more effective with some of the galaxy's greatest material experts on staff. Cost: 150 Upkeep: 75 Reward: Significantly Decreased research times for current/future anomalous/rare materials research

[] 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. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units

[] Expanded Smugglers Den: Nar Shaddaa is a 'Smugglers Moon', so it shouldn't be too difficult to invest more heavily in the black market. 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: 30% boost to Nar Shaddaa income

[] Write in: Stay Reasonable

Castell Facility:

[] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
-[] Gossam Militia: establish and recruit a local militia-cum-paramilitary force, who can help out the Commandos with logistics and transport in various operations, and more easily replace Commandos who have died. Of course, it doesn't hurt that the milita would be filled with people loyal to you.... Cost: 75 Reward: Gossam Commandos more likely to support you, potential increase in Underworld Rumors
-[] Castell Academy: Set up a military academy, officially for the Abyss Watchers, but with an open invitation to the Gossam Commandos to provide them with advanced traiing. Cost: 100 Upkeep: 25 Reward: increased promotion rates for all Abyss Watcher military squads barring Force users, Gossam Commandos more likely to survive and more likely to support you

[] Write in: Stay Reasonable

Muunilist Mansion:

[] Invest in Phlut Design Systems: once a thriving weapons developer, Phlut borrowed a massive amount from the IGBC to get in on the 'battle droid builder' game. Their first and major product (the IG lancer droids) performed decently in the Battle of Muunilist, but with the IGBC defeat, Phlut has had trouble staying solvent. A prime opportunity for investment, especially since they have quite a few droid models that might prove useful to us. Cost: 100 Reward: +25 income, access to IG droid schematics, potential for future upgrades

[] 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

[] Write in: Stay Reasonable

Kashyyyk Facility:

[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale

[] Engineer Recruitment Center: Though they may not look the type at first glance, Wookiees have been some of the best engineers in the galaxy and you could certainly use their help in your endeavors. Cost: 150 Upkeep: 75 Reward: 5% discount to bases and upgrades

[] Ithorian Botanical Garden and Nursery: The Ithorians are the best ecologists and agriculturalists in the galaxy, especially known for their 'herdships' with lush biomes. Kashyyyk is a forest planet covered in highly-adaptable wroshyr trees that can grow thousands of meters tall. Invite the Ithorians to cultivate native plants, especially wroshyr trees, for off-world export, both for their own use and for sale across the galaxy. Cost: 100 Reward: +50 investment income

[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income

[] Sienar Expansion: Raith has admitted that the cleverness and the artistry of the Wookiee engineers has always suprised him, and that he'd love to get the chance to deepen his ties with them with your help. Cost: 50 Reward: +25 investment income

[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income

[] Write in: Stay Reasonable

Taris Property:

[] Incom Orbital Shipyards: Undoubtely one of your most ambitious moves yet; this would set aside a considerable amount of funds for Incom to build privatized shipyards over Taris. Not only would this provide a massive economic boom and effectively make Taris a major Incom facility, but it would also give Incom the chance to really start giving you the support Seti said they could... Cost: 250 Reward: +100 investment income, massive Incom support for CNS

[] Aquaculture Investment: With the Sustained Revitalization program in play, the economy is stable enough for the Ithorians to potentially initate a serious ecological campaign to help restore Taris' waters...meaning more kelp, and more credits. Cost: 150 Reward: +75 investment income

[] Ecological Renewal: Why stop at the water? The Ithorians are more than willing to help run a renewal program across the entire planet. All they need are the credits...and any junk that gets moved out of the way can go right through your salvage teams. Cost: 200 Reward: +50 "recycling" income, general increase of quality of life on Taris.

[] Expanded Trade Port: Since you're already making credits hand over fist here, it only makes sense to expand your tradeport here even further. Cost: 200 Reward: +100 trade income

[] Eastgate District: This district was once a major commercial hub, but that was before the planet was bombed. Now that there's an effectively constant need for economic expansion you could easily reopen the district and make a killing off of it. Cost: 200 Reward: +100 investment income

[] Mercy Hospital: Once this hospital helped to combat the rakghoul plagues that swept through the lower levels, but it was destroyed by the Sith bombing the planet millenia ago. Still, the ruins are there, and you could easily rebuild it as a Karada facilty. Cost: 100 Reward: +50 Karada income

[] Jedi Tower Museum: Probably the most striking ruined building on Taris is the old Jedi Tower, once a noted academy in the Outer Rim before the bombing. Given the history of it and Taris, maybe you could convert it into a museum? Cost: 150 Reward: +50 investment income, potential to discover artifacts as building is reconstructed

[] Promised Land Skyway Lanes: The rediscovery of the Promised Land was not too surprising, but what was surprising was the local nekghoul population located there. Thankfully there haven't been any major incidents since then, but at the same time the nekghouls haven't really had an incentive or ability to leave their current location easily. Setting up skylanes for communication, transport, and maybe tourism if the nekghouls are willing to allow people in would greatly benefit Taris. Cost: 150 Upkeep: 50 Reward: Mass transit to Promised Land possible, nekghouls able to be fully integrated into Taris...at least economically.

[] Lhosan Industries Expansion: It's great that Lhosan's back online, but it's clear that at the moment swoop bikes aren't that popular so they haven't been selling that well. As such it might be worthwhile to expand it and have it build other speeders in general. Cost: 150 Reward: +50 investment income

[] Tarisian Sports Development Program: Taris' soaring popularity has made it a viable candidate for the new Galactic Games, but there's currently a pressing lack of proper sports arenas. Fix that and you might be able to host one of the biggest galactic events on Taris. Cost: 200 Reward: +50 investment income, ability for Taris to host Galactic Games

[] Space Curling "Arenas": So. Apparently there's this thing going around the holonet recently that involves throwing asteroids at a target and making sure that they land close to the center. Apparently it was either created by a presumably very bored Anakin as a creative way of destroying a Separatist space station or a Hapan pirate 300 years ago as part of his strategy to trap ships depending on who you ask. And apparently it's something that people might want to participate in as a sport. ...Okay, as long as it makes you credits, fine, whatever. All you need to do is set up a few bouys anyway... Cost: 50 Reward: +25 Investment income, "Space Curling" becomes a Thing on Taris

[] Karada Shipyards: Go the extra mile and get entire shipyards under the Karada name, producing Karada ships. And of course offering repairs for some of your other vessels should they need it. Cost: 250 Reward: +100 Karada income, ability to legitimately produce Karada ships at Taris

[] Cantina Franchise: WIth the amount of refugees here, even after everything drowing sorrows is still a popular pastime as it were. Why not make sure that they're drowning said sorrows in your cantinas? Cost: 150 Reward: +75 Investment income

[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate

[] Write in: Stay Reasonable

Naboo Mansion:

[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income

[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site

[] Naboo Moon Mining Guild Investments: The Naboo Moon Mining Guild is an organization that legitimately sells spices on the market, not to mention that they are in competition with a slaver organization of some kind. It certainly sounds like a useful investment. Cost: 150 Reward: +50 income from Mining Guild investments, good PR against slavers

[] Buy Out Borvo's Black Market (Naboo): Borvo and his Nal Raka Criminal Empire have a much broader reach now than they did when he was still operating in a single sector. Borvo has neither the time nor the inclination to deal with Naboo, not when they still remember him for his actions during the Naboo invasion. Suggest to him that the Abyss Watchers should take over the local black market; your reputation is spotless, and now that you have a base on the planet, it should be easy to coordinate things. Cost: 100 Reward: +50 smuggling income

[] Invest in Borvo's Black Market (Rori): Orbiting Naboo is the swamp moon Rori, best known for its kassoti spice mines -- a very mild narcotic with less severe addictive effects, which is why it's legal to trade and distribute. Borvo owns a trade port on the planet, to help facilitate transportation throughout the system. More importantly, Borvo's operation utilizes a private hyperlane, the Old Trade Federation Route, to transport goods on and off world. Invest in the tradeport, and in the black market surrounding it, to gain full access to those smuggling lanes. Cost: 100 Reward: +50 smuggling income

[] Large-Scale Wiretaps: Sure you already have the planet bugged from your past visits, but you could stand to get some proper wiretapping going here. Cost: 50 Reward: +25 information income, possible Rumor Mill info

[] Write in: Stay Reasonable

Cato Nemodia Mansion:

[] Defense Grid: Blah blah blah safety and stuff. Cost: 50 Reward: Hidden defenses set up

[] Invest in Trade Federation businesses: Since your good "friend" Nute Gunray has declared you a noted friend of the organization (for keeping him out of jail), you have an opportunity to invest in some of the businesses on the planet. Cost: 100 Reward: +50 investment income

[] Expand Baktoid Production Lines: Sure the production lines are producing some vehicles, but you really need them to enter mass production.
-[] Single-Trooper Aerial Platform: A speeder you can stand on with guns on the front...that's about it. This will give the B1s a lot more mobility at least. Cost: 50 Upkeep: 25 Reward: +2 groups of STAPs per turn
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Vulture-class droid starfighter: The fighter of choice for the CIS, this fighter has a droid brain in the place of a pilot, though its combat abilities slightly suffer for it. Maybe have Cheriss look into that at some point. Cost: 150 Upkeep: 75 Reward: +1 group of Vulture Droids per turn

[] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet

[] Trade Port: The Trade Federation is based off of this planet. Getting in on the trade here is only logical. Cost: 100 Reward: +50 trade income

[] Karada Medcenter: While the Nemodians aren't in particular need for medical care, they'd hardly stop you from opening up a Karada branch here. Cost: 100 Reward: +50 Karada income

[] Large-scale Wiretaps: The TF are your "friends," but they're also a major CIS member. There's definitely information to be found here. Cost: 50 Reward: +25 information income, possible Rumor Mill info

[] Purchase Rush Clovis's Factory: Funny thing; while Rush Clovis had been arrested for helping build a droid-production factory here, the factory itself is still partly completed, only needing a proper investor to finsh it. Well, it is there and you aren't going to say no to the opportunity you created... Cost: 100 Upkeep: 100 Reward: Clovis' factory taken over and reactivated

[] Write in: Stay Reasonable

Ord Mantell Compound:

[] Defense Grid: Thankfully the defense grid here is still active. It pays to be able to move into a proper criminal compund...

[] Smuggler's Den: Ord Mantell is a major commercial center on the Celanon Run, but it was also controlled by the Black Sun and has a reputation as one of the largest shadowports in the galaxy. Get in on that action. Cost: 100 Reward: +50 smuggling income

[] Fort Garnik Depot: Ord Mantell is an 'ORD', after all -- built by the old Republic as an 'Ordnance/Regional Depot'. Reclaim the abandoned Republic citadel on Mount Avilatan, and offer to store weapons and vehicles for CNS systems in the galactic north, just in case war breaks out with the Republic or the CIS. The CNS planets would of course pay you for the privilege... Cost: 150 Reward: +50 military income, Fort Garnik reactivated with potential to expand capabilites

[] Ord Mantell Banking: Ord Mantell commands a central position both physically and economically in the Northern Rim. Setting up some banks in the area would greatly help expand both the planetary and local economy. Cost: 150 Reward: +75 investment income

[] Conference Center: Given the not quite legal goings-on on the planet, it might help if you were willing to help build a facility to help facilitate meetings for more sensitive dealings. Cost: 100 Reward: +50 smuggling income

[] Cantina Franchise: Where there are shadowports, there is a demand for cantinas. Where there is a demand for cantinas, you'll be there to profit off of it. Cost: 150 Reward: +75 Investment income

[] Gurlanin Recruitment Center: Force-sensitive, shapeshifting infiltrators that live right next to Ord Mantell!? Yes please. And given that you resolved the whole colonist issue a while back they're not going to object if you want to bring some of them on full-time. Cost: 100 Upkeep: 50 Reward: Gurlanin agents recruited

[] Salvage Teams: Ord Mantell is many things, but 'junkyard' is definitely a major part of it. Send teams digging through the junk and see if they can find anything useful. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits

[] Write in: Stay Reasonable

Dantooine Facilities:

[] Defense Grid: Given the artifacts you might find here? Yeah, you're not letting anyone come anywhere near your facilites. Cost: 50 Reward: Defenses set up

[] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts

[] Agriculture Investment: Dantooine is basically grassland, grassland, and more grassland. And if there's one thing grasslands are good for, it's farming on a massive scale. Get the Ithorians to help you set up some large-scale farming and make a killing off of it...and help starving people. That too. Cost: 150 Reward: +75 investment income

[] Expand Luxus Resort: The old Cata mansion is nice and all but it could certainly stand to be expanded upon. Add on more rooms, entertainment areas, restaurants, and turn this place into a proper resort. Cost: 100 Reward: +50 Tourism income

[] Asteroid Mining: Dantooine is surrounded by several major mineral-rich asteroid fields, including the 'Wall of Dantooine' that is notably rich in obsidian deposits. Mining these rocks would make you quite a bit of credits. Cost: 150 Reward: +75 mining income

[] Dedicated Archaeology Teams: Dantooine has been home to the Jedi for many many years; after all you've been digging up the old academy here for quite a while! But given the records from Phateem you know that there are far more valuable artifacts that can be discovered here given enough time and effort. That being said you really can't afford to treat this as salvage in any sense given what you could find here... Cost: 100 Reward: Dedicated archaeology teams activated on planet, two per turn rolls for potential artifacts

[] 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
HK-47: [] Write in
Jango Fett: [] Write in

Watcher Support (18 teams available, 1 Point per assigned team): [] Write in

AN: Been a while hasn't it? Question, how was there 4k more words than the last turn involved? I swear... (Actual word count: 14k for the record. Thank god for copy/paste)

Also you may notice the return of a special action as some people have noted its absence and have desired its return. Let it not be said I am ignorant to the will of the public. :V

Anyway, as always a reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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Jesus wampa fucking christ you actually gave us a shot at getting the Foundry.

I am giving you the chance to poke a Rakatan space station that hasn't been used in over 4000 years and was last rigged to produce murderdroids en masse, yes.

Edit: ...Honestly I'm confused as to why people are freaking out about it now. It was a perfectly valid option last turn.

So is the Council of Grey action just getting axed?

For now, yes. You really don't have enough contact with the relevant organizations to properly get that set up.
 
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[] Heroes With No Fear: Anakin Skywalker has become something of a galactic celebrity due to his remarkable conduct in the war. Yet for all the attention he gets, he is constantly supported by the equally heroic clone soldiers of the 501st. Contact Anakin to offer the Abyss Watchers' support for the boys of the 501st, possibly including intelligence, logistics, and definitely including medical care.... Chance of Success: 50% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.
Vader's Fist shall become our scalpel.
 
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Edit: ...Honestly I'm confused as to why people are freaking out about it now. It was a perfectly valid option last turn.
Two words, limitless production. To go into more detail, the Star Forge is capable of producing any mechanical device, provided the star it is draining has the mass to equal what is produced. In most cases, this would be irrelevant due to the amount of mass required to build droids is small compared to the limit upon how many droids can be constructed at a single time. However, where the forge really shines is as a shipyard, for it can construct starships nearly as fast as it can build droids. Then there is the fact that being fully automated means we wouldn't need to pay anyone for labor while building items for market, so the profit margin is the sale price minus shipping costs.
 
For now, yes. You really don't have enough contact with the relevant organizations to properly get that set up.
Roughly how many organizations would we have to contact? Because half the reason I suggested that as a CNS option was so that we'd hijack the state apperatus to do it for us so that we wouldn't have to basically spend several turns worth of diplomacy actions to do it. Since despite how much I like the minor force orders I realize my odds of convincing people to spend several turns doing so is... poor.
 
[X] Annoy Padme
this is not optional, she just joined up with us, we need to have a girl's night out. maby have her and ani finaly stop giving each other puppy dog eye's
if we can have asajj come along with us that would be great to.(she is literally a big sister at this point, at least to me. )
 
[X] Annoy Padme
-[X] Her relationship with Anakin
--[X] We call first rights on any godmother status
 
[X] Annoy Padme
-[X] Her relationship with Anakin
--[X] We call first rights on any godmother status
 
[X] Annoy Padme
-[X] Her relationship with Anakin
--[X] We call first rights on any godmother status
 
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