Turn 26 Results (Pt. 1)
[X] 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
-[X] 1 Watcher Team

Rolled: 9, Rerolled to 81 + 16 (Bonuses) + 20 (Omakes) = 117 (Super Critical Success)

Well...when you tried to influence this to make sure things panned out things got...weird. (To be continued in Phantoms of Naboo)

[X] 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.
-[X] Grievous

Rolled: 21 + 29 (Bonuses) + 20 (Omakes) = 70 (Success)

Perhaps unsurprisingly Grievous has grown to enjoy his assignment assisting Anakin and the 501st quite a bit; you've heard the two of them have struck up quite the rivalry. Still, to think they showed up then of all times... (To be continued in Phantoms of Naboo)

[X] 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
-[X] 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...

Rolled: 28 + 10 (Bonuses) + 20 (Omakes) = 58 (Success)

Finally.

Working overtime in the last holdouts of the Northern Rim to enact ceasefires and ensure rapid CNS application took quite a bit of time, but it was worth it as the conflict in the region has effectively sputtered out now that Agamar, JanFathal, and other planets in the region have declared that they're joining the CNS. Notably, even after JanFathal formally joined Tarisian Prime Minster Zinnerman declined to return, saying that "as much as he wishes the best for the planet, it simply isn't his home anymore."

Ultimately that's a sidenote though...the war in the Northern Rim is over. And that means that there's no excuse for any military fleets to be anywhere near your most valuable planets...

Reward: Holdout Northern Rim systems join CNS, war in Northern Rim effectively over due to no planets in the region wanting to prosecute the war.

[X] 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
-[X] Silas Cata
-[X] Thrawn

Rolled: 65 + 27 (Bonuses) + 20 (Omakes) = 117 (Super Critical Success)

It took a lot of effort on Thrawn's, Silas', and Chora's parts to get through to some of the other Senators, but get through they did. The three of them poured everything they had into convincing Senators to oppose Palpatine's actions.

Thrawn and Chora worked above-board on the matter, meeting with Senators directly and persuading them to if not oppose Palpatine outright to at least not blindly follow his every move. Silas meanwhile went behind the scenes, meeting covertly with representatives of Senators with more questionable reliability, striking under-the-table deals to get some of the more corrupt Senators to support the anti-Palpatine faction in exchange for help in ensuring that they wouldn't have a repeat of Clovis and Lot Dod's arrests any time soon.

All of this means that the Anti-Palpatine faction has gained significant traction. Not enough to dramatically affect things as Palpatine has been heavily centralizing power, but they are no longer a voice that can be ignored. And just as importantly the increased political network you have will make your life a lot easier within the future...

Rewards: Anti-Palpatine faction gains significant ground within the Senate. Palpatine's ability to affect you via new Senate laws has been noticeably diminished. Thrawn and Silas gain "Political Networking" trait.

[X] 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

Rolled: 35 + 5 (Bonuses) + 20 (Omakes) = 60 (Success)

Turns out Chewbacca managed to pull through, managing to convince the Claatuvac Guild that sharing their charts with you would be a good idea. And the hyperlane charts that you received from them were definitely worth it; the routes detailed by them ranged from difficult to track to borderline impossible unless someone like you knew about them to begin with.

Within hours of you getting the maps you've started to use them as both legitimate supply lines for your Silver Cross vessels and covert transit for your other vessels. Not only do the Claatuvac routes help with that, but they're also going to be useful for, say, moving materiel close to Core Space without being detected...

Rewards: Claatuvac routes discovered, Silver Cross income increased by 50% due to increased transportation, gained ability to move large amounts of materiel stealthily for future missions

[X] 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%
-[X] 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

Rolled: 17 + 10 (Bonuses) + 20 (Omakes) = 47 (Success)

Raith never said it or admitted it, but when you told him about this particular project his eyes lit up like a child on Life Day getting a present he always wanted.

Within a few hours of contacting him repair teams had begun moving to Dathomir (that conveniently weren't officially affiliated with you or Sienar) and got to work on the once-proud vessel. For the next few months the teams, a mixture of droid labor units and skilled engineers worked almost tirelessly to repair the Chu'unthor.

It took a considerable amount of effort and damn near every credit you gave Raith to do it, but the teams eventually managed to reactivate the ship and managed to get it into orbit and hidden in deep space though they didn't have time to do any more than that. According to them the vessel is certainly functional with rudimentary defensive weapons and shields, but many of the training rooms were badly damaged by the the crash and are currently non functional. Not to mention that it had the obvious problem of the fact that if the Jedi caught wind of the ship being restored they would want it back immediately. Raith has made it very clear (unofficially of course) that the ship should not be going anywhere without a proper stealth system, maybe even a stygium cloaking device if he can put one together for a ship its size.

Still. The Chu'unthor is active and that's certainly a fine start.

Rewards: Chu'unthor partly online but Force training centers badly damaged, will require stealth drive to prevent detection

[X] 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

Rolled: 35 + 10 (Bonuses) + 20 (Omakes) = 65 (Success)

Honestly...you can't help but be fascinated by the Baobabs. Skilled adventurers, savvy merchants, keen military men...they're not that different from the Watchers in many regards. Except of course they're far more legitimate than you are.

At any rate, you actually had an in with them that you didn't realize even existed until you made overtures; apparently one Ebenn Q3 Baobab was a longtime friend of Naboo in general and was willing to lead negotiations with you on Manda itself. And they went quite swimmingly, though once they wrapped up the two of you began talking about more interesting things like some of your (legitimate) trips to some of the archaeological sites in the galaxy, some stories about your rise to galactic prominence (that didn't incriminate you of course), and so on. At one point you heard Ebenn mutter that you were far too similar too the Baobab family's heir Mungo for his liking; according to his grumbling (that you most certainly did not hear when he asked) you shared his wanderlust and "youthful overconfidence." Interesting...

Aside from that, you managed to get some initial deals going with the Baobab Merchant Fleet to have trade routes set up across CNS space that should make everyone's lives easier, though there is certainly room for deepening the partnership should you wish.

Rewards: Contact with Baobab Merchant Fleet gained, Investment penalty reduced by 10%, potential to expand partnership further

[X] 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

Rolled: 57 + 10 (Bonuses) + 20 (Omakes) = 87 (Success)

Despite his (admittely justified) paranoia after his abortive attempt to sell his codebreaker, Fry was admittedly quite receptive to the buyout...mainly because you told him that he could relocate to Taris and have a nice, easily-fortified block to fortify like no tomorrow.

And fortify he did; not even your wiretaps would be able to get into the newly incorporated Fry Industries headquarters, as it's been fortified with enough surveillance and defense systems that the area has begun to pick up the nickname "Talesan's Box." It got to the point where Fry had to set up an arrangement with Zinnerman to ensure that he wasn't secretly building up an army of droids or something like that given how little public knowledge is available about the facility.

Good news is that he's begun selling his security systems throughout CNS space which should make life a bit easier for your counterintelligence people...and with his codebreaker you don't have to worry about his systems accidentally picking up anything you don't want them to find.

Rewards: Fry Industries relocated to Taris, +75 Investment income from contracts, general increase of security for CNS planets

[X] 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
-[X] The Silencer
-[X] 1 Watcher Team

Rolled: 58 + 26 (Bonuses) + 20 (Omakes) = 94 (Critical Success)

Those greedy backstabbing bastards. Okay yes that is a bit of a hypocritcal statment but the point still stands.

The teams led by the Silencer had managed to infiltrate the planet and determined that the application from Thyferra was a calculated move from Zatiln and Xucphra motivated primarily by greed. Apparently the the bacta companies that effectively owned the planet didn't like that they weren't given the chance to sell bacta to the Republic since they desperately needed the vital medicine in comparison to the almost entirely droid army of the CIS. However they didn't want to try and make a move for fear of the CIS occupying the planet and deposing them.

They had debated joining the CNS for some time, but had concluded it was far too risky...at least until recently, when they heard that the Banking Clan had fully committed to neutrality and rumors of the Bothan Spynet supporting the CNS more actively. They concluded that the risks were now acceptable, and pressured the local government into sending the clandestine application. All of that is the bad news.

The good news is that your men found no indications that Palpatine was behind this mess after thorough investigations so he doesn't know about this and won't interfere. The question is...how do you make these corporations go away?

Reward: Thyferra application details revealed

[X] "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
-[X] 1 Watcher Team

Rolled: 68 + 16 (Bonuses) + 20 (Omakes) = 94 (Critical Success)

Oh...oh this is niiiiice.

Turns out that the Techno Union has been working on Super Battle Droid variants that are made with cortosis alloys, making them specifically designed to counter any Jedi in combat. Naturally given the nature of this project the Techno Union wanted as little trace of this as possible, so they hired on several smugglers to transport cortosis to their production facilities. It was a perfectly viable idea, and would have probably gone off without a hitch...

Then you showed up. The Watcher team took on false identities as the crew of the "Hard Luck," moving a shipment of cortosis and managed to track said shipment to the planet of Metalorn. Once they learned that the team launched a cursory investigation of the planet, confirming the existence of the "CB-3" droids as well as causing a few supply line issues to slow down the project slightly.

There is one other...interesting detail about the facility your teams learned: namely that the project is being headed by Wat Tambor, the head of the Techno Union himself. And he'll be on Metalorn for the near future to make sure that the project is successful...

Rewards: CB-3 battle droid production discovered and sabotaged, discovered Wat Tambor's current location

[X] 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
-[X] Asajj Ventress

Rolled: 95 + 28 (Bonuses) + 20 (Omakes) = 143 (Extreme Critical Success)

With Asajj's help you're certain tha Maul won't be able to so much as breathe without you knowing about it first. That being said her first direct contact with him has given her a risky but potentially rewarding idea...

Rewards: Guaranteed intel on Maul's actions at all times. Further results to be detailed in "Vengeful Souls" interlude

[X] 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

Rolled: 80 + 15 (Bonuses) + 20 (Omakes) = 115 (Super Critical Success)

As it turned out what started as a simple jailbreak turned out to be a far more complex matter. The rescue team assigned to the matter had determined that she was being held at the "Valorum Center," a psychiatric unit designed to contain those too insane to be trusted within normal society. By faking a few transmissions they managed to pose as a team that was due to transport Uthan to another asylum. Though honestly when your team reported that Uthan had been breeding flies within her cell as a "theraputic measure" in her own words...maybe they were onto something when they locked her in the madhouse.

There were two factors that complicated things though. First, Uthan revealed that Palpatine had taken a bioweapon (because of course there are more deadly bioweapons in the galaxy) from her codenamed FG36, a weapon that was supposed to target clones only but in its current state would just kill everything it affected. She didn't know where the samples were but she did say that she could create an antigen for them, noting that it would be far easier to produce and spread through Karada and the Silver Cross.

The other complicating factor was far more...interesting. While your teams were preparing for the rescue mission they discovered another person of interest held within the facility; a woman by the name of Arla Fett. Checking some records confirmed the surprising fact that Jango's sister was being held at the center, having been deemed too unstable after being arrested several years ago. Deciding to take the initiative the team also broke out Arla, though they noted that the reports were accurate in that she was currently quite unstable between her trauma and the medication the center had put her on. That being said, she doesn't know you have her brother on hand and he hasn't been told that she's alive yet...

Results: Ovolot rescued, assisting in Clan Skirata research and producing FG36 antigen. Arla Fett broken out. Further results to be detailed in "Phantoms of Naboo" interlude.

[X] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[X] 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.

Rolled: 83 + 15 (Bonuses) + 20 (Omakes) = 118 (Super Critical Success)

Honestly you're excited to go visit Rakata Prime. To think that Revan himself walked upon its surface so long ago... (To be continued in Old Masters)

[X] 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

Rolled: 73 + 15 (Bonuses) + 20 (Omakes) = 108 (Over 100 Success)

So some things happened... (To be continued in Pale Moonlight)

[X] 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]
-[X] Cheriss Sair

Rolled: 18 + 33 (Bonuses) + 20 (Omakes) = 71 (Success)

"Greetings from Myrkr! We've gotten pretty much everyone we could hire down on the planet trying to figure out how to deal with the ysalamiri and how to get them offworld right now. Apparently these little guys drain nutrients straight from the trees and will die very quickly without any substance to feed on. With everyone working together though we think we'll have a solution soon-ish."

"Two other things: first it is soooooo weird being close to them, it's like the feeling when you've just separated from your parent and you have no idea what's going on except you feel like you should and oh right that's only for Shards. Um, okay...It's more like...I think the organic equivalent is having a headache when you're around ysalamiri? But you don't know why you have one except you do cause they're blocking the Force and I'm getting sidetracked. Second: ...Is it just me or are they kind of cute in a weird, lizard-y way?"

"Anyway, will report back soon. Cheriss out!"

Reward: Ysalamiri research started (Finishes next turn)

[X] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[X] 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

Rolled: 92 + 15 (Bonuses) + 20 (Omakes) = 127 (Super Critical Success)

"Hey Asajj, look what I can do!"

"It can't be that impressive-"

*WHAM*

"...Did you just punch through reinforced combat armor like it wasn't even there."

"Yep! Turns out those Matukai techniques are really easy to learn and are super useful too! I can punch things really hard now!"

"..."

"Okay, I can cheat by punching things in their shatterpoints but still."

"...can't believe I'm saying this...Can you show me how it works?"

"Jealous~?"

"No."

"You totally are, I can tell~"

"Shut up and let's get started already."

"Oh relax it's not even that hard. I already put together a quick training manual for you and the Agents!"

"Does it involve punching steel plates until it either gives way or you break every bone in your hand?"

"Hey. Don't knock it until you tried it."

Rewards: Ciaran gains "Matukai Self-Reinforcement Mastery," Asajj gains "Matukai Self-Reinforcement," agents gain Matukai abilities

[X] Create A Lightsaber: Your lightfoil is still a fine weapon itself, but Asajj and Vectivus have pointed out that there is no comparison to creating a lightsaber of your own. Maybe they're on to something... Chance of Success: 90% Reward: Lightsaber created for Ciaran

Rolled: 74 + 15 (Bonuses) + 20 (Omakes) = 109 (Over 100 Success)

Well it turns out that Asajj and Vectivus were in fact on to something... (To be continued in Pale Moonlight)

[X] 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

Rolled: 88

Worth it. (To be continued in Phantoms of Naboo)

[X] 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

Rolled: 18 + 38 (Bonuses) + 20 (Omakes) = 76 (Success)

You look over the protocol droid with a critical eye before shrugging. "I can't see any outward improvements. What did Cheriss do?"

"Oh it's wonderful! Miss Sair heard that you were in need of someone as adept in finances as Borvo but more consistently available. So she programmed in a few routines, installed a few connections, and now I am able to process the organization's finances almost insantly!"

"That's...actually really great! What else did she do?"

"Ah...that's it really."

"...What, she didn't even touch your frame?"

"She told me to tell you that she felt that my current frame was becoming far too limiting in multiple fields, especially considering the talents of our other members. That was all. Presumably she has something far grander in mind for the future in regards to my upgrades."

"Well...the current upgrades are still nice."

"But of course! Why now I can tell you that our stock on Taris has gone up by 5.335342341%..."

"...Maybe I was wrong."

Reward: PR-1 gains "Advanced Financial Routines" trait

[X] 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, ???
-[X] 2 Watcher Teams

Rolled: 72 + 40 (Bonuses) + 20 (Omakes) = 132 (Extreme Critical Success)

...So that's the Foundry, eh? (To be continued in Machine of War)

[X] 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 partner 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, ???

Rolled: 91 + 36 (Bonuses) + 20 (Omakes) = 147 (Extreme Critical Success)

...Zam's gotten really good at being your double. Like really good. Which...well let's just say it gave you ideas... (To be continued in Phantoms of Naboo)

3 Watcher Teams died to bring you this update.

AN: Took too long to do this, but to be honest a lot of this was figuring out what the rewards for the supercrits would be. The goddamn dice.

Anyway, lots of interludes coming up soon I know. Don't worry about the ominous title for the one covering the majority of the actions, I promise that it will mostly be a lighter and fluffier interlude. It'll be great. QM's honor! As for the one with Maul that's going to be...well I'll just say that I'm going to give you the chance to determine how that particular supercrit plays out...

Enjoy~
 
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The fact that the Anakin, Annoy Padme, and Body Double actions are all in the same Interlude is just... it's just everything I could've asked for.
 
All in all, awesome turn. As for the Maul issue... I think I've made my ideal scenario clear (a willing Maul working to lure Palpatine in) but even then, a Maul we can lead around with a leash is almost as useful.

Anyway, enough nefarious scheming for the night- we're going to get something related to the Moonlight Greatsword as our lightsaber- kickass!
 
I wish we had taken an action to work against Palpatine running a smear campaign on us.
 
Spoiler alert: the trolling levels during that interlude are going to be off the charts.
How? Our behavior is so mischievous and such that I'm surprised that any trolling attempts wouldn't become anticipated, removing any chance of a reaction. Honestly, the best way we could put them off balance is by acting completely calm and certain in our behavior. Such would be so out of character for us that it would inevitably put them off balance, leaving them constantly waiting for the stinger or prank to come in unease.
 
Pale Moonlight huh?
well i can already tell the color of the blade is going to be, and if all of our agents share the color, well that's just a plus.
 
I'll be honest, after certain recent events, crit successes scare me. Maybe I'm just paranoid.

Rolled: 18 + 38 (Bonuses) + 20 (Omakes) = 76 (Success)

You look over the protocol droid with a critical eye before shrugging. "I can't see any outward improvements. What did Cheriss do?"

"Oh it's wonderful! Miss Sair heard that you were in need of someone as adept in finances as Borvo but more consistently available. So she programmed in a few routines, installed a few connections, and now I am able to process the organization's finances almost insantly!"

"That's...actually really great! What else did she do?"

"Ah...that's it really."

"...What, she didn't even touch your frame?"

"She told me to tell you that she felt that my current frame was becoming far too limiting in multiple fields, especially considering the talents of our other members. That was all. Presumably she has something far grander in mind for the future in regards to my upgrades."

"Well...the current upgrades are still nice."

"But of course! Why now I can tell you that our stock on Taris has gone up by 5.335342341%..."

"...Maybe I was wrong."

Reward: PR-1 gains "Advanced Financial Routines" trait

I'll be honest, I'm legitimately surprised that PR's frame wasn't upgraded.

Sure, we didn't get a critical success, but it's worth remembering that critical successes are exceptions. 76 is still upper quartile, after all. Considering the following gain:

-Learning: "Sair Customized Frames" upgrade available for all droid units (requires Learning Action for conventional droid troops, Hero Action for PR-1)

I wouldn't consider a frame upgrade to be an exceptional event. That's just me.
 
"Two other things: first it is soooooo weird being close to them, it's like you have the worst headache but you don't know why except you do cause they're blocking the Force and I'm getting sidetracked. Second: ...Is it just me or are they kind of cute in a weird, lizard-y way?"
I....

You....

...

Wow.

Okay.

Cheriss, you are a Shard. You do not have a head. You are literally, physiologically, incapable of having a headache.

You are high Cheriss. The ysalamiri force calming fields are apparently acting as a narcotic to force based intelligences. Which actually makes sense in a weird way. Go back to your quarters and sleep it off. Wait, do Shards sleep? Either way, move away from the ysalamiri.

"Force preserve us she managed to clone herself."

"I've had nightmares that started like this."
 
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So...anyone have any idea on what the order of events will be for the following updates? So many events and rewards. I completely understand and sympathize with Dr. Snark's pain.
 
I don't play Dark Souls. Why is it special?
The Midnight Greatsword is a greatsword that does 2/3 of its damage as magic damage and scales off int. And has some special moves where it basically shoots waves of arcane energy.

It's just sort of iconic in DS for being the weapon if you're an int based character who wants to horribly fuck things up in melee. And the color just looks like it'd be fairly awesome on a lightsaber.

As others have mentioned, it's also in other From Software games, and might be a quasi-interdimensional eldritch being moonlighting as a sword :V. But that's neither here nor there.
 
I....

You....

...

Wow.

Okay.

Cheriss, you are a Shard. You do not have a head. You are literally, physiologically, incapable of having a headache.

You are high Cheriss. The ysalamiri force calming fields are apparently acting as a narcotic to force based intelligences. Which actually makes sense in a weird way. Go back to your quarters and sleep it off. Wait, do Shards sleep? Either way, move away from the ysalamiri.

...Er...maybe I should rework that yeah. Actually I have a much funnier edit for that now one sec

Edit: And done. Turns out rock beings are weird, go figure.
 
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