So, I wrote a thing; it's my first attempt at making something different: a long scene of dialogue that's not comedy. I think it's horrible, but I've put too much time in it already and I'm interested in knowing what do you people think. A "little" behind the scene is at the end, because the downside to using an external narrator is losing all the backstory and internal thoughts; I tried different levels of obfuscation and suggestion and would like to know what actually came across to the reader.

The Interview


*Music plays as a camera pans over a full studio and zeroes in on a middle aged woman*

"Welcome back to Real News with Rhia Nyu. Our guest tonight is someone well known to you all, and who has been at the center of Galactic events and gossip with her many endeavours. Here to chat with us is the Galaxy's darling herself- Lady Ciaran!" The host swept her arm as she stood up.

*Ciaran enters the studio to the audience applause as the band switches to a different song; she's wearing an exquisitely decorated metal blindfold made to look almost like a tiara, but doesn't seem to have any problem walking about. She smiles and waves at the public, but the musicians can almost swear she smirks at them for their choice. She shakes hands with the host and sits at ease in her seat; courtesies are exchanged and then the older woman starts the discussion.*

"Lady Ciaran, it's a pleasure having you here with us on Coruscant Channel 66. Now, there's much to discuss about the Galaxy at large, but first I have to ask you: Barr Barr's report last week on the Republic Public Broadcast 1 about the alleged profiteering made by your Silver Cross Organization has been completely debunked in the last few days, but it's still gonna be used to have you come to testify in front of the Senate. What can you say about that?" The story had exploded on the holonet like a supernova causing outrage from all parts and could have made Barr Barr's career if it hadn't been completely decontructed by the meticulous book keeping of the Silver Cross and various leaks from the intelligence services that implied the Twi'lek had received support and illegal informations from "external sources" to make his piece.

"Well Nyu, the first thing I want to say is that this was totally unexpected; I have known and respected Barr Barr as a friend and upstanding journalist for years and even invited him personally when we announced the creation of the Silver Cross. I can't imagine what pressure they must have put on him to have him do this; honestly, in my experience, after getting caught in such a web I would be afraid for my loved ones and my private matters." The Miraluka became immediately more serious, but didn't show anything but assurance in her response.

"Who're "they"? Are you implying Barr Barr has actually been blackmailed? And what do you mean with private matters?" The journalist leaned forward with an open expression.

"Oh, I'm not implying anything, it's just that- as I said- I've known Barr Barr for years and simply can't imagine him writing such a thing without being forced by someone. As for the private matters... well, everybody has some things they would prefer never become public and, in my experience, this is usually what people trying to force your hand go for." Ciaran answered immediately, the little flicker of emotion making her sound even more trustworthy.

"So you have experience in blackmail?" Rhia's face took a polite smile, but her eyes became hard.

"Only in people trying to made me go against my morals and, as a businesswoman, against my interests. This is Coruscant, after all: there's a reason they say privacy is the most expensive commodity on the planet." The younger woman remained unperturbed.

"Be it as it may, do you have anything to say about the actual claims in the story?"

"Oh sure, just ask my protocol droid, he was with me when the news came out." The crowd just heard her chuckle softly "honestly, the bare description of our operations wasn't entirely incorrect, especially about our employment programs, but the sheer maliciousness of the commentary! And those horrid implications! Really, by hearing that piece I would be some sort of maniac trying to overthrow the republic by semi-legal means." Ciaran clearly gots worked up as she was speaking and leaned forward on her seat.

"I can't say I wouldn't react the same way in front of those accusations if they involved me, but, just for the record, you just said his descriptions of you refugee factory town are correct. Since you own many of the factories privately, this implies you actually make a profit out of it." The host leaned back with an interested expression belying the seriousness of her question.

"No. Absolutely not. I own those factories only insomuch as I have built and financed them and they're now properties of the Silver Cross, which I preside. The vast majority of the factories are rented by local businesses employing refugee manpower and all the revenue from the leases, just as that from the little service industry I do manage in the towns are reinvested to pay for the costs of the Town itself and in part to keep the Silver Cross afloat." The younger woman spoke with conviction and the audience was evidently taken by it.

"Well, there you have it, straight from the source; I would discuss more on this, but now that I've seen what your acountants do when their integrity is in question I'm a little scared of 'em." The host's smile was open and unless you looked in her eyes would have seemed sincere.

"Oh, I am too: that's why I hired them." The humanitarian relaxed and a tension no one noticed ebbed from the studio.

"Changing the subject to something lighter: enraged mobs. You are a Miraluka, yes?"

"I'm raising my eyebrow right now. You can't see it because I have a blindfold because I am a Miraluka. Has this anything to do with the protests in front of the Jedi temple?" Ciaran's tone was light.

"Well spotted. Now, even if you aren't a Jedi you as a Miraluka are a Force sensitive; what do you make of the protests and the Jedi's response, or lack of it?"

"Sincerely, they concern me." Her honest and serious tone seemed to take the host by surprise.

"Uh, which of the two?"

"Both. All of the matter worries me a lot: the Jedi have always been a shield for the Republic and have defended it for millennia and it worries me seeing them attacked while they are doing it; it also worries me that the Order hasn't officialy responded to the protests and I'm even more worried that some of the protesters' argument may be right."

"Oh? So you are worried because a group you don't agree with may be in the right?" Rhia seemed to try and put Ciaran back on the back foot.

"No, no, I'm worried about what them being right implies. Let me explain: as I said, the Jedi have been given the role of defenders of the Republic since time immemorial; the thought that the Order of today may not be up to the task makes me shiver, especially when one considers an ex Jedi is at the head of the Separatists and has reportedly been training a slew of apprentices of his own." The younger woman assured tone was that of an expert talking to a neophite.

"So you think they should relinquish their military grades and turn to diplomacy and peace keeping."

"On the contrary, I think after the Ruusan Reformation the Order may have been overzealous in thinking peace would never end, and that the Galaxy feels a void for a peace force capable of defending the Republic from anything that puts it in danger. I hope the Jedi are still that force."

"Very well, now -after a little break- we'll return to talk about more real news." The journalist was clearly taken aback by her guest's positions.

*The audience claps as the camera pans out. An advert for the latest Silver Cross recruitment campaign roll by, followed by one for the Karada Corporation, Incom Corporation and the first Space Curling arena in the system. The camera returns to the studio while the band sounds a little jingle, the host seems to have been laughing stiffly and Ciaran is smiling*

"Welcome back to Real News everybody, we're still here with our lovely guest, Lady Ciaran" the audience claps "who has been entertaining us with rumors from her time as a young debutante on the Coruscant scene." The woman's voice seemed to tremble a little.

"But only off camera, Rhia,some of the people in question would never be able to show their face in public if I revealed about their mishaps on the holonet." The Miraluka smile was honeyed and she reached forward to pat her host's hand on her desk.

"And the world of comedy is the poorer for it. Now, you ar-were here on Coruscant before the whole report scandal as a representative for a new bill in the Senate that would amend the recent Neutrality Acts. Now, you have deep ties with the CNS to say the least and many senators have decried your personal intervention as a way for the Neutrals to skive off their commitments with the Republic they say are still a part of; this is especially serious since, as the leader of a humanitarian organization, you are also one of the Acts beneficiaries." Rhia looked calm, but less enthused than before for her line of inquiry.

"It's exactly because I'm one of the beneficiaries I would hope people won't believe I'm here to reduce the amount of help given to the victims of this tragic war. The bill wouldn't diminish the amount of funds but rather raise it and simplify the whole process created by what's commonly known as Palpatine Tax: as it is the funds are given to the already overstretched Republic bureaucracy and then filtered down drop by drop to those who need it and not entirely. By letting the planets in cause finance directly the deserving organizations and afflicted planets, the middle man is cut entirely."

"But who would oversee this process and, besides that, why do you think our bureaucracy wouldn't be able to deal with this in the first place? And what do you mean when you say the money is not entirely given to its intended recipients?"

"Well, the entire proceedings would be registered like all other taxes paid by every planet, open to investigation like every other tax and exchanged telematically as every other tax. As for the state of our administrative structure, I simply say the war has stretched them thin and it shows: my own finances and those of the Silver Cross have been briefly under review because they thought we had evaded some tax and it took quite a while to show the administration we had paid their due in full."

"I imagine we shall see. Well, this has been and exciting interview but -as they say- the show must go on, I hope we can do it again." Rhia's eyes told an entirely different story.

"Oh, I'm sure we will: I'm not going anywhere."
What happened: someone flipped an old journalist collaborator of Ciaran in a major news network trying to smear her name by actually revealing how much money she makes out of her "charities", probably to see her amendment bill fall. The Watchers were on ball as usual and shut it down under a flood of "evidence" and contacts. Ciaran's response is going to another major channel that rode the scandal suspiciously hard to give an interview with a journalist that recently had to eat her own words after the "diffamatory attempt" failed.

The piece of the Interview about this is in two parts: Ciaran initial statements are nothing less than her subtly threatening her old source to bury him if he doesn't play ball with the angle she's going to play, while the rest is just a repeat of the version the Watchers have put out with a little emotional showmanship to make Ciaran come out even better as a virtuous victim of a plot.

Then the host tried to make a connection between Ciaran and the Jedi, which are under attack, waiting to attack her whatever group she defended and then cut to commercial without giving her time to answer. Ciaran's defence was decrying and defending both on different aspects and deflect into a reflection on general principles and ancient history forgotten by most, which threw her off her game.

The ad break was another play by Ciaran, this time a subtle show of force to those who knew something of the power block behind her but would be dismissed by those who knew little of it as coincidence. During this, Ciaran entertained the audience revealing various skeletons in the host's closet without making names, which terrified her and made her much less prone to dig too deep with the questions she was ordered to make from up on high. So Ciaran was able to make her spiel live in prime time unopposed and call the Neutrality Acts a tax without being called out.

Obviously the bit about a tax investigation into the Silver Cross is a nod to Panory's omake and the amendment bill comes from Publicola's action suggestion.

P.s. Dr. Snark, if for some strange reason you want to make this piece of crap semi-canon or even non "canon for now", please ask for a consultation from the voters: it expresses various opinions on things and actions we haven't voted for yet.
 
P.s. Dr. Snark, if for some strange reason you want to make this piece of crap semi-canon or even non "canon for now", please ask for a consultation from the voters: it expresses various opinions on things and actions we haven't voted for yet.

Well there's the obvious solution: who says that what Ciaran was saying on TV is what she actually believes? She is a very skilled liar, especially in public.

And give yourself some credit; you did good with the subtext. Though given events I'm probably going to place this in the "currently non-canon" category. Still have the +10.

It depends. Is there anyone named 'Gihren' on the payroll? :V

I doubt it. There's been insufficient colony drops.
 
One last write-in for @Dr. Snark:

[] CNS Recruitment (CNS): 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? Reward: Recruitment drive in selected area for the CNS
-[] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars -- if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.
-[] Nouane Allied Region: between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy -- both the Hydian Way and the Perlemian Trade Route -- is all the more reason to persuade them to join.
-[] Hutt Space: the Hutts are ruthless amoral gangsters who own most of the galactic east. However, they're on fairly good terms with the CNS, and have officially declared their neutrality in the Clone Wars. Perhaps Ciaran can persuade them to tie themselves more closely with the CNS?


I'm not sure any of these would be worth a Diplomatic Action this turn (we are so busy), but we do have a CNS action to spend, and each one has distinct benefits.


Also:
I like the idea of folding Aegis together with Defense Grid.
Could we do something similar for other bases where we don't yet have a Defense Grid? Currently Mandalore is our only other planetary base without one, but this idea could apply to any future bases we purchase or acquire.
 
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-[] Hutt Space: the Hutts are ruthless amoral gangsters who own most of the galactic east. However, they're on fairly good terms with the CNS, and have officially declared their neutrality in the Clone Wars. Perhaps Ciaran can persuade them to tie themselves more closely with the CNS?

That seems like it could have PR issues if we're not subtle about it (also, it'd probably be counterproductive to our trying to convince Anakin to join us).

EDIT: To clarify, I'm pretty sure that right now our dealings with the Hutts are basically low key and mostly hidden. If we start actively trying to make them allies, I suspect there will be blowback.
 
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That seems like it could have PR issues if we're not subtle about it (also, it'd probably be counterproductive to our trying to convince Anakin to join us).

EDIT: To clarify, I'm pretty sure that right now our dealings with the Hutts are basically low key and mostly hidden. If we start actively trying to make them allies, I suspect there will be blowback.

Also, the Hutts won't take well to being manipulated.

fasquardon
 
I have an idea for a Martial Action.

[] Chain of Command: Thrawn has studied the history of several Admirals in the Galaxy and worries about their competence. Most Admirals had little real-life combat experience prior to the Clone Wars and were often given their title for political favor or connections. Thrawn wants to determine who has true merit among the Admiralship for future CNS military development.

Reward: A proper Admiral Board is developed. Increased competence among Admirals and bad ones are either demoted or removed. Fleets are better organized?
 
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Reward: A proper Admiral Board is developed. Increased competence among Admirals and bad ones are either demoted or removed. Fleets are better organized?
I really like this idea, but I suspect it would qualify as 'flavor' or part of the existing reward for the CNS Martial action that's already available:
[] 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
 
Turn 27, BBY 20 Fourth Quarter
Reminder: 24-hour moratorium on voting

BBY 20, Fourth Quarter

Current Treasury: 694
Current Income: 6732
Current Upkeep: 1921


The Foundry is something else, but the trap that your recovery team nearly died to is damn near the worst thing that could have happened short of the station self-destructing. At least HK shut down its production so you have a shot at taking it.

And...something is about to happen with those protests around the Jedi Temple. You don't know what but if your instincts are any indication it could be big...Hey, at least you can punch things really hard now. So you'll have that when things get real.

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

[] 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 were 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.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] 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

[] Foundry Raid Night: It's going to be a long and bloody struggle, but the rewards from taking control of the Foundry would be soooooo worth it. Send over your men and see just how far they can get this quarter. (Starts Foundry Assault mini-turn)

[] 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
-[] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] 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

[] 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

[] If Angels Were To Govern Men: You know what Senators hate? Losing a chance a reelection. Leverage your political power and your friendly contacts in the Senate to see if you can't get those Silver Cross subsides to be a touch more substantial. Chance of Success: 60% Reward: Increased subsidies for Silver Cross

[] But What About The Younglings!? (CNS): If your Shatterpoint abilities are telling you that the mounting protests around the Jedi Temple are going to lead to something big, it maaaay be worth listening to it and doing some preemptive preparations for whatever is about to happen. The Jedi Council might not be willing to cooperate with you, but encouraging Satine to help them move younglings and non-essential personnel offsite for the immediate future might not be the worst idea. Chance of Success: 80% Cost: 100 Reward: Non-essential personnel temporarily evacuated from Jedi Temple for the duration of the protests

[] The Plight Of The Thyferran Worker (CNS): Fact: The average worker on Thyferra suffers from horrific working conditions. Kicking of a series of Council broadcasts about how it abhors slavery, poor working conditions, and so on might be enough for Thyferra to get the hint that they aren't wanted. Chance of Success: 60% Cost: 100 Reward: Thyferra diplomatically deterred from joining CNS

[] 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
-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced
-[] Chu'unthor Phase 2 Repairs: Raith's made himself clear: unless the Chu'unthor gets a stealth drive it's not going anywhere lest it get picked up by the Jedi. Not to mention that the training rooms and such need repairs in and of themselves. Cost: 200 Reward: Chu'unthor repairs continued
-[] 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

[] 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 counter-weapon: 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

[] 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

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built

[] Deepen The Baobab Partnership: Fact of the matter is that working with the Baobabs has already resulted in a considerable influx of credits into your accounts. Why not try and deepen the partership further, see if you can gain more from it? Besides, you're curious about this "Mungo" character Ebenn mentioned before... Chance of Success: 70% Reward: Partnership with Baobabs deepened

[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards

[] One Fried Paranoiac, Extra Crispy: Fry is a paranoid man who is now of the belief that both the Republic and CIS are out to get him...the thing is while his reasoning is wrong his conclusions are entirely correct in a sense. Why not point this out to him and get one of the most talented inventors in the galaxy fully on your side? Chance of Success: 60% Reward: Taelsan Fry formally recruited

[] 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: 80% 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: 80% 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: 80% 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: 80% 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: 90% 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: 95% 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: At this point the only real player is Dooku, so you'd focus more on his stooges. Chance of Success: 70% 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: 50% 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: 80% 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: 70% Reward: Data on bacta products stolen from Thyferra

[] 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: 70% 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: 80% Reward: Mechis III data stolen, potential to sabotage factories

[] 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: 90% Reward: Increased defense against any incriminating evidence on you

[] 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: 60% Reward: Gather information on Palpatine and his inner circle in the Republic

[] 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: 60% 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: 50% Reward: Shu Mai assassinated

[] Giving Thyferra A Subtle Nudge: You've been in the game long enough to know how to deal with Thyferra: intimidation, blackmail, unfortunate accidents, and the like. Just make absolutely sure that the planet and more specifically the corporations running it get the memo that they aren't wanted in the CNS. Chance of Success: 60% Reward: Thyferra subtly discouraged from joining CNS

[] Hell, Thyferra, What's The Difference?: There hasn't been enough to go on given the draconian security measures on the planet, but it's an unspoken truth that the average bacta worker suffers under conditions that are effectively slavery. Get enough evidence, stir up some scandals, and you'll have all the justification you need to deny them entry to the CNS. Chance of Success: 70% Reward: Scandal created to justify not allowing Thyferra into the CNS

[] This Is Why Shu Mai Is A Bad Leader: Fact of the matter is that Shu Mai, despite her issues, has been in charge of the Commerce Guild for a long while and people tend to become used to their leaders in that time. Use Fry's codebreaker to find instances of corruption, stir up some protests, and show the Guild just how much Shu Mai needs to go. Chance of Success: 70% Reward: Shu Mai's reputation damaged.

[] Rust And Metalorn: You've got a lead that not only is the Techno Union planning on rolling out a line of cortosis-alloyed battle droids but also that Wat Tambor himself will be on the planet for the foreseeable future to oversee the project. Those two factors combined make this too good to ignore; send out the best men you have, sabotage the project, steal the droids for your own purposes, and maybe get a crack at capturing Wat himself. Chance of Success: 60% Reward: CB-3 droids captured and production sabotaged, potential to capture Wat Tambor

[] Carrot and Stick: You know how this game is played. With one hand, ensure that Thyferra gets the memo that it is not wanted in the CNS -- intimidation, blackmail, sabotage, and the like. With the other, offer Thyferra a consolation prize for withdrawing its application -- promise to help smuggle bacta supplies off the planet, to be sold in the black market for our mutual profit. They get the benefits of CNS member (access to the wider galaxy); you avoid the political complication of actual membership. Chance of Success: 50% Reward: Thyferra dissuaded from openly joining, black market ties with planet established

[] 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

[] 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."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] 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.
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.

[] 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

[] A "Blind" Explorer (Archaeology): After five years of no contact, you've finally managed to reunite with Jerec in the middle of his expedition into the Unknown Regions. While it would be difficult to maintain contact with him, he's mentioned that he'd be more than willing to renew the old agreement the two of you had given the chance, and it would be nice to better understand the mysteries of the Unknown Regions. What he needs from you is the ability to analyze data from his expeditions that he can't do on his own within the cramped quarters of his shuttle. Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions

[] 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: ???

[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 [1 Turn Remaining]

[] 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

[] 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

[] 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, especially with the facilities of the Arkanian Legacy at their disposal. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species

[] 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.
-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?

[] 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 3 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 3 turns, locks actions for 2 turns]

[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized

[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed [Takes 4 turns, locks actions for 3 turns]

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

Pick 3:

[] 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)
-[] Form V (Shien/Djem So) Training: Brute force fighting didn't seem like it would work for you, but that was before you figured out how to punch through steel with your bare hands. Now it and Form V are much more viable options for you, so why not lean on Anakin so you can get some training in the form? Reward: Martial Increase, Form V 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
-[] 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. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% 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

[] 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: ???

[] Miss Ciaran, I Expect You To Dine: After all of the assassins Dooku has been sending after you, the last thing you expected to get from him was an invitation to a formal dinner on Serenno. It's obvious Dooku has some ulterior motive, but you won't really know what it is unless you decide to go... Chance of Success: ??? Reward: ???

[] Annoy Padme (Free Action, no bonuses): The honeymoon suite prank went even better than expected. You have to see how the rest of this plays out. 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 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. 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:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] 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)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] 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, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery (Learning, enhanced lifespan)
--[] 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 - From The Ground Up: "The 3P0 frame just isn't going to cut it anymore," is what Cheriss told you after you brought up how she didn't physically modify him any further to suit your needs. She's told you in no small words that if he's going to be able to fulfill the functionality you really need right now, he's going to need an android body, which would provide greater familiarity for diplomacy and enhanced mobility for combat. (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: PR-1 transferred to android frame, ???

[] 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 - 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 - 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

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

Tibannopolis: An abandoned Tibanna platform floating among the clouds of Besipin once meant to be an equivalent of Cloud City, it's just begging you to move in and exploit it yourself. Cost: 200 Reward: Tibannopolis reoccupied

Manda: You're already on good terms with the Baobabs at this point, so why not have a more physical sign of your partnership? Cost: 200 Reward: Property on Manda

Lorrd: The planet is home to people who are naturally proficient at cold-reading, to say noting of the multiple universities on the planet. It might be worth getting a more concrete presence here, especially given its proximity to Bimmiel and the Home. Cost: 200 Reward: Property on Lorrd

[] 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

[] 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

[] 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, preferably starting with territory the Black Sun once occupied. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas

[] Corusca Intelligencer: The only real game in town right now is Palpatine-controlled media. Start up a news outlet of your own and make sure that the people aren't only hearing his voice. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Coruscant

[] Undercity Healthcare: You know damn well the people of the Undercity are in dire need of healthcare. Setting up a network of Silver Cross-affiliated clinics would go a long way towards making things a bit better down there and making you some money that can't be taxed by the Neutrality Acts. Cost: 150 Reward: +75 Silver Cross Income

[] Write in: Stay reasonable

Kalee Military Base:

[] 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

[] 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

[] Benelex Expansion: The move to Kashyyyk seemed to work well for them, so helping Benelex move to Kalee to not only provide additional security but gain the services of the Kaleesh would likely go a long way for them. Cost: 100 Reward: +50 Investment income

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] '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:

[] Aegis Security Facility: Instead of going through the hassle of setting up a defense grid for paranoia's sake, you could instead set up an Aegis Security branch and let them handle local security for you while still maintaining a slight profit. In this case it would be more involving hiring out Guardians than running protection on Mandalore itself. Cost: 75 Reward: +25 income, defenses established

[] 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: 125 Reward: +50 income from Karada sales, medical supplies for Clan Skirata

[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

[] 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
-[] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn

[] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[] 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

[] C-9979 Landing Craft Slipways: Building C-9979 Landers over Cato Nemodia would raise a lot of questions. Building them over Kiln would raise none, and you do have plenty of space in the Oracle for them. Cost: 200 Upkeep: 100 Reward: +1 C-9979 Landers 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

[] Karada Medcenters: The Smuggler's Moon is one of the poorest, dirtiest, most diseased locations in the entire galaxy. Surely there's demand for a full-time medcenter to help the poor huddled masses? Cost: 100 Reward: +50 Karada income

[] Versuch Labs: Shady, yes. Useful, most definitely. Expand your underworld 'research center/healthclinics' to the Smuggler's Moon. Its location should ensure a steady stream of patients in such desperate medical & financial straits, that it'll have no lack of (well-compensated) volunteers for medical trials or experimentation. Pair it with an 'official' Karada branch to maximize positive PR, for Lady Ciaran's charity for the poorest members of society. Cost: 200 Reward: +100 Investment income

[] Boltholes: Nar Shaddaa is a loud planet, not only in terms of people on it but it practically "deafens" Force users through sheer magnitude. All of that makes it an excellent place for someone to lie low if things get too hot, from the lowest of scum to a Jedi Master...hypothetically speaking. Set up some hidden caches and hideaways to take advantage of those facts. Cost: 100 Reward: Boltholes set up across Nar Shaddaa

[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Nar Shaddaa to streamline their production line with cheap labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment 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

[] Muun Auditors: Incorporate a new financial business as professional auditors of everything, and offer your services (or rather, that of renowned Muun bankers) to the galaxy at large. Independent auditing is very big business, especially given the complexity of galaxy-level tax laws. And if it also helps get inside information on a wide array of governments and businesses around the Republic, all the better. Cost: 150 Reward: +75 Investment income, increased information on financial matters across the galaxy

[] 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

[] 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

[] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookie labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income

[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income

[] Write in: Stay Reasonable

Taris Property:

[] 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.

[] 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

[] Orbital Drydocks: Expanding on the shipyards in orbit, help set up drydocks for repairs and refueling. Plenty of ships are moving through the system anyway, so it would easily make a killing. Cost: 250 Reward: +100 Investment income, ability for Taris to handle ship repairs

[] Mercy Medcenter Expansion: Fact of the matter is that having Karada's HQ on Coruscant is a baaaad idea given that Palpatine is right there. As such running an expansion on the Mercy Medcenter and making it an equally viable headquarters would hardly be the worst idea, especially since it would also mean more money. Cost: 200 Reward: +100 Karada income, ability to operate from Taris

[] Planetary Shield: Vectivus is right; you need something to properly defend Taris now, as any damage to the planet would be nigh-on catastrophic for both you and the CNS as a whole. Set up a planetary shield to deter any would-be assaults from orbit. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Taris

[] Bureau of Ships and Services: The Bureau is an organization that helps organize the various transponder codes on ships and tracks civilian traffic. Wouldn't it help if they were on a nice, safe planet that you had so many wiretaps on as it is? Of course you're going to omit that latter detail... Cost: 100 Upkeep: 50 Reward: Bureau relocated to Taris, increased ability to track ships registered to the Bureau

[] Beautification: Taris has seen better days, and while the buildings have been fixed they lack the gleam of Coruscant's skyscrapers. Get a beautification program running so you can attract the wealthy to the planet for your own ends. Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions

[] Svivreni Mines: In the early days of the planet's history Taris was reliant on its mining of all things. Why not get the help of the Svivreni to help reopen some mines on the planet, and give it an on-site ability to produce raw materials? Cost: 150 Reward: +75 Investment income, Taris gains on-site source of raw materials

[] Black Market: Even if the planet is doing well and discouraging people from criminality through sheer success, there's always a market for illegal goods. Get in on it, not only to make a profit but to make sure that no one tries anything through it. Cost: 100 Reward: +50 black market income

[] Ojoster Intelligencer: The CNS does not have its own propaganda machine to counteract Palpatine's own. Fix that. Cost: 100 Reward: +25 Investement income, Abyss Watcher-controlled media set up on Taris

[] Aegis Security Expansion: Fry Industries may provide electronic security, but that does little for physical security. Fortunately, you own a security company with its own training compound. Expand it to a facility on Taris, and offer bodyguard and escort services for the rich and famous. Cost: 100 Reward: +50 Security income

[] 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

[] Write in: Stay Reasonable

Cato Nemodia Mansion:

[] 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. And of course it would help to have deniable materiel right in the middle of Core Space...
-[] 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

[] 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:

[] 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

[] Write in: Stay Reasonable

Dantooine Facilities:

[] 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

[] Space Curling Arena: With an asteroid belt in orbit there's no reason why you couldn't set up a Space Curling arena here. Cost: 50 Reward: +25 investment income, Dantooine becomes a center for Space Curling because why not

[] Write in: Stay Reasonable

Corellia Property:

[] Aegis Security Facility: Instead of going through the hassle of setting up a defense grid for paranoia's sake, you could instead set up an Aegis Security branch and let them handle local security for you while still maintaining a slight profit. After all given Corellia's position in the galaxy a few bodyguards would not go unappreciated. Cost: 75 Reward: +25 income, defenses established

[] Dedicated Salvage Teams: Corellia has a long and rich history, so there's plenty to be discovered, especially in The Pit -- a dedicated junkyard/archaeological dig site. Set up a salvage team and see what there is to find there. Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits

[] Large-scale Wiretaps: They've never let you down yet. Cost: 50 Reward: +25 Information income

[] Luxus Resort: the 'Gold Beaches' of Tyrena are already a tourist trap, while Doaba Guerfel is known for its wild preserves and mountain resorts. Find a good location and set up a vacation resort. Cost: 100 Reward: +50 Investment income

[] Corellian Recruitment Center: Corellia boasts of some of the best pilots in the galaxy. Hire a few for the Abyss Watchers, as pilots for our fleet or smugglers for our gang. The CNS Militia might want to get in on the action as well. Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces

[] Fund Garm Bel Iblis's Militia: In spite of Corellia's open neutrality Senator Garm Bel Iblis has formed a sort of private fleet to look after the space around Corellia since the Republic has declined to do so. Fund his fleet, and help incorporate it into the CNS joint forces structure. Cost: 150 Upkeep: 75 Reward: Bel Iblis' militia integrated into CNS fleet, increased security for Corellian space

[] Corellian Merchants Guild investments: One of the largest trading companies in the southern Core, the CMG is well worth the investment, if only for the access to its prestigious Guildhouses around the galaxy. Cost: 100 Reward: +50 Investment Income

[] Treasure Ship Row: A massive open-air bazaar that's almost comparable to that of Coruscant. Set up shop, and offer space to sellers from other CNS worlds to advertise the wonders of the Outer Rim in general and Neutral systems in particular. Cost: 150 Reward: +75 Investment Income

[] Karada Medcenter: You already have an existing relationship with the Coronet Medcenter, one of the leading research hospitals in the galaxy. Now that you're on the same planet, that collaboration can really take off. Coronet does best with high-status (rich) clients, so target the poorer members of society for medical treatment. Cost: 100 Reward: +50 Karada income

[] Corellian Engineering Corporation: CEC is the best civilian starship manufacturer in the galaxy, known for their emphasis on easy repair and modular systems. Offer to help them out, however you can. Cost: 100 Reward: +50 Investment income

[] Nerfworks: The CEC runs an experimental starship think-tank in one of the orbital shipyards, colloquially called 'Nerfworks'. Their recent specialty has been in constructing mostly autonomous droid-starships. Invest in the think-tank and see what Cheriss makes of these ships. Cost: 150 Reward: +50 Investment income, access to Nerfworks designs

[] 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 (20 teams available, 1 Point per assigned team): [] Write in

AN: A lot of interesting things could happen this turn. Let's see what happens.

Also the Foundry Assault is going to be its own thing with its own rules because one singular roll for it doesn't seem...fitting given the problem at hand. It's like a minigame, except there's going to be a lot more bloodshed than usual involved.

The usual reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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I just want to point out that it's been about four months since Turn 26 started and now we can start debating what to vote on for Turn 27. Maybe if we're lucky we can get to Turn 30 before 2020.
 
[] 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: ???
I haven't actually had the chance to join in on any of these yearly votes yet, but I think this one might be a good idea. IIRC it's been there for at least a few years, so I figure we can spare an action to at least make sure it's nothing too bad?
 
[] Corusca Intelligencer: The only real game in town right now is Palpatine-controlled media. Start up a news outlet of your own and make sure that the people aren't only hearing his voice. Cost: 100 Upkeep: 50 Reward: Abyss Watchers-owned media outlet set up on Coruscant
[] Ojoster Intelligencer: The CNS does not have its own propaganda machine to counteract Palpatine's own. Fix that. Cost: 100 Upkeep: 50 Reward: Abyss Watcher-controlled media set up on Taris
@Dr. Snark, these upgrades should have some income attached. News media organisations make money and so would these ones.
 
Heroes by Stat

HK-47-40
Grevious-39
Thrawn-38
Asajj-37
Ciaran- 36
Silencer-35
Jango-33
Cheriss-18
Silas-16
PR-1-14

Thrawn-34
Ciaran- 30
Silas-28
Jango-24
PR-1-20
Asajj-19
Cheriss-15
Grevious-14
HK-47-14
Silencer-9

Ciaran- 24
PR-1-24
Thrawn-21
Silas-18
Grevious-17
HK-47-15
Cheriss-14
Jango-13
Asajj-12
Silencer-8

Ciaran- 36
Asajj-29
HK-47-28
Thrawn-26
Silas-24
Jango-23
Grevious-22
Silencer-21
PR-1-14
Cheriss-12

Ciaran- 44
Asajj-43
Cheriss-24
HK-47-17
Silas-12
Thrawn-12
Grevious-10
Silencer-9
Jango-9
PR-1-8

Cheriss-26
Thrawn-25
Ciaran- 21
HK-47-20
Grevious-15
Silas-14
Jango-13
PR-1-12
Asajj-12
Silencer-8
 
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Reminder: 24-hour moratorium on voting
<fist pump> YES! New turn!


@Dr. Snark: We seem to be missing any follow-up action to our Techno Union action from last turn -- we found out about their 'cortosis battle droid' production on Metalorn, and learned that Wat Tambor will be on site overseeing production.
[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

Now, for initial reactions:

[] Foundry Raid Night: It's going to be a long and bloody struggle, but the rewards from taking control of the Foundry would be soooooo worth it. Send over your men and see just how far they can get this quarter. (Starts Foundry Assault mini-turn)
Anyone think we won't be picking this this turn? :rolleyes: Between this and the 'CNS Defense Taskforce', I'm pretty sure our Martial category is sewn up, even though that leaves a number of other big-ticket items on the table.

[] But What About The Younglings!? (CNS): If your Shatterpoint abilities are telling you that the mounting protests around the Jedi Temple are going to lead to something big, it maaaay be worth listening to it and doing some preemptive preparations for whatever is about to happen. The Jedi Council might not be willing to cooperate with you, but encouraging Satine to help them move younglings and non-essential personnel offsite for the immediate future might not be the worst idea. Chance of Success: 80% Cost: 100 Reward: Non-essential personnel temporarily evacuated from Jedi Temple for the duration of the protests
...I can't help but notice that there is no distinct action for 'keep your eye on the Jedi Temple protests' besides this one, to 'help out the Jedi younglings, just in case'. @Dr. Snark: did you intend for the 'youngling' action to take care of any other preparations we might make?


[] The Plight Of The Thyferran Worker (CNS): Fact: The average worker on Thyferra suffers from horrific working conditions. Kicking of a series of Council broadcasts about how it abhors slavery, poor working conditions, and so on might be enough for Thyferra to get the hint that they aren't wanted. Chance of Success: 60% Cost: 100 Reward: Thyferra diplomatically deterred from joining CNS
...I'm inclined to favor one of the Thyferra Intrigue actions instead, but depending on how busy our Intrigue category is, we might need to pick this of necessity.

-[] Chu'unthor Phase 2 Repairs: Raith's made himself clear: unless the Chu'unthor gets a stealth drive it's not going anywhere lest it get picked up by the Jedi. Not to mention that the training rooms and such need repairs in and of themselves. Cost: 200 Reward: Chu'unthor repairs continued
We're doing it. Though the fact that is says 'continued' rather than 'concluded' is bothersome...

[] One Fried Paranoiac, Extra Crispy: Fry is a paranoid man who is now of the belief that both the Republic and CIS are out to get him...the thing is while his reasoning is wrong his conclusions are entirely correct in a sense. Why not point this out to him and get one of the most talented inventors in the galaxy fully on your side? Chance of Success: 60% Reward: Taelsan Fry formally recruited
We're doing it, pt. 2. We need a Stewardship hero, and this is our guy.

[] Deepen The Baobab Partnership: Fact of the matter is that working with the Baobabs has already resulted in a considerable influx of credits into your accounts. Why not try and deepen the partership further, see if you can gain more from it? Besides, you're curious about this "Mungo" character Ebenn mentioned before... Chance of Success: 70% Reward: Partnership with Baobabs deepened

[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards
...For our other Stewardship action, I'm torn between these three. My gut says we should go with Baobab, hope to increase our 'Palpatine Tax' discount and/or gain a Hero recruit, then do the Swoop Bikes and Galactic Games next turn(s). Thoughts?

[] Giving Thyferra A Subtle Nudge: You've been in the game long enough to know how to deal with Thyferra: intimidation, blackmail, unfortunate accidents, and the like. Just make absolutely sure that the planet and more specifically the corporations running it get the memo that they aren't wanted in the CNS. Chance of Success: 60% Reward: Thyferra subtly discouraged from joining CNS

[] Hell, Thyferra, What's The Difference?: There hasn't been enough to go on given the draconian security measures on the planet, but it's an unspoken truth that the average bacta worker suffers under conditions that are effectively slavery. Get enough evidence, stir up some scandals, and you'll have all the justification you need to deny them entry to the CNS. Chance of Success: 70% Reward: Scandal created to justify not allowing Thyferra into the CNS
I don't like either of these, per se, but it's better than the shitstorm that would ensue if we let them in. One idea: we might pair either of these with the "steal bacta" action, which would really piss them off... :evil:

[] A "Blind" Explorer: After five years of no contact, you've finally managed to reunite with Jerec in the middle of his expedition into the Unknown Regions. While it would be difficult to maintain contact with him, he's mentioned that he'd be more than willing to renew the old agreement the two of you had given the chance, and it would be nice to better understand the mysteries of the Unknown Regions. What he needs from you is the ability to analyze data from his expeditions that he can't do on his own within the cramped quarters of his shuttle. Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
...I like Jerec, and this seems like a straightforward path to gaining a Lore hero unit. Plus plot hooks for post-Palpatine storyline...

[] 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
On the other hand, I really want to build our Blazing Chain grenade launcher (aka 'lava crystal Force-imbued blaster') and this also boosts our Force Users to new and ridiculous heights.

-[] 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.
...Just out of curiosity, shouldn't Grievous be on this list as well? Or are Kalee incompatible with Arkanian genemods?

Separately, 'Genemod' actions do not mean the Hero Unit we pick is unavailable for support for the turn:
My question for @Dr. Snark: does this require using that Hero Unit for this and nothing else (so we can't also pick Silas' "Hero Action" or use his Hero Support for something else)?
Honestly I though about it, and given that the Arkanians do this all the time and would have a more uh, "complete" body to work with as opposed to the first time and this is Sci-Fi medical tech it wouldn't take the whole three months so they'd be available for other things. And scoundrels don't really care about appearances, so his actions wouldn't be affected.


greater familiarity for diplomacy and enhanced mobility for combat
This is for the PR-1 upgrade. As nice as it would be, I don't think a boost to Diplomacy and Martial is especially necessary for this turn.

I haven't actually had the chance to join in on any of these yearly votes yet, but I think this one might be a good idea. IIRC it's been there for at least a few years, so I figure we can spare an action to at least make sure it's nothing too bad?
Mostly we've been too busy to think about the Unknown Regions. Also, we did pick this action much earlier in the quest, and it was basically 'roll the dice to discover something cool' rather than 'this action takes care of a particular event or issue'. We have so much on our plate, I'm not sure it's worth it (though working with Jerec is a real possibility this turn, which should give us insight into the Unknown Regions anyway).
 
@Dr. Snark: We seem to be missing any follow-up action to our Techno Union action from last turn -- we found out about their 'cortosis battle droid' production on Metalorn, and learned that Wat Tambor will be on site overseeing production.

...Dammit. Of course I'd forget that. Will fix.

...I can't help but notice that there is no distinct action for 'keep your eye on the Jedi Temple protests' besides this one, to 'help out the Jedi younglings, just in case'. @Dr. Snark: did you intend for the 'youngling' action to take care of any other preparations we might make?

Yup.

...Just out of curiosity, shouldn't Grievous be on this list as well? Or are Kalee incompatible with Arkanian genemods?

Kaleesh aren't Near-Human, and that's currently as far as the genemodding program goes.
 
I really want to grab the Mon Cal action, making contact with them could be huge. They formed the back of the Rebel Fleet and could go toe to toe with Star Destroyers, adding them to the CNS gives us a valuable tool against Palpatine if it comes to open conflict.
 
[] Foundry Raid Night: It's going to be a long and bloody struggle, but the rewards from taking control of the Foundry would be soooooo worth it. Send over your men and see just how far they can get this quarter. (Starts Foundry Assault mini-turn)
Also, should there be a 'Chance of Success' indicator for this, or something to indicate how many Hero Units or Guardian squads or Abyss Walkers to assign to this? Do we even need to assign Hero Units -- if we don't, and put our Martial Heroes on other actions, will they be unavailable for this Raid?
 
Also, should there be a 'Chance of Success' indicator for this, or something to indicate how many Hero Units or Guardian squads or Abyss Walkers to assign to this? Do we even need to assign Hero Units -- if we don't, and put our Martial Heroes on other actions, will they be unavailable for this Raid?
How much do you estimate our actions will cost? I want to put together some ideas on base upgrades and would like to know about how much I have to play with.
 
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