Where can we have the shipyards for that? Do we have enough manpower to crew an armada?
 
Which is kinda weird considering the Hutts have de facto control of alot of the outer rim. Which means anyone who wants to do business legit or not, have to get in bed with them.

From what I remember we sent her and our mercenaries to help them fight the Black Sun. That's doing more than business, it's actively intervening in a Gang War with the goal of strengthening one side.
 
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From what I remember we sent her and our mercenaries to help them fight the Black Sun. That's doing more than business, it's actively intervening in a Gang War with the goal of strengthening one side.
yeah the side that Carina needs to be in the good graces for her various businesses to have access to the outer rim. I mean the Republic or the CIS would have done the same thing in our shoes and I don't think Darra would describe the Supreme Chancellor as a criminal.
 
yeah the side that Carina needs to be in the good graces for her various businesses to have access to the outer rim. I mean the Republic or the CIS would have done the same thing in our shoes and I don't think Darra would describe the Supreme Chancellor as a criminal.

Don't forget to factor in Jedi Logic. It's only wrong if someone other than us does it.
 
As far as capital ships go: I want to buy out any and all construction companies on Coruscant. Because I want those giant ass construction droids they use. Then I want to slap that technology into a second Lucrehulk. Then I want to make a bigger ship using the manufactory technology to make a bigger ship. Then repeat as necessary until we have a Super Star Destroyer sized Mobile Shipyard. And then we'll have our own fleet, buildable anywhere we damn well please.
 
As far as capital ships go: I want to buy out any and all construction companies on Coruscant. Because I want those giant ass construction droids they use. Then I want to slap that technology into a second Lucrehulk. Then I want to make a bigger ship using the manufactory technology to make a bigger ship. Then repeat as necessary until we have a Super Star Destroyer sized Mobile Shipyard. And then we'll have our own fleet, buildable anywhere we damn well please.
Tell me when you come up with a World Devastator for us. :V
 
Turn 21, BBY 21 Second Quarter
AN: Officially declaring a 24-hour moratorium on voting so that people have time to suggest write-in options.

BBY 21, Second Quarter

Current Treasury: 854
Current Income: 1461
Current Upkeep: 1020


You've recruited Grievous, managed to get Ventress off of Kamino against all sensibility and the CNS is looking much better now that Satine is formally representing it. That being said, the synthetic plague from before has come back in an even more destructive form, Jabba and Jango have called in favors from you, and the war is still going on around you even if it's slowed down for the time being. So much to do...

Martial: You'd think that having Thrawn and Grievous around would reassure your military advisors, except now they're worried that you're going to be doing even more audacious things to profit from the war.

Pick 2:

[] More droids!: You need to buy more. Now more than ever before! Chance of Success: 80% Cost: 60 Reward: 4-6 new groups of Battle droids

[] Black Ops: While the CIS advance has been at least temporarily halted it might be a good idea to make sure that they can't recover their initial momentum any time soon. Chance of Success: 75% Cost: 50 Reward: CIS war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space. After recent events, you made sure that said work would be under the radar so you don't have a repeat of the incident with Darra. Chance of Success: 60% Reward: 100 Credits, Increased Hutt Relations

[] Walking the Beat: While the worst of the pirate attacks on the CNS have been dealt with by Thrawn there are always more who will try to prey on the outer trade lanes. Destroying a few groups should send clear messages to them and the CNS that such actions will not be tolerated...and you might be able to loot pirate hideouts. Chance of Success: 70% Reward: Loot, Increased confidence in the CNS

[] Eclipsing the Black Sun (Go Loud): The Black Sun has been a constant rival of yours in the underworld and given the chance to recover they would certainly be willing to rekindle old hostilities. Send out some of your mercenary corps and make sure that they never get the chance. Chance of Success: 70% Reward: Black Sun scattered, loot

[] Write in
Diplomacy: The war is here, the diplomatic landscape looks particularly ragged and everything is going downhill fast.

Pick 1:

[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT its likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ?

[] Don't You Have Bigger Problems?: As entertaining as it was to have Obi-Wan and Anakin around their presence was symptomatic of an increase in Jedi paranoia when they clearly have bigger problems to worry about. Perhaps you should find a way to make sure that they stay off of your back so they can focus on more important matters. Again. Chance of Success: 40% Reward: The Jedi will leave you alone for the time being...again

[] It's Party Time!: With the current lull in the war now would be a good a time as any to host a "diplomatic gathering" with the Republic to "foster good relations" and "discuss potential diplomatic ties."
Read: You are going to go to Coruscant for a bit and persuade everyone you know to enjoy themselves. If there is any actual diplomacy done while you're there it will be an added bonus. Chance of Success: 90% Cost: 50 Reward: Enjoy a vacation, closer ties with Padme, Anakin, Obi-Wan, ???

[] Write in
Stewardship: Borvo is as always busy keeping an eye on your finances, although the sudden drop in profits is making him VERY nervous. And hungry... his food bills have skyrocketed.

Pick 1:

[] Alternate routes?: The trade is going terribly due to most hyperspace routes crawling with military fleets, companies standing on different sides of the war and various other issues. You have to find alternative routes to at least get some of the trade you are involved in moving again. Chance of Success: 60% Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 3 turns)

[] You expect me to smuggle what?: Exactly what it says on the tin. Hire smugglers to bypass the blockades and get the trade flowing again. Not exactly cheap and quite unusual since most of the cargo is legal, but still. Chance of Success: 70% Cost: 100 Upkeep: 20 Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 2 turns)

[] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... official. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)

[] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%

[] Deals with Sienar: You know full well that Sienar Fleet Systems produces some very effective products; after all the Scimitar was designed by them. Given that you would certainly be interested in customized, one-of-a-kind high performance starships it might be worth it to get in touch with Raith himself and see if you can negotiate a contract of some kind. Chance of Success: 60% Reward: Formal relations with Sienar Fleet Systems opened, potential for starship contracts, ???

[] Write in
Intrigue: Gulan still can't believe that Operation Skyfall actually worked, though he's been particularly paranoid that someone is going to find out Ventress is still alive somehow.

Pick 2:

[] Lots of plans, lots of wrenches: Between the CIS war effort temporarily slowing down and all of the new information you've gained from Ventress, now might be a good time to stir up some trouble behind the scenes. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] Sev'rance Package: Sev'rance Tann has actually reappeared again as one of the key leaders of the CIS military. Since she is Dooku's apprentice, it might be worth keeping an eye on her to see if she leads you to any useful information. Chance of Success: 60% Cost: 50 Reward: Sev'rance Tann tracked

[] The Count of Sereno: You know Dooku is a Dark Sider. You know that he's working for Sidious, the man behind this war. So the best way to find Sidious is to get as much information from his actions as possible. Given how thorough he was with your blackmail though...it probably won't be easy. Chance of Success: 40% Cost: 100 Reward: Count Dooku's actions tracked

[] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means trade lane access)

[] Operation RESI II: The synthetic plague is back and is now more dangerous than ever. You're going to need to get out there and find out as much about who is causing this as you can if you want to end this threat once and for all. Chance of Success: 40% Cost 100 Reward: New synthetic plague ended, information about plague creators gained

[] Eclipsing the Black Sun (Silent Option): Alternatively you could take the more subtle action when dealing with the Black Sun and use your information network to assassinate rising leaders and drain funds to choke them out by the roots. Chance of Success: 50% Reward: Black Sun scattered, loot

[] Write in
Lore: While Tyro has appreciates that Ventress is a very talented Force user, he's less happy about the fact that she keeps slamming his trainees into walls...even if her methods have proven to make their training more effective.

Pick 1:

[] Tomb Raider: The starmap you got from your archeological expedition with Jerec has several planets or in other cases only systems marked on it with possible locations of other ruins, tombs or similar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ?
(Takes 2 turns)

[] 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)

[] 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.
-[] Luka Sene: They are Miraluka such as yourself who are more academics than anything else. They are skilled at Force vision, not only able to use it for combat and scrying but they apparently can sense energy fields as well.
-[] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
-[] Write-in (Subject to Veto)

[] Homecoming Trip: Vectivus' holocron mentioned that his journey into Sith teachings began when he discovered that one of his asteroid holdings was suffused with the Dark Side, and that he later came back and converted it into a personal mansion to continue his research. Given how much your Force studies have benefited from his knowledge it might be worth trying to locate it and see if there is anything still there. Chance of Success: 50% Cost 50 Reward: ???

[] Write in
Learning: Var Zheen is busy, busy, buuuussssyyyyyy! Too much havoc happening in the galaxy, too much to do as result! At least Cheriss is asking for replacement parts now...

Pick 1:

[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusuall anomalies nobody could make any sense off. Perhaps your researchers can figure something out. Chance of Success: 60% Cost: 60 Reward?

[] 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: Bonus on any action to increase Karada profits, officialy produce high-quality gear [Takes 4 turns, locks actions for 2 turns]

[] Develop improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what allready exists. Either by providing variants speficialy designed for specific species, improving on allready existing types of Medicine or similiar. Chance of Success: 70% Cost: 80 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality medicine and medpacs [Takes 4 turns, locks actions for 2 turns]

[] Analyze recovered research data and samples: The space station you and your teams raided and have now occupied actually had been properly cleared of anything useful and most data wiped beyond saving, but fortunately your researchers are quite capable of using the dead mutants as samples for research and its also not impossible to restore some of the damaged data. Time to bring everything to the Oracle. Chance of Success: 65% Reward: More information on the mutants, slight chance to get additional information on the conducted research

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unpleasant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 2 turns, locks actions for 1 turn]

[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also genetically altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only usable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research (1 Turn Remaining)

[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (3 Turns Remaining, 2 Turn Locks Remaining)

[] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed

[] Write in
Personal: Well, what to do with your free time?

Pick 2:

[] Physical Training: While you are hardly incapable in combat the fact of the matter is that your subordinates are way better than you are at fighting...it might be worthwhile to learn from them in that case. Chance of Success: 70%
-[] Survival Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point, and Grievous would be more than willing to help you with it. Reward: Martial Increase, Survivalist training
-[] 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. Ventress is, and while she has been willing to train you could have sworn you heard her laughing evilly later. Reward: Martial Increase, pilot training

[] Force Training: At this point from what you can tell your own personal training isn't going to be enough if you really want to get better at Force manipulation. You're either going to need outside help or in-depth recordings to really get anywhere new. Chance of Success: 70%
-[] General Training: Ventress is admittedly a far better Force user than you and you could stand to learn from her. When you asked she was willing to help but she has also stated that said training will be "excruciatingly painful." Surely she's exaggerating. Surely. Reward: Lore Increase
-[] Blazing Chains (Basic): Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned

[] 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 halve

[] 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 2, Uses Hero Unit's Full Stats:

[] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???

[] 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, ???

[] The Silencer: Legacy of the Sun: While the revelation of the Silencer's heritage hasn't affected the man that much, Grievous is convinced that if he were to learn from his people he would become an even fiercer fighter. You're not entirely sure if that's the case but having him train with the Thrysians might be worthwhile given their martial prowess. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 70% Reward: The Silencer trains with the Thrysians, ???

[] Cheriss Sair: A New Body: Now that Cheriss' actual identity has been revealed and no one seems to be too concerned about the robotic Torguta running around Cheriss has floated the idea of constructing a more efficient, reliable, and less "squishy" body (in her own words). As an added benefit, she's also planning on experimenting with some other technologies that might have applications elsewhere. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 60% Cost: 50 Reward: Cheriss gains a new body, ???

[] Thrawn: The Art of the Mandalorian: Thrawn has come to you with a rather unusual request: he's asked for some time to locate Jango Fett and attempt to get the bounty hunter to train him in combat. While you've expressed your doubts Thrawn is confident that he can successfully approach the reclusive hunter, though the light in his eyes when he made his request suggests there's more to this than becoming a better fighter... (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Reward: Thrawn trains with Jango, ???

[] Grievous: Let the Hunt Begin: While he is certainly happy to work with you Grievous has requested the chance for him and a group of Kaleesh warriors chosen by him to go on a hunt. His destination: Vendaxa, a planet home to some of the fiercest predators in the galaxy. Well, if he thinks it's a good idea... (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous hones his skills through his hunts, ???

[] Asajj Ventress: The Wisdom of Vectivus: While Asajj has joined up with you of her own will not only has she been very standoffish towards everyone but she has been loathe to do anything else besides constantly train, apparently so she can beat Sev'rance and Dooku one day. That being the case, she hasn't seen the Vectivus holcron yet, and you're fairly confident a woman like her could learn a lot from it (read: stop acting like a stereotypical Sith). All you have to do is find a way to get her to do that. (Uses Lore Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj begins studying the Vectivus holocron, ???
New Bases:

Naboo:
Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 200 Reward: Mansion on Naboo

Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories... Cost: 200 Reward: Base on Nemodia

[] Write-in (Flat 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:

[] Lower Level Salvage Teams: Coruscant is an old, old planet and even though it has been occupied for ages there are still valuable secrets in the depths. Aside from all of the garbage. Cost: 100 Reward: 25 Income (Salvage), per-turn salvage roll for other benefits

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Blacksite: You have the absolute trust of the Kalee people and a large patch of land. Maybe you could build an out of the way location to build a small outpost for your troops on the planet... Cost: 100 Upkeep: 50 Reward: Increase in recruitment rate for all units

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Ship Customization: The Oracle is a fine ship, but it could be better; having customized systems, weapons, fighters, and so on would make it a far more fearsome ship than would be expected. Cost: 100 Upkeep: 25 Reward: Increased combat performance of Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

[] Beskar Iron Mine Lease: While the Death Watch are still being purged from Concordia there have been a number of iron mines already freed from them and the Mandalorian government is looking for investors. Having access to those metals might come in handy. Cost: 100 Upkeep: 50 Reward: Access to Beskar iron, increase in elite troop armor quailty

[] Mandalorian Guardian Corps: Getting Mandalorian warriors would certainly be a massive gain for you but you'll have to play it carefully since Satine will try to block any more aggressive propaganda. The plan is to start by sponsoring the formation of an organization rooted in Mandalorian warrior traditions but dedicated towards protecting Mandalore itself. Cost: 75 Reward: Guardian Corps formed, Mandalorian warriors begin to be reorganized

[] 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 (Takes 2 turns)

[] 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 (Takes 1 turn) Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Upkeep: 50 Reward: +1 Spiderdroid group per turn

[] Labor Droid Factory: Having labor droids around would not only make construction go faster but would certainly make maintaining all of the facilities on the planet considerably easier. Cost 100 Reward: Kiln upkeep decreased

[] System Defenses: Whether it might be some random scout or an entire battlefleet, but it would be reassuring to know that the system has some way to protect itself from intruders. Cost: 150 Upkeep: 50 (Takes 2 turns) Reward: Kiln protected against intrusion

[] Write in: Stay reasonable

Asteroid Base:

[] Defense Grid: The new base might be hard to find but it pays to be sure that it's guarded. Cost: 50 Upkeep: 25 Reward: Defenses for base established

[] Bio-Research Facilities: When it was last active this base was used for horrific biological experiments; while you have no interest in continuing them it would certainly be worthwhile to have your own research going on there given that most of the machinery you would need is already present. Cost: 50 Upkeep: 50 Reward: Biology research benefits, specialized facilities possible

[] 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

Watcher Support (1 Point per assigned team):

[] Write in

AN: Aaand we're good to go, complete with a much cleaner format to make reading everything easier! But more importantly I've decided to introduce a brand new category of actions specifically for Hero Units because there are things that I want to do with all of them and I figure that would be a more interesting way of handling things. They'll be actions that will not only make your hero units better but will have other interesting things that could happen during them...

As I said previously, There is a hard 24-hour moratorium on voting now and in the future. This is so people have time to suggest write-ins for actions that might influence how plan voting goes. You can certainly suggest plans, just don't vote on them yet.

Anyway, enjoy discussing~
 
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Jabba and Jango have called in favors from you,
Well shit.
[] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means credits)
[] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed
So an intrigue action and a learning action are taken up.
 
any ideas? I think we should go silnet on the black suns and have silencer leading the charge. We need these guy dead and gone for good.

Maybe let Asaji look at those holocrons?

Also party at coruscenat sounds good too.
 
So we should just auto let the biggest bad asses go right on ahead?
 
Okay, with that in mind, I shall make a plan soon enough that includes those two choices.

@Dr. Snark , are these the two favors we need to do?

[] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means credits)

[] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed
 
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