So, I've been lurking on this Quest since the last thread, and I've decided to (finally) join in. And I'm gonna start by highlighting what I consider to be high-priority actions this turn. Sorry in advance if I miss anything, I'm not familiar with the EU.
Martial
[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted
While I'm not as big a fan of the Blazing Chains as the thread's resident King of Omakes, having more Force Users backing us up against Sidious is always welcome. And I'd like to canonize an Omake or two from way back in the thread, but that's beside the point . . .
[] 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
[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset
All of these give us Anti-Palpatine assets, and the more of those we have, the better.
[] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)
[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
These are what I consider the most important actions available to us this turn, at least in the Martial category. The Devastation is one of the things we need to deal with to get Dooku on our side completely, the Foundry is insanely valuable, and I really want to bring Anakin's group into this even before you factor in how good Ahsoka and the 501st are.
Diplomacy
[] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy
Recruiting Obi-Wan to help take down Sidious? Why in the Galaxy
wouldn't we? That said, we're a bit short on actions here.
@Dr. Snark, can we use our CNS action or our Force Order action on this?
[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
Vos is another factor we need to address one way or another on account of Dooku. And again, our actions are limited.
@Dr. Snark, can we use our Force Order action on this?
[] 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
Both of these are worth keeping in mind, although they aren't as important as some of the options here. And because our actions are still limited,
@Dr. Snark, can we use our Force Order action on either of these?
[] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
Yeah, we need to do something about this.
@Dr. Snark, can we use our CNS action on this?
[] Keeping An Eye On The Future: Honestly, you weren't expecting Chewbacca to be such an important figure, but the visions you had of the "Vader timeline" seem to indicate that he would have been a major player in galactic events. While you're not sure if that's still going to be the case given everything that's happened, there's certainly no harm in making sure your people keep a closer eye on him... Chance of Success: 90% Reward: Chewbacca placed under heavier surveillance
Another one that I'd like kept in mind, although I don't think we have the actions to spare for it right now.
Stewardship
[] 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
-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological 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
Pretty sure these give extra actions, which we always need. I've highlighted the Stealth and Diplomatic Ships because our Diplomacy actions are heavily restricted at the moment and the Intrigue department is
drowning in High Priority Actions.
[] 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
Worth keeping in mind since this would help the CNS become more independent.
[] 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. Dooku wants her gone. 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: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
My preferred way of dealing with Shu Mai, if for no other reason than because we have too many Intrigue actions to do as it is.
[] 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
More political ammo against Sidious is always welcome.
[] 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
As has been pointed out, time is running out on this, and from what I understand, it would help with establishing the CNS as an independent power.
[] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox
This one seems fun, but I don't think we have the actions to spare for it right now. Still, worth keeping in mind.
[] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
Again, worth keeping in mind, but I don't think we have enough actions for it right now.
[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
I smell an opportunity to spread some propaganda!
[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming
I remember someone suggesting this as pro-Jedi propaganda. Might be useful, but I don't think we have enough actions for it right now.
Intrigue
[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged
Maybe not right now, but we should keep this in mind, just in case.
[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed. Chance of Success: 50% Reward: Palpatine facility destroyed
Yeah, this needs to
go.
[] 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
Any chance to reduce Sidious's political power is one we should at least
consider taking.
[] 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, and it's about to be launched to deal with the Malevolence. 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
Worth keeping in mind, but not a high enough priority for me to consider it worth highlighting.
[] 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 and Dooku wants her gone anyway now may be the time to remove Shu Mai from the picture for good. Chance of Success: 60% Reward: Shu Mai assassinated
The other option for getting rid of Shu Mai, but I really think our Intrigue actions are better spent elsewhere.
[] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated
This needs no explanation.
[] The Twin Prodigies: You're still in disbelief that the Kaminoans managed to create two Force-sensitive Jedi clones, but here you are. The insanity of that aside you need to keep an eye on X1 and X2. Figure out what makes them tick, and at minimum ensure that they won't become an issue later on. Chance of Success: 70% Reward: Dossiers on X1 and X2 put together
Aside from the fact that we might be able to keep X1 from going off the deep end, they could be useful.
[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
Literally
any of these are worth getting rid of. (I was tempted to say Tarkin is the exception, but Publicola's post convinced me otherwise.)
[] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
While I'm not familiar with the character (aside from his role in making the Death Star), that description alone is enough for me to consider him worth grabbing if we can spare the action.
Lore
[] 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
We really need to get around to this at some point.
[] 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 and 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.
Once again, any of these are worthwhile, but I've highlighted the Nightsisters because I've got a feeling we're gonna lose access to that option once Maul and Savage are gone.
[] 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
Yet another one where there's no option that's outright
bad (at least as far as I can tell), but I'm not sure we can afford to spare the action for it right now.
[] 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
This could be very helpful, and I'd rather not keep him waiting.
Learning
[] 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
[] Force-Sensitive Genemods: The Arkanians aren't even entirely sure it would work, but given that the Miraluka mod went over well they've floated the idea of getting more genemods from species that are Force-sensitive by nature in the hopes that something would happen when a subject is genemodded. Naturally even getting some of the mods would be incredibly expensive so you'd need to help fund the project. Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
Do these even need an explanation?
[] 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
-[] 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.
Having anti-lightsaber armor a very good idea when you're trying to take on a guy with a lightsaber.
[] 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]
Always welcome.
[] 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]
Might lead to something interesting, but I don't think we have the actions for it at the moment.
Personal
[] 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
More Martial is always welcome, especially considering how close we are to the final showdown, but I'm not sure we have the actions for these right now.
[] 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: ???
-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned
Any of these would be welcome, if only for the stat boosts.
[] 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
Considering the chance of success on some of the high priority actions, we might need this. Where we're definitely going to need this, however, is directly below. That said, I have a question (which may have already been answered at some point);
@Dr. Snark, can we use Personal Attention more than once per turn?
[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???
We need to do this, and the sooner, the better.
[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???
Worth keeping in mind, but we should probably give this a turn before we do it.
Hero Units
[] 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, ???
Worth considering, but we might need him somewhere else.
[] 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, ???
I
really want to do this, but we're probably gonna need him somewhere else.
[] Cheriss Sair - The Culmination of a Dream: Cheriss has the design for her project - a 'frame' that would contain a humanoid pilot much like her body contains her Shard self. All she needs is a lot of money and she can begin working on it in earnest. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)
Now this is
niiice. Definitely worth considering if we don't need her somewhere else.
[] Thrawn - Understanding A Warrior's Heart: While he doesn't like admitting it, Thrawn has been baffled at the results of Greivous' assault on the Foundry. He's requested some time to analyze the results of the battle in earnest and determine exactly where he went wrong in his estimations - and potentially bettering them in the future. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???
On the one hand, this synergize very well with another attack on the Foundry. On the other hand, we might need him elsewhere.
[] 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, ???
Once again, any of these are worth considering, but we might need her for something else (probably the Foundry or Maul).
[] 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, ???
This would be
incredibly helpful for taking down Sidious (or, rather, his Acolytes), but I'm pretty sure we're gonna want HK on the Foundry attack.
[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
This is something I'd like to do if we have the action to spare for it (in part because I'm not sure how we'd benefit from his other action), and I don't
think we need him anywhere else.
Not touching the bases because there are too many things in that category for me to
ever be able to weigh all the pros, cons and costs.
What do you guys think?