Map of Abyss Watchers Assets/CNS Space (As Of Turn 21)
All right, so my computer ate my initial attempt, but here's the final map:

This map is current as of Turn 21, and includes all of our Abyss Watcher bases and planetary assets.

I decided to place our private planet Kiln in the northern reaches of the Unknown Regions, because (per Wookiepedia) that same galactic grid (I-5) is the area Thrawn was exiled to after Outbound Flight. Since we discovered him during a 'minor astrographical sweep', this tells us his planet was probably fairly close to ours.
The commander who found you said that you were found on an otherwise uninhabited planet some ways off in the Unknown Regions during a minor astrographical sweep.

I decided to place our new asteroid base on the edge of the 'Corporate Sector' in the northern Outer Rim, per @fasquardon's suggestion, though also on the border of the Wyl Sector and near the Sith Worlds region. Since I didn't want to label it 'asteroid', I also named it La'Sombra (as suggested by @Sinsystems and @Muer'ci last turn.)
Sinsystem and Muer'ci suggested La'Sombra (Spanish for 'the shadow') -- I like the name and considered using it for the System, but I'm more inclined to use that name for our new Asteroid Base (since we'll most likely be using it as a blacksite for our operations).

Finally, for the borders of Neutral (CNS) Space, I relied on this searchable 'galaxy map' as well as this map of the Outer Rim sectors. Specifically, we know from canon that the original CNS represents 1,500 systems, notably including Mandalore and Taris. Due to their proximity, I figured that most of the other systems would be in the same or neighboring sectors. Given (OOC) the sheer number of CNS-related crits we've rolled and (IC) Ciaran's remarkably effective leadership of the CNS, not to mention her reputation as a pan-galactic humanitarian, I figured that the CNS would have seen impressive success in swaying its neighbors to a neutral stance. Therefore, I drew the borders of CNS space to include six continguous sectors in the Outer Rim: Mandalore, Ojoster, Meerian, Belsmuth, Thrasybule, and Demetras.

Note that this puts us in spitting distance of Asajj's homeworld of Dathomir, not to mention Count Dooku's estates in Serenno. We're also not too far from the asteroid mining colony once run by Darth Vectivus (by the planet Bimmiel), and the old Massassi (Sith) Temple on Yavin.
 
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Bail Organa Stymies New Proposal: Bail Organa, a Senator from Alderaan has been making waves in the political community lately for consistently opposing the proposed Enhanced Security and Enforcement Act which would grant the Supreme Chancellor further powers should it be enacted.

We're going to need to make sure he doesn't "disappear" as well. He is one of the few voices in the Senate that is actually useful.

Surveillance on Skywalker Family Increased: Due to reasons unknown to the lower groups, the surveillance on Shmi Skywalker and persons associated with her has increased significantly, with generous offers being made to Shmi to support the "humanitarian efforts" recently opened on Tatooine.

...Why would we suddenly do this? Does Ciaran want Anakin more on her side?

At least Tatooine gets some much needed uplifting. Even for a desert planet, it is strangely underdeveloped given the advance technology of the setting. Regardless, things should be looking up.

Wait a minute. Since Jabba lives on Tatooine, maybe we could reach an agreement to have him uplift the planet. By telling him that educated and paid laborers would be more productive than slavery. It would give him a bigger advantage over his rivals. But that might be a bit too much for a Hutt.
 
All right, so my computer ate my initial attempt, but here's the final map:

This map is current as of Turn 21, and includes all of our Abyss Watcher bases and planetary assets.

I decided to place our private planet Kiln in the northern reaches of the Unknown Regions, because (per Wookiepedia) that same galactic grid (I-5) is the area Thrawn was exiled to after Outbound Flight. Since we discovered him during a 'minor astrographical sweep', this tells us his planet was probably fairly close to ours.

I decided to place our new asteroid belt on the edge of the 'Corporate Sector' in the northern Outer Rim, per @fasquardon's suggestion though also on the border of the Wyl Sector and near the Sith Worlds region. Since I didn't want to label it 'asteroid', I also named it La'Sombra (per suggested by @Sinsystems and @Muer'ci last turn.

Finally, for the borders of Neutral (CNS) Space, I relied on this searchable 'galaxy map' as well as this map of the Outer Rim sectors. Specifically, we know from canon that the original CNS represents 1,500 systems, notably including Mandalore and Taris. Due to their proximity, I figured that most of the other systems would be in the same or neighboring sectors. Given (OOC) the sheer number of CNS-related crits we've rolled and (IC) Ciaran's remarkably effective leadership of the CNS, not to mention her reputation as a pan-galactic humanitarian, I figured that the CNS would have seen impressive success in swaying its neighbors to a neutral stance. Therefore, I drew the borders of CNS space to include six continguous sectors in the Outer Rim: Mandalore, Ojoster, Meerian, Belsmuth, Thrasybule, and Demetras.

Note that this puts us in spitting distance of Asajj's homeworld of Dathomir, not to mention Count Dooku's estates in Serenno. We're also not too far to the asteroid mining colony once run by Darth Vectivus (by the planet Bimmiel), and the old Massassi (Sith) Temple on Yavin.
this is amazing!
we should grab the system dathomir is in and that mining colony!
hey, we have kashyyyk right? i don't think we do but they are freind and they might be useful to use some more
 
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...Why would we suddenly do this? Does Ciaran want Anakin more on her side?

At least Tatooine gets some much needed uplifting. Even for a desert planet, it is strangely underdeveloped given the advance technology of the setting. Regardless, things should be looking up.

Well Ciaran's decided that it would be much better to keep a closer eye on Shmi and the Skywalker family and with the new arrangement with the Hutts she's able to actually get teams on the planet.

She certainly hasn't been spooked by her last meeting with Anakin, most definitely isn't feeling a bout of paranoia from it, and most definitely is not making an obvious play to get additional leverage over him just in case. No siree...
 
...Why would we suddenly do this? Does Ciaran want Anakin more on her side?

the thought of him going nuts is terrifying. when she talked to him at the party he came off as lost and unsure, if something bad happend to his mom he might well go off the deep end and end up going full sith. The thought of a crazy sith with that much power is all kinds of bad, especially since both Ciaran and at least one of her favorite people are going to be in the blast radius. So she makes sure nothing happens to his mom and works at chipping away at the black and white worldview that would make any future falls catastrophic.
 
what armor do our guardians were? last time i checked it was our own design? or clone armor but not sucky
because i'm kinda imagining halo armor to be honest
 
Seti Ashgad Missing: After significantly criticizing the Supreme Chancellor's decision to have additional holocameras installed within the Senate building the Senator Seti Ashgad, a rising star and popular figure in the Senate, has vanished with no clues to his whereabouts. Palpatine and his supporters have stated that the timing is purely coincidental.

Bail Organa Stymies New Proposal: Bail Organa, a Senator from Alderaan has been making waves in the political community lately for consistently opposing the proposed Enhanced Security and Enforcement Act which would grant the Supreme Chancellor further powers should it be enacted.
It's possible that these two events are related.

Per Wookiepedia, Seti Ashgad's disappearance "caused some distress for Bail Prestor Organa." We know that he was kidnapped by Palpatine and imprisoned in Nam Chorios (a penal colony about two sectors away from Neutral space...). I'd also point out that Seti Ashgad is a former hyperspace engineer for Incom and was on the team that designed the Z-95 Headhunter that was a predecessor to the X-Wing. That is, he's probably the guy responsible for outfitting small one-man fighters with hyperdrive capability for the later Rebel Alliance to use. Let's see if we can free & recruit him (I'd also be curious to see if he knows who was responsible for his kidnapping & imprisonment...).

We should also consider offering bodyguard services to Senators, Bail Organa among them. We do have plenty of Mercenaries, and we did long ago vote to assign them on bodyguard missions for income. This might be more pro bono but reap massive amounts of good will for the extra peace of mind.

Surveillance on Skywalker Family Increased: Due to reasons unknown to the lower groups, the surveillance on Shmi Skywalker and persons associated with her has increased significantly, with generous offers being made to Shmi to support the "humanitarian efforts" recently opened on Tatooine.
Excellent. Given that Shmi is basically Anakin's 'berserk button', it's a pretty smart move to at least keep our eye on her for her safety, and an even better idea to bring her onboard in our organization. Plus, if we go out of our way to improve daily life on Tatooine, Anakin will be much more inclined to think of us fondly....


In unrelated news, two discoveries!
Watchers:
20 Watcher teams + 2-5 per turn (Survival Rate 60%) (Cap 20)
I suspect the 'Cap 20' is new, but this either means a) we need to find some way of expanding our 'Watcher capability' or more likely b) use some of those Watchers this turn to ensure our recruiting doesn't go to waste. I suspect @Dr. Snark added the Cap just to make sure things didn't get too ridiculous, so I don't imagine he'll let us increase it. On the other hand, it never hurts to check...?

Second discovery: we're missing a +5 default bonus for medical research rolls.
[X] Acquire anatomical database: Acquiring a personal anatomical database may sound uneeded if you can just use the ones that allready exist but considering how old the galaxy is, how varied its population is and various other factors one still has to consider that some things may be inacurate or some species simply aren't properly cataloged. Not to mention a clean, personalised one is also good to add research notes to. Chance of Success: 60% Cost: 60 Reward: Slight bonus to all medical research

Required: 40 Rolled: 56+10(Lab)+5 (R&D)=71

It took several months, various copy-pasting of existing databases, study of medical journals and a lot more, but your researchers have managed to create a new personalised database. Its far from complete, but its enough that it contains the necessary data on the most common sentient species. Reward: +5 Bonus on all medical research
This was way back on Turn 12, but notice that the roll already included the 'Lab' and 'R&D' bonuses that are currently listed on the first page. So there should be a "+5 (Medical) (Anatomical Database)" bonus added to that list.
 
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(This was originally part of the previous post, but then it got way. too. flippin'. BIG. so I made it a separate post. Enjoy!)

I'd like to make a list of potential bases we could expand to in the future. We have 1 free base upgrade and 1 free base purchase to spend this turn, and we should make sure to spend it well.

@Dr. Snark, are we still popular enough with the Separatists (or with specific factions like the Trade Federation, IGBC, Commerce Guild, etc.) to purchase new bases on their homeworlds? Way back when, the turn we decided to buy our private planet, Teron listed these base options:
[] Cato Neimoidia, Mansion: A mansion on Cato Neimoidia, generously put up for sale to you by your Neimoidian contacts. Cost: 100 Reward: Mansion on Cato Neimoidia
[] Muunilist, Mansion: A mansion on Muunilist, generously put up for sale to you by your colleagues in the IGBC. Cost: 100 Reward: Mansion on Muunilist
I'd also consider bases on Castell (Shu Mai's homeworld and headquarters of the Commerce Guild) and/or Scipio (headquarters of the IGBC proper).

That second one (Scipio) could be even more important because it was the Republic's seizure of that planet that led to Palpatine's seizing direct control of all Banking Clan assets (!) -- having our own base on-site could give us the leverage to seize the Banking Clan assets before Palpatine can get to them. OTOH, the first one (Castell) is also significant because it's the site of 'Orbital Shipyard CC-24', which was a major Sienar production facility during the Imperial era and possibly earlier.


Speaking of Sienar, and give our apparent interest in starship production, we might also consider expanding to the following planets:
[] Fresia: headquarters of the Incom Corporation
[] Lianna: headquarters of the Sienar Fleet Systems
[] Corulag: site of Sienar 'Advanced Research Division'
[] Kuat: site of Kuat Drive Yards production facilities (next-door neighbor to our Vehicle Factory in the Neimoidia system)
[] Corellia: see below...


Given our interest in Jedi and Sith legends, and our desire to start a new 'Grey Order' of Jedi, we might also consider expanding to:
[] Yavin: site of the Massassi Great Temple (Sith)
[] Korriban: origin/homeworld of the Sith
[] Telos IV: site of the Jedi Order's Agricorp division (for wash-out Initiates who did not become Padawans)
[] Jedah: homeworld of the 'Disciples of the Whills' (Light) and possible origin/homeworld of the Jedi Order
[] Bimmiel: site of asteroid mining colony formerly run by Darth Vectivus (Sith)
[] Dathomir: Asajj Ventress's homeworld and center of the Witches (Light) and Nightsisters (Dark) Force factions
[] Corellia: homeworld of Green Jedi faction (also a major industrial center of starship production & pilot training)
[] Revyia: homeworld of the Tyia Adept faction
[] Dorin: homeworld of the Baran Do Sages faction
[] Orax: Shard homeworld and origin of the Iron Knights faction
(Based on my info-dump post here)


Finally, given our many many connections and relationships with friendly faces in the Republic, we might also consider:
[] Kashyyyk: Wookie homeworld. Seriously. System also includes 'Alaris Prime' and the original Devastator factories...
[] Naboo: Padme's homeworld. Mansion near capital city of Theed. 'Nuff said.
[] Alpheridies: Miralukan (!) homeworld. Also site of 'Luka Sene' Force-wielding order.

On the other hand, Alpheridies is practically right next door to Neutral (CNS) Space, and given our inevitable popularity as a galactically renown Miralukan, we might just try to use a Diplomacy action to draw them & their neighbors into Neutral Space....
 
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Turn 22, BBY 21 Third Quarter
Reminder: 24-hour moratorium on voting

BBY 21, Third Quarter

Current Treasury: 1170
Current Income: 1732
Current Upkeep: 1090


The Abyss Watchers have been experiencing massive gains in the last quarter in finance, diplomacy, and even some of the higher officers have all grown in their own ways. It seems like now more than ever you can stop reacting to the war and start being proactive instead.

Still, you're a little worried; if nothing else your meeting with Anakin and that sheer pressure you felt from him was a frightening experience. The fact that you've decided to keep a closer eye on Shmi from now on is purely coincidental though. Clearly...

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: 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: 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 should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: 100 Credits

[] Organa Protection Detail: If recent events are any indication Bail Organa is likely about to be targeted by Palpatine-sponsored assassins so that he can remove a political opponent from the board. Protecting him could earn you another valuable asset in the Senate aside from your dear friend Padme. Chance of Success: 70% Cost: 50 Reward: Protection detail for Bail Organa quietly established

[] Let's Vary Piracy, With A Little Burglary: Instead of just randomly attacking assets in CIS space to slow them down, why not focus your efforts on selected systems and see if you can use those efforts to potentially persuade them to join the CNS? Chance of Success: 60% Cost: 75 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Serenno: the neighboring D'Astan sector not only includes Count Dooku's homeworld of Serenno, but also the bustling (and hyper-corrupt) ecumenopolis of Axxila, and the trade world of Celano along a major hyperlane spur.
-[] 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...
-[] Onderon: Currently suffering from a particularly brutal civil war due to the CIS occupying the planet, you could send your teams to sabotage CIS assets in the area and turn the tide over to the rebel forces.
-[] 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 controlled by the CIS. Not only would you be able to hurt their supply lines quite a bit if it works, but the loot would be fantastic. Of course, the CIS is perfectly aware of this vulnerability... Chance of Success: 50% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Celanon Spur: The planets of Shaum Hill and Agamar lie on this route that leads directly to the front lines.
-[] Salin Corridor: A lane close to CNS space, your efforts would focus on the Vjun and Gromas systems.
-[] Hydian Way: The lane closest to CNS space, this area contains planets such as Celanon and Axxila. You would try to ignore Sereno for fear of antagonizing Dooku...

[] 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 it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???

[] Shards Encased In Iron: 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 getting in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself. 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 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.
-[] 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: Selected planet and nearby systems join the CNS
-[] Corellia: They're already isolated from the war as it is, though they are distant from main CNS space and a major set of Core Worlds at that.
-[] Alpheridies: The Miraluka adoptive homeworld, and by extension your ancestral home is right on the CNS borders.
-[] Dathomir: Ventress' homeworld and a isolated planet at that; your efforts would be more focused on the systems around it.
-[] Lucasez: The homeworld of the Fallanasi order, they are more pacifistic and would prefer to stay out of the war as a whole.
-[] Muunilist: The home of the IGBC and recently devastated by the war, the planet's leaders would certainly appreciate the chance to declare neutrality.
-[] Maridun: Not an important planet in and of itself, but it is home to a significant number of refugees who are fleeing the battles on Mygeeto.
-[] Write in

[] Write in
Stewardship: Borvo has been ecstatic since he's been given control of Ziro's assets and the finances of the Abyss Watchers have started to stabilize. It helps that now he has his own palace to spend time in.

Pick 2:

[] 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%

[] 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
-[] Personalized Courier Ships: Unlike the rest of the designs you've suggested these are fairly straightforward: extremely fast ships that can be personalized before their completion by their prospective owner. They'd certainly be nice gifts to your high-ranking members. Cost: 150 Reward: Personalized Courier ships designed/selectively produced
-[] Scout Vessel: Another 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
-[] 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
-[] Incom Corporation: Producers of starfighters, transports, and landspeeders
-[] Kuat Drive Yards: Producers of heavy capital ships
-[] Write-in

[] Write in
Intrigue: Gulan has been insufferably smug after the destruction of the Black Sun, although to be fair it has been a major coup for your organization.

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 A Madman: Now that you have a name for the one responsible for the synthetic virus outbreaks, you can begin hunting him down. Send out your agents and figure out everything you can about Wesker before he returns with yet another virus. Chance of Success: 50% Cost: 100 Reward: Wesker located

[] The Golden Tempter: Seti Ashgad has recently disappeared and it's blatantly obvious from the reports that it was because he was opposing Palpatine. While the odds are that he's very dead, having evidence against the Supreme Chancellor for corruption would definitely be worth the effort of finding him, or more likely his corpse. Chance of Success: 40% Cost: 100 Reward: Fate of Seti Ashgad determined

[] Write in
Lore: Tyro's happy to report that Ventress has been slamming his trainees into walls much less often. He considers it to be a significant improvement in her behavior.

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: ???

[] 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.
-[] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] 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 and Ventress' 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: 60% Cost 50 Reward: ???

[] 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% Cost: 100 Reward: Expedition to chosen location launched
-[] Dantooine: An Jedi academy was on this planet many millennia ago, and it would certainly take little effort to launch an expedition there given you already own property on it.
-[] 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.
-[] Telos (IV): Home to the old Jedi Agricultural Corps, though it was bombed during the Jedi Civil War it should still contain plenty of secrets for those willing to look for them.
-[] Yavin IV: Home to many different Force temples, the moon would certainly contain plenty of interesting artifacts on its surface.

[] 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 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 (2 Turns Remaining, 1 Turn Lock Remaining)

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species [Takes 2 turns, locks actions for 1 turn]

[] Under The Knife: The Arkanians are now able and very willing to begin genemodding on new volunteers at your facilities should they ask for it. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
--[] 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.
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

[] 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%
-[] 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 saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Write in

[] 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 "very painful." Well, it's a step up from "excruciatingly painful," right? 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
-[] Luka Sene (Enhanced Combat Perception): While the energy field perception of the Luka Sene isn't really that valuable to you, their notes on making your Force vision more effective in combat are certainly worth looking into. Reward: Lore Increase, Enhanced Combat Perception 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 halved

[] 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: Return of the Mand'alor: After observing your recent efforts on Mandalore, Thrawn has come to the conclusion that while your actions have been effective thus far your current methods won't be enough to galvanize the Mandalorian warriors into a more proactive state and therefore able to be recruited by you. They'll need a symbol. They'll need a Mand'alor. And Thrawn is all too eager to give them one; he just needs to convince Jango Fett to return to his home. And given the fire in his eyes you think he might actually be able to pull it off though from what you know of Fett it won't be easy. (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 40% Reward: Thrawn speaks with Jango about his status as Mandalore, ???

[] 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 will be spending this quarter focusing on learning the Buried Presence technique from Tyro. Free Action.
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

Castell: You've had some good dealings with the Commerce Guild in the past, and you've located a plot on Castell that you might be able to build up into a decent trading facility. Cost: 200 Reward: Facility on Castell

Scipio: Leveraging a few contacts within the IGBC has given you the chance to get some valuable property on Scipio itself, and it would be so very close to some very fat bank accounts... Cost: 200 Reward: Property on Scipio

Munnilist: The IGBC has generously put aside a mansion for you on Munnilist, and the fact that they have suffered from some damage from the war is completely irrelevant to the fact that the price has noticeably decreased... Cost: 100 Reward: Mansion on Munnilist

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

Kashyyyk: While it's been some time since you've last worked with the Wookies your contributions to them have still been remembered and they would be willing to offer you the chance to purchase property on the planet if you choose. Cost: 200 Reward: Facility on Kashyyyk

[] 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. (1 Free Upgrade Available)

Coruscant Base:


[] CNS Embassy: While it's true that the CNS is certainly in contact with the Republic there isn't anything official that represents that quite yet. Establishing a proper embassy would not only improve credibility but the new staff would make diplomatic efforts far easier. Cost: 150 Upkeep: 75 Reward: Additional diplomacy action (CNS-related actions only)

[] Security Company: It's certainly been some time since you've left the Coruscant Underworld but it pays to return to your roots at time. Like say, creating a security company to legitimize protection fees! Shouldn't be too hard for you to get that running. Cost: 25 Reward: 5 Income (Protection Money)

[] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. Cost: 150 Upkeep: 75 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)

[] High-Grade Training Facilities: With the amount of people you've been bringing into the Abyss Watchers as of late, it's become clear that 'battlefield' experience simply won't cut it anymore if you want to keep your soldiers in peak condition. As such, Xruk has requested new facilities and staff to help train up your current soldiers on Kalee. You tried to ignore how excited he was at the thought... Cost: 150 Upkeep: 50 Reward: Troops automatically upgrade over time

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Sienar Ship Customization: The Oracle is a fine ship, but it could be better; now that you've partnered with Sienar you could let him and his team loose on the ship and see what they can do to upgrade it. Cost: 100 Upkeep: 25 Reward: Increased general 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

[] 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

[X] 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 (1 turn remaining) Reward: Kiln protected against intrusion

[] Write in: Stay reasonable

La'Sombra (Asteroid Base):

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

[] 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... Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Defense Grid: Nar Shaddaa is practically lawless, and if you want to make absolutely sure that your property stays safe you're going to need to protect it by force. Cost: 50 Reward: Defenses for property established

[] Casino: If there's one thing about Nar Shaddaa it's that you can find many different ways to lose all of your credits there. Why not get in on that action with your own casino? Cost: 100 Reward: +50 Casino Income

[] Nightclub: Another "charming" feature of Nar Shaddaa is that many of its people are willing to spend a lot of credits on hookers and blow. There's definitely plenty of money to be made there. Cost: 100 Reward: +50 Nightclub income

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

AN: I've officially run out of ideas for what I can do with Coruscant, so any further upgrades for it are going to have to be write-ins if you want them. Given how much is there, I admit I'm not exactly too worried about that fact.

Also I'm declaring a hard cap of 20 for the Watcher teams, non-negotiable. To be honest that's another gameplay concession; if I let you keep gathering up teams you could easily break the game, and it might encourage you guys to use them more often.

As for the write-in options, most of them have made it in here, though I'm restricting the Jedha base until other actions are completed (take a wild guess as to which). With Sienar, I've given you a couple of "starter options" for ships you can get from him though other write-in designs are certainly welcome.

As always a reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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Watcher Support (20 teams available, 1 Point per assigned team): [] Write in

Also I'm declaring a hard cap of 20 for the Watcher teams, non-negotiable. To be honest that's another gameplay concession; if I let you keep gathering up teams you could easily break the game, and it might encourage you guys to use them more often.
Good to know.

Per the first page, we have 20 Watchers total, we're getting an addition 2-5 per turn, and we have a 60% recovery/survival rate for using them.
Watchers:
20 Watcher teams + 2-5 per turn (Survival Rate 60%) (Cap 20)
I suggest we use 10 Watchers per turn -- 60% survival would leave us with 16 on average, replenished with 3.5 new recruits (on average). That will keep us pretty close to the Cap without wasting too many or dropping too far in case of a later 'rainy day'.


EDIT: ninja'd
 
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I'd like to make a list of potential bases we could expand to in the future. We have 1 free base upgrade and 1 free base purchase to spend this turn, and we should make sure to spend it well.

*Grumbles* Of course that gets posted right before I post the turn. Though it's really no big deal and kind of the reason I have the moratorium on voting now. Anyway, looking at the bases I'm just going to to a yes/no/more actions required for all of them since there are so many.

[] Scipio: headquarters of the IGBC - Yes
[] Fresia: headquarters of the Incom Corporation - Requires Stewardship Action
[] Lianna: headquarters of the Sienar Fleet Systems - Yes
[] Corulag: site of Sienar 'Advanced Research Division' - Yes
[] Kuat: site of Kuat Drive Yards production facilities (next-door neighbor to our Vehicle Factory in the Neimoidia system) - Requires Stewardship Action
[] Yavin: site of the Massassi Great Temple (Sith) - Requires Lore Action
[] Korriban: origin/homeworld of the Sith - Requires Lore Action
[] Telos IV: site of the Jedi Order's Agricorp division (for wash-out Initiates who did not become Padawans) - Requires Lore Action
[] Jedah: homeworld of the 'Disciples of the Whills' (Light) and possible origin/homeworld of the Jedi Order - Action available
[] Bimmiel: site of asteroid mining colony formerly run by Darth Vectivus (Sith) - Action available
[] Dathomir: Asajj Ventress's homeworld and center of the Witches (Light) and Nightsisters (Dark) Force factions - Requires Diplomacy Action
[] Corellia: homeworld of Green Jedi faction (also a major industrial center of starship production & pilot training) - Action available
[] Revyia: homeworld of the Tyia Adept faction - Requires Diplomacy Action
[] Dorin: homeworld of the Baran Do Sages faction - Requires Diplomacy Action
[] Dweem: Shard homeworld and center of the Iron Knights faction - Action available
[] Kashyyyk: Wookie homeworld. Seriously. System also includes 'Alaris Prime' and the original Devastator factories... - Yes
[] Naboo: Padme's homeworld. Mansion near capital city of Theed. 'Nuff said. - Already available
[] Alpheridies: Miralukan (!) homeworld. Also site of 'Luka Sene' Force-wielding order. - Yes Disregard that, Diplomatic Action needed.

I'll get all of that edited into the turn proper, might take me a bit due to sheer quantity.
 
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Not posting plan, but suggestions:

[] Organa Protection Detail: If recent events are any indication Bail Organa is likely about to be targeted by Palpatine-sponsored assassins so that he can remove a political opponent from the board. Protecting him could earn you another valuable asset in the Senate aside from your dear friend Padme. Chance of Success: 70% Cost: 50 Reward: Protection detail for Bail Organa quietly established
\at least 2 SANE allies in the Republic, under Palps nose/

[] 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 it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???
\Shards can wait until we get "better bodies", {we are polite to everyone these days, no?}, so causing some doubts about the war might derail Palps plan even more/

[] 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 cloaking devices 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
+
[] 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%
\Might improve overall situation and supply problems/

[] 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
\She's trouble, just sain/
+
[] The Golden Tempter: Seti Ashgad has recently disappeared and it's blatantly obvious from the reports that it was because he was opposing Palpatine. While the odds are that he's very dead, having evidence against the Supreme Chancellor for corruption would definitely be worth the effort of finding him, or more likely his corpse. Chance of Success: 40% Cost: 100 Reward: Fate of Seti Ashgad determined
\target, but this WILL make even Jedi look at P with microscope, slowing his manipulations a little/

?????????? is there any 'Tech' oriented Force powers?

[] Ysalamiri Studies: While Myrkr isn't a very interesting planet on its own it is home to a unique species called the Ysalamiri which can negate the Force within a set radius. While you could potentially contain these creatures on La'Sombra, they tend to die if extracted from the Obilo trees they draw nutrients from. Find a way to get them off the planet though...and the applications are obvious. Chance of Success: 60% Cost: 100 Reward: Method of Ysalamiri extraction discovered
\Sorry Thrawn, we'll lift your idea from EU/

[] 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: Return of the Mand'alor: After observing your recent efforts on Mandalore, Thrawn has come to the conclusion that while your actions have been effective thus far your current methods won't be enough to galvanize the Mandalorian warriors into a more proactive state and therefore able to be recruited by you. They'll need a symbol. They'll need a Mand'alor. And Thrawn is all too eager to give them one; he just needs to convince Jango Fett to return to his home. And given the fire in his eyes you think he might actually be able to pull it off though from what you know of Fett it won't be easy. (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 40% Reward: Thrawn speaks with Jango about his status as Mandalore, ???
+
Asajj Ventress will be spending this quarter focusing on learning the Buried Presence technique from Tyro. Free Action.



Yeah, sorry, as said, SUGGESTIONS, NOTHING ELSE
 
-[] "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 cloaking devices 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/produce
Doesn't Star Wars stealth run off some extremely rare kind of phlebotinum.
 
maby take a personal action to make the mandalore lady not angry at us?
i forgot her name

or would it be a diplomatic action to get onto better terms?
[] 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, ???
we had him since the beginning we need to fix him up
 
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I wanocheck out that asteroid with Ventress, find the missing guy, protect Organa, get started on ships.

Investigate the crazy guy..

Put gramps under the knife for extra long bonus lifespan option, it looks tailored for him anyway
 
All right, let's check this out.
[] 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%
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi 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. Reward: Contact with Corellian Jedi established
It sounds like you'll be adding Diplomacy Action options for reaching out to Dathomir and Alpheridies for the CNS (along with Revyia and Dorin for our Abyss Agent Force faction), so I look forward to those.

@Dr. Snark: could we also have a Diplomacy Action for making contact with the Corellian government (not just the Jedi faction) to try to sway them to join the CNS?

As for Stewardship:
[] 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%
As useful as it might be to reduce our income penalty even further, I really think it'd be better to reach out to Sienar and other corporations for strategic partnerships -- Kuat produces capital ships, so perhaps make a contract on behalf of the CNS to buy some for system defense & trade escort? Or, given our galactic-scale organization, could we arrange for the distribution & sale of non-military vehicles/starships between Republic and Separatist space?


I fully expect this thread to go crazy choosing a Custom Vessel for Sienar to make for us. Personally, I'd be fine with a Rescue/Assault Gunship (that name is so perfectly Ciaran...), but there's all kinds of other possibilities. Perhaps ask Sienar to design a proto X-wing (one-man fighter with hyperdrive)?
[] 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 cloaking devices 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
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

We only have 1 Lore Action available, but I strongly urge us to use our 'Free Action' this turn to take care of both of these.
[] 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

[] 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 and Ventress' 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: 60% Cost 50 Reward: ???
The Homecoming Trip to Vectivus would be huge for us, especially if we use Asajj for Hero Support (!). However, we should definitely acquire those Luka Sene techniques for our Abyss Agents -- that's just too useful. Frankly, I also think we should spend a Personal Action on training those Luka Sene techniques for ourselves as well.

As for the genemods, thanks for the info!
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

Though this one seems like the most-obvious choice:
--[] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
--[] 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 considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
Intrigue bonus and we keep Silas around for another few decades? Count me in! 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)? I'm kinda worried that using a Pau'an genemod might change his appearance and increase the difficulty of his "Mind of a Scoundrel" Hero Action. Is that not an issue, or should we wait a turn to take care of it?

However, using Silas for 'Mind of a Scoundrel' would free up our Learning Action for this:
[] Ysalamiri Studies: While Myrkr isn't a very interesting planet on its own it is home to a unique species called the Ysalamiri which can negate the Force within a set radius. While you could potentially contain these creatures on La'Sombra, they tend to die if extracted from the Obilo trees they draw nutrients from. Find a way to get them off the planet though...and the applications are obvious. Chance of Success: 60% Cost: 100 Reward: Method of Ysalamiri extraction discovered
...which sounds absolutely perfect. This is how we defeat the big bad Sith Lord, people! Let's get on it!

Asajj Ventress will be spending this quarter focusing on learning the Buried Presence technique from Tyro. Free Action.
Sweet. Since this is free, is Asajj still available for Hero Support elsewhere (cough Homecoming Trip)?

As for Hero Actions: I definitely think we should double-down on Thrawn's "Return of the Mand'alor" to see if we can drawn Jango further into our orbit.
[] Thrawn: Return of the Mand'alor: After observing your recent efforts on Mandalore, Thrawn has come to the conclusion that while your actions have been effective thus far your current methods won't be enough to galvanize the Mandalorian warriors into a more proactive state and therefore able to be recruited by you. They'll need a symbol. They'll need a Mand'alor. And Thrawn is all too eager to give them one; he just needs to convince Jango Fett to return to his home. And given the fire in his eyes you think he might actually be able to pull it off though from what you know of Fett it won't be easy. (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 40% Reward: Thrawn speaks with Jango about his status as Mandalore, ???
OTOH, we only have two Hero Actions per turn, and if we take Silas' recruitment action, we won't have room for upgrading PR-1 or Cheriss this turn.


As for the Kiln droid factories, we should remember that all upkeep is reduced by 40%:
[] 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
So 'basic' only costs 12 upkeep, OOM costs 15, 'super droid' & 'commando' cost 21, and 'spider droid' costs 30.

As for our Nar Shaddaa Property, I definitely think we should get a Defense Grid first thing. However, I'd like to ask @Dr. Snark, is there any difference at all between the two options for income?
[] Casino: If there's one thing about Nar Shaddaa it's that you can find many different ways to lose all of your credits there. Why not get in on that action with your own casino? Cost: 100 Reward: +50 Casino Income

[] Nightclub: Another "charming" feature of Nar Shaddaa is that many of its people are willing to spend a lot of credits on hookers and blow. There's definitely plenty of money to be made there. Cost: 100 Reward: +50 Nightclub income
Are there unstated costs or benefits for the one or the other? They look identical. Given that, I'm inclined to favor building a Casino (since gambling is much less skeevy than "hookers and blow"), though I'll wait to see if someone else wants to come up with a write-in for it.
 
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Could we also have a Diplomacy Action for making contact with the Corellian government (not just the Jedi faction) to try to sway them to join the CNS?

Sure, honestly I'm kind of amazed that no one asked sooner now that I think about it. I mean, there are a lot of Important Named Characters that come from that planet.

Yeah, this one seems like an obvious choice. Intrigue bonus and we keep Silas around for another few decades? Count me in! 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)? I'm kinda worried that using a Pau'an genemod might change his appearance and increase the difficulty of his "Mind of a Scoundrel" Hero Action. Is that not an issue, or should we wait a turn to take care of it?

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.

Sweet. Since this is free, is Asajj still available for Hero Support elsewhere (cough Homecoming Trip)?

Yes.

Are there unstated costs or benefits for the one or the other? They look identical. Given that, I'm inclined to favor building a Casino (since gambling is much less skeevy than "hookers and blow"), though I'll wait to see if someone else wants to come up with a write-in for it.

It's Nar Shaddaa. No one gives a damn about appearances there. The only real difference is that the casino pretends to be classy, and the nightclub doesn't.
 
[] 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%
-[] Alpheridies: The Miraluka adoptive homeworld, and by extension your ancestral home is right on the CNS borders. Reward: Alpheridies and nearby systems join the CNS
-[] Dathomir: Ventress' homeworld and a isolated planet at that; your efforts would be more focused on the systems around it. Reward: Dathomir and nearby systems join the CNS
I'd really like this to be a regular Action we take (expanding the CNS borders and gradually forcing the Clone Wars into a smaller theater of war & devastation...). However, we only have 1 Diplomacy Action per turn, so if we did so, we'd be unable to reach out to any of the Force factions around.

Is there any way we could write-in a Base upgrade (on Coruscant or on Mandalore) to give us +1 Diplomacy Action per turn (exclusively for CNS business)?

Alternately, would that be a Diplomacy action in itself, to negotiate for an official Embassy on Coruscant?

Also, I just checked the map, and Myrkr (world of the ysalamiri) is seriously right next to CNS space.
[] Ysalamiri Studies: While Myrkr isn't a very interesting planet on its own it is home to a unique species called the Ysalamiri which can negate the Force within a set radius. While you could potentially contain these creatures on La'Sombra, they tend to die if extracted from the Obilo trees they draw nutrients from. Find a way to get them off the planet though...and the applications are obvious. Chance of Success: 60% Cost: 100 Reward: Method of Ysalamiri extraction discovered
Per the above map, the CNS southern border is the Wayland system, which is probably the innermost 'Outer Rim' planet around. It borders the (very narrow) TransVulta sector in the Mid-Rim, which in turn borders the (very narrow) Sumitra and Ploo sectors of the 'Expansion Region', which borders the outermost planets of the Inner Rim.

All told, the two planets are actually closer together on the Galaxy Map than between Bespin and Hoth (which, remember, the Millennium Falcon managed to travel without using hyperdrive).

It's also in the same direction (roughly) as Alpheridies, so my question for @Dr. Snark: would Mrykr be included in the 'nearby systems' if we take that Diplomacy action? Or (given that it's a low-population semi-isolated system), would our 'Ysalamiri Studies' also add Myrkr to the CNS if we picked it?
 
Is there any way we could write-in a Base upgrade (on Coruscant or on Mandalore) to give us +1 Diplomacy Action per turn (exclusively for CNS business)?

*eureka momement* THAT'S what I can do with the Corscuant base! Yay, it won't become irrelevant for at least another turn.

It's also in the same direction (roughly) as Alpheridies, so my question for @Dr. Snark: would Mrykr be included in the 'nearby systems' if we take that Diplomacy action? Or (given that it's a low-population semi-isolated system), would our 'Ysalamiri Studies' also add Myrkr to the CNS if we picked it?

No one would really care about it anyway, so it would be a "package deal" with Alpheridies.
 
*eureka momement* THAT'S what I can do with the Corscuant base! Yay, it won't become irrelevant for at least another turn.
Good to know, though that Upkeep is killer.
[] CNS Embassy: While it's true that the CNS is certainly in contact with the Republic there isn't anything official that represents that quite yet. Establishing a proper embassy would not only improve credibility but the new staff would make diplomatic efforts far easier. Cost: 150 Upkeep: 75 Reward: Additional diplomacy action (CNS-related actions only)
We still need that +1 action, but now I'm curious to see if there's any other possible ways of getting it.


...For instance, we have Duchess Satine taking care of CNS diplomacy. Could we outfit her with a Custom Vessel from Sienar, order to gain that +1 Action by letting her travel independently to rally more systems to the CNS?
[] 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%
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)
I have three proposals for 'high concept' Custom Vessels:
  • Diplomatic Barge/Consular Ship: specialized for diplomatic missions, but with a subtext that most diplomatic missions are taking place in hostile or potentially hostile areas. So: luxury cruiser with strong shields, decent array of weapons, good acceleration & hyperdrive. Ideally, also equipped with a HIMS-like capability to bypass Interdiction fields and/or shroud to negate tractor beams. (Could we recruit diplomatic staff to send out, or give one to Satine to let her act independently to rally more systems to the CNS?)
  • Scout Vessel: specialized for research & exploration, so the biggest design element is the sensor suite. Good for finding new hyperspace lanes, new habitable or resource-rich planets or moons, or useful flora and fauna. Ideally, also equipped with Force-sensitive instruments that can detect Force users, artifacts, or nexuses. (Perhaps we could design/invest such instruments once we acquire some ysalamiri?)
  • Courier Ships: highly personalized one-person vessels designed for each high-level member of the Abyss Watchers (so: Thrawn's might be a floating mini-museum, while The Silencer's would be a floating porcupine). Typical design emphasis is on speed -- these craft are built to convey their pilot as quickly to their destination as possible. (This could be especially useful as a 'graduation present' for each of our Abyss Agents and other Force users once they're strong enough to be sent on missions).
If others are interested, there's also this category page of 'Starship Types' that I found useful.

For instance, take a look at the page for the Chu'unthor:
The Chu'unthor (the Cerean word for "academy") was a praxeum ship...
Its primary function was as a spacefaring academy for groups of Jedi apprentices, and it operated under the command of a number of Jedi Masters before crashing on the planet Dathomir in 230 BBY...
The Chu'unthor could accommodate 10,000 Jedi students, and contained hundreds of exercise and lightsaber-sparring rooms to hone each student's concentration, form, and body. Workshops were provided for the construction and maintenance of lightsabers, while meditation chambers gave students and masters alike a place to contemplate the nature of the Force and further their mental discipline. A medical wing contained hundreds of rooms used to teach Jedi healing arts to young students, both for use in the aftermath of battle or accident and to aid the physically or mentally impaired. The ship contained its own extensive library with texts covering the myriad of Jedi teachings, advanced and theoretical science tomes, historical annals, literature from across the galaxy, and encyclopedias covering the galaxy's languages, art, and culture...
The ship had a relatively small crew, due to much of the ship being automated and run by droids. Most of the crew were Republic Navy veterans. A number of non-Jedi research organizations, including the University of Sanbra, had branches located on the vessel.
In the year 230 BBY, the service of the Chu'unthor was cut tragically short when it crashed into the exile world of Dathomir, home to Force "witches" descended from the fallen Jedi, Allya. The damaged Chu'unthor was surrounded by the witches on their rancor mounts. A group of Jedi (including Yoda, Gra'aton, and Vulatan) were sent to attempt a rescue of the vessel's crew and passengers, but were stopped by the Witches of Dathomir. After Yoda saved the life of Rell, a young witch, the two were able to negotiate a settlement. The Chu'unthor and its library would be abandoned on Dathomir, but the Jedi were free to leave.
WHAT. THE. KRIFFING. HELL.

There's an abandoned Jedi 'praxeum'-class capital ship -- almost fully automated, with full Jedi library, plus data archives from multiple research organizations and universities -- that's unused and just sitting there in our own backyard? :o

WHAT IS THIS AND HOW DO WE CLAIM IT?

Paging @Dr. Snark!
 
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WHAT. THE. KRIFFING. HELL.

There's an abandoned Jedi 'praxeum'-class capital ship -- almost fully automated, with full Jedi library, plus data archives from multiple research organizations and universities -- that's unused and just sitting there in our own backyard? :o

WHAT IS THIS AND HOW DO WE CLAIM IT?

Paging @Dr. Snark!
There's the central hub for an interstellar portal system that provides instantaneous transport to most of the galaxy somewhere around there as well.

Dathomir is a weird fucking planet.
 
WHAT. THE. KRIFFING. HELL.

There's an abandoned Jedi 'praxeum'-class capital ship -- almost fully automated, with full Jedi library, plus data archives from multiple research organizations and universities -- that's unused and just sitting there in our own backyard? :o

WHAT IS THIS AND HOW DO WE CLAIM IT?

There's the central hub for an interstellar portal system that provides instantaneous transport to most of the galaxy somewhere around there as well.

Dathomir is a weird fucking planet.
Dathomir must be next piece of the galaxy we make ours.
 
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