Martial:
[X] 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
-[X] 5 Watcher Teams
Rolled: 31 + 10 = 41 (Success)
This turned out to be as necessary as you had expected it to be.
You ended up creating a shell corporation that was meant to provide support for political figures and with a series of "coincidental" advertisements and salespersons Bail decided to hire on your group just in case.
They ended up saving his life when a group of pirates attempted to launch an attack on a ship carrying the man, which your forces were able to fend off. This wouldn't have been notable except for the fact that he was on a transport that was specifically designed for men of his station, something that normal pirates tended to avoid for fear of repercussion...At any rate, the news of the attack has made the Senate a bit more skittish, but Bail has managed to continue blocking Palpatine's new proposal despite that.
You also made very sure to clarify who he had to thank for saving his life...though having Padme vouch for you in her own way helped.
Rewards: Protection for Bail Organa established, probable assassination attempt negated, contact with Bail Organa gained
[X] 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
-[X] 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.
-[X] Grievous
Rolled: 41 + 24 = 65 (Success)
The Onderon resistance was outnumbered, outgunned, and very desperate when Grievous came to them. Fortunately for them, those were the exact conditions he faced during his own wars against the Huk.
Using those same tactics he honed on Kalee, Grievous led the Onderon resistance in a series of daring raids, striking out at everything from supply bases to statues for the CIS puppet monarch in a stunningly aggressive campaign. While the CIS has attempted to retaliate, they've been stymied by the resistance's ability to effectively hide away from them, and they've been gaining significant popular support that has aided them with that.
In short, Onderon is rapidly becoming a quagmire for the CIS as they've begun to throw more and more forces at it in hopes of quashing the increasingly dangerous rebellion on the planet. While the rebels have been unsuccessful in completely kicking the CIS off the planet, they've proved effective at making them pay for it.
Rewards: Onderon becomes a quagmire and forces CIS forces to be diverted to it, +75 Credits from looting
Diplomacy:
[X] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Selected planet and nearby systems join the CNS
-[X] Alpheridies: The Miraluka adoptive homeworld, and by extension your ancestral home is right on the CNS borders.
Rolled: 21 + 10 = 31 (Success)
While the main CNS diplomats handled the majority of the negotiations with Alpheridies and other planets in the area you were forced to go on a diplomatic trip to the planet yourself. It was...admittedly nerve-wracking returning after all these years given that your parents were still a part of the Luka Sene. Thankfully they didn't show up during your trip; you're honestly not certain if they'd even recognize you after everything that's happened.
It's for the best. You and them were never that close anyway.
The negotiations themselves were unremarkable, as the planetary government was more than willing to join the CNS to ensure that they would be protected from the rest of the war.
Reward: Alpheridies and nearby systems join the CNS
[X] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Selected planet and nearby systems join the CNS
-[X] Dathomir: Ventress' homeworld and a isolated planet at that; your efforts would be more focused on the systems around it.
Rolled: 98 + 10 = 108 (Over 100 Success)
Not only did Satine end up pulling overtime in this region, but you had an unexpected detour on the way to Vectivus' Home. (To be continued in The Journey Home)
Stewardship:
[X] 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)
-[X] PR-1
Rolled: 90 + 15 = 105 (Over 100 Success)
When PR-1 told the TF official he was asking about potential trade route access he was promptly told that Nute Gunray wanted to speak with Ciaran himself.
The greedy Nemoidian after the usual brown-nosing declared that after everything the Abyss Watchers had done for him (read: kept him out of jail) it was only fair that he did everything in his power to help them in this time of economic crisis. As such, he quickly worked out a deal that was not only finished faster than expected but also brought slightly more profit back than you initially anticipated.
Reward: Income penalty decrease by 15% this turn
[X] 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%
-[X] 5 Watcher Teams
Rolled: 73 + 15 = 88 (Success)
As usual, your humanitarian efforts to embattled systems was incredibly popular in the galactic media, hailing you with the usual titles, benevolent, magnanimous and so on.
What's important is that these efforts allowed you the chance to rebuild some of your own trade routes that have been affected by the war.
Reward: Income penalty reduced by 5%
Income penalty fully negated!
Intrigue:
[X] 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
-[X] Silas Cata
-[X] The Silencer
Rolled: 7, Reroll: 69 + 36 = 105 (Over 100 Success)
At first the duo had little success tracking Wesker down. Then Silas came back from his genemod session feeling better than ever and worked overtime to find this mad scientist. (To be continued in Oroboros)
[X] 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
-[X] Personal Attention
Rolled: 67 + 57 = 124 (Super Critical Success)
Force using crystals that cause massive Force storms if you use any powers around them, a Jedi Hutt...the planet you tracked Ashgad to is weeeeeiiiiiirrrrrdddd. But he was alive, amazingly... (To be continued in The Exiled Tempter)
Lore:
[X] 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: ???
-[X] Asajj Ventress
-[X] Omake by Teron
-[X] Omake by Echo 101
Rolled: 31 + 17 + 10 + 10 = 68 (Success)
You've learned so much from Vectivus...it's about time you went to where it all began for him. (To be continued in The Journey Home)
Learning:
[X] 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
-[X] Choose 1 Hero Unit:
--[X] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
-[X] Choose 1 Genemod:
--[X] 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)
Rolled: 30 + 20 = 50 (Success)
The Arkanians weren't exactly surprised by your and Silas' choice of genemod; in fact it was why they went out of their way to recover Pau'an samples in the first place to an extent.
At any rate, Silas walked into the lab looking as though the years were finally beginning to take their toll on the old scoundrel.
When he walked back out, he was as lively as you remember him from your childhood; still noticeably old but it was clear from the way he looked and the physical reports that the Pau'an mod had done a considerable amount of good. According to the Arkanians who worked on him his body was biologically set back to about his 60s, meaning he has another two decades added on to his lifespan.
You tried to ignore how he had gotten noticeably taller than you thanks to the mod and the fact that he started to tease you over it relentlessly.
Reward: Silas genemodded with Pau'an DNA
[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)
So close...just a bit more time and you'll finally be able to figure out what these chips are really for.
(1 Turn Remaining, Lock removed)
Personal:
[X] 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%
-[X] 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
Rolled: 44 (Success)
It took some time and effort, but between the records you had from the Luka Sene allowed you to push your Force vision to new degrees during combat. With Tyro's help, you sparred against some of his students familiar with Blazing Chain techniques, using their powers to send practice rounds at you from almost every direction. It was honestly exhilarating when you finally began to master the technique and started deflecting bolts left and right almost effortlessly. And it would certainly come in handy in the future...
Reward: Ciaran learns Enhanced Combat Perception
[X] 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, ???
Rolled: 23 + 38 = 61 (Success)
Cheriss' new body is more noticeably robotic than her "disguise" was, not even bothering to hide the fact that it has a skin of durasteel, though it does still vaguely resemble a Torguta. When you asked, Cheriss said that she had grown to like the look, though she quickly pointed out that she was still keeping her other body around for socializing outside of the Watchers.
More importantly is the fact that she decided to test the idea of creating materials that would be more conductive to Force influence, which would be based on her own Shard makeup as well as that of the newly discovered Tsils. The idea was that it would give the new body increased responsiveness as Cheriss could treat it as part of "herself," as well as potentially amplifying her Force power. While her idea proved to be effective with her own body Cheriss ran out of budget before she could look into other potential applications any further. Despite that, she's been insistent that there's more that can be done with the concept given time and funding.
Rewards: Cheriss gains Experimental Frame trait, potential for technology focused on Force-users discovered
[X] 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, ???
-[X] Omake by Teron
-[X] Omake by Publicola
Rolled: 76 + 29 + 10 + 10 = 125 (Super Critical Success)
You're not entirely sure what Thrawn said or did but the results... (To be continued in The Resurgent)
Asajj Ventress will be spending this quarter focusing on learning the Buried Presence technique from Tyro. Free Action.
Tyro's pleased to report that Asajj didn't hurt him at all during the training and that she has mastered the Buried Presence technique. When you asked why he was worried he pointed out the dents on the walls left by some of the apprentices she slammed into them during her first weeks in the Watchers. Reward: Asajj learns Buried Presence
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: 100 Reward: Facility on Castell
With the recent successes in getting your finances back on track, having this new facility on Castell should allow you to begin making even more money. Reward: Facility on Castell
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
Once you saw your new property you realized why it was sold on the cheap as the area it was in and the planet itself were rather...ragged. You at least spruced up the place with some of the extra money on hand, though. Reward: Mansion on Munnilist
[X] 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)
The builders on Coruscant were astounded at how quickly you were able to produce the materials needed for this. They don't need to know how you got them from various Black Sun bases, after all the blood was washed out a long time ago. Reward: Additional diplomacy action (CNS-related actions only)
[X] 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)
It's been so long since you've left but establishing a security company to legitimize the need for protection money takes you back. And then you're reminded of how great everything's been since you left. Reward: 5 Income (Protection Money)
[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
With the war going on, you've made sure to fortify Kiln as best you can. And so you have.
Listening posts have been spread throughout the system, scanning the system for potential intruders. Defense stations have been placed in orbit, ready to defend Lordran against any potential foes. The planet is now shielded with a generator hidden away on the planet. Hangars have been built to contain the fighters that would hold off enemies from approach. And of course, there are plenty of defenses on the ground itself should they get that far.
If the war comes to your doorstep, Kiln will be ready for it.
Reward: Kiln protected against intrusion
[X] 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
Given that the newly installed grid caught at least 5 different attempted thefts, you definitely needed this. Reward: Defenses for Nar Shaddaa property established
[X] 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
The newly-opened "Orb of Phantasticora" turned out to be very popular on Nar Shaddaa, although it probably helped that the Hutts were willing to do some free advertising for you.
As for the name itself, you figured since casinos are more often than not legalized theft that you would name it after something you stole yourself way back when. But then, who would know?
Reward: +50 Casino Income
3 Watcher Teams died to bring you this update.
AN: Well a lot of interesting things happened this turn, though naturally the most exiting things I've saved for the interludes. Anyway, rejoice at the new traits and money while I plan the really fun stuff.