*wince* Palatine is not going to be pleased...

that might be enough to get him into active opposition to the CNS, as opposed to his current passive/aggressive strategy.
Why? As far as I'm aware, Mustafar wasn't important to his plans until he decided to send the Separatist Council there so he could have Anakin kill them all in one go, which (presumably, given that the war is nowhere near over yet) hasn't happened yet.

EDIT: Abyss Watched by the QM, again!
 
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Well... um so CNS has a fleet know. I mean rebellion era Mon Cals joined up and converted their star liners into cap ships that could take on Star Destroyers... so yeah... CIS and Republic having a bad day? Also how many of the major shipyards do we have? Corellia is a major yard and now Dac. I think Kuat is still republic, but if that went CNS that would be pretty much it.
 
Do we get a new Admiral?

...I checked, and Raddus would be an admiral or at least a very high-ranking officer in the Mon Cal military around this time according to my research. Meanwhile Ackbar is only the captain of the Mon Calamari Guard right now, but still...
 
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So, guys?

I know that Dac/Mon Cala is getting most of the attention here, and Mustafar is mopping up with the rest, but...
Remember this? Ansion is a minor agriworld in the Mid Rim, that inadvertently found itself at the epicenter of about a dozen major (multi-sector spanning) treaties, alliances, and defense pacts. Shu Mai discovered this, and tried to conspire to turn it Separatist because she knew that if Ansion went Separatist, the rest of the northern Mid Rim, Colonies, and much of the Core would follow.

And Ansion just joined the CNS...!

Oh, and let's not forget these two either. Salliche is the sector capital of the Ag Circuit -- short for 'Agricultural Circuit', which is a string of massive agriworlds that effectively feed Coruscant and the rest of the Core Worlds. TL,DR: we just seized Palpatine's food supply.

Meanwhile, Alaskanis a minor player nowadays, but several thousand years back, it was the primary competitor to Coruscant's dominance of galactic politics. The two planets (and the swathes of the galaxy they controlled) fought back and forth for millennia -- seventeen wars in total. Alsakan favored "local independence and limited government", in contrast to the heavily centralized and bureaucratized 'Spin' faction led by Coruscant. Basically, Taris may be the de facto capital of the CNS, but Alsakan is the cultural touchstone, where the foundations were laid.

The only way this could have been more loopy is if we got Alsakan.
That'd piss a lot of people in the Republic off.

It also legitimizes our political opposition to Palpatine, and gives us an actual ideological banner to fly against him. This is even more powerful since Naboo was founded by the Alsakan faction -- it was Grizmallt colonists who settled it, and Grizmallt is Alsakan's neighbor and one of its most steadfast allies.
 
The thing I get about the CNS is that sith manipulation aside most of the galaxy did not want to fight a war. The moment actual neutrality became a thing alot of the galaxy went for it.
 
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...I checked, and Raddus would be an admiral or at least a very high-ranking officer in the Mon Cal military around this time according to my research. Meanwhile Ackbar is only the captain of the Mon Calamari Guard right now, but still...
So we should poach Ackbar for the Abyss Watchers before he rises higher in the ranks?

Remember this? Ansion is a minor agriworld in the Mid Rim, that inadvertently found itself at the epicenter of about a dozen major (multi-sector spanning) treaties, alliances, and defense pacts. Shu Mai discovered this, and tried to conspire to turn it Separatist because she knew that if Ansion went Separatist, the rest of the northern Mid Rim, Colonies, and much of the Core would follow.

And Ansion just joined the CNS...!
Oh wow thats a really big deal then, time for Snark to break out the booze due to all the extra planets?
 
I'm surprised you didn't mention the gateway to a place that can allow people to cross time and space, which in Rebels allowed Ezra to reach back into the past and save Ahsoka from getting killed by Vader.

But nobody know about it. The Empire was undertaking a massive archaeological dig there just to find it and even then they would have never figured out how to operate it with Ezra opening it.
 
But nobody know about it. They were undertaking a massive archaeological dig there just to find it and even then they would have never figured out how to operate it with Ezra opening it.
1. They had to have some way to know to dig where they did.
2. We have archaeological teams.
3. They didn't have Force-sensitives with them. The only things Ezra did were put his hand on the rock and "listen" to it, which aren't things that only he can do.
 
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@Dr. Snark, here's more info for the front page: updated list of planetary assets, plus non-planetary assets (I expanded the Chu'unthor and added the Foundry), and a new section listing all of our recurring per-turn rolls.

I notice you updated the front-page list of assets, but I wanted to check if you rolled to determine how many 'Underworld Takeovers' we got this turn, and if that affects our Guardian/Seeker recruitment (or if our 'Rolling Takeovers' upgrade comes into effect next turn)



Planetary Assets (by system)
Coruscant, Core Worlds
'Diamond Deception' cantina
Droid Factory (+2 'basic droid' squads per turn)
Financial District businesses
Uscru Entertainment District businesses
All Planets Markets businesses
Coruscant History Museum
Senatorial Accounts Presidium Funding
Corusca Intelligencer
- Intelligencer Expansion
Council of Neutral Systems Embassy (+1 Diplomacy action, CNS)
Surveillance Infrastructure
- Cantina surveillance
- Senate District surveillance
- Starport surveillance
- Large-scale Wiretaps (+5 Intrigue)
Karada Corporation
- Research-complex & Headquarters
- Cybernetics division (moved to Taris)
- Versuch Labs (+1 Learning action, biotech)
- Karada Medical Programs division
- Karada Manufacturing division
- Karada Pharmaceuticals division
Silver Cross
- Humanitarian Headquarters (moved to Taris)
- Undercity Charities (120% income for planet)
- Undercity Healthcare
Lower-level Salvage Teams (+1 salvage roll)
Borvo the Hutt's Palace
Undercity Base
- Main Hangar (Capacity: two ships)
- Hidden Turrets
- Secret Lab (+5 Learning rolls, research)
- A9G-series Archive/Data Analysis Droid (moved to Lordran)
- A1-series Business/Accounting Droid (moved to Lordran)
Aegis Security
- Senatorial Security Systems
- Training Compound
Underworld Takeover (+1 Guardian/Seeker recruit per territory per turn)
- Rolling Takeovers (1-3 new territories occupied each turn)
- Territories Acquired: 1

Cato Neimoidia, Colonies
Baktoid vehicle factory (combat vehicle production)
Clovis droid factory (OOM and B2 production)
Trade Federation businesses
Nemodia Mansion (Base)
- Defense Grid
- Large-Scale Wiretapping
Karada Medcenter

Naboo, Mid Rim
Spinnaker and Theed businesses
- Asset Centralization
- Plasma Refinery Complex investments
- Moon Mining Guild investments
Naboo Development Programs (130% income for planet)
Borvo the Hutt's Black Market
- Naboo black market takeover
- Rori black market investments
Naboo Mansion (Base)
- Defense Grid
- Luxus Resort
- Large-Scale Wiretapping
Gungan Engineering facilities
Silver Cross Distribution Center

Castell, Colonies
Commerce Guild businesses
- Asset Centralization
- Arcona Mineral Harvest Corporation investments
- Dorvalla Mining investments
- Mining Guild investments
- Offworld Mining Corporation investments
- Rim Commercial Mining investments
- Mining Guild Production investments (5% discount on bases/upgrades)
Gossam Development Programs (130% income for planet)
Abyss Watchers facility (Base)
- Defense Grid
- Large-scale Wiretaps
'Garnet Gimmick' Cantina franchise
Trade Port
- Expanded Trade Port
Smuggler's Den
Gossam Militia investments
- Gossam Commando gear
Castell Academy

Dantooine, Outer Rim
Luxus Resort
Crystal Cave (supply of lightsaber crystals)
- Svivreni Crystal Mining
Abyss Watchers Facility (Base)
- Defense Grid
- Dedicated Archaeology Teams
AgriCorps Outpost

Kashyyyk, Mid Rim
Wookiee Trade Guild businesses
- Business Investments
- KashyCorps Investments
- Uurbahhahvoovv Joiners & Artisans Investments
Alaris Prime businesses
Abyss Watchers Facility (Base)
- Defense Grid
- Warrior Recruitment Program (+1-2 Wookiee warrior squads per turn)
- Engineer Recruitment Center (5% discount to bases/upgrades)
Wookiee Infrastructure Programs (130% income for planet)
Benelex House facilities
Republic Sienar Systems facilities
Ithorian Botanical Garden & Nursery
Systemwide Defenses

Kalee, Wild Space
Smuggler's Den
Blacksite (increased recruitment for all military squads)
Karada Facilities
Trade Port
Cantina Franchise
Kaleesh Security Agency
Benelex House facilities
Kalee Grav-Ball League
Muun Modernization/Development Program (150% income for planet)
- Industrial Investments

-- Military Factories
-- Labor Droid Plants
- Agriculture Investments
Fortified Military Outpost
- Recruitment Bureau (+1-2 Kaleesh warrior squads per turn)
- Shield Generator
- Military Academy (+5 Martial rolls, CNS)
- Advanced Training Facilities
- Joint Mandalorian Training Centers
- Simulation Centers (+5 Martial)
- Mercenary Recruitment Center

S-840 a.k.a. 'Kiln' a.k.a. 'Invalid System', Unknown Regions
System Defenses (Kiln protected against intrusion)
Faraam Orbital Shipyards
- Landing Craft Slipways (+1 C-9979 Landers per turn)
Lordran a.k.a. 'Error 404: Planet Not Found'
- Ciaran's Personal Retreat
- Firelink Farming Complex
- Anor Londo Industrial District
-- Darkroot Chemical Plant (20% discount on Karada Corporation upkeep)
-- Kalameet Decimator Factory (+1 Decimators per turn)
-- Vamos Labor Droid Plant (40% discount on Kiln system upkeep, decreased construction times)
-- Astora Military Production Facilities (40% discount on Military upkeep)
-- Kaathe BX Commando Droid Factory (+1 BX Commando droid squad per turn)
-- Domhall B1 Droid Factory (+2 basic droid squads per turn)
-- Rickert OOM Droid Factory (+2 OOM droid squads per turn)
-- Lautrec Single-Trooper Aerial Platform Factory (+2 STAP droid squads per turn)
-- Gough Vulture Droid Starfighter Factory (+1 vulture droid squadron per turn)
-- Spider Droid Factory (+1 spider droid group per turn)
-- CB-3 Droid Factory (+1 CB-3 droid squad per turn)
-- Droideka Factory (+1 droideka squad per turn)
-- Hyena Bomber Factory (+1 Hyena bomber squadron per turn)
- Administrative Center
-- A9G-series Archive/Data Analysis Droid Fleet (+5 Intrigue)
-- A1-series Business/Accounting Droid Fleet (+5 Stewardship)

Mandalore, Outer Rim
Sundari Mansion (Base)
Mandalorian Guardian Corps
- Headquarters (recruitment & training facility)
- Headquarters Expansion (galactic recruitment)
- Mandalorian History Initiative
Beskar Mine Lease
Aegis Security Facility
Karada Facility
Salvage Teams

Nar Shaddaa, Outer Rim
'Orb of Phantasticora' Casino (Base)
- Nightclub Expansion
- Local Wiretapping
- Defense Grid
- Aegis Security Facility
Boltholes
Surveillance Infrastructure
- Large-Scale Wiretapping
Smuggler's Den
- Expanded Smuggler's Den
'Rhinestone Ruse' Cantina franchise
Serv-O-Droid Expansion
Undercity Investment (130% income for planet)
- Karada Medcenters
- Versuch Labs
Salvage Teams
Amateur Bounty Hunter Teams

Muunilist, Outer Rim
Refugee Camps
Economic Recovery (130% income for planet)
- Kaleesh Police and Planetary Defense (+50% income for planet)
Banking Clan Investments
- Loan Programs
- Plain Family Investments
- Currency Exchange
Abyss Watchers facility (Base)
- Hidden Defenses
- Economic Planning Office
- Muun Banker Programs (105% income for organization)
- Large-Scale Wiretapping
- Muun Auditors
Polar Mine-Spire
Phlut Design Systems investments
Salvage/Recycling Teams


Taris, Outer Rim
Refugee Resettlement (200% income for planet)
- Sustained Revitalization
- Beautification Program
Abyss Watchers property (Base)
- Defense Grid
- Economic Planning Office
- Large-Scale Wiretapping
- Aegis Security Expansion
- High-Society Matchmaking Programs
- Galactic Games deals
Planetary Shield
- Systemwide Defenses
Taris Orbital
- Incom Shipyards
- Karada Shipyards
- Space Curling "Arenas"
- Orbital Drydocks
Trade Port
- Expanded Trade Port
- Bureau of Ships and Services headquarters
- Baobab Merchant Fleet Terminal
Taris Upper City
- Jedi Tower Museum
- Eastgate District Reconstruction
- Silver Cross Headquarters
- CNS Assembly Hall
Taris Middle City
- Incom Corporation Facilities
- Republic Sienar Systems Facilities
- Kuat Drive Yards Facilities
- Wookiee Trade Guild Investments
- 'Emerald Enigma' Cantina Franchise
- Ojoster Intelligencer
-- Ojoster Media Programs
- Benelex House Facilities
- Corellian Merchant Guildhouse
- Corellian Engineering Corporation Facilities
Mercy Hospital
- Mercy Medcenter Expansion
- Karada Labs
- Karada Academy
- Karada Genetics Center
- Karada Xenomedicine
- Karada Cybernetics (organic squads less likely to die/chance of recovery)
-- Force-Friendly Cybernetics Department
- Karada Museum
Taris Lower City
- SoroSuub Landing Investments
- Machineville Racing Course
- Lhosan Industries Swoop-Bike Factory
-- Expanded Product Lines
- Sports Development Programs
- Black Market Investments
Undercity Reclamation/Salvage Teams
Promised Land Skyway Lands
- Political Organization Programs
- Economic Development Programs
- Nekghoul Academies
- Nekghoul Recruitment Center (+2-3 nekghoul squads per turn)
Taris Surface
- Tarisian Kelp Farms
- Ecological Renewal Program
- Aquaculture Investments
- Svivreni Mining Investments

Ord Mantell, Mid Rim
Abyss Watchers Compound (Base)
- Defense Grid
- Salvage Teams
- Gurlanin Recruitment Center
Smuggler's Den
- Conference Center
Fort Garnik Depot
Tansarii Point Station deals (+5 to Yularen subversion rolls)

Corellia, Core Worlds
Abyss Watchers Property (Base)
- Aegis Security Facility
- Salvage Teams
- Large-Scale Wiretapping
Karada Medcenter
CEC Nerfworks investments
Garm Bel Iblis Militia funding
Corellian Recruitment Center
Smuggler's Den
Corellia Intelligencer
Silver Cross Distribution Center


Sullust, Outer Rim
Abyss Watchers Facility (Base)
- Aegis Security Facility
Fulluusub Development Program


Arkania, Colonies
Abyss Watchers Facility (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
Karada Corporation
- Arkanian Recruitment Center (+5 Learning)
- Cloning Facilities


Tibannopolis, Bespin, Outer Rim
Abyss Watcher Platform City (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
- Large-scale wiretaps
Benelex House Facilities
Tibanna Gas Refinery
Jedi Enclave


Lorrd, Outer Rim
Abyss Watchers Property (Base)
- Aegis Security Facility
- Salvage/Archaeology Teams
Vianist Pilgrimages (chance of archaeological exploration per turn)
- Vianist Safehouses
Svivreni Gem Mines
Lorrd City University donations (+5 Lore)
Lorrdian Recruitment Center (+5 Diplomacy)
Kanz Intelligencer


Yavin, Outer Rim
Abyss Watcher Outpost (Base)
- Archaeological Teams


Thyferra, Inner Rim
Trade Deals
Abyss Watcher Facility (Base)


Mustafar, Outer Rim
Abyss Watcher Facility (Base)

Cormit, Chiss Ascendancy, Unknown Regions
Trade Deals


Non-Planetary Assets
Scimitar
- 'Star Courier'-model prototype stealth ship (insertion/extraction)
- Designed by Rugess Nome (Bith artisanal starship designer), manufactured by Sienar Design Systems
- Prototype Cloak Field Generator (hull lined with stygium crystals)

Oracle
- Highly customized 'Lucrehulk' class LH-3210 freighter (Mobile Base)
- Designed and manufactured by Hoersch-Kessel Driveworks Inc., further customized by Republic Sienar Systems
- Enhanced Hyperwave transceivers & communications array
- Fabritech ANq-51 sensor array, rectenna & computer
- High-grade Quadlasers and state-of-the-art weaponry
- Modified with side engines for rapid turns and additional exits from hangar bays
- Force training facility and Library (increased experience for all Force Users)
- Research & Development facilities (+5 Learning rolls)
- Training facilities (increased experience for all military squads, increased cap for recruitment)
- Hospitality suites and decorated interior (+5 Diplomacy rolls)
- Modernized and heavily customized support fleet and starfighter squadrons (+1 Martial action)
- Z-95 Headhunter squadrons
- Scavenger and salvage fleet

La'Sombra
- Asteroid Base, space between Corporate and Wyl Sectors, Outer Rim
- Biotech Research facilities (+5 Learning rolls, biotech)


The Home
- Darth Vectivus' base/mansion, MZX32905 asteroid field, Bimmiel System, Outer Rim
- Vectivus' Phantom
- Agent Training Facility
-- Blackguard trainers (increased experience for all Force Users)
- Archaeological Facility


The Foundry
- Asteroid base/space station, Nanth'ri asteroid field, Lannik Space, Mid Rim
- Massive Rakatan manufacturing facility

Invisible Hand (a.k.a. The Severance Package)
- Heavily modified 'Providence' class carrier/destroyer
- Designed by Free Dac Volunteers Engineering Corps, manufactured by Pammant Docks
- Wizard's Tower (command deck and observation platform, with advanced sensor/communications pod)
- Comprehensive refit by Republic Sienar Systems and Kuat Drive Yards

Arkanian Legacy
- 'Adasca' class hospital ship
- Designed and manufactured by The Adasca BioMechanical Corporation of Arkania
- Intact database of Old Republic tech, dating from Jedi Civil Wars era c. 3970 BBY
- Owned by Adascorp, with private Karada research facilities on board

Chu'unthor
- Heavily modified 'Corellian Colonizer' class praxeum ship (Mobile Base)
- Designed by Crix Sunburris, Fin-So-Rowan, and Ivixa Delbaeth (Jedi Exploration Corps)
- Manufactured by Abhean Shipyards (Republic Fleet Systems) c. 500 BBY
- Stygium stealth device installed to prevent detection
- Shield generators and turbolaser emplacements installed
- Internal renovations by Republic Sienar Systems, with Ithorian-designed 'living ecosystem'/biome
- Abyss Agent Barracks (+1 Lore action, 'integrate Force technique')
-- Abyss Archive (increased chance of success for 'integrate Force technique' actions)
- Force-based Research Labs (decreased time for related actions)
- Ciaran's Personal Quarters

Advanced Courier Vessels
- Customized ships for Abyss Watchers High Council, personally designed by Raith Sienar and selectively manufactured by Republic Sienar Systems
- Current vessels in itinerary:
--The Emerald Dream (a.k.a. Obi-Wan's Love Nest) - Luxury Pleasure Cruiser, registered to Ciaran
--The Kell Dragon (a.k.a Padme and Anakin's Romantic Getaway) - Luxury Personal Courier, registered to Ciaran
--The Ship - Large Starfighter, registered to The Silencer
--Forefather's Charm - Corellian YT-1300 light freighter, registered to Silas Cata
--Galvin Thorn - Personal Courier and Mobile Research Outpost, registered to Cheriss Sair
--The Last Word - Mobile Command Center and Personal Courier, registered to Thrawn
--Karrabac - Light War Cruiser, registered to Grievous
--Vectivus - Personal Courier/Starfighter, registered to Asajj Ventress
--Designation: Starship - Large Starfighter, registered to HK-47

Sienar Custom Vessels
- Signatory-class "Diplomatic Cruiser" (+5 Diplomacy)

Hyperlane Arrangements
- Abyss Watchers transports & freighters (+5 Intrigue rolls, +5 Stewardship rolls)
- Favorable trade pacts within Council of Neutral Systems ('Favored Nation Neutrals', 5% reduction in Clone Wars income penalty)
- Neutrality arrangements with Republic and CIS ('Restoring the Trade Lanes', 10% reduction in Clone Wars income penalty)
- Favored trading partner of Hutt Council ('Hunt for Rotta', 15% reduction in Clone Wars income penalty)
- Favored trading partner of Trade Federation ('Hey Trade Federation', 15% reduction in Clone Wars income penalty)
- Purchase agreement for Humanitarian supplies from CNS ('War-Ravaged Recovery', 5% reduction in Clone Wars income penalty)
- Trade deals with Baobab Merchant Fleet ('Contact the Baobab Merchant Fleet', 10% reduction in 'Neutrality Acts' income penalty)
- Expanded deals with Baobab Merchant Fleet ('Deepen the Baobab Partnership', 5% reduction in 'Neutrality Acts' income penalty)

Personal Assets
- Lady Ciaran's Lightfoil ('birthday present' from Silas Cata)

- Force Sect datachips (contain information on minor Force sects)
- Lava lightstaber crystal (harvested from Crystal Caves of Dantooine)
- Chiss holocron (mysterious recon report of the Unknown Regions)
- Darth Vectivus holocron (recovered from Cata mansion, contains Vectivus' knowledge)
- Instructional Jedi holocrons (found in ruins of Dantooine Jedi Enclave)
- NovaSword Space Superiority Fighter (formerly in the possession of Durge)
- Advanced Codebreaker (developed by Talesan Fry, recovered from Azure)
- Dagger of [REDACTED] (recovered from [CLASSIFIED LOCATION])
- "Moonlight Blade" lightsaber (personally deigned by Ciaran)
- Covert Ops Armor (recovered during Operation 'Justice For All')


Recurring Benefits
Salvage Teams (roll for credits and special events)
- Coruscant
- Nar Shaddaa
- Taris
- Oracle Fleet
- Ord Mantell
- Corellia
- Mandalore
- Muunilist
- Arkania
- Bespin
- Lorrd
Dedicated Archaeology Teams (roll for artifacts)
- Dantooine (x2)
- Yavin (x3)
Vianist Pilgrimages, Lorrd (roll to explore archaeological site)
Blackguard Wilders, Mustafar (roll to research Force Sect)
Jerec's Expedition (roll to explore Unknown Regions)
Yularen's Recruitment (roll to subvert Republic military)
Fulluusub Development, Sullust (roll for random benefits)
Rolling Takeovers, Coruscant (1-3 rolls for 'Underworld Takeover')
CNS Integration Bureau, Coruscant (multiple rolls to recruit neutral systems)
 
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I notice you updated the front-page list of assets, but I wanted to check if you rolled to determine how many 'Underworld Takeovers' we got this turn, and if that affects our Guardian/Seeker recruitment (or if our 'Rolling Takeovers' upgrade comes into effect next turn)

RT comes into effect next turn. Aside from that, thanks as always.
 
Good to know. @Dr. Snark, a few more updates for the front page:

Arkanian Recruitment Center
Arkanians recruited more thoroughly, +5 bonus to Learning actions
I think you forgot to include our Arkanian Recruitment default bonus (+5 Learning) in the front-page list.

Also, should we add a list of 'Allies' or 'Subverted Assets' to the front-page, or should we leave those for each turn's Prologue? Specifically I'm thinking about keeping a running tally of whatever military units Yularen is able to recruit, plus whichever ones we approach directly (like the 501st).


I had two follow-up questions:
Rewards: Positive relations opened with Corellian Jedi Order, implications that they may be hiding something...
Will we be able to pursue relations with the Corellian Jedi further, either through Personal actions (Ciaran directly) or Lore (to study their techniques and/or history)? I'm also curious if we can establish a 'Jedi Embassy' or something, a base upgrade dedicated to integrating their knowledge into our study of the Force?


future Manda base upgrades will have a 20% discount due to positive negotiations with Fry/Ciaran.
I had no idea how to include this on the front-page, but I can pretty well guarantee we'll be buying a base on Manda next turn, so I'll try to remember to include this as a 'starter' upgrade (maybe listed as 'Sweetheart Deals' or something).
 
Also, should we add a list of 'Allies' or 'Subverted Assets' to the front-page, or should we leave those for each turn's Prologue? Specifically I'm thinking about keeping a running tally of whatever military units Yularen is able to recruit, plus whichever ones we approach directly (like the 501st).

Those will stay with the Reports (largely for convenience's sake).

Will we be able to pursue relations with the Corellian Jedi further, either through Personal actions (Ciaran directly) or Lore (to study their techniques and/or history)? I'm also curious if we can establish a 'Jedi Embassy' or something, a base upgrade dedicated to integrating their knowledge into our study of the Force?

Lore, and yes there can be a base upgrade for them but I'll need to figure out what it will be/hear a good write-in. Whichever comes first.
 
Hey, we just got the Hero Sheet for Mungo Baobab!

Name: Mungo Baobab
Species: Human
Age: 27
Occupation: Merchant/Explorer
"Even in these times of war the galaxy needs people who are willing to leap out into the unknown and bridge gaps between peoples so that knowledge and prosperity may flourish."

Martial: 17 (Mungo is not a great fighter, but having decent and good reflexes is a requirement for exploring potentially dangerous new worlds.)

Diplomacy: 18+3=21 (By virtue of being a merchant Mungo has to be a good negotiator, and it's admittedly difficult not to be taken up with his enthusiasm.)

Stewardship: 27+3=30 (Mungo is the heir apparent to the Baobab Merchant Fleet which definitely shows in his skills with trade and finances, and he has a reputation for ensuring that his deals are fair for both parties.)

Intrigue: 17 (Thanks to the number of close calls he's had over the years, Mungo knows a few tricks, though under normal circumstances he will not lie to someone.)

Lore: 7 (The Force isn't really much of a concern to Mungo.)

Learning: 17 (While Mungo is not a fool by any stretch and loves exploring, he's not one to sit down and study things.)

Traits:

Heir to the Baobab Merchant Fleet: While Ebenn has yet to pass on the reins of the Baobab Fleet to Mungo, the fact that he is the heir to a large and publicly respected merchant fleet has its perks when it comes to negotiating with others. +3 Diplomacy, +3 Stewardship
Double-digit bonus for Diplomacy and Stewardship, nice. I'm kinda surprised his Lore stat isn't higher (since he is an explorer, so he should know some archaeology), but the Stewardship stat is good enough for me.
 
Did the investments on kalee not improve either?

They did, I just spaced out on that because I've got a lot going on in my head right now. Those went up by +25 and +50 respectively.

Hey, we just got the Hero Sheet for Mungo Baobab!

Double-digit bonus for Diplomacy and Stewardship, nice. I'm kinda surprised his Lore stat isn't higher (since he is an explorer, so he should know some archaeology), but the Stewardship stat is good enough for me.

Yeah, I decided to up his Lore a bit after reading that. It's still low, though that's more because he's not really into actually studying ruins and the like. If that makes sense.

Edit: Finalized the mechanical side of Ciaran and Asajj's Force Bond, so that's also added in.
 
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Force Bond (Asajj Ventress): The Force has bound Ciaran to Asajj, tying the two of them together on a fundamental level and strengthening them both. (Ciaran gains considerable bonuses to personal combat when fighting alongside Asajj. Ciaran has a 70% chance to automatically learn a random Force technique possessed by Asajj every turn. If Ciaran and Asajj are assigned to the same action the roll has an additional +10 bonus.)

Force Bond (Ciaran): The Force has bound Asajj to Ciaran, tying the two of them together on a fundamental level and strengthening them both. (Asajj gains considerable bonuses to personal combat when fighting alongside Ciaran. Asajj has a 70% chance to automatically learn a random Force technique possessed by Ciaran (barring Shatterpoint) every turn. If Asajj and Ciaran are assigned to the same action the roll has an additional +10 bonus.)

Force bond on Ciaran and Assaji

edit Also Fry

Guy In The Chair: It turns out that Fry is very good at processing information on the fly during tense situations, allowing him to act as an effective coordinator for any infiltrations he is working with. +3 Intrigue
 
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