Second, yes, I couldn't resist setting up another potential plot thread, god help me. In this case though it's tied to Cheriss, so that should be much more interesting and Fun to play out should it progress. Or it can remain a mystery~

Ooh, a mystery. I hadn't considered it, but Dr. Snark makes a good point about Cheriss's 'body'. (Actually, I'm kinda curious if @Teron had a plan for this. Given that pretty much all Shards inhabit droid bodies, what made him decide to make Cheriss a Togruta?)

Oh great. He made a MYSTERY out of something that during my run never was. She did start off with a normal droid body, ran into the problem of not being taken seriously enough (because droid and also 'What the hell is a Shard'), spent every credit she made on the Replica Droid (which is why in Stewardship it was mentioned she went bankrupt several times) that kept falling appart unless maintained very regularly and took on a fake name to better get along with people. Also, being excessively cheerfull (of the bubbly teen variety) and weird while using a blatantly droidic body caused her 'Uncanny Valley' problems.
 
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What's his signature move?

to put in more layman terms then snark Thrawn essentially puts up a wall in front of an enemy force in hyperspace and then comes up behind them and beats them to death against it which considering the angles of fire most capital ships have as well as the fact that most star-fighter designs need to be docked for travel makes this pretty quick and dirty.
 
Turn results are in, and a mini-arc, several interludes and some more voting decisions to look forward to. No bonus action but we did pick up a bonus to engineering rolls with the Shards and the martial bonus, oh and a salvage bonus because we need more events.

Reserving for stat tracking

Ciaran- 42
Asajj-42
Quinlan-42
Thrawn-41
HK-47-40
Qymaen jai Sheelal-39
Jango-39
Silencer-37
PR-1-24
Cheriss-19
Mungo-17
Silas-16
Fry-7
Galen-N/A

Thrawn-34
Ciaran- 34
Silas-28
Jango-26
PR-1-26
Mungo-21
Asajj-19
Cheriss-15
Galen-14
Qymaen jai Sheelal-14
HK-47-14
Quinlan-14
Fry-11
Silencer-9

PR-1-30
Mungo-30
Fry-25
Ciaran- 24
Thrawn-21
Silas-18
Qymaen jai Sheelal-17
Galen-16
Quinlan-16
HK-47-15
Cheriss-14
Jango-13
Asajj-12
Silencer-8

Ciaran- 39
Quinlan-36
Jango-31
Asajj-29
HK-47-28
Silencer-28
Thrawn-28
Silas-24
PR-1-24
Fry-24
Qymaen jai Sheelal-22
Mungo-17
Cheriss-12
Galen-8

Ciaran- 48
Asajj-47
Quinlan-47
Cheriss-26
HK-47-17
Thrawn-14
Jango-13
Silas-12
PR-1-12
Fry-11
Mungo-11
Galen-10
Qymaen jai Sheelal-10
Silencer-9

Galen-36
Cheriss-30
Fry-28
Thrawn-25
Ciaran- 23
HK-47-20
PR-1-18
Quinlan-18
Mungo-17
Qymaen jai Sheelal-15
Silas-14
Jango-13
Asajj-12
Silencer-8

To be add-
Traits from interludes/mini turn

Interludes-
Black and White, Howls in the Dark, Planet of Death, The Great Mother- Silas, Asajj (Blazing Chains Style (Basic) +2 Lore, +1 Martial), Ciaran (+2 Lore Nightsister Techniques) (+10% learn chance for force power and +5 to combined action increase on Force Bond for both), Gained Quinlan Vos as hero (stats added)
Oust Shu Mai- Priam, Fry- will be in results pt 2
Prison and Prisoner- Cheriss- New Hero Unit Celeste Morne (1 turn delay on availability)
The Battle of Kalee- Grevious (name changed to Qymaen jai Sheelal), ???

[REDACTED]- Thrawn

Mini-Arc-
Fortune's End- Jango- None

Other Gains-
Thrawn-Voss Foresight (False): +2 Lore, +2 Intrigue

Notes-
Asajj is gaining +6 Martial from rival trait (caps at +6)
 
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Rewards: Force Cloak, Shadow Vision, and Force Illusion studied and integrated into Agent programs. Increased Abysswalker promotion rate due to availability of DoT trainers.
I suppose that Ciaran, Assaj and potentially Quinlan will also learn all those powers automatically, since we got an extreme critical success (134)

And last time we got a crit in a Lore power Ciaran got Master Matukai and Ventress normal Matukai.
 
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I kind of love the idea of tweaking so many noses by using the Sith language to name a news corp.

The majority of the galaxy would have no idea of the language, but the few that do would be very surprised.

We could even argue that we find it tragic that after their genocide they've had their memory reduced to a group of shadowy Force Users.
 
[X] 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
-[X] Ysanna: A technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts. Talking to them will actually let you study them and the ruins without you getting attacked in the process.

Rolled 96 + 20 (Bonuses) + 20 (Omakes) = 136 (Extreme Critical Success)

This shouldn't have worked. This should not have worked.

Your diplomacy teams shouldn't have been able to do what they did on their own. They shouldn't have been able to get into such a strong negotiating position with the Ysanna and have things go incredibly smoothly at that. They shouldn't have managed to get agreements to have your analysis teams observe their styles. They shouldn't have managed to get a hold of documents that contain critical insights on Force ghosts and how to potentially form them - a critical key to understanding Vectivus' current state and potentially getting him a new body. And most of all they shouldn't have managed to wrangle access to the ruins of the Great Jedi Library even if it was under supervision.

Suffice it to say every single being on those teams were thoroughly rewarded for their efforts.

Rewards: Extremely positive overtures with the Ysanna, information on Force ghost creation gained, free archaeology action for Ossus next turn with a +10 bonus

[X] Autonomous Hunter-Seeker Teams: You've got so much on your plate that you can't really be bothered to handle them yourself. Set up some teams that can handle operations that are too simple to really go wrong but too complex for a random Watcher team to handle on their own so that you can get more things done. Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses

Rolled: 25 + 20 (Bonuses) + 20 (Omakes) = 65 (Success)

The teams have gotten off the ground and are ready to go. You expect to hear good news next quarter.

...That's about it really. This was one of the simpler things to handle in all sincerity...

Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses

[X] 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
-[X] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.

Rolled: 94 + 20 (Bonuses) + 20 (Omakes) = 134 (Extreme Critical Success)

Quite frankly you're almost disturbed at how effective your teams combined with the Blackguard were, given just how wildly successful they were.

Within a few months you've not only got a complete record of the Disciples' techniques but your people have already gone ahead and disseminated them among the Agents and Walkers for further study. Not to mention that apparently over-the-table negotiations have gone very well and the Disciples have confirmed that they would be willing to train your people on the grounds that their skillsets and methodologies are already highly compatible with their own - though you're only willing to let potential Walkers go to training lest the Disciples start asking questions about why and how you're sending so many people their way.

So that happened. You're hardly complaining but still...

Rewards: Force Cloak, Shadow Vision, and Force Illusion studied and integrated into Agent programs. Increased Abysswalker promotion rate due to availability of DoT trainers.

I'm snagging these three as the foundations for my next few omakes, @Dr. Snark.

"Don't bother looking behind you. Nothing's there."

*girly scream*

"Sithspit! To hell with you, Dani! Kriffing little ... "
 
On another note, we really need to let HK go assassinate a few things. He seems to be getting really antsy.
Poor HK. We just need to remember to let him do the next Anti-Palpatine assassination. Trouble is, he specializes in taking out force users, and I'm not sure Palpatine has any left lying around with how we've been going through them (killing or subverting), outside of disposable assets.
There's still Sidious's Acolytes that he's hidden in the Chancellor's Aids, which I highlighted in my last analysis of the actions as a target for HK.

I kind of love the idea of tweaking so many noses by using the Sith language to name a news corp.

The majority of the galaxy would have no idea of the language, but the few that do would be very surprised.

We could even argue that we find it tragic that after their genocide they've had their memory reduced to a group of shadowy Force Users.
Or we could swear it's a freak coincidence and that we didn't know it was Sith, maybe even claim we got the name from some other language that happened to share a word with it (and might not even have meant the same thing).
 
There's still Sidious's Acolytes that he's hidden in the Chancellor's Aids, which I highlighted in my last analysis of the actions as a target for HK.


Or we could swear it's a freak coincidence and that we didn't know it was Sith, maybe even claim we got the name from some other language that happened to share a word with it (and might not even have meant the same thing).

As fun it would be to tweak Palpatine, lets not try to play our hand too soon.
 
[X] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
-[X] Priam
-[X] Talesan Fry

Rolled: 68 + 10 (Bonuses) + 20 (Omakes) + 15 (Priam) + 12 (Fry) = 125 (Super Critical Success)

After all of the buildup, the final fall of Shu Mai was depressingly boring.

Once you put the pressure on and got the parts of the Commerce Guild loyal to you to make their move it was clear that she had nothing to fall back on. Her commandos had been completely subverted by you, the population of Castell hated her, the rest of the Commerce Guild simply shrugged once it was clear that SoroSuub wasn't going to contest the change in management, and all of that was before Priam and Fry's combined efforts managed to pin quite a few crimes on her (both legitimate and fake). In the end the coup didn't end with a loud firefight or a an angry mob dragging her off to be executed but with pathetic pleas and toothless threats as she was hauled out of her office by her own men. You're honestly disappointed all things considered.

Right now the Commerce Guild is currently debating who's going to take charge. SoroSuub's Bribbs seems to be an obvious favorite for the succession, but with your influence and the dirt Fry and Priam have gotten on the rest of the Guild you could option virtually any candidate and have them win. Still, it's not a huge priority and the final decision can wait until after you've dealt with the more pressing issues of Honoghr, Talzin, and Trench.

Rewards: Shu Mai effortlessly ousted. Additional benefits to be determined by vote during Part 2 of the turn results.
I'll just be taking this for an omake idea. K thanks.
 
Well, considering Snarks obsession with Interludes and Arcs it might even be worse than December! Who knows? Depends on the ammount of 'ideas' he gets.

Listen, I - I know what it looks like, it looks like I have a problem but it's not a problem maaaaaaannnnnnnn I can stop aaaannnnyyyyy time I want, just uh...I just need another hit to tide me over...
 
"You're…one of them, aren't you?" Darra asked, stricken. "The Abyss Watchers took away everything I cared about, and you're one of them?"

So I just came across this but I have one question and one major problem with this. First of all what the fuck did the Watchers ever do to her That was supposed to take away everything she ever cared about?

I felt something in the back of my mind screaming against this, that Darra was just surprised and hurt because she wasn't expecting this but that it could be worked out. "Don't I just wish. Yeah. Right. A better talker might be able to work it out. A better spy never would have needed to. I'm just a failure." I started the throttle, monitoring my ship, and then…

I have no idea how this entire section was allowed to be canon. Nobody noticed he was this fucked in the head that after one little thing here he goes completely Dr. Edgy Mc Emo edgelord extraordinaire. Somehow to spite the fact that they're constantly monitoring their force-users to make sure that they don't go off the deep end Darkside style nobody notices that he's 1 tearful argument way from killing the shit out of himself. Like I said this really shouldn't be canon
 
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