With the implications that this attack might get the Republic to put Ciaran on their most wanted list for various reason, I'm just wondering what would Ciaran's wanted picture/poster would look like. I mean Ciaran is pretty photogenic in most cases so they'll have a hard time picking out a photo that makes her look downright evil.
I'm pretty sure Ciaran is synonymous with generous philanthropy, it'd be pretty darn hard to depict her as evil to the common man without immediately being subject to parody.

Now, admittedly she is in fact a diabolical villain but very few people know that.

But it'd be like trying to make out that Pope Francis is the third Kray twin or something.
 
I'm pretty sure Ciaran is synonymous with generous philanthropy, it'd be pretty darn hard to depict her as evil to the common man without immediately being subject to parody.

Now, admittedly she is in fact a diabolical villain but very few people know that.

Ciaran:"Now witness the power of this fully funded and staffed PR-Department!"
 
With the implications that this attack might get the Republic to put Ciaran on their most wanted list for various reason, I'm just wondering what would Ciaran's wanted picture/poster would look like. I mean Ciaran is pretty photogenic in most cases so they'll have a hard time picking out a photo that makes her look downright evil.

Eh, it's politically inconvenient, but it would be hard to get this to be something that would get the Republic trying to bring her in (Palpatine is a different story). Many planets might be trying to pressure the CNS to join the war and if Ciaran opposes that it could make her look pretty bad/might get them to fold back into the Republic. We still have a couple options here, if we get the idea of joining the war to be opposed by Satine any loss of face could be shifted onto her and if planets aren't feeling defended enough we can put more efforts into getting more troops and ships, which will be useful against Palpatine in any case.

We could also actually join the war. It's annoying but if we're planning on fully moving against Palpatine at the end of next turn (which there are a fair number of reasons to do so), we could postpone most of our forces actually fighting against the CIS under the guise of having to prepare our forces and get most of the planets on board with it. We'd obviously be lying to a fair degree about getting our forces ready/how much damage we took in Trench's attack, but it would be a lot easier lie to sell than trying to claim Trench's attack didn't happen at all. We'd probably have a few minor skirmishes with the CIS to maintain our cover, but with our alliance with Dooku and giving him some forewarning of what's going to happen, we could stage most of these fairly easily so no real significant damage is caused to our side or his. This would almost certainly take an action on our part next turn, but might be worth it to surprise Palpatine when we finally attack him.
 
A large part of Palpatine's plan to draw the CNS into the conflict relies on the Kaleesh striking back. We got rid of the "Lucrehulk carrying the majority of the Huk troops", so I think we have decent chances that Grievous will delay any revenge until Sidious is dealt with.

Honestly, if the Kaleesh themselves refrain from retaliation despite being the most militant member of the CNS, why would other planets want to wage war? Especially since we proved that the CNS can properly defend itself even against a major taskforce.

With the right spin, this can be made into an argument to join the CNS.
 
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Thing we need to do and/or focus for next turn base on the information we have this turn so far and thing that are left from the last choices.

Thing from last choices we need to focus:

Martial only 2 choice for next turn.

[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space isalso home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would bequite the scandal...
[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset

[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him subverting them should hopefully be simple.
-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.
-[] Rancor Battalion: A clone group tasked with ensuring the safety of Kamino's cloning facilities. While they took considerable casualties in the battle for the planet, they could still have their uses.
-[] Galactic Marines: An elite unit led by Master Ki-Adi-Mundi and armed with the most advanced tech the Republic has to offer. The only catch is that their leader is rather...uncompromising. He may have to be dealt with.
-[] 41st Elite Corps: A group lead by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.
-[] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.

[] The Brothers X: X1 and X2 could prove to be serious problems if they're allowed to act against you given their Force sensitivity and who knows what other things the Kaminoans have done to their genetic code. Figure out a way to either subvert or kill them so they don't have the chance. Chance of Success: 40% Reward: X1/X2 subverted and/or terminated

[] There's No Machine That Can Stop Us: Granted, you do have some of the best fighters in the galaxy under your command but 90% of the time they don't really work together in a single fight. So, why not set up a room in the Foundry to act as a high-intensity training zone for some teamwork lessons? It would also make for some excellent recruitment footage if nothing else. (Starts mini-turn)

Diplomacy 1 regular, 1 CNS, 1 Force Order.

[] 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

-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect. They also apparently are capable of using a curious technique called "essence transfer..."
-[] Tython Jedi Order: The quickly-growing offshoot of the Courscant Order that is on the verge of a complete schism from them, given Riphath's work with them they might be more willing to speak with you by comparison.

[] 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: Recruitment drive in selected area for the CNS
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established

[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. Chance of Success: 70% Reward: Arligan Zey subverted

Stewardship 2 Regular Actions, 1 Free Sienar Action
[] 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%

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross

[] Treasury Auditing: While the actualbackdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards

[] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming

[] Relocating The Foundry: The Foundry is currently in an extremely vulnerable position given that it's in the middle of Hutt Space and the war is raging around it - all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln

Intrigue 3 choices


[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Though with the capture of droideka blueprints from Metalorn, you're now angling for a shot at getting your hands on the infamous Scorponek Annihilator Droids, which will make the heist much more difficult. Chance of Success: 40% Reward: Coilcoid technology stolen

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a farmore important target.
-[] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there'sdefinitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.

[] Test The Waters: Given the manhunt for Galen, Dooku's plots in the past, and the instability Maul and Savage recently brought to the underworld, it can't hurt to send out some feelers to figure out who would be stupid or crazy enough to try and kill you...and then have them dealt with just to be sure. Chance of Success: 60% Cost: 250 Reward: Potential threats in underworld located and terminated

[] Unavailable For Hiring: Someone is clearly on a manhunt for Galen Erso, which is a bad sign for many different reasons. Stop whoever it is from spreading their information bounties and maybe figure out who's been sending them out so they can be dealt with. Chance of Success: 50% Cost: 200 Reward: Manhunt for Galen ended, potential information on figure behind manhunt

Lore 1 Regular Action, 1 Archaeological Action, 1 Force Study Action

[] Incorporate Luka Sene Techniques (Force Study): 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
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...
[] The Secrets of the Corellian Jedi: The Corellian Jedi are hiding something about the New Sith Wars and you don't like being told "no" for an answer. See if you canappropriate whatever records they're hiding and figure out what's so important about it. Chance of Success: 30% Reward: Corellian Jedi records investigated

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched

Learning 2 choice

[] Analyze Chiss Archives: Instead of going after the locations of anomalies you've gathered in the past without anything to go on, you could cross-reference them with the Chiss archives to see if there is enough to go on and it won't get too manypeople killed. Chance of Success: 80% 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: Increase Karada profits, officially produce high-quality gear, increase troop survival rate

[] Develop Improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate

[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized

[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed [Takes 3 turns, locks actions for 2 turns]

[] Giving Causality A Migrane (Foundry): Instead of having the potential blueprints sent to Incom, Cheriss has suggested that she could hijack one of the Foundry's drone production zones to help prototype the enhanced X-Wing. The bad news is that you couldn't get the ship sent into mass production with Incom, but the good news is that you'd have quite the ace up your sleeve... Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

Personal 3 choices + anoy Padme

[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???

[] 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

Hero 3 choices
[] 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 Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Thrawn - Most Curious Individuals: Thrawn has brought up a captain that he believes is an individual of interest, and that has given you an idea - why not let Thrawn dig into various military records around the galaxy and see if he can find other "interesting" individuals that could be brought into the fold? (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 100 Reward: Thrawn goes on a talent search for people of interest, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead(likely due to Obi-Wan and Siri's influence),but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]

Thing that we learned so far that need to be done:
Fixing the Wound. Lore
Moving the Jedi to another place. Diplomacy and/or Intrigue
Find Yoda. Diplomacy, Intrigue and/or Lore
The back door to the Treasury. Stewardship and/or Intrigue
The after battle control. Martial and/or Diplomacy.

We really need to find Anakin. Maybe a omake having him visiting his mom, help her out a bit and them talking. Maybe have his mom tease him a bit about Padme or something.
 
Oh, and with a diplomacy crit:
"Obviously, the Separatists attacked because the new tax means we contribute to the Republican war effort. Sorrry, Supreme Chancellor, but we'll have to stop paying. It's for our safety, you see." :p
 
Ciaran, stop twirling your exaggeratedly large waxed moustache.

And don't tell us where you got it from, we don't want to know! :D
 
So we may need to do CNS diplo action for the up coming turn.
...And this is why I picked up the Shard engineers last turn. Because there's always a new CNS Diplomacy action that's needed to take care of the latest emergency. (Even if it didn't give us an extra learning action, I'm still hopeful that adding a planet base + recruitment center might give us the action we need).

You forgot the extra Intrigue action we got from 'autonomous hunter-seeker teams'. Basically, we get an extra action to take care of any of the options that are guaranteed successes.

Lore 1 Regular Action, 1 Archaeological Action, 1 Force Study Action
And we got an extra Archaeology action due to a base upgrade.


Thing that we learned so far that need to be done:
Fixing the Wound. Lore
Moving the Jedi to another place. Diplomacy and/or Intrigue
Find Yoda. Diplomacy, Intrigue and/or Lore
The back door to the Treasury. Stewardship and/or Intrigue
The after battle control. Martial and/or Diplomacy.
...Fixing the Wound is definitely a multi-turn action -- it's about as massive a project as 'Defeating Palpatine'. Frankly, I'm not even sure if it's possible to fix a Wound like that; we may have to simply evacuate Coruscant (and persuade the Jedi Order to follow suit).

I wasn't aware that Yoda needed to be found? (Or did you mean something like 'recruit Yoda' to help with the Wound?)

That Treasury backdoor will probably be several actions next turn. Stewardship to gather information and convert the CNS economy to a more independent footing, Intrigue to gather intel on Republic economy and major corporations, Diplomacy to persuade the CNS to adopt a independent banking system (comparable to the original European Economic Community, which was founded by treaty).

Plus the battle aftermath will probably involve a Diplomacy action to thwart Palpatine's plans for the CNS, not to mention whatever new fires are introduces in next turn's 'Reports'. As always, we will be busy busy bees.

We really need to find Anakin. Maybe a omake having him visiting his mom, help her out a bit and them talking. Maybe have his mom tease him a bit about Padme or something.
Given the anonymous interlude that seemed to be written from Anakin's POV, I'm pretty sure he'll be returning to 'circulation' next turn. So, it won't be a 'find Anakin' action, but a 'talk with Anakin about where he was and what he plans to do'.
 
I was just reading the Wik and I just thought of a way of defeating Palpatine that has a significant chance of success immediately. Giant downside i'm almost positive every living thing on Coruscant Will die if we go through it. ( it's not using centerpoint station to destroy the planet)
 
...And this is why I picked up the Shard engineers last turn. Because there's always a new CNS Diplomacy action that's needed to take care of the latest emergency. (Even if it didn't give us an extra learning action, I'm still hopeful that adding a planet base + recruitment center might give us the action we need).
Maybe we can choose the hero action of Cheriss may help.
[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

You forgot the extra Intrigue action we got from 'autonomous hunter-seeker teams'. Basically, we get an extra action to take care of any of the options that are guaranteed successes.
So that what the hunter-seeker teams dose I was just pinged read this story.Best star wars quest I read so far.
If we chose guaranteed success may this choice would be good.
[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

And we got an extra Archaeology action due to a base upgrade.
Plus another Archaeological actions from our diplo action that was a crit result.
Rewards: Extremely positive overtures with the Ysanna, information on Force ghost creation gained, free archaeology action for Ossus next turn with a +10 bonus

...Fixing the Wound is definitely a multi-turn action -- it's about as massive a project as 'Defeating Palpatine'. Frankly, I'm not even sure if it's possible to fix a Wound like that; we may have to simply evacuate Coruscant (and persuade the Jedi Order to follow suit).
No argument here about it may not be possible to heal it is why moving the Jedi is a lot easier. But it call a wound so it possible to heal if you treat it. May a something like a exorcism or purification of the area may help.

I wasn't aware that Yoda needed to be found? (Or did you mean something like 'recruit Yoda' to help with the Wound?)

Yoda is very rarely in the temple and off doing... something from what I can assume. So it's kinda both you know?

Plus I don't want a dark Yoda to happen. Even if there only REALLY small chance that it happening. Even Doku And Palpadin are scare of that.

That Treasury backdoor will probably be several actions next turn. Stewardship to gather information and convert the CNS economy to a more independent footing, Intrigue to gather intel on Republic economy and major corporations, Diplomacy to persuade the CNS to adopt a independent banking system (comparable to the original European Economic Community, which was founded by treaty).
But it would be so worth it. I thing even Vectivus would be salivating for the back door to the Treasury.

Plus the battle aftermath will probably involve a Diplomacy action to thwart Palpatine's plans for the CNS, not to mention whatever new fires are introduces in next turn's 'Reports'. As always, we will be busy busy bees.

Thou I don't think it was part of Palpatine plan add the moment but I thing he will try to take that opportunity to have the CNS in his fold. He can't use order 66 until he has 100% chance for it to work and have Anakin or a new powerful inforcer for his Empire. CNS snd the Jedi order is his biggest obstacle he knows. But not the only one.

Given the anonymous interlude that seemed to be written from Anakin's POV, I'm pretty sure he'll be returning to 'circulation' next turn. So, it won't be a 'find Anakin' action, but a 'talk with Anakin about where he was and what he plans to do'.

I rather not take any chance when it comes to Anakin. Even if he is a LOT more healthier then his canon counterpart. I have 3 reasons we need to find him.
1) We promise Anakin we will help him.
2) We need to tell him about Palpatine and the Woumd.
3) Palpatine is interested to have Anakin on his side.
 
I rather not take any chance when it comes to Anakin. Even if he is a LOT more healthier then his canon counterpart. I have 3 reasons we need to find him.
1) We promise Anakin we will help him.
2) We need to tell him about Palpatine and the Woumd.
3) Palpatine is interested to have Anakin on his side.[/QUOTE]
We should not do that because he has the mental defenses that have as many holes in them as swish cheese.
 
We should not do that because he has the mental defenses that have as many holes in them as swish cheese.
Fine don't tell him yet but 1 and 3 still stands. Plus we need to do something so Anakin don't trust Palpatine to much or at all and we definitely need to tell him about the Wound like you said mental defense is not his strong suit.
At least he is healthier then canon by ALOT. Mothers alive, healthy relationship with Padme, know where Asoka is, better support system, even Ciarra and the force bond helps.
 
Given that Anakin's been sorting through his Vader memories, many of which would involve him interacting with the Emperor directly, there is a non-zero chance he has some strong suspicions as to the identity of the wrinkled old man that orders Vader around already (because he's pretty freaking smart).

Assuming he doesn't have the relevant information from said memories already.

Besides, think of all the trust issues Canon!Anakin has and think about what will happen when he finds out (and he will) that we've told everyone but him the identity of the Sith Lord.

I propose to tell Anakin but not let him near Palpatine (citing how his proximity to the issue may make it easier for Sheev to figure out he's been compromised) until it's time to strike, and make him swear that he'll wait until -at the very least- Palpatine's death is reasonably likely (and ideally that the galaxy can survive the fallout).
 
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Don't Palpatine have some essence transfer force technique? If he dose we better study it so we can counter it such in case in lore action. We better check on the Altisian for it in lore action.
 
Given that Anakin's been sorting through his Vader memories, many of which would involve him interacting with the Emperor directly, there is a non-zero chance he has some strong suspicions as to the identity of the wrinkled old man that orders Vader around already (because he's pretty freaking smart).
I mean, yeah, he's not a complete moron, he probably already figured out that Emperor Palpatine is possibly, just maybe, might be the only person named Palpatine in the entire friggin galaxy.
 
Ciarra: Anakin I need to tell you something important about Palpatine.
Anakin: Oh if it's about him being a Sith Lord name Sidius I already know that.
Ciarra :o:How did you know that it taken me a lot of time and resources to find that out.
Anakin: I just saw the memory of Vader. You know the alternative evil future me that I can see some times. It seems Vader interact a lot with him. I hope you did not spend to much.
 
'ole Sheev shouldn't have Essence Transfer at this point in the timeline.

Shouldn't. It may be different in here. Or I'm misremembering my Legends trivia.
 
So what options would you choose for our 2 Martial action that need to be done.

[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space isalso home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would bequite the scandal...
[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted

[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset

[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset

[] Making Inroads In The Republic Military: Now is a good a time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 100 Reward: Chosen group targeted for dechipping/subversion
-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him subverting them should hopefully be simple.
-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.
-[] Rancor Battalion: A clone group tasked with ensuring the safety of Kamino's cloning facilities. While they took considerable casualties in the battle for the planet, they could still have their uses.
-[] Galactic Marines: An elite unit led by Master Ki-Adi-Mundi and armed with the most advanced tech the Republic has to offer. The only catch is that their leader is rather...uncompromising. He may have to be dealt with.
-[] 41st Elite Corps: A group lead by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.
-[] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.

[] The Brothers X: X1 and X2 could prove to be serious problems if they're allowed to act against you given their Force sensitivity and who knows what other things the Kaminoans have done to their genetic code. Figure out a way to either subvert or kill them so they don't have the chance. Chance of Success: 40% Reward: X1/X2 subverted and/or terminated

[] There's No Machine That Can Stop Us: Granted, you do have some of the best fighters in the galaxy under your command but 90% of the time they don't really work together in a single fight. So, why not set up a room in the Foundry to act as a high-intensity training zone for some teamwork lessons? It would also make for some excellent recruitment footage if nothing else. (Starts mini-turn)

I would choose Maladian's Creed, The Brothers or Anti-Slaver Actions against Senex-Juvex Slavers choice.

We do need to handle X1 and X2 be a problem in the future.
Anti-Slaver Actions against Senex-Juvex Slavers would be good synergy for other anti Palpatine propaganda action.

Maladian's Creed because we need more thing to fight against Palpatine and assassins that works with or for us are always welcome to our group.



So what options would you choose for our 1 regular and 1 force order diplo action that need to be done. It obvious that our 1 CNS diplo action will be for the after mach of Treach attack. We may need to use ether our force order or regular action to talk to the Courscant Jedi to move.

[] 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

-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.
-[] Almas Academy: An academy in the Cularin system that trains Jedi in an unorthodox style, emphasizing closer relationships with teachers and fellow students as well as ensuring that any student goes out into the galaxy on a "quest" to ensure they understand the galaxy they want to protect. They also apparently are capable of using a curious technique called "essence transfer..."
-[] Tython Jedi Order: The quickly-growing offshoot of the Courscant Order that is on the verge of a complete schism from them, given Riphath's work with them they might be more willing to speak with you by comparison.

[] 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: Recruitment drive in selected area for the CNS
-[] Nouane Allied Region: Between their ties to Arkania and the IGBC, Nouane and its neighbors are already inclined to view the CNS with favor. The fact that they lie in northern Inner Rim between two of the biggest hyperlanes in the galaxy - both the Hydian Way and the Perlemian Trade Route - is all the more reason to persuade them to join.
-[] Techno Union Worlds: With worlds like Hypori, Mechis III, and a dozen other foundry worlds affiliated with them and the shift in leadership, making a move to get some of these valuable industrial planets in the CNS would hardly be unwarranted.

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established

[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. Chance of Success: 70% Reward: Arligan Zey subverted

I would choose Tython Jedi Order for our Jedi Order action and for our regular action Jedi, Leader, General, Spy.
Tython Jedi are one of the main target for Palpatine and a paranoid Courscant Jedi Order. Plus I want more omake about Riphath's and mend Darras relationship with us.
Jedi, Leader, General, Spy to have the commando team and Arligan Zey as part of the team.


So what options would you choose for our 2 regular stew action that need to be done. It obvious that our 1 of stew action will be for the back door of the Treasury and we always chose something for the Sienar options. Maybe we can try to find that planet with the living ship one day but I thing it more a lore action.
[] 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%

[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space

[] Silver Cross PR Blitz: Your organization is popular enough, sure, but there's nothing like a massive PR blitz to make sure that donations and sponsors are constantly coming in. Chance of Success: 70% Reward: Increased income/decreased upkeep for Silver Cross

[] Treasury Auditing: While the actualbackdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built

[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, potential for other rewards

[] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming

[] Relocating The Foundry: The Foundry is currently in an extremely vulnerable position given that it's in the middle of Hutt Space and the war is raging around it - all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln
I would choose ether The Return of Galactic Sushi or Medical "Battlefleet" if I have to pick one. They are self explanatory.


So what options would you choose for our 3 regular intrigue action and 1 that guarantee to pass that need to be done.

[] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[] Legacy Of Damask: Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted

[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Though with the capture of droideka blueprints from Metalorn, you're now angling for a shot at getting your hands on the infamous Scorponek Annihilator Droids, which will make the heist much more difficult. Chance of Success: 40% Reward: Coilcoid technology stolen

[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a farmore important target.
-[] COMPOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there'sdefinitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.

[] Test The Waters: Given the manhunt for Galen, Dooku's plots in the past, and the instability Maul and Savage recently brought to the underworld, it can't hurt to send out some feelers to figure out who would be stupid or crazy enough to try and kill you...and then have them dealt with just to be sure. Chance of Success: 60% Cost: 250 Reward: Potential threats in underworld located and terminated

[] Unavailable For Hiring: Someone is clearly on a manhunt for Galen Erso, which is a bad sign for many different reasons. Stop whoever it is from spreading their information bounties and maybe figure out who's been sending them out so they can be dealt with. Chance of Success: 50% Cost: 200 Reward: Manhunt for Galen ended, potential information on figure behind manhunt

For guarantee to succeed action I would choose ether Grassroots Movements or Legacy Of Damask. For the other 3 it would be Strike Palpatine's Inner Circle taget Terrinald Screed, Test The Waters, Unavailable For Hiring. If diplo dont work to move the Jedi maybe sabotage in fountains may help or we can start the anti Palpatine propaganda.

Unavailable For Hiring is to protect one of our hero units.
Test The Waters it good to have eye on underworld chaos so we can react or prevent.
Strike Palpatine's Inner Circle taget Terrinald Screed always good to hurt Papatines assets. Terrinald Screed is a good target to get reed off because it will remove more martial action to Palpatine and our allies may get thing easier to tack over.

So what options would you choose for our 1 regular lore action and 1 Force Study that need to be done. We also have 2 archeological action and 1 free to Ossus with +10 bonus.
Maybe we can find that planet with the living ships for a archeological action. We may need to study the Wound for regular action if possible.

[] Incorporate Luka Sene Techniques (Force Study): 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
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...
[] The Secrets of the Corellian Jedi: The Corellian Jedi are hiding something about the New Sith Wars and you don't like being told "no" for an answer. See if you canappropriate whatever records they're hiding and figure out what's so important about it. Chance of Success: 30% Reward: Corellian Jedi records investigated

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
I would choose the regular action that showed so far in the option be The Secrets of the Corellian Jedi and for force study Research Alternative Force Schools target Altisian Jedi.
Research Alternative Force Schools target Altisian Jedi because it may help Vectivus and I want a abisswalker that is similar to Mukuro from hitman reborn. We already have a technique of advanced illusion so it would fit.

So what options would you choose for our 2 regular learn action that need to be done.

[] Analyze Chiss Archives: Instead of going after the locations of anomalies you've gathered in the past without anything to go on, you could cross-reference them with the Chiss archives to see if there is enough to go on and it won't get too manypeople killed. Chance of Success: 80% 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: Increase Karada profits, officially produce high-quality gear, increase troop survival rate

[] Develop Improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate

[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized

[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed [Takes 3 turns, locks actions for 2 turns]

[] Giving Causality A Migrane (Foundry): Instead of having the potential blueprints sent to Incom, Cheriss has suggested that she could hijack one of the Foundry's drone production zones to help prototype the enhanced X-Wing. The bad news is that you couldn't get the ship sent into mass production with Incom, but the good news is that you'd have quite the ace up your sleeve... Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

I would choose our 2 regular action be Analyze Chiss Archives and Mass Genemodding Program.

We have 3 personal action that need to be done.
[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???

[] 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

I only have 1 choice that I'm 100% sure we NEED to do and that is Follow the Trail. I already said my piece from previous comment.

We have 3 action that need to be done.
[] 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 Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???

[] Cheriss Sair - The Art Of The Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???

[] Thrawn - Most Curious Individuals: Thrawn has brought up a captain that he believes is an individual of interest, and that has given you an idea - why not let Thrawn dig into various military records around the galaxy and see if he can find other "interesting" individuals that could be brought into the fold? (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 100 Reward: Thrawn goes on a talent search for people of interest, ???

[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???

[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead(likely due to Obi-Wan and Siri's influence),but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???

[] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ??? [Takes 2 Turns, Galen locked to this action until completion]

I would choose our Hero action be Grievous - One Last Ride, Cheriss Sair - The Art Of The Droid and Thrawn - Most Curious Individuals.
Grievous - One Last Ride because Grievous deserve this action.
Cheriss Sair - The Art Of The Droid because it help finally have more learn action.
Thrawn - Most Curious Individuals because anyone that get Thrawn attention would be a good recruit or ally to have.
 
So what options would you choose for our 2 regular stew action that need to be done. It obvious that our 1 of stew action will be for the back door of the Treasury and we always chose something for the Sienar options. Maybe we can try to find that planet with the living ship one day but I thing it more a lore action.

I would choose ether The Return of Galactic Sushi or Medical "Battlefleet" if I have to pick one. They are self explanatory.

I've said it before, but I really want the 'The Return of Galactic Sushi'. They'd be really helpful for our efforts on Honoghr and elsewhere.
 
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