The fall of Republic Intelligence has had the unexpected side effect of revealing the man beind the hunt
"behind"
he'd almost be worth completely igoring
"ignoring"
[] Plan Back In The Saddle
-[] Martial
--[] 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
---[] 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.
--[] Hunting
Malevolence: The
Malevolence is still making its way through the galaxy and conspicuously seems to be taking paths through CNS-related trade lanes. While the
Pride of the Core is hunting it down, given that Palpatine is in effectively direct control of both ships he can easily drag out the chase for as long as he wants and have it end wherever he pleases. That needs to stop, and the first step is to better narrow down both where the
Malevolence currently is and where it is going. Chance of Success: 60% Reward:
Malevolence's course better tracked, plans for dealing with the
Malevolence and
Pride set up
-[] Diplomacy
--[] 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. If anything, this is now increasingly critical due to the Wound forming on Coruscant. Chance of Success: 70% Reward: Jedi outside of the Order contacted
--[] 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. With news of the Wound, getting in contact with him sooner than later is increasingly paramount - given the state of the Coruscant Order, there's an increasing chance he may try to go to gorund. Chance of Success: 70% Reward: Arligan Zey subverted
--[] Call To Order (CNS): Taris has served as an unofficial capital for the CNS, and now it has an Assembly Hall to prove it. But the Council of Neutral Systems remains a fairly ad-hoc confederation heavily dependent on your and Satine's efforts to sustain it. Getting enough people together to start creating more formalized treaties and so on wouldn't hurt, especially given that it might need to step up if the Republic does in fact fall. Chance of Success: 70% Reward: CNS becomes a more stable political organization, increased CNS recruitment
-[] Stewardship
--[] 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%
---[] "Archaeology" Ships: Given how important/profitable archaeology has become for you, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
---[] Modernized Fury-Class Interceptor/Transports: One of your teams on Ord Mantell has uncovered a Fury-Class interceptor/transport of the Resurgent Sith Empire. In function it could be compared to the Scimitar, except four times the size and potentially more heavily armed and armored. Modernizing a ship like this would be an
interesting challenge for Raith, and they would be very useful for deploying elite teams to where they need to be ASAP. Cost: 150 Reward: Fury-Class Interceptor/Transport modernized/produced
--[] Treasury Auditing: Now that you
finally have access to Skirata's backdoor, it's time to let the Muuns loose on the Treasury's systems and see what they can find buried away within it. It might even give you leads on the new plans Palpatine ominously mentioned during his recent talk with Dooku, and you can also quietly start backing up records in case he tries to burn down the Republic economy on his way out. Chance of Success: 70% Reward: Locate potential dirt on Palpatine or find leads on other projects
--[] 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
-[] Intrigue
--[] 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
--[] 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
---[] 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's
definitely some poetic justice to be meted out here.
--[] The Hunt for "Truth": Bariss Offee has escaped from prison. Barriss Offee, the ex-Jedi who orchestrated one of the worst terrorist attacks on the Jedi Temple in recorded history, whose actions directly led to the Temple Massacre, and a woman skilled with nanodroid bombs that are nigh-undetectable by their victims unless they're actively made aware of them. You know
damn well who's behind her escape, and that also means you need to track her down
now. Chance of Success: ??? Cost: 200 Reward: Barriss Offee tracked, ???
--[] Hyper-Communications Hot Potato: The good news: Palpatine seems to have bought your and Dooku's lie about the Hyper-Communications Cartel having a mole that sold out Trench. The bad news: You now need to
create that mole while Palpatine is giving his
direct attention to the situation at hand to ensure that Dooku's cover doesn't get blown too early. All that beind said, if you can pull this off properly and pin the blame on its leadership, you can ensure that it comes under your direct control and get you one step closer to total control over the Separatists. Chance of Success: 30% Reward: HCC mole created to distract Palpatine, potential to ensure more direct control over the HCC
-[] Lore
--[] 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
--[] 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
---[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
---[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
--[] The Mysteries of Cularin: Under normal circumstances you'd simply hand off examining a system to on-site archaeology teams, but times have become desperate and Cularin has enough oddities that would make a more
thorough expedition worthwhile. Maybe you can figure out something related to its displacement, maybe there's some artifact or something buried away on one of its planets, but there's a
chance - even a slim one - that there might be something that could help you seal the Force Wound. Chance of Success: ??? Cost: 100 Reward: ???
-[] Learning
--[] Karada Medical Innovations: The Karada Corporation has grown to be one of the galaxy's largest and most successful medical corporations, primarily known for its strong presence within the CNS and strong ties with the Silver Cross. With the combination of plenty of in-house talent and contacts with other pioneering groups like Adascorp, it would not be hard to kick-start a cutting-edge divison of Karada that could focus on new medial innovati0ns. Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Medicine)
--[] Svivreni-Shard Engineering Inc.: The Svivreni are present at a siginificant amount of Watcher faclities and have provided considerable support with the mining and study of materials. You've already seen how skilled the Shards are through Cheriss alone, and you've recently opened direct ties with their homeworld. Setting up a dedicated division where both of these groups could work together would be a significant boon to your research efforts, and could provide you with tech that could give you an edge. Chance of Success: 80% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Materials)
-[] Personal
--[] 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%
---[] Form VII (Vapaad) Training: A highly experimental - and based on what you've seen previously from Bulq's corruption, highly dangerous - form that apparently relies on the user to tap slightly into the Dark Side to empower themselves and attack at blistering speeds. Honestly from the sounds of it you're already "using" the form in some sense, but with Quinlan around maybe you could find some new aspect you're missing? Reward: Martial Increase, Form VII training
--[] Design a Custom Blaster: You've been using a holdout pistol up to know but your fight with Savage shows that a meager blaster isn't going to cut it. Work with your people to design a blaster integrating that lava crystal you picked up ages ago to see if you can make something with a bit more kick to it. Chance of Success: 70% Reward: Lava crystal-enhanced blaster installed
--[] Exorcising Exar Kun: It's been over four millienia since his death, but you've learned that Exar Kun - or at least
some part of him - still persists in the ruins of Yavin 4. This was the Sith Lord whose actions directly led to the Jedi Civil War, and was noted to be one of the most feared Sith in history. Unfortunately for you, there's only one weapon in the galaxy that you're aware of that can make sure he'll
stay dead this time. Chance of Success: ??? Reward: ???
--[] The "Secrets" of Sair: Recent disucssions with the Shards have helped you realize how little you know about Cheriss - or at least how little you know about the period in between her leaving her homeworld and joining the Walkers. That first suit of hers was able to fool
you after all, so odds are there's a good story there! There's two reasons you can think of for why you haven't heard it yet: either she's holding out on some deep, dark secret that will change your perspective of her forever...or she just flat-out didn't think to tell you about it in the first place. ...Sadly, it's probably the latter.
Booooring. (Free Action, no bonuses) Chance of Success: 100% Reward: Backstory expansion for Cheriss
--[]
Annoy Padme Bachelorette Party (Free Action, no bonuses): It will be done. It
must be done. Chance of Success: Yes. Reward:
Considerable Entertainment
-[] Hero
--[] Under The Knife: With the facilities of the
Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
---[] Mungo: Somewhat baffled by the concept but is understanding of the potential benefits.
----[] Ogemite: The feather-crested natives of Ogem are natural traders with a gift for logistics and occasionally smuggling. (Stewardship)
Reasoning: First, allow me to preface this by saying that I am not fluent in the EU, old or new, so there is a very high chance that there's something important/impressive hidden in the options that I overlooked. Second, I'm holding off on assigning our Hero Actions and Hero Support until I can get a question answered;
@Dr. Snark, which (if any) of our bonuses apply to Exorcising Exar Kun and what stat would we be using if we assign Hero Support and/or Personal Attention to it?
Martial: Hunting Malevolence is obvious, so no explanation needed for that. As for the 412th, that's because of this;
time is running short for them
Diplomacy: My priority here is to get in touch with all of the Jedi that might become compromised or otherwise affected by the Wound. The QM already confirmed that The Roaming Jedi is valid as a Force Order Action, so adding our Free Action allows us to do all three at once. As for our CNS Action, the other option is just recruiting more systems, which is significantly less valuable than improving the CNS's ability to act as a successor state in the event the Republic collapses.
Sienar: The Archaeology Ships are because of Publicola suggesting they might give us another Action. While Archaeology is something of a low priority to me, you never know, something impressive might come up there. The Fury-class, meanwhile, is primarily being picked as prep work for when we push the Big Red Button, although the suggestion that it might lead to another Action gives me additional reason to go for it.
Other Stewardship: Treasury Auditing is one part figuring out where Sidious is moving money so that we can cause more havoc for his plans and one part an attempt to make creating a backup of the Treasury Data easier. If we're really lucky, we might even be able to bypass the dedicated Treasury Copypasta Action altogether if we get a big enough crit on Auditing. As for the X-Wings, that's because Publicola reminded me that gave us another Free Action on The Abyss Gazes Back, so I'm hoping that'll carry over to here.
Intrigue: My thanks to Publicola for reminding me about the Autonomous Action. That makes the logistics so much easier. Grassroots Movement would probably chain very well with eliminating COMPOR, since that will both interfere with Sidious's attempts to increase his influence and get rid of his main source of propaganda at the same time. While investigating what's already targeting COMPOR would probably chain well with this too, Bariss is a higher priority for me and we absolutely
cannot afford to skip Hyper-Communications Hot Potato.
Lore: We've been sitting on the Luka Sene techniques for
ages. I'd like to finally incorporate them while we don't have anything that
absolutely demands our Force Study Action. Sending Archaeology teams to Korriban in the hope that the birthplace of the Sith might give us some useful insight in taking down Sidious and/or Exar Kun. The Kathol Outback was initially picked on the offchance that whatever Force Order is out there might have something interesting, but Publicola's intel has made this a much firmer pick for me. Lastly, I don't know if Secrets of the Corellian Jedi or Mysteries of Cularin are valid as Force Study Actions, but even if they are, I don't think we'll be able to spare the Hero Support to do both this Turn.
Learning: More Actions, no argument.
Personal: Vaapad boils down to wanting to have Ciaran train and preferring this over the other options. The blaster is an outside-the-box tactic that suits Ciaran perfectly, and we
do need to use that Lava Crystal. Lastly, we've got a ghost to kill, so let's get to it.
Hero: Giving Mungo a Stewardship boost both because we're a bit lacking in that department (at least when it comes to Heroes) and because I'm not sure what to give the Silencer (I want to try to make him Force Sensitive, but I don't know which species would be best for that). More to come once I've determined who needs to provide Hero Support where.