As for the genemoding probably galen up his learning since he is probably the guy we would use to help with the clone degradation issue.
Also would help make sure his research is not used to make a planet killer, we pretty much already taken care of the only case that using a planet killer is the right answer with the devastation.

The value of practice and of confirming that it stabs through Dark-Side-Induced-Afterlives is being underestimated here I see.

Dagger goes in and you are conceptually dead, no revives and dark empire (or have an weaker dark empire) to deal in the future. We already made sure that the daager work on a force nul zone.
Is less underestimating and more failing to see the reason while there's important national action that could use ciaran's full attention.
 
Last edited:
BBY 19, Third Quarter
YES! It's officially 100% back.

And you know what that means? Reactions. ALL the reactions.
EDIT: post got too big. I'm going to split the reactions by category instead. So this is only SOME of the reactions.

Here we go:
Martial: With Palpatine having made his intentions clear it's now more important than ever to strengthen your military assets.
Pick 2:
Name of the game is action economy. We have limited time (maybe 4 more turns) and limited actions, so every move counts. I will always prioritize actions that give more actions -- they'll 'pay' for itself by next turn -- but otherwise, we should only consider actions that work toward the endgame or fit a particular theme. For instance: anti-slaver actions if we are sending Anakin on a journey of personal growth, otherwise, probably not important even if the Hutts are terrible.

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: Income from mercenary contracts

[] Let's Vary Piracy, With A Little Burglary: While it would be awkward if you attacked a CIS planet at this point, there's certainly plenty of planets in Republic space worth targeting. Preferably ones that would slow down the Republic's war effort and buy you much-needed time. Chance of Success: 70% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Write in

[] Hyperspace Lane Pirating: A step beyond just targeting a system or two, this would be launching a series of pirate raids on a hyperspace lane in the galaxy. While the Republic is fully aware of how important these lanes are, the loot would be incredibly valuable if you pulled it off. Chance of Success: 60% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Write-in

[] Becoming A Pirate Queen, One Piece At A Time: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around with the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded

...

[] Semi-discriminate Piracy: Since you don't want the Republic to gain an advantage in the war, why not let your pirate fleets loose on a raiding spree, letting them steal what they can from them? Chance of Success: 70% Reward: Looting income
None of these are important enough to matter. Some might be actively counterproductive, but none of them strike me as important.

[] 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

[] 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
Each of these would add a new anti-Palpatine asset to the equation. Blazing Chains and X1/X2 are probably the most tempting, due to Force shenangians. Maladians are probably not strong enough to effectively fight Palpatine directly, but they might help against Inquisitors. Finally, the Mantis Syndicate could be a good choice as a broad-based anti-piracy move, to help stabilize galactic society and economy despite the chaos of war.

(@Dr. Snark: I'm wondering if we could change the nature & rewards of the Mantis Syndicate to give +1 anti-piracy action instead? Action economy is king...)

[] 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
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] 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. Has been merged with the 44th Special Operations Division, a unit comprised of special forces troopers forced to fight in conventional battles.
-[] 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.
-[X] 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. (Targeted by Yularen)
-[] 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.
time is running short for them
-[] 38th Armored Division: A unit that Anakin and Obi-Wan have served with previously, noted for their ingenuity with armored vehicle modifications and a significant walker compliment.
-[] 44th Auxillary Divison: A heavily bloodied unit that has seen the most vicious battles in the entiretely of the Clone Wars. Also notable for being commanded by Nick Rostu, a former subordinate (but not Padawan, notably) of Jedi Master Mace Windu.
-[] Clone Force 99: An irregular group of "defective" clones that have been sent on suicide mission after suicide mission...and yet have consistently succeeded at them every time. Normally you would not bother with a unit as small as them but given their skillset it may be worth it.
Anti-Slavery only if that fits the theme for the turn, but otherwise, it doesn't work. Yularen is still chipping away at the inhibitor chips, but this is something we might need to invest in given the time-sensitivity (especially for the 412th Regiment -- note the invisi-text there!)

[] 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)

[] 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
Mini-turn is an end-game move, so not yet. We'll want to invest a bunch of our heroes in that when we pick it, and we should do it right before the final turn/end game battle. There are too many other threads to follow up for this turn.

That said, Malevolence is absolutely our top pick, no ifs ands or buts about it. Want to double-down with some hero support. We probably won't be able to afford Personal Attention, though a super-crit might be exactly what the doctor ordered.

[] Black Ops (Republic): Given that you're now on the same side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary and keep the Separatists in the war for as long as possible. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged
...
[] Arms Funneling (Separatists): Now that you and Dooku are formally on the same side and Palpatine's decided to sell out the Separatists, it would be worth it to assist the Separatists with their war effort more directly (or at least as direct as you're willing to get). Even with the amount of factories they have churning out battle droids and the like, the Separatists would hardly turn down any extra materiel for use in the war effort. Chance of Success: 80% Cost: 150 Reward: Separatist war effort strengthened
These are usually very low priority, but in this case (given Palpatine appears ready to remove the CIS from the board) it might be worthwhile, just to maintain the CIS as a viable distraction. Not sure how much it'd help, especially given the potential backlash re: our own neutrality.


Diplomacy: Palpatine may think that the walls are closing in on you. If anything though his actions are letting you find more and more people to bring over to your side...

Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
All right, 3 actions, 2 restricted. This category also tends to be heavily favored for our Free Action...

[] 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
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.
-[] 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.
-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] 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.
-[] 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.
-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities.
-[] Write-in (Subject to Veto)
Force Orders. Lots of choices here, though I'm most tempted by Tython Jedi Order (cf. Barondoctors omake series) or Almas Academy (given Cularin craziness this turn). Jal Shey -- philosopher-diplomats with imbuement -- are also on the list for synergy and awesomeness reasons.


[] 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
Outreach to Force-sensitive individuals. All three are tempting, though Arligan Zey is probably the most important in end-game terms. Ferrus Olin might be helpful for Anakin Skywalker, though I'm not sure (the drama might be a distraction from the important stuff)


[] 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.
-[] Southern Rim: With the already considerable amount of planets and sectors in the Southern Rim joining the CNS, it might be worthwhile to have a more concerted effort take place here and clean up the borders.
-[] 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.
-[] Write in

[] 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
We have one CNS action and two options. Call To Order seems like the obvious choice.

[] 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

[] If Angels Were To Govern Men: You know what Senators hate? Losing a chance at reelection. Leverage your political power and your friendly contacts in the Senate to see if you can't get those Silver Cross subsides to be a touch more substantial. Chance of Success: 60% Reward: Increased subsidies for Silver Cross

[] Keeping An Eye On The Future: Honestly, you weren't expecting Chewbacca to be such an important figure, but the visions you had of the "Vader timeline" seem to indicate that he would have been a major player in galactic events. While you're not sure if that's still going to be the case given everything that's happened, there's certainly no harm in making sure your people keep a closer eye on him... Chance of Success: 90% Reward: Chewbacca placed under heavier surveillance

[] Fly on the Wall: The Ghostling Nest of the Assembler is an Intelligence asset the Bounty Hunter's guild has been using for years, the location of which is only known to Master Hunters like Jango. The entire thing is apparently a massive brain for the Assembler and it is able to provide accurate and up-to-date date information on targets all over the galaxy through, if the tales were to be believe, it's network of little bug-spies. Regardless of the accuracy of these claims it would be an invaluable ally to have on your side. Chance of Success: 60% Reward: Ghostling Nest contacted
Given the importance of intelligence and Intrigue, I'm strongly tempted by 'Fly on the Wall', even though we haven't given it much thought before. 'House of Killers' might be an interesting pick as well -- wondering if it might be a +1 Action, or simply giving us the flexibility to use our bounty hunters in new ways.


Stewardship and Intrigue next!
 
Revan. Sidious. Vader. Some of the greatest force wielders in the galaxy, who shaped worlds to their whims or destroyed them with the force of entire Empires at their sides. Do you know what they all had in common?

Pro racing careers.

If we want to get ahead of recruiting the next force wielding wunderchild, I know where my vote is going.

[] The Swoop Bikes Will Fly Again
 
his usual absurdly insightful stuff
I agree with pretty much everything on this except for the mini-turn. If it was an endgame kind of move, I would think it would be part and parcel of the Big Red Button. Not to mention, it could IC be very helpful to see how everyone works together and see who/what needs improvement and where/how much, and OOC we can see its impact on the "% success" metric -- and see if we need to do it again (which, assuming we assigned one or several heroes onto it to critfish in a barrel, we probably wouldn't, but still)
 
[] Begin Palpatine Elimination Operation: The time has come. Palpatine has to die. But be aware - what you are comitting to will change the galaxy forever one way or another.
Current Probability of Success: 8%

Operation will commence after all other actions this turn have been resolved.
All assets will be committed to operation or go dark depending on function.

There will be no turning back once this option is chosen.
Hey, a couple heroes, 20 Watchers and some Omakes, that's guaranteed, let's pop this cork.
 
More reactions!

Stewardship: Many wars are won by how many credits one side can bring to the table. And for a war like this, you're going to need a lot of them...
Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:
Pff... 'optionally 1 other Sienar Action'. You think we won't take the extra 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%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] "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
-[] Scout Vessel: A relatively cut and dry suggestion; these would be ships specifically geared toward surveying. For once there's really no other subtext here. Cost: 100 Reward: Advanced Scout Ships designed/produced
-[] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced
-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced
-[] Hyperlane Recon Drones: There are always more hyperlanes to be discovered, but the method for doing so is inherently quite risky. Instead have Raith put together drones that could do that job for you and potentially locate hyperlanes you can use to your advantage. Cost: 100 Reward: Hyperlane Recon Drones designed/produced
-[] Dedicated Starfighter Carriers: While ships like the Venators certainly have the ability to carry large amounts of fighters, it wouldn't hurt to have a design that was primarily dedicated for rapid fighter deployment and recovery for various situations. Cost: 150 Reward: Dedicated Starfighter Carriers designed/produced
-[] Next Gen Troop Transports: The Republic LAAT is certainly no easy target but it does have a number of flaws that could be quite troublesome for you given the kind of scenarios you might need to drop troops into. You know that Raith loves showing other people up so see what he'll make when he's put up to the challenge. Cost: 150 Reward: Next Gen Troop Transports 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
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)
Fury-Class Interceptors mentions 'deploying elite teams where they need to be ASAP', which makes me wonder if it'd give a default bonus or even an extra action (or simply more use for our Abysswalkers).

Archaeology ships probably give a bonus for Archaeology actions, which is helpful. I'm also wondering if we'd benefit from 'Hyperlane Recon Drones' -- given the chaos of war and the impending end of the Republic as we know it, finding back-alleys and detours to get from Planet A to B might become really important in the near future.


[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.
-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.
-[] Write-in

[] 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

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counter-weapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 50% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. With Skirata's backdoor now in your possession, making sure said funds stay out of Palpatine's notice should be considerably easier. Chance of Success: 70% Reward: Significant decrease in investment penalty
Money is nice, but none of these seem to be game-changing.


[] 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

[] 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
All of these are money-plus -- they'll give extra income (probably), but also have secondary effects that might make them worth our while. 'Sushi' will help stabilize the galactic economy and make the CNS more self-sufficient in terms of food. 'Medical Battlefleet' gives us a lot more flexibility and might give us an extra action. 'Swoop Bikes' puts Taris on the map again
plus the delightful unknowns of 'who might sign up....'



[] 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

[] 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

[] Treasury Copypasta: The backdoor to the Republic Treasury also means that you can observe everything that is going on within it. Perhaps it might be an idea to feed a small program into it to copy all data of the treasury and regularly update those records... just in case a certain someone tries to wipe it all as a farewell gift on his way out. A functional economy is important, or so you have been led to believe. Chance of Success: 50% Reward: Abyss Watchers (and the CNS) gain a complete backup of all Republic Treasury data
All of these are much more obvious picks for this turn.

Treasury Auditing = dirt on Palpatine. Obvious & urgent need, though it will also inevitably add more possible actions to next turn...
Causality a Migraine = X-Wings. I don't think most people realize just how outrageously useful a hyperspace-capable snubfighter is. The advent of X-Wings was an exponential improvement in logistics and flexibility, and made the Rebel Alliance possible. In Abyss Gazes Back, we decided that the only suitable reward for having X-Wings was to give +1 Free Action, and I'm inclined to say that the rewards here will be similarly impressive.
Old Republic = less obviously important, and less urgent, but we're entering a transformational period in the history of the Galactic Republic, the history of the Jedi Order, and the history of the Sith. Might be important to give the galaxy a brief overview of where we've seen this play out before. Also, access to a bunch of archaeology sites would be amazing.
Foundry = Dr. Snark has warned us that the Foundry might be discovered, which would be disastrous all around. Just for disaster-prevention, we should probably move it ASAP.




Intrigue: The game of cat and mouse is becoming more and more vicious, especially now that it's clear Palpatine is seeing you as a legitimate threat to his plans.
Pick 3:
The other place we tend to spend our Free Actions. However, @Dr. Snark, it looks like you forgot to include the extra action we got last turn:
[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
Basically, our Intrigue category should look like this:
Pick 3 Regular Actions, 1 'Autonomous' Action:


[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged

[] 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

[] Information For A Price: Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information

[] Public Relations Vaccination: While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you

[] 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

[] Definitely Not Available for Hiring: The fall of Republic Intelligence has had the unexpected side effect of revealing the man beind the hunt for Galen: Orson Krennic. Honestly his methods are so comically transparent and unsubtle that he'd almost be worth completely igoring...if it wasn't for the security risk associated with having people trying to track Galen down. Having someone either take care of him for good or at least dissuading him wouldn't be the worst idea. Chance of Success: 80% Cost: 100 Reward: Krennic's manhunt called off, one way or another
All of these are useful, helpful, good... but only worth picking with our 'autonomous' actions. We have limited regular actions, and none of these obviously stand out as 'need to have it NOW' or 'can't live without it', which is the threshold we're looking at. I'm inclined to pick 'Legacy of Damask', just to follow up on Palpatine's past and possibly unlock information about the line of Bane. OTOH, removing Orson Krennic from the board could be a big help -- remove a Palpatine supporter and a future Death Star CEO in one fell swoop

[] 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

[] 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

[] 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
These are also potentially nice, though I'm not sure if they'd count for 'Autonomous'. We have +20 to Intrigue from default bonuses, along with +20 guaranteed from omake bonuses. @Dr. Snark, would these qualify to send out autonomous teams to take care of 'guaranteed successes'? Stealing the recipe for bacta could be a big deal...


[] 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
This is nice, but too expensive for autonomous and wouldn't be impactful enough to be worth spending a full action on.


[] 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 far more 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's definitely 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.

[] 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

[] The COMPOR Affair: Reports have been coming in from multiple worlds that people who strongly support COMPOR and its ideals have mysteriously vanished, with no known clues to their location as of now. Given how widespread this appears to be and COMPOR's direct ties to Paplatine, this definitely bears looking into. Chance of Success: 50% Reward: COMPOR disappearances investigated, ???
We have three regular actions and four MUST-HAVE options. Very strongly inclined to throw our free action here, just to cover our bases. We've tried to ensure one anti-Inner Circle each turn, we need to take care of Bariss, 'Hot Potato' is our follow-up from last turn, and COMPOR is a giant mystery box...

For 'Inner Circle', I'm thinking either 'Aides' (pairs well with the Bariss action, to undermine Palpatine's nascent Inquisitorius) or COMPOR (pairs with 'COMPOR Affair' and with Anakin's anti-slavery push).

EDIT: It's possible we might be able to skip 'Inner Circle' this turn and use one of HK-47's Hero Actions to take care of it instead. Stay tuned.
 
Last edited:
I agree with pretty much everything on this except for the mini-turn. If it was an endgame kind of move, I would think it would be part and parcel of the Big Red Button. Not to mention, it could IC be very helpful to see how everyone works together and see who/what needs improvement and where/how much, and OOC we can see its impact on the "% success" metric -- and see if we need to do it again (which, assuming we assigned one or several heroes onto it to critfish in a barrel, we probably wouldn't, but still)
At some point when we have fewer high-priority Martial actions and fewer heroes needed on things I'd agree, but things are very time-tight right at the moment.
 
Revan. Sidious. Vader. Some of the greatest force wielders in the galaxy, who shaped worlds to their whims or destroyed them with the force of entire Empires at their sides. Do you know what they all had in common?

Pro racing careers.

You might be on to something, but the same is actually true of Palpatine as well. His first steps to 'evil' came when he 'negligent homicided' a couple of pedestrains in his landspeeder, he became locally famous on Naboo as a pro racer, and first caught Darth Plagueis' eye by showing off his driving skills to give Plagueis a tour of Naboo.

Seriously.

EDIT: Oops. :oops:
 
Last edited:
You might be on to something, but the same is actually true of Palpatine as well. His first steps to 'evil' came when he 'negligent homicided' a couple of pedestrains in his landspeeder, he became locally famous on Naboo as a pro racer, and first caught Darth Plagueis' eye by showing off his driving skills to give Plagueis a tour of Naboo.

Seriously.
Y'know, I've heard tell that Pro-Racer Palpatine might actually be the "Sidious" weredrago's mentioning. I mean, crazy thought and all, but all the pieces fit.

EDIT:
Revan. Sidious. Vader. Some of the greatest force wielders in the galaxy, who shaped worlds to their whims or destroyed them with the force of entire Empires at their sides. Do you know what they all had in common?

Pro racing careers.

If we want to get ahead of recruiting the next force wielding wunderchild, I know where my vote is going.

[] The Swoop Bikes Will Fly Again

Wait. Wait a second.

Could we use this for bait to improve our odds of the Big Red Button working?
 
Last edited:
Right so this is the first time that I write in a forum, and I just want to state how happy I am to be able to influence such an amazing story even just a bit. I also want to state that I might come off more aggressive than intended, but these are my honest thoughts.

With that out of the way, do we all agree that *Darth* Anakin should deal with the pro-Palpatine slavers? In order to a) make Anakin happy and b) give Palpatine bad pr. The real question is whether we use a martial or hero action.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

Furthermore:
[] 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
This needs the be done ASAP if Palpatine is trying to end the war.

Speaking of the war, we need to decide how hard we will be screwing over the Republic military. Will we use a martial action and/or an intrigue action? It needs to be done, as Palpatine will most likely try to end the war with the Republic military. I'm sure we can all agree that if Palpatine wants it then we don't want him to have it.

[] Black Ops (Republic): Given that you're now on the same side as Dooku, it only makes sense that you should prevent a Republic victory by any means necessary and keep the Separatists in the war for as long as possible. Chance of Success: 85% Cost: 50 Reward: Republic war effort damaged
[] Lots Of Plans, Lots Of Wrenches (Republic): The Republic winning at this point would mean that Palpatine would achieve his success conditions. Send some agents to help stall GAR offensives and make sure the Republic doesn't get a clear advantage. Chance of Success: 80% Cost: 50 Reward: Republic war effort damaged

Next is the force orders we could contact:
[] 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..."
I blive that we should contact one of these two. The Followers of Palawa as they have anti-force force techniques and the Almas Academy as "essence transfer" inplies a lot. I do not know what it can do in the Star Wars universe, but considering what a spell with that name could do... We want that.

As for Stewardship... eighter do the treasury actions or create a medical fleet. Hell maybe get Sienar to make the x-wing.

Next:
[] 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
Palpatine is also know for using scum so might as well make sure that they can't be used against us. The underworld is ours not Palpatine's.

Which leads me to something that is:
[] 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, ???
Scary, crazy and nanodroid bombs. Not a good combination. Need to be dealt with. Maybe get HK-47 to deal with her as a hero action.

Btw I think this bears looking into:
[] The COMPOR Affair: Reports have been coming in from multiple worlds that people who strongly support COMPOR and its ideals have mysteriously vanished, with no known clues to their location as of now. Given how widespread this appears to be and COMPOR's direct ties to Paplatine, this definitely bears looking into. Chance of Success: 50% Reward: COMPOR disappearances investigated, ???

Maybe something to deal the force wound? Yes please:
[] 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: ???

Now for something that will increase our actions:
[] 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)
I do believe that we are just smart enough to pick these.

I have no big opinion on Personal Actions, maybe make a holocron or kill Exar Kun.
Wait that's lie cake:
[] Annoy Padme Bachelorette Party (Free Action, no bonuses): It will be done. It must be done. Chance of Success: Yes. Reward: Considerable Entertainment
It Must Be Done!

That said this is interesting:
[] 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

Genemod:
[] 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
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
---[] Epicanthix: A species that is almost completely human save for inherent Force-sensitivity and innate resistance to Force techniques that affect the mind. (???)

--[] Galen: Somewhat put off by the Arkanians but is fully aware of how the mods could benefit him.
---[] Bith: A craniopod species with exceptional mathematical ability, Bith do not sleep but need a mere 4 hours of waking meditation each day. (Learning)
Imagine that Silencer is able to use the force and is resistant to it. That or Galen probably gaining better mathematical ability to become an even better scientist.

Lasty:
[] 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, ???
Making more useful droids akin to HK-47 should be important enough to warrant a hero action.

If you have read all of the above then I thank you and hope that I at least made you see my point of view.

Sorry I couldn't help myself.
 
Part 3 of reactions: Lore and Learning
Lore: Now more than ever you need to understand more of the Force - for your sake and for the sake of others within the Watchers who can use it.
Pick 1 Regular Action, 2 Archaeological Actions, 1 Force Study Action:
Ooh, look at that action economy. I love it so much.

[] Force Research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] 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
Probably not important enough for our 1 Regular Action.

[] 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
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...
-[] Write-in (Subject to Veto)
One Force Study action. I'm thinking either Altisian Jedi or Jal Shey -- both of their abilities, and the benefits of working alongside them, would be amazing for us. Altisian Jedi have their own 'baby supership' copy of the Chu'unthor, work out of Bespin, and focus on 'essence transfer'. On the other hand, we already have a base on Bespin with a roll-per-turn that has a chance of automatically giving us access to their abilities, so it might not be worth a full action. Meanwhile, Jal Shey are diplomat-philosophers with Force Imbuement, and I can't even begin to say how cool and versatile that skill set is.

[] 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.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] 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.
-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...
-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.
-[X] Ossus: Home to an ancient Jedi Archive dating back to the years of Exar Kun himself (which has become suddenly quite relevant). With the amount of local support available, your teams have already begun setting up an expedition into the Archive. (Free Action)
Two archaeology actions PLUS a free Ossus action. Life is good!

Several of these would go really well with other actions: 'Outer Rim' would be a natural pick if we also did the 'Old Republic' (or possible, picking 'Old Republic' would give us access to those automatically). 'Duro' and/or 'Hutt Space' might give us another default bonus, like the +5 Lore we got from visiting the Halls of Knowledge on Phateem & Celebratus Archive on Obroa-skai. There are also a bunch of planets we might pick to get some experience at dealing with Sith (prep & practice for fighting the Inquisitorius) -- mainly Korriban, Sith Worlds, and Prakith.

'Kathol Outback' is probably the biggest mystery box, and one I'm tempted to pick this turn. The Aing-tii are really interesting -- they have teleporation techniques (!), are relentless opponents of slavery (!!), and have a blue-and-orange approach to the Force that diminishes the whole 'light side/dark side' conflict that shapes the rest of the galaxy.

[] 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 can appropriate whatever records they're hiding and figure out what's so important about it. Chance of Success: 30% Reward: Corellian Jedi records investigated

[] 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: ???
Dammit. One Force action, two options. Mysteries of Cularin is the obvious choice, due to it dealing with a Force Wound... except 'Secrets of the Corellian Jedi' is a prerequisite action to unlock a visit to the Valley of the Jedi on Ruusan, which is also a Force Wound. So we need to pick both. Except we don't have the actions for it. And we may not have the hero support to afford both actions either. Dammit.


Learning: Beating Palpatine means throwing things at him he wouldn't expect. Good thing you have a diverse set of people willing to cook up new and crazy ideas to give you an edge.
Pick 2, or pick only one Research action and halve its time:
Yeah, this one's a no brainer. All the other actions are awesome, but only two actions directly boost our action economy. They'll pay for themselves next turn, and give us a total of 12 actions (instead of 6 actions) over the following three turns.
[] 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)

Next up: Personal actions and Heroes!
 
Even better if we can figure out how to get someone we approve of in the seat as a replacement. Palpatine's never seen Jar-Jar Binks as anything more than an annoying but occasionally useful puppet...

SUPREME CHANCELLOR BINKS IT IS THEN!!! :V

Jar-Jar: trips
Also Jar-Jar: somehow triggers Order 66, Yuuzhan Vhong Invasion and Coruscant Self-Destruct Sequence

You've all met Spicy Sheev, NOW prepare for BEDLAM BINKS!!!
 
Last edited:
That's is... Not a terrible idea, sure he would need a lot of diplomatic support from everyone, but he would be down to the decentralization of power needed. Maybe is not a great idea or even the best outcome achievable (in our view) like ciaran's tends to go for but it would be an workable "neutral" outcome.
 
That's is... Not a terrible idea, sure he would need a lot of diplomatic support from everyone, but he would be down to the decentralization of power needed. Maybe is not a great idea or even the best outcome achievable (in our view) like ciaran's tends to go for but it would be an workable "neutral" outcome.
It'd be the troll option so there's that.
 
My thinking is more that A) Jar-Jar is largely inclined to do what he thinks is the right thing, B) if you're close to Padme (or Padme herself) you've got an easy time convincing him of what "the right thing" is, and C) if his main actions are declaring an end to hostilities and dissolving the Republic* then he is the poetically perfect way for the whole thing to end "not with a bang but with a whimper"

*I have a Secret Evil Plan I'm working on
 
Last edited:
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.
 
Last edited:
My thinking is more that A) Jar-Jar is largely inclined to do what he thinks is the right thing, B) if you're close to Padme (or Padme herself) you've got an easy time convincing him of what "the right thing" is, and C) if his main actions are declaring an end to hostilities and dissolving the Republic* then he is the poetically perfect way for the whole thing to end "not with a bang but with a whimper"

*I have a Secret Evil Plan I'm working on that I'll put out in short order

The onus is that everyone would know he is basically a puppet so scrutiny would be high.
 
Personal: You have to get stronger.
Pick 3:
While it's tempting to pick a training action, using Personal Attention on high-priority actions above tends to make Ciaran even more powerful than a mere direct training bonus. Plus we desperately need the bonuses for some of those mystery box ??? type actions.

That said...
[] 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%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Asajj is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Martial Arts Lessons: The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training
-[] Stava Lessons: Alternatively, your misadventures on Honoghr have given you the chance to learn the Noghri martial art they refer to as "Stava" - a style that relies on speedy takedowns and endurance fighting. It would certianly suit you, especically given your ability to amplify those aspects with your Matukai training. Martial Increase, martial arts training
-[] Form V (Shien/Djem So) Training: Brute force fighting didn't seem like it would work for you, but that was before you figured out how to punch through steel with your bare hands. Now it and Form V are much more viable options for you, so why not lean on Anakin so you can get some training in the form? Reward: Martial Increase, Form V training (Takes 2 Turns)
-[] 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
-[] Write in

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???
-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned

[] Construct A Holocron: ...It wouldn't hurt to try making one right? After all you do have Vectivus around and surely he can help. Chance of Success: 80% Reward: ???

[] 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
Vaapad training could directly improve our odds for fighting Palpatine one-on-one (and we will need to be ready to fight him hand-to-hand given that our strategy boils down to 'stick him with the pointy end' with the Mortis Dagger.

Also, @Panory exists, and would feel very strongly about developing our using of Blazing Chain. Especially when paired with the 'Custom Blaster' option. I will never cease to remind people that using Blazing Chain on a lava blaster is basically the 'win' button for any future combat. Think of it like Yondu's arrow from Guardians of the Galaxy, except the 'lava' behind it stays in the air and makes it impossible to cross through its path even after it's moved on. Seriously OP.

On the other hand...
[] 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

Not to mention...
[] 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
We need to deal with Exar Kun. He's a Sith Lord, ludicrously OP in his own right, one of the most dangerous combat opponents in galactic history, and a great way to prepare for our fight with Palpatine. Plus, it's a chance to practice with the Mortis Blade, so... yeah. We'll probably want to throw a 'Personal Attention' on there, just to make sure he's dead. Which means we'll only have one more action to spend on Personal Attention for some other mystery box. Which means no Blazing Chain Lava Blaster. Sorry Panory.


Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.
Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
Hello Heroes!

[] 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
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Galen: Somewhat put off by the Arkanians but is fully aware of how the mods could benefit him.
--[] Mungo: Somewhat baffled by the concept but is understanding of the potential benefits.
We have about four turns left, and hey, look at that, only four heroes remaining. Bummer about Grievous, Quinlan, and Anakin, though it's possible we might add Celeste Morne to the list next turn, and/or other heroes (Kenobi?) to our 'stable' in the near future.

EDIT: @Dr. Snark, I just checked and we did genemod Thrawn last turn (we tried to give him a Voss Force-foresight package, which didn't work). I'm pretty that makes him ineligible for another round of genemods this turn.

Of the three remaining... Silencer is probably our best option, since he'll be in combat with Palpatine in the near future. Also, he's the only one of the 'old guard' who hasn't yet gotten a genemod. Could be interesting, given his Thrysian roots (the Sun Guard is basically a pro-Sith apocalyptic cult of bodyguards...)
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Bith: A craniopod species with exceptional mathematical ability, Bith do not sleep but need a mere 4 hours of waking meditation each day. (Learning)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Epicanthix: A species that is almost completely human save for inherent Force-sensitivity and innate resistance to Force techniques that affect the mind. (???)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Gand: An insectile species of humanoid, Gand are extraordinarily durable and have the ability to regenerate lost limbs. They are also able to see ultraviolet light, and can 'store' sleep in order to stay alert for weeks at a time. (Martial, Intrigue)
--[] Gurlanin: Natives of Qiilura, this species descended from ambush predators is not only capable of shapeshifting into the form of nearly any other humanoid race, and camouflaging themselves perfectly in nearly any environment, they are also naturally attuned to the Force. This is all combined with a 700-year lifespan, as well. (Intrigue, enhanced lifespan, ???)
--[] Jenet: Natives of Garban, this rodent-like race boasts a high degree of agility and dexterity, along with an exceptionally precise memory, verging on eidetic. (Martial, Learning)
--[] Kel Dor: Natives of Dorin, the Kel Dor are innately sensitive to the Force, and specialize in telepathy and weather control. (Lore, ???)
--[] Lyunesi: Natives of Ryoone, Lyunesi are a fragile species with unparalleled talent at linguistics and communications (Diplomacy)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Ogemite: The feather-crested natives of Ogem are natural traders with a gift for logistics and occasionally smuggling. (Stewardship)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Svivreni: A short, stout furry species known for their hardiness, and their natural talent for geology. (Martial, Learning)
--[] Tarasin: Natives of Cularin, this species has a strong natural affinity for the Living Force. (Lore, ???)
--[] Voss: A species that has a natural disposition for foresight with the Force. Much like with the Miraluka genemod, the Arkanians have noted that there is a possibility someone given this mod could develop Force sensitivity despite the past failure with Thrawn. (Lore, ???)
--[] Wookie: Natives of Kashyyyk, Wookies are unbelievably strong, and surprisingly good at engineering. (Martial, Learning)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
Silencer is strongest in Martial and Intrigue, and we use him freely for either. (BTW, if someone wants to go through previous turns and figure out how often we use hero support on Martial vs. Intrigue actions, that would be really helpful).

Chiss and Gand would give a direct boost to both Martial and Intrigue. Flavor text indicates:
- Chiss = 'inherently fit bodies' (Martial) and 'above-average night vision' (Intrigue)
- Gand = 'durable' + 'regenerate lost limbs' (Martial) and 'see ultraviolet' and 'store sleep' (Intrigue)
which tells me that Gand will probably have a bigger impact.

For Martial-only genemods, there are:
- Echani (but progenitors for Thrysian, so probably double-dipping to use with the Silencer)
- Firrerreo = 'regenerative abilities', which also gives enhanced lifespan
- Wookie = big, tall, very hairy, very strong, and surprisingly good engineers (so some benefit to Learning)
- Zabrak = 'resistant to physical pain'
(Jenet and Svivreni also give Martial bonuses, but they're much more oriented toward a Learning build)

For Intrigue-only genemods, there are:
- Balosar: can read emotions or detect impending threats (but relies on antennapalps, so wouldn't mesh with Silencer's use of full body armor)
- Gurlanin: shapeshifters, camouflage, Force-sensitive, and long-lived -- this genemod is seriously OP. Please don't nerf. :D
- Pau'an: night vision and long-lived. Meh.
(Zeltron also gives an Intrigue bonus, but they're more oriented toward a Diplomacy build)

For wildcard genemods, there's also:
- Epicanthix: inherent Force sensitivity & total resistance to mind control

All that said... I'm inclined to go with either Gand, Gurlanin, or Epicanthix for The Silencer. Anyone have thoughts about this?


As for new hero actions:
[] Quinlan Vos - Psychometrist Police: One in a hundred Kiffar possess the talent of psychometry, the ability to pick up vision's of an object's past by merely touching them. Quinlan's psychometry is highly advanced thanks to his Force sensitivity, but even a minor talent is an exceptional force multiplier for an investigator. Ask Quinlan to return to his homeworld and recruit Kiffar for the Abyss Watchers and/or for CNS law enforcement. (Uses Intrigue Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 60% Reward: Kiffar investigators recruited, ???

[] Quinlan Vos - Temples of Infinity: Apparently, Quinlan Vos saved the galaxy (and your life by extension) a few years back. The Nightsisters of Dathomir had seized a 'Star Temple' containing a hidden 'Infinity Gate', originally built by the ancient Kwa to transport people and things instantly between planets without the need for hyperspace. At the time they sabotaged the Prime Gate to unleash its unspeakable power to incinerate Coruscant, but Quinlan Vos managed to counter-sabotage the Gate and cause it to unleash its power against itself. However, his brief time inside the Kwa ruin gave him flashes and visions of other locations of Kwa Infinity Gates, and how to use them. Reactivating a nigh-untraceable teleportation network would be a godsend if you both could get it online. Chance of Success: 50% Reward: potential access to the Infinity Gate network, ???

[] Anakin Skywalker - What Could Be: Anakin has politely noted that if he had enough time and resources, he could provide you with some designs he...would have been familiar with? You're not sure exactly how the tenses would work with that but still. Chance of Success: 80% Cost: 150 Reward: "Prototype" design(s) created by Anakin, ???

[] Anakin Skywalker - Liberation Drive: While he has been focusing on bettering himself, Anakin has quietly admitted that he would certainly not object if he was personally dispatched to deal with any slaver groups in the galaxy. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot, ???
-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.
-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.
-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[] Anakin Skywalker - Still Much To Learn: Anakin has incredible strength in the Force, but he will be the first to admit that he never had the chance to fully hone it in the ways your Walkers and the like have been able to (not that he knew about them but the comparison still tracked). Helping him master those abilities may not make him stronger in the Force at this point, but they would certainly empower him in other ways. Chance of Success: 90% Reward: Anakin masters designated Force ability
Hoo boy. These are some intense choices. Definitely inclined to use both Quinlan and Anakin for hero actions here, though Anakin might be needed for some of the main-card actions, especially of the mystery-box ??? type.

Recruiting Kiffar investigators could be a big deal. It would most likely give us another default bonus to Intrigue, though it might (if we crit) get a +1 Intrigue action instead. Either would be a godsend.

On the other hand... Quinlan unlocks an untraceable teleportation network. Also, not to put too fine a point on it, but if we're unable to kill Palpatine and he becomes Nihilus 2.0 thanks to the Force Wound, having a backup option (an Infinity Gate that has already been shown to have the capability of incinerating Coruscant from across the galaxy) might be the only way the galaxy survives. So there's that.
(In case people are worried about the odds: 50% base odds + 36 (Quinlan) + 20 (default bonuses) + 20 (omake bonuses) = guaranteed success, and a 76% chance of a super crit. We'll be fine).

Sending Anakin against the Senex-Juvex slavers would have amazing synergy with our anti-COMPOR actions -- the leader of COMPOR is one of galaxy's biggest slave traders and hails from Senex-Juvex. OTOH, we could get the same synergy with the equivalent Martial action, and that would free up Anakin for hero support (again: most of the stat boosts our heroes get come from rewards for crit successes on actions, not from spending actions on training).

That does, does anyone have any ideas for 'What Could Be' could be? (That was a fun sentence to write). I know Anakin was a ridiculously gifted engineer, but what specific designs was he responsible for and/or could he draw from his future experiences? If it's comparable to the X-Wing, then yes absolutely gimme. If on the other hand it's an incremental improvement in cybernetics, then it's much less important.



It's worth mentioning that, because Hero Actions use the hero's full stats, all hero actions are much more likely to super-crit. Which means that these actions are potentially a gold-mine for reliably improving our Heroes' stats, regardless of how useful the action itself is.

Our priority should be Intrigue, Martial, and Lore heroes, to prepare them for the final push. OTOH, we typically need those heroes for hero support, which means we're more likely to have Diplomacy, Stewardship, and Learning heroes available.

Here are the hero actions from previous turns:
[] 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, ???

[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???
Silas will not be facing Palpatine directly. 'Mind of a Scoundrel' might let us recruit 'new employees' or a new Hero Unit (?), but that's questionable.

[] 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, ???
Improves Silencer's Martial stat. Seems underwhelming in terms of narrative.

[] Cheriss Sair - The Culmination of a Dream: Cheriss has the design for her project - a 'frame' that would contain a humanoid pilot much like her body contains her Shard self. All she needs is a lot of money to pay her research teams and some time with the Foundry, and she can begin working on it in earnest. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 300 Reward: Cheriss completes her design, ???

[] 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, ???

[] Cheriss Sair - An Unrestrained Mind: While you're unwilling to use the Foundry for mass production, you're certainly willing to let Cheriss have access to a production line for prototyping new droids. At this point it'd probably be the best idea to simply let her build whatever comes to mind and see if you can make it practical or at least useful in some fashion. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 150 Reward: Cheriss prototypes...something, ???
Learning hero, so less directly relevant for the endgame. OTOH, mechu-deru is ridiculously useful and might be worth it.

[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 200 Reward: Space City reclaimed as both museum and base, ???

[] 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, ???
Thrawn is basically our second-in-command, and one of our more versatile heroes, so he'll probably be used for hero support. But if he is free, 'Most Curious Individuals' could again add more assets and/or hero units to our stable. OTOH, 'Space City' is kinda awesome, gives us a mobile base (a la Oracle, Chu'unthor, Arkanian Legacy, Foundry, etc. -- noticing a pattern?) has a bunch of historical artifacts related to the Force, and (if I remember correctly) currently has an ex-Jedi inhabitant? Basically awesome.

[] 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," ???
Could be a nice moment for Qymaen jai Sheelal, now that he's given up the name Grievous. Still feels a bit underwhelming, and less directly useful even if it improves his Martial.

[] Asajj Ventress - Homecoming Trip: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.
-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact. As Asajj has pointed out, it might actually be better for her to go in case things get violent.
-[] 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. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.
-[] 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. What information you have on them already indicates that they're not particularly interested in the Jedi-Sith conflict, so Asajj should be able to work with them without issue.
-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities. They're noticeably independent from the Jedi in many ways and Asajj doesn't think there would be any issues with contacting them.
Adding Asajj as hero support to the same action as Ciaran is basically a guarantee for ridiculous levels of super-crit, thanks to their 'Force Bond' power. So very low chance we'll assign her separately, even if 'Homecoming Trip' would be a big moment of personal growth for her.
[] HK-47 - Beneath Scum And Villany: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???

[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
-[] Write-in targets, chance of success will vary depending on target
HK-47 is awesome. We typically need him for hero support, but honestly, either of these would be awesome. 'Beneath Scum and Villainy' could have amazing synergy with the 'Old Republic' stewardship action.

More importantly, assigning him to assassinate some of Palpatine's Inner Circle could easily free up one of our Intrigue actions this turn. Very much inclined to pick that.

[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Reward: Kholma compound investigated, ???

[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???
'Remains of a Past Hunt' gives him closure on his time working for Dooku and the Sith (and gives us a base, whatever stat boost he receives), while 'House of Killers' would remove the need for the equivalent Diplomacy action (and would more likely crit, giving us more assets or potentially even a +1 Action).

[] 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, ???

[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
Talesan Fry needs some therapy, both to make him a more effective hero unit, but also because he could easily be a major figure in the CNS if he were comfortable with public attention. He's brilliant, which makes him a Learning hero unit, but his genius could easily make him a hero in line with Thrawn. If he's free, I'd like to help him out this turn.

...On the other hand, 40% base odds + 11 (Talesan stats) + 15 (default bonuses) + 20 (omake bonuses) gives this a mere 86% chance of success (and a 46% chance of crit, which is ridiculously low given that it's a Hero Action). We'd probably need to throw a Diplomacy hero this way for support, which might make it impossible.

[] Galen Erso - Unparalled Mind: There are few minds in the galaxy greater at material analysis than Galen Erso, so having him work on something would be an incredible boon for your material research - though he's not going to be working on weapons tech directly or indirectly (you have other people who could do that anyway if you really need that done). (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 70% Cost: 50 Reward: Chosen material analyzed by Galen, ???
-[] Write-in

[] 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]
Both Learning actions, and one of them takes two turns. OTOH, the two Learning actions we're picking this turn are both guaranteed successes, so there's never a better time to try 'Heart of Kyber'.

[] Mungo Baobab - There And Back Again: If there's one thing Mungo loves, it's exploring strange new worlds and seeking out new opportunities among them. Give him some support and let him do his thing and the both of you will be better off for it. (Uses Learning Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Mungo-led expedition to chosen location launched, ???
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] 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.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.

[] Mungo Baobab - Mergers And Acquisitions: With everything happening you personally don't have time to handle your bigger deals with some of the larger companies in the galaxy, so why not have Mungo approach them on your and the Baobab Merchant Fleet's behalf? (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[] Write-in
@Dr. Snark, I'm pretty sure we already picked up Aliston Nor in a previous turn.

Both of Mungo's actions duplicate existing options, one for 'Archaeology' (when we have a bunch of archaeology actions already in use) and one for 'Stewardship' (free money is a very low priority for us). I'm inclined to use him for hero support.


And that's it for reactions. All right, I look forward to hearing your thoughts!
 
I like @Publicola 's stuff. It makes sense and caters to some personal desires. And I agree, handling Exar Kun will probably
Be it's own reward in improving Ciara's. I just wish we could stack the odds beyond taking the free Ossus action.
 
For Martial-only genemods, there are:
- Echani (but progenitors for Thrysian, so probably double-dipping to use with the Silencer)
Echani are actually Martial/Lore. Would've been inclined to give that Ventress, but alas, too late.

- Wookie = big, tall, very hairy, very strong, and surprisingly good engineers (so some benefit to Learning)
Wookiees are Martial/Learning. Not sure who would benefit from that over something else.

For Intrigue-only genemods, there are:
- Balosar: can read emotions or detect impending threats (but relies on antennapalps, so wouldn't mesh with Silencer's use of full body armor)
Balosar are Diplomacy/Intrigue, as shown with Jango. Not my first pick for the Silencer.

That does, does anyone have any ideas for 'What Could Be' could be? (That was a fun sentence to write). I know Anakin was a ridiculously gifted engineer, but what specific designs was he responsible for and/or could he draw from his future experiences? If it's comparable to the X-Wing, then yes absolutely gimme. If on the other hand it's an incremental improvement in cybernetics, then it's much less important.
Maybe something related to the TIE Advanced? I'm not sure if Vader was involved in designing it, but I wouldn't be surprised.

HK-47 is awesome. We typically need him for hero support, but honestly, either of these would be awesome. 'Beneath Scum and Villainy' could have amazing synergy with the 'Old Republic' stewardship action.

More importantly, assigning him to assassinate some of Palpatine's Inner Circle could easily free up one of our Intrigue actions this turn. Very much inclined to pick that.
Honestly, I'm hoping to be able to send him after Terrinald Screed. He's probably the easiest to justify just outright killing and if anyone asks we can blame it on the Separatists.
 
Would really? Like why would deal with an sith phantom have something to do with a sith lord that have wild difernet skillsets? It would grant us anything aside of a flavor tex when we put down old man palps?
Sidious' and Kun's skillsets aren't wildly different—he took down Luke the exact same way as Sidious, and if anything Sidious is even harder to put down permanently than Kun.

Kun is also one of the rare masters of Sith Alchemy, same as Sidious, and that's a warmup we can't get in many other places.
 
Last edited:
Back
Top