Legislative Turn 1
New
Magoose
SV's Questing Fanatic
- Location
- California USA
- Pronouns
- He
Legislative Turn 1:
You stood at the window, gazing out over the endless sprawl of Coruscant, the city that never sleeps. Its towering skyscrapers shimmered under the artificial lights, while countless speeder lanes buzzed with activity. The heartbeat of the Republic pulsed below, vibrant and chaotic, yet here, in the silence of your office, you felt the weight of the moment pressing down on you. Despite your ambition, despite everything you had wished for, there never seemed to be enough time.
Your government was finally built, the pieces set in place like a complex game of dejarik. Now, with the structure complete, you knew there was no turning back. Every decision, every appointment you made, had committed you to a path that could no longer afford hesitation. The pundits on the HoloNet had been relentless in their critique for weeks now, accusing you of wasting precious time, of being too cautious. They said you weren't bold enough, that you had ignored the counsel of your greatest supporter, Palpatine, in your efforts to manage the state.
You hadn't ignored Palpatine—far from it. But you did not wish for your legislation to be solely his own. You had placed distance between the two of you deliberately, carefully navigating the line between deference and independence. It was a delicate balance, and Palpatine, ever the master strategist, had appreciated your restraint. He didn't need a puppet; he needed someone capable of standing on their own, someone who could solidify his vision without appearing to be his direct instrument. His endorsement of your appointments had been subtle yet unmistakable. He had even personally vouched for Armand Isard, meeting with the young intelligence officer before you officially named him to the post. "He is the finest officer the Republic has seen in a long time," Palpatine had said, with that knowing smile of his. His reputation preceded him—cold, efficient, and ruthless, as well as ambitious. Exactly the kind of leader Palpatine admired.
The others, too, had fallen into place. Bail Organa had been gracious in accepting his role, though you could tell he hadn't expected it. He was used to being an outsider in the political arena, more accustomed to diplomacy than power plays. Perhaps that's why you chose him. He had the charm, the connections, and most importantly, he wasn't one of the power-hungry brokers who circled Coruscant's halls like vultures. But there was still that flicker of doubt behind his composed exterior. He accepted the position without hesitation, yet you could sense his unease.
Then there was A'dama Jensen. Cold, calculating, and mechanical in his approach, Jensen was less concerned with politics and more with efficiency. When you appointed him, he didn't express surprise, nor did he show any sign of being pleased. He simply went back to his work, moving from one office to another as though the change had been nothing more than a logistical shift. Perhaps that's why you needed him—the work would get done, quietly, without fanfare. Jensen wouldn't seek the limelight or challenge your authority. He was content to operate behind the scenes, ensuring that the gears of the bureaucracy continued to turn smoothly.
Tarkin had been the most… interesting choice. When you first approached him with the offer, his reaction had been one of surprise—perhaps even reluctance. For a brief moment, you had thought he would outright refuse the position. He seemed almost disinterested, not in the authority or the prestige, but in the constraints of the office itself. But then something shifted. The moment he truly grasped the scope of power the role afforded him, he rescinded his initial hesitation. He understood exactly what this position could offer, not just for himself, but for the changes he envisioned for the Republic.
Tarkin knew, with an almost fanatical certainty, what needed to be done to reform the fleets of the Republic's defense forces. He had spoken with clinical precision about inefficiencies, about outdated protocols and lax standards, about officers who were more politicians than soldiers. But it wasn't just the fleets he had in mind. You sensed it in his tone, the way his eyes glinted coldly when he spoke of the Republic as a whole. He saw its weaknesses—not just in its military, but in its very foundation. Tarkin believed the Republic was fragile, vulnerable to the disorder and bureaucracy that plagued its institutions, and he wasn't the type to passively allow it to continue crumbling. He wanted radical change, the kind that could reshape the entire system, starting from the military and rippling outward.
There was something clouding his judgment, something more than just his ambition to see the Republic's military reformed. You could sense it—a deep-rooted ideology, perhaps even a personal vendetta, driving his need for control. His cold logic, while efficient, bordered on the dangerous. You couldn't shake the feeling that Tarkin viewed the Republic as a failing experiment and that he saw himself as the necessary force to either save it—or rebuild it in his own image.
That's why you knew you needed to talk to him. Not just as his superior, but as someone who could see the storm brewing beneath his calm exterior. If left unchecked, Tarkin's ambitions might grow into something far more dangerous than just reforming the fleets. His vision of order, discipline, and control could spill over into realms you weren't prepared to let him touch.
Maybe then you could see what is beneath the man.
----------------------------------------------
The Legislative Session has begun. Now you must use what you gained to get your agenda done.
Here is how it will go. There are Three types of Laws you can propose.
-----------------------------------------------------------------
Minor Law: This type of law is low-scale, affecting only a few systems at most. Most view this as maybe renaming worlds or sectors for commerce, designating safe zones between member states suffering from civil wars and conflicts, and most importantly for your purposes… changing the tax rates and tariff rates between systems, as the Republic regulates commerce between member states.
A Minor Law requires 500 Political power to propose, and for every 500 over that minimum state, it increases the chance of passing the first two levels of the rolls by +5 per 500.
Minor Laws do not affect the scale of galactic affairs positively or negatively but can prevent the scale from going down if you need to protect or stop things from happening to make things worse.
--------------------------
Major Law: A Major Law is something that will affect a Rim, or multiple, affecting not only the people and organizations within it, but also shaping the fabric of the Republic in the short term, and if unlucky, The Long term. These laws will not show the tangible effects of what happens until multiple turns after it is enacted. However, they can be for both good and ill, and it can negativly effect the galaxy on the short term, than improve it, and vice versa.
A Major law requires 2000 Political power to propose and for every 1000 over that minimum state, it increases the chance of passing the first two levels of the rolls by +5 per 1000.
-----------------------------
A Reform is something that will drastically change everything about the Galaxy. It will not immediately affect the galaxy, and it requires spending actions on the political power to make sure it is fully implemented…
However if it succeeds, it can drastically improve not only your legitimacy, and status in the galaxy, it can potentially change other statuses without needing to do anything.
Passing even one reform would be a landmark for any government in the republic, and all but shoehorn your reelection or the senate allowing you to serve longer than the constitutional term limit allows.
A Reform requires 10,000 Political power to propose, and you must spend at least an additional 1000 for every level of legislative turn for it to pass, meaning there must be a minimum of 13,000 Political power to be spent to attempt this.
---------------------------------------------------------
Factions and You: You are not the only one in the Senate, Shocker, I know… But there are factions in the Senate, and you need to bring at least one on the side for your bill to not auto-fail.
And that requires, you guessed it, political power. Depending on the law, you may have to use a minimum of 500 to…
10000 to get them on your side depending on the size of the law you are proposing. And if you don't bother with bringing in any faction in your planning, and it somehow passes (Very unlikely but it can happen) The Senate will alter the Deal (read, alter the law slightly after it's called) and cause problems. And they will say that you should pray they do not alter it further.
So getting a faction on your side to prevent the Senate from fucking around with your law is a good idea, but if you lack political power, you can try to hope they don't screw you.
----------------------------------------------------------------
The Three Hurdles.
There are Three hurdles (Read Dice Rolls) That you need to pass.
The Debate.
The Study.
The Vote.
Each of these rolls will be dependent on a flat DC for each type of law.
For Minor laws, it follows:
The Debate: DC: 40
The Study: DC: 50
The Vote: 60
For major Laws:
The Debate: DC: 50
The Study: DC: 60
The Vote: DC: 70
For Reforms:
The Debate: DC: 70
The Study: DC: 80
The Vote: DC: 90
A Note on if it fails in the Vote.
If the law fails in the vote, there will be three rerolls outside the normal ones you get, but if it fails three times, the law is dead and cannot be reused.
So keep that in mind.
---------------------------------------------------
How to propose a law (Format):
[]The Law name
-[]What type of law is it (Minor, Major, Reform)
--[]It's contents (Please note, the more detailed it is, the less likely it can get changed.
---[]Political Power Spent (read Above for the points needed.)
----[]Factions negotiation (choose the major faction or factions you want to help co-author, and hope you put down enough political power to get them on your side. Note: Optional, but recommended.)
-------------------------------------------------------------------
AN: Yes I have put a lot of thought into this in how this works, how did you know?
------------------------
You have 2000 Political Power.
Write in your proposed Law here, and please follow the format I created above.
[]Write in.
AN: There is a moratorium for ideas and laws for the next 12 hours.
You stood at the window, gazing out over the endless sprawl of Coruscant, the city that never sleeps. Its towering skyscrapers shimmered under the artificial lights, while countless speeder lanes buzzed with activity. The heartbeat of the Republic pulsed below, vibrant and chaotic, yet here, in the silence of your office, you felt the weight of the moment pressing down on you. Despite your ambition, despite everything you had wished for, there never seemed to be enough time.
Your government was finally built, the pieces set in place like a complex game of dejarik. Now, with the structure complete, you knew there was no turning back. Every decision, every appointment you made, had committed you to a path that could no longer afford hesitation. The pundits on the HoloNet had been relentless in their critique for weeks now, accusing you of wasting precious time, of being too cautious. They said you weren't bold enough, that you had ignored the counsel of your greatest supporter, Palpatine, in your efforts to manage the state.
You hadn't ignored Palpatine—far from it. But you did not wish for your legislation to be solely his own. You had placed distance between the two of you deliberately, carefully navigating the line between deference and independence. It was a delicate balance, and Palpatine, ever the master strategist, had appreciated your restraint. He didn't need a puppet; he needed someone capable of standing on their own, someone who could solidify his vision without appearing to be his direct instrument. His endorsement of your appointments had been subtle yet unmistakable. He had even personally vouched for Armand Isard, meeting with the young intelligence officer before you officially named him to the post. "He is the finest officer the Republic has seen in a long time," Palpatine had said, with that knowing smile of his. His reputation preceded him—cold, efficient, and ruthless, as well as ambitious. Exactly the kind of leader Palpatine admired.
The others, too, had fallen into place. Bail Organa had been gracious in accepting his role, though you could tell he hadn't expected it. He was used to being an outsider in the political arena, more accustomed to diplomacy than power plays. Perhaps that's why you chose him. He had the charm, the connections, and most importantly, he wasn't one of the power-hungry brokers who circled Coruscant's halls like vultures. But there was still that flicker of doubt behind his composed exterior. He accepted the position without hesitation, yet you could sense his unease.
Then there was A'dama Jensen. Cold, calculating, and mechanical in his approach, Jensen was less concerned with politics and more with efficiency. When you appointed him, he didn't express surprise, nor did he show any sign of being pleased. He simply went back to his work, moving from one office to another as though the change had been nothing more than a logistical shift. Perhaps that's why you needed him—the work would get done, quietly, without fanfare. Jensen wouldn't seek the limelight or challenge your authority. He was content to operate behind the scenes, ensuring that the gears of the bureaucracy continued to turn smoothly.
Tarkin had been the most… interesting choice. When you first approached him with the offer, his reaction had been one of surprise—perhaps even reluctance. For a brief moment, you had thought he would outright refuse the position. He seemed almost disinterested, not in the authority or the prestige, but in the constraints of the office itself. But then something shifted. The moment he truly grasped the scope of power the role afforded him, he rescinded his initial hesitation. He understood exactly what this position could offer, not just for himself, but for the changes he envisioned for the Republic.
Tarkin knew, with an almost fanatical certainty, what needed to be done to reform the fleets of the Republic's defense forces. He had spoken with clinical precision about inefficiencies, about outdated protocols and lax standards, about officers who were more politicians than soldiers. But it wasn't just the fleets he had in mind. You sensed it in his tone, the way his eyes glinted coldly when he spoke of the Republic as a whole. He saw its weaknesses—not just in its military, but in its very foundation. Tarkin believed the Republic was fragile, vulnerable to the disorder and bureaucracy that plagued its institutions, and he wasn't the type to passively allow it to continue crumbling. He wanted radical change, the kind that could reshape the entire system, starting from the military and rippling outward.
There was something clouding his judgment, something more than just his ambition to see the Republic's military reformed. You could sense it—a deep-rooted ideology, perhaps even a personal vendetta, driving his need for control. His cold logic, while efficient, bordered on the dangerous. You couldn't shake the feeling that Tarkin viewed the Republic as a failing experiment and that he saw himself as the necessary force to either save it—or rebuild it in his own image.
That's why you knew you needed to talk to him. Not just as his superior, but as someone who could see the storm brewing beneath his calm exterior. If left unchecked, Tarkin's ambitions might grow into something far more dangerous than just reforming the fleets. His vision of order, discipline, and control could spill over into realms you weren't prepared to let him touch.
Maybe then you could see what is beneath the man.
----------------------------------------------
The Legislative Session has begun. Now you must use what you gained to get your agenda done.
Here is how it will go. There are Three types of Laws you can propose.
-----------------------------------------------------------------
Minor Law: This type of law is low-scale, affecting only a few systems at most. Most view this as maybe renaming worlds or sectors for commerce, designating safe zones between member states suffering from civil wars and conflicts, and most importantly for your purposes… changing the tax rates and tariff rates between systems, as the Republic regulates commerce between member states.
A Minor Law requires 500 Political power to propose, and for every 500 over that minimum state, it increases the chance of passing the first two levels of the rolls by +5 per 500.
Minor Laws do not affect the scale of galactic affairs positively or negatively but can prevent the scale from going down if you need to protect or stop things from happening to make things worse.
--------------------------
Major Law: A Major Law is something that will affect a Rim, or multiple, affecting not only the people and organizations within it, but also shaping the fabric of the Republic in the short term, and if unlucky, The Long term. These laws will not show the tangible effects of what happens until multiple turns after it is enacted. However, they can be for both good and ill, and it can negativly effect the galaxy on the short term, than improve it, and vice versa.
A Major law requires 2000 Political power to propose and for every 1000 over that minimum state, it increases the chance of passing the first two levels of the rolls by +5 per 1000.
-----------------------------
A Reform is something that will drastically change everything about the Galaxy. It will not immediately affect the galaxy, and it requires spending actions on the political power to make sure it is fully implemented…
However if it succeeds, it can drastically improve not only your legitimacy, and status in the galaxy, it can potentially change other statuses without needing to do anything.
Passing even one reform would be a landmark for any government in the republic, and all but shoehorn your reelection or the senate allowing you to serve longer than the constitutional term limit allows.
A Reform requires 10,000 Political power to propose, and you must spend at least an additional 1000 for every level of legislative turn for it to pass, meaning there must be a minimum of 13,000 Political power to be spent to attempt this.
---------------------------------------------------------
Factions and You: You are not the only one in the Senate, Shocker, I know… But there are factions in the Senate, and you need to bring at least one on the side for your bill to not auto-fail.
And that requires, you guessed it, political power. Depending on the law, you may have to use a minimum of 500 to…
10000 to get them on your side depending on the size of the law you are proposing. And if you don't bother with bringing in any faction in your planning, and it somehow passes (Very unlikely but it can happen) The Senate will alter the Deal (read, alter the law slightly after it's called) and cause problems. And they will say that you should pray they do not alter it further.
So getting a faction on your side to prevent the Senate from fucking around with your law is a good idea, but if you lack political power, you can try to hope they don't screw you.
----------------------------------------------------------------
The Three Hurdles.
There are Three hurdles (Read Dice Rolls) That you need to pass.
The Debate.
The Study.
The Vote.
Each of these rolls will be dependent on a flat DC for each type of law.
For Minor laws, it follows:
The Debate: DC: 40
The Study: DC: 50
The Vote: 60
For major Laws:
The Debate: DC: 50
The Study: DC: 60
The Vote: DC: 70
For Reforms:
The Debate: DC: 70
The Study: DC: 80
The Vote: DC: 90
A Note on if it fails in the Vote.
If the law fails in the vote, there will be three rerolls outside the normal ones you get, but if it fails three times, the law is dead and cannot be reused.
So keep that in mind.
---------------------------------------------------
How to propose a law (Format):
[]The Law name
-[]What type of law is it (Minor, Major, Reform)
--[]It's contents (Please note, the more detailed it is, the less likely it can get changed.
---[]Political Power Spent (read Above for the points needed.)
----[]Factions negotiation (choose the major faction or factions you want to help co-author, and hope you put down enough political power to get them on your side. Note: Optional, but recommended.)
-------------------------------------------------------------------
AN: Yes I have put a lot of thought into this in how this works, how did you know?
------------------------
You have 2000 Political Power.
Write in your proposed Law here, and please follow the format I created above.
[]Write in.
AN: There is a moratorium for ideas and laws for the next 12 hours.