Quest Idea Thread

How micro-managey would this quest be? Since the quest involves being leader of essentially a large chunk of the galaxy, would it mostly focus on the players dealing with big picture stuff like major military operations or would it also involve the minutae of economic management on a planetary scale for example?
I was going to make is two things.

Dealing with the senators and representatives to pass legislation to support your government.

Along with sending the Jedi or Judicial to deal with problems

Working with your ministers to do macro actions to fix the many problems that are occuring that you need to deal with.

Basically, you are focused on the big picture, and the only time individual systems are involved... is when you ask the Jedi to get involved.

Or... on occasion, play detective and or cop while trying to find out who is trying to kill you.
 
Dealing with the senators and representatives to pass legislation to support your government
Well that's sort of what I meant, how would the Republic government's power be portrayed? Is it mainly responsible for military and pan-sector infrastructure like communication relays and anti-piraxy while "domestic" stuff is mainly left to the sectors/planets, or does the Republic government as a whole have the right to pass laws on any hypothetical issue it wishes?
 
Well that's sort of what I meant, how would the Republic government's power be portrayed? Is it mainly responsible for military and pan-sector infrastructure like communication relays and anti-piraxy while "domestic" stuff is mainly left to the sectors/planets, or does the Republic government as a whole have the right to pass laws on any hypothetical issue it wishes?
I'm going to going with the whole "National government passing laws to do things, that require funding and the pork barrel thing"

Massive public work projects, dealing with plicing with the Judcials and jedis. Negotiating and helping end conflicts. Aid packages to war torn or outer systems.

In my mind, we have a set number of things we can do per turn, and we have to succeed, or we're going to lose legitimacy. and if we get to 0... we're fucked.
 
The Supreme Chancellor Quest:

A Galaxy in peril. Following the fallout of the Naboo Crisis, Chancellor Velorumn has been unceremoniously removed from office, a scapegoat for the Republic's failure to address the growing threats. His removal has thrown the Senate into chaos, with political alliances shifting like quicksand.

Many Senators, long-standing and powerful, have begun vying for the now-vacant position of Chancellor. Chief among them were two towering figures: Senator Sheev Palpatine Of Naboo, a masterful strategist known for his political cunning, and Senator Bail Organa, a respected diplomat celebrated for his idealism and integrity. For most, the contest seemed destined to come down to these two. Political insiders whispered their names as the inevitable heirs to the Republic's leadership, expecting that one of them would steer the galaxy through these troubled times and lead the Republic into a new era of peace.

But the Senate, and indeed the galaxy, had overlooked an unexpected contender. A rank outsider, you—a figure no one had seen as a serious competitor. Far removed from the entrenched power circles of Coruscant, you had quietly been making bold, calculated moves. While others clung to the expected rules of the political game, you played it differently. Behind closed doors, you made deals and formed alliances in the shadows, navigating the labyrinth of Senate politics with surprising finesse.

Where Palpatine and Organa stood tall, you remained in the background—until the moment came for you to strike. With wild ambition and relentless determination, you defied expectations, gathering enough support to catapult yourself into the highest office in the galaxy. Against all odds, the Senate, weary of the same old faces and desperate for new leadership, turned to you.

Now, you stand as the most powerful sentient in the galaxy.

But first, who are you who has clawed their way to power?:

What is your name?

What do you look like?

What were you before you came to the highest office in the Republic?:

[]The Opportunistic Diplomat: A former ambassador from the mid-rim that has often been overshadowed by the Core Worlds, your expertise lies in diplomacy and negotiation, and it was something you excelled at. For years, you worked in the background, quietly forging alliances and mediating disputes without much recognition. Once you became Senator, your cutthroat sense of dealings and compromises made you a respected voice in the Senate… before becoming a force to be reckoned with when you rose to power by capitalizing on uncertainty and chaos. But not through the usual smoking and boozing as others before you had done, No you quietly gathered support from lesser-known but critical factions, making sure no one truly saw you as a threat until it was too late.

Pros:
  • Master Negotiator: Skilled in diplomacy, you excel at brokering deals, making alliances, and navigating complex political landscapes. Your ability to mediate and compromise means you can get opposing factions to work together.
  • Low-Profile Strategy: Your rise to power went largely unnoticed until it was too late for opponents to stop you. This gives you a tactical edge, as you are less likely to have entrenched enemies.
  • Versatility: Able to work with both powerful and lesser-known factions, you can appeal to a wide range of interests, allowing you to build broad coalitions.
Cons:
  • Lack of Public Recognition: You worked in the shadows for much of your career, meaning you may lack popular appeal or a strong public image. This could make it harder to rally public support during crises.
  • Political Opportunism: Your ability to shift and adapt could be seen as a lack of core principles, leading to trust issues with both allies and rivals who may see you as unreliable or purely self-serving.
  • Dependence on Factions: Your power base relies heavily on the support of lesser-known factions. If they feel sidelined or betrayed, you could lose your footing quickly.


[]The Idealistic Outsider: You were supposed to be just some governor on some barren outer rim planet. Just another sentient that was supposed to do their job, go home, live a comfortable life… and maybe retire to a nice life. That was not the case. After all, soon the senator and the leaders in the system loved you… for your hard-nosed anti-corruption tactics against the Hutts and Black Suns, trust-busting tactics, Workers' rights, and making corporations like Czerka and others pay their due. It led to them trying to kill you on more than one occasion, but soon, you found yourself being groomed to be the successor. Then as you entered the Senate on a very populist platform… one that should have gotten you killed. But that same platform made you possibly the most popular senator from the Outer Rim. And you expected to play spoiler to Palpatine and Organa to get what you wanted… not become the most powerful Sentient in the Galaxy.

  • Strong Moral Compass: Your anti-corruption stance and populist platform resonate deeply with the common citizens, especially in the Outer Rim. You are seen as a champion of the people, which can lead to widespread support.
  • Resilient: You have survived multiple assassination attempts and political sabotage, proving that you can handle adversity. This makes you appear tough and unshakable.
  • Fresh Perspective: Coming from outside the typical political elite, you bring new ideas and approaches that could disrupt the stagnant bureaucracy of the Senate.
Cons:
  • Inexperience with the Core: You're from the Outer Rim, meaning you may lack the deep connections or understanding of how the Core World politics and high-level Senate dealings work. This could leave you vulnerable to manipulation.
  • Populist Support: While your populist platform is effective in the Outer Rim, the Core Worlds and corporate interests may view you as a dangerous radical, creating significant opposition from powerful sectors.
  • Naïveté: Your idealism, while admirable, might not be suited to the cold realities of galactic politics. Without compromising, you could find yourself isolated and unable to enact the changes you want.


[]The Calculating Technocrat: You worked deep within the Senate's infrastructure, overseeing trade agreements and logistics. While others engaged in public debate, you understood the power of systems and numbers, subtly influencing policy behind the scenes. To think you were expecting to just work as a Senator to pay back your friends and allies who helped you. Then you saw the opening and went for it. To think… you did this for reasons of making sure you passed a budget.

Pros:
  • Master of Systems: Your understanding of logistics, trade agreements, and the inner workings of the Senate makes you an efficient and detail-oriented leader. You know how to navigate bureaucratic red tape with ease.
  • Pragmatism: You focus on data, numbers, and long-term goals, making you highly rational and objective in your decision-making. This could lead to stable and effective governance.
  • Low-Key Leadership: You didn't rely on charisma or popularity to rise to power, which means you may be less vulnerable to public opinion or populist revolts.
Cons:
  • Lack of Charisma: Your cold, data-driven approach can alienate people. While effective, you may struggle to connect emotionally with both the public and your peers in the Senate.
  • Limited Vision: Your initial goal was simply to balance the budget and manage systems. This narrow focus might hinder your ability to inspire or lead on larger, more existential galactic issues like war, peace, or social reform.
  • Unseen Enemies: By quietly rising through the ranks, you might have made enemies who resent your behind-the-scenes influence, particularly among Senators who feel they've been outmaneuvered.


[]The Cunning Powerbroker: For years, you were the whisper in the ear of those in control, helping them navigate political waters while amassing favors and influence. Second only to Palpatine. You were the one who made the moves happen. Got policy passed. Funding ships, anti-pirate campaigns… And so much more. Palpatine was however not amused you were doing the same thing he was doing, so he expected your candidacy to actually help him… mostly because he thought you owed him.

Pros:
  • Political Savvy: You've been manipulating and maneuvering through galactic politics for years. Your deep understanding of how power works, and how to wield it, makes you one of the most capable politicians.
  • Vast Network: You have amassed countless favors and debts, giving you influence over key Senators, military officials, and trade magnates. Your ability to call in these favors is unparalleled.
  • Underestimated: Many, including Palpatine, thought you were merely a support player, which allows you to maintain an element of surprise and strike when others least expect it.
Cons:
  • Trust Issues: As a manipulator, your reputation for being the "whisper in the ear" might cause distrust. Allies may question your loyalty, fearing you could turn on them as easily as you've helped them.
  • Rivalry with Palpatine: Palpatine expected to use you as a pawn, and now that you've outplayed him, he could become a dangerous rival. His resentment could lead to a significant political showdown.
  • Lack of Clear Vision: You've been the architect of other people's agendas for so long that you may struggle with setting your own. Without a distinct ideological platform, you could come across as directionless or purely opportunistic.



Draft 1 of the idea.
 
Quest idea for adoption:

Here's something spoopy for spooky month!

A quest where you play an eldritch soul eater/skin walker. You are hungry and you want souls to eat but the only way for you to eat souls is to latch onto someone like a parasote and slowly take over their body as you consume their souls from within. During the process, you slowly influence them to do your bidding and as you near fully consuming their souls, you have total control over their body as you digest them and you free to do whatever you wish until you need to repeat the process all over again.

What you do is entirely up to you, be an evil being that simply wants to eat. An apologetic monster that tries to do good to make up for your very nature, or perhaps a vengeful creature that goes after the guilty, or maybe you just do it because you might as well play with your food before you finish your meal!
 
Just an idea i dabbeld with,tell me how you find it.

Introduction to the World of the Pale Void

In the far reaches of an unfinished galaxy, reality itself is fragile. The material world is separated from the mystical realm known as the Pale Void by a thin veil, a barrier once constructed by an ancient being whose work was mysteriously interrupted. The Pale Void, a dimension of dreams, spirits, and nightmares, seeps into reality through chaotic breaches, known as Fade Storms, that warp entire regions of space. As Fade Storms tear through the galaxy, they bring with them nightmarish creatures, strange magic, and an unsettling sense that time and space are malleable, making the universe an unpredictable and dangerous place.
At the heart of this fractured cosmos lies the Solis Imperia, a sprawling magocratic republic that governs much of the galaxy. Born from an ancient faith in the Starborn Gods, the Solis Imperia combines arcane magic with forgotten technology, maintaining its dominance through a network of mage-lords, known as Archons. The Assembly of Archons, the ruling body of the Imperia, is a battleground of political intrigue, where magic and technology intersect with religious devotion and corruption. Despite its democratic structure, the Imperia is rife with backstabbing and ambition, as factions within and without vie for power.
But the Solis Imperia is not the only force shaping the galaxy. Other races—each with their own histories, cultures, and ambitions—play their part in the ever-evolving struggle for survival. From the shadow-walking Umbrakai, to the aquatic rebels of the Helarion, the galaxy is a patchwork of civilizations, each navigating the dangers posed by the unpredictable Fade Storms and the relentless pursuit of power.
This is a universe where the lines between magic, faith, and science blur, where entire worlds can be consumed by the Pale Void, and where ancient secrets, both technological and mystical, hold the key to either salvation or destruction.

History

The Ancient's Unfinished Work

Long ago, before the rise of the Solis Imperia, the galaxy was whole but perilously linked to the Pale Void. The Ancient, a figure of mystery, undertook the colossal task of severing this connection, attempting to create a stable, ordered universe. His work was left incomplete, however, and the galaxy remains a patchwork of stable regions and chaotic Fade-ravaged zones. Fade Storms—torrential breaches of the Pale Void into the material world—are a constant threat, distorting reality and unleashing terrifying forces into the galaxy.
Though his name has been forgotten, the Ancient's influence endures. Many scholars, mages, and politicians seek to understand and complete his work, while others see the Pale Void as an opportunity, a source of untapped power.

The Rise of the Solis Imperia

In the aftermath of the Ancient's failed endeavor, the galaxy descended into chaos. As Fade Storms ravaged worlds, the need for order and stability gave rise to the Solis Imperia. Originally a federation of powerful mage-clans, the Imperia united under the banner of the Faith of the Celestial Throne, which venerates the Starborn Gods, beings said to have emerged from the stars to guide mortal races through their tribulations.
At its core, the Solis Imperia is a magocracy, a system of governance where power is held by those who excel in both arcane magic and the understanding of ancient technologies, called Arcteks. The Imperia is democratic in theory, with representatives from each faction—mage-clans, guilds, and noble houses—forming the Assembly of Archons, where decisions about governance, defense, and the exploration of the Pale Void are made.
In practice, however, the Assembly is a hotbed of political intrigue. The Ordo Astralis, the religious arm of the Imperia, holds significant power, influencing appointments, controlling access to ancient artifacts, and keeping the faith of the masses. Corruption is rife, with many Archons more interested in their personal power than the good of the galaxy. Despite this, the Solis Imperia remains the most dominant political force in the galaxy, though its influence is constantly tested by external factions and the unpredictable nature of the Pale Void.

The Fading Balance

While the Imperia is powerful, it is not omnipotent. Fade breaches have increased over the centuries, and some suspect that the Imperia's own dabbling with the Void has worsened the problem. Bleed Zones, regions permanently affected by Fade incursions, have become a normal part of life in many parts of the galaxy, and the Imperia's military arm, the Bleed Legions, are tasked with maintaining order and containing the worst outbreaks.
The Pale Void, however, is not merely a force of destruction. Some factions have learned to harness its power, such as the Umbrakai, shadow-walking humanoids who draw their magic from the Void itself. They live in the fringes of the galaxy, worshiping the Lords of Night, spirits from the Pale Void that grant them power in exchange for servitude. The Imperia tolerates the Umbrakai out of necessity, but many see them as harbingers of darkness.
Meanwhile, the Helarion, an aquatic race descended from ancient oceanic rulers, have waged a centuries-long rebellion against the Imperia. After their worlds were ravaged by the Imperia's exploitation of their seas and Fade-altered technology, the Helarion launched an ongoing guerrilla campaign, using the galaxy's water-covered worlds as their battlegrounds. The Freehold Alliance, of which the Helarion are a leading faction, stands as a bastion of resistance against the Imperia's control.
Then there are the Skeltari, an insectoid race driven by survival and expansion. Their hive-like organization allows them to colonize new worlds rapidly, and while they have brokered uneasy alliances with the Imperia in the past, they remain fiercely independent, using their adaptive biology to thrive in regions torn by Fade Storms.
Finally, the Astromorphs, ethereal beings existing on the edge of both reality and the Pale Void, are the wild card in this delicate balance. They drift between dimensions, offering cryptic guidance and glimpses of forgotten knowledge, but their motives remain unknown. Some see them as agents of the Ancient, trying to finish what he started; others believe they are merely opportunistic observers, waiting to see how the galaxy unfolds.

The Present Conflict

In this galaxy of magic, faith, and ancient technology, the Solis Imperia is crumbling under its own weight. As Fade Storms grow more frequent and powerful, the Imperia is forced to rely more on its arcane technology and the Ordo Astralis to maintain control. Factions within the Assembly of Archons are split on how to respond—some advocate for completing the Ancient's work and fully severing the Pale Void, while others seek to exploit the power it holds.
Meanwhile, the Freehold Alliance grows bolder, with the Helarion and other oppressed races pushing back against the Imperia's dominance. The Bleed Legions fight a losing battle as they try to contain the ever-expanding Bleed Zones, and the galaxy teeters on the edge of collapse, where reality itself might unravel if the mysteries of the Ancient cannot be deciphered.
In this volatile universe, individuals and factions alike must navigate the fragile balance between power, faith, and the Pale Void, as the galaxy's fate hangs by a thread. Whether through politics, war, or ancient magic, each group strives to shape the future in a galaxy where nothing is certain and everything can change in the blink of an eye.

Edit: I like world building i got more about the world but dont wanna double post.
 
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So I've recived some feedback, on this senate quest, and have been slowly building away at it.

So, here is some of the things we will affect.


Senate Cohesion: [Disbanded] [Every Man for Himself] [Divided Senate] [Usual Gridlock] [Senatorial Consensus] [Regional Unity] [United Bloc] [The Voice of the Galaxy] [The Alliance]

Intelligence:[Banite Lacky] [Compromised] [Nonexistent][Counter-espionage security][Rudimentary Espionage] [Security Clearance 1][The Spymaster][Republic Security Apparatus][The Light In a Void]

Army Power: [Russan's Rejection][Demilitarized] [Planetary Security Forces] [Planetary Strike Forces] [Sector Defence Forces][The Judicials][Outland Security Force][The Republic's Regiments] [A Republic Army] [The Grand Army of the Republic]

Navel Power: [An Idealistic Dream] [Scum and Smugglers][Planitary Defence Fleets][Outland Defence Fleets] [Judicial Assault Fleet] [The Republic Navy] [A Grand Fleet] [Total Domination]

Jedi Order: [Extinct][The Dark Times] [Fallen Order][Broken Saber][Damaged Prestige] [Light of the Order] [Guardian of Peace and Justice]

Economy: [Bombed Out Ruin][Great Depression] [Recession] [Stable][Growth][Fast Growth] [Economic Boom] [Economic Miracle]

Criminal: [Legalized Crime Syndicate] [Disruptive Forces] [Cash and Cartels] [A Manageable Problem][Sector Crackdowns] [Regional Anomaly] [Clean Lanes Clean Streets]

Rim Stability: [Wars and Warlords] [Active Civil Conflicts] [Growing Unrest] [Factional Divides] [The Usual Suspects] [Stable-ish] [Peace] [Harmony]

Separatism: [A Confederacy of Independent Systems][A Conspiracy of Madmen] [Mass Discontent] [A Loud Whisper] [Growing Discontent] [Sector Favoritism] [Unity and Grumbles]

Social Order: [Knightfall] [Open Revolt] [Smoldering Discontent] [Annoyed Population][ Stable] [Watchful Peace] [Publicly Supported Goodwill] [A Starbird in Flight] [A High Republic]
 
So I've recived some feedback, on this senate quest, and have been slowly building away at it.

So, here is some of the things we will affect.


Senate Cohesion: [Disbanded] [Every Man for Himself] [Divided Senate] [Usual Gridlock] [Senatorial Consensus] [Regional Unity] [United Bloc] [The Voice of the Galaxy] [The Alliance]

Intelligence:[Banite Lacky] [Compromised] [Nonexistent][Counter-espionage security][Rudimentary Espionage] [Security Clearance 1][The Spymaster][Republic Security Apparatus][The Light In a Void]

Army Power: [Russan's Rejection][Demilitarized] [Planetary Security Forces] [Planetary Strike Forces] [Sector Defence Forces][The Judicials][Outland Security Force][The Republic's Regiments] [A Republic Army] [The Grand Army of the Republic]

Navel Power: [An Idealistic Dream] [Scum and Smugglers][Planitary Defence Fleets][Outland Defence Fleets] [Judicial Assault Fleet] [The Republic Navy] [A Grand Fleet] [Total Domination]

Jedi Order: [Extinct][The Dark Times] [Fallen Order][Broken Saber][Damaged Prestige] [Light of the Order] [Guardian of Peace and Justice]

Economy: [Bombed Out Ruin][Great Depression] [Recession] [Stable][Growth][Fast Growth] [Economic Boom] [Economic Miracle]

Criminal: [Legalized Crime Syndicate] [Disruptive Forces] [Cash and Cartels] [A Manageable Problem][Sector Crackdowns] [Regional Anomaly] [Clean Lanes Clean Streets]

Rim Stability: [Wars and Warlords] [Active Civil Conflicts] [Growing Unrest] [Factional Divides] [The Usual Suspects] [Stable-ish] [Peace] [Harmony]

Separatism: [A Confederacy of Independent Systems][A Conspiracy of Madmen] [Mass Discontent] [A Loud Whisper] [Growing Discontent] [Sector Favoritism] [Unity and Grumbles]

Social Order: [Knightfall] [Open Revolt] [Smoldering Discontent] [Annoyed Population][ Stable] [Watchful Peace] [Publicly Supported Goodwill] [A Starbird in Flight] [A High Republic]

"No, SV, YOU are Chancellor Valorum"
 
Well actually no, valorum gets canned in the first update and you now need to replace him with someone other then papa Palps

Ah, shame, would be fun to try and have ol' Finis actually try and wrest control of the Republic and cling to power by his finger tips whilst Palps sends scheme after scheme his way, somehow constantly getting foiled by someone who really should be a patsy. Imagine the Negaverses!!!!
 
Not sure if this will generate any interest...but it might!

So here's an hopefully original enough Quest pitch thats been roiling through my mind for a lit while now:
Homunculus Quest.

You are for lack of a better coming to mind word a Homunculus. You are a small but powerful artifical humanoid creature and originated at the start of an era where your kind became mass produced.
You were specifically moulded towards defensive combat and guarding/ sentry work.
You are very tough and difficult to destroy by human standards. Your distinguishing feature compared to other models is that you need almost no resources to maintain yourself. You do have *some* inbuilt weaponry and some tardigrade level resistences. However don't go expecting to be able to slice tanks in half or surivive inside of lava flows.
You were a sucessful proof of concept, an intelligent servant who could coordinate with others of your ilk.
Meant to hold somewhat important grounds against smaller groups of invaders or to delay larger groups until better defenses could be brought to bear.. A grunt not some bleeding edge advanced bioroid made to kill world leaders or deflect meteroids or whatnot.
However you got to see fairly little of said world or said duties before you were unexpectedly ,from your perspective, placed in stasis and forgotten about.
When events transpire to once again make you an active part of the world you find that a full thousand years have passed and the world does not at all resemble the one you were made to be part of any longer.
And not only are your nowhere near where you last used to be but you are certain the sky did not used to look like a dimly illuminated fabric tapestry.


Ideas for possible plots that voters could pursue: You go looking for your other potential batchmates. You may have been one of the first of your kind to be decanted but there were a select few before you and many following in the decade afterwards . You personally oberved the early lives of most of them.
(Aims intial focus of exploration more towardhow you came to be and the legacy of those other Houmunculii forces after your stasis)

You have clearly been transported a great distance from where you were last.
Therefore you go looking for the facilty you were meant to guard. You don't recognize the geography of your current location but you know what you *ought* to be. (Aims intial focus of exploration more towards gaing a better grasp on the old status quo of things which you had a farily blinkered view on. )

You had always wanted to see more of the world beyond Beta-Alpha Production Facility. You decide to explore freely for now until something catches your interest. (Aims initial focus more towards learning about the Esoteric apocalypse that is connected to the whole sky now being made of fabric thing)


Setting is 'earth' but only in the most lose technical sense. Magic of the telekinetic kind has been an unlocked widespread ability since around 1400 A.D or so. With technique refinement really spiraling events from there with your character coming to be in like 1760 or so.
Unabashed alien space bats stuff. Not that most of that will be imediantely relevant in the 2760's world you wake up in.
 
The Supreme Chancellor Quest: Draft 2

A Galaxy in peril. Following the fallout of the Naboo Crisis, Chancellor Velorumn has been unceremoniously removed from office, a scapegoat for the Republic's failure to address the growing threats. His removal has thrown the Senate into chaos, with political alliances shifting like quicksand.

Many Senators, long-standing and powerful, have begun vying for the now-vacant position of Chancellor. Chief among them were two towering figures: Senator Sheev Palpatine Of Naboo, a masterful strategist known for his political cunning, and Senator Bail Organa, a respected diplomat celebrated for his idealism and integrity. For most, the contest seemed destined to come down to these two. Political insiders whispered their names as the inevitable heirs to the Republic's leadership, expecting that one of them would steer the galaxy through these troubled times and lead the Republic into a new era of peace.

But the Senate, and indeed the galaxy, had overlooked an unexpected contender. A rank outsider, you—a figure no one had seen as a serious competitor. Far removed from the entrenched power circles of Coruscant, you had quietly been making bold, calculated moves. While others clung to the expected rules of the political game, you played it differently. Behind closed doors, you made deals and formed alliances in the shadows, navigating the labyrinth of Senate politics with surprising finesse.

Where Palpatine and Organa stood tall, you remained in the background—until the moment came for you to strike. With wild ambition and relentless determination, you defied expectations, gathering enough support to catapult yourself into the highest office in the galaxy. Against all odds, the Senate, weary of the same old faces and desperate for new leadership, turned to you.

Now, you stand as the most powerful sentient in the galaxy.

But first, who are you who has clawed their way to power?:

[]What is your name?

[]What do you look like?

What were you before you came to the highest office in the Republic?:

[]The Opportunistic Diplomat: A former ambassador from the mid-rim that has often been overshadowed by the Core Worlds, your expertise lies in diplomacy and negotiation, and it was something you excelled at. For years, you worked in the background, quietly forging alliances and mediating disputes without much recognition. Once you became Senator, your cutthroat sense of dealings and compromises made you a respected voice in the Senate… before becoming a force to be reckoned with when you rose to power by capitalizing on uncertainty and chaos. But not through the usual smoking and boozing as others before you had done, No you quietly gathered support from lesser-known but critical factions, making sure no one truly saw you as a threat until it was too late.

Pros:
  • Master Negotiator: Skilled in diplomacy, you excel at brokering deals, making alliances, and navigating complex political landscapes. Your ability to mediate and compromise means you can get opposing factions to work together. (Increase political Power turn rolls by ten)
  • Low-Profile Strategy: Your rise to power went largely unnoticed until it was too late for opponents to stop you. This gives you a tactical edge, as you are less likely to have entrenched enemies. (During Political Power Turns, and Legislation Tuns, opposition rolls to stall or stop your legislation, will suffer a minus 10 to the rolls)
  • Versatility: Able to work with both powerful and lesser-known factions, you can appeal to a wide range of interests, allowing you to build broad coalitions.(You are not hindered by any roll malus when working outside of your political faction)
Cons:
  • Lack of Public Recognition: You worked in the shadows for much of your career, meaning you may lack popular appeal or a strong public image. This could make it harder to rally public support during crises. (All Political Power turns, and legislative actions, cost double than normal)
  • Political Opportunism: Your ability to shift and adapt could be seen as a lack of core principles, leading to trust issues with both allies and rivals who may see you as unreliable or purely self-serving. (You can swap factions but suffer -20 to all rolls for the turn when you do so)
  • Dependence on Factions: Your power base relies heavily on the support of lesser-known factions. If they feel sidelined or betrayed, you could lose your footing quickly.(You are dependent on your political faction and the cohesion of said faction for any long-term political power gain. You must keep them happy or lose legitimacy every turn until you are removed, or the faction's goals change.)


[]The Idealistic Outsider: You were supposed to be just some governor on some barren outer rim planet. Just another sentient that was supposed to do their job, go home, live a comfortable life… and maybe retire to a nice life. That was not the case. After all, soon the senator and the leaders in the system loved you… for your hard-nosed anti-corruption tactics against the Hutts and Black Suns, trust-busting tactics, Workers' rights, and making corporations like Czerka and others pay their due. It led to them trying to kill you on more than one occasion, but soon, you found yourself being groomed to be the successor. Then as you entered the Senate on a very populist platform… one that should have gotten you killed. But that same platform made you possibly the most popular senator from the Outer Rim. And you expected to play spoiler to Palpatine and Organa to get what you wanted… not become the most powerful Sentient in the Galaxy.

  • Strong Moral Compass: Your anti-corruption stance and populist platform resonate deeply with the common citizens, especially in the Outer Rim. You are seen as a champion of the people, which can lead to widespread support. (When campaigning on issues that help the common people, Gain a +30 to all political power rolls, and legislative rolls)
  • Resilient: You have survived multiple assassination attempts and political sabotage, proving that you can handle adversity. This makes you appear tough and unshakable. (All assassination Attempts against you, will have to succeed Twice before it can do any lasting damage)
  • Fresh Perspective: Coming from outside the typical political elite, you bring new ideas and approaches that could disrupt the stagnant bureaucracy of the Senate. (When making allies with younger to fifth-term senators during political power turns, they will gain a bonus to becoming part of your allies or towards your government faction.)
Cons:
  • Inexperience with the Core: You're from the Outer Rim, meaning you may lack the deep connections or understanding of how the Core World politics and high-level Senate dealings work. This could leave you vulnerable to manipulation.
  • Populist Support: While your populist platform is effective in the Outer Rim, the Core Worlds and corporate interests may view you as a dangerous radical, creating significant opposition from powerful sectors. (You are beholden to the will of your constituents even more then usual and if you do something they don't like…suffer a massive roll malus for two turns)
  • Naïveté: Your idealism, while admirable, might not be suited to the cold realities of galactic politics. Without compromising, you could find yourself isolated and unable to enact the changes you want. (the Qm will give you the friendship of someone you really shouldn't be friends with. And if you do not help them… there will be drastic consequences that will negatively affect your government's ability to govern)


[]The Calculating Technocrat: You worked deep within the Senate's infrastructure, overseeing trade agreements and logistics. While others engaged in public debate, you understood the power of systems and numbers, subtly influencing policy behind the scenes. To think you were expecting to just work as a Senator to pay back your friends and allies who helped you. Then you saw the opening and went for it. To think… you did this for reasons of making sure you passed a budget.

Pros:
  • Master of Systems: Your understanding of logistics, trade agreements, and the inner workings of the Senate makes you an efficient and detail-oriented leader. You know how to navigate bureaucratic red tape with ease.(Political Power rolls for galactic trade deal, Systems logistics and resources gain +30 and DC of the those projects are halved)
  • Pragmatism: You focus on data, numbers, and long-term goals, making you highly rational and objective in your decision-making. This could lead to stable and effective governance. (The Political Power expenditures are halved)
  • Low-Key Leadership: You didn't rely on charisma or popularity to rise to power, which means you may be less vulnerable to public opinion or populist revolts. (You are not likely to be blamed when things go wrong with the Public, and you can have a higher chance of directing it to your enemies with a bonus +20 to the attempt)
Cons:
  • Lack of Charisma: Your cold, data-driven approach can alienate people. While effective, you may struggle to connect emotionally with both the public and your peers in the Senate. (All political power actions that recuit allies suffer a -20, but if you somehow suceeed their loyalty is a rank higher then normal. )
  • Limited Vision: Your initial goal was simply to balance the budget and manage systems. This narrow focus might hinder your ability to inspire or lead on larger, more existential galactic issues like war, peace, or social reform. (You have no real agenda at the start and are using last year's agenda…beause its the only one you have)
  • Unseen Enemies: By quietly rising through the ranks, you might have made enemies who resent your behind-the-scenes influence, particularly among Senators who feel they've been outmaneuvered. (You have a random Faction in the Galaxy that absolutely wants you dead more then usual)


[]The Cunning Powerbroker: For years, you were the whisper in the ear of those in control, helping them navigate political waters while amassing favors and influence. Second only to Palpatine. You were the one who made the moves happen. Got policy passed. Funding ships, anti-pirate campaigns… And so much more. Palpatine was however not amused you were doing the same thing he was doing, so he expected your candidacy to actually help him… mostly because he thought you owed him.

Pros:
  • Political Savvy: You've been manipulating and maneuvering through galactic politics for years. Your deep understanding of how power works, and how to wield it, makes you one of the most capable politicians. (Increase number legislative Actions you can take in the Legislation turn)
  • Vast Network: You have amassed countless favors and debts, giving you influence over key Senators, military officials, and trade magnates. Your ability to call in these favors is unparalleled. (Political Power gained through networking is increased. You may chose a boon that will assist your administration)
  • Underestimated: Many, including Palpatine, thought you were merely a support player, which allows you to maintain an element of surprise and strike when others least expect it.(You are not entirely understood by the Senete, in spite of your years in it, and your opponents suffer a -30 in any attempt to discredit you)
Cons:
  • Trust Issues: As a manipulator, your reputation for being the "whisper in the ear" might cause distrust. Allies may question your loyalty, fearing you could turn on them as easily as you've helped them. (The DC of maintaining trust in a faction is increased as you are a known…flip flopper)
  • Rivalry with Palpatine: Palpatine expected to use you as a pawn, and now that you've outplayed him, he could become a dangerous rival. His resentment could lead to a significant political showdown. (Palpatine will do everything in his power… to make you look bad, and removed from power)
  • Lack of Clear Vision: You've been the architect of other people's agendas for so long that you may struggle with setting your own. Without a distinct ideological platform, you could come across as directionless or purely opportunistic. (Your lack of a real plan is a hindrance, and you need one fast.)
 
The Supreme Chancellor Quest: Draft 2
I feel like it might be good to alter the idealistic outsider character a bit so that they aren't the obvious morally good choice. Maybe rather then having them be inexperienced, they are pretty corrupt, have a sort of populist party machine type thing going on. That way there would be a bit more of a trade-off for the good parts.
 
I feel like it might be good to alter the idealistic outsider character a bit so that they aren't the obvious morally good choice. Maybe rather then having them be inexperienced, they are pretty corrupt, have a sort of populist party machine type thing going on. That way there would be a bit more of a trade-off for the good parts.
I was going to make his banes really fuck em over, Its just been a long day for my.
 
Make every single candidate some combination of incompetent, unpopular, controversial, corrupt, immoral or unqualified. "No, SV, you are a morally bankrupt puppet of the Techno Union!"
 
Make every single candidate some combination of incompetent, unpopular, controversial, corrupt, immoral or unqualified. "No, SV, you are a morally bankrupt puppet of the Techno Union!"
They don't all need to be exactly the same, I just feel it makes for a more interesting starting choice when all candidates have equally appealing upsides and downsides, rather then one being the "good ending" choice so to speak.
 
You can also just make him Naive. It goes hand in hand with inexperience and Idealistic
That's not quite what I meant. Naive is a gameplay limitation that makes the character less effective at their stated goals, and can theoretically be overcome by the players. I'm talking about giving the character some traits that we would perceive as moral flaws, so that the idealist isn't the obvious designated good guy option, but on equal ground with the other candidates.
 
quest idea? necromancer businessman quest? set up a store in some setting as a necromancer trying to be legit(?) while using undead laborers and hiding the fact?
 
quest idea? necromancer businessman quest? set up a store in some setting as a necromancer trying to be legit(?) while using undead laborers and hiding the fact?
Sure `I could dig participating in an interactive story like that, but probably moreso if it's the employees not really being paid that causes our good o'l Necro problems with the law. Like yknow know 'Necromantic fraud being a category' rather than just 'ew we have made all the skeleton labor verbotten' flavor which would bore me to tears.

Would be especially cool if they were doing it being 'cheaty' in multiple ways like...how do these pies always arrive in an hour or less? Dimension hopping ghosts just passing through all the obstacles.

Why does no one know this persons perfume supplier? Because its some weird soul leeching stuff that directly affects the brain / heart and gives customers *memmories* of scents, etc.
 
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