Star Wars: Rebellion

Why would cooking dice make them crit?

And why did you give us that reaction, because that wasn't enough to justify it?
 
I'm thinking that on Turn 10, I may move turns to a full year. Your thoughts on this?
 
If we have double the turn length... does that means everything else will double? You know, our actions, our incomes, our expenses ... that sort of thing?
 
Turn 7
Turn 7
10 BBY

Survey

You twist your blade through the wooden block quickly, cutting it in half with a single flick of the wrist. Woodchips fall around you, and twist your gaze to block a rock thrown at you by Ahsoka, swatting it out of the air. You palm slap a log that was sent twirling at you, shattering it. You lift your blade and cry out, racing towards Ahsoka. She ducks your first blow, blocks the second with her staff, kicks you in the chest, and sends you flying with her palm. You tap out after that, limping over to your hut.

Martial: Over a thousand people follow your orders. If that's not the best news you'll hear all year, then you'll consider this a good year. (Pick 2)

Raiding Pirates: You can't and probably shouldn't hit the Imperials too hard, too fast. At least, not yet. Pirates, on the other hand? Are a different story, one full of you stealing their stuff. As a bonus, you'll almost certainly free some slaves and impress enough youth that you will get some recruits.
Cost: 600 Credits

Chance Of Success:65%

Reward: Loot, the warm fuzzy feeling of killing pirates, Recruits,???

Supply Lines: The Empire needs men and materiel for its battle against the Mandalorians, and to keep its strong grasp on the galaxy. Funnily enough you need much the same. Raid the Empire under guise of pirates, strike them from the shadow, make them bleed, and take their materials, rescue their slaves, and be a hellacious nuisance.
Cost:500 credits

Chance Of Success:75%

Reward: Credits, freed slaves, materiel

Pointy End Goes The Other Way: You now have access to Chainswords- which are nice. Training your men to use them could be difficult-but as the fight with Ventress shows, they are quite effective. It will certainly take time-but you have no doubt about how cost effective they are.
Cost:400 credits, 1 year.

Chance Of Success:75%

Reward: Soldiers armed with Chainswords

Diplomacy: You have had a good few years when it comes to not putting your foot in your mouth.
(Pick 2)

The Underworld: Smugglers, bounty hunters, and mercenaries are, as a general rule, not very fond of the Empire. You and they share that in common, at least. Perhaps some may be found who are not utter scum, to work together and make common cause against the Imperials?
Cost:500 Credits

Chance Of Success:75%

Paladin Of House Organa: You are the appointed Champion of House Organa, a friend to it and its people and foe to their foes, and vice versa. Maybe they have some support they could offer, maybe even- if you are truly lucky- a second base?
(Can Be Taken Once)
Cost: Free

Chance Of Success:100%

Reward: Varies

Senator: You are, yourself, a notable citizen. Senator Greelo Tonu has requested to meet with you, at your earliest. A rare example of a Non-human Senator, he is even rarer as a Rodian example of such. You hear conflicting rumors of the man- some painting him as greedy, others as a man of the people. You wouldn't know until you met him either way.
Cost: 100 credits

Chance Of Success:50%

Reward:???

Stewardship: You are richer now than ever you were before- not bad for a Bounty Hunter's kid.
(Pick 2)

Expansion: Mira extended an offer to you- acting as a port for the Panteer trade fleet. Your current facilities are not adequate for the task- time to expand them. It will be expensive, and may draw attention-but in turn, you'll make quite the chunk of change. Might want to hurry if those reports of her speaking with competitors are worth their weight in flimsi.
Cost: 1,000 credits

Chance Of Success: 100%

Reward: Varying Profit

Bait: You have defenses already prepared- rather static defenses. Putting some traps- snares and ion mines, mostly, and a few sand pits if you can swing it- ought to be pretty helpful at ensuring anyone who comes to your base comes from the direction you want them to.
Cost: 500 credits

Chance Of Success:75%

Reward: Traps surrounding base

Armory: There are some weapons that require specialized storage- and a few that are easier to maintain in such conditions. Ensuring you have facilities rated for those weapons will be expensive and, before the Power Grid so generously donated by the Hutts, impossible to build, but having one could only do good thing.
Cost: 800 credits, 1 year

Reward: Basic Armory

Learning: You are a smarter man today than you were yesterday- and for that, you feel accomplished.
(Pick 2)

Peragus: Gavin may well manage to come up with some use for the fuel beyond the obvious. Certainly, it never hurt to try.
Cost:1-10 Peragus fuel

Chance Of Success:50%

Reward: Schematics

Power Armor: It is certain to take time and money even with the leapstart gained from the Hutt's technology- but Gavin and his department think that, with a bit of luck and a lot of determination, they can create the very basics of power armor- not even so advanced as Stormtrooper equipment- but still a huge step forward compared to where you are.
Cost: 1,000 Credits, 2 Years

Chance Of Success: 80%

Reward: Very Basic Power Armor

Big Gun: You are not much for most sciences, much preferring the Civilized Subjects and Archeology- but even you know what'll happen when that much energy is applied to a target. In short, Boom. You are not much one for burning excitement- but you're damned close to it for this.
Cost: 600 Credits, 1 and ½ half years

Chance Of Success:85%

Reward: Really big damn blaster

Shock And Awe: Your men also learned how to apply an electric charge to your weapons using the Hutt generator, enough that applying them to your current and future weapons is more a case of needing time than inability to do so.
Cost: 400 Credits, 1 year

Reward: Electrified weapon

Piety: You can feel something has shifted in the Force- as has Ahsoka.
(Pick 2)

Finding: You'd put good credits on at least a few of your men being force sensitive. It'd be smart to have Ahsoka check, and see if she can't teach them a few tricks. At the least she can keep them from going mad like Palpatine or his dog, Vader.
Cost: 300 credits

Chance Of Success:70%

Reward: 1d5 Force sensitives found, ???

A Minor Thing PT.1: You have found the training gear, the manuals and holocrons. It may well be time for something that has not been done for decades to be done now. You will erect a Jedi Training Facility here, on Taris, where initiates of the force may be taught.

First, you need a location- not just anywhere, but somewhere where there is both peace and tranquility and the thrum of life. Such a place is rare, at best, and sure to take up more of your time- but in turn, it will make a fine location to train Jedi.
Cost: 500 Credits, 2 years

Chance Of Success:60%

Reward: Beginning Of Jedi Temple Construction, prime location

Mystery Sale: Rahm has reported a mystery auction to be held on the planet of Bellassa. Something in his gut is telling him that there may be something important there, and you feel much the same. It may be expensive to get in, but it is also likely to be well worth it.
Cost: 300 Credits

Chance Of Success: 80% Chance of Kota Doing it anyway: 40%

Reward:???

Intrigue: You now know why Vader battles on Mandalore- and may be capable of using it.
(Pick 1)


Bandits: The Empire is stretched thin dealing with imagined rebels, traitors, and secessionists. So thin, in fact, that they cannot find the resources to deal with the robbers and thieves that so plague the Outer Rim. Naturally, Ceinis has created a plan to use them. First step, infiltrate their territory.
Cost: 600 credits, 1 year

Chance of Success: 80%

Reward: Knowledge on bandits, ???

Lying Like A Rug: You don't just have to feast on information. You can give it, too, through your informant, Jonas Cass. It'll set the Imps to sniffing away from you, and if you get lucky, might even lead them to sniff around a few bandits, pirates, and other scum suckers from the very ends of the galaxy.
Cost:100 Credits

Chance Of Success:80%

Reward: Empire distracted

Ways Of The Enemy: It's a time honored Jedi tradition to preserve peace and save life. However, it's also in the way of the Jedi to use trickery or even lies to stop their enemy- despite the name, Jedi are not merely knights in space.

You know where the Hutts are coming and going from, owing to your father having worked for them and the ships you raided. The Imperials are quite unlikely to listen to you- but if Ceinis were to, say, lead them on a wild goose chase into those areas and let them put two and two together, they'd probably smack the hit out of the Hutts. Same applies against the Imperials- you weren't spectacularly high up, but you know a few dirty secrets, and a few dirtier men.
Cost: 500 Credits

Chance Of Success: 60%

Reward: Hutts and Empire beat on each other more

Personal: It's a good life, being a leader- but you have stress in ways you never did before.
(Pick 2)

Prep For Surgery: No one should be a slave. No one. Not even Ventress, and that is what her kill switches have made her. However, before you go willy nilly chopping bits out, you need her consent- and to know that she will not run back to Palpatine to damn the man who took her hands.
Reward: Spend time with Ventress, prep her for surgery, ???

Finishing The Lesson: You have not yet learned as much you can from T3- and you hate to leave things only halfway done.
Cost: Free

Chance Of Success:75%

Reward: +1 Learning/Stewardship

Parts: You have a crystal for a Lightsaber. Though it will be while until you could openly use one, having the parts- and capability- to make one would be good. You could search for a few in your spare time.
Cost: 100 credits

Chance Of Success:75%

Reward: Lightsaber part

Heroics: Tales are told of the Hero Of Coruscant, The Exile, and of Revan- how they made time to help the people around them with little thought for their own needs, or desires, in favor of helping the Republic and its citizens. The Republic might have fallen- but the citizens remain, and they need help, now more than ever. How could you not live up to their example?
Cost:Free

Chance Of Success:80%

Reward: Help the people.

The Lockbox: You have no idea how to open the Lockbox you received. Maybe meditation will allow the answer to come to you.
Cost: Free

Chance Of Success:50%

Reward: Lockbox opened.
 
Last edited:
Martial: Over a thousand people follow your orders. If that's not the best news you'll hear all year, then you'll consider this a good year. (Pick 2)

Raiding Pirates:


Pointy End Goes The Other Way:

Ease off the Empire, and new tools.

Diplomacy: You have had a good few years when it comes to not putting your foot in your mouth.
(Pick 2)

The Underworld:



Paladin Of House Organa:


Gotta milk 'im, and not going near someone under heavy surveilance.

Stewardship: You are richer now than ever you were before- not bad for a Bounty Hunter's kid.
(Pick 2)

Expansion:


Armory:

Bigger profit, and safe storage.

Learning:
You are a smarter man today than you were yesterday- and for that, you feel accomplished.
(Pick 2)


Power Armor:



Big Gun:

Obvious.

Piety:
You can feel something has shifted in the Force- as has Ahsoka.
(Pick 2)

Finding:



A Minor Thing PT.1:


Intrigue:
You now know why Vader battles on Mandalore- and may be capable of using it.
(Pick 1)


Lying Like A Rug:

Gotta ease up.

Personal: It's a good life, being a leader- but you have stress in ways you never did before.
(Pick 2)

Prep For Surgery:


Heroics:

PR, and asset denial.
 
I was actually thinking that as things go on, it would be better to move things to quarters instead. On a certain level, this game is moving fast time-wise as it is. Shifting to full-turn years is going to be insane, especially as the Rebellion continues to gather strength.
Moving to years is my attempt at dealing with that- makes sense that someone could do some stuff in years that they couldn't in months, and of a larger scale as well.
 
Martial: (Pick 2)
Supply Lines:
Chance Of Success:75%
Reward: Credits, freed slaves, materiel

Pointy End Goes The Other Way:
Chance Of Success:75%
Reward: Soldiers armed with Chainswords

Diplomacy: (Pick 2)
Paladin Of House Organa:
Cost: Free
Chance Of Success:100%
Reward: Varies

Senator:
Cost: 100 credits
Chance Of Success:50%
Reward:???

Stewardship: (Pick 2)
Expansion:
Cost: 1,000 credits
Chance Of Success: 100%
Reward: Varying Profit

Armory:
Cost: 800 credits, 1 year
Reward: Basic Armory

Learning: (Pick 2)
Peragus:
Cost:1-10 Peragus fuel
Chance Of Success:50%
Reward: Schematics

Shock And Awe:
Cost: 400 Credits, 1 year
Reward: Electrified weapon

Piety: (Pick 2)
Finding:
Cost: 300 credits
Chance Of Success:70%
Reward: 1d5 Force sensitives found, ???

Mystery Sale: Rahm has reported a mystery auction to be held on the planet of Bellassa. Something in his gut is telling him that there may be something important there, and you feel much the same. It may be expensive to get in, but it is also likely to be well worth it.
Cost: 300 Credits
Chance Of Success: 80% Chance of Kota Doing it anyway: 40%
Reward:???

A Minor Thing PT.1:
Cost: 500 Credits, 2 years
Chance Of Success:60%
Reward: Beginning Of Jedi Temple Construction, prime location


Intrigue: (Pick 1)
Lying Like A Rug:
Cost:100 Credits
Chance Of Success:80%
Reward: Empire distracted

Personal: (Pick 2)
Parts:
Cost: 100 credits
Chance Of Success:75%
Reward: Lightsaber part

The Lockbox:
Cost: Free
Chance Of Success:50%
Reward: Lockbox opened.
 
Last edited:
Mystery Sale: Rahm has reported a mystery auction to be held on the planet of Bellassa. Something in his gut is telling him that there may be something important there, and you feel much the same. It may be expensive to get in, but it is also likely to be well worth it.
Cost: 300 Credits

Chance Of Success: 80% Chance of Kota Doing it anyway: 40%

Reward:???
---
Added to Piety.
 
Martial - Raiding Pirates, Pointy End Goes the Other Way (1000 credits)

Some raiding, of course, and then training. Raids on Imperial supplies I want to have a little more planned.

Diplomacy - Paladin Of House Organa, The Underworld (500 credits)

Strengthen the connection to the black market, try for that second base.

Stewardship - Armory, Expansion (1800 credits)

Expand some more. I don't think this single base should expand further afterwards - instead, a network of smaller facilities would be a better idea, perhaps.

On the other hand, setting up a more 'public' front as a port might be worthwhile. People looking deeper will see "bunch of criminal loans, a few shady people" and probably stop there. And those aren't things on the Empire's radar.

Learning - Shock and Awe, Power Armor (1400 credits)

Some offense, some defense.

Piety - Mystery Sale, Finding (600 credits)

I suppose it *is* about time to look to see if we've got some force sensitives. It wouldn't make much sense to start up a temple now with a lack of significant numbers of students.

Intrigue - Ways of the Enemy (500 credits)

Well now... the safe option would be redirection, but I think I want to see the conflict heat up a bit.

Although having an external enemy might help dampen rebel recruitment. Hmmm...

Personal - Lockbox, Finishing the Lesson

That damn box. Let's go ahead and polish off those lessons while we're at it.

Moving to years is my attempt at dealing with that- makes sense that someone could do some stuff in years that they couldn't in months, and of a larger scale as well.

You can have actions that'll take 3-4 intervals (or more) that are larger-scale things.

The question is really on the other end of things - "how short a time period is needed to do any of these projects". After all, if it takes half a year to construct a port, then what're the construction workers doing the other half of a year if there's a single year granularity.
 
Back
Top