Turn 10
BBY 9
Survey
You look upon a galaxy at war- and you grimace. You are no pacifist, and war does not frighten you nearly so much as living another moment under Imperial rule- but that many people dying weighs on your conscience, naws at you. In brighter news, Pana and Captain John have both settled in quickly, each assisting your agents to the best of their abilities.They represent a potent force for your spies and soldiers, one not to be underestimated. (+5 Martial and Intrigue Rolls)
Martial: Pana has joined with your men for each of their battles, the warrior-poet charging into battle like something from a holo-Video.
(Pick 1)
Assault Training: In the glory days of the Republic- the Cold War and other eras where the Sith did not control the Galaxy- there were men of an unusual calibre who represented the pinnacle of non-Force soldiery in the galaxy. You doubt you will be capable of reaching their lofty heights soon- if ever- but having the training ready would be good, yes?
-Locked-
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
To Hell With Hutts: The Hutts have been preserved your wrath. Their fortresses and pleasure palaces are too strong for all but a force led by the best commanders to smite- but that is not the only areas their corrupting touch reaches. Hutt forces have implanted a space station into the Taris System- an oozing sore where their poison is pushed to the galaxy and your populace. Governor Greelo has requested aid to remove it, but being that it is of little military value, it is- at best- unlikely that the Imperials will get to it quickly, if at all.
Cost: 2,000 Credits
Chance Of Success:90%
Reward: Sevastopol Station Assault mission Mini-Turns
Anti-Riot Vehicles: It would take time, energy, and credits to produce your own heavy vehicles. Fortunately for you, you are a law man- you can just buy and repurpose some Anti-Riot vehicles. Expensive, but well worth it.
Cost: 2,000 credits
Chance Of Success: 90%
Reward:"Anti-Riot Vehicles"
Diplomacy: Mira has a plan.
(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%
Bread Crumbs: Mira is well aware of the Empire's propensity towards paranoia, and would like to turn it on them by leaving a few suggestions of who the third party would be- unpopular moffs, corrupt businessmen, knight-templars crusading with vigorous hate against the Hutts- maybe a few of the cartels hoping to see the enemy brought low?
Cost: 700 Credits
Chance Of Success: 80%
Reward: Empire focused on Someone else
Will You Stand Or Will You Fall?: Many revolutionaries backed by both yourself and the Empire are in a precarious position at best. Funneling more money and troops to them could be difficult- but it could also leave you with a strong part of the former Hutt territory extremely friendly to you.
Cost: 1500 Credits
Chance Of Success:80%
Reward: Uprisings strengthened
A Meeting Of Foes: A transmission from Mandalore- the birthplace of this bloody conflict- has reached you. Some unknown Mandalorian requests a meeting with anyone willing to hear him out. It maybe a trap- but it also may not be.
Cost: Free
Chance Of Success:75%
Reward: Meeting
Stewardship: Not a lot you can do here, this year.
-Locked-
Industrial Might: Your factory is already pushed to the limit producing enough weapons for your men- and that's with the supplements from raids. Now that you are a proper lawman, no one's going to whine simply because you are producing more weapons, which should be very good for you.
Cost: 800 Credits, 1 Year
Reward: Expanded factory
-Locked-
Farmland: You are, currently, a food importer- if you are cut off for too long, you will starve. Have some men begin working the fields to make your own food and establish your independence from importation.
-Locked-
Learning: Gavin and his droid have finally got some free time, now that they're no longer working on the Chevalier.
(Pick 1)
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.
-Locked-
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:60%
Reward: Schematics
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: Rahm's militia hits half a dozen targets this year- the man's reckless, determined, and has no fear.
(Pick 1)
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.
-Locked-
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, ???
Pilgrimage PT.2: Ruusan: Final resting place of every victim of the Thought Bomb, home to Jumpers, and the place where you will finally build your Lightsaber- the usual locale of Ilum being unavailable for obvious reasons. Yet you think there may be more, there.Something calls to you.
Cost:400 credits
Chance Of Success: 100%
Reward: Pilgrimage continued, Lightsaber
Intrigue: Captain John has already killed half a dozen would be bounty hunters on your trail- a surprise, to be sure.
(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
-Locked-
Break The Stalemate: The Hutts and Empire tear each other apart each day and innocent people die each day. You have no problem with the soldiers dying- but the innocent? That you will not abide. You must get them moving again by turning their battles decisively one way or the other.
Cost: 300 Credits
Chance Of Success: 45%
Reward: Stalemate broken without your part known to the Empire or the Hutts.
Where Are They: Tanda the Hutt- the manager of Nal Hutta's imports and exports- has apparently got contracts running with more than a few pirate crews, and has earned the wrath of two of your new Employees. Finding him will take time- but should be well worth it, if only because his loss will hurt the Hutts far beyond what his station implies.
Cost: 500 credits
Chance Of Success: 75%
Reward: Tanda The Hutt Located
Personal: Mira has made a habit of leaving flowers for you when you head to work- kind of her.
(Pick 2)
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.
(H)Armless: Ventress has been a good prisoner. Reduced to crude prosthetics, she suffers. That burns at your conscience- you have resources, time, and heart. Perhaps you could have them used to acquire a set of prosthetics for her?
Cost: 400 credits
Chance Of Success: 70%
Reward: Asajj receives prosthetic arms
Teach Him: Ferus Olin is a padawan who never finished his training. Rahm Kota is a Jedi Master. Perhaps the two of them could work together, to finish that which should have been finished so long ago?
Cost: 300 Credits
Chance Of Success:50%
Reward: Ferus Olin Begins to learn from Rahm Kota
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Can we get some color or some other bit of differentiation between the categories? One big problem with a lot of Dynasty quests is that perusing the action list is a real eyesore.
Does the coloring of the Action categories help at all?