I'm not certain what the advantage of having Namaran as a base is over a ship, except as a place to put your stuff. Which, while important is also known as having a safe house.
We don't need to set up shop in the ass end of nowhere, we just put stuff there every now and then.
Like a base implies this where you return to and where you spend most of your time. If Coruscant wins, like it looks like it does, most of our time will be spent racing up and down the major trade routs for no obvious reason. If we're goong to be doing that, we better have a good reason for doing so other than "Secrecy" It has no real advantages over a ship except as a place to put stuff, and if that's all you do with it you can easily specify "BTW can we dump our spare dark relics in a cave somewhere?" If you want to avoid interdiction. (Even then remember the amount of random stuff that old Palpatine kept around without tipping off the Order. I mean Yoda walked by a image of Jedi fighting Sith and stood next to a lightsaber every time he dropped by to talk) We can hide odd stuff from regular inspection real easy, and incontrovertible proof of Sithness would not be discovered unless the Jedi were looking for it anyway, in which case we're already ruled and being able to pack it all up and leave is a huge advantage.
It is not a good use of resources. All of the other options are better, especially if we want to do stuff on Coruscant.
If we take our ship as base, it can be searched.
We will propably have guests on board and I prefer my dark and forbidden knowledge in a place nobody knows of, not in some smuggler-stash on board.
If we take our ship as base, it can be searched.
We will propably have guests on board and I prefer my dark and forbidden knowledge in a place nobody knows of, not in some smuggler-stash on board.
Palpatine hid his stuff in plain sight for years without notice. We don't even have any dark knowledge right now (Incidentally, I suspect we must be only a generation or two removed from when Darth (I want to say Gravid?) "Fell" to the light and destroyed a lot of the old knowledge (Which is an even bigger break with the past than Bane's reorganization)) Anything really risky we can relocate later if it is necessary. But right now the utility of relying primarily on the ship sells it to me.
[X] The Enclave is a massive Kadare-class cruiser from the Matrellian Shipyards, specially comissioned by Grandmaster Qullon Valare after the New Sith Wars. It is meant to travel the galaxy with a large contingent of Jedi, including some hundred or so younglings and twice that number of Padawans, providing a far more hands-on experience with the galaxy at large for the new Jedi, and allowing the Knights and Masters aboard to show them the wonders of the Force up close. It is not the first such project of it's kind, but it is by far the most ambitious. The Enclave is currently docked at the planet Cheborrhath, in the Outer Rim, relatively close to your current position.
[X] There was never any true choice. You head for Korriban, oldest and greatest of the worlds of the Sith. Here, the Jedi exiles landed thousands of eons ago, and became the first of the Sith. Here, the nascent darksiders practiced the dark magick of Sith Alchemy, twisting living things into new and horrible shapes with the power of the Force. And here, in the Valley of the Dark Lords, lie the tombs of those first few to bear the name of Sith. Among them are such legends as Ajunta Pall, Sorzus Syn, Karness Muur, and Tulak Hord--the ancient Jedi Exiles, who long ago became the first Dark Lords of the Sith. With them were buried their most powerful artifacts and weapons, yet ancient legend holds that the mightiest among them still walk this dead world, their spirits immortalized in the living Force.
If we take our ship as base, it can be searched.
We will propably have guests on board and I prefer my dark and forbidden knowledge in a place nobody knows of, not in some smuggler-stash on board.
And if the base is somewhere in the ass end of nowhere on the Outer Rim, going there regularly will just rouse suspicion.
Whereas the Ship can be accessed without raising too much suspicion. Or we can just keep it in a stash house somewhere along the more traveled routes of the Galaxy.
We don't have to keep our stuff on the base, but both the base and the stuff need to be something we can access without raising eyebrows.
-----
What is the point of having Weapons, Artifacts and Knowledge if we can't get to it when we need it?
[X] You head for Ossus, one of the great Academy worlds of the Jedi Order, and present yourself as young Knight fresh from a violent combat with pirates in the Outer Rim. The Academies make little contact with the Grand Temple on Coruscant, and your appearance has changed so radically that all but those who knew you well would not recognize you. Here, where the Jedi are isolated and few, you could begin to corrupt them.
[X] There was never any true choice. You head for Korriban, oldest and greatest of the worlds of the Sith. Here, the Jedi exiles landed thousands of eons ago, and became the first of the Sith. Here, the nascent darksiders practiced the dark magick of Sith Alchemy, twisting living things into new and horrible shapes with the power of the Force. And here, in the Valley of the Dark Lords, lie the tombs of those first few to bear the name of Sith. Among them are such legends as Ajunta Pall, Sorzus Syn, Karness Muur, and Tulak Hord--the ancient Jedi Exiles, who long ago became the first Dark Lords of the Sith. With them were buried their most powerful artifacts and weapons, yet ancient legend holds that the mightiest among them still walk this dead world, their spirits immortalized in the living Force.
I'm not certain what the advantage of having Namaran as a base is over a ship, except as a place to put your stuff. Which, while important is also known as having a safe house.
We don't need to set up shop in the ass end of nowhere, we just put stuff there every now and then.
Like a base implies this where you return to and where you spend most of your time. If Coruscant wins, like it looks like it does, most of our time will be spent racing up and down the major trade routs for no obvious reason. If we're goong to be doing that, we better have a good reason for doing so other than "Secrecy" It has no real advantages over a ship except as a place to put stuff, and if that's all you do with it you can easily specify "BTW can we dump our spare dark relics in a cave somewhere?" If you want to avoid interdiction. (Even then remember the amount of random stuff that old Palpatine kept around without tipping off the Order. I mean Yoda walked by a image of Jedi fighting Sith and stood next to a lightsaber every time he dropped by to talk) We can hide odd stuff from regular inspection real easy, and incontrovertible proof of Sithness would not be discovered unless the Jedi were looking for it anyway, in which case we're already ruled and being able to pack it all up and leave is a huge advantage.
It is not a good use of resources. All of the other options are better, especially if we want to do stuff on Coruscant.
Well, a base serves as a place for you to train apprentices in more esoteric arts, to practice those arts yourself, and as somewhere to do strictly 'Sith' things. Bases don't necessarily have to be returned to for months, or even years, but the added bonus is that the base, and everything within and comprising it, will remain the property of the Sith after your death. The more you invest into such a base, the more remains for future Sith Lords.
Anything can serve as a base, from a world, to an outpost, to a star station or even a fleet. Different bases have different drawbacks and bonuses, however, so consider carefully.
Well, a base serves as a place for you to train apprentices in more esoteric arts, to practice those arts yourself, and as somewhere to do strictly 'Sith' things. Bases don't necessarily have to be returned to for months, or even years, but the added bonus is that the base, and everything within and comprising it, will remain the property of the Sith after your death. The more you invest into such a base, the more remains for future Sith Lords.
Anything can serve as a base, from a world, to an outpost, to a star station or even a fleet. Different bases have different drawbacks and bonuses, however, so consider carefully.
Honestly, we should look into having our stuff dispersed around the galaxy to be called on by ourselves or any successors anyway. Training can occur pretty much anywhere and if we plan to need a specific item we can go to that site.
I'd rather avoid central points of failure that aren't literally us (It'd also make it harder for our apprentice to consolidate power to kill us if we do this)
Also: I'd like to restate an opposition to voting for one of the well known Dark side hot spots. It could be useful to hide under the existing pall.... if we weren't posing as a Jedi. As it is, it is suicidally dangerous to do anything but visit once or twice. Setting up a base there is just inviting us to get smothered in Jedi Masters.
Honestly, we should look into having our stuff dispersed around the galaxy to be called on by ourselves or any successors anyway. Training can occur pretty much anywhere and if we plan to need a specific item we can go to that site.
I'd rather avoid central points of failure that aren't literally us (It'd also make it harder for our apprentice to consolidate power to kill us if we do this)
Also: I'd like to restate an opposition to voting for one of the well known Dark side hot spots. It could be useful to hide under the existing pall.... if we weren't posing as a Jedi. As it is, it is suicidally dangerous to do anything but visit once or twice. Setting up a base there is just inviting us to get smothered in Jedi Masters.
A base/training site on Dagobah maybe? It's both hilarious in its irony, and it's got pretty good specs as a hiding place. It's not a commonly known Nexus, and it's powerful enough to hide a Grandmaster of the Order.
[X] The galaxy at large knows the reputation and skill of the Jedi. By virtue of the lightsaber at your belt, you can walk where others cannot and go where others are denied. This is an influence you can use to your advantage, along with the fact that the Jedi of your time are widespread and far-flung, having little to no direct communication with the Grand Council. Wandering Jedi are not uncommon, and assuming such an identity would put you in a position where you could move and act more freely, gathering influence and wealth more easily than you would have otherwise.
[X] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
[X] You return to Coruscant, to the beating heart of the Jedi Order. The first traces of stagnancy are beginning to set in, and the order lies blissfully unaware of the Sith, or of your fall. It is an easy enough task to mask your presence in the Force, and to invent a story about being captured by pirates. You were the shining star of the Jedi Order once, and now that you have fallen, burning, to the earth, you will drag them all with you. If discovered, however, you risk the destruction of all the Sith have worked towards for a hundred generations.
This is really just the most exciting option for me. Risk? The quest wouldn't end if we were found out. In fact, it might make it all the more exciting if things were to blow up.
[X] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
[x] The galaxy at large knows the reputation and skill of the Jedi. By virtue of the lightsaber at your belt, you can walk where others cannot and go where others are denied. This is an influence you can use to your advantage, along with the fact that the Jedi of your time are widespread and far-flung, having little to no direct communication with the Grand Council. Wandering Jedi are not uncommon, and assuming such an identity would put you in a position where you could move and act more freely, gathering influence and wealth more easily than you would have otherwise.
Freedom to act and move as we please, Can we please not jump into the Shiny certain death? this is a Generational game and as such our Character lacks the thing called plot armor.
[X] You establish a small base on a desolate world called Namaran here in the Outer Rim. Abandoned by miners long ago, it lies off of most major star lanes, and is the perfect place to grow your power in secret. No ancient relics or dark powers wait here, but it is quite safe, and out of view of any prying eyes.
[X] You return to Coruscant, to the beating heart of the Jedi Order. The first traces of stagnancy are beginning to set in, and the order lies blissfully unaware of the Sith, or of your fall. It is an easy enough task to mask your presence in the Force, and to invent a story about being captured by pirates. You were the shining star of the Jedi Order once, and now that you have fallen, burning, to the earth, you will drag them all with you. If discovered, however, you risk the destruction of all the Sith have worked towards for a hundred generations.
[X] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
Why should we be so hesitant to accomplish our ultimate ambitions? Academy worlds, exploration vessels, pshh. We don't want to be a mere parasite, content on surviving on the complacency of the Jedi and simply indulging in the Dark Side; we have a goal. We aim to kill the Jedi; to demonstrate the worthlessness of their teachings, to humiliate their blind sages, to destroy any vestiges that such a travesty ever existed!
And when you want to kill, you aim for the heart! You must act with intent, not perform half-hearted commitments and lip service to our very destiny. And so, we must go to Coruscant, for we must undermine the very base that keep the pathetic Jedi alive; for if a limb is poisoned, you may still be saved by quick and decisive action, but if your very heart pumps poison into your veins, you are truly lost.
And besides, this isn't only the heart of the Jedi, but Coruscant, the heart of the entire Republic! It is not only our destined adversaries which we can undermine here, but all the aspects of the Republic; their politics, their economy, their influence, their very society... All of it, we can reach towards, we can grasp it all with our very hands!
[X] You head for Ossus, one of the great Academy worlds of the Jedi Order, and present yourself as young Knight fresh from a violent combat with pirates in the Outer Rim. The Academies make little contact with the Grand Temple on Coruscant, and your appearance has changed so radically that all but those who knew you well would not recognize you. Here, where the Jedi are isolated and few, you could begin to corrupt them.
[X] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
Mmm, corrupt the next generation. Fuck the council, they're out of touch.
[x] The galaxy at large knows the reputation and skill of the Jedi. By virtue of the lightsaber at your belt, you can walk where others cannot and go where others are denied. This is an influence you can use to your advantage, along with the fact that the Jedi of your time are widespread and far-flung, having little to no direct communication with the Grand Council. Wandering Jedi are not uncommon, and assuming such an identity would put you in a position where you could move and act more freely, gathering influence and wealth more easily than you would have otherwise.
[x] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
Yeah! Remember when we were an exemplary Jedi Knight, the Morningstar of the Order? Remember how we fought a pirate band off, rescued the beleaguered banker? Remember how we took on a Sith Lord instead of fleeing and warning the Order? Oh, wait.
Didn't work out so hot, did it?
It isn't decisiveness to dive for the jugular in a suicidal run, nor to compete with our enemies where they are strongest. Our advantage is that we're a free agent, powerful on our own and not tied to any particular infrastructure. We should leverage that.
Vote Enclave to select the most promising as our discipline and ship for want of an option to create a multitude of cache around the Galaxy.
[x] Enclave
[x] Multiple worlds cache, to be determined.
Yeah! Remember when we were an exemplar Jedi Knight, the Morningstar of the Order? Remember how we fought a pirate band off, rescued the belaugated banker? Remember how we took on a Sith Lord instead of fleeing and warning the Order? Oh, wait.
Didn't work out so hot, did it?
It isn't decisiveness to dive for the jugular in a suicidal run, nor to compete with our enemies where they are strongest. Our advantage is that we're a free agent, powerful on our own and not tied to any particular infrastructure. We should leverage that.
Vote Enclave to select the most promising as our discipline and ship for want of an option to create a multitude of cache around the Galaxy.
I apologize--I always forget something during chargen, and this seems to be it. Write-ins are allowed for every option where it would seem feasible, as in all of my quests. I'll add a write-in option to future votes, but my main point is that if you want a 'cache' base, feel free to make a write-in for one.
While i personally never liked the rule of two I would never turn down a chance to aid in the creation of an awesome Sith lord of Legend!
That said...
[X] The galaxy at large knows the reputation and skill of the Jedi. By virtue of the lightsaber at your belt, you can walk where others cannot and go where others are denied. This is an influence you can use to your advantage, along with the fact that the Jedi of your time are widespread and far-flung, having little to no direct communication with the Grand Council. Wandering Jedi are not uncommon, and assuming such an identity would put you in a position where you could move and act more freely, gathering influence and wealth more easily than you would have otherwise.
[X] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
I feel this plan will provide the greatest amount of flexibility and response time!
We might not establish our permanent base on one of the Sith Holy worlds but that doesn't mean we can't pillage everything on them at a later date! The Jedi Certainly won't.
*Being literally the lost prodigy returned from the dead after a heroic mision*= suicide, apparently. Do you think we will loudly announce our nefariousness from the rooftops or something? There is a vast spectrum between being inconspicous and supervillany.
They are strongest there, I'll grant you that, but it's also where they are the most vulnerable; this is the place where doctrine and practice of the Force is disseminated to all the other academies, where the Jedi decide their organizational goal and missions, where they institutionally interact with the rest of the Republic, hell, it's where the greatest of Jedi masters live and eat and sleep, all while blissifully unaware that their enemy still exists; it's simply such an tremenduous opportunity to weaken the Jedi, certainly the best we can possibly get! And this only the Jedi; how many more opportunities do you think exist in the capital of the Republic?
I'm not saying this is without risks, but the sheer payoff this may gain us...
Your plan for that is immediately tying us in a mobile ship with absolute no control to where we are going, full of the people you apparently want to avoid and giving a super suspicious pattern of our known locations? We can corrupt the new generation, but only those from the ship, with limited agency of motion and master supervision; we can interfere with the Galaxy at large, but only limitedly and again, with master supervision. Coruscant has all of those downsides and offers far more impact at the galaxy at large from every angle.
You could at least vote for the Wanderer option, if you value our freedom so much.
[x] The galaxy at large knows the reputation and skill of the Jedi. By virtue of the lightsaber at your belt, you can walk where others cannot and go where others are denied. This is an influence you can use to your advantage, along with the fact that the Jedi of your time are widespread and far-flung, having little to no direct communication with the Grand Council. Wandering Jedi are not uncommon, and assuming such an identity would put you in a position where you could move and act more freely, gathering influence and wealth more easily than you would have otherwise.
[x] You have little time for ancient legends or tales of ghosts. Your legend is your own, and the dead have nothing left to teach you. Your base will be this ship--quick, large, and capable of holding any artifacts you might recover. It is easily capable of sustaining you, your future apprentice, and any acolytes you might wish to train. The Jedi have grown complacent, but they are no fools--a return to the Old Worlds of the Sith must wait until the Jedi have fallen at last.
Wandering the Galaxy doing Sithy things appeals to me. She needs some time to calm down before interacting with Jedi in any case.
Right, in the interest of wrapping up the first few stages by the end of the week, voting will close in an hour's time. I'm probably going to have the next update up later tonight.
Your return to Coruscant was a thing of story. Lurina Kajaraan, the one-time prodigy of the Jedi Order, had returned home after five harrowing years in the Outer Rim. The prodigal daughter had been hunted by pirates and mercenaries, forced to delve into the darkest depths of the underworld to survived. And yet she had returned, as brilliant and bright as ever. Her trials had not broken her--far from it. She had been fire-forged into an adept and powerful Jedi Knight, strong in the Force and wise beyond her years.
The Council questioned you for days. Hours, spent pouring over you in the Force, verifying that you were, indeed, who you claimed to be. Lesser Sith might have failed, but your master taught you to hide what you truly were, even from the prying eyes of the Jedi. And by the end of it, though there were some who frowned at portions of your tale, you were believed. They lauded you as a hero, a champion of the Jedi and an exemplary Knight.
If only they knew.
[Rolled 1d100 for 'Bluffing The Council', Minor Success (Needed 50, got 63)]
[Rolled 1d100 (+5) for 'The Return', Great Success (Needed 60, got 87)]
In your youth in the order, you were not simply hailed as a prodigy, but as a legend. Even as a padawan, you had the potential to surpass all but the greatest of the Masters, and now your strength, amplified by the Dark Side, matches that of your former master, Rhyelen Ordes--who now sits the Jedi Council as one of the most revered Masters of the age. Now, restored to the Jedi at last, you seemed a Master in the making, one who could, perhaps, lead the order into a new golden age and outstrip even the legend of your mentor.
However, complete though your masquerade may be, it is not without it's drawbacks. You thought to begin the search for a new apprentice at your own pace, but events in the order have conspired to force your hand. The Jedi Council, due to several internal events, has found itself with a wealth of students and a dearth of Masters, a problem the Enclave project was meant to rectify. It has not, and all available Knights of sufficient skill are required to take on a student as soon as possible.
Which, of course, includes you.
You have spent your days scouring the Temple, picking through the younglings and tossing aside those too young to be of use soon enough or too old to be malleable, and at last you have narrowed your choices down to several candidates, all strong in the Force, each of whom make for promising Jedi Knights in the days and years to come--and made for even more promising Sith.
[] A young twi'lek male by the name of Odan Ko'shere. Born a slave on the decadent and lavish world of Zygerria, he was raised to despise the slavers who made his every day a living hell and kept him and his family bound in chains. Recovered during a Republic strike on a Zygerrian trade ship while being sold to the Hutts, he has become instilled with both a fierce loyalty to the Jedi Order and a virulent hatred of not only the Zygerrian race, but slavers of all stripes. While strong in the Force, his main focus is the martial arts, likely out of some long-held desire to return to Zygerria and free the family he left behind in chains.
[] A Zabrak by the name of Wularan Vedd, tall, lithe, and built with a powerful frame. He is far more scholarly than his build would suggest, spending countless days delving into ancient lore and knowledge. An orphan with few friends in the Order, it would seem he has delved into reading and researching to fill the voids in his life. According to the records, he has seven recorded infractions--all for trespassing in Forbidden sections of the Temple Library or attempting to access classified or reserved information. He seems to drink up new things like a sponge, and becomes frustrated or even angered when knowledge is withheld or taken from him.
[] Shae Warren, a human female with bright green eyes and flowing red hair--oddly reminiscent of you in your own youth. Like you, she has untapped potential that could make her a Dark Lord greater than any since Bane, and yet, like you were, she is firmly devoted to the ideals and ethos of the Jedi. Torturing her into the Dark Side is, however, not an option, and she is too old to corrupt through normal indoctrination methods. Here, pain would most likely be required--either a crippling emotional loss, such as the death of a friend or loved one, or the threat of such.
[] Jan Kri-Vaas, the Cerean padawan. Immensely strong in the Force, but with one drawback--he is blind. Though many Force-users have overcome this disability through use of the Force, such skills are more easily achieved through the Light Side, and while the Dark Side provides the same results for more work, could you truly not only turn a Padawan to the dark side, but teach him to both constantly use and obscure his usage of that same power? It is a monumental task--fit for only the greatest of Sith Lords. Yet if you succeed, the Cerean could well be one of the finest Dark Lords of the reborn Sith.
Yet for all how the Jedi see you as one of them, you are a Lord of the Sith in truth, heir to an ancient power older than the very stars. Your right is the right of the Sith Lords, and your legacy the legacy of Bane and Muur and Hord and Kallig and Kun and the hundreds of thousands of Dark Lords who have lived and died in centuries past. The Sith Order is yours to build, and what you create now will be passed on to your inheritors when you, too, become one with the Force.
Your late master left you little--this ship, a few hidden outposts around the galaxy, and a small yet high-quality network of contacts and connections throughout the Republic, all answering to the enigmatic and mysterious 'Overseer', in truth Abbahon himself. The relics Abbahon collected are few, but they exist--either on the ship you have commandeered, or one of numerous hiding-places around the galaxy. Much, to your anger, has been lost, when apprentices like yourself slew their Masters before learning all their secrets, damning thousands of years worth of priceless Sith artifacts to be forever lost to history. However, Abbahon confided much in you--too much. What few of his secrets you did not know no doubt lie in his personal records and journals, and encrypted though they may be, you have confidence you will access them in time.
In the months before returning to the order, you made the best of your time and...(Select three)
[] Begin renewing your Master's old contacts, letting them know the Overseer had need of them once more. (Intelligence Network ++)
[] Begin the long and tedious search for the ancient relics that Dark Lords before you allowed to slip from their fingers. (Chance of Rare Artifact gain)
[] You head to each of your Master's old hideouts, searching for relics of note among the valuables he collected. (Wealth +, Chance of Lesser Artifact gainx2)
[] The worlds and fortunes your Master controlled are beyond your reach, but you may still be able to leverage some small influence amongst those who once followed him (Chance of Influence +++) [] Meditation. Focus. It is the only way to unlock true power. (Chance of Intuition ++) [] Begin establishing your own network of spies and informants. Few are the people who will not heed the word of a Jedi. (Intelligence Network increase) [] You begin to research Sith Alchemy, that darkest and most ancient of the Sith arts. Practitioners are capable of twisting living creatures into horrible abominations and vastly amplifying their physical strength. It is rumored that the most powerful could modify their own flesh, achieving physical immortality. [] You seek out the spirits of Korriban, ancient Tomb World of the Sith Lords. Here the ghosts of the First Exiles lay in state, and if they could be roused and swayed, they might teach you power unimaginable. Of course, Sith are Sith, and the spirits on Korriban have no doubt waited millennia for a body strong enough to possess and walk the galaxy once more. [] Begin renovating and expanding the ship with the leftover credits your mentor left behind on the ship. [] Seek to invest some of your wealth into promising worlds and companies, hoping to grow the overall monetary might of the Order as a whole.
So, super fun-fact. Y'all managed to get a 100 on the Force Power roll when I was determining Lurina's stats, meaning she's now a Prodigy--the same class of Jedi as Anakin Skywalker and his heirs. The Dice Gods are smiling upon you. Check out the newly updated and renovated character sheet on the front page for more info.
P.S, I recommend doing this plan-style for the votes. Makes my life that much easier.
[X] Shae Warren, a human female with bright green eyes and flowing red hair--oddly reminiscent of you in your own youth. Like you, she has untapped potential that could make her a Dark Lord greater than any since Bane, and yet, like you were, she is firmly devoted to the ideals and ethos of the Jedi. Torturing her into the Dark Side is, however, not an option, and she is too old to corrupt through normal indoctrination methods. Here, pain would most likely be required--either a crippling emotional loss, such as the death of a friend or loved one, or the threat of such.