Neat, lovely update.
Edit: I think the plan is too smear us as war profaters.

Not that we are not on some level but that we are doing so too keep the war going.
 
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We might want to contact the republic and report stolen arms? Maybe use it as an excuse to upgrade security in the CNS?
 
Very nice update, I think I'm gonna have to reread the previous thread to understand why the Jedi have gone silent.
 
So with the Sun Guard dead early, has anyone retrieved the Adas Holocron?

starwars.fandom.com

Holocron of King Adas

Holocron of King Adas,[2] also known as Adas' holocron was the original Sith holocron, made by King Adas around 27,700 BBY. He learned how to create the holocron from the Rakata who had come to conquer Korriban, and whom he had driven off.[1] After its creation, Adas's holocron passed down...

Also with Talzyn dead, no one had squished the Mecrosa Order yet right?

starwars.fandom.com

Mecrosa Order

The Mecrosa Order was a dark side coven that served House Mecetti, a powerful noble family on Obulette who swore an oath to protect them with their lives from all who threatened it. Possessing a long history, as a group of Force-sensitive assassins, the Mecrosa Order was closely linked with the...
 
I think the plan is too smear us as war profaters.

Not that we are not on some level but that we are doing so too keep the war going.
That is almost certainly the plan, to frame us as playing both sides and profiteering from needless death. Which, y'know, coming from Sheev, is more than a little rich. And it doesn't even have the virtue of being true in this instance.
 
That is almost certainly the plan, to frame us as playing both sides and profiteering from needless death. Which, y'know, coming from Sheev, is more than a little rich. And it doesn't even have the virtue of being true in this instance.
His goal from what I understand is to give a good enough casus belli for the Republic to directly attack the CNS. Since that has been the biggest issue for him, the fact that the CNS isn't officially part of the war which makes it tricky for him to bring any significant forces to bear to fight us.
 
Turn 30, BBY 19 Third Quarter
A/N: Welcome to the first turn of the new thread. We've adjusted a few parts and streamlined what actions are available, and added a number of new actions to emphasize the overarching goal of reaching that finish line. More notably, we've split off all base purchases and upgrades into its own thing; more information on that to follow later.


24-hour moratorium on voting

BBY 19, Third Quarter

Current Treasury: 541
Current Income: 16628
Current Upkeep: 4549


Martial: Xruk's training has become harsher than ever to prepare the troops. Meanwhile OOM-9 has now been running more complex simulations to start getting plans in order for the attack on Palpatine.

Pick 2:

[] Operation Benevolent Humility: The Malevolence is a fleet-killer. The Pride of the Core is confident it can defeat the Malevolence on its own. Both ships are under Palpatine's control, both ships are chasing each other around CNS space, and it's only a matter of time before one or both ships devastates a Neutral system as 'collateral damage'. No time to lose, they must be stopped: damn the resonance cannons, full speed ahead. Chance of Success: ??? Reward: Malevolence and Pride of the Core stopped, one way or another.

[] Saw & Steela's Steel Squadron: The Gerrera siblings have graduated from naval academy, have proven their capabilities during the battle for Kalee and are ready to take command. Assign them to the Invisible Hand, and expand its support group into a proper grand fleet. Chance of Success: 80% Cost: 200 Reward: gain '+1 Martial Action (Space)'

[] A Glorious Thing, To Be A Pirate Queen: While you've been making sure that any pirates in CNS space are swiftly dealt with, it could come in handy to expand upon your current privateer fleets and recruit some of the independents. There's probably a lot more around after the fall of Black Sun... Chance of Success: 80% Cost: 100 Reward: Pirate fleets continuously expanded, added as anti-Palpatine asset

[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted


[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot

-[] Zygerrian Slave Guild: One of the most infamous slaver groups, the Zygerrians have been terrorizing the Northern Rim and were conspicuously avoiding CIS space. They would not be missed.

-[] Trandoshan Slavers: They have been attacking the Wookiees, and since you have a number of business arrangements with the Wookiees that makes the Trandoshans a very obvious target.

-[] Thalassian Slavers: They're operating in the Northern Rim, which is entirely owned by the CNS at this point. Show them that they are not wanted.

-[] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...


[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates, Mantis Syndicate added as anti-Palpatine asset


[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hire as anti-Palpatine asset


[] Making Inroads In The Republic Military: Now is a good time as any to begin dechipping and potentially subverting different groups in the Republic military. Any clone not chipped means one less clone that will try to kill you once you make your move, and of course you can always use more support when the time comes. Chance of Success: 60% Cost: 300 (Temporarily increased cost due to ongoing problems with Yularen's fleet/efforts to smuggle supplies to them) Reward: Chosen group targeted for dechipping/subversion

-[] Rahm Kota's Militia: A group that conspicuously has no clones among their number. Given Rahm's distrust of the clones and the militia's loyalty to him, subverting them should hopefully be simple.

-[] The Wolfpack: Led by Master Plo Koon, this unit specializes in high-risk extractions of friendly forces.

-[] Rancor Battalion: A clone group tasked with ensuring the safety of Kamino's cloning facilities. While they took considerable casualties in the battle for the planet, they could still have their uses.

-[] Galactic Marines: An elite unit led by Master Ki-Adi-Mundi and armed with the most advanced tech the Republic has to offer. The only catch is that their leader is rather...uncompromising. He may have to be dealt with.

-[] 41st Elite Corps: A group led by Master Luminara Unduli - the master of Barriss Offee no less - that specializes in operating in exotic environments and counter-insurgency tactics.

-[] 412th Regiment: The group of clones that your sabotaged chips made their way to, they are specialized in defensive battles and have a reputation for placing the lives of civilians over their orders.


[] The Brothers X: X1 and X2 could prove to be serious problems if they're allowed to act against you given their Force sensitivity and who knows what other things the Kaminoans have done to their genetic code. Figure out a way to either subvert or kill them so they don't have the chance. Chance of Success: 40% Reward: X1/X2 subverted and/or terminated
Diplomacy: You need allies now more than ever. Fortunately you've been having success at finding people willing to oppose Palpatine for one reason or another.


Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:


[] Select a New Diplomacy Advisor: Priam has been your Diplomacy advisor from your earliest days as a gang leader in the Coruscant Underworld. Now he's running a galaxy-spanning megacorporation, and he's a bit busy to also run your social calendar. He can help out on occasion, but you need to pick his successor. Reward: new Diplomacy Advisor, you don't lose one of your Diplomacy Actions (Free Action)

-[] Riphath Althean: specializes in contacting other Force sects. Chance of Success: 90%

-[] Satine Kryze: specializes in recruiting for the CNS. Chance of Success: 90%

-[] Padme Amidala: specializes in ending the Clone Wars. Chance of Success: 80%

-[] Lanius Qel-Bertuk: specializes in reforming the Jedi. Chance of Success: 70%

-[] Seti Ashgad: specializes in opposing Palpatine in the Senate. Chance of Success: 60%

-[] Bail Organa: specializes in restoring the Galactic Republic. Chance of Success: 60%

-[] Write In


[] IRIS Network: Now that you've established a galaxy-spanning media conglomerate with your friend and ally Baron Papanoida, how shall you use it? You don't plan to take on Palpatine directly, but that leaves plenty of other options on the table. Reward: friendly media directed to guide public opinion. (Free Action)

- [] Oppose Palpatine

-[] Educate the Public About History

--[] The Old Republic (aka KOTOR era)

--[] New Sith Wars (aka Jedi Lords era)

-[] Educate the Public About Current Events

--[] Oppose the Clone Wars (emphasize battle damage, innocent bystanders, atrocities)

--[] Oppose the Galactic Senate (emphasize problems with the Republic)

--[] Oppose the Separatist Council (emphasize problems with the Confederacy)

--[] Oppose the Coruscant Jedi (emphasize problems with the Jedi Order)

--[] Oppose Megacorporations (emphasize problems with Trade Federation, Corporate Sector, other galactic megacorps that dominate the Rim)

--[] Oppose Slavery (emphasize the Hutts, Zygerrian Slave Empire, Senex-Juvex)

--[] Oppose Humanocentrism (emphasize problems of the Core, especially COMPNOR)

-[] Educate the Public About Politics

--[] Promote the Council of Neutral Systems

--[] Support the Galactic Senate (which faction?)

--[] Support the Separatist Parliament (which faction?)

--[] Support the Jedi (which sect?)

-[] Write In


[] The Conclave (Force): After their joint defense of Almas Academy, a number of Jedi splinter sects have expressed interest in meeting with each other and finding common ground. However, a number of groups share a history of conflict and misunderstanding. Volunteer to host a Jedi Conclave, and guide them to your preferred outcome. (Also Available as Lore Action) Chance of Success: 60% Cost: 50 Reward: Jedi Conclave called, mini-arc begins


[] Interpol Into Space (CNS): A number of reports show that Palpatine has been using various underworld cut-outs to smuggle military gear from the CNS to both the Republic and the Separatist war machine. While it's too late to prevent (that particular nerf has left the stable) you can help the CNS establish an interplanetary law enforcement agency to keep Palpatine from exploiting the same vulnerability in the future. Chance of Success: 80% Cost: 150 Upkeep: 50 Reward: CNS gains interplanetary law enforcement, increases CNS recruitment, ???


[] Call To Order (CNS): Taris has served as an unofficial capital for the CNS, and now it has an Assembly Hall to prove it. But the Council of Neutral Systems remains a fairly ad-hoc confederation heavily dependent on Lady Ciaran's efforts to sustain it. Call a general assembly of all CNS systems on Taris and encourage the member systems to establish a more stable platform for interplanetary cooperation. Chance of Success: 70% Reward: CNS becomes a more stable political organization, increases CNS recruitment


[] Between the Light and Dark (Force): While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established

-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.

-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.

-[] Baran Do: A reclusive order of Kel Dors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act. Also they apparently can throw lightning around.

-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.

-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact.

-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users.

-[] Dagoyan Order: A monastic sect based on Bardotta, they specialize in meditation and strengthening one's connection to the Force.

-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.

-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities.


[] Calling In A Favor (Force): A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 90% Reward: Ferrus Olin contacted


[] The Roaming Jedi (Force): Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted


[] House Of Killers: Given that you're going to be dealing with a lot of high-profile targets in the Republic, it might be worthwhile to get some outside help as it were. Use your reputation and funds to establish a bounty hunter chapter of your own so that you can gather these people together for your own ends. Chance of Success: 80% Cost: 150 Reward: Watchers bounty hunter chapter established, ???


[] If Angels Were To Govern Men: You know what Senators hate? Losing a chance at reelection. Leverage your political power and your friendly contacts in the Senate to see if you can't get those Silver Cross subsidies to be a touch more substantial. Chance of Success: 60% Reward: Significantly increased funding for Silver Cross and Refugee Relief


[] Fly on the Wall: The Ghostling Nest of the Assembler is an Intelligence asset the Bounty Hunter's guild has been using for years, the location of which is only known to Master Hunters like Jango. The entire thing is apparently a massive brain for the Assembler and it is able to provide accurate and up-to-date date information on targets all over the galaxy through, if the tales were to be believed, it's network of little bug-spies. Regardless of the accuracy of these claims it would be an invaluable ally to have on your side. Chance of Success: 60% Reward: Ghostling Nest contacted


[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. Chance of Success: 70% Reward: Arligan Zey subverted
Stewardship: Borvo's been pulling as many strings as he can to not only keep himself safe, but to make sure your finances are untouched.


Pick 2 Regular Actions, Up to 2 Sienar Actions:


[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%

-[] Personalized Courier Ships, Redux: You've recruited a number of additional helpers and heroes since Raith Siener built his custom courier ships for your team. Time to contact him for a second helping, to help your heroes work even more effectively. Cost: 150 Reward: Additional Personal Courier ships designed/produced

-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced

-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced

-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced

-[] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced

-[] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced

-[] Hyperlane Recon Drones: There are always more hyperlanes to be discovered, but the method for doing so is inherently quite risky. Instead have Raith put together drones that could do that job for you and potentially locate hyperlanes you can use to your advantage. Cost: 100 Reward: Hyperlane Recon Drones designed/produced

-[] Dedicated Starfighter Carriers: While ships like the Venators certainly have the ability to carry large amounts of fighters, it wouldn't hurt to have a design that was primarily dedicated for rapid fighter deployment and recovery for various situations. Cost: 200 Reward: Dedicated Starfighter Carriers designed/produced, base upgrades unlocked

-[] Fury-Class Modernization: One of your teams on Ord Mantell has uncovered a Fury-Class interceptor/transport of the Resurgent Sith Empire. In function it could be compared to the Scimitar, except four times the size and potentially more heavily armed and armored. It has been suggested to request Raith to modernize the design and then provide those ships to elite teams that HAVE to be able to get somewhere no matter what. Cost: 200 Reward: Fury-Class Interceptor/Transport modernized/produced

-[] Next Gen Troop Transports: The Republic LAAT is certainly no easy target but it does have a number of flaws that could be quite troublesome for you given the kind of scenarios you might need to drop troops into. You know that Raith loves showing other people up so see what he'll make when he's put up to the challenge. Cost: 150 Reward: Next Gen Troop Transports designed/produced


[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained

-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.

-[] Mon Calamari Shipyards: the Mon Cala of Dac specialize in high-quality livable starships, and would be a powerful ally for CNS military readiness as well as the Abyss Watchers organization.

-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.


[] The Return of Galactic Sushi: Bringing in the Ithorians means that you have some of the greatest agriculturalists in the galaxy to call on. You also have a number of agriworlds and other farming areas (like Taris) that could use their aid. The solution seems obvious, doesn't it? Chance of Success: 60% Reward: Agricultural output increase in CNS space, ???


[] Treasury Auditing: The backdoor to the Republic Treasury is now yours (thank you Skirata), which means you can now look over various past records to see if you can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 60% Reward: Locate potential dirt on Palpatine, find leads on other projects


[] Treasury Copypasta: The backdoor to the Republic Treasury also means that you can observe everything that is going on within it. Perhaps it might be an idea to feed a small program into it to copy all data of the treasury and regularly update those records... just in case a certain someone tries to wipe it all as a farewell gift on his way out. A functional economy is important, or so you have been led to believe. Chance of Success: 50% Reward: Abyss Watchers (and the CNS) gain a complete backup of all Republic Treasury data


[] Medical "Battlefleet": Now that you have the ability to build ships over Taris, take advantage of it and build up a fleet of medical ships for Karada and the Silver Cross that can act as galaxy-wide emergency responders. Despite the name it mostly wouldn't be a battlefleet. Mostly. Chance of Success: 80% Cost: 200 Reward: Medical "battlefleet" built


[] The Swoop Bikes Will Fly Again: Now that you have the racetrack and the swoop bikes for it, it's time to reopen one of Taris' most prized sporting events: the Galactic Swoop Racing Circuit. Send invitations far and wide for the grand reopening and help put it back on the map. And hey, you never know who might end up signing up for it... Chance of Success: 70% Cost: 100 Reward: GSRC reopened, ???


[] Giving Causality A Migraine (Incom): While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you. If you can get the design put together enough for Incom to develop… well, a one-man hyperspace-capable starfighter able to go head-to-head with capital ships certainly seems like a game-changer. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 200 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox


[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, access restricted areas during filming


[] Relocating The Foundry: The Foundry is currently in the middle of Hutt Space with a galactic war raging around it - even if it stayed hidden for several thousand years, all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln
Intrigue: You're fairly certain Gulan hasn't been getting as much sleep lately, though he's still willing to point out how insane everything's been getting whenever he has the chance.


Pick 3 Regular Actions, 1 'Autonomous' Action:


[] A Phantom Menace: The Malevolence is a fleet-killer, and its location is unknown. Admiral Zsinj says it's moving around the Mid Rim, but that could mean anything. Put our agents to the task of finding the Malevolence and finding its ultimate target. Only then can we be certain to trap and destroy it utterly. Chance of Success: 70% Reward: Malevolence (and Pride of the Core) tracked, CIS & Palpatine's target determined, ???

[] Midichlorian Metadata: We control one of the galaxy's biggest medical corporations, and we have teams of agents who can slice into other medcenters' databases. Get our hands on records of the midichlorian count for the galactic population around the Rim, so we can make contact. Chance of Success: 70% Cost: 100 Reward: improve Abyss Agent recruitment, improve recruitment for independent Force Sects and non-Coruscant Jedi, prevent Force Users from future recruitment by Palpatine's Sith acolytes


[] Hyper-Communications Hot Potato: After the Battle of Kalee, we credited a 'high-level Separatist leader' for leaking Admiral Trench's plan, allowing us to save Kalee and avoid Palpatine's trap of war with the CIS. Now lay the breadcrumbs for Palpatine to follow, so he blames Po Nudo of the Hyper-Communications Cartel for the leak. This would remove from play one of the few megacorps on the Separatist Council that we don't yet control, and potentially allow us to seize control of the CIS Shadowfeed. Chance of Success: 50% Reward: HCC blamed for leaking Trench's location, Separatist Council even more firmly in our control


[] Sacrifice Play: Before we can press the Big Red Button and take on Palpatine, our strike team has to prepare and practice fighting him. But before we can practice fighting against a simulation of Palpatine, we need to get our hands on a recording of Palpatine actually fighting. The only way… is to persuade one of our allies to sacrifice themselves for a chance at that information. Chance of Success: ??? Reward: combat recordings of Palpatine, probable death of friend, hero, or advisor.

-[] Asajj Ventress

-[] Count Dooku

-[] Darth Vectivus

-[] Write-In


[] Rise of the Black Claw: Thyferra is the only source in the galaxy for the kavam and alazhi bacterial cultures needed to produce bacta. However, the native Vratix have not been allowed to profit from their good fortune; instead, their planet and their people have been practically enslaved by two medical corporations, Zaltin and Xucphra. Use our friendly relations with the megacorps and our base on the planet to secretly sponsor the Ashern 'Black Claw' rebel movement and pave the way from Vratix independence. Chance of Success: 50% Cost: 200 Reward: Vratix independence movement gains strength, ???


[] Grassroots Movements (Autonomous): Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied


[] Legacy Of Damask (Autonomous): Settling in on Muunilist has given you the opportunity to take a closer look at Hego Damask's old properties present on the planet. While Palpatine has moved to ensure that they are not for sale, it shouldn't be too hard to get teams in and see if there's anything left there. Chance of Success: 95% Reward: Hego Damask holdings investigated/looted


[] Information For A Price (Autonomous): Since you're now committing yourself to making sure the Republic will win any time soon, why not sell some information to both sides and make a profit off of it in the meantime? Chance of Success: 80% Reward: Income from selling information


[] Delicious Bacta: You may nominally be on the same side as the planet's corporations but that doesn't mean you aren't willing to target them. It just means that a little more subtlety is required. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra


[] Ball Busting: The Coilcoids have proven to be one of the most effective suppliers for the CIS, giving them droidekas, buzz droids, and tri-fighters. Though with the capture of droideka blueprints from Metalorn, you're now angling for a shot at getting your hands on the infamous Scorpenek Annihilator Droids, which will make the heist much more difficult. Chance of Success: 40% Reward: Coilcoid technology stolen


[] The Spice Must Not Flow: If you want to ensure a successful heist on Colla IV, you're going to need a distraction. And wouldn't you know it, Kessel is supplying the Coilcoids with invaluable spice trade, and the Hutts want them off of that planet. If you were to say, destabilize their presence there and give the Hutts the chance to make a move, it would pull away enough security from Colla IV to give you a better chance at getting away with the heist. And if the Hutts manage to take over in the chaos, well you are business partners anyway... Chance of Success: 70% Reward: Distraction caused on Kessel, Coilcoid security forces diverted


[] Public Relations Vaccination (Autonomous): While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you


[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc

-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fiasco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...

-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.

-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Coruscant's defense ships report to him...that makes him a far more important target.

-[] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.

-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.


[] Test The Waters: Given the manhunt for Galen, Dooku's plots in the past, and the instability Maul and Savage recently brought to the underworld, it can't hurt to send out some feelers to figure out who would be stupid or crazy enough to try and kill you...and then have them dealt with just to be sure. Chance of Success: 60% Cost: 250 Reward: Potential threats in underworld located and terminated
Lore: It's perhaps telling that Tyro's been pushing himself to reach a point resembling his prime. At least with the number of Abyss Walkers around there's more people that can handle a fight against Sith.


Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:


[] The Secrets of the Corellian Jedi: The Corellian Jedi are hiding something about the final battle of the New Sith Wars and you don't like being told "no" for an answer. Find a friend, or sneak a peek at their records, or cross-check with the Celebratus Archives, and find what it is they're hiding and why this 'Ruusan' is so important. Chance of Success: 40% Reward: Corellian Jedi history investigated


[] Ghost of Dark Lords Past: Your archaeological expedition on Yavin 4 has awoken a living Massassi named Kalgrath who was locked inside a stasis pod for four millenia, making him the last of his kind and an eyewitness of the Great Sith War. Unfortunately, on awakening, Kalgrath could still sense the presence of his master Exar Kun. Vectivus is confident that if Exar Kun still lingers on the surface of Yavin 4 he would be a considerable threat. For now the planet has been locked down to outside traffic, and our archaeological teams have been provided additional ysalamiri to keep Sith spirits at bay. But this situation must be handled sooner or later, and ideally sooner. Chance of Success: ??? Reward: Exar Kun situation handled, one way or another


[] The Conclave (Force Study): After their joint defense of Almas Academy, a number of Jedi splinter sects have expressed interest in meeting with each other and finding common ground. However, a number of groups share a history of conflict and misunderstanding. Volunteer to host a Jedi Conclave, and guide them to your preferred outcome. (Also Available as Diplomacy Action) Chance of Success: 60% Cost: 50 Reward: Jedi Conclave called, mini-arc begins


[] Force Research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques


[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents (Free Action)


[] Research Alternative Force Schools (Force Study): While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users

-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.

-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.

-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.

-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.

-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.

-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...


[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched

-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.

-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.

-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.

-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."

-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.

-[] Sith Worlds: An unwelcoming region in the Northern Rim, the worlds of Dromund Kaas, Ziost, and others are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.

-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.

-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...

-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.

-[] Ossus: Ossus used to be a Stronghold and Center of Learning for the Jedi before the Great Sith War during which Exar Kun razed the planet of all life. Fortunately you managed to contact and come to some sort of agreement with the locals, the Ysanna, including permission to access the ruins of the Great Jedi Library. (Free Action)


[] The Almas Fortress: A few survivors of the darkside cultists were spotted limping back to Darth Rivan's Fortress, a structure which according to scanners is made nearly entirely of Beskar and the Force just seems to stop there. While you are entirely sure that the cultists will not be a problem for anyone for a very long time the Fortress and what it holds might still be of interest. Chance of Success: 60% Reward: Darth Rivan's Fortress investigated
Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.


Pick 2, or pick only one Research action and halve its time:


[] Karada Medical Innovations: The Karada Corporation has grown to be one of the galaxy's largest and most successful medical corporations, primarily known for its strong presence within the CNS and strong ties to Lady Ciaran's charity, Silver Cross. Use our Abyss Watcher resources, our partnership with Adascorp, and our far-flung research labs, and build a research division that will turn Karada into a pioneer of advanced medical research for the galaxy. Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Medicine)


[] Svivreni-Shard Engineering Inc.: Our research labs have hired a number of Sivreni geologists and Shard engineers. Both species are preternaturally capable of material and physical science, and many have expressed great enthusiasm to be working for Lady Ciaran. Organize them into a separate research branch, and watch the sparks fly. Literally, in this case. Chance of Success: 80% Cost: 200 Upkeep: 50 Reward: gain +1 Learning Action (Materials)


[] Karada Technologies: Pour massive amounts of funding to the researchers at Karada to radically improve Karada equipment and medicine. Chance of Success: 60% Cost: 200 Reward: increased profits for all Karada Medcenters, increase troop survival rates, chance of unlocking long-lost medical technology from the Old Republic


[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor

-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.

-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.

-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.

-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?

-[] Hiridu: A crystal that can significantly boost communications signals by proximity alone. Maybe there's other aspects of it that haven't been discovered yet.

-[] Hibridium: A material that apparently can act as an alternative to stygium for cloaking, though it also has a bad habit of exploding when ships go into hyperspace. Maybe there's something else that could work?


[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: selected substance researched [Takes 2 turns]

-[] Senflax: Apparently this is a neurotoxin of some variety that can be used to damage Force users in particular. If you could develop a decent delivery system you would have a very powerful tool to use...

-[] Drethi: A winged creature that somehow has a venom that is more deadly the more powerful its victim is in the Force. If you could figure out how it worked...


[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered


[] Nanodroids, Son: Var Zheen has been ecstatic over the effectiveness of the nanodroids in general and firmly believes that with enough time and a lot of credits he could potentially modify them to do...well who knows what the mad Givin has in mind... Chance of Success: 50% Cost: 200 Reward: Potential applications for nano-droids researched


[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized


[] The Force Within A Blade: Var Zheen and Cheriss have both been curious about the forcesaber you recovered from Lehon and want to see just what makes it so special, just how it is infused with the Force. Of course, they have basically nothing barring stories and myths about it to go on, so it's going to be much more difficult for either of them to figure it out. Chance of Success: 40% Cost: 200 Reward: Forcesaber analyzed


[] Giving Causality A Migraine (Foundry): Instead of having the potential blueprints sent to Incom, Cheriss has suggested that she could hijack one of the Foundry's drone production zones to help prototype the enhanced X-Wing. The bad news is that you couldn't get the ship sent into mass production with Incom, but the good news is that you'd have quite the ace up your sleeve, and a one-man hyperspace-capable starfighter is an undeniable game-changer... Chance of Success: 70% Cost: 200 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox
Personal: You have to get stronger.


Pick 3:


[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%

-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training

-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Asajj is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training

-[] Martial Arts (Mandalorian): The fact of the matter is that Jango Fett is one of the best martial artists in the galaxy, and you could certainly learn quite a bit from him. ...If he asks why you haven't picked it up sooner, you can point out that the Silencer isn't exactly "teacher material" in the slightest. Reward: Martial Increase, martial arts training

-[] Martial Arts (Stava): Now that you've saved Honoghr from Palpatine's bioweapons, you have a Noghri bodyguard/trainer willing to to teach you the native art of Stava, a martial arts style relying on speed and endurance to dodge attacks and counter with quick deadly strikes. Sounds exhausting. (Free Action this turn)

-[] Form V (Shien/Djem So) Training: Anakin's back, and that means he can teach you how to beat people up with lightsabers. Brute force fighting didn't seem like it'd work for you at first, but that was before you figured out how to punch through steel with your bare hands.Reward: Martial Increase, Form V training



[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.

-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned

-[] Nightsister Techniques: Now that Asajj has opened up more, she'd be willing to help you learn some of her people's basic techniques such as controlling beasts with the Force. Chance of Success: 70% Reward: Nightsister Techniques learned

-[] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???

-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned


[] Personal Attention: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice (May Be Picked More Than Once)


[] Plan of Succession: Thrawn is right. If you were to die in the strike against Palpatine… or worse, if you were somehow corrupted by the Wound and turned into that thing you saw in a vision on Malachor… everything you had spent so many years building would fall apart. You don't plan on dying any time soon. But perhaps it'd be a good idea to put some thought into 'what happens next'. Chance of Success: 90% Reward: ???


[] Construct A Holocron: ...It wouldn't hurt to try making one, right? I mean, you not only have Vectivus to help, but Celeste Morne as well. Surely they can help you get it right… Chance of Success: 90% Cost: 50 Reward: ???


[] Design a Custom Blaster: You've been using a holdout pistol up to now but you know a meager blaster isn't going to cut it when it comes time to take on Palpatine. Spend some time in meditation to design a blaster that integrates that lava crystal you picked up on Dantooine ages ago, and see if you can make something with a bit more kick to it. Chance of Success: 70% Cost: 50 Reward: Lava crystal-enhanced blaster installed


[] Annoy Padme (Free Action, no bonuses): With Sidious on the move there is NO TIME for that.
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.


(Optional) Pick 1 Genemod, Up to 3 Hero Actions (Uses Hero Unit's Full Stats)


[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded

(Choose 1 Hero Unit)

-[] Silencer: No response as usual.

-[] Qymaen: Is pleased to grow stronger for the sake of his people.

-[] Galen: Somewhat put off by the Arkanians but is fully aware of how the mods could benefit him.

-[] Mungo: Somewhat baffled by the concept but is understanding of the potential benefits

-[] Quinlan: Apprehensive of the idea, but willing to go through with it to gain any sort of edge.

-[] Celeste: Willing to go through with it with little complaint.

(Choose 1 Genemod)

--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Intrigue, Diplomacy)

--[] Bith: A craniopod species with exceptional mathematical ability, Bith do not sleep but need a mere 4 hours of waking meditation each day (Learning, ???)

--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)

--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Diplomacy)

--[] Epicanthix: A species that is almost completely human save for inherent Force-sensitivity and innate resistance to Force techniques that affect the mind. (Lore, ???)

--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)

--[] Gand: An insectile species of humanoid, Gand are extraordinarily durable and have the ability to regenerate lost limbs. They are also able to see ultraviolet light, and can 'store' sleep in order to stay alert for weeks at a time. (Martial, Intrigue)

--[] Gurlanin: Natives of Qiilura, this species descended from ambush predators is not only capable of shapeshifting into the form of nearly any other humanoid race, and camouflaging themselves perfectly in nearly any environment, they are also naturally attuned to the Force. And did I mention their 700 year lifespan? (Intrigue, enhanced lifespan, ???)

--[] Jenet: Natives of Garban, this rodent-like race boasts a high degree of agility and dexterity, along with an exceptionally precise memory, verging on eidetic. (Martial, Learning, ???)

--[] Kel Dor: Natives of Dorin, the Kel Dor are innately sensitive to the Force, and specialize in telepathy and weather control (Lore, ???)

--[] Lyunesi: Natives of Ryoone, Lyunesi are a fragile species with unparalleled talent at linguistics and communications (Diplomacy)

--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. (Lore, ???)

--[] Ogemite: The feather-crested natives of Ogem are natural traders with a gift for logistics and occasionally smuggling (Stewardship)

--[] Sephi: A pointed-eared species that is not only long-lived but also has a natural affinity for working with machinery. (Learning, enhanced lifespan)

--[] Svivreni: A short, stout furry species known for their hardiness, and their natural talent for geology. (Martial, Learning)

--[] Tarasin: Natives of Cularin, this species has a strong natural affinity for the Living Force (Lore, ???)

--[] Voss: A species that has a natural disposition for foresight with the Force. (Lore, ???)

--[] Wookie: Natives of Kashyyyk, Wookies are unbelievably strong, and surprisingly good at engineering. (Martial, Learning)

--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)

--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)


[] Silas Cata - Mind Of A Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Potential new employees located, ???


[] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???


[] The Silencer - Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???


[] Cheriss Sair - The Culmination of a Dream: Cheriss has the design for her project - a 'frame' that would contain a humanoid pilot much like her body contains her Shard self. All she needs is a lot of money to pay her research teams and some time with the Foundry, and she can begin working on it in earnest. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 300 Reward: Cheriss completes her design, ???


[] Cheriss Sair - The Art of the Droid: Granted, Cheriss' new mechu-daru abilites certainly speak for themselves but it couldn't hurt for other members of your organization to learn about them in more detail. Sadly, since she is currently the only one within it to fully master the ability, she'd have to commit to teaching this for the immediate future. (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Abysswalkers and Agents, ???


[] Cheriss Sair - An Unrestrained Mind: While you're unwilling to use the Foundry for mass production, you're certainly willing to let Cheriss have access to a production line for prototyping new droids. At this point it'd probably be the best idea to simply let her build whatever comes to mind and see if you can make it practical or at least useful in some fashion. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 150 Reward: Cheriss prototypes...something, ???


[] Thrawn - A Scholar's Passion Project: One of the Wonders of the Galaxy is Space City, a mostly abandoned colossal space station that is not only effectively a floating museum but is rumored to be home to ancient Jedi libraries. Thrawn is more concerned about the 'museum' aspect though, and has politely mentioned that if you could give him time and (admittedly significant) funds he would like to take teams to the city and expand its collections. While there would be a base established there in some capacity, it's rather obvious that Thrawn considers that to be an afterthought. (Uses Stewardship Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: Space City reclaimed as both museum and base, ???


[] Thrawn - Most Curious Individuals: Thrawn has brought up a captain that he believes is an individual of interest, and that has given you an idea - why not let Thrawn dig into various military records around the galaxy and see if he can find other "interesting" individuals that could be brought into the fold? (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Cost: 100 Reward: Thrawn goes on a talent search for people of interest, ???


[] Grievous - One Last Ride: While Grievous is more than happy to see Kalee properly brought into the galaxy and given the chance to modernize, he feels that it also means that the age of the Kaleesh hunter is largely coming to an end. He doesn't want it to end quietly though, and has requested that he have the chance to go to Vendaxa with as many of his hunter brethren as he can possibly muster for what he describes as "the greatest and final hunt of the Kaleesh." (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous goes on what he terms "The Greatest Hunt," ???


[] Asajj Ventress - Homecoming: While it's been years since she's been on the planet, Asajj was once the de facto ruler of Rattatak, ruling from the creatively named Castle Ventress. While she's not particularly interested in regaining rule over the planet for various reasons, she has expressed a desire to return there to see if there is anything she has left behind as well as potentially converting the castle into a facility for the Watchers. (Uses Martial Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj reclaims her castle, ???


[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???

-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals. Asajj notes that they are much like the Nightsisters in that they are militantly protective of their home, though she believes that given that their home is now a CNS member they might be open to negotiation.

-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.

-[] Zeison Sha: A group of Force users that are extremely skilled at telekinesis. The only problem is that they are incredibly isolationist, so studying them further will require direct contact. As Asajj has pointed out, it might actually be better for her to go in case things get violent.

-[] Followers of Palawa: An isolated group of Force users in the far west of the known galaxy, they have developed a number of techniques that are explicitly designed to protect against Force users. While information on them is rather scarce due to their isolation, Asajj is admittedly curious as to what these techniques actually are.

-[] Order of Shasa: A Maanan-based group that has sworn to protect their homeworld, and more importantly have trained themselves to use the Force to see through deception and enhance their telekinetic abilities. They're noticeably independent from the Jedi in many ways and Asajj doesn't think there would be any issues with contacting them.


[] HK-47 - Beneath Scum And Villainy: As it turns out Nar Shaddaa of all worlds is home to a compound that once belonged to Revan himself during the Cold War era, and HK-47 was entrusted with passcodes to said compound. Have him lead a team there to see what remains after all these years. (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 60% Reward: Revan's Nar Shaddaa compound accessed, ???


[] Jango Fett - Remains Of A Past Hunt: A few years ago Jango was sent on a mission to the planet of Kholma by none other than Count Dooku himself to prove that he would be the ideal template for the clone army. He ended up fighting a dark side cult and destroying the citadel they were based in, but given who they were there might still be something worth finding in the wreckage... (Uses Lore Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Reward: Kholma compound investigated, ???


[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???


[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???


[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???


[] Galen Erso - Unparalleled Mind: There are few minds in the galaxy greater at material analysis than Galen Erso, so having him work on something would be an incredible boon for your material research - though he's not going to be working on weapons tech directly or indirectly (you have other people who could do that anyway if you really need that done). (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 70% Cost: 50 Reward: Chosen material analyzed by Galen, ???

-[] Write-in


[] Galen Erso - Heart Of Kyber: With increased funding, access to your advanced laboratories, and a supply of kyber crystals to analyze, Galen can now set out on his life's work to understand the potential applications of kyber crystals. All he needs is approval and the money to do it. (Uses Learning Bonuses, Galen Erso must be assigned to this action if chosen) Chance of Success: 40% Cost: 300 Reward: Kyber crystals analyzed by Galen, ???


[] Mungo Baobab - There And Back Again: If there's one thing Mungo loves, it's exploring strange new worlds and seeking out new opportunities among them. Give him some support and let him do his thing and the both of you will be better off for it. (Uses Learning Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Mungo-led expedition to chosen location launched, ???

-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.

-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.

-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."

-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.

-[] Belsavis: The planet has a long history of serving as a Republic prison and has infrastructure rumored to predate even them. There's certainly more to be found here.


[] Quinlan Vos - Psychometrist Police: One in a hundred Kiffar possess the talent of psychometry, the ability to pick up vision's of an object's past by merely touching them. Quinlan's psychometry is highly advanced thanks to his Force sensitivity, but even a minor talent is an exceptional force multiplier for an investigator. Ask Quinlan to return to his homeworld and recruit Kiffar for the Abyss Watchers and/or for CNS law enforcement. (Uses Intrigue Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 60% Reward: Kiffar investigators recruited


[] Quinlan Vos - Temples of Infinity: Apparently, Quinlan Vos saved the galaxy a few years back. The Nightsisters of Dathomir had seized a 'Star Temple' containing a hidden 'Infinity Gate', originally built by the ancient Kwa to transport people and things instantly between planets without the need for hyperspace. The Nightsisters sabotaged the Prime Gate to unleash its unspeakable power to incinerate Coruscant; Quinlan Vos managed to counter-sabotage the Gate to unleash its power against itself. However, his brief time inside the Kwa ruin gave him flashes and visions of other locations of Kwa Infinity Gates, and how to use them. Cross-check against historical records in order to rediscover the Gates and use them for ourselves. (Uses Intrigue Bonuses, Quinlan Vos must be assigned to this action if chosen) Chance of Success: 50% Reward: access to the Infinity Gate network


[] Celeste Morne - Raider of the Covenant: Before her entombment in the Jebble Box, Celeste Morne served as a Shadow for the Jedi Covenant, a secretive group dedicated to fighting the Sith. Celeste therefore traveled throughout the former Sith Empire, investigating each group to arise and potential threat. She is perhaps the most knowledgeable person in the galaxy about the history of the ancient Sith. Send her to search the ruins and reveal the secrets of the Sith. (Uses Intrigue Bonuses, Celeste Morne must be assigned to this action if chosen) Chance of Success: 40% Reward: expedition to chosen planet, ???

-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.

-[] Sith Worlds: An unwelcoming region in the Northern Rim, the worlds of Dromund Kaas, Ziost, and others are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.


Free Action:


[] Add 1 'Regular Action' to any category from list above



Hero Support (applies half the stats to a chosen action):


Priam: [] Write in

The Silencer: [] Write in

Silas Cata: [] Write in

Cheriss Sair: [] Write in

Thrawn: [] Write in

Grievous: [] Write in

Asajj Ventress: [] Write in

HK-47: [] Write in

Jango Fett: [] Write in

Talesan Fry: [] Write in

Galen Erso: [] Write in

Mungo Baobab: [] Write in

Quinlan Vos: [] Write in

Celeste Morne: [] Write in

Watcher Support (20 teams available, 1 Point per assigned team): [] Write in

---
Written by @Publicola + @Barondoctor with a few ideas by me.
 
I believe we're leaving you without the major consensus builder (builders, were I to take an ego trip and include myself in that number).
 
Seriously Teron, I don't know how you do it, there are two quests you're doing and I have a hard time even keeping up with the posts, let alone running the quests and reading everything people write with all the omakes and every other piece of nonsense that goes on in each thread. More power to you brother.
✊✊
 
Seriously Teron, I don't know how you do it, there are two quests you're doing and I have a hard time even keeping up with the posts, let alone running the quests and reading everything people write with all the omakes and every other piece of nonsense that goes on in each thread. More power to you brother.
One quest.
And Publicola and Barondoctor are doing the absolute majority of all this.
I'm just lurking around, throw in ideas and handle the thread.
 
[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???
@Teron, didn't we do this in the last thread?

Also, how many Omake Bonuses do we have?
 
@Teron, didn't we do this in the last thread?

Also, how many Omake Bonuses do we have?
Nope. What Jango did last thread was gather Cuy'val Dar to help him.

As for the Omake Boni... I actually don't remember and would need to go count. There are A LOT though.
Edit: A LOT is a understatement.
 
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Not a particular fan of Sacrifice Play. Is there no way to hire unaffected assassins say from the hutts to make a concentrated attempt on his life? There's also the Neogri to consider...

Plot says they'll fail, but at least we'll get footage without sacrificing our heros
 
Investigate Holonet transmissions to locate the Seyugi Dervishes, thaw them out and send them to asassinate Palpatine's staff and bureaucrats?

starwars.fandom.com

Seyugi Dervish

The Seyugi Dervishes were a dark side coven that originated on the sulfuric planet of Recopia, located in the Core Worlds. They were founded several centuries before the Battle of Yavin by a Force-sensitive leader of the Seyugi culture named Karrh. Dervishes used their abilities with the Force...
 
Why isn't OOM-9 in the hero support also is borvo still part of the council
OOM-9 is not a hero.
Borvo is doing Borvo things. Which means handling your finances. So, yes.

Also, for those concerned about the Sacrifice action... Well, look twice at all your Heroes, Advisors, etc. You might notice/remember something.
 
Personally, the force group we really need to contact this turn are the Jenessari. Because right now it would be fairly easy for either us or old Palpatine to subvert them, so I want to do it first.
 
Personally, the force group we really need to contact this turn are the Jenessari. Because right now it would be fairly easy for either us or old Palpatine to subvert them, so I want to do it first.
IIRC Leadership of the group had been inherited by the wife of one of the slain founding apprentices. They are biased against Jedi so send Dooku?
 
Wow thats a lot of options. :wat2:

[] Public Relations Vaccination (Autonomous): While you did manage to deal with the Sith blackmail there's still a possibility that new incriminating information on you could be found. Preempt that by spreading a mix of truth and lies about you before debunking it all, making it that much harder for any actual dirt to be used on you. Chance of Success: 90% Reward: Increased defense against any incriminating evidence on you

Would this be adequate to deal with whatever Palpatine's doing for his smear campaign? Or would some other option be better?
 
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