- Joined
- Dec 1, 2015
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Patch Over
1. What is going to happen in your plot?
Illegal work has its risk but because of it clients are for such work usually pay pretty well. Sometimes crimes committed against other criminals however will go overlooked by law enforcement. As such , Burkhart is going to take over an opposing smuggling group's business and in part absorb them into his own business.
2. What other players will be a part of this?
@Darasuum
@GABA
@Raydo
3. Where are all the places (if more than one) that your plot will be taking place?
Taris
Corsin
4. Please provide a basic in-character timeline of what you expect to happen.
Thread 1 : Learning your enemies' strengths and weakness are important before going into battle. A complacent smuggler and two of his friends have ended up partying on Taris in the Red Light district. Subdue them when they have their guard down and interrogate them for any information. Preferably keep them alive to possibly be used as hostages later if need be.
Thread 2 : While we don't want to take over the pirate's job we still will need to deal with them once the trade route becomes dominated by our presence. Lure a few of the pirates out in one of the many systems along the Mandalorian Road. Make sure that they are able to get the word out and make sure that we are the one's known in the underworld.
Thread 3 : The trip has to be worth it. There would be no point in us going through the effort of overtaking the primary smuggling ring on the Mandalorian Road if we did not have clients and work to pass back and forth. So we will need to make contact with a significant buyer of either current stock or possible future goods. Bonus points if they can assist us with taking on the rival smuggler group.
Thread 4 : No hardy, self respecting smuggler, is just going to move out of their normal territory with out a fight. What we're taking on are not the types of smugglers that come and go across the galaxy, they cultivate a territory and while they have not expanded far they are protective. We will need to assault their club house. They have become complacent but still pose a threat, easily outnumbering us. If we can capture and refrain from killing or destroying too much then that is what we will get to keep and reuse for our own purposes.
5. What do you or your character hope to achieve with this plot? What is the "end-game"?
To establish a stop at the end of the Mandalorian Road on Corsin that is a secondary base of operations outside of Mandalore's inner space. This stop will be a waypoint and a stepping stone for Burkhart's future smuggling operation. This will take the form of Burkhart securing the club house and starting to plant his presence along the Mandalorian Road. (i'll submit a garage writeup for this soon)
6. Do you need any involvement of canon NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose.
No
1. What is going to happen in your plot?
Illegal work has its risk but because of it clients are for such work usually pay pretty well. Sometimes crimes committed against other criminals however will go overlooked by law enforcement. As such , Burkhart is going to take over an opposing smuggling group's business and in part absorb them into his own business.
2. What other players will be a part of this?
@Darasuum
@GABA
@Raydo
3. Where are all the places (if more than one) that your plot will be taking place?
Taris
Corsin
4. Please provide a basic in-character timeline of what you expect to happen.
Thread 1 : Learning your enemies' strengths and weakness are important before going into battle. A complacent smuggler and two of his friends have ended up partying on Taris in the Red Light district. Subdue them when they have their guard down and interrogate them for any information. Preferably keep them alive to possibly be used as hostages later if need be.
Thread 2 : While we don't want to take over the pirate's job we still will need to deal with them once the trade route becomes dominated by our presence. Lure a few of the pirates out in one of the many systems along the Mandalorian Road. Make sure that they are able to get the word out and make sure that we are the one's known in the underworld.
Thread 3 : The trip has to be worth it. There would be no point in us going through the effort of overtaking the primary smuggling ring on the Mandalorian Road if we did not have clients and work to pass back and forth. So we will need to make contact with a significant buyer of either current stock or possible future goods. Bonus points if they can assist us with taking on the rival smuggler group.
Thread 4 : No hardy, self respecting smuggler, is just going to move out of their normal territory with out a fight. What we're taking on are not the types of smugglers that come and go across the galaxy, they cultivate a territory and while they have not expanded far they are protective. We will need to assault their club house. They have become complacent but still pose a threat, easily outnumbering us. If we can capture and refrain from killing or destroying too much then that is what we will get to keep and reuse for our own purposes.
5. What do you or your character hope to achieve with this plot? What is the "end-game"?
To establish a stop at the end of the Mandalorian Road on Corsin that is a secondary base of operations outside of Mandalore's inner space. This stop will be a waypoint and a stepping stone for Burkhart's future smuggling operation. This will take the form of Burkhart securing the club house and starting to plant his presence along the Mandalorian Road. (i'll submit a garage writeup for this soon)
6. Do you need any involvement of canon NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose.
No
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