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Loco

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Hey guys, this is sort of a non-standard plot, so I want to make sure you guys are OK with the concept before I get it under way. The thread count and exact rewards are sort of TBD until everything wraps up, because theres so many different potential outcomes, given the participants- I expect 3-6 threads though. The tech rewards are especially variable and non standard, but you guys could always approve as we go or nix them all at the end.

If this is too vague or unworkable for you guys just let me know and I'll retool it somehow.


  • What is going to happen in your plot
    Rico, having fallen on hard times and scraping by on his last wupiupi, takes a legitimate small time job delivering mining supplies just so he can turn a few credits of profit. This simple delivery job propels the would-be businessman down an unexpected road of seat-of-the-pants bargaining, off the cuff deals with all sorts of characters, and with a little luck will finally set him up for long term success... or at least enough success to eat something other than flash-dehydrated noodles for a few weeks.
  • What other players will be a part of this?
    @AutoFox will be DMing my ship as it fights against me installing upgrades. @TWD and @Cazar will be the mining company reps, assuming everything is squared away on their end first. I also tentatively have buy in from some Mando players and I'll probably try to rope Norbs in as well. Other various participants to be determined.
  • Where are all the places (if more than one) that your plot will be taking place?
    Kashyyyk
    Mandalore
    Glee Ansen
    TBD
  • Please provide a basic in-character timeline of what you expect to happen.
    1. Rico starts making contacts and lining up a series of jobs, trying throughout to keep his cargo hold full on each leg of the journey.
    2. While en route to and from his cargo hauling route, Rico struggles to install the first of a series of upgrades to his bearer of a ship that he hopes will improve his long term profitability.
    3. Rico completes his first few runs delivering both legitimate cargo and illicit supplies, establishing a few regular customers and setting himself up for a profitable business as a smuggler.
  • What do you or your character hope to achieve with this plot? What is the "end-game"?
    The endgame is for Rico to have a few regular or semi regular contacts for good jobs, to make a fistful of credits, and to add a couple of new tools and tricks to his repertoire. Specifically, I want to add smuggling compartments, and a few other upgrades to my ship. The catch is that instead of the typical types of risk I see most people taking for tech plots, I want to try something different. For the upgrades I install myself, I will only have one thread that is both DMed and dice rolled. Average rolls will get me the baseline version of what I want. However, especially high rolls and especially low rolls will affect the quality of the tech I get. Critically low rolls will result in me getting the tech, but I'll have to post a "faulty" gentech version that is worse in some way, such as having a random chance to fail when I use it.
  • 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
 

Nefieslab

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