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Missions
On Kashyyyk, the Wookiee homeworld, long a home to smugglers and slavers hoping to avoid notice, a specific operation has been found. Along one of Kashyyyk's archipelagos, an old Imperial-era base has been converted into a haven for slavers. However, what these current residents don't know, is that underneath the facility is a hidden armory full of technology and armor from the first Galactic Empire. The Black Sun needs the technology, armor, and anything else that can be found. If possible, the facility itself as well, as undamaged as possible.
Once the facility is secured, locate the way down to the underlevels, clear out any threats, close any subterranean openings made by local wildlife, and send a signal on a secure line back to the Black Sun's information network to confirm success. Don't doubt that this is dangerous.
Goal: Gain control of the facility through whatever means necessary. Modified Droidekas will act as anti-air to keep any newly-arrived slavers from interfering. Clear the lower levels, locate the armory, send the signal.
Slots: 1-3 PCs, one NPCer. Allied NPCs will be controlled by a chosen PC while hostiles will be controlled by the unaffiliated NPCer.
Once the facility is secured, locate the way down to the underlevels, clear out any threats, close any subterranean openings made by local wildlife, and send a signal on a secure line back to the Black Sun's information network to confirm success. Don't doubt that this is dangerous.
Goal: Gain control of the facility through whatever means necessary. Modified Droidekas will act as anti-air to keep any newly-arrived slavers from interfering. Clear the lower levels, locate the armory, send the signal.
Slots: 1-3 PCs, one NPCer. Allied NPCs will be controlled by a chosen PC while hostiles will be controlled by the unaffiliated NPCer.
On Vaynai, a Hutt named Jimar runs a tight, half-legal operation. Vaerin's worked for him before, knows the operation... and wants it under the Black Sun's control. As such, he wants Jimar removed from power and a puppet to take over the operation. Given Vaynai is a remote Alliance-affiliated paradise-world, it relies heavily on tourism to fund its everyday operations. And the rich love the place, as do the seedier elements. A nexus of piracy, smuggling, spice-cultivation. If Jimar's operation can be seized, the Black Sun will have a far more effective financial base.
Jimar's operation is set at the top of a junkyard that acts as a barter-town outside of Vaynai's central pleasure-city. At a overlook, a myriad of ships have been welded together, making an abnormal structure - Jimar's palace. Infiltrate it, remove Jimar in a way you see fit, and get his operation under Black Sun control.
Goal: Take over Jimar The Hutt's operation by any means.
Slots: Jacques Demais, Prancing Yawn. Allied NPCs are up to the PCs involved.
Jimar's operation is set at the top of a junkyard that acts as a barter-town outside of Vaynai's central pleasure-city. At a overlook, a myriad of ships have been welded together, making an abnormal structure - Jimar's palace. Infiltrate it, remove Jimar in a way you see fit, and get his operation under Black Sun control.
Goal: Take over Jimar The Hutt's operation by any means.
Slots: Jacques Demais, Prancing Yawn. Allied NPCs are up to the PCs involved.
On Coruscant, there are hundreds of operations competing with each other. The Black Sun is one of them. So, what we're going to have you do is quite simple - fulfill a contract. There's a CorSec official who's offered an illegal hit on a Corellian who runs a smuggling operation. So, you're going to fulfill the hit and get us some contracts from CorSec... and take over the smuggling operation. The target's name is Faelin Asori. Be prepared for anything when you go in, because Faelin has some good connections in the Inner Rim. Removing him won't go down nicely.
Goal: Kill Faelin Asori, retrieve his personal files.
Slots: Thorn, TheAccidentOf1994.
Goal: Kill Faelin Asori, retrieve his personal files.
Slots: Thorn, TheAccidentOf1994.
Once, the Peragus system was known as a source of cheap fuel. During the Old Republic, though, most operations ceased due to sabotage and supposed Sith involvement. There were casualties.
Now, Peragus is considered an 'open' system. Colonies have been abandoned, no commerce touches the system whatsoever. However, the Black Sun sees opportunity in these circumstances. Rather than be forced to rely on fuel provided from outside sources, a small team will be sent to Peragus II. An Old Republic mining facility is located on Peragus II itself, though its origins remain uncertain. Locate the facility, mark it for incoming ships, and discern if the equipment remaining is usable.
Resistance, if there is any, will likely consist of outdated droids that, while old, may be numerous.
Goal: Locate the facility, mark it for Black Sun ships, determine amount of work needed to re-model the facility.
Slots: One NPCer, any PCs.
Now, Peragus is considered an 'open' system. Colonies have been abandoned, no commerce touches the system whatsoever. However, the Black Sun sees opportunity in these circumstances. Rather than be forced to rely on fuel provided from outside sources, a small team will be sent to Peragus II. An Old Republic mining facility is located on Peragus II itself, though its origins remain uncertain. Locate the facility, mark it for incoming ships, and discern if the equipment remaining is usable.
Resistance, if there is any, will likely consist of outdated droids that, while old, may be numerous.
Goal: Locate the facility, mark it for Black Sun ships, determine amount of work needed to re-model the facility.
Slots: One NPCer, any PCs.
The Imperial-held world, Dantooine, has long been a home to Jedi and Sith, caught up in a cycle that's never ended. Currently, the Sith hold it. And its treasures. Dantooine was once a world full of caverns where crystals grew, the kind that were coveted by Sith and Jedi alike. It still is. A Black Sun informant has located one such cavern, according to his last transmission - he couldn't be reached afterwards. The worst is assumed, of course, but the cavern's co-ordinates have been obtained.
If we can clear the cavern of any beings present, and find the crystal formations, then the crystals can be harvested and used to be sold to the Jedi and Sith, as well as any others interested. Co-ordinates place the cavern twenty miles from a small settlement called Feiron, on Dantooine's eastern hemisphere. No Imperials are stationed in this settlement. Rumors have it that kath hounds and kinrath plague the settlers surrounding the town. Be cautious.
Goal: Find the cavern, eliminate whatever is inside, and find the crystal formations.
Slots: One NPCer, any PCs.
If we can clear the cavern of any beings present, and find the crystal formations, then the crystals can be harvested and used to be sold to the Jedi and Sith, as well as any others interested. Co-ordinates place the cavern twenty miles from a small settlement called Feiron, on Dantooine's eastern hemisphere. No Imperials are stationed in this settlement. Rumors have it that kath hounds and kinrath plague the settlers surrounding the town. Be cautious.
Goal: Find the cavern, eliminate whatever is inside, and find the crystal formations.
Slots: One NPCer, any PCs.
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