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Voltaic Junkers

"It doesn't matter how much money you extort, what matters is how you blackmail him after."
- Kyle Vaughn
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Tag: |\/|-
ID: Junkers
IFF:Junkers

Synopsis

Ready to anything possible for a dime, the Voltaic Junkers are known to cooperate with many organizations throughout Sirius to earn their well-deserved money. This odd bunch of Junkers seems to have formed out of nothing and spread their influence in quick succession, primarily operating in Libertonian, Bretonian and Omicron space. However, they don't ignore Kusari and Gallia - which are their primary source of income as they receive "donations" from the locals. On the other hand, the Voltaic Junkers keep a legal face by trading goods and salvaging scrap, openly aiding entities such as Law Enforcement and Corporations in any goals they might profit from.

Trading & Smuggling

Trading is an important part of a Junker's life. Spending most of the time sleeping in a Salvager or a Gull while trading questionable cargo, the ordinary Junker might go alone most of the time carrying slaves, artefacts, Cardamine and more - most of the time even getting caught.

The Voltaic Junkers lead organized smuggling to safely deliver mass amounts of goods to the fellow customers within House Space. It doesn't take a lot for the average cop to missing one of these convoys. Anything from slaves to Nox and back to Artifacts can be brought in by the Junkers as long as the pay is good; even House lawful could contract these individuals to haul secret cargo that must never see the public eye. Sometimes even breaking laws in order so that efficiency rate stands high, the Voltaic Junkers will do anything in their power to complete their tasks.

Pirating

The Voltaic Junkers are vengeful against those who wronged the Junker family - many of these enemies are Gauls, kusarians, or anyone that assisted them openly in attacking innocent scavengers. Sometimes paid by Houses that want to harass someone without getting dirt on their own shoes, sometimes hired by unlawful groups to harass their arch-nemesis, and sometimes just for fun, these Junkers find extra profit even when stealing from the wealthy. However, without being total sellswords, the Junkers deny any contracts that might risk their integrity.

Ranking

THE HEAD - the leader of the Voltaic Junkers, The Head is theoretically the very founder of the Family. He is able to set deals, operations, and other activities.

Emissary - Emissaries are those who The Head trusts the most. Scary figures asserting dominance when the Head is too busy or needs a few extra hands.

BASTARD - proven himself or herself through devotion to the family, a Bastard is The Head's third in command with almost the same powers as an Emissary, and a direct consul.

MARAUDER - a true brother or sister. Marauders are experienced traders and fighters that stop at nothing to achieve their goals.

RAIDER - brothers and sisters within the Family, they proved they can handle the heat on Culebra, the radiation in Texas, and their hard work has been recognized.

Rat - a newly initiated member within the family. Unlike the local henchmen, a Rat proved himself to stay and be a useful asset.

HENCHMAN - a newly initiated member within the Family. They haven't experienced true work or proved their capabilities.

Available Contracts

"Take'n'go" - Applicable to both lawful and unlawful factions. This contract is pretty basic and involves moving cargo from one position to another for a fee. No questions asked as long as the organization in question wants to set up relations.

"Gun'n'run" - Applicable to both lawful and unlawful factions. This contract resolves around Junkers being paid to pirate their enemies or the local friend who stole their daily dose of Cardamine or donut money. For lawful it can be done anywhere outside of Liberty, Bretonia, and Rheinland. For unlawful it can be done outside House space except for Kusari and Gallia and depends on who they are willing to raid - and how much.

"Muh'd'liveries" - Premium Scrap, Scrap, and Military Salvage has never been cheap (or in most cases even legal). The Voltaic Junkers offer their mining services to both lawful and unlawful factions as long as the price makes up for it - which depends per distance.

"Pes'Control' Momma!" - Xenos and Hogosha. Never the pretty bunch. The Junkers can be hired to wind up these reckless fools in any corner of Sirius they might show up in - and especially Liberty. Surely they'd attack them anyway, but what's the fun in it if money can't be earned?

"Ma'mouth'big!" - Although Voltaic Junkers keep their deals secret, and most information secret, there are some things that can be sold, mostly the stuff of little importance. Such info can be sold at a price or for material goods such as ships, cargo, other information.

ooRP Information

Roster:
(The Head)
(Emissary)
(Emissary)
(Marauder)
(Henchman)
(Henchman)
Questions & Answers:

1) What are your goals?

"Our primary goal is spreading influence over as many organizations as possible. Apart from that: smuggling, piracy, active combat, trading. We'll have to wait and see how things develop over time."

2) Why another Junker faction?

"Junkers are not what they used to be. Now all you see is indies smuggling without knowing how to smuggle. No offence intended to those that know what they're doing, or to those that don't know what they do. Group smuggling is one of the few things I personally miss. So...lets bring that back, I guess."

3) How do you recruit?

"Via comms. You contact "Kyle Vaughn" on the neural net inRP and present yourself. The formal or informal presentation doesn't affect anything - it only gives more enjoyable RP. You don't need to meet us in order to get recruited. If that doesn't suit you, then our recruitment thread may fill your needs."

4) What kind of RP style are you doing?

"All of them. Civilized Junker, the idiot scavenger - all sorts."