I - History: _________________________________________________________________________________________________________________________________________________________________________
The original Slaver’s Union was long defunct when George Woods decided to rebuild it; all of its original members were dead, imprisoned, or otherwise missing. Starting off as humble freelancers, the Woods brothers, George and James, originally wanted to build their own space station; a Freeport-esque station open to freelancers, lawfuls, criminals and smugglers. After months of hard work to build a large stockpile of funds between the two brothers, they started construction of a base in the Cortez system.
Dubbed ‘Oberon Star Port’, they quickly built up to a Core 2 structure. They successfully maintained their well hidden base, however, only they knew of its location and were able to supply it. James Woods, who is married with children, had to return home to his family, whom he had been neglecting, while Oberon Star Port was left in the hands of George Woods. George Woods was, at the time, easily agitated and under continuous stress. He was considerably less responsible than his younger brother James as a result. After a hasty and unwise decision to increase the base crew from 400 to 3,040 without properly supplying the base to support the larger crew, small riots broke out from a lack of basic necessities.
Already under stress, and not entirely mentally stable as a result of his nervous condition, George Woods handled the situation less than admirably, abandoning the station and sealing it off, leaving them to their own devices. George suffered a breakdown and fled to Curacao where he greatly enjoyed alcohol and women in excess, eventually winding up on Invergordon with a new TTR-1130 Pilgrim Liner, which he named “Bannockburn”. After James finally discovered what had happened, he sought out George and discovered the horrors that occurred on Oberon in the Woods brothers’ absence. The base was reopened and quickly scuttled, while the Woods brothers accepted their loses. They were quick to divert blame and create a cover story that protected them, and though many lives were destroyed as a result, the Woods brothers escaped any and all legal repercussions but at the cost of the majority of their collective fortune.
George Woods took the Bannockburn into the Border and Edge worlds, where he spent months exploring and making connections with the Outcasts, while James returned to his family and supported them with honest work. George soon returned and contacted James where they met on Pittsburgh. There, George revealed that he began dealing in slaves, and bringing back contraband from Outcast space into Liberty; he had since rebuilt himself and his personal fortune, and was no longer the person he was before they constructed Oberon. George showed his brother an open door and James opted to join his brother George in his endeavors. Soon James moved his family to Malta and they began actively rebuilding the Slaver’s Union, the way they wanted to make it.
Soon, they were attracting attention, both positive and negative. The Outcasts enjoyed their business, as did their allies such as the Liberty Rogues, and they were slowly building the Slaver’s Union fleet. This, however, came at a cost, and many factions began to target them. Being followed or stopped became the norm. Soon, James Woods found himself captured and imprisoned by Kusari Exiles. Emotionally hardened from the business of transporting slaves, he was able to devise and carry out a plan to escape, committing several acts of murder in the process and winding up on the Exile’s kill-list.
Returning to the Slaver’s Union fleet, James purchased a new ship, naming it the Zebrina, and hired a new crew from Malta. George had fled into deep space, with the remaining Slaver’s Union members also dispersing. Upon James’ escape, however, George returned, and they continued to make connections and began recruiting Captains into the Slaver’s Union all over again.
Shortly thereafter, George was stopped by Kusari Exiles, where he stalled for time until James showed up to aid him. Outgunned and outnumbered, they continued to stall for time until Kusari Naval Forces arrived and opted to engage the Exile’s, rather than “waste their time” with Slaver’s. In the ensuing battle, the Woods brothers were able to escape. With the brother’s, their ships, and their affiliation becoming common knowledge throughout Sirius, the Slaver’s Union is making a direct attempt to expand their fleet, with a grand goal being to one day own their own section of a system, or a system in its entirety; a place where they can call their own home, and where they can continue their lucrative and entertaining trade…
_________________________________________________________________________________________________________________________________________________________________________ II - Objective's _________________________________________________________________________________________________________________________________________________________________________
• Supply the Outcasts and Liberty Rogues with needed resources, primarily but not exclusively “workers” as well as help transport their wares back into lawful systems for retail sale, primarily but not exclusively in Liberty space.
• Increase the influence of the Slaver’s Union; Spread out and acquire a system, or section of a system, that can provide a permanent base of operations for the growing Slaver’s Union fleet.
• Acquire “workers” through “tactical persuasion” with the aid of Slaver’s Union Defensive/Offensive vessels, if otherwise unable to purchase them from Slaver’s Union contacts.
• Upon request, assist the Outcasts both logistically and in combat using Slaver’s Union Defensive/Offensive (SUDO) vessels.
_________________________________________________________________________________________________________________________________________________________________________ III - Diplomacy _________________________________________________________________________________________________________________________________________________________________________
Outcast =Allied Liberty Rogues =Allied Lane Hacker's =Friendly Golden C = Friendly Molly's = Neutral
Unioner's = Neutral
LWB = Neutral
Bundschuh =Neutral
Red Hessians = Neutral Zoner's = Neutral
Junker's = Neutral House Corp/Military/Police = Neutral [Avoid if possible] Xeno's = Hostile Hogosha =Hostile Gaians =Hostile Farmers Allience =Hostile Corsair's =Hostile _________________________________________________________________________________________________________________________________________________________________________ IV - Union Ship's & Equipment _________________________________________________________________________________________________________________________________________________________________________ • Slaver’s Union trading vessels are limited to generic civilian, house civilian (based on Captain’s Origins), and Liberty Rogue, Outcast, and Border world ships, with the primary ship being the TTR-1130 Series Pilgrim Liner. Slaver’s Union Defensive/Offensive vessels are primarily snubs from the previously listed available ships and anti-snub Gunboats; typically CTE-12400 “Condor”, Series Z “Montante” and RA-4 “Hellhound” Liberty Rogue Gunboats. A very small fleet of Destroyer class ships make the Flagships; typically RA-9 “Scylla” and RM-2A “Storta” Destroyers. Ships acquired through in-game SRP are also acceptable.
• Ship weaponry should coincide with the respective Captain’s ship classification and origins.
_________________________________________________________________________________________________________________________________________________________________________ V - Union Naming Convention _________________________________________________________________________________________________________________________________________________________________________ [SU]-Ship name
_________________________________________________________________________________________________________________________________________________________________________ VI - Union Zone of Influence _________________________________________________________________________________________________________________________________________________________________________ The Slaver’s Union operates throughout Liberty, the Border worlds and Edge worlds; it is not unknown for Slaver’s Union vessels to travel through both Kusari and Bretonian space.
The Slaver’s Union has no real base of operations at the moment, and consists of a mobile fleet. Current fleet docking/mooring locations are classified. Every vessel a part of the Slaver’s Union maintains access codes to the encrypted Slaver’s Union communications channel and ship database.
_________________________________________________________________________________________________________________________________________________________________________ VII - The Slaver's Union Presidium _________________________________________________________________________________________________________________________________________________________________________
• George Woods: Captain of the [SU]-Bannockburn and founder of the new Slaver’s Union. Commander of the Presidium, and primary security agent.
• James Woods: Captain of the [SU]-Zebrina and co-founder of the new Slaver’s Union. Primary diplomatic agent.
• Michael Cost: Captain of the [SU]-Governor Parr of the new Slaver’s Union. Primary logistics agent.
_________________________________________________________________________________________________________________________________________________________________________ VIII - Slaver’s Union RP Rules _________________________________________________________________________________________________________________________________________________________________________ 1. Slaver’s Union Captains and pilots should avoid publicizing their allegiance when questioned. Slaver’s only acknowledge their faction when gloating after a quick escape, successfully activating a cloaking device, defeating an opponent, backed into an RP corner, or when it’s otherwise cliché and villainous.
2. NEVER allow a Slaver’s Union vessel to be captured intact, lest the access codes to the Slaver’s Union’s encrypted database fall into the right hands. Because of the risk of files being recovered by non-Slaver’s Union personnel, hostile interactions have only three possible outcomes; escape the hostiles, engage and emerge victorious, or scuttle the ship and jettison the escape pods.
3. Slaver’s Union vessels are still technically Freelance vessels, and occasionally transporting legitimate cargo is both financially beneficial, as much as it is a public relations strategy. This is, of course, at the discretion of every individual Captain.
A very small fleet of Destroyer class ships make the Flagships; typically RA-9 “Scylla” and RM-2A “Storta” Destroyers. Ships acquired through in-game SRP are also acceptable.
Pretty sure you cant actually do this within the rules since Freelancer ID doesnt allow cruisers. Other than that nice write up.
Acceptable writeup, but the Freelancer ID seems like a cheap way to get around various FR5's and the like, at least to me. Your in-game actions are going to very strongly affect some of those Neutrals if you're caught with your trademark cargo.
(02-17-2016, 03:29 AM)Impyness Wrote: A very small fleet of Destroyer class ships make the Flagships; typically RA-9 “Scylla” and RM-2A “Storta” Destroyers. Ships acquired through in-game SRP are also acceptable.
Pretty sure you cant actually do this within the rules since Freelancer ID doesnt allow cruisers. Other than that nice write up.
Thank you for the feedback. It seems we are restricted on ID we are hoping to get the Slaver ID back.
Also the Destroyer we hope to get in SRP so hoping to see where that can go.
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(02-17-2016, 03:39 AM)LunaticOnTheGrass Wrote: Acceptable writeup, but the Freelancer ID seems like a cheap way to get around various FR5's and the like, at least to me. Your in-game actions are going to very strongly affect some of those Neutrals if you're caught with your trademark cargo.
Well we are hoping our RP changes things as of now the Exiles do not like us other than that until further RP is made in game and on forums I believe the Reps are accurate. Thank you for the feedback
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You might want to have a look at the Pirate ID then-- would fit a lot better for what you're trying to accomplish until the day comes that if/when the Slaver ID makes a comeback.
[ sci·am·ach ]
/sīˈamək/
A simple, angry man casually working his way through life on a personal quest to acquire copious amounts of street cred.
Yeah, Pirate ID might be mandatory with this one - Freelancers aren't exclusively lawful, but the fact that "Slaver's" is in your faction's name implies a considerably unlawful slant by default.
I see nothing different about someone using the freelancer ID to haul Slaves then someone hauling Cardi.
I wouldn't even try to get a Slaver ID back in the game, it's just going to lead to 'lol but yer slaver die!' where with the freelancer ID you at least have a chance to RP.
Discordianism: the Schroedinger's Cat of religions.
(02-17-2016, 05:33 AM)Price_ Wrote: I see nothing different about someone using the freelancer ID to haul Slaves then someone hauling Cardi.
I wouldn't even try to get a Slaver ID back in the game, it's just going to lead to 'lol but yer slaver die!' where with the freelancer ID you at least have a chance to RP.
We don't always ship illegal cargo which is why the freelancer id works. Thank for the feedback this is initially what I was leading to.
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