Establishing a Machariel Staging/Refueling/Trading Post
Greater Endeavor
Requirements:
- A suitable space station (we happen to know where there's one lying around)
- Heavy transport ship(s) to tow said station into position in a system of our choosing (Old-Man Machariel has already said we can use House ships to accomplish this when the time comes).
- Manpower and materiel sufficient to repair the station and make it operational. We need to acquire this, although Opitor Castus has already procured a bevy of 100 repair servitors to help with this.
- Manpower sufficient to crew the station once it is operational.
- Trade contracts with nearby systems to keep the station supplied and operational.
Objective 1: Find a Suitable Location
Themes: Exploration
Using our wit, verve, augur arrays, and knowledge of local trade routes, we must find and survey a system that will allow us to establish a refueling/staging base that can actually turn a profit.
Achievement Points to Complete:250
Objective 2: Pacifying the Natives
Themes: Military, Criminal, and/or Creed By hook or by crook, we need to make sure that the locals know that our shiny new starbase is a) here to stay and b) off limits for their grubby graft and corruption. Depending on which system we end up in, there are lots of options left up to our GM. A few suggestions:
- The system is in a good location that sits near several lucrative trade routes. Unfortunately, the pirates think so too. We must ruthlessly blast them to smithereens (Military).
- The system shows promise, but is currently ruled by a thoroughly corrupt Planetary Viceroy who is merely a puppet to the local crime syndicates. The crew must navigate the minefield of shadowy loyalties in order to secure "protection" for the new station. Additionally, we might need to knock enough heads to get our "we are not to be trifled with" point across (Criminal)
- The system is in a good location, but the natives have only recently been brought under the Imperial Yoke and are none too happy about it. The crew needs to "spread the good word" to the locals and convince them of the benefits of bowing to the Emperor's will, or the penalties of failing to do so (Creed, possibly also Military).
Achievement Points to Complete: 350
Objective 3: Fixing the Station
Themes: Exploration and/or Military Look, we all know that this station has some bad juju, otherwise there wouldn't have been an Orchestrium on board endlessly thumping out litanies. The "routine" repair and refit operation is bound to go horribly awry at some point, requiring the crew to step in, figure out WTF, and destroy whatever rapacious hellspawn or fiendish nasty is haunting the place. Achievement Points to Complete: 400
Objective 4: Priming the Pump
Themes: Trade
Once the station is up and running, we need to establish standing trade contracts to keep it supplied. This will involve trade negotiations with nearby systems to provide necessities (like food) and/or with labor organizations to work aboard the station to produce goods locally (like Voidborn to refine stuff we found in our survey into useful fuels, raw materials, etc).
Achievement Points to Complete: 250
Completion and Rewards
Total Achievement Points to Complete: 1250
Total Profit Factor Award: +4