Smuggler Archive
Thread: An Idea for Contraband (if it's made illegal)
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Datink_Nieleft
Wed Mar 02, 2005 1:53 am
#14
I like the idea, it gives Smugglers a "Racket" if you will. Merchants would have to pay Smugglers "protection money" to maintain the vendors ability to sell illegal stuff, sort of like a bribe to the local law enforcement to look the other way. A small "Tax" per illegal item. I wouldn't intend a Smuggler to get rich off of this type of job but it does keep with a underworld feel of things while allowing interdependancy between classes.
Maybe instead of using the casino as a place for the vendor, the casino can act as a base of operations. If a casino is within a certain radius of a vendor, then the option to pay protection comes up. Otherwise, illegal items on vendors are subject to search by imperials and a fine is levied on the merchant. The key would be making the fine large enough to warrant a merchant to seek such protection. No item confiscanting of course, but business would be otherwise non-profitable. A Smuggler keeps this protection tax lower than the fine levied (say maybe 2 credits per illegal item). A vendor with say 60 sliced weapons at 2 credits per item really doesn't dent the pocket book. However, a imperial fine of 100 credits per item would and therefore make merchants want to seek protection.
Hella good idea though,....5 stars!!
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