Smuggler Archive
Thread: The Smuggler's Den--A Guide to Deviant Decorating
What about Smugglers like me who have a dancer pole in their house? What category do they go in?
I would defintely have to say Shirin and I are collectors. We spend an insane amount of free time searching for that rare or exotic item. We have a large house now as our show house, but we may have to put down a second with all the items we are getting daily!
Here's maybe one for yers...
The Business(wo)man
Message Edited by korvass on 05-12-2005 02:00 AM
i have a den, as you enter, your ina room with book cases,my hero sphere, a gaming table and a few chairs, a bit of a meeting room, theres a suspicious looking painting up one end, named "Holo-Painting", walk through this to end up in room where i have taken the blueprints, RIS, cargo port ect ect, with chancecubes turned red-side-out custom named to "Weakness" to show the weaknesses on various buildings/armour, the smuggler knows how exploit his target for efficiency, 1 more moment at the scene, is 1 more optertunity for them to catch you afterall, going on through is my "Lab" a chemical crafting station with jars of spice around, datapads lying around and a cieling fan hanging down, on the other side is a technical console, and a generic crafting station, in the corner facing out is a starship crafting terminal named "Industrial Uplink Terminal" displaying ship data, and through the last room is a bed, and a desk, with a slice in progress, a laserknife lies unused next to the ship droid interface, while the lamps shine down.
also tons of other junk, but im lazy =]
it looks pretty nice
korvass wrote:
Here's maybe one for yers...
The Business(wo)man
Even in this dark period of unstable slices and lack of any real smuggling contracts, many smugglers are still able to turn their shady dealings into tidy profit. What better way to entertain prospective clients than in the smuggling office?The Businessman's abode is a lot like the Chemist's in terms of functionality, witha few subtle and not so subtle differences. The front room will often be a reception or foyer, a welcoming room for new customers, with a few chairs, sofas and tables (ranging from homey to elegant) for customers to relax on while they wait to be seen by the smuggler. A few sparse ornaments to give it a touch of style, a few hard to find items maybe, to show that the smuggler has 'street-cred', and perhaps even a gaming table (to leech a few initial creds while they wait - your tables are 'balanced' right?).Then we move to the office itself, which range in style from sparse and functional, to lived in and busy. A good desk setup is key here, and many smugglers opt for the Imperial steel table with matching chairs. What's on the table is equally important to give your clients the feeling they've just stepped into the office of someone whom they need, not the other way around. A holo-graphic imager, spice container, tools, cargo manifests.. all these items give the desk it's finishing touches. A table - or close by wall-mounted - data terminal allows the smuggler access to the holonet to check on his new client's credibility (and cred account). If discussions are long, a handy refreshment dispensing droid is handy here, with astromech units being favoured (cute and not so menacing, unless you need a little menace to make the deal go though, in which case choose a medical/combat droid).A secondary room might contain a few ready to go consignments, ala the Chemist's abode, with neatly (or not) stacked crates of components, spice, weapons, heck! Anything they can get past customs!After the working day is done, the tired smuggler can retire to his private chamber, which include amongst other things, a senator-size bed (2-3 large beds side by side), chests and shelves for storing personal clothing and gunbelts, a private entertainment area, with appropriate seating, refreshments and the latest multi-media holo-vid display.If the building allows, many working smugglers choose to outfit a final and hard to reach room with 'special technical stuff'. Many kit out these secret rooms (hidden by pictures and furniture) with tech consoles, stark steel seating, computer networks, tight-beam secure comms gear and other spying equipment necessary for ensuring the authorities can't get a fix on your location. Some setups are so detailed and complex any Batcave to shame!Style and customer centricity are equally key in a successful smuggling office, and the choices are many. Private Eye seedy, or Trump Towers elegance, take your pick!Message Edited by korvass on 05-12-2005 02:00 AM
Have you been poking around my Tat compound or something? You just described my home to a "T", though it's partially divided between two huildings (I keep my merchandise, spare weapons and ship parts in a seperate and more secure building that's close at hand) but otherwise, that's my pad.
i don't see that being a problem at all