Star Wars Roleplay: Chaos

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Approved Location Helix Syndicate Collection Centers

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OUT OF CHARACTER INFORMATION
  • Intent: To flesh out the facilities from which the Helix Syndicate’s debt buying operation is carried out.
  • ​Image: Coruscant Spaceport from Here
  • Canon: Nope.
  • Links: N/A
SETTING INFORMATION

[*]Accessibility: Collections Centers are frequently located in large cities. Anyone can enter these buildings if they so desire, but it’s unlikely they will get past the main lobby without good reason for being there.
SECURITY

Inside the buildings, there are security checkpoints at every major juncture. Keycards are needed for access to most areas. Retinal scans are mandatory for access to more important areas, like the control room. Be advised that the retinal scanners can detect whether or not the retina they are scanning belongs to a live person. A network of security cameras keeps close watch over all residents at all times and auto-turrets keep watch over the hallways. These auto-turrets remain deactivated unless an intruder is detected. When active, they will open fire on any individual not carrying a clearance keycard or not logged in their facial recognition system.

Other than that, these facilities rely mostly on their garrison of Enforcers to keep the peace.

DESCRIPTION

Being a perfectly legitimate operation, the Helix Syndicate often requires perfectly legitimate local establishments to facilitate their debt collection operations. These facilities serve a few different purposes, a summary of which follows immediately after this sentence.
  • Storage: When the debt collected comes in the form of cash or other physical personal belongings, they are stored in the underbelly of the facility, which acts as a cross between a warehouse and a vault. Until the cash can be deposited and the personals sold, they remain there.
  • Staging: Helix Syndicate Enforcers reside at these locations for fixed periods of time, ranging from several weeks to several months. They depart and return on either shuttles or landspeeders to collect debts incurred all around the planet in question. Since they reside here for so long, these Collections Centers often include many amenities, such as recreation areas, dining halls, gyms, dormitories, and so on.
  • Coordination: Every Collections Center has a command and control room from which all debt collection missions (or other less legal operations) are monitored, coordinated, commanded, and provided with live intelligence updates.
  • Detainment: Debtors who lack the means to pay off their debt are thrown into holding cells, identified, registered, and then shipped to one of the Syndicate’s many offworld debtor mines.
Collections Centers are only lightly defended, since few would dare to brazenly attack the offices of a perfectly legal company in the midst of a bustling city. Although there are some token defenses and security measures to prevent break-ins and theft detailed below.

An H01 Artificial Intelligence assists administrative personnel in scheduling operative movements and keeping stock of confiscated assets. This helps minimize inefficiency and miscommunication issues, ensuring each collections center runs like a well-oiled machine.

The basement level includes a restricted area that contains a large amount of communications monitoring equipment and an array of supercomputers. Like other Helix Syndicate facilities, the collections centers serve as secretive listening posts, intercepting and decrypting planetary communications with startling efficiency. A select team of Communications Technicians work in this area, utilizing the Aurelius-Class Decryption Engine in their work.

POINTS OF INTEREST
  • Level 0: The ground floor contains a nicely furnished lobby and is where visitors may enter. Present here are a reception desk and some bathrooms. Two Enforcers are present in this area at all times in addition to reception staff. To get anywhere interesting, the elevators require clearance in the form of a keycard. There are no auto-turrets on this floor.
  • Level 1: This level is dedicated to registering delinquent debtors who have been captured and keeping them in holding cells. The holding cells are very sparse as they are not meant for prolonged habitation. Shuttles leave every other week to ferry these captured debtors to mining facilities the Syndicate operates.
  • Level 2: The beating heart of each collection center, level 2 contains the administrative control room from which the H01 Artificial Intelligence and relevant support staff coordinate debt collecting operations. There are also several moderately sized vaults on this level, used for storing valuable personal effects that might be confiscated from debtors. These items are not kept there for long, being shipped out for resale shortly after being appraised.
  • Level 3: Armories, employee lounges, and some other recreational rooms are found on this level. Since these facilities are located in cities, employees live in their own houses off-site. It is here that Enforcers ready themselves for the daily grind each day and arm themselves.
  • Level 4: This is, essentially, the roof of the facility. There are an assortment of landing pads for freighters, shuttles, personal starfighters, and airspeeders. This is where Enforcers depart from in order to hunt down and extract payment from those who owe debt to the Syndicate.
HISTORICAL INFORMATION

When the Helix Syndicate was first established, these were the first facilities to be constructed. As a member of the Guavian Death Gang, Pollux was often forced to deal with inconsistent and uncoordinated collection efforts for their protection rackets. Once Pollux started the Helix Syndicate in the Pentastar Region and shifted into debt buying, he took what he learned from the Guavian Death Gang into practice.

Now things run a great deal more smoothly.
 

Zeradias Mant

Democracy Dies in Darkness
[member="Helix Syndicate"]

  • Affiliation: Helix Syndicate
Please add a link to your company.

Defenses:
  • [x002] Anti-Starfighter Emplacements
  • [x001] Shield Generator
  • [x001] Auto-Turret Defense Grid
Please add links to each of your defenses.

Additionally, could you please touch on the spaceport's features in the description, as well as the justification for the types of weapons in these areas?
 
[member="Zeradias Mant"]

Updated. The defenses are vanilla, canon weapons that have never required links before, but they're there now.

What other information on this facility do you need, exactly?
 

Zeradias Mant

Democracy Dies in Darkness
[member="Helix Syndicate"]

I'm not concerned with the amount of defenses you have, that's why I'm not requiring dev. You say that the facilities are essentially corporate offices with private spaceports, yet there's no mention of any spaceports beyond that. I'd imagine that's why there's anti-starfighter defenses, but if that's not the case, I really don't get why they'd be there. I still wonder what might warrant the shield generator for this kind of location, also. You're other edits are perfect.
 
[member="Zeradias Mant"]

Added another bullet point. The shield generator is there to protect the facility from most forms of casual orbital bombardment, like the kind a corporation might level against its competitor.
 
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