Grimoir Norbaalicus (Please Keep Comments Clear)

Nor'baal

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This is all for next TL. If you have feedback, plonk it in a PM.


Yes, I will be editing stuff.


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Nor'baal

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Darren Maximilian Harquin Romulus Reed

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Species Corellian Human
Gender Male
Age 30
Citizenship Correllian
Titles Doctor
Profession Galactic Entrepreneur/Xenoarcheologist
Force Sensitive Yes (Unknown)
Affiliation Smuggler/Research Fellow (University of Kuat)
Rank Captain
Faction Hutt Cartel
Level 1
With his Father serving as a Smuggler on the world of Corellia, Darren was raised with a loose understanding of the legality of things, and it is hardly surprising that he fell into the Smugglers life as soon he was able to steal himself a ship. Working the space lanes from his late teens, Darren learned the hard way what it meant to be on one's own in an unforgiving Galaxy.

He ran a few brief jobs for the Hutts, earning himself some contacts and associates on the smugglers moon, mostly running jobs between there and Corellia. With a collection of contacts at numerous bars and cantinas across Hutt Space and Corellia, he was well set to push his business up the ladder and into the league with some of the bigger names in smuggling.

Serving a stint inside the University of Kuat, Darren is a Doctor and Fellow of the Campus, having passed a degree in Xeno-Archeology with honors. Naturally this comes as something of a shock when those who know him find out, and it comes as more of a shock when they see he has penned several papers, and lead a collection of digs across the Galaxy.

Of course, with a sharp wit and an eye for a deal, Darren found himself needing to talk his way out of problems almost as often as he had to shoot his way out of them - and before long he became something of a conman and a swindler - making the rounds of the local hustle scene and earning himself quite the reputation as a ‘Galactic Entrepreneur’ within the circles of similarly minded scum.

Naturally his career has evolved over time, and with his personal keen interest in Xeno history, he considers himself to be a ‘Xenoarchaeologist’ - despite a great many others preferring to call him a grave robber.


Contents
  • Biography
    • Early Years
      • A peaceful life
      • Working for the Hutts
      • Pilot to a Lorda
      • New Homes
      • Horror at Holoworld
      • Mining for Gizka
    • Desperate Times, Desperate Measures
      • The Harp of Sardan
      • The Lost Statue of Krath
    • The Gambling Circuit
  • Personality and Traits
  • Abilities and Skills
    • Luck
    • Charisma
    • Intelligence
    • Perception
  • Equipment
  • Ship
  • Threads
Biography

Born on his Father's ship, to a mother he has always been told was ‘A bit of a looker but not much for conversation.’, Darren gave up attempting to find the name of his other parent long ago, his Father always shutting him out should he probe to much. Growing up in the space lanes, it was unsurprising that he to looked to become a Smuggler as soon as he was able, and stole away in a ship of his own - with the assistance of his Father. Both risking prison in stealing a ship from a Corellian Businessman and bolting, ship by ship into the star's.

Early Years

Going their separate ways when he turned eighteen, thanks to a job arranged by his Father to deliver Spice between Hutt Space and Alderaan at first, Darren wished his Father well and headed into Hyperspace. Naturally, the proceeds of his first job went almost in their entirety into outfitting himself with a pistol of his own, and then gambling, drinking and purchasing a sample of the transported product.

After his minor binge within the Cantinas of the Hutt Core, Darren moved back into the Smuggling business to replenish his bank account for the next big binge. However, almost a week into his second job his ship was halted by an unnamed vessel, and boarded by a team of pirates - who stole away his cargo.

Thinking quickly, Darren bragged that the ship's main item of cargo was secured within a safe, which contained a Hutts last will and testament secured on a data spike - the password known only to his contact. Hesitantly, the pirates agreed to spare Darren, and allowed him to keep his own ship in their hold.

In the following three months aboard the ship, Darren managed to consistently lead the pirates astray, pretending as thgh he was following the Hutts pleasure barge, always arriving just too late to make contact with his client. In secret, he had been broadcasting his location to another group of space raiders, and managed to make his escape as the rival groups did battle in the ship's corridors.


A peaceful life

Wishing to take a small break from the humdrum that had been his early years, Darren (more by accident than choice, although he would never admit it) was mistakenly enrolled into the University of Kuats Xeno-Archeology Course. The exact whys and wherefores of this change with each telling - ranging from a one night stand with a fraternity mascot, an odd bet, all the way through to a running gunfight on the roof of the University Building.

The truth of the matter is far less glamorous, with Darren enrolling onto the course as part of what he had hoped would be a long con to rob one of its senior tutors and their collection of Kuati Fundraisers. However, every cloud it would seem had a silver lining, and Darren took to the subject - which was basically a run of the mill course in how to find, and discover lost relics - and soon decided to use this off turn of events to his advantage.

Graduating as a Doctor in Xeno-Archeology, with Honors of course, he soon fleeced the University out of Grant, and became an honorary fellow of the University after bribing one of the more susceptible board members with what he told them was the first Crown of the Original Kuati Monarch.

Running several expeditions on behalf of the University, he soon came to see himself as something of a romantic adventurer - and to this day never forgets to remind people that it is Doctor Reed, thank you very much.


Working with the Hutts

Returning to Hutt Space, with his full cargo and a few rounds worth of stories - which naturally got exaggerated with each telling - Darren returned to the Court of a Hutt of the Anjurip Family, in which he took up residence as a Gambler and Thug - sponging off the free drinks and food of the Palace whilst looking for the next opportunity.

Pilot to a Lorda

Opportunity was to come knocking following the execution of the Hutts Pilot, a young Rodian that went by the name Reelo. Stepping up to the mark, and figuring that Piloting a pleasure barge couldn’t be that tricky, Darren offered his services to his new master - who gladly agreed based on the young rogues overstated past achievements and skills.

Introduced to his new ship, Darren was found in fits of laughter after seeing what he had to work with, an utterly colossal pleasure vessel that moved (according to Darren) ‘slower than its owner and twice as graciously’. His master, who clearly did not understand human humor, found this hilarious, and had the quote cast in metal and placed over his throne within the vessel.

Darren ran a collection of missions for his Master, slowly working to ingratiate himself more and more with the Hutts inner circle of servants, and naturally, the garrulous slug himself. Striking up a relationship with the Hutts head of security, a young Twi’lek Gunslinger, and making friends with his master's current Majordomo, he did his best to impress his Lorda in readiness for his next great plan.

In what Darren maintains was a complete stroke of genius, he pushed the Majordomo out of an airlock, and then put himself forwards as a replacement. Seeing no other viable option, the Hutt Lorda appointed him as Majordomo soon after - and Darren set to work on making the most out of his new position.


New Homes

One of his first tasks as Majordomo to his Hutt Master was to secure a new palace, as the previous Majordomo had died taking the security passwords for the current one with him. Bragging about how wonderfully talented in the field of real estate he was, Darren set to work - hiring (and skimming a little off the top for himself) a team of location scouts to track down a suitable venue.

Horror at Holoworld

With the first location passing the screening tests, Darren headed out to make the arrangements for the renovations. Arriving at the Holonet Fun World, a closed down Holo Theme park on one of the Hutt Worlds, Darren splashed out a few million credits on security and construction staff, and set to work demolishing some of the older rides. However, as time went on, the young Rogue soon realised that there was a great deal of money to be made if the construction failed as the Hutt had assigned the credits based on the project, paid up front - not reclaimed.

As such, he set to work on making sure that the construction effort failed - orchestrating, with the assistance of some reprogrammed construction droids, a series of construction accidents that left many of the staff under the superstition that the park was haunted. Not one to allow such opportunities to pass unexploited, Darren made use of the holoprojectors from the demolished rides to conjure images of fictional creatures on the evening of his workers most superstitious public holiday, and soon sent them packing - raving about ghosts - back to his master.

So as to avoid embarrassment, his master shut down the project, leaving Darren to pocket the remainder of the budget - his master none the wiser as to his involvement. Pouring the money into offworld accounts, and some wearable gemstones for safekeeping, Darren set about finding a new location for his masters vices.


Mining for Gizka

With the failure of the first project still fresh in his mind, Darren was presented with a second possible location - an asteroid in orbit around one of the Hutt throne worlds. Previously serving as a safehouse for some of the enforcers of the Besadii Clan, the Asteroid had long since fallen into disrepair, and was being sold on the cheap by the Besadii - looking to get rid of an asset that was costing far in excess than it was netting them.

Snapping the Asteroid up for an absolute steal, Darren made haste to bring in the team and set to work ensuring that the location would be commended and deemed unsuitable - enabling him to make off with the money once more. Overstating costs by an obscene ratio, Darren had to kill off one of his Masters inspectors in a freak drilling accident to avoid arousing suspicion before arriving at a suitable method to have the location written off.

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Purchasing, through a third party, a large shipment of Gizka Eggs, he had his reprogrammed droid partners place them in barrels throughout the mining complex, ready for germination and release. Naturally, with the rate at which they reproduced, it did not take long for the perfidious pests to pollute the entire location, leading to Darren bringing in flamethrower support to burn them out.

The resulting horrific stench, and tunnel collapse - which left one of his closest rivals and his Twi’lek lover buried under three-hundred tonnes of raw ore - ensured the abandonment of the project soon after, and Darren was once again recalled to Hutt Space to continue his search for the next suitable location.


Desperate Times, Desperate Measures

With his Hutt Master noticing - despite his advancing age - that Darren was getting more and more flamboyant in his dress, and more fluid with his money, a new head of security was assigned to oversee the next attempt at securing a palace alongside Darren. Formally of the Serreno Intelligence Services, the new hardheaded human security honcho was suspicious of Darren from the very start of the assignment.

Darren had decided to try and break into the Hutts former palace, now overrun by scum and other lowlifes, only to see his latest con foiled by the arrival of the new security chief. Diverting his efforts into the removal of the new man on the scene, Darren rewired his Droids to explode, and arranged for them to do so in hyperspace - whilst he made his escape in a pod. It worked flawlessly, cancelling the project and leaven Darren to make a battered return to his master, bemoaning the quality of hyperdrive systems these days.

Understanding that his days most likely were numbered, Darren broke into his aging Masters vault and stole away in the dead of the night with a small number of Kyber Crystals from his Masters private collection - breaking his ship out of containment and fleeing Hutt Space, but not before overloading the Palaces generator to explode, taking out his former master and most of his staff in the process.

His cons covered, and he himself presumed dead in the inferno of his own making, he lept into hyperspace, making for the stars, in which he felt sure the next big break would be found, only to be captured by a contractor hired by his former boss’ business associates as he left the jump.


Back on the straight and narrow

Imprisoned within a deepspace cell, having been moved from a less secure jail for inciting no less than three riots in as many weeks, he was rescued mid transit by his Father - who arrived at the head of a small horde of smuggling vessels to rescue his son. Thanking his Father by stealing his ship and leaving behind a brief note, he jumped into hyperspace and returned to Nar Shaddaa to take on a few Smuggling Contracts.

The Harp of Sardan

Having spent nearly six months running smuggling missions in a large and unwielding freighter, Darren picked up some rumours of a Hutt looking for an ancestral heirloom - know as the Harp of Sardan. Never one to miss an opportunity, he finished his current job and diverted course for the rumoured location of the Harp.

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After nearly a year of digging and searching, and several expired loans and millions of credits later - he came to the conclusion that actually finding the harp was to hard, and decided just to forge a fake one. Paying a few thousands for a forger, he quickly recouped his losses by selling the harp to a delighted Hutt collector, who paid of his Bounties with the Alderaanian Authorities on top of his actual payment.

Fortunately for Darren, the Hutt died of an overdose that evening - and was thus never around to see the forgery exposed by one of his guards, who Darren paid off, and then shot for good measure. Afterall, one could never be too careful.


The Lost Statue of Krath

Seeking a new adventure, Darren took once more to the Cantinas and bars of Hutt Space, and soon found news of a buyer, looking to make purchase of a Statue of immense value, said to have once belonged to the lost race - The Krath. His interest piqued by talk of credits, Darren made his rounds and sourced equipment and droids to assist in his latest venture, and made his mission a simple one - to be the first man there, and to take the statue for his own.

Tracking rumours of the statue down from moon to planet, he eventually stuck his luck on the Asteroid Belt of Kafrene, discovering a lost tomb, filled with Jedi Holocrons and much much more. Recording the location of the tomb, and wiping such from his Droids, he was rapidly taken to task by the Tombs Jedi Guardians - all of whom took a strong dislike to the would be thief.

Making rapid his escape, he vowed one day to return and claim the statue.


The Gambling Circuit

As a newly monied man, Darren took to the world of Canto Bight, opening a Casino in a joint venture with a number of Crime Lords, Smugglers and fellow swindlers - intending to make it one of the most unsuccessful Casinos in the system, as part of a wide spanning con to fleece the local authorities out of a significant amount of money. The con was a long one, which required that the Casino appear popular, before declaring bankruptcy and the investors recouping their property investment by selling the failed business to the Government, which under local custom would be required to pay full price for it.

Lacking the patience for such a con, Darren agreed to hold the money of the collective investors, and promptly stole it all and fled the planet to pay off some of his other debts, tipping of the authorities to his collaborators plans - as being in jail would hinder their ability to have him killed.

Returning back into Hutt Space and taking on a few small smuggling jobs whilst keeping his ear to the ground for the next heist, Darren paid down his debts from previous work - and pretty much found himself back at square one.


Personality and Traits

Throughout his life, Darren has been a smuggler, rogue and a conman. Personally, he has always preferred to be called a ‘Entrepreneur’ and often times a Hero, although the legality of such claims is heavily subjective and contested. In many ways this is mirrored by his nature and attitude, being a shallow and self centered person; prone to taking risks and all to quick to double cross people. Despite, or perhaps because, of this he purposefully covers up his past, keeping people guessing as to his true nature, ever a man of smiles and charm when trying to get what he wants. He enjoys the art of the deal, the thrill of the chase and the daredevil nature or risk taking and bets, and often claims to be a man of honesty and integrity, although this is far from the truth.

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Preferring to take a back seat when surrounded by others, and merely wait for a time to shine or an opportunity to exploit a situation to his personal gain - Darren does not shy away from leadership if the situation is dire. Likewise, he is seen as headstrong when under pressure, and prone to acts of brazen and shameless self aggrandizement - often seeking to make himself the center of attention when nobody else steps up to the mark. When it comes to romantic relationships - he often seeks women out for their money and influence, and the benefit it can bring to him, and as such as never been able to hold a relationship down.


Abilities and Skills

Darren considers himself to be a man of many and diverse talents, ranging from simple card tricks through to advanced data slicing. He is fluent in several languages, including Shyriiwook, Sullstese, Basic and Droid Speak - although he is unable to speak Huttese he can understand it. Broadly speaking, his skills can be split based on his professions as follows.

Luck

Whilst hard to quantify, Darren has been a lucky man for most of his life; whether it be getting out of a scrape just in time, or be it calling a bluff over a game of Pazaak before it gets ugly, he just seems to have a sixth sense for trouble. Personally Darren calls this his lucky streak.
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The truth is far different however, and unbeknownst to him Darren is very mildly force sensitive. Unlikely to be strong enough to be trained fully in the ways of the force, his abilities manifest themselves in ‘odd gut feelings’ and little else. This being said, when it comes to cards - he does like to augment his luck on occasion.


Charisma

Thanks to his calling as a Conman and ‘Entrepreneur’, Darren has a way with words. Able to sell pretty much any idea as the ‘Best thing since Blue Milk’ and quite capable to assuage the doubts of the strongest critic, Darren has a silver tongue and a keen wit. A charmer in every sense of the word, he has made sure to be able to speak as many of the mainstream languages as possible to help with his day to day.
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Capable of speaking and understanding fluently, Basic, Sullestese and Rodian, as well as Droid Speak and several Trade Languages, he can understand but not speak Huttese and Shyrwook.


Intelligence

Trained and honed at University, alongside his own enrollment in the College of Life, his keen mind lends him many skills. A capable mechanic and engineer, Darren has a mastery over the minutiae of Security Systems, and ancient locks and mechanisms. He can read several ancient languages, and considers himself something of a Crypto-Scientists when it comes to decoding some of the more ancient texts.
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With his educational background in Archeology, he is a keen ancient architect and historian, and can use his knowledge of history, geology and more to seek out ancient ruins and work out the best (yet often not the safest) way through them. Thanks to his other way of life, he has a keen knowledge of explosives should he ever need to make some himself.


Perception

With a slight of hand honed through years and years of practice, he is a great pickpocket and conman, able to shift cards in a deck without anyone noticing. This perception also ensures that he is a keen shot with a side arm, although when it comes to hand to hand combat, Darren often has to use underhand tactics, or his personal favourite ‘GTFO’.
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Combined with his sharp aim with a pistol, he has a moderate skill at the controls of a ship and a speeder, born of practice rather than training. All in all, he is a well rounded individual, who could do with being a lot sharper in the field of combat should the occasion arise.


Equipment

Darren prefers to travel light making it easier to run away so as to avoid appearing to flamboyant. To that end he normally is armed with a simple blaster pistol, which he prefers to keep in a hip holster, and a further holdout blaster which he conceals in the back of his belt, Hiding a small security kit in his boot, he makes use of a personal datapad and normally does not make use of armour - as he tries to avoid violence whenever possible.

He does make use of several wrist mounted items, normally hidden underneath his sleeve and often mounts his datapad on one to distract people from what lies beneath. Currently he makes use of a small wrist mounted blaster which is concealed as a bracelet, which he uses as the ultimate underhand trick. dabum, tscch. He makes use of several security spikes, which he normally stores in his top pocket of his jacket.

Of course, he has a pack of Sabaac and Pazaak Cards - as well as a few fake or mirrored holocards, as well as a set of loaded dice stored on his belt. Stored within his belt can also be found a few servings of bacta, as well as a small communications jammer and a personal communications device, alongside a small rebreather and grappling rope.

Aside from his personal affects, Darren has a Piloting and Logistics Droid which he purchased second hand a while back, as well as an Astromech Unit which he took with him from his time spent as a Majordomo to the Hutts. Both are unarmed. His personal wealth is limited, thanks to a collection of debts, gambling gone wrong, and his personal misfortune in recent months - he is currently next to destitute.


Ship(s)

Over the course of his life Darren has piloted, owned and stolen several ships and trade vessels - however rumours of any such grand theft auto he stringently denies. Starting out with his own personal vessel, which he then lost in a trade off with the Hutts, before moving onto other client owned ships and even at one point a merchant caravan he liberated from his father - he has been behind the wheel of many a vessel.

His first ever ship was an unremarkable trading vessel owned by a Corellian Businessman, which he borrowed full time and with no intention to return with the assistance of his father, modifying the ships engines and attaching two point-defence cannons. Intended to run smuggling jobs, Darren formed a strong attachment to the ship - only to quickly sell it one three years later to pay down gambling debts accrued on Hutta.

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His next stint in the Captain's Chair took him to the helm of the Hutt Pleasure Yacht Boontana, a ship he served as Pilot and Commander of for nearly a full year. Highly unwieldy, and protected by a team of three small fighter ships - the vessel itself was completely unarmed, and manoeuvred terribly. The ship was lost in a freak accident some years after Darren finished serving as its Captain.

Briefly, Darren took command of a small commercial ship to cover for his supposed double life as a ‘Baron of Serrenno’, before trading this vessel in for a Royally Commission Alderaanian Yacht, which he borrowed the night before his wedding to its owner's daughter. Stealing away with the ship, and its crew - he sold both to Zygerrian Slavers before his arrest and subsequent imprisonment.

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Following his rescue by his Father, Darren made off with three of his Father's largest smuggling transportation ships, having inspired and tricked their crews to join him instead, and served for a short while as a treasure Hunter. The three ships served him well, as did their crews - before he offered the vessels up as collateral on a loan to enable him to buy into a Casino group.

When the Casino folded, the ships (and several members of their Crew) found themselves seized by his creditors, with Darren himself making all due haste for the nearest Starport with his ill-gotten gains, and purchasing his next vessel to jump planet in. Downsizing considerably, and possibly against his will, Darren purchased a standard freighter - one clearly intended for ’Free Traders’, and modified it for his own personal use, clearing out one of the rooms for his private bedroom and office - and bringing on his Astromech and Piloting Droids.


Contacts and Affiliates

Jared Reed - Father - A famed smuggler Captain, who stands at the head of a modest collection of ships, Jared has been known to condemn and to support his son in equal measure. They have a rocky relationship, with the last interaction they had seeing Darren make off with his Father’s ship.

Former Affiliations

Over the course of his cons and various jobs, Darren has held several real and fake positions which are recorded here:

  • University of Kuat - Doctor
  • Anjurip Family - Pilot
  • Anjurip Family - Majordomo
  • Casino - Founding Partner
 
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Nor'baal

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Rancor Company

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Type Special Operations Branch
Designation RC
Part Of Alderaan Royal Guard
Founded -
Headquarters N/A
Area Served Remote
Key People -
With the Borders of Galactic Space being pushed further and further into the Expanse of the Unknown, budding colonists, prospectors and more still find themselves in need of a little muscle. Indeed, it is the protection of their assets abroad that stands at the top of the agenda for many Core World Governments. The Noble World of Alderaan is no different, and whilst in the centuries to come they will be seen as a paragon of Galactic Society, let it not be forgotten as to how such status was achieved.

Rancor Company was founded to protect and to serve those who find themselves isolated from the support of the main Government and Military of the Noble World of Alderaan, its existence denied and its people cut off - intended to grow with the colonies their protected, and act as a silent dagger in the hands of the Alderaani elites.

Originally little more than a force of semi-professional rangers and contract hunters, Rancor Squadron had its sights set on growing and developing into a Special Operational Branch fit to hold the responsibilities which they had been assigned. Making a name for themselves in private wars and conflicts of the Alderaani they operated under a strategic directive to ’Strike Hard, Strike Fast, and without Warning’, operating on a base of resources they had to build themselves, and reaping the rewards as and when they succeeded.

As the saying goes if you have a problem... if no one else can help... and if you can find them... maybe you can hire... Rancor Company? Yeah...that’s how it goes.


Contents
  • History
  • Operations
  • Operating Structure
    • Squads
  • Assets
  • Player Commitment
  • Expectation vs Reality
  • Inspirations
  • Intent
History

Born of a need to have a group of Military Personnel that could be deployed and then, should they screw up, deemed rogue and ignored, Rancor Company is a disposable ‘Spec Ops’ Company established by the Alderaanian Military. Founded a mere three months past, the group is in its formative stages, and has yet to achieve anything of note.

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As they have yet to establish themselves in the eyes of their superiors as a force worth investing in, Rancor Company has nothing in the way of assets and equipment, bar a small hanger on Alderaan and a rusty Protocol Unit. The group has been assigned counter-piracy missions, with the intention to see the squads within the Company trained up for more serious assignments.


Operations

Due to its relative youth, Rancor Company does not have carte blanche to do whatever it wants. All of its ‘Operations’ are thus assigned through ‘Executive Orders’ from the Alderaani Government, which are as follows -

Anti-Piracy Remit - Executive Order #01 - The first ever Executive Order assigned to the Company, this grants the group the authority to halt, inspect, board and destroy (with reasonable cause) Piracy Vessels within Alderaanian Space. It also enables the group to trace, track and capture suspected Pirates and to seize stolen goods within Alderaanian Territory. The group currently requires a warrant to enter a facility or property however. This Executive Order is currently active.


Operating Structure

Simply put, Rancor Company will operate within the NPC Faction of the Kingdom of Alderaan, and will work in squads. Each squad must be filled before the next one will be made. These Squads will be operational units in their own right, built to a max size of four players only - one leader, and three specialists. Once a squads is filled, a new one will be made should there be interest to match.

Any NPCs gathered as a result of plots and expansion will be support staff only - as this group is inspired by Inferno Squadron think the engineers and background staff on the Corvus. Orders will come down from the NPC leaders within the Alderaan Faction, with the seniority of that NPC being reflected by the average level of the squad under their remit.

Therefore, a level one squad will have some minor noble giving them low level missions. A level four squad will have a high ranking level four noble etc etc. Alongside this, it is important to note that the Alderaan Government do not allow members of Special Branch to resign this means that the only way to leave the group via RP would be defection, death or something equally as elaborate.


Squads

At present, the Company can support and deploy one squadron, known as Alpha Squadron which is made up of the following members.

Assets

Each squad in Rancor Company MUST start out from scratch. This means they will all build their asset base up through roleplay, and to start with shall have only their personal gear and nothing else. Currently it is fair to assume that Rancor Company squads have low level weapons, and armour that you could find readily in the markets. As the group grows, this shall be reflected in their assets.

Currently the group can ‘boast’ a hanger on Alderaan and a Protocol Droid affectionatly called ‘Rusty’.


Player Commitment

As you may have guessed, should you have read this far, this is going to be a close knit team/group, with a focus on combat, guerilla warfare and other such styles of RP. As a result of this, most of the non-social threads that Rancor Company enters will be centered around one squad, which means players must be committed to entering every OPEN thread that is a planned Squad Mission.

All missions will be squad based, and all members of that squad will enter each mission, so be prepared to be in PvP and combat frequently. Good sportsmanship is also a must, so please bear that in mind.


Expectation vs Reality

Whilst advertised as a special forces group, Rancor Company is not anywhere near the level people may be used to. This will be a long haul, hard graft - and assets can be lost much faster than they can be gained. So, whilst the expectation may be that we would be joining some hyper elite super ninja group, the reality is you are joining a bare bones team, that needs to work damn hard for every single bit of good luck it gets.

It must be noted here that, no matter how well we do as a group, we will not be pushing to be in the same league as a main faction, and would like to keep small, the ultimate goal to be a collection of elite squads based off a mobile HQ, doing cool missions, rappelling down buildings, and shooting fools.


Inspirations

To give people a final idea of what we are looking for here, this group is inspired by Metal Gear in its approach and style to missions, as well as Havoc Squad, Inferno Squad and the Republic Commandos from the books and games. It is a close knit team of wannabe elites, so comradeship, training and such should be expected.

Intent

The intent behind this group is twofold - firstly I want to make a sandbox group that people who like the combat elements we see in previous timelines, such as within Stormtrooper and Rebel Cells, can come and play in. Secondly, this group could - should it grow well - explore the ‘SWRP Canon’ for the foundations of the ‘Republic Special Forces’ we see in the Video Games.

Ideally, (and we all know ideal worlds do not exist), I would like to see this group grow from a ragtag collection of men and women with second hand rifles, to the group we see in the Cinematic Trailers for SWTOR - with training, armour and weapons to match, and a reputation for expertise and deadly skill.


Template by @Nor’baal.

 
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B. ATTOL


ID FILE #985764
BASIC INFORMATION
[FULL NAME]
BAREN ATTOL


[ALIAS]
RANCOR TWO


[DATE OF BIRTH]
UNKNOWN


[SPECIES]
HUMAN


[FACTION]
N/A


[RANK]
N/A


[GENDER]
MALE


[HEIGHT]
101


[WEIGHT]
79


[HAIR COLOR]
BLACK


[EYE COLOR]
BLUE


[LAST SEEN]
ALDERAAN


[STATUS]
ACTIVE


[FORCE SENSITIVITY]
N/A


[THREAT ASSESSMENT]
HIGH


[ALDERAAN DEFENCE FORCE FILE]
Private Baren Attol was born to a family of farmers, and had an unremarkable life from an early age. Dropping out of college, following a lacklustre (at best) academic score at early educational establishments, he fell in with cadet programs, and was soon picked out by recruiters to join a Military Program.

His parents passed away in a speeder incident - later revealed to have been arranged by a mercenary group, collateral damage in an ongoing dispute between some of the ruling houses. Alone, he practically fell into the hands of the Military Ruling Class, and was soon enrolled into a military training college.

Graduating from a Royal Military College at the top of his class, Private Attol was rapidly placed into a local policing outfit, and passed firearms training to serve as a ‘Rapid Armed Response’ Operative, a capacity in which he serve for three years. Working within the Policing Structure, he was assigned the duties of remaining on call, to respond to armed incidents in the local townships and estates.

During this time he received training in field exercises, firearms and explosives, hand to hand, alongside basic medical instruction. He was moved up into ’Special Branch’ soon after his stint in the Police came to an end, and passed the tests required for training as a Close Protection Officer for a junior member of the Alderaan Royal Family. He served in this capacity for three years, before being rotated out to a private role, which was not made public knowledge.

He has completed various missions within his homeworlds borders - working to crack down on Piracy, Terrorism and high level crime. Having completed several operations within an unnamed ‘Special Operations’ Branch answerable to the defence forces, he as reasonable combat experience.

Privately, it is understood that he has been assigned to the newly formed ’Rancor Company’ and is currently awaiting his first deployment.

Current (Official) Status: Classified.


[FAMILY / ACQUAINTANCES]
Attol has one living relative, currently in residence at a care home on Alderaan. His mother (name unknown at this stage). His father passed away in active service a decade ago, and Attol is unmarried.

[ASSET SUMMARY]
Attol equips himself with the standard issue gear for his station (additional gear not shown here must be named in the thread itself) such as a basic combat body glove, which offers resistance against stabbing weapons, and insulation in extreme temperatures. Over this he wears a simple bantha leather jacket and combat trousers.

Aside from this, his basic weapons normally consist of a combat knife, clutch of flash and thermal grenades - and then a submachine gun and pistol. He does not own a personal ship or speeder, with all of his resources being tied almost directly to his employment within the defence forces. Any additional assets/equipment will be listed in the thread in which they are used - or otherwise listed here.


[TACTICAL SUMMARY]
Attol has received several tiers of military training, which whilst no substitute for experience, has left him with competent skills in firearms use, explosives, hand to hand and basic medical experience. He has picked up fieldcraft, and an understanding of the piloting of vehicles and ships as time has gone by.

Specialist training, as and when it is completed, shall be shown in this section. He can speak Basic, and has an understanding of Sullstian, Rodian and Huttese - although he cannot speak them. He can understand several droid languages, and understands and can communicate in battlefield sign language.


[THREADS]
Threads go here.




@Livgardist
 
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Nor'baal

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Umbrix Kel-Tor

latest


Full Name: Umbrix Kel-Tor
Species: Human
Gender:
Age: 40
Citizenship: -
Force Sensitive: Confirmed
Affiliation: Jedi
Rank: Knight
Level: 1
Varik Esper Antilles,
.


Contents
  • Biography
    • Apprentice
    • Knight
  • Personality and Traits
  • Skills and Abilities
  • Equipment
  • Ambitions
Biography

Born on Naboo, probably in the Lake Country, because sand is irritating blah blah
.


Apprentice

Joins Jedi after testing, apprenticed off as soon as he can to master something something.
.


Knight

Becomes a knight blah blah, did some stuff probably during this time
.


Personality and Traits

Described by some as ‘Wise beyond his years’ and by others as ‘More of a thinker than a doer’, Umbrix has a kee interest in the history and teachings of the Jedi, which he seeks to expand upon as something of a spiritual goal. Unable to understand why people would turn their backs on the ‘True Path’ that is the Jedi way of life, he has yet to fully empathise with the split in the Order.

A deeply compassionate man however, he prefers non-violent solutions to the alternative, which has added to others thinking him more of a talker than a warrior. Despite this, he does not slouch from his combative training. Devoted to the Order, and its core principles in the Code, he is a staunch loyalist to the Jedi Council.


Skills and Abilities

Competent in the ways of the force, at the level one would anticipate, he can make solid use of most light side force powers, however he does his best to avoid having to use them. Able to speak basic and understand Huttese, he considers himself a ‘Guardian’, and takes practice in physical exercise, force use and sparring daily as part of a rigorous routine of self discipline.

It comes as a shock to many however, that he is a practitioner of Form II - Makashi - lightsaber combat. He is well practiced in fencing, and very agile - with a mastery of footwork that has come from daily practice. His form is focused on avoiding disarmament, precision and control as well as balance. Naturally, it has drawbacks against rapid fire blasters, or fighting more than one opponent.

As such, in combat with more than one opponent, he must often seek to isolate them and pick them off one by one.


Equipment

A man of little means, he has no personal possessions beyond that which he carries with him - namely a selection of basic robes, and a utility belt containing a rebreather, commlink, bacta and a grapple line. His most prized possession in of course, his lightsaber, which has a curved hilt, and green blade.


Ambitions


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