Lost Workshop

Lost Hero

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Galactic Shockball League

Description

The GSL was founded not long after the Battle of Coruscant and had gained popularity over the last few centuries. It operates as a regulatory system for the various franchises that compete every season. It’s goal is to reach the largest markets possible by delivering a form of Shockball easily watched by casual and hardcore fans alike. It does this by having many rules in place that make the sport more civilized than its pick-up-and-play origins. Although it’s franchise teams are all across the galaxy sans Old Empire, the galactic headquarters where the commissioner, the promotional staff, accountants etc. operate out of; this is also the place where the yearly GSL Draw takes place, in which players can be signed on to GSL teams for the first time

History

Decades after the Journeyman’s Shockball Federation was formed (at the time just know as the Shockball Academic Circuit) interest was high enough that many saw the next logical step as the creation of a professional league. Thus, the GSL was founded. It was created by a committee of investors who were sold on the idea by Azmur Djellan who was the face of the original league in the early days. At first the league only had 10 teams, as though the sport was very popular on a casual level, the consensus on whether it would make an entertaining sport on a galactic level was yet to be made. The League struggled through its first season, which at that time just ended with the top two teams by win/loss record facing each other. However this didn’t lead to a very epic climax most of the time, as it could be over in just a few minutes. Over time though, as the formula proved viable, more owners and sponsors came to play. Soon the number of teams quadrupled to 40. This led to a major boost to the sport’s popularity as more players of professional caliber were needed, leading to more academic institutes creating teams of their own and joining the JSF, making that league even more important now.

The League ran into more problems later on down the line as matches were so short on occasion that if left many spectators regretting their purchase. Advertisers that ran their ads often lost money because matches were too short for all the ad space paid for. This led to a major change: the quarters system. Essentially it quadrupled the play time by making each quarter its own contained game. If both teams won two quarters a fifth tiebreaker quarter was played. This very much elongated matches making it more competitive and also causing a major mixup in the way teams strategized. This solidified the sport as a spectator sport. It was the success in the face of this obstacle that would kickstart the growth of the league.

Over the next few years franchises continued to join, and the GSL began to gain a reputation of never saying no to a proposed franchise. This wreaked havoc on scheduling and the ensuing seasons were constantly in flux. At the height of this period the league had 162 teams. Hardcore fans of the sport couldn’t watch every single game and many fans could do little besides support their local team and hope they’d get to see them in the Final Eight. This also meant there were several teams that had never played each other, and probably wouldn’t before the end of the decade. Simultaneously, anti-alien sentiments were causing a wider and wider divide in the Imperial Republica. The League came to the decision to cut most of the teams they had approved, including some that had yet to play an official game. They started by cutting the teams made up of mostly alien players and teams from the Outer Rim.

This led to the founding of their rival the All Galactic Shockball Association that capitalized on this culling of teams by forming a new league that promised no discrimination and giving the cut teams a league to run to. However this rivalry has always been skewed unfairly as controversy and poor safety conditions marred the AGSA’s reputation to an irredeemable state. Its teams were caught fixing games, fraudulent franchises and the death of a player all dragged its name through the dirt. It does however still run its season concurrent with that of the GSL. Despite the competition the GSL remains the most watched league and has regulated the max number of teams to 32.

The final major change was their largest. To make the game even more strategic the game was changed from a last man standing setup, with hit players staying down until the end of the quarter, to a point system where hits counted to the quarter total and hit players were back in play after a minute. This received heavy criticism at first as many purists believed it went against the very foundation of shockball, but over the course of the century fans grew used to the new form of play. It also helped that it revitalized the strategies and tactics used by teams and would also show that Shockball could be changed, leading to future variations of the sport that help maintain its popularity to this day. In the present day Djellan lives on in the Djellan Prize, an award given to the most influential player or team staff of the year, though some years its been used to highlight a very popular player.

Most recently, with the Sith Civil War all the teams that were based in the Old Empire were banned from the league, leaving a major gap for new teams and new talent to step up and enter the league. Many investors are willing to buy in to new teams and there is still a lot of buzz as to who the new teams will be and where they will hail from. In other words, it’s a great time to be a Shockball fan and an even better time to be a hopeful franchisee.

Structure

The GSL operates as a franchise and management entity. Internally it is run by a Commissioner and has hundreds of staff to manage finances, brand deals, advertising, franchisees, and rules. This overhead entity is what keeps the thirty-two franchises in check and runs the GSL Draw every year. This organization also has an investigative department for claims of fraud, cheating or fixing arisesOutside of this entity are the franchisees who normally have an owner, a general manager, various coaching staff, promotional staff, rally dancers, and most importantly players. Each franchise has to have a name, a place to call home whether it be city, planet, system or sector. In this area they must build an arena that isn’t up to the GSL Code and can house at least 200,000 attendees. These arenas do not however need to be built from scratch and many teams use arenas that have other functions when not in use, such as concerts, operas and other sporting events. Each team has a salary cap to ensure they don’t overspend on players and go bankrupt. A team has to have at minimum 10 players on their roster in anticipation for injuries and trades, but can’t have more than 33 players on their team. No alien species taller than 9’ can play, nor can species with precognition or reflexes impossible to be matched by a human. The teams must have a copyrighted logo, a home uniform and away uniform.

Assets

Within its own umbrella the GSL has their offices on Coruscant which consists of many floors and a large conference room where the annual Draw takes place. Also on Coruscant they have Storm Field, the largest arena in the league and where every GSL Championship is held at the end of the season. This arena has equipment capable of broadcasting the event all across the galaxy on the HoloNet. It has booths for commentators of all the major languages. Shyriiwook, Huttese, Ryll, and many more. It has conference rooms for post game interviews, it has a variety of restaurants and gift shops for attendees. And most impressive of all the stadium can seat approx. 800,00 and has standing room for 300,000 more. This makes the stadium a little pocket city in Coruscant full with several modes of transportation and holograms in every corridor to ensure those not in the stands don’t miss the action. The organization also has several local offices that promote local leagues and work with charities to promote healthy childhoods all the whole making their brand more universal. The offices normally have training areas designed for casual players who need a court to play. These local offices can also serve as consultants for the local franchise for rules and scheduling.

Roster

The GSL has many affiliates since it is so prolific. Besides its franchises it is affiliated with many holonet networks and providers, several charities and schools, and it has close relations with the JSF which grooms many of its future players for the professional level. The GSL is formatted for 32 teams, though 12 franchise spots are available for new teams at the moment. Below are the current established franchises.

Team Name: Arbiters
Location: Manaan
Colors: Blue, White and Black
Notable Players/Staff: N/A
History: A middle of the road team, the Arbiters had four memorable seasons (475-479) that ended with a championship title. These seasons were characterized by the star player Alwis-Uin Rancorian and offensive coordinator Jamala Fnik, who both retired shortly after the title victory to get married and have a child
Current Roster:
(TBD)

Intent

This write-up is made in conjunction with the lore write up found here. The intent is to bring Shockball to the site, which as stated in the lore write up I believe can add another layer to several facets of the site. I think it can become a fun pvp and pve option, as well as a great role play tool for sabotage, espionage, underworld dealings and the like. I believe some good storylines can come of this and more than anything I want members to have fun with it, which is why I’ve purposely left the list of franchises nearly vacant so teams can be introduced naturally as needed for backstories or pvp or other events. Most interesting to me would be the use of professional teams backed by opposing factions giving normally explosive encounters a tense truce off the field during play.
 
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Lost Hero

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Journeyman’s Shockball Federation

Description
The JSF is an amateur shockball league and the most popular of its kind. It is comprised of many teams formed as an extracurricular outlet for schools and academies. Although there a great many more team

History

Shockball wouldn’t be a major sport across the galaxy had it not been for the Journeyman’s Shockball Federation. But even that is too ahead in our story. We need to go back to two significant figures: Vora and Exycian Sassis. These two might be the most pivotal figures to the history of the sport. For millennia the idea of the sport had existed in one form or another across the galaxy and was a popular sport among the younger demographic. Two of these such children were the Sassis siblings. It was inevitable really. They were born into shockball, which still went by various names such as hitball and chuckdodge. Their father owned a small store where he sold toys & games he made by hand, but by far his most popular item was the cesta. The foundation of his designs still live on to this day, becoming the galactic standard for the sport. Meanwhile their mother was a personal trainer borderline obsessed with fitness, who groomed her children for various sports.

The brother and sister duo were extremely competitive and began settling disputes with a match of chuckdodge. These matches got increasingly intricate as they aged and they began drawing crowds. The sport took on a new life on their home world of Malastare, and soon they both had groups of friends who sought to match their skill and the first chuckdodge teams were born. But, as always, life happens and people grow older. Exycian went to military school and Vora took their father’s concept on the road, spreading the higher quality equipment and higher level of play to other planets. Exycian dedicates his life to service, serving in the military until he was of retiring age, then returned to military school as a teacher. Meanwhile Vora had gotten married, had several children, and most importantly for the sport had created the first known league. It was made of of several teenagers from across the system who played each other for fun.

When Exycian returned he reunited with his Vora, and their shared love for the sport continued to shape their lives. Exycian has the idea of teaching his students their advanced form of chuckdodge to help them develop camaraderie and foster healthy competition at the school. With Vora’s expertise due to her creation of what was essentially a little league, they got to work. The Chuckdodge Club, which was formed at Exycian’s school, could be considered the first JSF team. Though the siblings would never live to see what they had helped create, they were always forward thinking. Even though there was no need, even though they figured no one would use it, their book the Comprehensive Guide to Chuckdodge is still referenced and studied to this day by coaches and players. The pair wrote the book detailing advanced strategies, important concepts, and more. It was a book detailing what professional chuckdodge could look like long before it was necessary.

Their last living accomplishment was ensuring all of Exycian’s children and all of Vora’s children would continue their work. At the time of Exycian’s death there were 3 schools with chuckdodge teams. When Vora passed away there were 9 such teams. Over the course of the century chuckdodge’s popularity would slowly rise, no longer being propelled by the siblings’ drive. However two of Vora’s sons Vint and Vlil, helped it along its path as they went to different schools to study different things, and both joined their respective teams. This led to a rivalry lasting their entire educational career which put new interest in the sport as for nearly half a decade there were no teams that could compete with the two Sassis led teams. As a result these two teams became commercially successful much to the surprise of the other schools. More clubs were created and the second generation Sassis children would live to see the creation of the Shockball Academic Circuit.

Long after the Vint-Vlil rivalry had ended the galactic standard curriculum had started preferring chuckdodge teams over other older sports and most schools played it to some degree. While most of these were casual teams just meant to provide a physical outlet for students, the better teams continued to play in seasons lasting the school year, nurturing the sport as it continued to grow. The next big boom came by the hand of Liliuy Nasaat. An accomplished inventor who would often visit schools to speak with children about science, she saw opportunity in chuckdodge. It was Nasaat that invented the modern day cesta and shockball. Originally the Shockball was just meant to zap the hit player to make them flinch snough that a referee could notice and ensure the player stepped out of play, something which was desperately needed. The cesta on the other hand started toying with the idea of an ever increasing ball speed, though that was still more experimental.

Decades later Nasaat’s designs had become standard for what were now shockball teams, and the Academic Shockball Circuit was born. Not much would change after that for a long while. There were incremental improvements like more advanced strategy, better padding and more clear cut rules. The most important thing that happened in this lull was the higher shock from the ball. Many teams started to treat their players with electro therapy so they wouldn’t flinch if they received a glancing blow, allowing them to occasionally get away with being hit. This eventually led to the sleep-inducing shock that is most well known today. Minor improvements would be made to the cesta as well, allowing it to launch the ball faster, they were also upgraded to count how long it maintained control of the ball making it easier to manage fouls.

Eventually, the sport became so widespread that a professional league was created: the Galactic Shockball League. The success of this league in turn bolstered the popularity of amateur level play as well. The ASC began taking shockball teams more seriously and geared their programs more towards the grooming of future professional players than anything else. The ASC and GSL worked together to make a deal. When the GSL Draw was created, the ASC became the Journeyman’s Shockball Federation as a part of the agreement to become affiliates with the GSL. Ever since then players wanting to go pro are expected to spend time first with an academic club in the JSF and then enter the Draw.

Structure

The JSF is made up of the best 64 teams in the galaxy, determined by a team’s average statistics. It does have a committee dedicated to regulating and managing the league, though unlike the GSL which is internally moderated, the JSF is part of the galactic school system and therefore is managed by government employees. Teams eligible to be in the year’s season must have 33 players, a school population of at least 10,000 and must have enough funding to support and maintain a shockball team. All teams are expected to do some form of community service or charity work as well. Though only 64 teams are broadcast on the HoloNet each year, every qualified team visits other programs to compete.

Assets

The JSF has an office with representatives in every system that has 1 or more Shockball programs. Though the JSF itself does not own them each team should have a field conducive to the sport and up to code. It’s main offices are in a government owned building on Coruscant. With its partnership with the GSL, the top 64 teams that play in the public season get to use the arenas of the professional teams instead of their school fields. It however does not use their largest stadium for their championship, since it does not maximize profits, instead it uses a smaller one owned by a different pro team.

Roster
There are hundreds upon hundreds of teams that fall under the JSF’s umbrella and each have their own name, players and staff like professional teams do. It has a strong affiliation with the galactic transit system as another government funded property that is necessary for visiting teams. It’s strongest affiliation of course is the GSL which gives them much of their traction as their canvases overlap heavily. Below are the currently established programs and clubs.

Team Name:
Location:
Colors:
Notable Players/Staff:
History:
Current Roster:

Intent

This write-up is made in conjunction with the lore write-up found here. My goal is to bring shockball to the site as I feel it can help flesh out the world and provide new rp opportunities both in pve and pvp. This organization functions more as a supplement to the other two organizations the GSL and Underground Circuit as I expect this to be used the least but could still be used as a backdrop for a present day thread or backstory detail or whatever members can come up with. This is why I have left the roster blank so that as others create the team they desire for their story I can enter it here to be referenced and used by others. I think shockball could be a cool addition to the site and this organization just helps to flesh out the concept and provide more freedom for future rp.
 
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Lost Hero

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Underground Shockball Circuit

Description

The brightest lights cast the darkest shadows. But hey, shadows can be pretty cool and a chill place to hang out. The Underground Shockball Circuit is the technically nameless unofficial league that is guaranteed to be larger than any other, though it keeps no official records so this cannot be proven. The extreme version of the sport goes by many names. Some are subtle like blastball, sometimes they are blatant like deathball, some are obvious like extreme shockball, and many more names are given to it on a planet by planet basis. For example a popular name for it on Tatooine is Sarlacc Sack. This league is for obvious reasons the most popular among the denizens of the underworld like smugglers and mercenaries. It doesn’t have you go through years of training, hours studying of rules and regulations, and it doesn’t limit species abilities. Most importantly, though it does have no lethal matches for beginners, its biggest and most well known games are the lethal shock matches. It’s the very identity the underground version of the sport was built on and continues to be its most popular event.

History

Like most things throughout history, if something exists, it can be altered from its original intention. During the early days of the GSL the league was trying to make its brand universal by putting its logo on everything. They also made several deals to mass produce shockball equipment for the masses. Though many claimed to have been the first, it’s safe to assume within the day the Shockball has been deconstructed, reverse engineered and modified for voltages higher than what was the maximum on a consumer product. Thus the daredevils of the galaxy reached the logical conclusion to make it lethal. Shockballs became flying electric chairs in a neat little package that could go as fast as a blaster bolt yet still be considered a sports ball. Almost as quickly as the use of these modified balls became popular, laws were passed banning them. It should come as no surprise that this did little to dissuade the practice of this variant of the sport. If anything it made it all the more exciting and lucrative.

Pretty soon criminals and pirates had their own little leagues of death that were used for various purposes. They could be used to settle disputes, provide entertainment, and give newcomers a trial by fire. Larger gangs and crime rings used shockball matches to resolve disputes as despite it still having a death count, it guaranteed the max combined death toll would be 45. For organizations with hundreds under their payroll ready to fight, this would be a comparably low price to pay. Large gangs could bring aboard specialists whose main role in the gang would be to participate in these bouts. Though some more ill-tempered leaders could refuse to accept defeat and start a firefight regardless, most who use this method operate under the “honor among thieves” rule.

It was also became a popular way to provide entertainment. For ages dueling rings were king, and they are still the most spectated underground sport, but shockball provided a more strategic bloodsport than just gladiatorak matches. Most organizations and bookies saw the potential success of shockball and either built a compatible arena in addition to their already established dueling ring, or made the dueling rings themselves compatible with the sport. Shockball also offered more longevity to fanbases over dueling rings. When a specific competitor gained notoriety and fame, they’d develop dedicated fan bases. However as soon as they died, so did their community. Shockball teams gave the average crooks and gamblers someone to root for in a bloodsport without having losing it entirely when a player died. This led to larger fan bases, longer lasting rivalries and more money exchanging hands.

The trail by fire was another popular use in underground shockball’s infancy. It helped criminal organizations get a better sense of a prospects character. It helped show off their physical capabilities, how they performed under pressure, how well they worked with others and how well they followed orders. For this purpose the normally deadly shockball had a lower voltage so as to only cause intense pain rather than death. Though some more extreme and unforgiving leaders would have even these early proving grounds be potentially deadly. It could also serve in itself as a recruiting process, with the last man/men left standing became initiated in whatever organization held the event, and like most of the early applications of shockball they persist to the present day.

Shockball still had more unexplored potential though. Many planets had local leagues and some planets became known for being home to especially ruthless teams like Nar Shadaa and Mandalore. But there was nothing on the level of the GSL, there were no teams with names recognizable outside of their sector. For smaller teams not even people on the same planet would know their names. The pioneer of what would be the modern underground shockball scene would be Ialtyn the Kind. Ialtyn was a Sakiyan of noble birth who performed a hostile takeover of his family’s assets and from them built his own criminal empire. His operations got large enough that in his later years he got tired of running such a large operation and “settled down”. What this actually meant is he found a successor while still alive to prevent discension and managed only one property: the Skip & Roue Casino. There he would only deal with those who came through the casino doors and managed the various floors of tables, dueling rings, lodging, companionship and more. Being an old man with too much money to spend in too little time, he went all in on shockball.

He built the largest stadium used exclusively for underground shockball that existed at the time and got to work. He invited 16 teams for a shockball tournament promising the winner riches beyond belief. The teams were owned by various vigos, pirate captains, and mob bosses that had invested in shockball and gained respect as the best in their areas of operation. For some of the teams they were among strangers, but they were in the same room with some of their greatest rivals. Had Ialtyn not been the host, the whole thing might’ve ended in chaos. The respect for him was too much however, and they all played nice for the time being. The eventual victors were the Boomheads, a gang that burned hot for a year or so but due to poor leadership fell apart soon after. The failed leader in question was Anye Yll, she was brash and greedy and despite her team winning, she was ungrateful. In a move befitting of the lack of foresight which would be her doom, she sold the prize to one of the teams taken out in the first round.

What did she give away, what was it that she deemed worthless? Another invitation. Along with a portion of the purse for the final bout, Ialtyn gave the Boomheads an invitation for every other tournament he ever hosted. Anye didn’t see the long term value and considered it worthless. The next year, Ialtyn hosted an identical event and the new holders of the Golden Ticket were the Razorwings. They played in the tournament, but wouldn’t see another as during a drunken fracas they lost most of their team soon after. When Ialtyn hosted a third event, the few realmaining Razorwings sold the ticket in hopes to help rebuild repay their patron who has lost a lot of money on the team. The ticket went to Kath Hounds, who in that years tournament lost all their players in their first match. This string of bad luck helped solidify a new tradition known as the Gift.

From then on, the invitation would be passed from the previous holder to another team each year. No team could have it more than once in a span of five years and it couldn’t be given to a sister team or something akin to it. This made the Gift a strategic question for whichever team held it because it could be as simple as giving it to a team that hat has no chance therefore increasing every other teams odds of victory, it could be used to pay off a debt, or sometimes give a very specialized team a chance to defeat a particular threat to oneself. Ialtyn himself would only see four tournaments as he passed away of natural causes, but his event is still to this day the most high profile underground shockball tournament and is the most looked forward to event of the year. The Ialtyn Invitational is now hosted by his daughter and son-in-law Sixxie and Dor Dockett.

Other bookies and fight promoters followed in Ialtyn’s footsteps and created events of their own. These events held semi-regularly give the underground circuit something that maybe resembles a season, the key difference being it’s not always the same teams that come to such events. Some of these events are by invitation only like Ialtyn’s, but others are open for any teams. Most notably of these is that of Attuma the Hutt. A sadistic kingpin, Attuma popularized the Hutt’s Demand variant of shockball, which operates as a first to 100 kills wins. As one could imagine this form of the sport becomes less of an arena and more a battlefield. Because most teams don’t have 100 players on their roster, for this event they often find other teams to pool with temporarily under one banner in order to qualify and enter. This event is the one most likely avoided by already established teams but can serve as a huge boost to reputation for the victors.

Reputation was and still is everything in the underground circuit. There are no records. Word of mouth is everything, and your team name wants prime real estate on the tip of people’s tongues when talking about shockball. While the major events of the year are great ways to earn reputation they aren’t relatively or guaranteed to help one’s name grow. Open leagues in the shadier cantinas of the galaxy are a great place for up and coming hopefuls. The more interesting way is by challenging another team to a match. This was risky however as the home team always made the rules. One year, the victors of the 25th Annual Ialtyn’s Invitational had so many challengers literally waiting outside their doorstep that for once law enforcement was able to make a huge bust. Relatively speaking of course, many of these challengers were rookies and hotheads, not true established figures in the scene. Their arrests served nothing more than a warning for future rookies to not repeat their mistakes.

The league was always a rather lawless place and had all manner of beings from all walks of life. Every species had a down on his luck outcast hoping that the defining skill of his life would be how well he could throw a ball. Every planet had a bright eyed kid thinking he could live out his dreams of being a sports star hanging out with smugglers, pirates and dancers. There were teams of droids, species with wings, aquatic species, huge species. One team tried to claim an acklay as a teammate. Even better, it was allowed. Best of all, the acklay ate both teams and ran off. In the Imperial Hutta quadrant, it’s not that rare for criminal gangs with imperial connections have a shockball team. Corruption is so rampant some higher ups don’t bust these gatherings at all, instead betting on them and mingling with the scum they are meant to destroy.

This extreme diversity is one of the most fascinating parts of the underground. The GSL tries to ensure everyone is on the same level: the human level. In the underground every natural advantage is embraced, even some unnatural ones like cybernetics for example. But, most recently there has been a shift. Before, there were some force sensitives who played, but most dreamed of becoming a sith. Now, during the Sith Civil War, the former GSL teams from the Old Empire were left with nowhere to play and this migrated into the underground. While they themselves were not forc sensitives, as those were also banned from the GSL, this created a connection that did not exist previously. Soon several sith hopefuls saw shockball as an opportunity to prove themselves in a form of combat. In a scene like the underground shockball circuit, there’s really no question why the sith of the Old Empire for so naturally. After all, what better sport that supports the Rule of the Strong better than win or die?

Structure

The underground shockball circuit, due to its illicit nature, has less of a rigid structure and more a loose group of affiliations. Most of the underground revolves around the Dockett crime family. Ialtyn served as a kind of godfather for the sport and he loved it on his later years and wanted to preserve it long after his death. Because of this any disputes or violations of the unwritten “save it for the game” rule are handled by the Dockett family. Teams can be rendered forever ineligible for the Ialtyn Invitational which can kill a career before it even begins, if they don’t respect you no one will. The Dockett family also has a nonaggression pact with other hosts though this peace has been strained a few times given the nature of the criminal mind. Though the Docketts have no say in what other hosts do, a heirarchy of information of sorts has formed. Local leagues and bookies report information of up and coming teams, individual players and coaches to those who host open events. Those who host open events relay their more cohesive and firsthand observations to the event hosts that seek talent to invite. These hosts of invitational events then relay their comprehensive observations and recommendations to the Dockett family, who from the entire underground scene must select 15 teams to bring to the Iatlyn Invitational, plus however holds the golden ticket. The only way to progress is winning and winning in style. For some this journey to the top takes years of hard work and dedication, for others all it takes is one play that becomes the story on everyone’s lips.

Assets

The underground shockball circuit has few assets of its own and primarily leaves things up to the teams to decide themselves. However, under its loose banner it does have three dedicated arenas for the sport of shockball. On the planet Sakiya the Dockett estate has the largest arena capacity wise complete with vendors, on field cams, commentator booths for various languages found in the Outer Rim and other smaller arenas adjacent to it which can be rented out to practice. On Nal Hutta there is a literally underground shockball stadium that forms part of Attuma the Hutt’s lair. This is the largest arena field wise though it can’t seat s many. These are also less conventionally comfortabl as most “seats” are just slabs of rock and those under Attuma use the occasion to sell a lot of spice in a single day. Finally there’s a well known ship whose name was lost to time that is now known as the Shockball Skeleton. The ship is beyond repair and simply floats in space adrift, however a big enough hole has been blasted on the inside to make room for a shockball arena. This means that the arena has no gravity or breathable air. This arena is maintained by the crew of the Singing Seamstress; a pirate crew that use he ship as a hiding spot and have turned a useless ship into a money machine.

Roster

There are hundreds of shockball teams trying to make it in the underground circuit, and there are plenty of ambitious gangsters looking to be the next Ialtyn or Attuma, so the list of affiliates is constantly shifting and is anything but a tight knit group. However, listed below are some of the various affiliates and teams that participate in the underground shockball circuit.

Event: Ialtyn’s Invitational
Invite Only: Yes
Brief Overview: 16 team single elimination tournament

Event: Attuma’s Demand
Invite Only: No
Brief Overview: Hutt’s Demand variant with 5 teams

Event: Skeletal Shootout
Invite Only: No
Brief Overview: Week long set of exhibitions to gain popularity

Team Name:
Location:
Colors:
Notable Players/Staff:
History:
Current Roster:

Intent

This write up is made in conjunction with the lore write up here with the goal being bringing shockball to the site. I think it helps flesh out the world, provide more pvp and pve options and provide a pastime for the citizens of the galaxy. I believe the underground shockball circuit will be the most used of the three as it gives a somewhat organized way of solving feuds and another kind of combat besides epic battles and bar fights. I think it could also add a lot to the Imperial Hutta sector highlighting just how hard it is to keep under imperial control and how rampant corruption is that it can’t be put down. I’ve left most of the roster empty so it can be filled overtime as teams come up naturally through the narrative others weave. And most important of all, I think it can be a ton of fun!
 
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Lost Hero

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NAME: Z’Flerrigan “Flerr” Rancorian
ALIASES: Scion
FACTION: Galactic Shockball League
RANK: Player
SPECIES: Kalleran
AGE: 21
GENDER: Male
FORCE SENSITIVE: No

APPEARANCE:
Flerr could be described as attractive to other Kallerans, but to other humanoid species his fishlike features could be too odd. Most of his attractiveness however comes from his build. He is no bodybuilder, but it’s obvious he is an athlete and has worked on every muscle group and maintained himself in peak physical condition. His skin is green like most of his species and has blue eyes, a rare trait in Kallerans. His right arm has several tattoos of tally marks, one for each shockball victory. On his left arm is an intricate sleeve of artwork with imagery akin to shadows, blood and mass graves

ATTRIBUTES:
As a professional athlete Flerr is very healthy and fit, able to sprint, jump, climb and throw better than most as his career depends on those abilities. He can also swim at a faster rate than humans can as Kallerans are a fish like species. He is also his father’s son so while he may not use his charisma to be a womanizer like his old man he can turn on the charm if need be. He is also a decent artist, most notably with tattoos. However, Flerr is very self loathing by nature and has only gotten worse over time, now suffering from depression. He is extremely pessimistic when he’s alone and speaks with malice when interacting with the wealthy people he doesn’t need to kiss up to. This often gets him into trouble if he ends up needing those he offended previously. Finally, he is a horrible leader in every sense of the word and avoids any form of responsibility outside of his own self.

PERSONALITY:
Flerr is hard working, but perhaps for the wrong reasons. He loves his family and would do anything for them. However he doesn’t let anyone else into his “family” due to his own self depreciation. Instead he gravitated towards toxic friendships and relationships where he is constantly insulted and made out and less than what he is because he feels he deserves it. He is very observant and pays attention to the small details. As an artist at heart he can see beauty in many things, just not himself. Just as he studies the way an opponent moves on the field, he studies how the leaves fall and how the branches sway to think of how he could replicate that in his art. He is also very reckless as since he doesn’t care for his own life he will take unnecessary risks, while some would call it cool, others would call it suicidal.

BIOGRAPHY:
Born in 480 ABC to Alwis-Uin and Jamala Rancorian, Z’Flerrigan was practically born in the ocean. His father was a gluss’sa’nikto and his mother was a Kalleran, both semi-aquatic species. On top of that, he was born on the mostly aquatic planet of Manaan. In his youth the family would take regular swims around the town, strengthening their bond and making Flerr an athletic child. What he was too young to understand at the time was the role his parent shad played on the galactic stage: they were a part of the Galactic Shockball League.

His father was a famous shockball player who was famous for his speed across the field. He broke the record for the fastest knockout in a game, getting a direct hit on an enemy player in the first three seconds. He was also a player skilled enough to obtain the SuperShock, knocking out the entire enemy team within a minute. His mother was the offensive coordinator of his father’s team, and helped coach him to the level of skill he became famous for. The highlight of their careers was when they played a major part in taking their team to the GSL Championship and winning the title of Galactic Champions. Not long after, the 20 year old Alwis-Uin proposed to the 30 year old and they were married. After five years and another championship title along the way, Jamala became pregnant and they both retired to raise their son.

The team they worked for were the Manaan Arbiters, so they both already lived on the planet and thus it became Flerr’s homeworld. What to him were just fun games he played with his parents, to them were drills and exercises meant to develop his skills. Without his knowing, they were grooming him for professional shockball. As they taught him how to read and write they taught him the rules of the sport. As he learned mathematics and science he learned the basic tactics used in the sport. For many of his formative years he would eat, sleep and breath shockball. His parent thought he would be a shoo-in for the professional league and that he’d be a future hall of famer in due time. But all those dreams were put in jeopardy come his teen years.

At around age 15, Flerr began developing a crush on a classmate, a young Twi’Lek girl his age by the name of Loona. She was an aspiring muralist who showed him her room with walls filled with paintings all across them. They began dating and she started teaching him how to sketch and paint. This terrified his parents as he began missing practices and neglecting his exercises. A girl they could handle, they just had to teach him some discipline and it could’ve been a healthy relationship. But in art he had found a new passion, and a passion that was more his own than shockball was. He got a free ride to a higher education, but barely. His skill had diminished significantly by age 18 and it was around this time that the tabloids began popping up.

The ruthless journalists that often covered stories in and around the GSL showed no mercy in covering the family struggles. They mocked the family for producing what seemed to be a huge failure. They spread rumors of Loona being unfaithful, being a lady of the night, being a gold digger and more. They portrayed Flerr’s parents as extremists and implied that they were doing the same to the children of others in secret. This wreaked havoc on the family, most of all for Flerr. He felt like he really was a failure to his family and felt bad for his parents. Loona broke up with him following the drama, not wanting all the negative attention she had gotten. With Loona gone and pressure mounted by the public eye, Flerr rededicated himself to shockball.

Ever since then he’s felt that pressure consistently on his performance and become overly critical of himself. Separated from his family and friends and living with teammates that judge him endlessly and with no real loving connection he fell into depression. It was at this time that he learned how to tattoo from his tattoo artist roommate and collaborated on the sleeve on his left arm. By the end of his run in the JSF he had regained some form of consistency to his play and let his sketching fall by the wayside. Though he wasn’t anyone’s first choice, he did negotiate with the Arbiters and signed a five year contract with them at age 20 during the Draw. Over the course of the year he’s settled into the team’s headquarters. He was assigned a personal droid trainer he nicknames Scrimms. However, they have yet to play him in a game, and he has recently discovered a place he can practice and enjoy the sport away from prying eyes under the name Scion: the underground.

SKILLS:
Flerr is a skilled Shockball player, more specifically he specializes in being a finisher, essentially the player other pass the ball to at the last second to try and get a surprise hit. He’s also a competent artist who has experience in sketching, painting and and tattooing, the third of which he’s been most successful with. He is also skilled at mingling with higher ups and ensuring he doesn’t step in the wrong toes, though his ability to foresee someone’s importance is inconsistent in this regard.

GEAR:
While in the GSL he has team provided equipment, when en route to an underground match he has his own set of shockball equipment given to him by his father which is functionally and aesthetically the same as what he uses in professional play, only with no logo or serial number. He also owns a portable tattoo kit he sometimes uses during parties and other gatherings, and it makes a great consequence for dares and gambles. He also owns a plain place mask shaped to fit his Kalleran face and hide his identity while playing in the underground. He also has a pocket sized notebook that has some of Loona’s doodles inside as a keepsake.

ROLE-PLAYS:
(TBD)

DROIDS:
As part of becoming a player for the Manaan Arbiters Flerr was assigned a scrimmage droid who would help him practice even when technically alone. The droid, which he lazily dubbed “Scrimms” has the personality of a cheesy workout instructor and is constsntly trying to motivate his master to be better, albeit with corny and cliche lines. He has no combat or even negotiation purposes as he is meant to solely help keep Flerr in fighting form. When in the underground, Flerr let’s him express himself more, letting the droid wear a fake mustache, Afro, headband, armbands and leg warmers.

PETS:
N/A

KILLS:
N/A

COMBAT:
(TBD)
 
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Lost Hero

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NAME: Rookie Namiwo (Formerly Wrookwurra)
FACTION: Old Empire
RANK: Sith Acolyte
SPECIES: Sith Pureblood
AGE: 27
GENDER: Female
FORCE SENSITIVE: Yes

APPEARANCE:
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ATTRIBUTES:
Rookie is strong of will and mind, and has a survivalist mentality. She is constantly assessing dangers in her surroundings and devising exit steategies in case these threats come to deadly fruition. She has an eye for photography, giving her a knack for little details like the leaves of a tree, or a puddle in the road. She has poor social skills and lacks a sense of manners and courtesy typical of hose raised in a civilized society. She shows little loyalty to those she sees as weaker than herself, but this is based off more shallow assessments rather than that of an experienced warrior of the modern age. She also has a short temper and gets easily frustrated, especially when trying to communicate to those who don’t speak her native tongue.

PERSONALITY:
Rookie’s defining personality trait is curiosity. It has led to her to great success and great despair on many occasions. She loves to observe others, but focuses on motion. Her craving for action outweighs whatever patience she has for a subtle moment, giving her an air of constant hurry. Never staying in one place of her own accord, she has an unquenchable desire to see everything the galaxy has to offer. She can also be very aggressive when denied what she desires, making her slightly volatile even with those not yet considered mortal enemies.

BIOGRAPHY:
Born to unspecified parents, 20-30 years ago, she might never know, an unnamed with pure blood was cast out. What this child would never know was it was the runt of the family, a disgrace to a name she never bore. Left to fate on the forest world of Kashyyyk, it would seem her destiny was death. After several individuals tried to care for her and eventually gave the burden of the child to someone else, she ended up in the shadowlands with a hermit. This hermit was a disgraced dark side force user, who took in the child, recognizing her as a sith pureblood. It was his goal to turn her into an apprentice of his own, one strong enough to validate him in the process and prove his doubters wrong. This plan would never come to fruition, however. Before much time had transpired, the old hermit was overpowered by the Krokknaw in his own home and killed. The Krokknaw were a clan of mad laws, social outcasts of the Wookiee people who had broken the taboo and fought with their claws. This clan was savage and vicious, and saw the hermit as a threat, so he was destroyed.

The child became their prize. She was different than anything they had seen before, after all most of the Clan were second generation Krokknaw, having never gleaned what was beyond the dense canopy. It was at this point the child was finally given a name: Wrookwurra. The clan became a true family for her. Brutal and ferocious, but family. With them she learned how to survive the hostile environment, how to navigate the wilderness and make use of Iran natural resources. One skill she didn’t acquire was the skill of hunting, as she could never match the strength of a Wookiee, it was never her task to fell their prey. Instead she went ahead, warning of upcoming dangers and fleeing for reinforcements if a hunt went south. When she was of age, she found a mate in Juntorr, the best climber in the clan. Though not the most traditionally nice relationship, it was caring and mutual.

Some time in her late teens or early twenties, she began to feel the Force’s influence. She started seeing its minimal effects while in a mostly dormant state within her. The greatest contribution of the time was drawing her towards the former dwelling of the hermit. It was here she found the first link to the outside world, seeing images of locations the likes of which she had never laid eyes on. It was here she also found the hermit’s lightsaber, which she took for herself. With it, she garnered an increased respect for the Clan and became a more integral part of their planning, as now such destruction was readily available. Around this same time, a sith acolyte searching for a way to gain notoriety fame searching for the hermit. He planned to kill him and rid the sith of a potential future enemy. Instead what he found was a sith pureblood incapable of speaking Basic, instead speaking to him in the tongue of the Wookiees.

The acolyte named Ajim Namiwo, a Devaronian, began to bond with Wrookwurra and sensed her connection to the Force. He saw his first potential follower in her and jumped at the opportunity. Over the course of nearly a year, Wrookwurra has a foot in two separate worlds, as she emerged as a leader of her clan running concurrently with her education of the outside world. She was fascinated with the Force, the rule of the strong, and most importantly: pictures. Due to the language barrier, her first form of education was by pictures. This fostered a new passion in Wrookwurra, who dedicated more time into learning about photography than swordsmanship, much to Ajim’s dismay. She started capturing moments of turmoil and death, documenting for the first time the daily struggles of a clan of madclaws living in the shadowlands. She didn’t understand the power of the Force yet, but she understood the power of the photo.

Her two lives came to a head when she was given an ultimatum. Ajim has spent an inordinate amount of time on Kashyyyk and was nearing a cutting losses and leaving mentality. So Wrookwurra devised a plan. She would put Ajim’s teachings to the test. She brew hate in her clan for the foreigners, and sent them in a battle to the death. Her orders were fight to the last man. Aside from himself, Ajim only had a small crew of smugglers he’d hired for his excursion with him, they are armed with passable firearms but nothing special. Despite this, the result was clear. Two of the four hired help were killed, and Ajim himself was badly wounded. However not a single Krokknaw was left standing. With the strong having survived, Wrookwurra decided to leave, having lost her entire clan, including her mate to the slaughter. Unfortunately for Ajim, Wrookwurra did not yet comprehend the intricacies of power and apprenticeship, so she took advantage of his weakened state and slated him as well.

The two remaining smugglers helped get her into the larger galaxy, where she learned of the spectacle of galactic warfare. Se had once been captivated by simple bouts of strength and later the thrill of the hunt. Now, she had such a large canvas of action and conflict to capture. She joined the Old Empire, and ever since then has slowly tried to integrate herself into society, a daunting task no doubt. Her first step was adopting a more Basic friendly name. She used Ajim’s surname Namiwo, and used the nickname one of the smugglers gave her as her first name. This she became Rookie Namiwo. She strives to prove her worth, and craves to see a true master of the power she can barely wield at work. She dreams of a war larger than she ever thought possible, fought on the largest stage imaginable. But until then she waits, refining her craft and making herself useful despite her many obstacles.

SKILLS:
Rookie is a skilled survivalist, having lived in the shadowlands of Kashyyyk for most of her life. She knows how to forage, how to build shelters, how to track prey and cover one’s approach. She can be very resourceful with limited supplies, more likely using a data pad to start a fire rather than use it to make contact for rescue. She has a good sense of threat, most often choosing flight over right if spotted be it by potential prey or sentient opposition. She is also a talented photographer, her first modern age applicable skill she learned. This meshes well with her naturalistic background, as she can often find the best place to lie in wait for the perfect shot. Though she possesses a lightsaber, she lacks any sense of finesse or formal training with the weapon. As a result she treats it like any other bladed weapon and wields it with savagery, with large taxing blows aiming to cleave enemies in half rather that target their weak points.

GEAR:
1 Lightsaber (Hilt made from the bark of a tree), Pair of Macrobinoculars for the purpose of photography, bandolier that carries extra memory capacity (film?) for the macrobinoculars keepsake dulled ryyk blade useless in a combat sense, fire starter, climbing rope and pitons

ROLE-PLAYS:
TBA

SHIP:
N/A

DROIDS:
N/A

PETS:
N/A

KILLS:
TBD

COMBAT:
TBD
 
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