Mike's He-Shed

TheDudeMike

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Param Vour

AGE

► 20
SPECIES
► Echani
HEIGHT
► 5'5" / 1.65m
WEIGHT
► 128lbs / 58kg
EYE COLOR
► Silver
HAIR COLOR
► Dyed brown that fades to its natural silver color
HOMEWORLD
► Eshan
GENDER
► Female
FACTION
► Independant
RANK
► Wanderer (Level 2 Force User)
FORCE SENSITIVITY
► Yes
BIOGRAPHY

Param was five when the Sith arrived on Eshan. He came alone, bloated body twisted and broken by the dark side. To learn their martial arts, he’d told her village. That was a lie. It was always a lie with the Sith, as Param would soon find out. Her parents accepted the challenge, and in the echani customs sparred the Sith. The dark champion, Dejak, slaughtered her family like they were nothing, then moved on to the rest of the village. Param and the rest of the children became his obedient slaves.

Dejak fancied himself a lord, and as Param snuck holocrons from his library into her quarters, she soon found he was nothing but a false lord. The Sith had a code, a hierarchy, and he was just a grain of sand on a beach. She would practice the martial arts passed down by her family with the other kids from her village at night, but as time passed she slowly incorporated what she was reading in the holocrons into them.

By the age of ten, Param was seeing the stirrings of the Force. A light punch would topple a larger kid. A leg sweep would send a smaller kid cartwheeling. Param was hungry for more. She swore she’s avenge her family, no, her entire village. It was what drove her to continue her secret studies, what drove her to hit harder in spars. Despite her dedication, she found time to enjoy things around her. Flowers, being one of the few things she loved. Dejack had a tree in his “throne room” where flowers bloomed and shed their petals in calm, serene, rains of pinks, whites, and purples. It was her favorite tree, and any chance she got to take care of it she did.

By fifteen, Param was using the Force to move objects around her little holding cell. Sneaking items and food from unsuspecting guards, hiding the pile of holocrons that she’d forgot to return from the other side of the cell, simple things at first. She never forgot about her plans to avenge her family, but couldn’t deny the ecstasy in watching an enemy fall to her own hands; the enemy thus far being the fellow slaves she continued to spar with.

It was a creeping sensation. A successful hit felt good, a series of blows amazing; it peaked the night she hit just a little too hard and the boy she was fighting never got back up. A switch punch to his heart had done him in, and she could sense the life leaving his body. It was like nothing she had felt before, and she loved it.

The others refused to spar with her from then on. The hunger to feel that wonderful, decadent feeling of death again grew over time until she came up with a plan. She was seventeen then, and one tiny disrespectful comment to a guard gave her exactly what she’d wanted. One guard, two, then three. She used the Force and their weapons against them, butchering them by ones and twos until she came face to face with Dejack himself.

Compared to her small village, Dejack was practically a god in mortal form; but now that Param had been learning the ways of the Sith under his nose, she knew him to be nothing but a slime that oozed itself through the cracks. There wasn’t even much of a fight. He’d spoken with authority, ordered her back to her cage when she refused to be his acolyte, and then she drove a vibro-knife through his heart. There was no sense of relief for avenging her family. No sense of a goal being accomplished. Param had left Dejack’s false temple laughing, her bloodlust sated but for a moment.

Equipment
+ Karambit Vibro-blade
+ Echani War Sword (cortosis woven)
+ EZPhone + EZPods
+ BD-Unit Droid "Vee"
+ Force Forged Sword
+ YT-1930 Light Freighter

Too many to keep track of at this point.
 
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TheDudeMike

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Frontier 158

AFFILIATION
Open Market

MANUFACTURER
Frontier Arms

SIZE
Length: 37.5" / .95m
Barrel Length: 18.5" / .46m

WEIGHT
7lbs / 3.17kg

COMPOSITION
Durasteel action and chassis
Plasteel furniture
WEAPON TYPE
Blaster Rifle

DAMAGE TYPE
Heavy

AMMUNITION CAPACITY
5 Shots per cell
5 Cell limit (6 including the one in the chamber)

FIRE SELECTOR
Semi-Automatic / Lever-Action

MAX RANGE
150m


DESCRIPTION
In the unforgiving environments of the outer rim, the Frontier-158 has you covered. Whether it be big game or small the Frontier-158 is an accurate, sturdy, and powerful blaster rifle, perfect for the explorer, the adventurer, property defense, and more!

Instead of traditional power packs, the Frontier-158 sports smaller, heavy power cells that fit in a tubular, under-barrel magazine, and loaded from a side-gate on the chassis. Each cell is capable of firing 5 shots before the rifle’s action needs to be cycled to chamber a new power cell. The old power cell is ejected from an ejection port just above the side-gate. Frontier Arms forewent the stun setting that most blaster rifles have in favor of providing extra conductors along the barrel to give the rifle just a little more power per shot. With greater power per shot, comes greater recoil as well. The Frontier-158 is not a rifle to be shot lightly. There are many videos on the holonet showing smaller individuals getting sent onto their butts from firing it.

The standard iron sights are durable durasteel made to withstand heavy use and droppage, though optics can be fitted to the top of the rifle without issue. The stock can be removed in favor of a pistol grip, though handling will diminish greatly. Plasteel furniture can be switched out with wood, durasteel, or any number of materials. While the rifle can support underslung attachments, it is not recommended as it could break and interfere with the underbarrel tubular magazine. Sawing off barrel length will shorten power cell capacity.

LEGALITY
It's legal anywhere heavy blaster rifles are legal.

INTENT
The intent of this rifle is to bring more variety to the heavy blaster rifle category, while also adding interesting mechanics on an RP level. Most blasters are relatively the same with varying ranges, looks, and ammunition capacities. This adds a difference to all of those. I think it would also help with completely a wild-west aesthetic for some with the hand-cannon blaster pistols already available.

RESTRICTIONS
Customization is limited. Shortening the barrel removes ammunition capacity. Losing one power cell removes 5 shots. Removing the stock will greatly influence handling. This is based on the .45-70, it's recoil would be similar. One handed usage is not advised.

 

TheDudeMike

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Astrographical Information

RegionMid-Rim
SectorBright Jewel Sector
SystemBright Jewel
Sun(s)1
Moon(s)15
  • Quantxi
  • The Twin Moons
Grid SquareL7
Rotation Period20 standard hours
Orbital Period300 standard days

Physical Information

ClassTerrestrial
Diameter14,050 kilometers
AtmosphereBreathable
ClimateTemperate
Terrain
  • Mountain Chains
  • Some Forests
  • Mesas
  • Plains
  • Islands
Points of Interest
  • Ord Mantell City (capital)
  • Hegal City
    • Hegal Ridge
  • Scraplands
  • Avilatan
  • Worlport City (former capital)
  • Vigaro Ranch
  • Ol' Mantell Destillery
Flora
  • Ord Mantellian Blue Grass
  • Evergreen trees
Fauna

Societal Information

Native SpeciesMantellian Savrip
Immigrated Species
  • Human (And near humans)
  • Twi'lek
  • Rodian
  • Bith
  • Ithorian
  • Aqualish
  • Falleen
  • Gotal
  • Pantoran
  • Snivvian
  • Weequay
Primary Language(s)
  • Galactic Basic Standard
GovernmentOrd Mantell Government (Democracy)
Population4 Billion
DemonymMantellian
Major Settlements
  • Ord Mantell City (capital)
  • Worlport City (former capital)
  • Hegal City
  • Avilatan City
  • Freelonn City
  • Savroia City
Major Imports
  • Weapons
  • Armor
  • Spices
  • Food
Major Exports
  • Soldiers
  • Mantellian Bourbon
  • Durasteel
  • Plasteel
  • Phrik
AffiliationN/A

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Climate
Ord Mantell runs a slightly warmer-than-temperate climate due to the amount of pollution in the atmosphere from the Scraplands. With the last century seeing a large push toward cleaning the air, there are now three main climate zones.

The northern zone, which is what Mantellians hope the rest of the planet will be someday, is much more temperate thanks to the proximity of the pole than the rest of the planet. Ranchers and farmers usually pick this zone. Evergreens and Mantellian blue grass is able to grow here along with a myriad of crops.

The cental zone that runs around the equator has a more arid climate. The warmer temperature makes it a great place to find everything from spice and pepper farms. It has been a struggle to try to clean the air in the central zone due to airflow passing up through it from the Scraplands, and Ord Mantell's metal mining and processing industry.

The southern zone is the Scraplands. Heaps of scrap from wars long past lay in this zone. Nothing but rust grows in this zone, and it is one of the biggest reasons the climate of Ord Mantell is the way that it is.

Topography

All of Ord Mantell is made up of mountainous island continents. Most sit around the equator in the central climate zone, but extend into the other zones. Ord Mantell City sits on one such continent, sporting a mixture of all the climate zones in the largest island continent on the planet.

Everything on Ord Mantell either exists in the shadow of a mountain range, or on a mountain range. Many of the cities were built atop mesas that pepper the landscape.

Inhabitants

The inhabitants of Ord Mantell are extremely diverse. Though humans and near-humans have come to snag the majority, even from the truly native Mantellian Savrip, they are still just one small part that makes up the melting pot of species that is Ord Mantell.

The savrips have mostly banded together in nomadic tribes that wander remote areas away from Mantellian cities. Many travel the Scraplands, taking bits and pieces of what they can to fashion themselves clothes, armor, weapons, and jewelry. It is not uncommon to find a savrip merchant selling Scrapland trinkets in major cities and even smaller towns.

The bulk of Mantellians live in the central climate zone around the equator, where most of the metropolitan centers and mines are, while the northern climate zone sports most of the ranchers and farmers that tend to stay away from cities and dust.


Flora

Flora is pretty standard on Ord Mantell. In the central zone, savannah grasses and trees can be found mixed in among the mesas, plains, and mountains. The plains and mesas turn more rocky and desert like the closer one gets to the Scraplands in the south.

Evergreen trees and Mantellian blue grass can found only in the northern climate zone. There's nothing really sqecial about them, aside from the blue grass being invented by an Aqualish rancher that really liked the color blue.


Fauna

Many non-sentient animals can be found on Ord Mantell, but there are four that are the mainstays of the planets.

Gapillian grazers are an herbivore species. The large curved tusks and armored hide are mostly for appearances, as they have a gentle-temperment and prefer to roam and graze on the plains. They have been known to be docile enough that people can get near them. That isn't recommended during mating season, however, when gapillian grazers turn into a menace for everyone around them. Male grazers during this season see anything approaching a female grazer as a "love threat" and will charge.

Mantellian flutterplumes tend to make their nests near the Scraplands, but have been known to use the air current from the south to fly up to northern provinces. There are restaurants and hotels set up atop mesas and along cliff sides in the outskirts of cities specifically to watch flutterplumes making the migration to and from.

Razoronn are the direct predator of gapillian grazers. They stay well away from settlements, and won't go out of their way to harm people, but they can give a shuttlecraft a run for its money when enraged. It prefers to feast on smaller animals and grazers, using its tusks and sharp teeth to its advantage.

The most famous species of fauna to Ord Mantell is the irling. These large, 2 - 3 meter long, flying, bugs are nocturnal and sensitive to light and sound. They are what mothers warn their children not to go outside at night to play from. They're incredibly dangerous at night, but durin the day, they sleep in their hives of usually no more than 100 irlings each. Irlings are high in protein and have delicious meat both in their legs and body segments; so good in fact that a tradition of hunting irlings was developed by the Mantellians called irling fishing. Go out to a hive during the day with a group of hunters, drop a flashlight and speaker into a hive on some fishing wire and lure the irlings out into the day where they're stunned and easy prey.

Resources

Ord Mantell sports most of the "must haves" for a livable planet in terms of resources. It has sources of meat, fresh water, crops, etc. These are all resources that Ord Mantell has, but not quite in abundance. It has enough for itself, but not enough to export any.

The real resources of Ord Mantell are the metals. Since the first mine struck it big, mining and ore processing industries have flooded Ord Mantell. From these metals, Ord Mantell is able to process almost any kind of metal plating needed for everything from tools and personal armor to starship armor plating. The least common of these metals, sporting only a few mines able to get them, is phrik, though it is expensive to mine and process.

Government

Ord Mantell's government is a democracy with a President at the head. The president works closely with the Senator for the planet to make sure everything is copesetic both on the planet and abroad.

The government is broken up into two branches: Executive where the President, Senator, and Joint Chiefs sit. And Judicial, where the planet's court and law enforcement sit.


Technology

Ord Mantell is as technologically up to date as most planets with large populatons are. Living in a Mantellian city or town would be like living in any other city or town.


Culture

Ord Mantellians are a tough people. Diverse in make and model, its people pride themselves on being Mantellian first- and it's something that they will punch first and ask questions later over. This attitude has brought with it a very straight forward way of speaking and mindset. You can talk about the problem, or you can solve it. The result is a fiercely loyal people with a fascination for phrik knuckles, bourbon, and sarcasm.

Decades and centuries of warfare has seen the culture shift to a more military centric one. Selective service comes and goes with the years, but the Mantellian military usually doesn't have any recruitment issues. Mantellians value their freedom, so an attack on that freedom is an afront to every citizen. Serving in the military, especially when Ord Mantell is in danger, is seen as the proper thing to do. A result of this mindset had resulted in military veterans making up the majority of political and industry offices on the planet.

History

Ord Mantell has always been in a state of conflict in one way or another. During the Old Republic era, the planet was locked in a vicious civil war between Republic loyalists backed by the Republic, and seperatists backed and funded by the Sith Empire. The government was rife with corruption on both sides, and new weapons of war were tested in the battles that raged. Crime syndicates made their home on the planet in the chaos of the proxy war. Eventually, however, the Republic backed loyalists would win the civil war.

It was after that civil war that Ord Mantell had a period of peace- practically the only in its history. It became a trade hub for the sector and galactic region. Despite the planet being at peace, being the most powerful planet in the sector in regards to trade brought with it organized crime. Eventually Black Sun was running Ord Mantell over the Ord Mantell Government.

The Clone Wars changed that when the Grand Army of the Republic liberated the planet and turned it into a military base. This continued into the era of the Galactic Empire. Being military focused, a defense force was created and trained.

With the rise and fall of factions in the years since Palpatine's Empire, Ord Mantell has tried to find an identity of its own. When a Hutt made a presence on Ord Mantell, funding terrorists, gangs, pirates, and the like, Ord Mantell had had enough and fought back. The result was decades of constant war that saw the fringe settlements near the front lines leveled and Mantellians suffer. Ord Mantell didn't have the funding to push the Cartel out, and the Cartel didn't have the tenacious resolve of the Mantellian defenders to drive them back. The war stalemated, and the planet's reputation as a den of villainy continued.

The stalemate was broken eventually by a pair of Jedi Knights.​

Lastly, what is the intention of this planet?

The offer a more in-depth roleplay environment for an already canon planet that I have come to love and want to share.
 
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