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Theoccus Bilcus, was a human male, and a member of the Jedi Order who operated during the 'Force Eternal' period of Galactic history. Having begun life on the remote world of Dantooine, he was raised in a farming family, before joining the Jedi Order upon his thirteenth birthday after discovering his force sensitivity. He was to spend the rest of his life with the Order, serving as a healer, scholar and guardian for the most in need, wherever they could be found. Taken under the wing of Master Joonsista Rangu, he was enraptured by the tales of the Jedi of old, and firmly believed that he could be a legend himself when the time came.

This however, was soon driven out of him, his master being a more austere and practical member of the Order, not prone to entertaining the fantasies of a child. Removing his ward from the temple, Theoccus was taken into the Galaxy itself, travelling to crime ravaged worlds, bereft of possessions and tasked with serving the locals, whenever and however he could. Theoccus learned the values of humility, of poverty - as his Master said, he learned about being a Jedi.

Over the course of just over a decade, he would learn lightsaber usage, meditation, hand-to-hand combat and healing skills. After his master was pleased, and he was elevated to the position of Knight, Theoccus went on his own way, becoming something of a hermit and recluse, visiting temples and force heavy locations across the Galaxy whenever he could. He became something of a scholar in the ways and mysteries of the force, coming out of his isolation to serve a village, help a settlement, or whatever he could do when he was able to do so.

Theoccus was, without doubt, a traditionalist and deeply spiritual Jedi. Sworn to pacifism, he was a man of learning, of commitment to the Force, and to the Order - and would do his part to make the Galaxy a better place.


NAME: Jorka Urway · AGE: 41 · SPECIES: Human · FORCE SENSITIVE: Yes · HEIGHT: 1.87 meters · WEIGHT: 74 kgs · EYE COLOR: Blue · HAIR COLOR: N/A

Personality & Traits

Regarded as something of an odd ball by his peers, Theoccus was a scholarly man, committed and Orthodox to the teachings of the Order. Despite his learned ways, he was also a reasonably talented warrior, and a firm believer in the philosophical teachings of pacifism. Being adopted into the Order at a young age, he was thoroughly committed to his teachings, and believed that it was the role of the Jedi to head out into the Galaxy, and be of use in places others would not dare to touch.

Theoccus was known for his compassion for all things, and sought to intervene in situations of injustice when he saw them. Furthermore, he absolutetly refused to attack people, and to take the lives of living beings - he would only ever act in self-defence, or the defence of others, of there was no other alternative. Overall he was a kind man, harsh when required, and deeply empathic when it came down to it.

Despite never desiring to use such skills, he was able to wield a sabre, and was well practiced in quarterstaff combat and hand-to-hand skills. Furthermore, he had strong abilities with the Force, as was expected of a Knight of his position and rank. He could use telekenis and mind tricks very well, and thanks to his scholarly approach to life, was well versed in Galactic history, and ancient languages. He could however, only speak basic and was not very adept with technology.

Equipment

A man of very few possessions, Theoccus only owned the robes on his back, and a few spares, a Uneti Wood staff, his lightsaber and a commlink. He makes use of public transport, and carries a few copies of old books with him most of the time.

 
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PICTURE

Sith Seer/Oracle Character

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Lumin Andillia, was a human male explorer, philosopher and polymath; most known within his circle of friends for his contributions to the prestigious library of the University of Naboo through his research and historical recordings. For much of his life Lumin travelled with various smugglers, adventurers and a good manner of others, visiting numerous worlds across the Galaxy.

A member of a minor noble family on Naboo, Lumin benefited from a good education and a modest income which permitted him to enjoy the life of an academic. Something of a jack-of-all-trades, he held a wide variety of roles throughout his life, an artists, a poet, teacher, author, philosopher, linguist, and on many an occassions an all round layabout and wastral.

Biography

Born on Naboo, an idyllic world much removed from conflicts that often shook the galaxy, Lumin was the benefitiary of a good education and an equally as blessed upbringing, something he never took for granted as he grew up. Attending one of the royal schools in Theed he entered into the legislative program, as was tradition for graduates, and matriculated with an offer to take an apprenticeship as a junior diplomat. After some thought, he declined, and instead pursued an academic career, beginning first at the University of Naboo, where he undertook an a degree in Philosophy.

Continuing his academic life, he was to teach the same subject for four years in Theed, before a desire to see the Galaxy took him heavenward, and he headed out on a tour of the Core Worlds, sponsored by the University, before enrolling at the University of Bar'leth to undertake a Doctorate in Galactic History. Once again, he was topass with relative ease, before heading back into teaching for a while longer, back on Naboo. During this time he was given the opportunity to travel often, heading for rim, visiting the sites of old battles, ruins of ancient civilisations, and recorded his travels in a journal as he did so.

Joining a merchant trading company, he served as a navigator or a time, travelling across the galaxy to worlds such as Tatooine and Hutta, where - upon the occassion of his second year with the company, he was stranded and captured by a local crime lord, who saw the wanderer as an excellent curiosity to add to his collection.

During this time he was enlisted as a translator for the Hutt to which he was bonded, and would serve some time as an archivist and general dogsbody for the grotesque creature. One more than one occassion he was expected to act as an enforcer for the creature, earning his keep with a blaster and blade, before finally being released some three years later, after the Hutt grew tired of his endless, and unceasing questions. Returning back to his University, and his homeworld, he wasted no time at all, before heading back out into the Galaxy, for more adventure.

Personality and Traits

Lumin was a tall man, with a broad and somewhat imposing appearance, standing at a little over 1.78 meters. He was not a force sensitive, having been tested for such senstivity at a young age. Well spoken, well educated, well legally read, and well mannered, he was a consummate scholar of Naboo, with an appetitie for knowledge and adventure.

Having spent most of his adult life in education, either as a student or tutor, he was an exceedinly well read individual, and could read in multiple languages, aside from basic, being fluent in Old Corellian and numerous ancient scripts. He adored learning, and enjoyed a reputation with those who knew him as never shying away from asking the most awkward (and difficult) questions, often at the most awkward times.

An expert in the teachings of the Four Sages of Dwartii, he felt it important to understand as much about the Galaxy and its peoples as possible, and believed that this could only be achieved through interaction and exploration. Slow to judge (and by some accounts, even slower to act) he was a thoughtful and deliberate man, who made friends with ease, and kept them even more easily.

Thanks mostly to his place of education, he was well versed in the Nouanese art of Rhetoric, and often times during his youth had considered remaining in the legislative program of Naboo, and pursuing a career in politics. However, this was stopped by his unwillingness to doggedly follow a set ideology, making him unsuitable for the political world of the day. Thanks to his distinctive (and by all accounts, bombastic) voice, he was a passionate storyteller, something which went down well on some of the more traditional worlds of the Galaxy, and was prone to retelling adventures he had been a part of, or head of, when coin was offered, and often when it wasn't.

Having travelled much through his life, he was well aware of the dangers of the Galaxy, and as such was well versed in the use of a pistol, but more apt at making use of a blade - specifically a vibrosword, staff and the refined art of Teras Kasi. He practiced often, and considered it to be a 'regretable requirement in a dangerous galaxy'. Lumin was an explorer at heart, and had a great wanderlust that he rarely saw satiated to its full, and was besotted with recorded key events in history - meaning he was often to be found where history was being made, and could rarely be seen in the sidelines, but rather in the thick of the action.

Equipment

Words


 
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Archer Hipori, was a Corporate Vice-President and employee of the Blackwell Technologies group who operated during the Force Eternal era.

Biography

In such a wide and expansive galaxy, a place of force-wielding warriors, and much more, often the most dangerous people come from the least expected places. Archer could perhaps be considered to be one of those people, beginning his career as a young woman on Corellia, he was to follow in the footsteps of his parents, and head into the Blackwell Corporation via one of its academies. Starting out as a little more than a low-level executive in their Security Division, Archer learned quickly that the world of intergalactic business is just as cruel and heartless as the holo-movies say, and, armed with that knowledge he was to make something of a name for himself.

At the suggestion of his parents, he remained in the Security Division of Blackwell, the area in which his own family had worked for much of their lives. Over the first few years of his career, he would work mostly in the counterintelligence branch of the division, developing a range of skills in the cybersecurity field which placed him in good stead to advance up the corporate ladder.

Within the first few years, he was able to secure himself a promotion and was soon running his own jobs on behalf of the Corp. It was in this position that he excelled even further, his method of doing things, a brain rather than brawn approach, setting him out amongst the others in the branch, and as such he was well placed to take up a position of Corporate Vice-President when the opportunity presented itself. Ascending to such a position, Archer quickly realised the 'dog-eat-dog' way of doing things was much more prevalent, with far higher stakes, at this level. He was in his element, and Archer set to work, making as much money, and as big a name for himself, as possible.

Personality and Traits

Archer was a hard-working, and keenly intelligent human, with a great deal of cybersecurity knowledge. Perhaps somewhat stereotypically for operators within the corporate world, Archer was a no-nonsense sort of person, dealing with the universe in a cool and pragmatic manner - always weighing the opportunity cost, and seeking to advance his aims and those of the Corporation itself. Always appearing well dressed (whilst remaining in line with the Corps guidelines), he was a cold and effective member of the Corporate elite.

A practical man, Archer relied on the cold hard facts that would enable him to carry the day. Likewise, he was a morally grey individual when it came to the business in general, carrying little who his client where, in so long as they paid on time, and in full. To that end, he kept his options open when it came to dealing with new business and was willing to supply, assist and support basically anyone, provided it benefited her and the Corp to do so.

Being a man more at home in the boardroom than he was in the field of battle, he none-the-less had the basic training provided to all Blackwell Security Division employees, and was a nifty shot with a blaster pistol, and reasonably handy with a knife to boot. He was loath to travel unprepared and made sure to carry a hold-out and a knife about his persons.

Courtesy of his position in Blackwell, he has a good knowledge of Corporate politics and has been through their advanced cybersecurity training, thus being able to understand how to slice computer and security systems if he has the correct equipment. Very much a 'company man, he is always on the move and is adept at travelling light, and integrating with local communities when he comes across them.

Equipment


 
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Jorka Irway, (known as 'Don Irway') was a male gangster who operated out of the resort city of Canto Bight during the Force Eternal period of galactic history. Growing up in a broken family, he was to dive into a life of crime at a young age, with his father being a member of a local gang under the employ of Whippomourn mobster Morpifh Ganna. Inducted into the gang himself shortly after committing his first crime, he was to work as their numbers man - due to his affinity in that area - and later as a loan shark. Slowly his operation grew, and the young Jorka was soon seen as a threat to his boss. Keen not to be taken out first, Jorka broke away on his own, and sold the loan sharking operation back to his former boss, Ganna, being renumerated heartily for his non-violent resolution of their dispute.

Not one to stay idle for long, Jorka invested his hard-earned cash into one of the most well-connected businesses on Cantonica, the sport of Fathier Racing. Purchasing himself a small operation for the breeding of thoroughbred racers, he entered into a partnership with Casino owner Maxim Dwyer and was soon rubbing shoulders with the elites - arms dealers, casino operators, and even members of the Cantonic political class. Three years after beginning operations, his horse Lucky Stripe was to come first in the Cantonic Grand open, the jockey and stud being funded by the Mayor of the city itself.

Refusing to waste such an opportunity when it presented itself, Jorka took this as an open invite into the world of business, and established a small concern, in the form of a construction and real estate operation, providing homes for the Cantonic labouring class. Naturally, he had big plans to establish himself on the criminal scene, but - as with all things - he started small, a bribe here, a racket there, a bit of loan-sharking and bounty brokerage in-between.

Through dodgy deals, a fair bit of bribery and a hefty chunk of intimidation, Jorka, was beginning to make his mark.

NAME: Jorka Urway · AGE: 39 · SPECIES: Human · FORCE SENSITIVE: No · LEVEL: 1 · HEIGHT: 1.87 meters · WEIGHT: 74 kgs · EYE COLOR: N/A · HAIR COLOR: Brown

Personality & Traits

Jorka was a thug, plain and simple, and was solely concerned with his own wealth, welfare and well-being. He greed and self-centred nature lead him to live a dangerous life, one fraught with well thought out plans and schemes, that often ended in violence. Over the course of his life, he was almost constantly getting into run-ins with the law, other criminals and occasionally, even his own crew. Despite his greedy nature, was capable of courage and sometimes, having something resembling a spine - and would, upon occasion, stick up for his crew, springing them from jail and the like, if required.

Despite his trade, Jorka was absolutely obsessed with his image and reputation and was constantly seeking to improve it and spread his 'great fame' (apparently) as far as possible.

He was a good pilot, and a remarkably talented fighter, who was able to lead missions and raids with ease, almost as if (and he liked to claim it to be true) he really was 'born for crime'. Jorka was, however, exceptionally skilled at the refined art of running away, something he had use for often.

 
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_N A M E
JORHAN PRATH-PRAJI

_H O M E W O R L D
CORELLIA (Human)

_A G E
41 STANDARD YEARS OLD

_H E I G H T
164 CENTIMETERS

_G E N D E R
MALE

_L O Y A L T Y
FIVE SYNDICATES

_F O R C E U S E R_ W I T H
NO


B I O G R A P H Y
Jorhan Prath-Praji was always ‘different’. Born to a family of dock-workers on the shipyard world of Corellia, he had a reasonably unremarkable upbringing, starting out as all youngsters do by attending the local academy, and, like all small bald children apparently, being bullied for his size and physical appearance. Life was far from easy for the young man, and he lost himself in his studies, his natural intellect ensuring that the boy outstripped his colleagues with almost preternatural ease, being put up classes and soon, at the tender age of eleven, he was mastering subjects of a secondary school student.

Such performance was to continue throughout his education, and the young Jorhan became icreasily impatient with those around him, who he saw as holding him back...
P E R S O N A L I T Y_ A N D_ T R A I T S

A keenly intelligent and somewhat megalomaniacal man, Jorhan holds the firm belief that he is, quite simply, just right. A narcissist and sociopath, with a lack of a moral compass, empathy or care for the impact of his actions, Jorhan is not much fun at parties. Having suffered a difficult childhood, one of neglect, mistreatment and bullying, he began to exhibit the behaviors that his childhood psychologist still describes as ‘the most worrying I have seen in a while, and I’ve worked with rockstars’ from the confines of his cell on Nar Shaddaa. Beginning with the unexplained death of his childhood sweetheart, Gloria, and culminating in the tragic death of his parents while on a skiing holiday, Jorhan has continued to act in an unapologetically evil way ever since.

Scheming, manipulating and generally being nasty without empathy or conscious appears to be his single most defining characteristic, and, naturally, it has ensured he remains a popular business associate with the equally as psychotic business elite of the modern galaxy.

Presenting himself as a calm, level-headed and patient man, with a wicked sense of humor, is is no less prone to losing his temper, and flies off the handle into loud angry, and slightly petulant rants and rages. The massive ego, whilst not exactly undeserved, often leads him to describe everyone around him as ‘idiots’ when such tirades begin.

Whilst he struggles to form meaningful human relationships, or indeed sentient relationships with others, he has an almost genuine love for Loth Cats. When it comes to people, he tends to prefer ‘value led’ relationships, seeing those around him as a means to an end, not and end in and of themselves. Overall, Jorhan is a deeply unpleasant character, kept around only due to his incredibly intellect, and constantly scheming mind, which continues to make him of great use to those with which he stands to make a mutual profit.

A short and stocky man, Jorhan is affectionately (and unaffectionately) referred to as ‘The Hutt’ by his underlings and assistants alike. Often seen in a simple grey suit, he has a weak eye , thus requiring him to use a mobile for assisted seeing. He loathes physical activity, and as such is most often seen in his office, or a high backed chair.

E Q U I P M E N T

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S K I L L S_ A N D_ A B I L I T I E S

Intellectual and Strategic Savant:
No doubt his single greatest ‘ability’, Jorhan is a deeply intelligent individual, able to plan downs of steps ahead of his rivals, assessing the situation before him and manipulating it to his benefit and the benefit of those with whom he works. Truly an exceptional tactician, this skill has manifested itself in the more public skill of ‘business’, enabling him to act as an in-demand ‘business consultant’ for various shell companies within the Five-Syndicates. Indeed, it is his business acumen and strategic nouse that led to him being recruited into the Black Sun, his innate understanding of illegal activities serving him well for much of his life.

His intellectual and strategic capabilities manifest themselves when under pressure, and he bores easily when not pushed to perform. Indeed, his skills are most often seen when he has to outsmart those more physically capable (or ‘less refined’ as he calls them), outsmarting the muscle bound thugs of his rivals, with his mind. He is an absolute nightmare to play at Dejarik.

Master Manipulator:
A skill that is certainly hard to quantify, but one Jorhan is proud to boast of none-the-less. Jorhan is able to convince people of his agenda, to the point that he is able to live the life of a ‘successful businessman’ whilst also keeping up his life of crime and general evil. His proficiency at deception is such that he is able to keep his crimes secret, and to encourage others to trust him despite his misdeeds.

Master scientist:
Jorhan has a significant aptitude for engineering, biology and chemistry, often fusing them together for his maniacal schemes. Having studied for years at the University of Corellia, in those subjects, he is a capable biologist, with a keen understanding of alien biology, and the fusion of technology and organic matter. An inventor, he specialises in the application of science to solve problems, able to create cybernetics, chemicals and tinker with weapons and machinery with relative ease (provided he has the time and resources to do so of course).

Combined with his biological knowledge, he has a shocking capability with medical science, though he prefers to focus on the application of such practices in a more profitable manner than ‘healing’. Naturally, such skills are in hot demand in the criminal underworld, as he is able to repair stolen goods, slice computers and machines with ease, and generally make himself of great use to the aspiring criminal up and comer.

Multilingualism:
An understated skill yet, make no mistake, a useful one, Jorhan is able to speak several languages other than his native basic, such as Twi’lek and Huttese, which (thanks to his considerable girth) he speaks rather convincingly.
 

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Andrie Bezukhov

Biography


Andrie Bezukhov (known as Andrew) was a Corellian businessman and politician, who was active during the Force Eternal period of galactic history. Born into a family of construction workers, his father, Peter Buzukhov, schooled him early in how to run the family business, a small construction concern that afforded him a comfortable life. By no means born into luxury, Andrie had to learn the hard way that on Corellia, you had to take what you wanted, it was by no means going to fall into your lap. Unsurprisingly he ended up in the family business ’Bezukhov Construction’ when he became an adult, and spent the majority of his early twenties navigating the political quagmire that was the Correllian construction sector, jostling for position as one of the countless suppliers to the Coronet City Council.

Such an experience opened him up to the murky world of politics, one Andrew soon realised contained the access to the real power that he wished for himself. With such a goal in his sights, Andrew joined the Corellian Peoples Party, a right-leaning party that operated across the Planet, and soon was a ward organiser for the Coronet City Council districts. He worked his way onto the list for candidacy, to become one of the dozens of Councillors for Coronet City itself, and shortly before his thirtieth birthday, was able to secure the seat.

It was then that he set to work, setting his sights on greater and better things. Inspired by the Political Bosses of some parts of the great City of Coronet, Andrew decided that would be what he did with his life. Merging business, politics and crime, Andrew set about establishing a ‘Political Machine’ on Corellia, and fell in with Criminal Syndicates on the planet. With budding contacts in the works, and the potential to catapult himself to power as a political power broker on Corellia, Andrew set to work.

Basic Information

Name Andrew Bezukhov
Homeworld Corellia
Age 38
Height 164 centimeters
Gender Male
Faction Five Syndicates
Force Sensitive No

Personality & Traits

Andrew was an enterprising man, always seeking to make connections with the wealthy and powerful of the Galaxy, despite the risks that such activities often attracted. A consummate politician and businessman, he was keenly ambitious, seeing opportunity where others saw only danger. Respecting fellow risk takers, Andrew was a bombastic man who was quick to make friends, with a larger-than-life personality born out of the traditional Corellian swagger and attitude for which his homeworld was famous.

Andrew had little understanding of the Force, believing (as some did in the Galaxy) that its abilities and potency was somewhat over-exaggerated. He did however have a keen understanding of the dangers of the Galaxy, and ensured that he was well-versed in self-defence, able to make use of a firearm and blade with ease. Despite his usually friendly demeanor, he was prone to passionate fits of anger, during which he could be exceedingly violent. A family man, he had a deep code of honour, believing in the concept of ‘honour amongst thieves’, and was considered by those who knew him to be a classical criminal.

A proud man, he was always happy to put his own name to something, ensuring that his own family and group was on top and that everyone knew it. Through his business interests and political machinations, Andrew was always seeking power and acclaim for his family, and, of course, himself. Being a man of the galaxy, he was able to speak basic and old corellian, as well as understand Huttese. He could fly a ship and pilot his own speeder with ease.

Equipment

Andrew is a man of means, and likes to ensure that people know it. Always dressed well, he travels often, in the finest fashion. With his own ship, and a modest homestead in Coronet City, his equipment is as follows:
Aside from the above, Andrew has no other possessions, bar the stipend he receives from his employment and the family business, which enables him to comfortably occupy the 'middle classes' of Corellia.

Business & Political Activities

Andrew is the owner of a small mining operation, 'Buzukhov Construction', which provides construction services across Coronet City. It is a small concern that enables him to live a life of moderate comfort, but is by no means a famous, well-regarded or influential player in the market. He is also a City Councilman for the Corellian Peoples Party, however, due to his low social status and reputation, he has a great deal of work to do before he becomes even vaguely well known by his electors.
 
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Nor’baal Desilijic Fa'athra (more commonly known just as 'Nor'baal') was a male Hutt Gangster who was active during the period of galactic history known as the Force Eternal era.

Having started life in the anti-chamber of the palace of his Uncle, Nor'baal was born as the scion of a Hutt crime family, and from a very young age, destined for a life in the underbelly of the galaxy. His father, Fa'athra Desilijic B'oonta raised him to understand the ways of the Hutt people, and soon, the young Nor'baal was lording it up in his Uncles palace, helping to rig races, sell slaves, move illicit products and much more.

Residing within the criminal organisation known as the Five Sydicates, the Desilijic family saw its fortunes continue to rise, and Nor'baal began to wallow in the life of luxury (well, by Hutt standards) that he was afforded. Leeching off the family, much like the Hutts themselves seemed to leech off of everything else, Nor'baal headed into his adulthood at the young age of seventy-five, filled with the brimming self-entitlement of the scion of a crime lord.

It was this braggadocious manner that set him ideally for what life had in store for him, and the young Hutt crime Baron set to work to make a play at the leadership fo the Clan itself.

Basic Information

Name Nor’baal Desilijic Fa'athra
Homeworld Hutta
Age 76
Height 211 centimeters
Gender Male
Faction Five Syndicates
Force Sensitive No

Personality & Traits

A deeply debauched Hutt, Nor'baal had a taste for the finer things in the Hutt world, boasting a prestigious appetite that would make most grown men reach for the bucket. Despite this, he had a head for schemes and plotting, possessed of ruthless streak that was characteristic of his species. Having grown up surrounded by wealth and luxury, he knew little of what it was like to have no money and was often flashy and very irresponsible with it. With a penchant for gambling as well as the collection of exotic items and creatures, he was every bit the Hutt people expected him to be.

Not one to let a grudge go, Nor'baal is the epitome of a criminal enforcer, remembering slights and debts alike with ease. Believing that political savvy and the projection of fear is one of the best ways to hold a balance of power, he is not afraid to use underhand methods when needed, although will always seek to barter and bargain with someone - normally weighted to his benefit - in most situations.

Thanks to his size, he can deliver quite the punishing blow in combat, however, prefers to make use of hired goons if pushed to it. Making use of a Power Chair or recliner, more for ease than a necessity, he is a very capable liar, and can move at some good speed under his own mobility, using the chair to keep people off guard. Able to speak Basic, Bocce, Huttese and Mando'a to fluency, he lacks most other skills beyond lounging around and barking at his underlings.

Equipment and Assets

Everything Nor'baal has, he either stole from someone else, had stolen, or was given to him. His home, an ante-chamber in a Hutt Palace, he occupies by virtue that his Uncle runs the Clan itself. His ship, a luxury 3000 yacht he stole from his father's estate during a complex inheritance process. He does not normally carry weapons, and as such none are listed here. However, he can normally be found surrounded by the detritus of the galaxy, scoundrels, hunters and the like. Nor'baal has two Gamorrean Guards, armed with hefty axes - called Gurk and Burk - he is unsure which is which.

 
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Jorhan Prath-Praji, was born to a family of dock workers on the shipyard world of Corellia. With an unremarkable upbringing, he seemed destined to either head into the docks himself, or into the armed forces through the Corellian Defence Forces ‘outreach programmes’. Heading through the academies and failing to make the cut to get onto one of the Corporate Schemes, Jorhan took his next best option, one he hoped would lead to (as the recruiters promised) ‘adventures and glory in the stars’ - the Corellian Defence Forces.

Placed into the CDF academy, he was picked to join the CDF Rangers, an airborne rapid response force that mostly worked in the outlying regions of the Corellian Sector thanks to his rapid hand-eye coordination and the quick pace at which he took to the flight controls of a fighter craft. Passing out at the age of eighteen, Jorhan was quickly deployed to missions dealing with pirates, and flew several bombing runs against the Crimson Dawn before being assigned to a smaller squad tasked with heading into the criminal underworld to track down and take out high ranking criminal personnel.

Unfortunately, his career with the CDF Rangers took a back seat when he was offered more money by the people he was sent to kill off, and he took up work as a paid mercenary and bodyguard, handing in his commission as soon as he was able to, in his mid-twenties. Heading to the exotic worlds of Hutt Space, Jorhan never looked back, and spent much of his late twenties working protection for Corporate Executives, and a good number of suspected criminals, on the basis of ‘no questions asked’.

After some few years, he began to get quite the knack for the discrete business of mercenary work, and headed to the city of Canto Bight, a hotbed for people of his talents, with the added bonus that they paid better. Now looking to set up on his own, and establish a ‘Private Security Form’ of his very own, Jorhan set his eyes on a brighter, and more lucrative future.

Basic Information

Name Chester Kincade
Homeworld Tatooine
Age 41
Height 177 centimeters
Gender Male
Faction Independent
Force Sensitive No

Personality & Traits

A keenly intelligent man, Jorhan was a skilled operative, having been trained in combat and piloting during his time in the Corellian Defence Force, and then honed during his life in the armed forced and private defence contracting professions. As a result of his profession, he is a skilled field medic, able to administer treatment under pressure, as well as live in harsh conditions and on the move.

With something of a dark sense of humour, Jorhan has a no-nonsense approach to life, and likes to live it to the full when not working. He makes friends with fellow operators with ease, and has a good knowledge of the criminal underworld, and, as he likes to say ‘the way business is done’ in such an environment. A mercenary through and through, he will sell his talents and skills to the highest bidder.

Jorhan is very protective of his squad mates and those who serve jobs with him, and sees the bond they share as more important than any laws or justice system. He views himself as a ‘citizen of the galaxy’ and owes no particular loyalty to any one group or another. A well built man, he is physically strong and rather imposing.

Equipment & Assets

Jorhan is a man of means, and is often on the move. With his own ship, droid support and and a range of weapons, he is a man capable of making dangerous things happen, to dangerous people. His equipment is listed as follows:

 
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Ars Dagon, was a human male Bounty Hunter, and member of the Guild, hailing from Corellia. Having been born to a poor family in Coronet City, Ars managed to secure a scholarship to work for the Corellian Armed Forces, wherein he spent much of his young adult life - before being honourably discharged after falling prey to a thermal detonator whilst on a mission.

Striking a deal with the Guild, his Cybernetic 'upgrades' were paid for, and in return he joined the guild as soon as he was able to. Paying off his debt over the first three years, Ars decided he rather suited the life of a contract killer, and has been at it ever since.

Basic Information

Name Ars Dagon
Homeworld Corellia
Age 33
Height 180 centimeters
Gender Male
Faction Bounty Hunters Guild
Force Sensitive No

Personality & Traits

A consummate Bounty Hunter, Dagon worked alone as often as his work would allow and was prone to using whatever tactics required to ensure that his mission was a success. Working in line with the Guilds code of conduct, he preferred to bring targets back alive when the reward was higher. Showing remarkably little concern for others when on the job, he preferred to work with Droids instead of organics wherever possible as they were 'easier to deal with'. Having been injured in his younger life, Dagon had grown proud of his cybernetics and viewed the fusion of machine and flesh as a natural stage in his 'evolution' as a hunter.

Able to pilot his own ship without the support of a droid, he was also skilled with a blaster, and other weapons - something of a requirement in his line of work.

A tough son-of-a-gun, he was more at home on the move than he was in the trappings and luxury that some successful hunters enjoyed. Violent, he enjoyed his job, however occasionally the stress to him, and he was prone to drink and smoking heavily when it did. He was able to speak basic and to understand Huttese and Binary.

Equipment & Assets
 
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The Maw

Akkedesianism was a set of religious, which was followed by a range of cult and church-like groups in the Galaxy during the era known as the Force Eternal. A relatively new set of religious beliefs, it was founded around three-hundred years ago by Mannix Jax, who took his own life, and those of thousands of his followers, by flying into the Maw.

History

Akkedesianism was a set of religious beliefs that had arisen with a moderate cult-like following in the last two to three-hundred years of Galactic history. Originating during a period referred to by historians as the ‘Great Revelation’, the faith was founded by a follower of the Church of the Force, Mannix Jax, who took the name ‘Akkedesia’ upon staring into the heart of the Akkadese Maelstrom. Claiming to have received a vision from an ‘agent of the creator’, Akkedesia headed to the deep core, claiming that he had been told all current faiths extant across the Galaxy, where incorrect. During the years that followed, Akkedesia claimed to have communed directly with ‘agents of the creator’, who had instructed him to establish a new faith, one which would restore the Galaxy to peace and order. Over the course of his short life, Akkedesia gathered a great many followers, and formally organised the religion into the intergalactic MegaChurch known as the Foundation of Akkedsia, which exists to this day. Akkedesia was seen by his followers as a prophet, and is heralded as such by the Foundation today.

Compiling teachings, in the form of holofilm speeches, Akkedesia recorded all of his works on a set of datacores, which have been copied and sold by the hundreds of millions in the centuries following his passing. The ‘Akkedesian Accords’ as they are known, are considered a sacred text and they describe in great detail the legend of the Galaxies birth, according to the Akkedesians, professing that the Galaxy was spat out of the Maw, which forms the ‘crucible of all creation’. Akkedesians believe that all life can trace its origin to the Maw, and when one dies, your soul returns to the Maw.

This belief has widely been discredited by modern day science.

Akkedesia perished in his forty-fifth year, after piloting a passenger cruise liner, filled with faithful adherents, into the Akkedese Maelstrom itself. Whilst the Akkedesians and their affiliated preachers attest that this was an act of religious pilgrimage, it was reported at the time as a mass-homicide, and resulted in the faith being outlawed on some of the worlds of those lost in the incident. As time went on however, the bans were lifted, and the faith continued to spread, finding fertile grounds to grow in the Outer Rim, Hutt Space and with those species belonging to Hive collectives.

Today the religion is followed by hundreds of millions of adherents across a wide range of worlds, with the greatest congregations to be found in those worlds within the vicinity of the Maelstrom itself

Philosophy

Creation
Like a great many religious groups, the Akkedisians teach that the Force is the underlying unifier across all creation. Where they differ is on their belief pertaining to the ‘point of creation’, which they understand to be the Maelstrom from which they draw their namesake. Akkedisian preachers teach that creation originates from the Maw at the heart of the Maelstrom itself, and upon death, all creatures return back into the Maw. Some more radical sects believe the afterlife resides on the ‘other side’ of the black hole at the maelstroms heart. It is considered common practice that creatures able to dwell in the Maelstrom are ‘holy’ or ‘divine’, and are often the subject of devotions or worship.

Cosmology & The Force
Akkedesians do not adhere to the idea that the Force is ‘light’ or ‘dark’, it simply is. They believe that all beings return to the Force, and then in turn return to the Maw, where all things came from. It is human beings who are light or dark, not the force itself, and all beings are able to choose what to be in their own lives. Akkedesians teach that it is preferable to give yourself to their teachings however, rather than follow a dogmatic belief in light or dark.

They believe that crimes and sins must be atoned for, and that one should choose good over evil, understanding that as part of this process, people will make mistakes. They do not believe that non-organics have a ‘soul’, and encourage people to not be so reliant on droids in their lives.

Intent

To create a different religion for the background lore of SWRP, a newer faith, which can be used for some cult groups, and for related roleplays.

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The Foundation of Akkedsia was a religious organisation founded by the creator of the faith Akkedesianism roughly three-hundred years prior to the commencement of the era known as the Force Eternal. Since the death of their founder, the group has grown exponentially, and is classified by Government agencies as a Cult, with its detractors describing it as a ‘Mega-Corporation on Steroids’, which is ‘profiteering from its own followers’. The organisation itself is based on a space station near one of the entry points to the Maw, and can count millions of organics as amongst its followers.

History

Founded by Mannix Jax himself, the founder of the faith to which they adhere, the Foundation is a registered Charitable organisation, which began to experience rapid growth following the death of Mannix, who piloted a ship of some 9,000 adherents into the Maw. The Foundation describes their deaths as a ‘sacrifice’, and used the ‘example’ they had set to lay the groundwork for a radical sect of their faith. Preaching that the faithful should stick together, the Foundation used what resources it could scrape together to build a space-station commune outside the Maw, and grew from there. Sending its members out across the Outer-Rim, they built compoundson worlds and moons, pooled resources, and paid tithes to the Foundations HQ. As the decades stretched into centuries, the Foundations wealth expanded to Corporate levels, and soon, the Foundation of Akkedsia was one of the wealthiest religious institutions in the known Galaxy.

Branded by some as a profiteering cult, the high Prelates council - who Governed the Foundation - took it upon themselves to get some better publicity.

In the modern age, opinions are now split on the Foundation, who have a vast charitable wing, building medical centers, providing food parcels to impoverished worlds, whilst also charging their members ‘subscriptions’ to join, and openly being accused of brainwashing their followers. The Foundation is a controversial organisation, a large multiplanetary religious institution, with seemingly huge coffers, and a dedicated membership base. Whilst many of its members live in Foundation owned and operated compounds, some are known to travel in large caravans of ships, bringing food, health packages and the ‘good word’ to distant and impoverished worlds, showing up, in the strangest of places.

Teachings & Practice

Adhering to the doctrine of the Akkedisian Faith the Foundation encourages its members to convert their families and neighbors, and to have large families, who all adhere to the faith. The Foundation is a very active and highly invasive group, and is present in nearly all parts of its members lives, with members encouraged to work at Foundation owned businesses, live in Foundation owned housing and so on. The Foundations leaders say that this is due to the belief that ‘true believers’ must stick together through thick and thin, like the 9,000 people on board the Akkedsia Ship which plunged into the maw many centuries ago, had done.

Organisation

Officially registered as a multiplanetary charitable organisation, the Foundation is structured as a blend of Corporation and Religious group. Made up of millions of adherents, who all pay ‘subscriptions’ to join their local congregation, which is in turn led by ‘Missions’ the group has a large membership base, made up of a wide range of species. Each Congregation is part of a ‘Expanse’ led by a ‘Prelate’, who in turn sit on a council who elect three members from their own ranks to form the ‘Divine Triumvriate’, which leads the Foundation itself.

The entire organisation is funded by a blend of membership subscriptions (which are done as a high percentage of an adherents income) and the profits of the Foundations investments. It is commonplace for adherents to move into one of the Foundations ‘compounds’, indeed, it is estimated that nearly 80% of their members have done so.

Charitable Work

In order to combat the negative press...

Criticism

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Orson Mako Elegin, 14th Count Elegin of Votrad, who was styled as Baron Elegin of Vostrad during his early years, and as Viscount Elegin of Votrad upon the the passing of his coming of age, and was commonly known as Lord Elegin, was a Brentaal statesman who served as Governor of Cormond, and later as Senator for the world of Brentaal IV for much of his life.

Despite his successes as both Governor and Senator, Elegin lived an obscure and quiet life, quite out of the public's attention, and was relatively unheard of outside of his own social and political circles. His successes came mostly from his position as a scion of one of the Brentaal Houses, and partly because of his father's position and loyalty - by way of his position as advisor - to the Brentaalian planetary leader whilst he was growing up. Thanks to such contacts, Elegin was considered the favourite to succeed the outgoing Senator of Brentaal IV for much of his early adult life.

His political rivals contended throughout Elegins life that Elegin ”was not so much a politician as he was a pup, born into a strong litter”. However, despite his fortunate and lavish upbringing, Elegin was a devoted public servant dedicated to the Republic, and to Brentaal IV itself.

Early Life

Elegin was the eldest son, and the third of eight children, of Malik Elegin, 13th Count of Votrad, who served as an advisor to successive Brentaalian planetary leaders. Elegins mother was Anunsiata, the daughter of Madds Hendrith, a wealthy shipping magnate hailing from Coruscant. Born at Votrad Estate, which had been in the Elegin family for centuries, Elegins mother passed away when he was fifteen; her husband outlasting her by a further twenty years. Neither of his parents showed much by way of care of influence in his life, his father, Malik, following the long-held Brentaalian traditions that the nobility should remain on Brentaal IV, and care for their ‘mother planet’. not go ”galavanting about the galaxy trying to find oneself”. Malik thus had little time, nor sympathy for Elegin, when he undertook his year long stint travelling across the Outer-Rim in his late teens. By far the most influential presence in Elegins childhood was his governess, Bria Upssulia, whose constant combativeness encouraged the young man to make something of himself in later life.

Education

Educated at the Cormond Guild School, he would later head to the University of Bar’leth, where he was to become a favourite of his tutor, Sava Trannix. Whilst reading History and Galactic Politics, he sat as President of the Core Club, a fraternal society for students from the core. Elegin was to graduate with a first-class honours degree.

Early political career

Upon graduation, Elegins father arranged for him to be appointed as personal assistant and private secretary to the incumbent Senator of Brentaal, Count Kirral, a position in which he was to serve for some three years. After a stint of unemployment, during which time he took to writing for a holostation, Elegin was elected as Junior Representative for Brentaal IV, as part of Count Kirrals senatorial delegation.

Travels

Throughout his early career, Elegin took extensive travel around the outer-rim, including a tour of Hutt Space. He authored several books describing the culture of the region, which failed to sell all that well when faced with an unreceptive coreworld audience. A compulsive traveller, Elegin continued his travels, frequently returning to outer-rim worlds throughout his life.

Marriage

Governor of Cormond

Senator for Brentaal IV

Personality

Equipment

Notes

This character is inspired by some of the Victoria Era politicians in the United Kingdom, and some of the Imperial Era political and government figures of the Empire in Star Wars. I've always wantd to give a 'rank & station' politician a go in a Star Wars setting, so here we are!
 

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Raif Malasowski was a Corellian human, who worked as an Explorer during the Force Eternal period of Galactic History. Hailing from a mining family, Raif worked as a prospector for much of his formative years, whilst undertaking studies with the League of XenoExplorers, through which he hoped, one day, to make a name for himself.

Background

Born in Coronet City to a family of mine workers, his parents were often offworld, and thus a very distant influence for him, throughout his formative years and childhood. Signing on with theCorellian Mining Corporation when he was old enough, Raif spent much of his teenage years on the distant world of Tatooine, mostly working to repair and maintain Sandcrawlers, considered something of a requirement for the companies operations out there.

Unable to attend higher levels of schooling due to a lack of funds, he instead put in for a promotion on his eighteenth birthday, successfully being moved up to the companies prospecting arm, something of a dream role for him. Able to have the flexibility to travel more and more, it was in this job that Raif learned how to pilot his own ship, and more importantly, the skills he needed to set up on his own in his late twenties. During this time he undertook studies with the League of XenoExplorers, which would enable him to chase his goals of forging a legacy for himself in the stars, later in life.

With the Tatooine operations of the CMC dragging on, and eating into their profits, Raif was one of millions of workers to be laid off when the rimward operations of the CMC got sold off. Seeing this as a blessing rather than a curse, the young man purchased some of the old mining gear at a reduced amount, and headed off into the stars, seeking to make his own fortune as he did so.

Personality

A happy-go-lucky sort of man, with a creative edge and a passion for adventure, Raif is an honest, good, and hard-working person. Charismatic, he finds making friends to be reasonably easy, his drive and loyalty ensuring that he is pretty good at keeping them as well. Flamboyant, he is something of a visionary, always seeking 'the next big opportunity out there in the stars'. Raised by parents who encouraged him to reach for his goals, he developed a braggadocious nature at a young age, and can talk the hind legs of a bantha about things for which he is passionate.

Taking risks left right and center, Raif is the consummate adventurer, obsessed with finding the next big opportunity. Describing himself as an ‘Astrogator’, he has a passion for the heavens, and would rather die young on the frontiers, than old on the planet of his birth.

Skills & Abilities

Able to speak Basic, and to understand the Jawa Trade Language as well as Binary, he is a skilled prospector and engineer, able to fix up ships, mining equipment and droids provided he has the correct equipment. Physically strong, thanks to the manner of his work, he is competent with a Blaster, although prefers not to use them. His most noted skill however, lies with his navigation and survival talents. Able to calculate hyperspace coordinates, as well as to plot courses into the unknown reaches of space, he is a survivalist, and can administer basic rudimentary field medicine if pushed to.

Equipment

 

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Brogg Strugga was a male Mandallian Giant who operated as a mercenary during the period of galactic history known as The Force Eternal. Known as ‘Brogg the Mercenary’ through his own creative talent at spinning tall tales about himself, Brogg lived a remarkably simple life, for he was in fact, a ridiculously simple person - going from planet to planet, job to job, seeking coin, food and a good fight.

Biography

Born in the Hutt occupied world of Nar Shaddaa, Brogg had the typical upbringing of a Hutt serf. With both of his parents, and indeed their entire clan, working as enforcers and bodyguards for the Hutt Lorda, Boon’tatha Desilijic, they had food, shelter and fighting a plenty. For Brogg, it was to be a fine introduction to the life he would have to get used to, one that could be quick and brutal unless one found a way to get ahead. For Brogg, that way showed itself when he entered into his adolescence, and shed his youthful fat for the rippling muscle of a Mandallian, beneath the hearty reams of blubber of his species.

Not one to wish to spend his life guarding the door to a Hutts personal chamber, Brogg put himself forward for the annual draw to be given ‘the honour’ of entering that year's pit fights. It was uncommon for a serf of a Hutt to enter a sport as brutal as this, but Brogg simply wanted a way to escape the boredom that such a life brought with it.

And escape he did. For several months, which seemed to blend together in a haze of blood and violence, Brogg lived an exhilarating life. Yet, when he came out of the pits, knocked out by some Mandalorian wanderer whose name he has long since forgotten and/or stopped caring about, he returned to his Hutt home, to see a burned out Palace, occupied by a rival gang.

Loyalty to his master dictated that he, Brogg, in a righteous fury, retake the palace for the glory of House Desilijic.

His grumbling belly dictated dhe get some dinner.

So that is exactly what Brogg did. Heading off to the nearest space port, Brogg chowed down on some slop, and set upon heading to the stars, undertaking the charming work of a mercenary - and he has been doing it to this day.

Basic Information

Name: Brogg Strugga
Species: Mandallian Giant
Homeworld: Nar Shaddaa
Size: Ten Feet
Force Sensitive: Thankfully not

Personality, Skills & Abilities

Brogg was a simple man with a rather basic ethical code - get paid and eat well. Respected as a mercenary, mostly due to his sheer brawn and size, he was not that much of a strategist and operator, relying on brute force and resilience to get him through. A crude man, he was prone to bad habits, drinking, smoking and eating to excess, and it was only his rigid reimene of physical violence and excursion that kept him the muscle bound beast that he was. During his career as a mercenary, Brogg had been all over the Galaxy, taking in the sights, eating a good number of the locals, and much more besides. He was a wanderer, lacking loyalty to a faction or to a ‘Clan’ or world, preferring to see what tomorrow would bring rather than fixate on a cause.

A confident and practical man, Brogg felt that most things could be solved through hitting them - and so far, very few people had taken it upon themselves to try and prove him wrong. His brash nature and general obstructiveness was only tolerated due to his usefulness - a guard, an attacker, a meat shield, Brogg was very good at it all. Lacking much by way of actual combat finesse, his main skills came from his ability to lob explosives, fire big guns and swing a large club.

On a personal level, Brogg was a braggadocious individual, who always liked to see the joy in situations, even when they were bleak indeed. Perhaps this was because he lacked the intellectual capacity to understand what danger was, or perhaps it was because he just wasn’t all that worried about bad things happening - nobody, not even Brogg, could put a fat finger on it. Brogg was proud of his profession, and protective of his reputation, which he sought to advance wherever possible.
Brogg was not an academic, he was not an engineer, he was a fighter, a drinker, a feaster, a brawler. As such, his skills (or lack of them) matched that way of doing things. He could speak basic, and Huttese (by virtue of his upbringing in Hutt Space). He could read, and he could write to a basic level - and it was there that the majority of his non-brawling skills came to their end. Unable to fly his own ship, unable to pilot a speeder, Brogg relied instead on intimidation and fear, to get others to do it for him. Indeed, Brogg was very good at this, on account he was rather large, rather smelly, and sensationally violent.

Despite this, he was not exactly a combat master. Indeed, much of his combative skill came down to a simple tactic of ‘smacking it ‘till it stopped moving’, something which, so far, had worked remarkably well. It was only his natural resilience and strength, that had made him an effective combatant thus far.

Equipment

Always on the move, Brogg was required to travel light. Travelling with a bedroll, a few changes of cloth, and a large coat for ‘when it got a bit nippy’, he could often be seen with little more than a hefty star ship hydro-spanner, a massive component ripped from a manufacturing plant. As of yet, Brogg has no ranged weaponry - but does have a belt of assorted axes and blades, two handed beasties which, thanks to his size, he wields with one hand, with relative ease.

Armour wise, he wears a durasteel plate on the lower part of his torso, alongside gauntlets and a pair of trousers. Functionally, this offers the same standard of protection as a blast vest.
 

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Drannix Pan-Subarr, known by his moniker of A.P.Why? whilst online, or more simply as AP by those he came into physical contact with, was a male human slicer, information broker and tech junkie who was active during the period of galactic history known as the Force Eternal. Something of a maverick, he lived a fast life, full of incursions with the law - kept afloat only by his niche skillset, and fluid moral compass which saw him frequently switch sides throughout his life.

First and foremost, Drannix was a survivor, who went to huge lengths to live a life in the shadows, making sure that few people knew of his true identity. Masquerading as a travelling holonet technician, one of many millions in the galaxy, his real passion was in the world of slicing and technology, and he saw himself as something of an activist against the rising influence of corporations and governments across the galaxy.

Biography

Known only as ‘AP’ in ‘public’, Drannix was born on Nar Shaddaa, to a low-income family, and spent the earliest years of his life in and out of schooling, and working as a member of an apprentices team attached to one of the factories of Jiguuna on the Hutt homeworld of Nal Hutta. His passion for tinkering and technology was only fed by such work, and soon he was self-teaching himself encryption, security and eventually, slicing. Becoming something of a recluse, he moved out of his parent's place and went on the move, purchasing a small ship and heading galactic.

As the years went on, he took up work as a freelance holonet technician and developer, one of millions in the galaxy, whilst focusing on his real passion of slicing. Making the majority of his income through this method, he fell in with a collection of like-minded individuals, whilst never meeting them in person of course.

Soon, under his online alias, he was something of a contractor for the criminal underclass, information brokerage, ID forging and much more besides. Through his holonet contacts, he began to work on slicing large corporations, and even politicians and other high-fliers, seeing himself as something of an activist in the process. At some point, Drannix took up residence in the gambling city of Canto Bight, where he made his living scamming the casinos, and working for the numerous criminals that called Cantonica their home.

Making sure to keep his real identity hidden from those with whom he conducted his illicit dealings, Drannix kept a low profile, switched sides when he needed to, and always kept on the move.

Basic Information

Name Drannix Pan-Subarr
Species Human
Age 45
Height 177 cms
Force Sensitive No

Personality & Traits

An easy-going, laid back individual, Drannix is an intelligent individual who always likes to stay ahead of his competition, especially if they would seek to do him harm. By far his most complete skill would be his abilities with a slicer deck, and with the correct equipment, he is able to break his way through most security systems without leaving a trace. Sporting a quick sense of humour and wit, he is often known to crack jokes or act impulsively at a moments notice.

Drannix does have something of a liking for addictive substances, spice, death sticks and alcohol, and is known to consume whilst on the job. Claiming that it ‘helps me stay focused’, he is addicted to substances and has very little control over such an addiction. Able to pilot his own ship, Drannix has a complete obsession with speeder bikes and swoops and enters races with them (normally unofficial) as a hobby and pastime. As such, he is an able engineer with such vehicles.

A survivor, first and foremost, Drannix has no qualms in shifting allegiances, if doing so would ensure his survival and wellbeing. With a quick mind, and lacking something of a moral compass when it came to personal loyalties, he made sure to keep up to date with his clients, allies and enemies, always doing his best to be one step ahead.

Equipment

Drannix doesn't make use of weapons, and as such none are listed here. Unsurprisingly however he makes use of a wide range of slicing materials, which are listed as follows:


Aside from this, he is the proud owner of one YV-560 Scout Freighter and a K-4 Meteor. He owns a bg-Series droid BG-22, which sports a proud homemade, graffitied design, of which he is very proud.
 
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Phelon Solus, was a male Columi, who was born on the space station known as the ‘Rings of Kafrene’ to a family of ship engineers. Adopted into the Mandalorians after a ship his parents had been working on was attacked by pirates, and his parents murdered, he was taken into Clan Solus, in what was, at the time, seen as a bizarre decision due to the physical shortcomings of his species. Despite this, he was given the same chance as everyone else in his founding and was to show his worth in the technological and scientific aspects of his new-found culture.

Becoming something of an expert in the maintenance and construction of Mandalorian technology by his mid-teens, he was soon to be brought into the fold of the clan fully, and soon after, took a posting in one of the clan’s outposts as a technical lead. As the years went on, Phelon would accompany numerous combat missions, where his skills came into force - slicing computer decks, and of course, making easy use of the weapons of his people.

As time went on, Phelon began to see the Mandalorian Culture as one that was a model archetype for the galaxy itself to follow. The projection and pursuit of strength being something that he considered to be tantamount to the progression and survival of the Galaxy. Throwing himself into his world, Phelon joined the wider Mandalorian cause with earnest.

Basic Information

Name Phelon Solus
Place of Origin Polis Massa
Age 33
Height 101 centimeters
Gender Male
Faction Independent
Force Sensitive No

Personality & Traits

Phelon Solus was a Columi male, who was adopted into the Mandalorian Culture shortly after his birth as a foundling. With soft greyish-blue skin and doubled eyelids, he had a large cranium that looked almost out of place on his frail and diminutive body. Speaking basic and numerous other languages, most droid-speak and their variations, he could often be seen wearing Mandalorian Armour, adapted for his modest frame.

An exceedingly talented scientist and technologist, Phelon had a deep understanding of biology, biochemistry and technology. Despite his instinctive intelligence, he was cold and calculating in how he acted and behaved, seeing people outside of the culture into which he was adopted as slow and talentless. A believer in Social Darwinism, he was something of a consequentialist, believing that the struggle for betterment was the greatest struggle of all. His intelligence often caused him to be a little to inquisitive, and he was frequently found tinkering with technology, and sometimes, other organics.

When not with his fellow Mandalorians, he sought to surround himself with technology as it was ’easier to understand’. Creative and inventive, he was seen as a valuable member of his Clan, his technical aptitude and inventiveness more than making up for his physical shortcomings.

Equipment & Assets


 

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Carth Sacren was a Muun male, born on Taris during the 'Force Eternal' Era of Galactic History. He was to be born into a modest family, his parents, Q'ira Sacren and Marzeel Sacren, both of Imperial stock, his father serving in the financial services, as part of one of the many banks of Muunilist that operated across the Galaxy, and his mother, herself of the minor nobility, working for her Uncles small shipping concern. It was to be clear to his parents from a young age that there was something different about their son, following the death of the household servant - a Rodian by the name of Nulor Paz - who, despite evidence to the contrary, Carth denied pushing from their home-towers top floor, following an animated dispute, the subject of which Carth has long since forgotten.

Keen to advance themselves in the hierarchy of Sith Society, his parents ensured that their son was trained in the art and culture of his people, that of Taris, the Sith and even of the deep-core, and during his pre-teens was subjected to Medichlorian testing. Passing the tests by a clear margin, Carth was removed from Taris, and sent to Korriban for training and ordination into the Sith Order, entering into the Academy shortly after his eighth birthday. Predictably, his parents were thrilled, quick to brag with the contemporaries, yet attempted to remain in touch with their son, who despite their meaningful overtures, would grow ever more distant from them as the years went on, until their deaths some fifteen years later.

Whilst at the academy, Carth made few friends during the opening years of his study, becoming a deeply jaded and stoic individual, ferreting himself away in the libraries and training halls for most hours of the day, and working late into the evening on many an occasion. Living in isolation in the academy, following what he saw as his families abandonment of him, he was only to come out of his seclusion for blade practice - something he enjoyed with a passion, believing that it allowed him to vent his anger and frustrations on the causes of them, namely his fellow students, and all-to-often, his masters. Being one of the more adept members of his cadre year, he was to become more popular as the years of training went on, the less effective acolytes seeking to affiliate themselves with the more successful, and by the time of his graduation from the academy, Carth was considered to be one of the more popular, and manipulative (to the more observant masters anyway) of the intake.

Returning to Taris and reclaiming his family home from the local authorities following his departure from the academy, the young Sith took to cementing his place within the society of his homeworld. Distancing himself from his mother's side of the family, who he had always viewed as Imperial 'clingers on' - more interested in the wealth of Imperialism rather than its teachings, he became close with several other Sith in the area and was often to be found hosting elaborate dinner parties for them. Expanding his families collection of art, he was soon rarely at home, and eventually sold up the family estate on Taris, taking to living in his ship instead, and made acquaintances with a collection of 'treasure hunters' inside 'Imperial Hutta' as it was then known, with whom he was to travel for some years in the pursuit of the luxurious and ancient.

Carth was quick to shore up his links to his special homeworld, Muunilist, and was to head there after a few years in the space lanes, founding a small one-man operation. Taking the form of a financial brokerage, and lobbying firm which he was to grant the name Larsh Liquidities, the young Muun had plans to use the group to further his influence more passivly across the Galaxy, as well as to solidify his financial wellbeing (and the security that would bring) for future plans, and bids for power.

Keeping to his training regime throughout, Carth was able to see a large amount of the Galaxy, such as Hutt Space, Mandalore and the Republica, and came to the same conclusion with each and every world he visited. If they wished to improve, they needed to evolve, to become stronger. The Hutts, too obsessed with greed and the pursuit of wealth, required taming, their avarice turned to more useful pursuits. The Mandalorians, obsessed with war and combat, seemingly for the sake of it, needed to direct their talents with a purpose to thrive. All of this, he believed, could only be attained through the spreading of the Order, of its code, and of the belief that Strength, comes through Unity and Balance.

With this in mind, his mission was clear. No matter how long it took, and no matter who held the reigns at his quests starting - it would be Carth who would steer the Galaxy, to a United and Strong future.

However, it would appear that the powers that be had different aspirations than Carth, for soon after his plan had been formulated, the rifts and divisions in the Empire did soon appear. With the Imperial Republica taking up arms against his own faction, the Old Empire in a rapid attack on Madriaas, much of the Order was left reeling in the wake of what was soon to become a quickly unfurling plot to pit the Empires against one another. If anything, this spate of hostilities between the two Sith powers did nothing but cement Carths ideal that only a united, absolute Empire could bring about the desired change he wished for the Galaxy.

Placing his personal plans on hold, he took to one that supported the efforts of the Empire itself, assisting in the training of troops, and taking part in personal visits to fringe worlds, seeking to reassure those distant planets that, despite their relative isolation from the Emperor, his legions would march to their aid if required. However, a new threat was soon to rear its head, one that the Imperials and the Order would be ill-prepared for - that of the Mandalorians, and the warlike House Solus. Commencing with a series of coordinated strikes on the Imperial Republica, they signalled their defiance to the teachings of the Sith with a heavy strike on the Kuat Drive Yards, and followed up by killing numerous Sith Warriors from all sides of the Empire and Republica in single combat.

Their message was clear, and their defiance was not to be underestimated.

Forced to revise his plans again, Carth withdrew from the frontiers of the Empire, forseeing that in what he assumed was to be a war with the Mandalorians, that being on such worlds was a recipe for distaster and an invitation to death at the Mandalorians blades. Seeing his faction in turmoil, with the Republica faring much worse, especially following the death of Empress Draste at the hands of the reclusive Darth Vrael, he began to fear the worst. Whilst the Old Empire vented its frustrations at the Republica, the Mandalorians would continue their ascent, unchecked - meanwhile, the Alliance and their Jedi Masters would continue to seek a fertile seeding group for their warped ideology, and before long, the Sith would fall once more.

Determined to ensure that the Sith lived on, outlasting the Empire if needed, and could survive the return of the Jedi and the ascension of the Mandalorians to Galactic Power, Carth began to seek out ways to ensure his Orders survival, no matter the cost, or burden of humiliation it would need.

The final straw that drove the illusive Sith to action was to be the death of Emperor Vrael in a surprise bombing that flattened the compound he was visiting and immolated him in the process. Convinced beyond doubt that it had been the Mandalorians behind the attack, Carth committed himself to action, to his resolute plan that, no matter what, the Order had to survive. Having lived a life of relative seclusion, rarely emerging in public, he considered himself ideally placed to do this, and headed for the Outer Rim, to gather agents (both witting and unwitting ones) to him, and ensure that, no matter the aggressions of the Mandalorians, the Sith fire never went out.

Personality & Traits

An exceedingly well-spoken man, Carth stood at 1.93 meters in height, and weighed 86 kilograms in total. He kept in reasonably good shape throughout his life, and - despite his affiliation to the Empire and by extension the Sith Order, he did not consider himself to be evil. Instead, he considered himself to be a visionary, fully aware of the dangers that existed in the Galaxy, and the deep-rooted corruption that seeped through to its very core. Viewing the dark side as a method to stamp out such corruption, and to bring about sweeping changes to the Galaxy, that was so desperately needed (in his eyes) to see its inhabitants reach their full potential, Carth saw himself as an agent of evolutionary change.

Despite this, he was instinctively devious and saw the weak (or at least those weaker than him) as pawns to be used in his own game. Betraying and killing people who got in his way, his main goal throughout his life was to steer the Galaxy in the 'correct direction' - one of unity, order and strength. To that end, Carth was possessed of great patience and intellect, willing to wait, biding his time until the moment came to strike, and achieve his own ends. He was skilled at acting and politics, to such an extent that he was able to play the peacemaker and the diplomat, the tyrant and the warmonger, with equal easiness.

Growing up on Taris, in its undercity, before spending much of his adult life on Korriban and Muunilist respectively, he had exposure to several languages, and spoke Basic fluently, with a Core World Accent, one that gave away his origins to those with knowledge of the area upon occasion. He was a competent mathematician thanks to his business operations, which absorbed a lot of his focus from time to time. Aware of the power of one image, he attempted to appear as a man of high social class, smartly dressed, normally with some sort of cape or robe, well-groomed and with the appearance of high culture in everything that he did. Harbouring no illusions that, in order to achieve great aims, the darker and more corrupt elements of the Galaxy had to be used, he was more than willing to interact and strike temporary deals with those criminal elements that he saw as useful to his ultimate end. As such, he understood Huttese and Mando'a, although could not bring himself to speak either.

A deeply self-centered man, which was shown even when he was young, he did not shy away from breaking social norms. Not above bribery and corruption of the authorities to further his own aims, he resented the idea of being answerable to others, and preferred to try and establish himself as the origin and patron of power wherever he could.

Carth believed in the core edicts of the Sith and firmly believed that a Sith lead Government across the Galaxy would be for the betterment of all. He saw those not within the Empires political borders as vassals waiting to be saved, and those without the capacity of force used, as inferiors. Something of a culturalist, he attended operas and gallery viewings whenever he was able, and could talk for hours on end of the merits of the Sith culture, and the flaws of others - indeed, he was something of a collector of cultural artifacts and was known to hire people to 'acquire' items for his collections. Despite his training within the Empire and his work for and with them, he did not view them to be the perfect and sole inherent Government of the Galaxy. Believing that both the Empire and the Republic had become little more than territories to be fought over by failing powers, he cared not who was in charge, in so long as they stuck to Sith teachings, and projected strength across their dominions. To this end, he held little respect for the Drast Dynasty, believing that they had strayed to far from the image set for them by their founder Andraste, many many centuries years ago. Despite this fact, he never showed his contempt for their bloodline, as being a pragmatist, deemed it to be unwise.

A skilled politician and tactical schemer, he preferred to surround himself with agents who would affect the change he desired to see in the Galaxy, without asking too many questions. Capable with the force, he would, if needed, muscle into the effect this change himself, although he preferred to only do so if the success of the operation was reliant on his involvement. Likewise, he was a skilled duellist and fencer, with this originating as a hobby in his younger years, and later being seen as something as an art form to be perfected by the Sith upcoming.

Extremely calm and stoic, he was slow to anger - and even when he did, Carth hid it exceptionally well, seeing displays of open anger and the attached loss of control if was often associated with, as a weakness that gave away one true intention. He was slow to forgive traitors and those who worked against him and known to hold a grudge for as long as needed until it was settled. Something of a sportsman, he was a skilled pilot - and often took pleasure craft out for a swing when he was bored.

Skills & Abilities

OOC Note: Please note, the lightsaber forms section of this is for flavour and will need to be acted out in PvP to have an effect.

Lightsaber Skills

Carth was a practitioner of Form II lightsaber combat, and continued to hone this skill as often as possible, often setting aside at least an hour each day to practise the form. He is an able duellist in this regard, focusing his skills on tackling single combat in close quarters, with one or more rivals - although, the greater the number of enemies, the greater the skill required to combat them. Deeply competitive, he dedicated himself solely to the learning and development of Form II, a pure duelling form, as he saw it as foolish to be adequate at several forms when a master of one was greatly superior in close quarters. Disliking the use of multiple lightsabers in combat, he never trained with more than one blade, and as such had no skill at all with more than one saber - although he trained to be ambidextrous in case his fighting hand was knocked out of commission.

As the form demanded pinpoint accuracy, jabbing moves and footwork being seen as more important than acrobatic displays and slashes, he had excellent hand-eye coordination and was very precise in the manner of his attacks. He focused on avoiding attacks in combat, dodging with sharp fluid movements, and quick footwork, rather than running headfirst into engagements. Furthermore, he picked his fights very carefully, and was not below withdrawing if the fight was turning against him. Possessing of good balance, he would often try and fight in narrow confined areas, in which his form would come into its element, making use of fencing style thrusts and ripostes to keep the enemy on their toes.

Carth focused on the clever application of his form in combat, adhering to its tenents to the letter, using defensive moves to lure the enemy into a reckless attack, at which point he would use precise ripostes and unpredictable fake attacks to confuse his assailant, and ultimately outperform them. Blade work, defensive, followed by a blinding offensive, normally was the name of the game - provoking the enemy to attack recklessly, and taking them down.

Force Abilities

A trained Sith, Carth was talented in the ways of the Dark Side of the Force, and as such had access to a wide range of abilities. With his mediclorian count clearly impressive, hence his admission into the Sith Order, he was able to hold his own against others of his ability level but struggled against the stronger members of the force community.

Skilled with telekinesis, and known to move objects during fights to gain the upper hand on his opponent, he was also able to make use of this skill to augment his ability to clear large distances with jumps. He made us of the force choke, and lightning when needed, and used both of these in fights when pushed to do so. He did not make use of the lightsaber throw, considering it to be foolish to throw ones weapon away in a combat situation.

Thanks to his time with the Sith, he was able to use the force to heal himself, although this took time and could naturally not be done in combat, during which time distractions would be rife, and the recklessness of a heal to great to comprehend. He was able to use the force to pry into peoples minds, but naturally, this was a battle of wills, as often such an act was prone to extreme resistance from the victim.

Carth, although he is aware of his talents with a blade, and enjoys sparring, prefers to focus on the application of force-based attacks in combat, being firm of the opinion that a lightsaber is inferior to the might of the force, especially as expressed through the power of the Dark Side.

Equipment

Like many Sith, Carth has a collection of equipment and gear that he carries with him at all times, such as his lightsaber, which is always at his side. He travels light, using only what is listed below. Assets (such as homes and NPC security) will be listed separately in this thread as and when he secures access to it by way of plot completion.

  • Lightsaber (Red) - Carth possesses one lightsaber, crafted with a curved hilt to better meet the form and style of his combat.
  • ED-3 Stargull - Carth makes use of a converted stargull, containing a private room only, and piloted by a 286 Pilot Droid.

Carth is often seen wearing a robe, of varying colours, as well as armoured gloves and boots, which gives his regalia the same effect and coverage as that of Sith Marauder Armour. He often travels with a MR-4 Series Protocol Droid, who is nearly always at his side when not engaged in combative undertakings.

Assets

Carth possesses a modest homestead on his homeworld of Muunilist, from which he runs his holding company Larsh Liquidities. The company has no organic employees, and serves merely as a holding vessel for his financial and actual assets. At present, aside from a modest sum of credits, these assets are:


Additional assets will be added as and when they are acquired through approved plots, with the plots by which they were attained linked in the above list.

Alter Ego - Larsh Vemar

In keeping with the Muuns desire to operate from the shadows, Carth often masqurades as the Muun Businessman 'Larsh Vemar', a fake name, who although possessing a detailed educational history and business profile, is entirely made up. Larsh Liquidities is owned by this individual, who is answerable to numerous anonymous shareholders (all linked to bank accounts that are owned by Cath himself). Appearing as a classic snotty businessmuun, Larsh is the most commonly worn 'public face' that Carth wears when not conducting official Sith Business within safe Sith areas.

Appearing non-threatening, wealthy and otherwise 'Muunlike', he travels unarmed (with his lightsaber normally hidden aboard his ship in case of emergencies) and tends to be rolled out for the more discrete operations that Carth sees as required for the furtherance of his machinations across the Galaxy.

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Arkoh Barzani was a male Arkanian who was born on the Correllia, a distant trading post. Commencing his life as the children of two street-traders, he lived a life in the space lanes, before falling in with a street gang, and later becoming its leader.

His was a harsh existence, finding food and money wherever he could take it, Barzani was, along with many of the other aliens in Coronet City, forced to live in the shadows to make way for their human counterparts. Such an upbringing made him a harsh, and cold creature, and his life was forever destined to be one of criminality and cruelty.

In the modern-day, Barzani plies his trade as a criminal, smuggling illicit goods, loan sharking, hosting fights and gambling dens, extracting protection money - and much more.

Preferring to stay out of the intergalactic politics of the day, Barazani sees little point in engaging in affairs ‘above his station’, and understands his position as criminal, albeit one with class and character. Delicately navigating the criminal underworld, Barzani wishes to build a criminal empire of his own.

Personality

A deeply traditional man of the Arkanian species, he was a strong believer in the honour system of his people, as well as the wider system that dominated the underworld. Quick to anger, Barzani was prone to bouts of violence, which had - throughout his life - allowed him to cement his position as a criminal on his homeworld of Corellia. When it came to his skills, most of them were focused on the world of crime. Quick with a blade and a firearm, he none the less acted in a reasonably discrete manner, building a network of close enforcers and thugs that enabled him to ply his trade.

Equipment

 
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