Cat's Workshop

Catbert

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Nolan Kodd

Age

► 22
SPECIES
► Human
HEIGHT
► 186 cm
WEIGHT
► 86 kg
EYE COLOR
► Blue
HAIR COLOR
► Brown
HOMEWORLD
► Nar Shaddaa
GENDER
► Male
FACTION
► Independent
RANK
► None
FORCE SENSITIVITY
► Yes (unaware)


Summary

Part-time mechanic, part-time smuggler, full-time adventurer. Nar Shaddaa upbringing has hardened him and given him a broader view on life.


  • The only child in the family, Nolan doesn't know what world he was born on. His parents moved to Nar Shaddaa early in his life to seek refuge from the war between the Jedi Exiles and the Republic. Since then, the Smuggler's Moon is the only home Nolan has ever known. That home proved to be less than welcoming: the family had to go extreme lengths just to survive. Even Nolan had to start working at the age of 7.

    Luckily, his employer Shiri Vrei (a member of a Twi'lek spacer family who ended up grounded on Nar Shaddaa and started a tech repair shop) was no tyrant. In fact, it was thanks to her that Nolan learned how things worked on the moon. As months went on, Nolan came to think of her like the elder sister he never had, and a friend of his family.

    Despite all their efforts, the Kodds couldn't earn their living and eventually got into debt. And if you can't keep yourself afloat without borrowing money, Nar Shaddaa takes you down the all-familiar path: slavery. Even worse, nobody cares if the family gets split in the process.

    Nolan too would've ended up off-world, if it weren't for his parents' request to Shiri and her family for help. The Twi'leks couldn't afford freeing the Kodds or repaying their debt, but they could at least free Nolan from this fate. Shiri expressed sympathy to the boy (in large part due to her own people's history as targets for slavers) and convinced her relatives to take Nolan in.

    Naturally, these events affected the boy greatly, making him reconsider his life on Nar Shaddaa and see the universe for as evil. In anger he would see the Hutts, moneylenders, and half of the Smuggler's Moon as the parasites who deceived people with false promises and made use of them when they were exposed. Only later would Nolan see the bigger picture from a different angle.

    A few years later Shiri inherited the repair shop from her parents and became its sole proprietor, as Shiri's siblings moved on elsewhere. The Twi'lek did a good job at running the shop, but she always wanted to get herself a freighter and be able to go where she wanted, like her family once had. To reach that goal, Shiri herself got indebted to the Hutt Cartel in order to get herself a freighter. She even sold her repair shop.

    Unlike the Kodds many years ago, the Twi'lek managed to repay her debts, showing Nolan that the Hutts were no more evil than the universe itself. They just offered the means, and it was up to the person taking these means to use them properly and come out on top. However, the newly-purchased freighter didn't give Shiri all the freedom she wanted: she still had a few errands to run and the interest to repay.

    With no other options, Nolan flew with the Twi'lek as an occasional pilot, co-pilot, and gunner, experiencing the life aboard the ship for the first time. It didn't matter that they were working for Hutts, they were free! The few following years seemed like a dream: travels, profits, cantinas, gambling, a healthy amount of risk and danger to hone one's experience... All of this made Nolan feel truly alive.

    Shiri didn't share Nolan's happiness. With one of her life-long dreams achieved, a smuggler's life eventually became a routine. The Twi'lek set sights on something else. After a few years in space she returned to the Smuggler's Moon, reopened her repair shop aboard her new freighter and continued business as usual. Nolan would only notice that she started practicing with her blasters and fixing up weapons more often.

    Eventually she started disappearing from the ship, only to return a few days later, leaving Nolan to run the business alone. The Twi'lek never told Nolan the details, but she always returned with credits, more than the repair shop could generate. Nolan suspected that his old friend might've gone hunting bounties, as her father had in his youth, but the Twi'lek was reluctant to speak about it, so her protege dropped the topic.

    One day Shiri disappeared and never returned after weeks of waiting. Nolan's first thought was to go search for his "elder sister". However, he didn't know where to start and had problems of his own: the rent for the landing pad and the Hutts' monthly share still had to be paid. Now on his own, it was Nolan's turn to make use of the opportunities that the galaxy had for him.
  • Despite the harsh conditions on his "homeworld" (caused by the inhabitants rather than the environment), Nolan ended up developing his own "code of conduct", which is based on conscience rather than the letter of the law.

    Having grown up on the Smuggler's Moon, Nolan saw how people do anything to survive, the strong prey upon the weak, and how everyone thinks that this is normal. Yet, having been among the weak himself, he also sees the situation from their angle.

    As a result, Nolan tolerates smuggling and trying to stay afloat by any means necessary, but dislikes slavery. He has seen more than enough violence and can pull a trigger to defend himself or those he cares for, but he wouldn't take pleasure in it.

    Nolan only lets himself be openly-friendly with the people he knows and trusts (otherwise it could be seen as a sign of weakness). He enjoys bickering with his MR-73 astromech, which has developed a habit of telling Nolan off in Droidspeak for various reasons.
  • The youth spent on Nar Shaddaa had a mixed effect on Nolan. On the one hand, he experienced loss, contempt, and unfairness. On the other hand, the Smuggler's Moon has hardened him and taught him how to overcome these obstacles. A lot of his knowledge comes from Shiri Vrei, his Twi'lek "elder sister", but some of it is just luck and intuition, which Nolan takes for granted.
    SKILLPRACTICEDESCRIPTION
    Mechanics■■■Nolan spent the majority of his time helping Shiri with her repair shop business. Droids, ship parts, and broken (yet totally safe!) blasters replaced the toys that Nolan never had as a kid. That's where his knowledge of Binary (Droidspeak) comes from.
    Languages■■Not all of Siri's clients spoke Basic. Nolan had to deal with many unfamiliar languages, and soon discovered that he took to them. A few weeks of relaxed learning was enough for tolerable understanding. Nolan's ability is by no means perfect: it resulted in quite a few embarassing situations, especially when he tried to speak. Still, he somewhat understands Huttese, Dosh, Durese, Gamorrese, Rodese, Ryl, and Shyriiwook.
    Melee■■Nar Shaddaa gave Nolan his share of fighting, both armed and unarmed, so he is not a pushover. As a teenager, he practiced a lot with the stun baton that Shiri gifted him for defense. Later he gave up the habit in favour of blasters, but with time and effort Nolan could regain his old skills and surpass them.
    Shooting■■Shiri always said that "as strong as you may be, you ain't stronger than a blaster." Nolan took that to heart when the Twi'lek gunned down a Gamorrean gangster who tried to extort "protection money" from her. Nolan is still grateful for the blaster pistol he received when he grew up, and for the rare-but-cherished blaster practice sessions that Shiri set up for him.
    Driving■■■Some customers wanted their items to be delivered, rather than coming to Shiri's shop themselves. When Nolan grew old enough, he started using Shiri's swoop bike for that purpose, and he enjoyed such distractions. Despite occasional reckless driving and a few close calls, Nolan managed to avoid permanent damage on a few occasions. The swoop bike, however, wasn't so lucky.
    Piloting■■When Shiri got herself a freighter and diversified into smuggling for the Hutt Cartel, she took Nolan along as a crew member. Flying a spaceship was even more fun than riding a speeder bike. Nolan feels he made the most of the little practice he had.
    Astrogation■■Shiri would always preach that "if you're in space, you need to find your way and not get lost." Nolan liked space, but hated the chore of substituting for thei MR-73 astromech and plot the hyperspace route manually. Although Nolan can be an astrogator, he prefers leaving it to droids and computers. His route-plotting is painfully slow, and he's always looking for "shortcuts" in calculations. MR-73 always rechecked Nolan's calculations, and sometimes the "guesswork" even turned out to be correct.

    • ITEMDESCRIPTION
      2L Blaster Rifle (normally stored aboard the ship)​
      When Shiri went for her last job, she took the best weapons with her, leaving her old blaster rifle behind. Nolan is still somewhat reluctant to use it, hoping to return it to the rightful owner one day.
      Shiri gifted this pistol to Nolan when he came of age. It holds sentimental value, reminding Nolan of Shiri's shooting lessons. That's why he hasn't replaced this old blaster pistol with something newer and more powerful.
      Yet another gift of Shiri, but this time to a teenage Nolan who couldn't be trusted with guns yet. This stun baton was enough to fend off unarmed thugs, as demonstrated by Nolan a few months after he received the weapon.
      Spare power packs (normally 5 are carried, with 10 more aboard the ship)​
      There's never too much ammo, except when you're bending down under its weight. Nolan tries to restock his supplies on the ship whenever and wherever he can, just in case.
    • ITEMDESCRIPTION
      The Trailblazer, Fathier-class light freighter

      Shiri always dreamed of accumulating enough money to buy a ship and get off-world again. When the Hutt Cartel offered her "a loan" to help in exchange for a few errands and an interest rate bordering on robbery, she agreed to the terms. The debt has since then been repaid, Shiri took up another lucrative job for the Hutt Cartel and never returned. That's how the ship ended up in Nolan's possession.
      The last of the two speeder bikes that Shiri owned. The first one bit the dust when Nolan tried to deliver an item to the client of Shiri's repair shop ahead of schedule. Normally the bike is stored aboard the Trailblazer, sacrificing the space for 1 passenger or 2 tons of cargo.
    • ITEMDESCRIPTION
      MR-series MR-73 astromech​

      When Shiri got the Trailblazer, she also needed an astromech droid. The MR series were the easiest to acquire and did the job quite well. Being more successful at astrogation than Nolan, the droid has developed a habit of "verbally chastising" the owner for mistakes. With Shiri gone, Nolan couldn't find it in himself to wipe the droid's memory. That, and he needs an experienced astrogator as a co-pilot.
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Catbert

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Kath Hound (Modified Fathier Freighter)

AFFILIATION
Open Market

MANUFACTURER
Core Galaxy Systems (or custom workshops)

CLASS
Light Freighter

ROLE
Fast and defensible courier/smuggler

COMPOSITION
Alusteel and Transparisteel

DIMENSIONS
Length: 32 meters
Width: 24 meters
Height: 10 meters

CREW
1 Pilot (sublight flight and jumping)
1 Co-Pilot/Astromech (plotting hyperspace routes)
2 Gunners (optional; must occupy the turrets)

PASSENGER CAPACITY
4 beds

CARGO CAPACITY
30 tons

CONSUMABLES
3 weeks

SPEED/MANEUVERABILITY
75 MGLT; good maneuvrability for its class

ARMAMENT
1x top dual-laser-cannon turret
1x bottom dual-laser-cannon turret

EQUIPMENT
Class 4 Hyperdrive
Standard Civilian Shielding
Electronic-Chaff Launcher
1x Escape Pod: 4 people + 2 droids
Short-range comms
Intercoms across the ship


DESCRIPTION
Core Galaxy Systems had succeeded with the Fathier freighter: its speed had made it a viable alternative to the slower and more sluggish Nerf-Herder, even at the cost of cargo space. With the market niche established, the corporation developed a more advanced model.

This time they have made an even more niche ship for those who value speed and security over passenger capacity and cargo space. The cargo capacity didn't improve: a Kath Hound carries as much as a Fathier, and 10 tons less cargo than hot-rodded VF freighters or modified Nerf-Herders. It also has one less passenger (and much less special equipment) than the Zia, another comparable Fathier modification.

These sacrifices allowed the Kath Hound to gain the speed and maneuvrability comparable to these refits, while also adding a bottom turret and an electronic-chaff launcher (which the other modified ships also have in one way or another).

Although the ship now requires a crew of 4 to make use of all its abilities, the bottom turret was found useful not only by the cautious merchants who needed extra defenses in space, but also by those who wanted to rain fire on the ground or to cover the retreat of their friends aboard the ship (something that the Fathier's single turret on top of the ship was incapable of doing).


LEGALITY
The stock Kath Hound (or a Fathier turned into a Kath Hound) is pretty legal. It's up to the ship owners what other upgrades they install.

INTENT
I. To give Fathier owners a generic upgrade path, while keeping the ship legal and leaving the door open for customization plots. For example, extra plots for smuggling compartments, sublight booster, and coaxium infuser will get you a Millenium Falcon. Passenger capacity could be increased at the cost of cargo space, etc.
II. To provide opportunities for more interactions. You need 2 extra PCs (or a high-level PC + NPCs) to make the full use of the ship's combat capabilities.


ADVANCED TECH
Yes. Kath Hounds are widely-available, but expensive enough for an average pilot. Refitting a Fathier to become a Kath Hound is also possible (and way cheaper), but would require a shipyard (or a well-equipped hangar), acquiring the necessary parts, and putting in a lot of work.
 
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Catbert

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An NPC that I could see using for DMing someone else's plot. To give the character some mystery, the profile is largely written from his perspective. What's written in parentheses isn't meant to be taken literally, but with some doubt. Sorry, couldn't help myself. I like leaving things up for interpretation (unless it's a PVP, where it's very undesirable).

But since it's a character profile, I've put the explanation after the backstory, under the spoiler tag. There you'll find a brief description of the character without any mystery. It might also make an encounter with him less interesting though.



Svyagor Jotal

AGE

► 51
SPECIES
► Human
HEIGHT
► 1.88 m
WEIGHT
► 96 kg
EYE COLOR
► Hazel
HAIR COLOR
► Brown (greying)
HOMEWORLD
► Deralia
GENDER
► Male
FACTION
► "Jedi Order"
ROLE
► "Knight of the Force"
FORCE SENSITIVITY
► Yes
BIOGRAPHY
Svyagor Jotal was born on the remote planet of Deralia in the Outer Rim. His parents lived in the wilderness, fending for themselves. It's no wonder that Svyagor learned to survive away from civilization from a young age. His uncanny abilities revealed themselves at the age of 13, when he and his father were chased by a wild beast. Seeing his father cornered, and afraid for his life, Svyagor reached out... and a beast got knocked over, as if by an invisible hand, giving the father and son precious seconds to escape.

Next week, a decrepit dark-robed man arrived to the hut where the Jotals lived. Introducing himself as a member of the "mysterious Jedi Order", the stranger enquired about the event that had happened a few days before. Realizing full well what the guest meant, and after heavy consideration and some... "convincing", Svyagor's parents encouraged him to accept the stranger's offer. The offer was simple: to train the boy in the ways of the Force, help him make use of his emotions, and put him in control of his natural abilities.

The "Jedi training in the ways of the Force" proved rigorous. On a distant planet far from home, the boy was taught that the fear that he had experienced was what had given him power; much like the adrenaline that allowed people to perform the acts they otherwise could not. And then Svyagor was exposed to a full specter of his fears—to revel in them, conquer them, and draw from them.

Forged by endless waves of challenges, one harder than another, the "Padawan" eventually "attained Knighthood" along with a couple of lightsabers before his master "became one with the Force". Free to choose his own path, Svyagor briefly returned to his old homeworld on Deralia. However, by that time there was already no home to return to... Lost and aimless, Svyagor traveled across the galaxy, searching for a place to call his own.

In his travels, the newly-anointed "Knight of the Force" visited many worlds. The sprawling planet-wide mega-cities revolted him, for they were against the natural order. Drawn to the wilderness, he eventually chose Kashyyyk—a planet full of life and dangerous creatures—as his new home. Eventually, Svyagor ventured into the Shadowlands, never to make contact with the outside world again.

Despite claiming to be a Jedi, Svyagor wouldn't be recognized by any member of the Jedi Order. When he first demonstrated his abilities, he had been tracked down by a practitioner of the Dark Side claiming to be a Jedi. The old man used the Force to deceive the Jotals and take their son from them. Perhaps that very darksider was to blame for Svyagor's encounter with the wild animals where the boy's Force abilities had manifested.

Trained to gain power from emotions, like all Dark Side practitioners do, Svyagor was never taught the difference between the "sides" and various Force cults. He'd call himself and any other Force-wielder a Jedi, even though he had never actually met any of them.

Svyagor's belief about the Force is that it is one and sideless, much like the universe itself. He perceives the lure of the Dark Side as "the beast" that lives in every being. He also understands that people might get too immersed in "the beast" and lose control. However, Svyagor sees this as the best option when one needs to call upon the Force and make it count.

Once his training was complete, Svyagor destroyed his master, as per the natural way of survival of the strongest. Since then, he had been restless, trying to find a place where he and "the beast" would be at home. The wilderness of Kashyyyk proved a perfect hunting ground for "the beast", and a home away from home for the misled "Jedi".
Timeline
► 84 ABY: Svyagor Jotal is born on Deralia.
► 98 ABY: Jotal leaves Deralia and begins training under his "Jedi Master" on a remote planet.
► 110 ABY: "Padawan" Jotal attains the rank of "Jedi Knight".
► 117 ABY: Svyagor heads off to a pilgrimage to better understand the Force.
► 119 ABY: Jotal's pilgrimage brings him to Kashyyyk, where he decides to settle.
► 121 ABY: The last contact of Svyagor Jotal with the outside world before he heads for the Shadowlands.
► 134 ABY: A remote region in the Shadowlands is rumored to have predators running unchecked.
Skills and Abilities
Combat: Unarmed [***]
Combat: Lightsaber [**]
Force: Telekinesis [***]
Force: Animal Bond [**]
Force: Force Cloak [*]
 
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Catbert

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Kel Dryden

AGE

► 25
SPECIES
► Human
HEIGHT
► 184 cm
WEIGHT
► 82 kg
EYE COLOR
► Blue
HAIR COLOR
► Brown
HOMEWORLD
► Nar Shaddaa
GENDER
► Male
FACTION
► Five Syndicates
RANK
► Scoundrel
FORCE SENSITIVITY
► Yes (unaware)


BIOGRAPHY

A person born on the Smuggler's Moon doesn't necessarily live long enough become a smuggler. Or anyone else of significance, for that matter. A street urchin usually faces even worse odds. Kel was lucky in that regard. He never knew his parents and had to take care of himself from an early age. However, he managed to dodge—sometimes due to sheer luck—the various premature endings of his life. That was largely because he had been taken in by a compassionate Besalisk mechanic. Since then, Kel started to assist him in the store instead of causing trouble with other orphans.

Meanwhile, Kel's older peers from the streets were getting involved with the underlings of the Five Syndicates as spies, couriers, and occasionally even thieves and would-be enforcers. Unaware of the dangers, Kel followed in their footsteps against his Besalisk guardian's better judgement. The would-be-scoundrel sought adventure and excitement that the life of a mechanic couldn't give him. The credits that came with it were a nice bonus. But most of all, Kel sought respect and recognition, to show that leaving him in the streets was a big mistake.

As the Syndicate jobs got harder, the stakes got higher. It didn't take long for Kel to graduate from fists to clubs, and from clubs to blasters. Many of his peers didn't make it past that point. The young scoundrel attributed his unnaturally long stroke of luck to trusting his gut. Moving from swoops and speeders to spaceships in his late teens proved more of a challenge. Kel had quicker reflexes that a few other aspiring pilots, even without training. However, at first he was only accepted into a spaceship crew for his skills as a mechanic. Next came manning the turrets, and then he would finally get a chance to try his hand at piloting. At the age of 22, he was offered to captain his own ship.

However, Kel ambition didn't let him settle for a space tug. He wouldn't fly anything but the best. And his employer, Bochaba the Hutt, had just the ship: the Black Swift, his pride and joy. Faster than most freighters, the Swift was used as a courier for special cargo and VIPs, and occasionally even as a raider. In a heartbeat, Kel gave up an upcoming space tug captaincy to start off again, as a gunner and an assistant mechanic aboard the Swift. That assignment made him come to blows with NM-22. An unruly astromech hadn't been memory-wiped for an eternity and took offense that someone else would poke through his ship's systems. The droid's loyalty to Bochaba made him accept the newcomer, but only just.

Their relationship came to a test when the Black Swift took on more than it could handle. They had disabled a freighter, and the boarding crew entered the prize via the docking tube. Kel and NM-22 manned the helm, and the Weequay captain of the Swift stood by the docking tube. The plan was simple: if things went wrong, the captain would call it off and hit the switch. The Swift would undock and flee. However, Kel had a hunch that enemy reinforcements were about to arrive.

Realizing that the op was taking too long, the scoundrel hit the gas prematurely, breaking the connection between ships and venting a part of the Swift's cargo hold... along with its captain. That proved to be the right call: the Black Swift jumped to hyperspace moments after the arrival of a few hostile fighters and freighters.

If it hadn't been for that, the loyal NM-22 would've dealt with Kel on behalf of Bochaba. However, Kel turned the situation to his advantage and explained that he had saved Bochaba's prized ship. Lucky for the young scoundrel, Bochaba saw it that way too. The "upstart" was allowed to keep flying the Swift. However, nobody but Kel and NM-22 wanted to be on its crew, deeming the ship "bad news".

Now Kel flies the Black Swift solo for the Five Syndicates. Due to Bochaba's orders, NM-22 remains with him as "captain's assistant"... and insurance policy should Kel's loyalties waver.

PERSONALITY

More calculating than hot-blooded, Kel adjusts his attitude depending on whom he is dealing with. He usually poses as self-assured and rough around the edges, but drops the act around those who have worked with him for a longer time.

Out of business, Kel Dryden can be a people person: outgoing and cracking jokes at the cantinas left and right; or approachable and suave. Among close friends, he could probably drop the act... But Kel hasn't made such friends yet.

Although ambitious, Kel isn't outright evil. His decision to abandon the crew and captain was dictated by survival instincts more than anything else. He didn't hesitate to turn the situation to his advantage, but that event isn't something that he's proud of.

SKILLS

Combat. Kel has been more than in just a few scraps (deals gone wrong, cantina brawls, street fights, you name it). He knows how to handle a blaster or a melee weapon, and can go hand-to-hand if situation calls for it. After a few strokes of luck he considers himself a natural. This has made him neglect training somewhat, and prevents him from becoming better.

Piloting. Thanks to his better than average reflexes, Kel now flies an own ship... well, almost an own ship. Flying is a part of a job, so he makes better progress on his own, without relying on inside help.

Mechanics. Kel's experience comes from his childhood, when he repaired droids at his guardian's workshop. He also served aboard a couple of ships in this role. Kel isn't the best mechanic the galaxy has to offer, but good enough for his position. And for a change, he has reached that level through his own effort alone.

Languages. While at the workshop, Kel learned to understand Droidspeak. As a bonus, he got to interact with customers from many species. The boy was a good at understanding their languages... as long as it didn't involve speaking those languages.

EQUIPMENT





THREADS

 
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Catbert

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Nykoria "Kori" Tallis

AGE

► 29
SPECIES
► Zeltron
HEIGHT
► 174 cm
WEIGHT
► 68 kg
EYE COLOR
► Brown
HAIR COLOR
► Indigo
HOMEWORLD
► Coruscant
GENDER
► Female
FACTION
► Jedi Order
RANK
► Jedi Knight
FORCE SENSITIVITY
► Yes


BIOGRAPHY

To those who think Zeltrons are pleasure-seekers, Nykoria Tallis and her family would seem... unorthodox. The Tallises had a family tradition of serving in law enforcement. That path had been laid out for Kori and her siblings from an early age. Their parents taught them everything that the children would need to pursue that career.

As Nykoria reached the appropriate age, she enrolled at a law-enforcement academy as a cadet. Reluctant to leave her home family behind at first, Kori soon found out that even the academy could be fun. Thanks to her ability to experience the emotions of others, the Zeltron was the heart and soul of any party. Good looks made her popular among peers. Prior training at home (physical or otherwise) also paid off. All in all, she was among the best students, and far from a wallflower.

However, Kori was keeping a secret—her success was not entirely her own. One of the subjects she was most successful at was forensics. But this didn't come from knowledge, but rather from a latent Force power known as psychometry. When looking at or touching an object, Kori could occasionally enter a daydream-like state. She would see, hear, feel, and relive the memories related to the object.

To try and get into that state, Kori could spend hours looking at a piece of evidence or touching it. Even that wasn't a recipe for success. The Zeltron didn't know that her "daydreams" were caused by the Force. And she never told anyone about them, afraid that she would become laughing stock. What's worse, sometimes "daydreams" happened against her will.

As months and years at the academy went on, the secret was harder and harder to keep. Things were going too well, and it had to end up with a disaster. One day, when the cadets were shown a knife of a serial killer, Kori entered a "daydream" without even touching it. The dream was more vivid than anything she had experienced, probably due to the long and bloody history of the weapon. In the middle of the classroom, she yelled and begged for her life, eyes closed.

The Zeltron only came to when she fell off the seat and hit the floor. She could feel the concern of her teacher and some of the peers, but also contempt and malicious joy—seeing the "poster girl" of the class losing it like that.

Naturally, the teachers quickly concluded that the Force was to blame. But rumors and suspicions spread, and Kori found it harder and harder to attend classes. For someone who was used to sensing admiration, being exposed to this new spectrum of unpleasant emotions was traumatic. Despite the support of some of her peers, Kori became more distant and reclusive, trying to avoid large crowds. Her "method of forensics" became damaged goods: Kori was afraid of using it again, but "daydreams" kept happening against her will.

The Zeltron could no longer stay at the academy, and her parents understood that decision. At the age of 19, Nykoria traveled to Ajan Kloss to hopefully join the Jedi Order. Her goal was to quell her "daydreams" and get a fresh start, away from the prejudice she experienced on Coruscant. No stranger to rigorous training, she learned the ways of the Jedi and the Force. Eventually, she would even learn to resist her "daydreams" and, over time, would attain the rank of a Jedi Knight.

PERSONALITY

Inherently sociable and open-minded, Kori struggles to remain estranged and keep distance from people. Being a Zeltron, she experiences amplified emotions of others and finds it harder to attain peace. Perhaps it is for that reason that she hasn't volunteered to take a Padawan yet after attaining Knighthood. In the order, she has been more reclusive than in the academy.

However, Kori is like a moldable clay. If she were to be thrust into a different environment, she would eventually adjust to the surroundings. If Kori gets out of her shell, she might become almost her old self (except that she would now also keep the teachings of the Order in mind).

SKILLS

Combat. Kori was trained in hand-to-hand and blasters back on Coruscant: first by her parents, and then at the academy. After joining the Order, she switched to lightsabers and melee weapons. Kori still occasionally trains with a blaster to keep in shape. Knowing what sort of criminals exist in the Galaxy, she considers combat skills essential for a Jedi.

Piloting. The academy included limited courses for driving and flying. Kori took them, so she'd know how to take a ship off the ground. She can fly, but is by no means a skilled pilot.

Force. Kori had a lot of catching up to do. That's why her command of the Force is considered "just about average" for a Jedi Knight. In training, she focuses on simple techniques such as telekinesis, self-augmentation, and the likes.

The only Force powers she excels at are those that deal with perception of the world and people around her. She'd have an easier time forming a Force bond with someone (even against her wishes) or communicating telepathically. As for her inherent gift of psychometry, Kori hasn't mastered it yet. She learned to quell the visions when she doesn't want them, but only just.

EQUIPMENT

Dual-phase split saber—light-blue blades (Kori usually carries only one of the two halves)
M3 Stun Pistol

Jedi Reclaimer Set (default clothes)
Jedi utility belt (with associated equipment)
Pilot's Flight Suit (only when piloting a ship)

BNG Y-Wing Patrol/Recon Ship "Serendipity" (property of the Jedi Order)
BG-series Astromech Droid BG-12 (property of the Jedi Order)


THREADS

REPUTATION TRACKER
Name ― Description ― Status
 

Catbert

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This post contains RP that would be published when my turn comes. It will be updated from time to time.

Planet Ontotho, 8:56 am
Hidden temple, main hall


Despite her Jedi training, Kori had a hard time keeping up with the nimble droid. Especially in the dark, with only the droid's spotlight and her own azure lightsaber to illuminate the way. However, as they hurried further and further into the temple, Kori noticed that her surroundings weren't pitch-black anymore. The Zeltron extinguished her lightsatber, and could still see the environment thanks to the light up ahead. Even more, she heard parts of conversation. And no lightsaber whirring, which was a good thing. Perhaps it was time to figure out what the fuss was...

A stony click. A pressure plate, perhaps?
The sound of rolling metal, louder and louder.
Droid chitter. First confused, then alarming.
The sense of danger, growing stronger by the moment.
Riiiiiight...

A Jedi trained from youth might have tried to stop the glowing metallic ball of death with the Force. Kori, however, was more accustomed to augmenting her own strengths with the Force. She had done that unconsciously before joining the Order. And telekinesis was always a conscious choice. Since the Zeltron didn't think before shouting: "Oh, kriff... RUN!"

Still, Kori was a Jedi, so helping those who needed it came first. That's why she'd be running the last; shouting "TAKE COVER!" into the the hall and intent on grabbing and carrying whomever falling behind out of the harm's way.
 
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Catbert

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Name: Risha Sjiara

Species: Cathar

Age: 19

Rank: Padawan

Homeworld: Cathar

History:
Risha has never known life other than the Jedi Order. When a youngling, she appeared compassionate, yet calm, to the point of timidity. Her personality would have made her more suitable for the Medical Corps. However, Risha's trials took place not long after the outbreak of the Clone Wars, and the young Cathar passed them, albeit by a long stretch of imagination. Realizing that the ranks of the Jedi would be devastated by the war, the Council decided to give Risha a chance.

To offset her indecisiveness, the Council paired her with an unorthodox Knight—Rami Vaan. That decision paid off. The young Cathar Padawan became a Commander in the Grand Army of the Republic. The Cathar built up some character and gained more experience with the lightsaber, but still retained her kind heart. That was evidenced by some of the lowest casualty rates in her unit.

His latest mission was to assist her master in the invasion of Charros IV. Their objective: to destroy a droid starfighter factory on the planet surface.

Personality:
The war was the first thing Risha experienced outside the Jedi Temple. It had opened her eyes on the injustices of galaxy at large, and also hardened her character: making her more resolute, but not at the expense of compassion. She is determined to see this war through, and help restore the galaxy after it.

@Reyn
 

Catbert

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  • Nykoria "Kori" Tallis
    AGE
    ► 29
    SPECIES
    ► Zeltron
    HEIGHT
    ► 174 cm
    WEIGHT
    ► 68 kg
    EYE COLOR
    ► Brown
    HAIR COLOR
    ► Indigo
    HOMEWORLD
    ► Coruscant
    GENDER
    ► Female
    FACTION
    ► Jedi Order
    RANK
    ► Jedi Knight (Guardian)
    FORCE SENSITIVITY
    ► Yes
    DISTINCTIVE MARKS
    ► Burns on the left cheek, lips, and forehead
  • Nykoria "Kori" Tallis
    AGE
    ► 27
    SPECIES
    ► Zeltron
    HEIGHT
    ► 174 cm
    WEIGHT
    ► 68 kg
    EYE COLOR
    ► Brown
    HAIR COLOR
    ► Indigo
    HOMEWORLD
    ► Coruscant
    GENDER
    ► Female
    FACTION
    ► Jedi Order
    RANK
    ► Jedi Knight
    FORCE SENSITIVITY
    ► Yes
    DISTINCTIVE MARKS
    ► Purple skin



BIOGRAPHY

  • To those who think Zeltrons are pleasure-seekers, Nykoria Tallis and her family would seem... unorthodox. The Tallises had a family tradition of serving in law enforcement. That path had been laid out for Kori and her siblings from an early age. Their parents taught them everything that the children would need to pursue that career.

    As Nykoria reached the appropriate age, she enrolled at a law-enforcement academy as a cadet. Reluctant to leave her home family behind at first, Kori soon found out that even the academy could be fun. Thanks to her ability to experience the emotions of others, the Zeltron was the heart and soul of any party. Good looks made her popular among peers. Prior training at home (physical or otherwise) also paid off. All in all, she was among the best students, and far from a wallflower.

    However, Kori was keeping a secret—her success was not entirely her own. One of the subjects she was most successful at was forensics. But this didn't come from knowledge, but rather from a latent Force power known as psychometry. When looking at or touching an object, Kori could occasionally enter a daydream-like state. She would see, hear, feel, and relive the memories related to the object.

    To try and get into that state, Kori could spend hours looking at a piece of evidence or touching it. Even that wasn't a recipe for success. The Zeltron didn't know that her "daydreams" were caused by the Force. And she never told anyone about them, afraid that she would become laughing stock. What's worse, sometimes "daydreams" happened against her will.

    As months and years at the academy went on, the secret was harder and harder to keep. Things were going too well, and it had to end up with a disaster. One day, when the cadets were shown a knife of a serial killer, Kori entered a "daydream" without even touching it. The dream was more vivid than anything she had experienced, probably due to the long and bloody history of the weapon. In the middle of the classroom, she yelled and begged for her life, eyes closed.

    The Zeltron only came to when she fell off the seat and hit the floor. She could feel the concern of her teacher and some of the peers, but also contempt and malicious joy—seeing the "poster girl" of the class losing it like that.

    Naturally, the teachers quickly concluded that the Force was to blame. But rumors and suspicions spread, and Kori found it harder and harder to attend classes. For someone who was used to sensing admiration, being exposed to this new spectrum of unpleasant emotions was traumatic. Despite the support of some of her peers, Kori became more distant and reclusive, trying to avoid large crowds. Her "method of forensics" became damaged goods: Kori was afraid of using it again, but "daydreams" kept happening against her will.

    The Zeltron could no longer stay at the academy, and her parents understood that decision. At the age of 19, Nykoria traveled to Ajan Kloss to hopefully join the Jedi Order. Her goal was to quell her "daydreams" and get a fresh start, away from the prejudice she experienced on Coruscant. No stranger to rigorous training, she learned the ways of the Jedi and the Force. Eventually, she would even learn to resist her "daydreams" and, over time, would attain the rank of a Jedi Knight.
  • In the Order, Nykoria became somewhat of a recluse. The reasons were multiple: she struggled with past rejection, tried to catch up with her new peers, and had difficulties isolating herself from the emotions of others. She had also discovered that she easily formed bonds with other people. Thanks to her isolation, she had forged that bond only with her Master. Which made it even harder on her when the Master had to risk his life to save Kori on a mission to Tatooine. Even though Nykoria closed off even more, she was knighted for her actions during that mission.

    Over time, a few random encounters helped Nykoria to get out of her shell again. The Council deemed her ready to go on missions again. It is during those missions when Kori met a few people who'd become her closest friends: Nara Allam, Izel Thral, and Eisa Wex.

    Nara first accompanied Kori during a mission to the temple on Ontotho. The two Jedi (and a scout droid BD-9) met a suspicious spacer and defeated dangerous ancient automatons. When the disappearances didn't stop, more Jedi came to Ontotho to assist on a second mission to the temple. Among them was Izel Thral, a member of the insectoid Vratic species. During the second mission the Jedi discovered Sith involvement, and Kori met the ancient nemeses of the Jedi for the first time. But it wouldn't be the last.

    The Zeltron ran into Sith again while investigating suspicious activity on Corsin and during a mission to Batuu (where she was assisted by Nara once more). But the Sith weren't the only enemy Kori faced. She also got involved in operations against Zygerrian slavers (where she had a chance to work with Padawan Izel Thral again) and participated in a kidnapping investigation.

    Eventually, the Jedi Council deemed it necessary to assign a Padawan to Kori. At first, she was reluctant to have Mnoc Quipac—a barely-teenage Jawa who had just gone past the Youngling stage—as her Padawan. However, she did train the kid to the best of her ability, even though she deemed that he still had much to learn. Despite being a reluctant master to the Jawa, Kori soon found herself being a junior combat instructor—lightsaber combat being one of the main areas of her own studies.

    The Zeltron still often left Ajan Kloss for missions that her Jawa padawan wasn't prepared for. She assisted Nara Allam in investigating an ancient Jedi complex, and ran into Eisa Wex again on Brentaal and on Batuu. But the real calling of Nykoria was to deal with the Sith and stop their future attacks. After finding out about another attack on Coruscant, she contacted quite a few Jedi and secured the support of a Jedi Council member. Realizing that her Jawa Padawan wasn't prepared for such a mission, Nykoria had a talk with him about it, explaining why she'd no longer be able to be his Master.

    However, before Kori could properly set off on the long-term mission against the Sith, the Sector Ranger HQ on Coruscant fell under attack. Kori was nearby and came to assist. That ultimately resulted in her narrowly escaping death after a thermal detonator went off nearby. Still, the Zeltron's face was forever scarred by light burns during that endeavor. Shortly after that, the Sith attacked again: this time targetting Ryloth, and bringing a Star Destroyer. Natually, Nykoria rushed to assist the defenders, accompanied by Izel Thral again.

    Those attacks made Kori realize more than ever that the Sith needed to be stopped. Now more than ever, she focused her efforts on the planned long-term mission. On being a guardian of peace and justice, like a Jedi was supposed to be...
  • ARC CURRENTLY UNDERWAY


PERSONALITY

Inherently sociable and open-minded, Kori struggles to remain estranged and keep distance from people. Being a Zeltron, she experiences amplified emotions of others and finds it harder to attain peace. Perhaps it is for that reason that she hasn't volunteered to take a Padawan after attaining Knighthood. In the Order, she has been more reserved and reclusive than back in the academy.

However, Kori is like a moldable clay. If she were to be thrust into a different environment, she would eventually adjust to the surroundings. If Kori gets out of her shell, she might become almost her old self (except that she would also keep the teachings of the Order in mind).

The actions of the Sith throughout the Galaxy have made Kori feel compelled to retaliate. During her missions as a Jedi (and a combat teaching stint at Ajan Kloss), Kori has regained some of her past confidence. Especially when many fellow Knights and even some Masters shared her sentiment about the Sith and agreed to her plans. Now the Zeltron is less afraid to be a center of attention once again.

SKILLS

Combat. Kori was trained in hand-to-hand and blasters back on Coruscant: first by her parents, and then at the academy. After joining the Order, she switched to lightsabers and melee weapons. Kori still occasionally trains with a blaster to keep in shape. Knowing what sort of criminals exist in the Galaxy, she considers combat skills essential for a Jedi.

Piloting. The academy included limited courses for driving and flying. Kori took them, so she'd know how to take a ship off the ground. Although not an ace, Kori had a chance to practise her piloting in a dogfight or two.

Force. Kori had a lot of catching up to do. That's why her command of the Force was considered "just about average" for a Jedi Knight. In training, she focused on simple techniques such as telekinesis, self-augmentation, and the likes. The missions provided more than enough opportunities to strengthen those talents. However, Nykoria also had opportunities to employ more subtle technique like the Mind Trick to sway people's opinions. Coupled with her Zeltron physiology and sharp tongue, Kori proved to be a capable negotiator.

The Force powers she excels at are those that deal with perception of the world and people around her. Nykoria has an easier time forming a Force bond with someone (even against her wishes) or communicating telepathically. As for her inherent gift of psychometry, Kori hasn't truly mastered it. She learned to quell the visions when she doesn't want them, but only just. Sometimes she can get too carried away by those visions.

EQUIPMENT

Dual-phase straight-hilt split saber—light-blue blades
M3 Stun Pistol

Jedi Reclaimer Set (default clothes)
Jedi utility belt (with associated equipment)
Pilot's Flight Suit (only when piloting a ship)

BNG Y-Wing Patrol/Recon Ship "Serendipity" (property of the Jedi Order)
BG-series Astromech Droid BG-12 (property of the Jedi Order)


THREADS
 
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Catbert

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Kori's "Guardian" All-Hazard Suit

The modern-day Sith demonstrated a variety of unorthodox strategies, beyond just lightsabers and the Force. They use explosives, deploy bioweapons, and even bring a small fleet into orbit to wreak havoc on unsuspecting worlds. Faced with such diverse tactics, Jedi Knight Nykoria Tallis saw the need to adapt. This custom armored suit for everyday use is her answer.

Based on a standard armored flight suit, it incorporates a few more safeguards. The materials used in this sealed suit are rated against toxins and chemicals. Armorweave padding and cape protect the wearer and the suit's integrity from shrapnel. Survival HUD in the helmet monitors the environment and informs when to switch to the closed oxygen cycle.

However, the suit is not without its flaws. To accommodate all the enhancements mentioned above, the clunky life-support box with oxygen hoses—an easy target for lightsabers—had to go. The wearer wouldn't survive in open space as long as with a standard flight suit. On the other hand, he or she might survive in the belly of a Sarlacc... For a while longer at least.

P.S. As a bonus, the mask also conceals Kori's face and hides the burns that she sustained during the Sith attack on the Sector Ranger HQ on Coruscant.


LEGALITY

As legal as a custom flight suit would be. But wearing a fully-enclosed helmet in public without a good reason may be frowned upon in the more civilized worlds.


INTENT

To provide a customized armor for @Nykoria Tallis, as well as for other Jedi Guardians (and not only them) who might want to use a suit like this. It is designed to be a "jack of all trades, master of none".


RESTRICTIONS

The materials to put this suit together are widely available, but the suit itself is not standard issue. Every "Guardian" suit would be tailored to the wearer and look different.


TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)
  • Head: Enclosed duraplast helmet
  • Torso: Lightweight durafiber blast vest with removable duraplast plate inserts
  • Back: Lightweight durafiber blast vest with removable duraplast plate inserts


FUNCTIONS

Function 1: Survival HUD
  • Reads atmosphere composition and detects toxins.
  • Force User Compatible?: Yes

Function 2: Rebreather
  • Rebreathers, whether built into a helmet or a separate mask, allow for the wearer to breath underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath and recycling it. Generally this lasts for up to 5 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 3: Vac-Seal
  • It's no replacement for a dedicated spacesuit if you intend to EVA, but this under suit, when combined with a helmet, can protect the wearer from the immediate effects of exposure to a vacuum for up 5 posting rounds. You still need a way to breathe, however.
  • Force User Compatible?: Yes

Function 4: Environment Suit
  • While it is not rated for extended exposure to extreme hazards, this body suit (when combined with an enclosed helmet) can protect the wearers body from the effects of environmental and weaponized toxins and similar hazards for up to 5 posting rounds.
  • Force User Compatible?: Yes

Function 5: Armorweave Accessory
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes
 

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FarStar.jpg


CR100a CORVETTE ("SEEKER" REFIT)


AFFILIATION
Open market

MANUFACTURER
Corellian Engineering Corporation (original ship)
Various shipyards and workshops (Seeker retrofit suite)

CLASS
Corvette

ROLE
Capital ship
Escort and patrol vessel
Pocket carrier
Explorer

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
150 meters

CREW
7-35

PASSENGER CAPACITY
91 / 244 (if you empty the hangar)

CARGO CAPACITY
600 tons / 1.5 kilotons (if you empty the hangar)

HANGAR CAPACITY
8x starfighter/light starbomber
2x shuttle/light freighter

CONSUMABLES
3 standard months.

SPEED/MANEUVERABILITY
The CR100a corvette has a top speed of 81 MGLT and has average maneuvering characteristics.

ARMAMENT
  • 2x dual medium turbolaser turret, 1x dorsal, 1x ventral
  • 4x dual medium laser turret, 2x port, 2x starboard
  • 2x tractor beam projector, 1x dorsal, 1x ventral

EQUIPMENT


DESCRIPTION

The origins of this design are attributed to the Imperial Project Renegade—a one-of-a-kind vessel designed for exploration and subjugation. Details were lost over the years, but the prototype was allegedly captured by New Republic operatives, rechristened FarStar, and used against the remnants of the Imperial Fleet. The story goes that the original ship was destroyed; however, the design itself survived to resurface a few decades later.

With the destruction of the Final Order, the Free Worlds Alliance was formed: independent systems and sectors looking out for themselves and coming together in the time of need. While it sounded well on paper, it also meant that some poorer sectors were less protected than others. Not every sector had the facilities to maintain a cruiser, let alone a star destroyer. But they still needed a ship for patrol and interdiction duties. That's when the old Imperial blueprints were taken off the shelf.

Old CR90 and CR92 were retrofitted with a starboard hangar bay, large enough to house a squadron of starfighters and a couple of light freighters. That was done at the expense of cargo and passenger capacity, and actually extended the consumables-per-passenger ratio, allowing for longer missions without resupplying. Engines and maneuvering jets were enhanced to retain CR90's speed and maneuverability. Class 1 hyperdrive was installed for faster response against pirates and raiders.

All those upgrades required the installation of an additional power core. Due to the already-increased power requirements, the weaponry remained largely the same. Only two tractor beam projectors were added for smuggler interdiction purposes. To that end, the port-side docking tube was outfitted with hull-cutting tools. The tractor beams also proved useful when a damaged vessel needed to be towed into the hangar.

The resulting vessel was a product of necessity, but did its job—so much so that some corporations and wealthier individuals sought have their corvettes modified the same way. The ship was deemed as "a poor sector's star destroyer", "a rich corporation's escort", and "an explorer's mobile base".

The versatile and jury-rigged design drew the attention of the Corellian Engineering Corporation. They refused to mass-produce it; with the age of wars over, the executives preferred to cater to a much wider audience that needed smaller, more affordable, and specialized vessels. However, a sufficient number of refits was made to warrant its own ID and classification: CR100a. Eventually, a "Seeker" retrofit suite made its way to the market in limited numbers.

CR100a are still a rare sight, and are usually recognized as CR90 corvettes. Most of those in existence today are in possession of smaller sectors and rich corporations, with a few missing in action. Retrofit suites are available (and not only from CEC), but aren't cheap. You'd need a functioning Corellian Corvette, a shipyard or a large enough hangar, skilled technicians, and no less than a few weeks of work.


LEGALITY

Restricted. CR100a-class corvettes are classified as small capital ships under Galactic law. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities.


INTENT

To introduce a corvette from Legends as a specialized upgrade path for old CR corvettes like CR90 or CR92. That way, those who prefer Corellian designs can get more invested into their ships. You'd need not only to acquire a standard ship, but also to upgrade it. As a result, you'd get something that can compete with newer models (such as Crusader corvettes).


RESTRICTIONS

CR100a corvettes are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They may be acquired as faction assets, however, or by a group of at least 6 individual characters who work together regularly.

Corellian Engineering Corporation never produced CR100a as a ready-made ship. Instead, existing ships (such as CR90 or CR92 models) were modified into CR100a with a "Seeker" retrofit suite. You'd need to acquire or own an unmodified corvette first. The retrofit itself isn't cheap, and requires access to a shipyard or a large enough hangar, skilled technicians, and no less than a few weeks of work.

Due to the complexity and inter-dependency of all the changes, the refit can't accept aftermarket modifications.
 
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Corellian-Carrier.webp


CR100b CORVETTE ("OVERWATCH" REFIT)


AFFILIATION
Open market

MANUFACTURER
Corellian Engineering Corporation (original ship)
Sector authorities / Black market (Overwatch retrofit suite)

CLASS
Corvette

ROLE
Capital ship
Light carrier
Patrol and first response ship


COMPOSITION
Durasteel and transparisteel

DIMENSIONS
150 meters

CREW
10-36

PASSENGER CAPACITY
60 / 300 (if you empty both hangars)

CARGO CAPACITY
200 tons / 2 kilotons (if you empty both hangars)

HANGAR CAPACITY
16x starfighter/light starbomber
4x shuttle/light freighter

CONSUMABLES
3 standard months.

SPEED/MANEUVERABILITY
The CR100b corvette has a top speed of 81 MGLT and has average maneuvering characteristics.

ARMAMENT
  • 2x dual light ion cannon turret, 1x dorsal, 1x ventral
  • 4x dual light laser turret, 2x port, 2x starboard
  • 2x tractor beam projector, 1x dorsal, 1x ventral

EQUIPMENT


DESCRIPTION

Unlike the old Republic or Galactic Empire, the Free Worlds Alliance doesn't have a unified military. Instead, each world and sector maintains its own defense forces, which come together in the times of need. As a result, not all sectors could maintain star destroyers or even cruisers. They found the solution in retrofitting their old corvettes into makeshift carriers. That practice yielded some results that drew the attention of richer sectors as well.

A star destroyer could keep an entire system in check, which was a requirement for the Galactic Empire. But the much-looser Free Worlds Alliance didn't need to fight dissent through fear. The main threat they faced were pirates and smugglers. Larger ships were overkill for dealing with the former, and ill-equipped for dealing with the latter. Their only benefit was the ability to carry a compliment of fighters and bombers. But other than that, star destroyers seemed like a waste of resources. Modified corvettes proved way more efficient. That's why some sectors contracted Corellian Engineering Corporation to have their corvettes retrofitted as well. However, they chose a different approach to reflect their needs.

Larger sectors had a lot more starfighters to deploy, so they wanted an extra hangar bay, even at the further expense of cargo and passenger capacity. Unlike a CR100a refit—which could be a small sector's only capital and diplomatic ship—the dedicated carrier would be a part of a larger military force. It was intended to be built or retrofitted en masse. Class 1 hyperdrive was still a requirement for fast response; the fabled Corellian speed had to be retained too. But installing a secondary power generator just for that was deemed too expensive for mass market.

That's why the designers took another way. They replaced medium laser cannons and turbolasers with faster weapons for interception and point-defense. Light laser and ion cannons were perfect for fending off smaller ships and disabling them. Tractor beams and hull cutting tools would then allow the marines to board those ships. In encounters with larger capital vessels, the sublight speed could get the corvette a chance of survival, while its squadrons would handle the rest.

Ironically, giving up on heavy weapons not only made the refit cheaper, but also also fell in line with the more non-violent doctrine of the Free Worlds Alliance. Still, even with these measures, the "Overwatch" retrofit suite still cost more than a "Seeker" suite. That's why the Corellian Engineering Corporation didn't release it as a separate model, but rather took refit orders from sector authorities. Officially, it was never sold to anyone else, but the blueprints and some reverse-engineering ensured that the design didn't remain exclusive to the Free Worlds Alliance for long.

Despite the apparent efficiency, this design hasn't become backbone of the Free Worlds fleets yet. Still, occasional CR100b corvettes can be seen patrolling the Free Worlds nowadays. In addition to starfighters, they might deploy VCX-820 escort freighters. The ships are primarily associated with the law enforcement of the New Republic and Free Worlds Alliance, even though some have made their way into the hands of unsavory individuals.


LEGALITY

Restricted. CR100b-class corvettes are classified as small capital ships under Galactic law. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities.


INTENT

To introduce a dedicated light carrier and a specialized upgrade path for old CR corvettes like CR90 or CR92. That way, those who prefer Corellian designs can get more invested into their ships. You'd need not only to acquire a standard ship, but also to upgrade it. As a result, you'd get something that can compete with newer models (Crusader) or light carriers (Marauder).


RESTRICTIONS

CR100b corvettes are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They may be acquired as faction assets, however, or by a group of at least 6 individual characters who work together regularly.

Corellian Engineering Corporation never produced CR100b as a ready-made ship. Instead, existing ships (such as CR90 or CR92 models) were modified into CR100b with an "Overwatch" retrofit suite. You'd need to acquire or own an unmodified corvette first. The retrofit itself isn't cheap, and requires access to a shipyard or a large enough hangar, skilled technicians, and no less than a few weeks of work. You could also go against the New Republic and FWA to try and steal one, but it'd be a risky endeavor at best.

Due to the complexity and inter-dependency of all the changes, the refit can't accept aftermarket modifications.
 
Last edited:

Catbert

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Kel Dryden's Enforcer Gear

Kel's encounters in the Outer Rim taught him the importance of having good gear on hand. It could mean the difference between life and death. The problem became even more apparent after Kel became an enforcer in the Zaa Fenn crime family. With more notoriety came more people who wanted a piece of the former Nar Shaddaa street urchin.

That's why Kel modified his standard armored flight suit to give him an edge against Sector Rangers, bounty hunters, rival Syndicates, beasts of Dxun, or whomever the kark else would have beef with him. To do that, Kel opted for a repulsor to fend off anyone who'd get close enough. Armorweave coat would offer extra protection against shrapnel. But the main addition were the boots with thrusters. The jets would provide another means for Kel to create or close distance. A perfect plan B and a way to navigate rough terrain.

Although the helmet with built-in comlink remained, the spacer reluctantly gave up on the clunky and heavy life-support box. Some extra time to survive in space was sweet, but overencumbrance would've made him too slow and vulnerable to blasters. The emergency beacon could just as well go into the suit's utility belt. In addition to other goodies, the pouches also host a few backup power cells.



LEGALITY

As legal as a custom flight suit would be. But wearing a fully-enclosed helmet in public without a good reason may be frowned upon in the more civilized worlds.


INTENT

To provide a customized armor for @Kel Dryden after he became a Zaa Fenn Enforcer.


RESTRICTIONS

The materials to put a similar suit together are obtainable, but the suit itself is not standard issue. Make your own!


TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Head: Enclosed duraplast helmet
  • Torso: Lightweight durafiber blast vest with removable duraplast plate inserts
  • Back: Lightweight durafiber blast vest with removable duraplast plate inserts


FUNCTIONS

Function 1: Rebreather
  • Rebreathers, whether built into a helmet or a separate mask, allow for the wearer to breath underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath and recycling it. Generally this lasts for up to 5 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 2: Vac-Seal
  • It's no replacement for a dedicated spacesuit if you intend to EVA, but this under suit, when combined with a helmet, can protect the wearer from the immediate effects of exposure to a vacuum for up 5 posting rounds. You still need a way to breathe, however.
  • Force User Compatible?: Yes

Function 3: Repulsor (Left wrist)
  • Originally designed to counter combat with force sensitives, this tool is able to project a strong repulsor field replicating a Force push. It projects up 10 meters and its limited power cell only allows for 3 uses before it needed changing. The repulsor has significant recoil and the wielder must carefully brace themselves before use - both to ensure accuracy and to prevent the user from being knocked over themselves or having their arm torn from its socket.
  • Force User Compatible?: No

Function 4: Armorweave Accessory (Coat)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: No

Function 5: Jetboots
  • Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.
  • Force User Compatible?: No
 
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Catbert

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Force User Black Ops Gear

This outfit is perfect for a Force user who wants to tackle a broad range of missions and remain unrecognized... or just be intimidating. The key component is an enclosed duraplast helmet with a built-in comlink, voice scrambler, and an advanced HUD with low-light and thermal vision modes.

The fabric of the outfit is laced with armorweave to protect against scratches, bites, or shrapnel. This alone won't stop a blaster bolt or a vibroblade though. That's the job of armor pieces. The torso has duraplast plates that can be attached or removed. The hands and lower arms are protected even better: with phrik and/or cortosis that can withstand even a blow from a lightsaber. Some wearers also opt for a hooded or hoodless cape, although it serves little purpose other than style.

What does serve a purpose is the ability to use the same armor pieces with other clothes. Even with a flight suit, if you're planning to go to space. Trained Force users can hold their breath for a long time. That's why they often opt out of life-support boxes to make the suit lighter. The saved weight can allow for a heavier-than-usual emergency vac-suit made of armorweave.

To let you breathe in space, the helmet comes with a removable rebreather. You can use it separately (if you've opted out of the helmet) or attach it to the helmet when needed. Until then, the rebreather it is stored in one of the pouches of the utility belt, making the helmet less heavy.



LEGALITY

Legal. But wearing a fully-enclosed helmet in public without a good reason may be frowned upon in the more civilized worlds. Especially if you decide to use a voice scrambler.


INTENT

To provide protective gear that can be tailored for almost any mission without replacing its functions. It was originally designed for my character "Valora" (the name isn't real, of course). But anyone with similar needs can put together a similar set.


RESTRICTIONS

The materials and parts to put this suit together are widely available, except for phrik and cortosis. But the suit itself isn't mass produced, so your character's take on it may look different. This is a big galaxy though, and these particular designs for helmet and outfit are quite popular. Even the association with the Inquisitors has somewhat faded away over the centuries.


TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Head: Enclosed duraplast helmet with removable rebreather
  • Torso: Lightweight durafiber tunic with removable duraplast plates to protect chest and abdomen
  • Lower arms: Gloves with segmented plates of phrik or cortosis; bracers from similar material to protect hands, wrists, and forearms

  • Neck, torso, back, arms, legs: Armorweave underlay (see "Function 1")


FUNCTIONS

Function 1: Armorweave Accessory (Default; not removable)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Vision Modes (Default; removable with helmet)
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes

Function 3: Voice Scrambler (Default; removable with helmet)
  • For the unusually paranoid, this helmet function can scramble a person's voice to unintelligible garbage, while allowing commlink conversations to continue as normal. Alternatively, it can be used to "digitize" a voice into a deep bass tone.
  • Force User Compatible?: Yes

Function 4: Rebreather (Optional; can be attached to helmet or used separately)
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 5: Emergency Vac-Suit (Optional; laced with armorweave to retain function 1 and avoid confusion)
  • It's no replacement for a spacesuit if you intend to EVA, but this undersuit, if combined with a helmet, can protect the wearer from the immediate effects of exposure to a vacuum for 5 posting rounds. You still need a way to breathe, however.
  • Force User Compatible?: Yes
 
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Catbert

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AFFILIATION
@Lani Tallis (occasionally)
Jedi Order (always)


MANUFACTURER
Sar-Con-Sada Spaceworks

CLASS
Shuttle

ROLE
VIP Transport

COMPOSITION
Alusteel and transparisteel

DIMENSIONS
Length: 16 meters

CREW
  • 1x pilot
  • 1x co-pilot, optional
  • 1x astromech droid

PASSENGER CAPACITY
1

CARGO CAPACITY
2 standard tons

HANGAR CAPACITY
N/A

CONSUMABLES
1 standard week

SPEED/MANEUVERABILITY
Top speed: 80 MGLT / Maneuvering characteristics: Decent

ARMAMENT
  • 2x medium laser cannon
  • 1x light ion cannon
  • 1x torpedo launcher, 2x torpedo in magazine

EQUIPMENT



UPGRADES

Maximum Speed: 80 MGLT (base) - 5 MGLT (jets) + 20 MGLT (afterburner) = 95 MGLT


Fusial Afterburner (usually engaged)

When engaged: Gives +20 MGLT. Decreases maneuverability by one class.



Military-Grade Maneuvering Jets

When engaged: Increase maneuverability by one class at the expense of -5 MGLT.



StarX "Yellow Box" Emergency Vessel Repair Kit

It's better to have it lying around and not need it, than to need it while it's not around.




DESCRIPTION
The Long Shot is one of the many SCS-20 Sojourn-class shuttles that Sar-Con-Sada spaceworks produced exclusively for the Jedi Order. This particular ship changed many hands throughout the years, serving any Jedi who'd need to take it for a mission. Despite preaching the lack of attachments, most Jedi still had preferred vessels, in a sense becoming their "owners".

The last "owner" of this Sojourn was an errant and tech-savvy Jedi Watchman. He kept the shuttle in mint condition, and all but perfected an already fast and agile ship with a fusial afterburner and enhanced maneuvering jets. None of these modifications are illegal; affiliation with the Jedi meant easier acquisition of licenses for these upgrades.

Like any Sojourn shuttle, the Long Shot has seating for 3: a pilot, an optional co-pilot, and a single passenger. The interface socket for an astromech droid is located in the engine compartment. The droid is required for hyperspace calculations, and can conduct in-flight repairs.

A skilled and experienced pilot could make the best use of the Long Shot. By engaging or disengaging the afterburner mid-flight, the shuttle could either outrun or outmaneuver most other vessels. Only fast fighters and interceptors could force a battle.

LEGALITY
Legal. Though well equipped, the Sojourn-class shuttle is classified as a civilian transport; its affiliation with the Jedi tends to let it avoid scrutiny by most authorities, even with these modifications.

INTENT
To provide a modified SCS-20 Sojourn shuttle that could be used by Lani Tallis, among other Jedi.
 
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Sundered-Heart-corvette.png


CR100c CORVETTE ("VANGUARD" REFIT)


AFFILIATION
Open market

MANUFACTURER
Corellian Engineering Corporation (original ship)
Various shipyards and workshops (Vanguard retrofit suite)

CLASS
Corvette

ROLE
Capital ship
First-response vessel
Patrol and combat

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
150 meters

CREW
5-20

PASSENGER CAPACITY
100

CARGO CAPACITY
500 standard tons

HANGAR CAPACITY
4 starfighters or 2 bombers/light shuttles

CONSUMABLES
3 standard months.

SPEED/MANEUVERABILITY
The CR100c corvette has a top speed of 85 MGLT and has decent maneuvering characteristics.

ARMAMENT
  • 2x dual medium turbolaser turret, 1x dorsal, 1x ventral
  • 1x dual medium ion cannon turret, 1x dorsal (rear)
  • 4x dual light laser turret, 2x port, 2x starboard
  • 4x dual light ion cannon turret, 2x port, 2x starboard
  • 4x missile launcher, 2x forward, 2x aft (1 dorsal, 1 ventral); 40 missiles per launcher, 160 total
  • 2x tractor beam projector, 1x dorsal, 1x ventral

EQUIPMENT


DESCRIPTION

This design dates back to the Galactic Civil War. When faced with Imperial Raiders, the Rebel Alliance found out the hard way that that their CR90 corvettes were horribly outmatched, in terms of weapons and agility both. The advantage in speed that the CR90 usually enjoyed was also nullified. That forced the Rebels to consider possible upgrades. The changes made as a part of Project Vanguard were rather extensive, but resulted in a ship built for war.

A quarter of CR90's cargo hold and a third of its passenger capacity were sacrificed to reduce mass and install a secondary reactor. That allowed for additional weapon hardpoints, but it the new teeth weren't enough to fully make use of the now-excessive power. That's why the hyperdrive was bumped to class 1, and additional engines and thrusters were installed. Military equipment like signal jammers was also included in the package. But the most significant change was the sacrifice of another quarter of the cargo hold for a small ventral hangar in the rear of the ship, closer to the engines.

The Rebels couldn't afford retrofitting all of their CR90 corvettes, but at least one such vessel allegedly fought in the Galactic Civil War. The formation of the New Republic and the looming threat of the Empire meant that resources were better put in heavier vessels. That's why Vanguard corvettes didn't get too wide-spread.

The situation changed after the First Order war. After a century of peace, the battles involving Star Destroyers became a rare (if not non-existent) occurrence. That raised the question of whether it was viable to maintain such giant vessels and crew them with thousands of people just to deal with pirate raids. That's when the Vanguard design resurfaced.

Even though the cost of retrofits was high, the results would pay off. Vanguard corvettes were faster, didn't require large crews thanks to developments in automation over the years, and possessed enough firepower to engage even larger ships. They were primarily employed by richer systems that could afford to dedicate some of their large vessels solely to combat and give up on the other benefits of a stock CR90.

Although still a rare sight, CR100c Vanguard found its rightful place among other Corellian refits such as CR100a Seeker and CR100b Overwatch.

LEGALITY

Restricted. CR100c-class corvettes are classified as small capital ships under Galactic law. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities.


INTENT

To introduce a design from Legends and give it a slightly different purpose. It can serve as as a specialized upgrade path for old CR corvettes like CR90 or CR92. This path makes it a rough equivalent of the Raider class.

RESTRICTIONS

CR100c corvettes are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They may be acquired as faction assets, however, or by a group of at least 6 individual characters who work together regularly.

Corellian Engineering Corporation never produced CR100c as a ready-made ship. Instead, existing ships (such as CR90 or CR92 models) were modified into CR100c with a "Vanguard" retrofit suite. You'd need to acquire or own an unmodified corvette first. The retrofit itself isn't cheap, and requires access to a shipyard or a large enough hangar, skilled technicians, and no less than a few weeks of work.

Due to the complexity and inter-dependency of all the changes, the refit can't accept aftermarket modifications.
 

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Interlockable-lightsabers.jpg



Nykoria's Dual Sabers


AFFILIATION
@Nykoria Tallis

MANUFACTURER
@Nykoria Tallis (construction)
@Alyse Ti'Varnus (funding and style)

SIZE
25 cm (primary hilt)
20 cm (shoto hilt)
45 cm (combined)

WEIGHT
1,1 kg (per hilt)

COMPOSITION
Phrik alloy foundation
Chromium finish
Electrum detailing
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
Dual-phase dials on both hilts
Training mode switches on both hilts
Hilt interlocking mechanism

MAX RANGE
Blade length: 0,5 – 1 – 2 meters
Default settings:
-light-blue primary lightsaber – 1m
-mint-green shoto – 0,5m



DESCRIPTION

These two lightsabers are almost identical. They are made out of the same lightsaber-resistant materials, and can produce blades with 3 length settings each. Both sabers come with the optional training mode that intensifies the magnetic fields and limits the damage to light singes. The hilts can also interlock to produce a saber-staff. The main differences are the sizes of the hilts, and the colors of the blades: light-blue for the longer hilt, mint-green for the shorter.

---​

A Zeltron Jedi Master Nykoria "Kori" Tallis constructed these weapons to replace her original lost split-saber. The new sabers were built during Kori's captivity and an unlikely expedition into the Unknown Regions. Nykoria accompanied her supposed jailor—Alyse Ti'Varnus, a human Sith Lord. Alyse grew to trust the Zeltron after a couple of close calls together. So much so, that she allowed Kori to fashion a weapon, offered design suggestions, and even provided the materials.

These sabers started as a tribute. On an oceanic world once visited by a Jedi of old, Nykoria was guided by the Force to an ancient buried box with kyber crystals. Destined for the Padawans who had been slaughtered before they had a chance to build their first sabers, the crystals resonated with the Jedi Master, who had lost some of her own students in the Sith attack on Ajan Kloss. The crystals would serve as the hearts of the two weapons, producing their blades of variable length and lending those blades the almost-traditional Jedi colors, albeit with slight deviations.

The tribute continued in some of the design decisions. Because Nykoria was still a "captive" and didn't have her own money at the time, it was up to Alyse to fund and occasionally even source the parts. The Sith scholar suggested a historical theme with practical applications. The emitter and grip were fashioned after the legendary lightsabers of Luke and Anakin Skywalker respectively, providing a better grasp at the same time.

True to the approach of her own Master, Kori wanted to be as versatile as possible and opted for a split-saber. However, the limitations on parts and crystals available resulted in the hilts of different sizes and the blades of different colors. It took some extra tinkering with the balance to make the sabers convenient to use, both independently or in the interlocked state.

But still, Kori and Alyse introduced enough of their own know-how. The Governor of Bakura insisted on the more expensive materials like phrik, chromium, and electrum; something that Nykoria hadn't used in her sabers before. Another deviation is that Kori prefers to use the sabers separately, unlike her old Master. The Zeltron usually opts for a standard-length blue lightsaber and a green shoto. However, their roles can be swapped as needed.

The resulting lightsabers serve not so much as weapons, but rather as symbols of Nykoria's dedication to her values and her newfound official status on Bakura.


LEGALITY

Legal wherever lightsabers are legal. A lightsaber is usually only as dangerous as a vibroblade, and less dangerous than blasters. Yet it is also a rare and expensive item. It may draw unwanted attention on some worlds or from some individuals.

INTENT

To describe the lightsabers that Nykoria constructed after she lost her original one.


RESTRICTIONS

None; however, lightsabers aren't mass-produced and are usually one-of-a-kind.

 
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Vector-One.jpg



NEWT-CLASS BAKURAN INTERCEPTOR


AFFILIATION
Open Market

MANUFACTURER
Bakuran shipyards

CLASS
Starfighter

ROLE
Aerospace superiority starfighter
Carrier-based patrol ship
Racer and courier

COMPOSITION
Doonium and transparisteel

DIMENSIONS
Length - 7,5 meters

CREW
1-2

PASSENGER CAPACITY
N/A

CARGO CAPACITY
80 Kilograms

CONSUMABLES
5 standard days


SPEED/MANEUVERABILITY
The Newt has a top speed of 125 MGLT and has excellent maneuvering characteristics.




ARMAMENT (only for the military variant)

EQUIPMENT


DESCRIPTION

The Newt-class interceptor appeared in the decades after the war with the First Order, as Bakura adapted to a splintered but war-free galaxy. Without the military protection of the powerhouses like the Empire or the New Republic, it was once again solely up to Bakuran Defense Fleet to protect the populace.

As the playing field changed, the scale of potential problems also diminished. An attack by a Star Destroyer was no longer an imminent threat. It was more about pirates preying on the traders at the end of a hyperspace route. Occasionally, those pirates and smugglers would even slip through the planet's defense grid. Bakura responded with a ship that could protect her skies and go "above and beyond". Initially stationed at the military spaceports, BDF Newts had to be able to quickly take to the sky, pursue the threat to the edges of the system, and disable or eliminate it.

Everything else was tailored to that purpose. Bakura's inherent mistrust for droids made astromech socket the first sacrifice. Instead, the ship was fitted with a ventral laser turret and the seat for the second pilot. Although the ship and all its weaponry can be controlled by each pilot, it takes two to make the most of it. While one controls the ship, the other aims the laser turret—which was often replaced with a light ion turret on BDF Newts—and handles ship's systems. A single pilot can still make use of the turret as a fixed-mount weapon, with 2 selectable states: facing forward or facing backwards.

Another sacrifice was the hyperdrive: it was simply unnecessary and expensive for Newt's tasks. The decision increased the interceptor's speed, decreased its cost, and allowed for a more sophisticated propulsion systems. Built-in Bakuran repulsors even allowed the ship to hover while in atmosphere. Although the ship's maneuvering thrusters weren't strong enough to efficiently dodge sideways mid-air, the repulsors allowed for an equivalent of a cobra maneuver even without changing the angle of attack.

The interceptor gained it a sizeable niche as an export to other backwater worlds that needed a cheap solution to the same problems. Newts were built en masse—a mistake that would catch up with the shipwrights decades later, once Bakura's interests expanded to the neighboring systems. Unable to reach them, the interceptor was now deemed insufficient for Bakura's goals. This forced the BDF to either employ hyperdrive booster rings, or deploy their numerous Newts from hyperspace-capable carriers, until a better ship could be found. That was a challenge, because Newts did good in their original role.

Still, the BDF decreased orders in favor of procuring carriers for the existing Newts. That forced Bakuran Shipyards to look for other avenues, lest they'd end up with the ships that nobody bought. The solution was simple: they stripped some of the newer Newts of their weapons, leaving only a recording devices in place of the turret. The ship was then offered to the rich who could afford it: as a way to get from A to B as fast and stylish as possible, or as a way to fly a ship similar to the BDF. The station in orbit of Bakura has since then made a business of renting out hyperdrive booster rings to those who need to take their unarmed Newts to other systems. If one could put their hands on a Class 1 Hyperdrive Booster Ring, they'd end up with an ultra-fast and ultra-light courier.

Diminutively dubbed "Butter Newt" (after a primitive species native to Bakura) by those who couldn't afford it, the civilian modification gained popularity with the richer part of Bakuran society. The elite lauded it for speed; the news outlets—for the hover mode and the recording equipment. Only the speed demons didn't laud it; they just made use of everything of the above to the fullest while trying to outrun the police Newts (some of which replaced the second pilot seat with a spot for the prisoner).

It took the establishment of regular and official racing events to end the speed spree that endangered Bakura's airspace. Ironically, the daredevil pilots often survived the crashes: the ship's cockpit doubled as an escape pod. So, unless it was a head-on collision at full-speed, they often had enough time to hit "Eject", separate the cockpit from the explosive part of the ship, and let the pod's thrusters and repulsors break the fall.

LEGALITY

Restricted. Newt-class interceptors are military vehicles, and are subject to extra licensing requirements and increased scrutiny by authorities. The weaponless "Butter Newt" modification is legal, and is classified as an ultra-light courier.


RESTRICTIONS

Due to the complexity of the ship's propulsion and repulsor systems, it cannot accept fusial afterburners and military-grade maneuvering jets.


INTENT

To create a modern and capable ship that isn't too powerful, but offers some upgrade opportunities and fun underused mechanics (hyperspace booster ring, turret). Also, to flesh out Bakura's lore and technology. The way I see it, the Newt fills a niche somewhere between an airspeeder and an interceptor.
 
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Orca-Clipper.jpg



SALIS D'AAR-CLASS YACHT


AFFILIATION
Open Market

MANUFACTURER
Bakuran shipyards

CLASS
Star Yacht

ROLE
Luxury yacht
Diplomatic vessel

COMPOSITION
Doonium and transparisteel

DIMENSIONS
Length - 70 meters
Width - 35 meters
Height - 15 meters

Passenger section: 50m x 11m x 10m

CREW
5-15

PASSENGER CAPACITY
20

CARGO CAPACITY
40 standard tons (drive section)
10 standard tons (passenger section)

HANGAR CAPACITY
5x starfighter/starhopper (drive section)

CONSUMABLES
4 standard months

SPEED/MANEUVERABILITY
The Salis D'aar has a top speed of 70 MGLT and has average maneuvering characteristics. When separated, the drive section has a top speed of 80 MGLT and decent maneuvering characteristics. The passenger section has a top speed of 40 MGLT and has sluggish maneuvering characteristics.


ARMAMENT (all in the drive section)
  • 2x dual medium laser cannon turret: 1 rear dorsal, 1 front ventral
  • 1x tractor beam projector, rear dorsal

EQUIPMENT

Drive section

Passenger section


DESCRIPTION

The latest addition to the catalogue of designs from the Bakuran Shipyards is a luxury yacht designed and marketed to diplomats or other high-value clientele. As part of the overall marketing strategy being deployed by Bakuran Shipyards and the planet's government to bolster trade, the Salis D'aar has become the diplomatic ship model to be used by the Bakuran Defense Fleet, the planet's Governor, and other high-level Senate officials. This is the reason why the class bears the name of the capital city of Bakura.

Designed with aesthetics, quality, and performance in mind, the Salis D'aar class is a limited production luxury craft that competes with similar offerings produced by the likes of Nubia Star Drives, Latero Spaceworks, and New Alderaan Royal Engineers. To test the market, an initial run of two hundred have been produced, with ten being allocated for use by the Bakuran Defence Fleet for the transportation of the planet's dignitaries.

The Salis D'aar consists of 3 levels and 2 distinct sections. The drive section includes the 1st level and the aft of the ship. From front to back, it consists of: the bridge with flight controls; a central storage section for cargo; compact accommodation for the on-duty crew; two elevators leading to the passenger section; the aft are with the armory, the ship's systems, and the hangar. Throughout the first level, there are also multiple ducts that lead to the upper levels, in case the elevators go offline.

The passenger section consists of the two upper transparisteel-covered levels at the bow of the ship. It offers luxury accommodation of 6 individual suites, and simple but comfortable accommodation for up to 14 personal support or security staff. Guests can enjoy all sorts of entertainment facilities, visit a spacious common lounge, or make use of the medical bay. These areas are covered by one-way "smart glass" transparisteel, providing either the view on the ship's surroundings, or offering the sense of privacy. The passenger section also has some redundant systems that might come into play if the ship is under attack.

Whilst the ship is intended for civilian use, it's intended clientele required better-than-average defensive measures. A couple of laser turrets can act as a deterrent from any opportunistic pirate or raider attack. Failing that, multiple escape pods give the passengers and the crew a chance to survive. However, there are two more precautions that serve as the yacht's selling points.

The first measure is the aft hangar for a small squadron of escort fighters. They can be deployed to cover the ship's retreat. The second measure is the ability to separate the passenger section from the drive section and have them fly independently. For that reason, the top of the passenger section has independent controls and redundant systems (such as engines, thrusters, navicomputer, etc.) that only come into play during separation. They can be operated effectively by 1 or 2 crewmembers.

Usually, in case of emergency the separation occurs at high speed. That way, the passenger section can still retain the momentum given by the drive section for a while longer, without the need to use its own engines for initial acceleration. Once the drive section slows down and uses its maneuvering thrusters to move away, both sections can reactivate their own deflector screens, which have to be powered down during separation.

The passenger section can then make the jump, while the drive section and its fighters engage the enemy. After the battle, the drive section would catch up with the passenger section thanks to its superior hyperdrive, and reconnect. To make reconnection easy, the drive section has a rear dorsal tractor beam, even though it's not strictly required if the crew is skilled enough.

Being a relatively new design, the Salis D'aar hasn't had an opportunity to test the section separation in an emergency. However, it found a more frequent unexpected use. Thanks to the small living area and cargo space, the drive section sometimes serves as a shuttle that picks up people and cargo while the majority of the passengers can still enjoy the view from orbit. Security protocols require the deployment of fighters while the drive section is away. Otherwise, the passenger section wouldn't be able to defend itself even from a space tug.


LEGALITY

Legal. Though well equipped, the Salis D'aar-class luxury yacht is classified as a civilian or diplomatic transport; its affiliation with the Bakuran Government might help it to avoid some scrutiny from authorities. However, the fact that it can house starfighters may be a cause of concern and lead to the requirement of providing identification when arriving in certain systems.


RESTRICTIONS

Because of the need to connect two parts of the ship, the passenger section can't accept modifications that change its outward appearance on the aft or ventral side. The same restriction applies to the front dorsal side of the drive section. For example, fusial afterburners alter the engine casing. They wouldn't fit on the passenger section (because that affects the area where sections interlock), but could fit on the drive section.

Despite having 2 deflector screen generators, only one section's deflector is used at a time while the ship's sections are connected (drive section's by default, unless otherwise specified in the post). To disconnect or reconnect the sections, or change the current active deflector on the connected ship, you must disable both deflector screens for one posting round.

These vessels also aren't cheap to obtain. They are typically faction assets, although they could also serve as the focal point of a player run business venture. Your character could always thread to steal one and gather a crew for it. But to own it from the start, your character would need to possess a fortune comparable to that of a corporate executive or high-profile politician.


INTENT

To create a ship with a unique mechanic (inspired by the Starwind yacht, the Wayfarer freighter, and Star Trek "saucer separation"). Also, to further flesh out Bakura's lore and technology, and provide a ship that could serve as a curious setting for meetings or heists.
 
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Bakura's Protector Armor

Issued for the most trusted agent of Governor Alyse Ti'Varnus, this armor is based on the Oathkeeper prototype that never reached Bakuran Special Forces. But it has now found a new use by the Governor's enforcer—secretly Master Nykoria Tallis, who chose to distance herself from the Jedi Order, but not from its teachings.

Made of duraplast, the enclosed helmet features a built-in comlink, a voice scrambler, and an advanced HUD with low-light and thermal vision modes. Armorweave underlay and removable duraplast plates offer body protection. The hands and lower arms are shielded with phrik, that can withstand even a blow from a lightsaber. In line with the Jedi tradition, Nykoria also opted for a cape, although it isn't as common is Bakuran Armed Forces.

The armor is customizable, and can be tailored for any mission Nykoria might need to undertake. For example, the armorweave underlay can be replaced with a heavier armorweave vac-suit for missions in space. Likewise, the rebreather is usually detached from the helmet, and can even be used separately. When not in use, the rebreather is stored in one of the many pouches of the utility belt.

What makes this armor's different from the rest is its design. The white armor plates with red trim and insignia clearly show its wearer's high standing and affiliation with Bakura's Defense Forces.



LEGALITY

Legal. Wearing a fully-enclosed helmet in public without a good reason may be frowned upon in the more civilized worlds. Especially if you decide to use a voice scrambler. This can be somewhat alleviated by the fact that this armor is worn by a member of Bakuran Defense Forces.


INTENT

To describe Nykoria's new armor set that was provided to her after she had secured a job on Bakura. It works pretty much like its generic counterpart, except for the fact that its specifically Kori's, and clearly shows its affiliation. Unless the markings and insignia are removed, and the suit is re-colored between threads.


RESTRICTIONS

This armor is one of a kind, and belongs to @Nykoria Tallis. If you'd like a similar armor, check out Force User Black Ops Gear.


TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Head: Enclosed duraplast helmet with removable rebreather
  • Torso: Lightweight durafiber tunic with removable duraplast plates to protect chest and abdomen
  • Lower arms: Gloves with segmented plates of phrik; phrik bracers to protect hands, wrists, and forearms

  • Neck, torso, back, arms, legs: Armorweave underlay (see "Function 1")


FUNCTIONS

Function 1: Armorweave Accessory (Default; not removable)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Vision Modes (Default; removable with helmet)
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes

Function 3: Voice Scrambler (Default; removable with helmet)
  • For the unusually paranoid, this helmet function can scramble a person's voice to unintelligible garbage, while allowing commlink conversations to continue as normal. Alternatively, it can be used to "digitize" a voice into a deep bass tone.
  • Force User Compatible?: Yes

Function 4: Rebreather (Optional; can be attached to helmet or used separately)
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 5: Emergency Vac-Suit (Optional; laced with armorweave to retain function 1 and avoid confusion)
  • It's no replacement for a spacesuit if you intend to EVA, but this undersuit, if combined with a helmet, can protect the wearer from the immediate effects of exposure to a vacuum for 5 posting rounds. You still need a way to breathe, however.
  • Force User Compatible?: Yes
 
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