Charndley's Workshop

Charndley

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Stuff, messing around with profiles, trying to actually code something that works...
 

Charndley

Member
SWRP Writer
Joined
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Messages
173
Reaction score
190
doB1Qxh.jpg


Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Human
Female
24
Nar Shaddaa
5'6''
7st 5
Dark Brown
Blue
Pale
Yes, trained
Jedi Master Equivalent


Nara Allam

"I'm ready. Maybe."

Nara Allam is an independent healer, mechanics specialist and adventurer. A former Jedi Knight, Nara is an experienced Force User with excellent training and a clear connection to the Light Side of the living Force. After leaving the Jedi Order, Nara now travels the Galaxy, healing the sick and injured wherever she can. To hide her former identity and connections in an increasingly hostile times, Nara often goes by the pseudonym "Juniper."

A former street brat and gang kid, Nara was found to be Force Sensitive by travelling Jedi on Nar Shaddaa. Isolated from her crew due to her new abilities, she chose to join the Jedi Order and train with them. Assigned to Jedi Knight Oren Zapan, Nara honed her abilities with the Force whilst learning how to do good in the Galaxy and control her own feelings more effectively. During her apprenticeship, she discovered a natural talent for healing and chose to focus her abilities in using the Force to aid others.

As a Jedi Knight, Nara continued to develop her own skills whilst helping others. Making fast friendships with other Jedi, she became heavily involved with a project to bring the fight to a re-emergent Sith. When the project ended in failure, Nara grew disillusioned with the Order, which only increased as her former master withdrew from the Council. Concerned with the path the Order planned to take and with rising anti-Force User sentiment in the Galaxy, Nara chose to leave the Order with her master and make her own path.

Brash, confident and caring, Nara is well-known amongst her former Jedi colleagues for her fiery temper and constant eye-rolling. Adulthood has smoothed the rougher edges of her attitude down but she remains sharp-tongued and suspicious of almost all forms of authority. However, she is loyal to her friends and people she has respect for. Due to her childhood, she feels a greater connection to the Outer Rim than the more civilised Inner Systems.


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

Nara is an experienced Force user and possesses great skill in particular areas, especially in the healing arts. Nara has worked through disease outbreaks, plagues and war zones, helping the injured and the sick. She is able to mitigate all but the most severe pain in her patients, whilst aiding their own bodies and systems in their own recovery.

Nara is proficient in the use of the Force for defence and attack, though she tends to be better at the former. Able to form barriers to defend herself and others, as well as manipulate large objects telekinetically. She can shove, push and slam using the Force around her as well as use it to augment her own athletic ability for combat.

Though she has experience with fighting and duelling, direct confrontation is not her strongest skill. She prefers to deal with things quietly and sneakily before the need to fight ever comes, or use combat as a distraction whilst others back her up. Her small, thin frame leaves her at a disadvantage compared to heavier, bulkier opponents in direct fighting, though it does give her a speedier, more flexible edge.

Nara also holds a great interest in electronics, mechanics and robotics. A keen student since her childhood, Nara is fascinated by droids and circuitry. Her knowledge of rudimentary commercial circuitry made her an asset in her criminal youth and she continued to build on that knowledge whilst in the Jedi Order. Nara has a good understanding of most common utility and combat droids, as well as a great amount of circuitry patterns and structures used throughout the Galaxy. Rarer or more proprietary electronics would hinder her for longer, though they would not hold up to a longer attempt at manipulation from her. However, she is not a particularly great slicer and never really got the knack for it.


R E L A T I O N S H I P S

Oren Zapan - Former master, father figure.

Hannibal Grayza - Former master (unofficially), mentor, friend.

Kori Tallis - Close friend.

Izel Thral - Close friend.

Fiach Dubh - Friend

Rynn Itera - Ex-boyfriend, professional mistake.

A S S E T S

Gear


R O L E P L A Y S

Jedi Padawan
  1. The Fire of Youth
  2. Too Cool for Jedi School
  3. So Master, About Your Ship
  4. The Invention of Life
  5. Eriadu Food
  6. There's More Than Sand
  7. You're Just Getting In My Way
  8. Guess What, I'm A Droid!
  9. Jedi Master Arrested!
  10. The Best of Us

ongoing updates
 
Last edited:

Charndley

Member
SWRP Writer
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Messages
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190
CAxfgv1.png

Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Human
Female
37
Nar Shaddaa
5'6
7st 5
Dark Brown
Blue
Pale
Yes, trained
Level 2


Juniper

"...."

Juniper is the assumed name of former Jedi Knight Nara Allam. Long forgotten by the Order, Juniper is known on Nar Shaddaa as an expert mechanic, electrician and reclusive drunkard.

Born and raised on the smuggler's moon, Nara ran with several gangs of criminal youths. After revealing her nascent ability with the Force, Nara was recruited by the Jedi Order at sixteen. A tumultuous period of training followed, with several setbacks involving the arrest of her Master and her own fiery personality threatening to end it. Once knighted, Nara became involved in an ill-fated project to fight a resurgent Sith Order. When the project failed and her friends disappeared, Nara cast off her old identity and retreated to her homeworld to wallow in failure and misery.

Until one day, a chance encounter in one of her favourite cantinas brought her history back to her in an instant. An altercation involving two thugs and a Kel Dor Sith brought the faint whispers of the Force back to her, breaking her out of a years-long stupor. Now, Juniper is beginning to venture out more in Nar Shaddaa and keep her ear to the ground, establishing contacts and putting out quiet whispers.

She was once told to trust only in the Force. She knows theres a reason it came back to her then.

Subdued and sombre, Juniper has let the failures in her life overwhelm her. Cynicism has given way to dejection, leaving her a shadow of her former self. However, deep inside her core there still burns the fire that carried her through her life. The brashness, anger and barbed tongue that defined her youth still waits, dormant and ready.










R E L A T I O N S H I P S

Oren Zapan - Master, father figure. Long gone, assumed dead.
Hannibal Grayza - Unofficial master, friend, dead.
Izel Thral - Friend, disappeared.
Kori Tallis - Friend, disappeared.
Fiach Dubh - Friend, disappeared.
Corran Velt - Okay for a cop, disappeared.
[b
S K I L L S

Juniper is known for her technological aptitude, showing a great skill with electronics, mechanics and circuitry of any kind. A particular favourite field of hers is personal robotics.

As a Jedi, she possessed a strong connection to the Force, particularly when it came to the healing arts. She could use for the Force for defence and attack, whilst also using it to augment her physical abilities. A long period of drink and dormancy has dulled her abilities, though she remains a stronger threat than many may think if she draws on the Force.

Her physical abilities lean towards the subtle and sneaky, preferring to deal with things in the shadows before confrontation takes place. Her skinny frame leaves her at a weakness against bulkier, more powerful opponents, though she does tend to be quicker that them. Her lightsaber duelling skills were never fantastic as a Jedi Knight and have only atrophied through disuse.
A S S E T S

Gear
  • A small electronics and repair store, known locally as Junipers. Corellian Sector, Nar Shaddaa
  • Jedi Utility Belt
  • Various medical textbooks, lectures, video guides.
  • A DE-10 Blaster pistol
  • Datapad
  • Comlink
  • A single-bladed lightsaber with a blue kyber crystal (usually hidden away)
  • Former Jedi robes (hidden)

R O L E P L A Y S


 
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Charndley

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What is going to happen in your plot?: A group of Jedi discover a sealed vault in a previously hidden temple complex, after some substantial seismic activity. Writings and information date the complex as pre-Genocide, with reference to Tolan Kar. The Jedi hunt the keys to open the vault and discover what lies within.

What other writers (and their characters) will be a part of this?

@WiffWaffs, @Charndley, others to be found in a sign-up thread.

How many threads will this plot have? 4

1. A Complex Complex
A routine search of a Jedi ruin reveals that the complex runs much deeper. The Jedi explore the crumbling, wrecked ruins and work their way through the deranged defense mechanisms until they come to one remained, unsealed vault. Notes from around the vault lead the Jedi to believe that the vault is from the time of Grandmaster Tolan Kar. The vault requires a 'key' to open, which has been split into two parts.

2 .Dathomir
Following a lead from the temple complex, a group of Jedi head to Dathomir to seek out one of the halves of the key. The Jedi who took it was recorded as 'lost trying to clear the darkness on Dathomir.' A group of Jedi will investigate the co-ordinates and probe the deepest hidden recesses of the planet.


3. Among Thieves
The Jedi trace the other half of the key to a collection of antiquities on Chandrila. However, several years ago, the museum was burgled and a large portion of their collection found its way onto the black market. Now, a crime boss on Nar Shaddaa lists something that seems very familiar in his catalogue of antiquities that he wishes to sell. A separate group of Jedi will try and get the other half of the key from him, before he learns how valuable it is and offers it up to tender.


4. Best Kept Secrets
Now in possession of the two halves of the key, the Jedi return to _____ in order to open the Vault. Once inside, the Jedi are tested to ensure that they are truly Jedi and not one of the ancient enemies, come to plunder their archives. If they pass the trials, the contents of the vault are laid bare to them.

Include opposition type for each thread (DM, dice, ASK/OPEN, etc): Threads 1 and 4 will be DM’ed by @Charndley. Thread 2 will be dice. Thread 3 will either be opposed by 5S, or dice, depending on sign-ups.

What do you or your character hope to achieve with this plot? What is the "end-game?” Link any items you’re seeking if applicable. To discover whatever secrets/artefacts are hidden within the vault. The hope is to discover Tolan Kar’s holocron, but the contents of the vault are kept deliberately vague.
 

Charndley

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N A M E
Nara Allam

F A C T I O N
Jedi Order

R A N K
Jedi Knight

S P E C I E S
Human

A G E
20

H O M E W O R L D
Nar Shaddaa

H E I G H T
5ft 8

W E I G H T
7st 8

F. S E N S I T I V E?
Yes



B A C K G R O U N D

Nara was raised on Nar Shaddaa, the smuggler’s moon. She had no memory of where she came from or who she might have been before. Her parents a long-forgotten mystery, buried deep in the endless hallways and towers that make up the gigantic city. She spent her childhood flitting through various homes and institutions. Nar Shaddaa isn’t the most stable place for lost, forgotten children. What limited organisations there are can’t keep track of them forever. What stability she couldn’t find amongst these, she forged with others like her.

As she moved towards adolescence, Nara fell in with a gang that roamed the halls near the Correllian sector of the moon. A small collection of unwanted, left-behind teenagers that called themselves the Black Sparks. They stole to survive, picking pockets and breaking into businesses. It was with this group that Nara first showed her knack for electronics. She seemed to have a gift for repairing the old, broken and useless electronics that littered the smuggler’s moon. Her pride and joy is Three-B, a bent, half-broken 4-EY droid that she found dumped by a cantina one night, that took weeks of tinkering, fiddling and fixing to get working again.

Nara turned out to be an excellent pick-pocket too, though not through her own skill. As she grew older, she found that objects would just land in her palm. The slightest movement towards a pack, a belt or a bag and what she wanted would almost fly to her. Chips, datapads, valuables. She kept that to herself for as long as she could. She’d managed to scrape together some kind of companionship and security in her young life with her group, and she didn’t want to risk them turning against her.

It couldn’t last, though. One night, her and her friends were ambushed by a rival gang. Caught defenceless, Nara and her friends scrambled for whatever they could, but they were outmatched. One rival boy carried a heavy, crude, metal staff and handled it like a beast. Nara watched the bar fly through the air, swinging down towards her friend’s head… and she felt something stir inside her. Something different. Something strange, wonderful and frightening all at once. She could feel something around herself. Something stopped the bar in mid-air, as if a bubble of shimmering light had caught the metal. Frozen in place, Nara focused all of her self on that barrier, stopping her friend from being seriously hurt. It only took a couple more quick, scared swipes at the blue haze in the air before the boy turned and ran off.

Though they seemed outwardly fine, the mood had changed. Her friends were not comfortable with her, now. She could feel the whispers and stares around her, behind her back. She might have left it there, ran off deeper into the moon on her own, if it wasn’t for the Jedi. Rumour had spread enough among the local streets to attract the attention of a small outpost of the Jedi Order. They approached Nara and gave her an opportunity. To leave Nar Shaddaa, to travel to other places and worlds. To train herself in the ways of the Force. Nara accepted.

After an awkward goodbye with her crew of friends, she left Nar Shaddaa to study the ways of the Jedi Order and the Force, hoping to find a more stable place for herself in the Order.
P A D A W A N

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Nara was welcomed onto Ajan Kloss and the Jedi Order by her assigned master, Jedi Knight Oren Zapan. Oren introduced Nara to life in the Temple and her training on using the Force. As she settled into life in the Temple, she joined a group of other padawans studying the codes and history of the Jedi, making friends with a few of them. After a difficult couple of months, Nara panicked over her decision to join the Jedi and stole Master Oren's ship, trying to flee Ajan Kloss in the night. Unfortunately, she crashed into the muck of the swamps and had to come back. Oren took the opportunity to teach Nara more about the Force, helping her truly believe in her own ability for the first time and helping her decide to stay.

As a padawan, Nara busied herself with various missions to help those in need, including a scavenger hunt on Raxus Prime to help a village, help provide food for the refugees on Eriadu and dealing with a complicated issue around medicine on Tatooine. During a routine delivery to a Jedi on Nal Yeshu, Nara first met Rynn, a Mandalorian teenager hunting a bounty. She intruded on his efforts and ended up causing a mess, but the two of them helped each other out.

When Master Oren was arrested, Nara took the news very badly. She caused an argument in the Jedi Temple and was admonished for her attitude. When she learned that Oren accepted his two years and didn't want to be rescued, she ignored him and planned a rescue on Coruscant. Refusing to take the Jedi's help, she enlisted Rynn, though the plan fell through when Rynn revealed his health issues. Nara abandoned the plan to help Rynn. She attempted to heal him and helped to stabilise his condition, though exhausting herself while doing so. Nara and Rynn started a relationship after that point.

During Oren's time in prison, Nara was trained by different members of the Order. Hannibal took her under his wing for a while, though his training was a little more physical than Oren's ever had been. Brienna checked in on her during her darkest time, helping her to construct her lightsaber in her dorm room.
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Nara also embarked on other missions to help the Jedi and the greater galaxy. She helped medical staff deal with a disease wracking Chandrila, working alongside Maxims and continuing her own developing interest in the field of healing. Nara also assisted the Order during their attempt to remove a gang from Yavin-4, sabotaging their communications while others dealt with them. Unfortunately, her own reckless attempt to help someone ended up with her getting blasted in the chest, leaving her seriously injured. Luckily, Saul managed to take her back to the shuttle and away to recover properly.

After two years, Nara had matured somewhat, through her training and other various deeds within the Order. When Master Oren returned after his time in prison, the two reunited happily and shared their thoughts. Oren recommended that she move ahead in the Order and complete her trials, in order to become a Knight.
K N I G H T H O O D



P E R S O N A L I T Y
When she first arrived to the Jedi Temple, Nara was a very prickly, wary teenager with a lot of sharp edges. She was loud, abrasive and took poorly to authority figures, especially to those she believed hadn't earned their position. She was quick-minded but very quick to mouth-off too, which landed her in trouble more than once. However, when Nara warmed to people she was very friendly and unceasingly loyal. Though sometimes aggressive with her thoughts and deeds, Nara always tried to help others and held a core of decency and goodness deep inside her.

As she came to the end of her apprenticeship, Nara had matured and managed to control her anger much better. Though it still showed in flashes of emotion, she channelled it to her own resolve and used it to help her. Nara became a determined and passionate young Jedi, dedicated to helping others, especially those who had no ability to help themselves. After seeing disease and injury rife around the Galaxy, Nara pushed herself into the role of a Jedi in order to ensure she could truly help people.

Nara's quick mind sharpened through the years, becoming razor-sharp. Though she didn't mouth off at everyone and everything like she used to, Nara could still get herself into trouble with her comments and lack of tact. Even though she is less likely to argue now, she still holds an unshakeable distrust of authority. Whether complete unwarranted or not, Nara felt that some of the Jedi leadership had been too unfocused or lax in her time as an apprentice and had a lack of confidence in their ability to help the greater Galaxy. This contributed to her eventual desire to explore the Galaxy and help the Order in different ways.

S K I L L S
Nara became fairly well-trained with the Force in her years with the Jedi, honing her natural abilities. She showed proficiency with telepathy, Force Push and Force Barrier, using them effectively during encounters whilst in the Order. Nara also developed an interest in healing during her years as a Padawan, using her abilities to assist with healing, take other's pain and stabilise close friends when they were injured.

Nara showed some skill with a lightsaber but did not train much as much as she could have done as a Padawan. Whilst good with a training saber, Nara's technique was too slapdash and unfocused to be a great duellist. She could use her saber for protection and dealing with attackers, though against a well-skilled saber wielder, she would be at a disadvantage. Luckily, she wasn't above fighting dirty.

Nara was quite athletic with a wiry, slender frame. During her training with Hannibal, he trained her to be stronger and faster physically, adding a few lean, toned muscles to her thin body. Nara was very adept at adapting and surviving to urban environments after her childhood on Nar Shaddaa.

Nara was an excellent tinkerer with electronics, to the point that she constructed and repaired her own scout droid out of stolen and cobbled together parts. A half-decent slicer on Nar Shaddaa, she used her skills to help the Order. Her knowledge was chiefly focused on common, consumer-grade technology. Her experience with more complex military-grade or encrypted technology grew during her time with the Jedi, meaning she could attempt to rewire and disassemble more secure, complex technology.
P O S S E S S I O N S

- A lightsaber with a blue kyber crystal

- Generic Utility Belt

- Datapad

- A DL18 Blaster Pistol

- Three-B, her trusty 4EY Scout Droid. Three-B was cobbled together from spare parts and broken droids back when she was a tearaway teen on Nar Shaddaa, consisting largely of gambling shop computer boards and blemished plastics. Somehow, he's still going.[/tab]

R E L A T I O N S H I P S

Nara's major relationships with other characters:

Oren Zapan: Nara's master and Jedi-Dad. Nara was assigned to Oren on arrival at the Jedi Temple on Ajan Kloss. Oren mentored Nara throughout her turbulent first year with the Jedi, helping her to settle into life in the Order as well as deal with her doubts about her place in the Galaxy. Master Oren taught Nara how to use the Force in a positive, supportive way and how to channel, believe in and use the Force to help herself and others. He accompanied her on missions and helped to guide her spiky anger into ways to help others. Master Oren slowly filed down the edges of Nara's angry personality, helping her to become a more mature, respectful person whilst keeping her drive and urge to help the less fortunate.

When he was arrested by the Sector Rangers, Nara faced a crisis of confidence in the Jedi. After several shouting matches around the Temple, Nara was very close to leaving the Jedi altogether. However, with the support of her friends and other members of the Order, she stayed, knowing that Master Oren would be heartbroken if she left over him.

When Oren was released from prison, Nara reunited with him on Ajan Kloss, showing how much she'd matured in the time he'd been away. Although their time apart had been hard, Nara was thrilled to have her Master back and humbled to receive both his ship and his blessing to begin the trials of Knighthood.

Although suspicious at first, Nara grew to love Oren more than anyone else she'd ever known and considered him the father that she'd never had. Oren was the one person in the Galaxy that Nara truly trusted and respected above anyone else. Every action that she took to help others or protect people as a Jedi was partly fuelled by her wish to make Oren proud and show he was right to believe in her.

Rynn Itera: Nara's boyfriend. Nara met Rynn when delivering supplies to a Jedi on Nal Yeshu. Whilst hunting information on a bounty, Rynn caused a ruckus and Nara intervened. After causing some problems, the two of them joined together to save themselves from a gang of thugs. Nara would later ask for Rynn's help in her aborted, haphazard plan to bust Master Oren out of prison, but would scrap that when Rynn became ill and revealed his condition to her. Nara helped to stabilise him and get him help. During this, they kindled their relationship.

Three-B: Nara's temperamental companion droid. Fashioned from broken droid parts and scavenged boards when she was growing up on Nar Shaddaa, Three-B was Nara's constant companion. The droid was originally used for helping Nara with petty crime on the Smuggler's Moon but quickly adapted to life with the Jedi. Though he had a broken holo-receptor and a poor battery (as well as a tendency to snore gambling odds when recharging), Nara was more proud of him than anything else she'd ever made.
 
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Charndley

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Quell. An unremarkable planet in the Outer Rim, once the site of a major battle more than a century ago. The records in the Jedi Temple at Ajan Kloss show that there was once an outpost there, from long before the current incarnation of the Order. Left forgotten and undisturbed until... recently. Major seismic activity was detected on Quell and a routine scan following this revealed something remarkable. Cracked hallways and great halls, split open and revealed to the Galaxy after countless generations. Just how long they were lost is unclear, but some Jedi historians have given estimates of thousands of years.

Now, the Jedi Council elect to send a team to Quell. At the very least, the exposed complex is a veritable trove of information about the Order's past which should be collated, studied and shared. But more importantly, who knows what kind of secrets hide in there? The Council sends the team in with their orders: neutralise any defences that are still active, evaluate whether the Complex is structurally safe enough for further exploration and to recover any Jedi artefacts. The Council respectfully ask that the Jedi try to avoid destroying yet another Temple.







Hi! Way, way back in the ancient days of March, @WiffWaffs and I collaborated on a plot idea. The general theme was 'archaeological shenanigans,' inspired by Indiana Jones, Tomb Raider, Uncharted and... well, of course, Fallen Order.

Now that plots no longer have to get staff approval, I'd like to throw up the ideas we had because I think they could be a lot of fun to write and faction fun is always welcome!

1. A Complex Complex
After seismic activity on Quell, a routine search of an ancient outpost reveals a larger, long-hidden complex that was hidden below ground for generations. The Jedi explore the crumbling, wrecked ruins and work their way through the deranged defense mechanisms until they come to one remained, sealed vault. Notes from around the vault lead the Jedi to believe that the vault is from the time of Grandmaster Tolan Kar. The vault requires a 'key' to open, which has been split into two parts.

2. In the Shadow of the Valley
Following a lead from the temple complex, a group of Jedi head to Dathomir to seek out one of the halves of the key. The Jedi who took it was recorded as 'lost trying to clear the darkness on Dathomir.' A group of Jedi will investigate the co-ordinates and probe the deepest hidden recesses of the planet.

3. Among Thieves
The Jedi trace the other half of the key to a collection of antiquities on Chandrila. However, several years ago, the museum was burgled and a large portion of their collection found its way onto the black market. Now, a crime boss on Nar Shaddaa lists something that seems very familiar in his collection of Galactic antiquities. A separate group of Jedi will try and get the other half of the key from him, before he learns how valuable it is and offers it up to tender.

4. Best Kept Secrets
Now in possession of the two halves of the key, the Jedi return to Quell in order to open the Vault. Once inside, the Jedi are tested to ensure that they are truly Jedi and not one of their ancient enemies, come to plunder their archives. If they pass the trials, the contents of the vault are laid bare to them.

The original intention was for me to DM the first and last threads, with the middle two open for dice-rolls or opposition from whomsoever was appropriate. The idea was to have the threads run sequentially, with 1 being first, 2 and 3 running simultaneously and then 4 returning to the complex afterwards. The overall goal was to get into the vault at the heart of the complex, which would contain fabulous prizes a holocron, hopefully. The original intention was to have Tolan Kar's Holocron in there, that'd give leads to The First Blade.

I'm posting this here for two reasons:

1) To see who'd like to join in with these threads,

2) To get feedback about these thread ideas. Now that plots, approval and artefact rules have all changed, I'd like to know if other writers feel these threads are appropriate and whether the reward is acceptable. I'm also aware that the sequential nature of the plot idea means that some people might be waiting a while for the second stage to open up, which seems like it might be a downer.

I'm aware that I'm still quite new to SWRP and I've probably overlooked some fumbles here so I'd love to know what you think and whether you'd be interested in these threads.

Thank you for reading!
 

Charndley

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N A M E
Exeden Croft

F A C T I O N
Independent

R A N K
'Acquirer' of Antiquities

S P E C I E S
Human

A G E
58

G E N D E R
Male

H E I G H T
6ft 3

W E I G H T
183 lbs

F . S E N S I T I V E ?
No







B I O G R A P H Y
Exeden Croft, or 'Crofty' as he prefers to be known, speaks rarely about his past. Very little interesting about it, he tells people, usually just before ordering another round of drinks for everyone. The only past he's interested in is the kind that can be sold onwards for a generous profit and a case of good liquor.

The truth is that his past isn't much worth talking about. Born on Balmorra to a large and poor family, he fell in with a rough crowd from an early age. He ran with those folks for a few years, honing his skills as a petty thief, until an unfortunate run-in with the law set him on a different path. Looking for some salvation (and escape from the recriminations of his dad), he joined with a freight and transportation company.

He spent years in-and-out of different companies, finding himself in security roles. Fighting off smugglers and pirates, the usual. Eventually, he was kicked off his last contract for running a couple of scams on-ship for some easy credits. Looking for something that wasn't the drudgery of life on ship, he turned to a more 'fluid' kind of work. He'd always had a liking for things from the past. And there were always wealthy, secretive clients who'd pay top credits to own a piece of Galactic history.

He took the name Exeden Croft and started his career in 'acquisitions,' focusing on historical objects. Unfortunately, for every success he had there was also a set-back. Lots of war-stories, regrets and scars on his body. Now, approaching his old age, Exeden is worried about how much longer he can keep up this game and whether he'll be able to retire.

His goal? Earn some major paydays, buy a sickeningly comfortable town-house (or penthouse apartment, manor, etc.) and spend his last days in ridiculous, decadent debauchery, drowning in drinks and expensive cigarras. That's if he survives.


P E R S O N A L I T Y
Exeden is outwardly affable, charismatic and friendly. He loves to joke and tell stories, boasting about his few successes and sharing his many failures with a likeable aplomb. Privately, he can be much grumpier, particularly when it comes to work. The regrets of the past loom large. His as-yet inability to provide a stable source of income has left him with growing anxiousness over his future, in a way that he didn't have as a younger man.

A B I L I T I E S
Crofty is an experienced pilot and shootist. Working for the logistics corps gave him a good working understanding of freighters, as well as rudimentary combat training. This has only increased with his work in the seedy underground of antiquities hunting.

His knowledge of Galactic history is slapdash and informal, but he possesses an uncanny knack for ascertaining the provenance of an artefact, as well as a rough market value.

A S S E T S



R E L A T I O N S H I P S

  • None yet!
 

Charndley

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N A M E
Rhea Kavos

F A C T I O N
Five Syndicates

R A N K
Scoundrel

S P E C I E S
Human

A G E
35

G E N D E R
Female

H E I G H T
5ft 7

W E I G H T
128 lbs

F . S E N S I T I V E ?
No





B I O G R A P H Y
Born to the ageing scion of a once-respected family, Rhea grew up with the shadow of past glories lingering on her. Her family was rich in history and very little else. What once had been a family fortune had been drained over the years, dwindling to very little by the time of her birth.

Her family's reputation and remaining money (as well as some favours) managed to get Rhea into a very well-regarded private school. Surrounded by people from much more secure, better-off and more respected families, Rhea learned how to fit into that society whilst harbouring extreme jealousy for their 'easy' lives. During her private education, she learned the importance of making good contacts with others, the ability to schmooze and gossip with people and the value of a good, healthy put-down.

Once she left school, her family's 'fortune' had bled dry. She left Coruscant for a while, all but disappearing. In truth, she 'toured' the Mid-Rim, trying different careers and ventures. A brief attempt at hunt marshalling failed, while she made no headway in colonial administration. After a brief dabbling in that most accursed of careers, education, she decided that she would never get her family's money back by going on the straight and narrow.

A chance meeting with some criminal types set her on the path. Rhea's easy confidence and gift of the gab rendered her invaluable, helping a crew to pull off some jobs. Getting her cut from these showed her how good the less-than-legal life could be, if you put the work in. She made links in the Syndicate, trading off her skills to build up a small amount of creds to make her return to the Core Worlds.

Now, after saving up her creds, she has returned to Coruscant with her bar. Intending this to be a stepping stone to greater things, as well as a place where 'business' can be done by Syndicate members, if they need contacts or intelligence from Coruscant.


P E R S O N A L I T Y
Clever and ambitious to a fault, Rhea displayed many of the qualities that define people from privileged backgrounds. She presented herself as an extremely confident and in-control person. She spoke with honeyed words and subtle pleasantries, hiding barbed insults and lethal bon mots within flowery compliments and polite banter. Sincerity and warmth were never her strong suit.

Beneath that, though, lingered a contradictory superiority complex. She felt that she was better than those other privileged people, as she'd had to work harder for her positions. However, her whole life ambition amounted to raising her status so that they couldn't regard her as inferior. Likewise, she believed herself as 'above' criminality whilst maintaining links with the Syndicates and dabbling in all sorts of schemes, so long as the credits were good.


A B I L I T I E S

- Crack Shot: Long hunting trips with family and friends has given her a good eye for shooting. Putting a bolt between the eyes of a rival thug or an inquisitive investigator is child's play compared to hunting birds.

- The Art of Conversation: A private education and a childhood spent amongst the elite of the Galaxy has given Rhea an excellent ability to talk, chatter and mingle with any sort of crowd. A mix of subtle flattery, word-play and honeyed promises help her to wheedle information out of people, or provide a suitable distraction as others work around her.

- An Eye for Creds: During her early work in the Mid and Outer Rim, Rhea developed a good eye for what might sell and what might be worthwhile. It ranges from a knowledge of what products might sell well on the colonies, to decent estimations of illicit goods and smuggling costs from the Outer Rim to the Inner Core. If there's a chance to make some creds, she can sniff it out. The bigger the payout, the better.

A S S E T S

- The Erudite Explorer, a small bar on the edges of the Uscru Entertainment District on Coruscant. It serves a mix of decent boozes from around the Galaxy, with a cosy and discreet atmosphere. The walls are adorned with various fake 'memorabilia' from her cover story as an 'explorer' during her twenties. The back rooms are divided between storage and meeting rooms, where the real 'work' can be undertaken. High-stakes gambling has been rumoured to happen in the back rooms, or basement.

- Gent, the H7D protocol droid that serves as a sometime bar-man.

- A280C Blaster Rifle

- DL-44 Heavy Blaster Pistol

- WTK-85A Interstellar Transport

R E L A T I O N S H I P S


  • None yet!
 
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Nara's Clinic

History

The Clinic is a newly established Jedi Healing clinic and soup kitchen, located on the edge of the Corellian Sector of Nar Shaddaa. It is the pet project of Jedi Knight Nara Allam, who founded the clinic with the assistance of fellow Jedi Knight Fiach Dubh, as well as Jedi Padawan Drow Venn.

The clinic is based out of an old, long-abandoned storefront that was repurposed with necessity. The actual owner(s) of the space are not yet known but it is clear that they had neglected the property for some time. The clinic is understood to be under the protection of J'agga the Hutt, a local crime lord.

Staff

Currently, the clinic is staffed by Nara Allam whilst she is between missions. She is supported by a Rodian woman who helps to manage the clinic and the Rodian's son, who helps with various menial tasks. A protocol droid works as a receptionist.

Layout

The clinic is based largely on one floor of a large building with a reasonable amount of floorspace. The space has been hastily partitioned out, with a small area at the entrance reserved for a soup kitchen for the hungry. Rudimentary beds and treating areas are set up past that, with simple plastic sheeting to help keep patients separate whilst Nara/any future staff see to them. There are also three smaller rooms at the back. One is reserved for the utilities to run the clinic. The other two have been converted into rudimentary living quarters: one for the Rodian refugees who help to run the clinic, the other for Nara when she stays there.

Intent

This is a personal lore article meant to be updated to chart the progress of Nara's project. It will provide a 'base' for Nara whilst also being a small Jedi presence on Nar Shaddaa. Other PCs will be able to use it to access medical care and/or contact Nara.

Threads:

Scouting for the Site : where the clinic is first established by Nara, Fiach and Drow.

 
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SDxRhcp.jpg

Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Corellian
Female
15
Corellia
1.65m
42kg
Brown
Brown
White
Yes (unknown)
Independent


Fianna Halcyon

"..."

Fianna Halcyon, more commonly known as Fee, is a teenage tinkerer from Corellia, living in Coronet City.

As the only child of a mag-lev subway engineer, Fee grew up surrounded by technology. Her extended family had a successful repair shop where Fee spent much of her youth, playing with circuitry and chipsets until she managed to cobble together all sorts of strange, half-working devices. She was a natural when it came to electronics, discovering a deep passion for them.

As she grew older, her father became more involved with local ISC politics, leaving her alone more. Fee was always more confident in a messy workshop than she was with her peers, so she tended to keep to herself. Her time at school was spent barely listening to teachers and drawing all sorts of ideas and designs for various projects.

Fee's life was due to be largely uneventful, until one day in her fifteenth year, an Imperial fleet appeared above her homeworld.

Anxious, awkward and ambitious, Fee tended to shy away from social situations, particularly if they involved people she didn't know well. She offered little in the way of conversation, unless the topic veered onto electronics, graphic novels or food. Fee desperately wants to build her own droid and see how far she can push her skills, and is already looking at technical schools.









R E L A T I O N S H I P S

Devlin Halcyon - Father, engineer, local loudmouth politician. Doesn't like Force Users very much. Dotes on his tech-whiz daughter.
S K I L L S

Fee is excellent with electronics and possesses an uncanny knack when it comes to all matters involving chips and circuitry. She can troubleshoot, repair and create all sorts of electronics just based on her knowledge and instinct, as well as decipher complex blueprints for devices.
A S S E T S

Gear

  • Electronics kit
  • Datapad
  • Comlink

R O L E P L A Y S


 
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A Ship Of Our Own

The Jedi Guardians are to set out into the wider Galaxy. To do this, they need a ship to call their own. A mobile base of operations where they can live, work and train whilst reaching out to different worlds and rooting out the Sith wherever they can find them.

Jedi Knight Nara Allam has received word from a contact about a promising lead. The junkyard planet Bracca is currently home to an old CR90, in somewhat decent condition. However, decent condition means decent condition for Bracca. The ship will need some repair work and new components before it's anywhere near ready to fly.

The first task for these brave defenders of the Galaxy? Make themselves a home.

1. A Chancy Corvette: The ship is in one piece, with a lot of busted electronics and systems. The reason that the ship lay there for so long without being scrapped? An infestation of mynocks that are feeding on the power cables and engine radiation, as well as other things. These must be removed for the essential repair work to start.
Assigned:

2. Careful Navigation: The navigational computer for the ship looks like it's been dead for a good few decades. Short of creds to purchase an actual working one, we need to grab one from some leftover scrap. There is currently one 'bridge' section from another CR90 nearby that could have the navicomp. The problem? Well, it's kind of suspended over the Ibdis Maw. Good luck with that!
Assigned:

3. Lasers and Blasters and Batteries, oh my!: The laser turrets are a long way from operational. A new set of batteries are needed to power them. Any set from a decent fighting ship would work for now, but finding them amongst the scrap fields of Bracca may be a problem. There may be rogue scrappers or shady types who had the same ideas as we did and... well, we want it more than they do.
Assigned:

4. Dig for Freedom!: The back third of the CR90 is buried in a mountain of scrap, pathways and suspended platforms from years of abandoned scrapping attempts. Scrap rats and pests run rampant through there. The Jedi must make the engines clear for the repair work to really start. Also, if we tried starting up the engines while they were still buried, we'd probably get blown up and all that arguing would have been for nothing.
Assigned:

Intent
To provide the newly formed Jedi Guardians with a ship to start us off. These threads give us a chance for our group to work together for the first time properly, explore each other's thoughts and doubts whilst giving a practical goal to aim towards. Hopefully, these ideas can give a good story whilst giving a reasonable explanation as to why a group of poor Jedi find themselves a Corvette.

At the end of the work, the Jedi Guardians will have a ship to use. The ship itself may need further work/upgrades to bring it in line with a newly-bought CR90, but will give the group more to aim for as they progress.

Open to Jedi Guardians and those Jedi who wish to provide practical support for the endeavour.
 
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iLcWse2.png
The Traitor's Smirk is a solid aurodium bust of noted Gungan politician and military commander Jar Jar Binks. Fashioned by master craftsmen at an anonymous request, the bust was a conversation piece amongst the more tasteless and vulgar of Imperial nobility. It was rechristened under it's current name after being confiscated by a fledging New Republic in the days following the fall of the Empire.

Intended for display somewhere in the Core, the shipment that carried The Traitor's Smirk was hijacked by criminals. Law enforcement agencies gathered very few clues about it's whereabouts, aside from whispers of it being transported off-world. Since that time, rumoured sightings of the bust have become somewhat common. Traitor's Smirk has been reported in the collection of no less than seven Hutts, or on display in the Royal Palace on Naboo, or stashed away in a long-forgotten Jedi Temple.

The Traitor's Smirk stands as a testament to the follies that face politicians and how easily one may be manipulated. It's also probably worth a ridiculous amount of credits.


Intent

This is intended to be an artifact for PCs to acquire through criminal means or heists. It is of questionable artistic value and exceptionally gaudy. It is, however, worth a large amount of credits due to it's craftsmanship and the sheer amount of aurodium it consists of.

Art credit: here, with some edits made.

 
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Priceless Artwork Found; Donation Negotiations Underway
Cormund, Brentaal IV- A previously lost piece of art has been rediscovered by one of Brentaal IV's most prominent families. House Cormund released a statement earlier today confirming that they had gained possession of the infamous piece known as The Traitor's Smirk.

The Traitor's Smirk, an aurodium bust of a disgraced Old Republic politician, was stolen during a raid on a New Republic transport convoy over a century ago. Rumours have long circulated about it's whereabouts, with several criminal figures suggested to be holding the artwork for themselves. Intrigue grew over the past few weeks as anonymous sources within the Brentaal planetary government briefed that the artwork had been brought to the planet.

In a statement released to the press, a representative from House Cormund was "delighted to confirm the recovery and restoration of The Traitor's Smirk, a vibrant piece of art from the Imperial period. After several investigations and an exhausive amount of effort, we are committed to bringing this exquisite and important piece back to it's rightful place in Galactic attention."

Sources from inside House Cormund have suggested that the family were in negotiation with the New Republic to donate the artwork, though their attention has now shifted to the Independent Systems Consortium since the planet joined the bloc in recent weeks. Reportedly, considerations are underway to place the artwork on display in the Galactic Senate on Naboo.

"There is no doubt that The Traitor's Smirk is a valuable piece of historic art," commented Harla Rynval, a professor of art history at the Coruscanti Institute of Fine Art, "it would make a powerful political statement to display on Naboo. It would remind the gathered representatives of the potential downfalls of their decision making. Both the FWA and ISC would be happy to have a continual reminder of a failed Republic political figure."

The Traitor's Smirk will remain at an undisclosed location until negotiations are completed. House Cormund has refused to display the artwork publicly, citing safety and security concerns.
 
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Daybreak


Phase 1:
- Excavate site on Nar Shaddaa

- Gather original samples/cure attempts from Hutt labs

- Gather synthesis equipment

Phase 2:
- Testing and variation

- Distribution to Medical Orgs and Corps

- Protect scaled production

Phase 3:
- Distribute?
 

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Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Faction
Rank
Half-human/half-Echani
Female
16
Ord Mantell
5'3''
7st 7
Dirty Blonde
Pale silver
Pale
Yes, untrained
Jedi Order
Jedi Padawan


Sabatha Sayall

Sabatha Sayall, commonly referred to as 'Sab,' is a padawan of the Jedi Order.

Sabatha was raised by her adopted mother, a gardener and landscaper in the city of Worlport. From an early age she seemed attuned to the natural world around her, preferring to spend her times in gardens and allotments rather than among the busy streets of the city. Her early education was pleasant if unremarkable, although Sabatha struggled to make many friends in the hubbub of youth.

As she grew older, Sab's ability to connect with living things around herself became more and more apparent, as was her ability to read certain feelings or memories from objects. Against the objections of her mother, Sab searched out what this could mean and made contact with the Jedi Order. After much polite, if frantic, debate, she agreed to release Sabatha for training with the Force, if only to protect herself.

Oh, and only if Sabatha could return every so often for a proper dinner.

Kind, sensitive and more than a little quirky, Sabatha has distinct interests and pursues them without fear of being judged. She often finds plants and animals more interesting than other people, though that comes from her inexperience with others. With little in the way of filter, she can come across as nosy and overly inquisitive, though she never really means to be rude. Centered within herself is a quietly smoldering urge to make the Galaxy a slightly better place than she found it, if she can.

That, and make sure she has a decent supply of chocolate.


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

Sab has a very basic and rudimentary understanding of the Force. She can sense the link between livings things, particularly around plants or creatures that she has cared for. She can unconsciously push and help things grow with the Force, making her plants and gardens much hardier and more vibrant. As you may imagine, this has limited application in combat.

Sab also has an innate ability to use Psychometry, pulling on emotions and memories that are attached to certain objects and areas. She has done so before without much incident, though a particularly strong emotion/memory may knock her back somewhat until she has managed her training.

Though Sab couldn't hurt a fly, she could probably hurt a person. She probably wouldn't be much good at it though. She can suckerpunch someone quite well but that relies more on the shock value than real strength. Though she is not unfit and enjoys athletics, she is not particularly strong either.

R E L A T I O N S H I P S


Aeryll Sayall - adoptive mother, perpetual fusspot

A S S E T S

Gear

R O L E P L A Y S


ongoing updates
 
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HzUGmqb.jpg

Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Tiefling
Female
30
Abelor
5'11
10st
Black
Grey blue
Fair
Yes, trained
Jedi Knight


Ariadne Blain

"Trust in the Force. Or don't. I'm not your mom."

Ariadne Blain is a Knight of the Jedi Order.

Born to a Tiefling family on their homeworld of Abelor, Ariadne grew up in a safe, but poor, home. Her entire early life was coloured by a lack of money and the stresses that brought. As Ariadne grew older, she vowed that she wouldn't end up in that position. As soon as she was old enough, she signed up with a trading coster and left her homeworld for good.

She spent her late teens drifting from freight run to freight run, working for both legal firms and smuggler rings. Whatever brought the credits, and wasn't too dangerous, she'd do. Fiercely independent, she refused to take longer term employment in case it limited her options, all in the hope of going into business for herself.

Eventually, things changed with the discovery of her latent Force sensitivity. With new options open to her, a young Ariadne had to choose between an independent future as a starship captain, or a future helping others with the Jedi. Despite her misgivings, she decided on the future that involved the Jedi. Sometimes, she still questions what she was thinking.

Confident, cynical and more than a little independent, the life of a Jedi doesn't come naturally to Ariadne. Her inbuilt suspicion of people clashes hard with her roles and responsibilities within the Order. Many, including herself, have questioned why someone like her would dedicate themselves to the Jedi when another path was open to her. Unfortunately for Ariadne, a deep and insurmountable moral core burns inside her, forever smouldering. Much to her own chagrin at times, she can't help but try and do the right thing.




R E L A T I O N S H I P S


None - be the first!
A S S E T S

Gear


R O L E P L A Y S


 
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The Republic Cares


lSSuhrH.png



The New Republic has become a stagnant, decaying beast. Blind-sided by war and disease, the leadership of the Republic seem content to hide away in the Core, ignoring everything raging on in the Galaxy. Some of the richest worlds, the most powerful economies, the most resourced governments in the Galaxy continue as if nothing is happening, cosseted and encouraged by a moribund and lacklustre executive. Is it any wonder that planets look towards other organisations?

Well, no more.

The recently elected Senator for Commenor, Sutton Rayne, has made it a legislative priority to provide aid in these troubled times. Time has come to show the Galaxy that the New Republic can begin to make amends for it's ignorance and provide a hopeful future, as the Republic has done many times before.



Threads


Let Us Have Mercy [Self-DM/DM possible], 2-3 characters]:
A collection of refugee ships have arrived from the edges of FWA space. Desperate for asylum and safety, some have taken matters into their own hands and docked in several spaceports. Now, an argument is brewing between representatives from Humbarine and Cato Neimoidia, and the refugee leaders, over how to solve this impasse. Meet with them, moderate the affair and ensure that the refugees can find somewhere to stay without breaking any more laws and turning the populace against them.

Poor Unfortunate Souls [Self-DM/Dice, 2-3 characters]:
Commenor's spaceports are jam-packed with ships fleeing from AMS. Worried about the plague, as well as other brewing contagions, the authorities are taking their time to process them. Worrying reports have come from a Wookie refugee ship about an outbreak of AMS, leaving the ship quarantined. Investigate the ship and end the spread, saving as many Wookies as you can.

Supplies for the Front [Self-DM/Possible Syndicate Opposition, 2 vs 2]:
Sutton Rayne has organised aid from Commenor's planetary reserves. Ships laden with emergency rations, medical equipment, temporary shelter pre-fabs and medicine are heading out to afflicted worlds, hoping to help stop the spread of AMS and aid the survivors. Such ships present a juicy target for the opportunistic pirates and scoundrels that accompany any disaster. Protect the cargo and ensure it reaches it's destination, where it can be used to help those in need rather than line anyone's pockets.



Participation


Participation is open to all with reason to contribute, such as fellow independents/political characters, Sector Rangers and others. Jedi are also welcome to build greater links with the New Republic, though I would prefer the efforts not be dominated by them.
 
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EIR4H91.jpg


Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Human
Female
21
Chandrila
1.68m
55kg
Dark Brown
Blue
Pale white
Yes (unknown)
Pilot/Conwoman


Jules

"Fun, food and creds. In that order."

"Jules" is the assumed name of a low-level conwoman and freelance captain.

She shares very little about her past, save what can be gleamed from her knowledge and mannerisms. Born and raised in some level of aristocracy in the Core Worlds, "Jules" chose to leave it all behind for one reason or another. An unwanted arranged marriage? An argument over inheritances? Being caught with the servant boy? All of these, or maybe none. Jules never gives the same reason twice.

Since arriving on the scene with her new name, dyed hair and fast ship, Jules has been involved with various low-level scams across the Galaxy. From selling counterfeit jewels to corporate stooges to skimming credits from accounts, Jules has tried her hand at all kinds of 'victimless' crimes. She supplements her income by taking the occasional piloting job, or a smuggling jaunt.

With little to show for her work so far aside from a ship, a droid and a hundred different personas, Jules now searches for the next big thing that'll get her credits. Hungry for opportunity and growing desperate for security, Jules needs something to change soon. You can't be a hand-to-mouth pilot forever.

With a thousand different guises and roles to fall into, Jules is a consummate conwoman and an experienced manipulator. She tells people what they want to hear and uses that to get what she wants. Beneath the layers of artifice and fake charm, she's an easily frustrated rich girl with a penchant for bitching. Still, she enjoys a good time with those few who actually get to know her and can even be teased into letting her hair down sometimes. Her particular vices are good drinks, cigarras and trashy romance stories.






R E L A T I O N S H I P S


To be added.
A S S E T S

Gear


R O L E P L A Y S


 

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WMMIF0B.png

Species
Gender
Age
Homeworld
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive?
Rank
Near-human
Female
16
Bracca
5ft 4
50kg
Dark Brown
Brown
White
Yes, unknown
Level 0


Lyanna Mox

"Work sucks, I know."

Lyanna Mox is a teenage apprentice scrapper on Bracca.

Lyanna was born on Bracca to a pair of low income scrappers. They had moved there with the promise of good pay for hard work, and found only the latter. Stuck on Bracca with little hope of earning enough to properly leave, they were forced to build a life there. Inevitably, Lyanna followed her parents into the Scrappers Guild, working as an odd-job girl and eventual apprentice as she grew older.

Growing up amongst the Scrappers Guild has given Lyanna a strange and scatter-shot education. Snatched between shifts and urgent scrapping projects, Lyanna took lessons on everything from mathematics and physics, to history and alloy disposal. She developed a strange tangle of knowledge, skills and abilities from the colourful collection of characters working in the Scrapper's Guild.

Determined and playful, Lyanna makes sure she gets the job done... but not without having a little fun first. The only way to escape the dangerous monotony of scrapper work is to make your own enjoyment out of it, in her view. Like plenty of others on Bracca, she sometimes stares up at the night sky and wonders if there's something more for her up in the stars than just oil smears and plasma burns.













R E L A T I O N S H I P S


None - be the first!
S K I L L S

Lyanna has some experience scrapping and has a basic understanding of starship mechanics from this. She is somewhat proficient with the tools of the scrapping trade, namely plasma cutters and some larger scrapping machinery.

Lyanna is quick and sprightly, making her able to access areas that others may find difficult. She can squeeze through some small openings in broken starships or climb up a few floors using just her arms.
A S S E T S

Gear


R O L E P L A Y S


 
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- Wynne || Jedi Padawan


Wynne Trescoll was an Echani Jedi Padawan who lived during the Force Eternal era.

Adopted at birth, Wynne had a fairly uneventful upbringing on Corellia. Growing up in relative comfort allowed Wynne's mind to wander, as she desperately wished for something more exciting to happen. With little to occupy her imagination except math homework, Wynne was difficult to contain. Her time was often spent searching for adventure and getting into trouble, somehow managing to get out of every scrap without much in the way of injury or trouble. She doesn't like to talk about how she got the scar.

A chance encounter whilst on a dead-end job revealed Wynne's natural Force Sensitivity, providing an exciting and dangerous escape from the drudgery of entry-level work. Despite the protestations of her family and friends, Wynne chose to join the Jedi Order and experience a different kind of life.


A S S E T S
wXaN3VG.jpg

Physical Description

--- Species
--- Gender
--- Age
--- Height
--- Mass
--- Eye Color
--- Hair Color
--- Skin Color
--- Force Sensitivity

--- Echani
---Female
--- 20
--- 1.75m
--- 65kg
---Green
--- White
--- White
--- Yes, trained


Known Affilations

--- Faction
--- Rank
--- Jedi Order
--- Padawan

Armor
  • None!
Weapon(s)

Transport

  • None!
Misc











T H R E A D S



 
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