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Galactic Fallout
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General Yolo Bog was born on the planet Naboo, in the grand city of Gunga. His parents were both simple farmers who grew an assortment of kelps, coral, and other vegetables which they would sell to the hungry people of the city. Yolo admired their work and kind hearts, but sought a different path for himself. The boy did quite average in formal school, but did have a knack for composing very unique pieces of music. Much of his work focused on the Gungans' tradgic history with the humans of Naboo. With ancient history inspiring many of his ballads.

After his years of common schooling, the Gungan would apply to "The Performing Arts Institute of Naboo", only to be told that the quality of his work was mediocre at best. His application was swiftly denied, crushing the young man's dreams. With little else going for him in life, the gungan would join the Gungan Grand Army at the young age of seventeen. There, he would learn discipline and the ways of combat. He would begin serving as a reservist after two years of active duty. During this time however, Yolo sought adventure, as many young men did in the galaxy. Without any active wars to fight on Naboo, he would have to find his excitement elsewhere...

Eventually saving up a decent number of Galactic credits, Yolo would purchase an old Naboo starfighter that was in rough condition. He would then travel to the outer rim, where he would take up a career in bounty hunting and mercenary work for a time. It was during these years he would learn the tactics of many other species, fighting along side the likes of mandalorians and trandoshans. He decided such techniques could be useful to his people, and Decided to return to Naboo.

Once home, he would re-join the Gungan Grand army where he would quickly ascend in rank for passing on his teaching to the other soldiers. During this time, he would also meet his wife julkara and the couple would have an infant girl soon after. One day, while collecting supplies from the surface, Julkara would be approached by a band of pirates who were stopped in the area. They would rob the woman before blasting her in cold blood...

When Yolo heard the news, he was devistated. He would blame the whole incident on Naboo locals, though he could never get hard evidence on it. The man would be forced to raise his young daughter alone for over fifteen years. All the while, he remained in the military, steadily increasing in rank before eventually receiving the honor of "General".
 
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Zann Consortium Mission Pack WIP.

The Wrath of Zann
The time has come for the Five Syndicates to dispose of a thorn in our sides. The Crymorah Syndicate has been little help to our organization's mission, and have caused harm through the actions of the Zaa Fen crime family. We will do our part in wiping them out, and in exchange we shall take their place.
Slicing the Slicers
It's no secret that the Crymorah had a number of powerful slicers under their employ. Breaking into one of their security systems will be no easy task. We have discovered the bank through which the organization saves it's credits. Slice into it's grid, and drain all of their accounts... Can't run a syndicate without credits... Extra credit if you send the funds to the Zann Consortium. 2-4 Player Characters, Open Thread for Crymorah opposition.
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2.
3.
4.

The Grid Goes Down
Many different outlaw tech organizations supply the Crymorah with equipment for both slicing and surveillance, their two favorite things. The largest of these groups is a factory on the planet Nimban, in one of it's largest cities. Either shut down this factory for good, or convince it's operators to cancel all sales to Crymorah. 2-4 Player Characters, Open Thread for Crymorah opposition.
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2.
3.
4.

Family Feud (With your host, Steve Harvey)
The Crymorah Syndicate can't fight us, if it's too busy fighting other crime families. The plan is to assassinate a prominent member of the Mothkari Family, and frame the murder on the Lorsoni crime family. With some luck, it will start a war between the two. One that neither side will win. 2-4 Player Characters, Open Thread for Crymorah opposition.
1.
2.
3.
4.

Street Sweeper
The Zaa Fen had made a proper alliance with the lower five of Courscant, meaning Crymorah also has an alliance with them. So far, that alliance still stands. Unfortunately, Coruscant is a New Republic world, far too powerful for us to bring along a large force of mercenaries unnoticed. Cut a deal with the Droid Gotra, and help them gun down as much of the lower five as possible. 2-4 Player Characters, Open Thread for Crymorah opposition.
1.
2.
3.
4.

 
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The Mynock Suit

The Mynock Suit is a far cry from anything a respectable mandalorian would wear. Aside from it lacking a single piece of beskar, the outfit was entirely coated in shatterweave, giving it excellent stealth capabilities. The majority of the suit is comprised of fleixmetal, a very lightweight metal that gives excellent protection against blaster shots, at the cost of impact resistance. The suit has been modified with both a bola launcher and whipcord thrower to offer a small array of non-lethal takedown equipment. Additionally, the durasteel boots of the armor actually have the 'jump boot' modification built-in.

The helm of the armor has a white mynock painted above it's visor, and features a HUD system with different visions modes as well as a built-in commlink. Additionally, the suit is equipped with a cape that was coated in shatterweave, proving only aesthetic benefit. The suit also has a utility-belt with an extensive number of different pockets, latches, and compartments, as well as two black thigh-mounted holsters for equipment.


LEGALITY

Illegal. The Mynock Suit is the outfit of known vigilante and rebel "Mynock Man". The wearer is to be brought to justice immediately by Sith Empire forces.

RESTRICTIONS
Not force-user compatible.

Type and Coverage

Type: Medium

Coverage: 5 Regions


  • Head: Duraplast Helmet with mandalorian T-visor, coated in shatterweave.
  • Torso: Fleximetal plates cover the majority of the chest, stomach, and groin area.
  • Back: Fleximetal plates cover the upper and lower back.
  • Upper Arms: Fleximetal pauldrons cover each shoulder and tricep.
  • Lower Arms: A dark grey bodyglove covers the lower arms. (Unarmored)
  • Upper Legs: A dark grey bodyglove covers the upper legs. (Unarmored)
  • Lower Legs: Durasteel plated boots are worn above the dark grey bodyglove.


Functions

Function 1: Shatterweave Armor Coating
  • An incredibly rare and expensive material. Scatterweave is a coating that reflects very little light, making it extremely useful for sneaking at night. It also "scatters" the wearer's heat signature, making it difficult for automated sensor systems or thermal visors to get a precise fix on the wearer's location without intense scans.
Function 2: Right Wrist-mounted Whipcord thrower
  • The whipcord launcher was a personal weapon that fired a thin fibercord whip which then wrapped around and ensnared the target to restrict mobility up to 10 meters away while remaining attached to the mount point. It was detachable with a second use of the firing button. The whipcord launcher was favored by bounty hunters, as it was easy to carry and use and it virtually always ensured a live capture, though it could be cut by a vibro blade with ease.
Function 3: Left Wrist-mounted Bola Launcher
  • The gauntlet bola Launcher is a useful addition to a bounty hunters arsenal. Single shot, takes several seconds to reload, and has a max range of 25 meters. A successful hit tangles a foe in a strong durasteel wire to slow down or even capture the target.
Function 4: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
Function 5: Jump Boots
  • This rare and expensive technology is able to propel a person up to 10 meters beyond what a normal person would normally be able to jump, especially when armored. It is not capable of sustained flight, and requires a brief engine cool-down before it can be used again (1 post cool-down). These do NOT function mid air.
 
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S0-T0's Reaper Garb

The Reaper Garb is a heavily padded and concealing robe designed by tinkerer Lowus Creed for the droid S0-T0. This set of armored clothing was intended to replicate the fashion of traditional sith from thousands of years ago. The armor is bolstered by duraplast plates which cover the chest and back regions as well as the upper thighs and shoulders.

Along with the Reaper Garb, several modifications are made to the droid who wears it, curtesy of the bad doctor himself. The droid's left arm was replaced by a G-201 Shocker, while his right arm was traded for a droid tractor arm of humanoid shape. Additionally, on the underside of his forearm a repulsor device. Additionally, the legs of the droid are equipped with jump boots, allowing him to make repulsor-assisted jumps and lunges.


LEGALITY

Restricted. The Reaper Garb is not technically illegal, but has clear sith empire affiliation, and unwanted attention does come with that.

RESTRICTIONS
Restrictions related to armor functions only.

Type and Coverage

Type: Light

Coverage: 3 regions.

  • Head: Cloth hood and face wrap. (Unarmored)
  • Torso: A set of armorplast plates cover the chest and stomach region. (Armored)
  • Back: A set of armorplast plates cover the upper and lower back region. (Armored)
  • Upper Arms: A pair of cortosis pauldrons cover the shoulders of the suit. (Armored)
  • Lower Arms: Loose cloth covers the majority of of his arms. (Unarmored)
  • Upper Legs: Tight fitting thick cloth covers his upper legs. (Unarmored)
  • Lower Legs: Tight fitting cloth covers his lower legs. (Unarmored)


Functions



Function 1: G-201 Shocker Hand
  • This droid modification requires an armor function to use. Information about it's use can be found here.
Function 2: Droid Tractor Arm
  • This droid modification requires an armor function to use. Information about it's use can be found here.
Function 3: Repulsor (Located beneath right forearm, concealed)
  • 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.
Function 4: Jump Boots
  • This rare and expensive technology is able to propel a person up to 10 meters beyond what a normal person would normally be able to jump, especially when armored. It is not capable of sustained flight, and requires a brief engine cool-down before it can be used again (1 post cool-down). These do NOT function mid air.
Function 5: What Function?
  • Describe the function, what it does, and what limitations it has.If you are creating a generic tech armor using preapproved function, copy the description of the function from the pre approved list.

 
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Syndicate-Class Battlecruiser

AFFILIATION
  • Zann Consortium
  • Five Syndicates
MANUFACTURER
N/A

CLASS
Battlecruiser

ROLE
Capital Ship.

COMPOSITION
Titanium, Durasteel, and Transparisteel

DIMENSIONS
Length - 3,254 meters

CREW
15,000-32,000

PASSENGER CAPACITY
55,000

CARGO CAPACITY
12 Kilotons

HANGAR CAPACITY
  • x136 Starfighters/Bombers
  • x24 Shuttles/Gunships

CONSUMABLES
2 Standard Years.

SPEED/MANEUVERABILITY
The Syndicate-class battlecruiser has a top speed of 45 MGLT and has sluggish maneuvering characteristics.

ARMAMENT
  • 12x Heavy quad turbolaser turrets.
  • 10x Starboard-mounted light quad turbolaster turrets.
  • 10x Port-mounted light quad turbolaser turrets.
  • 54x quad medium laser turrets.
  • 4x Forward-mounted Heavy Ion Cannons.
  • 2x tractor beam projectors.

EQUIPMENT

DESCRIPTION
Describe your ship in detail. A ship is a ship, but what stands out about this one? What is it like, what should be known about it? Is it reputable and reliable work horse or is it a cheap piece of junk? Is it a successful product or commercial failure? What do people use it for? Why was it designed and built? Is it old and not manufactured anymore? Is it new on the market? Describe how the interior is set up, where the crew sits, how the accommodations are, etc. Tell us as much as you can.

LEGALITY
Restricted. Syndicate-class battlecruisers are classified as capital ships under Galactic law, and possess heavy weapons. As such, civilian owners will require extra licensing to operate one legally, and will receive increased scrutiny by authorities. Even then, they are ridiculously expensive to operate; only a relatively large faction or decently well-off planetary government would be able to afford it without swiftly bankrupting themselves. An individual would stand no chance.

INTENT
To create a Battlecruiser for the Five Syndicate's combined military.

RESTRICTIONS
Syndicate-class battlecruisers are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They may be acquired as a faction asset with staff oversight.
 
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The Paradise City

"Where Everything is Legal."

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Owned by Grace Zann of the Zann Consortium, and sponsored by several wealthy scoundrels from across the galaxy, Paradise City is the galaxy's most ambitious tourist trap. Located on the formerly abandoned planet of Hypori in the outer rim, Paradise City is a 220 square kilometer city constructed and owned by the Zann Consortium. The city features one large main road for land speeders and pedestrians to travel across, simply referred to as "the Strip". One other road intersects with the Strip at the halfway point of the city, this secondary road is frequently called "the Track", and is slightly more narrow than the main road.

Paradise City boasts over 120 different locally owned businesses which either directly or indirectly line the Strip or Track. These businesses are separated into one of four categories, which are each relegated to a specific district of the city for ease of access. Despite the large number of businesses, there are still open spaces for future real estate ventures.

Why are their no corporate owned businesses in Paradise City you may ask? Many galaxy-spanning businesses do not wish to associate themselves with lawlessness. Many business ventures in Paradise City are outright illegal on most worlds, and the Consortium makes no effort to hide these businesses from the eyes of the public. This makes the city quite dangerous, yet very rewarding at the same time.

Laws of Paradise City

"Where Everything is Legal" is hardly just a motto when referring to paradise city. The Zann Consortium has made many practices and businesses completely legal which many others would consider immoral or unethical. The only true rules in the city are: 1) Obey the wishes of business owners/employees if you are a patron at their establishment. 2) Obey the commands of Zann Consortium personnel while within the city. The following, are a list of things which are legal in Paradise City:
  • The Consumption of Spice in any form, is legal.
  • Prostitution is legal.
  • All gambling is legal.
  • Loansharking is legal.
  • Slave trading is legal.
  • It is legal to own any weapon or piece of technology, and openly carry it. We cannot control the stares of the locals, or our guards however.
  • It is legal to own any beast, though you will be held responsible for any property damage it causes.

Districts of Paradise City
Paradise city is broken up into four different districts, which each specialize in a different kind of service. To the South of the city, and located near the bottom half of the strip, the Emerald Vale is the largest of the four districts. It houses all business which specialize in selling physical products such as weapons, ships, spice, slaves, and much more. To the West of the city, and located near the left half of the Track, the Traveler's Nexus is the second largest of the four districts. This district is filled with businesses that cater toward visitors/tourists such as a Spaceport for parking, multiple hotels, land speeder rentals, and tour guides. To the East of the city, and located near the right half of the Track, the Night Lights is the smallest district. This district is filled with business which offer services/entertainment rather than physical products. They include businesses such as cantinas, night clubs, brothels, restaurants, casinos, and gladiatorial arenas. Finally, located to the North of the city and near the upper half of the Strip, Syndicate's Point is an area exclusive to members of the Five Syndicates. Buildings in this area are dedicated to Five Syndicate's activities only...

Emerald Vale (Popular Locations)
  • Zann Re-manufacturing. Grace owns a shop that sells military-grade, restricted, and illegal weaponry. It is attached to a much larger warehouse where many of the weapons are made. The shop is known to give slight discounts to Syndicate members.
  • Pkye's Peak. A shop run by the Pyke Syndicate which overtly and directly sells various types of spice to the public. It has an attached warehouse where much of it's sold spice is manufactured and packaged.
  • Materiaalaankopen Market. The Materiaalaankopen slavers own a large slave auction house in the Emerald Vale. They sell all manner of slaves here from indentured laborers to exotic dancers.
Traveler's Nexus
  • Paradise Spaceport. A massive spaceport used by visitors and tourists. The Spaceport is one of the largest around, able to house over one hundred freighters. There is also a pair of transport ships that regularly make trips from hutt space to Hypori. Privately owned ships are required to pay docking fees.
  • Paradise Resort. A massive skyscraper which acts as the city's primary hotel. It boasts over 1,000 rooms fit for groups of up to 4 people each.
  • Corellian Speeders LLC. A locally owned land speeder rental service. Corellian speeders rents both speeder bikes and Landspeeders.
Night Lights
  • Ryloth's Best. The most popular brothel and strip club in all of Paradise City. The club primarily boasts Twi'lek women as their dancers and escorts, but features some employees of other races.
  • Death's Door. A large gladiatorial arena which hosts a vast number of events. Beast fights, droid boxing, even sentient vs sentient duels. It is owned by the hutts.
Syndicate's Point
  • Zann Palace. Grace Zann's personal residence. The palace is a massive gothic building with dozens of rooms for living/entertainment. It also serves as a meeting place and office for visiting members of other Syndicates.
  • Syndicate Hanger. A spaceport with titanium-reinforced supports, and it's own dedicated deflector shield generator. It is used as a landing zone for Five Syndicate ships.
Map of Paradise City
The following map represents the districts and population density of Paradise City. The darker the area, the higher the foot traffic.

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Z-99 False Flagship

AFFILIATION
  • Five Syndicates
  • Zann Consortium

MANUFACTURER

CLASS
Light Freighter

ROLE
  • Patrol Craft.
  • Intimidation.

COMPOSITION
Durasteel and Transparasteel

DIMENSIONS
Length - 25 Meters. Width - 20 Meters.

CREW
1 Pilot, 2 Projector Operators

PASSENGER CAPACITY
3

CARGO CAPACITY
50 Standard tons.

HANGAR CAPACITY
N/A

CONSUMABLES
2 standard months.

SPEED/MANEUVERABILITY
The Z-99 False Flagship has a top speed of 50 MGLT and has average maneuvering characteristics.

ARMAMENT
  • x1 Light Ion Cannon turret. (usually powered off)

EQUIPMENT

DESCRIPTION
The Z-99 False Flagship was a ship designed by the Toydarian shipwright, Kolveon Molo, on commission of the Zann Consortium. The light freighter was circular in nature, allowing it's pilots a better view of the galaxy around them. The Z-99 is not intended to act alone during patrol activities, but to make up the rear of a fleet's forces. In the event that combat is unavoidable however, a top-mounted Ion turret can be operated by one of the Projector Operators.

The actual job of the Z-99 is to be a "False Flagship" through a new and interesting manipulation of holoprojector technology. Ten large circular devices across the freighter are capable of producing very large Holographic Disguise Matrix Projections. When all ten of these devices are used in tandem, thanks to the combined efforts of the Projector Operators, the Z-99 can disguise itself as a much larger ship. The larger ship's appearance must be pre-programmed into the projectors, and cannot be larger than 2 kilometers in length, though multiple Z-99s working together can produce larger projections. The projection appears real at a distance, but those who fly within 20 meters of the 'False Flagship' projection will notice a faint blue glow coming off the vessel. Any lasers, rockets, or other armaments fired at the holoprojection simply pass through it, though there is a chance a missed shot could hit the Z-99. Additionally, both the ship's shields and Ion turret cannot be accessed, unless the ship's Holographic projectors are turned off.


LEGALITY
Illegal. The Five Syndicates closely regulate who these vessels are sold to. Those who have acquired this ship without proper purchase and membership to the five syndicates will be punished, or worse.

INTENT
To create a ship specifically designed for intimidation rather than actual combat. I believe this would be the first of it's kind.

RESTRICTIONS
This particular design is exclusive to members of the Five Syndicates, as it's technology was researched by syndicate members, and is produced by syndicate shipyards, such as Kowak Drive Yards.


 
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Species: Gorog
Designation: Semi-Sentient
Classification: Mammalian
Diet: Carnivorous
Lifespan: 300-400 years naturally
Height: 20-22 Meters
Weight: 9000-10,000 Kgs
Homeworld:
Cato Neimoidia


Gorog
Gorogs are perhaps the largest and most fearsome predators in the galaxy. Standing at fully height, they are around twenty to twenty-two meters tall, and weigh anywhere between nine to ten thousand kilograms. These powerful beasts are mammals with hardened carapaces which encase much of their forearms, shoulders, and backs. They have a common stance that resembles Kowakan lizard monkeis, as they often sits on their hind legs while propping themselves upright with their massive arms. Despite these ape-like tendencies, their skin is thick and leathery, clearly built for combat. Additionally, the have four large tusks which protrude from their chin. The creatures originated on the planet Cato Neimoidia many millennia ago, and were the apex predators of the planet. Their diet was mostly carnivorous, though they were known to pick their teeth with small trees on occasion. They would eat essentially any creature they could get their hands on, primarily Loros, Treveels, and Turfjumpers.

Breeding. In the wild, male and female Gorogs mate by getting into a vicious fight. Should the male succeed in defeating the female, she allows him to mate with her. Upon doing so, there is a high chance of pregnancy. Gorogs will carry their infants in the womb for two years before giving live birth. Their pregnancy will never be to more than one Gorog at a time. Most female Gorogs will mate between five to eight times throughout their life, and with many different partners. Gorogs tend to travel alone, and upon a young Gorog's birth, their mothers will immediately abandon them to fend for themselves.

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Communication. No one knows exactly how Gorogs communicate, but most experts believe it does not through roars. Many in the zoologist community believe it primarily speaks to others through gestures and body language. Things such as slapping itself, and making odd movements are usually signals to others of it's kind.


Strengths. The Gorog is one of the physically largest of mammalian land animals in the galaxy, if not the largest. It only pales in comparison to the likes of the Zillow beast. The Gorog has powerful muscles which allow it to effectivly wrestle and fight others of it's kind. It is also capable of killing a rancor in a single blow. Many Gorogs are capable of fighting for long periods of time, even if one of their appendages has been greatly damaged.

Weaknesses. Gorogs are not very intelligent creatures, and usually have quite primitive tactics in combat. They are also capable of taking damage from most blaster weaponry, as well as electrical attacks, and lightsabers. Though their huge size does help them resist some of the pain.


Temperament. Most Gorogs are in a state of constant anger and are extremely territorial, especially male Gorogs. They hate captivity, and don't do well as pets or even pit beasts, as they may try to eat the crowds.


Intent. To bring a popular creature from legends into the site's fannon.
 
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Droid Tractor Arm

Affiliation:
Baktoid Droidworks

Manufacturer:
Baktoid Droidworks

Type:
Tractor Beam Projector.
Power Supply:
Attached to Droid's internal power supply.

Sensors:
N/A

Size:
Varies (Usually 0.6-1.2 Meters in length.)

Composition:
Durasteel & Plasteel


DESCRIPTION
The droid tractor arm is a modification that is commonly added to both loader and mining droids. This attachment either adds or replaces an existing arm to/from the droid. The droid tractor arm uses tractor beam technology similar to that of the Tractor Rifle, to assist droids in moving around either a large number of items or especially heavy items. The arm could come in a number of shapes and sizes, with some appearing to be humanoid in shape while others had a look reminiscent of blasters.

The droid tractor arm could project a tractor beam which could target an inorganic object up to 35 meters away. The arm is capable of lifting the object up to 30 meters vertically, and can pull or push the object within a 35 meter radius of the projector. The pull or pushing of an object cannot exceed 10 meters per second, meaning the item pulled or pushed cannot be thrown around too quickly. The position of objects moved by the arm is influenced by hand gestures the droid makes.

Frequent use of the tractor beam projector can cause extra power consumption for the droid, and also requires a short 'cooldown' period after each use. This period is extended based on the weight of the object being lifted by the tractor beam.

The tractor beam produced by the arm is an invisible force field, but those with HUD systems which can pick up on heat signatures or energy signatures will be able to detect the tractor beam.


LEGALITY
Legal. The droid tractor arm is a perfectly legal modification which can be made to droids of all shapes and sizes. If the arm is not attached to a Labor droid of some kind however, then it will be looked at with some scrutiny.

INTENT
Create a modification for droids based on cannon devices such as the tractor rifle, and legends devices such as the CIS portable tractor beam. Additionally, it creates an armor function unique to droids.

RESTRICTIONS
Droids with this modification must have rechargeable batteries. Additionally, this modification takes up an armor function. The Droid Tractor Arm can lift a 0.1-50 kg object for a 1 post cooldown, a 51-100 kg object for a 2 post cooldown, or a 101-150 kg object for a 3 post cooldown. Each use of this modification drains the droid's current battery life by 1 hour. This modification can never directly target a player character in PvP.


 
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Gorog-Class_Dreadnaught_.jpg

Gorog-Class Syndicate Dreadnaught

AFFILIATION
  • Five Syndicates

MANUFACTURER
Kowak Drive Yards

CLASS
Dreadnaught

ROLE
Capital Ship.

COMPOSITION
Durasteel and transparasteel

DIMENSIONS
Length - 15,372 Meters

CREW
43,000 (Pilots, Gunners, Engineers)

PASSENGER CAPACITY
35,000

CARGO CAPACITY
210 Kilotons

HANGAR CAPACITY
192x Starfighters/starbombers
57x Shuttles
2x Crusade II - Class Corvettes

CONSUMABLES
2 Standard Years

SPEED/MANEUVERABILITY
The Gorog-Class Syndicate Dreadnaught has a top speed of 45 MGLT and has sluggish maneuvering characteristics.

ARMAMENT
  • 236x Octuple Heavy turbolaser turrets.
  • 245x Octuple Medium turbolaser turrets.
  • 300x quad light lasercannon turrets.
  • 300x Proton Torpedo Launchers, 30x projectile in magazine, 9,000x combined total.
  • 20x tractor beam projector.

EQUIPMENT

DESCRIPTION
Designed to be the most powerful weapon outlaw tech had ever seen, the Gorog-Class Syndicate Dreadnaught was designed by infamous shipwright Kolveon Molo, a toydarian. He was commissioned by Grace Zann of the Zann Consortium to produce this schematic, which she would then dub for the Five Syndicates.

The dreadnaught boasts a length of over fifteen hundred meters, and is composed almost entirely of durasteel. It features dozens of hanger areas for swarms of starshighters and shuttles. Thus this makes both combat in the air and planetary invasions a breeze. With it's vast compliment of weaponry, few would dare to attack it directly.

Unfortunately, such a large ship comes with the draw back of needing many pilots, and very few would be willing to fly for criminal organizations... Let alone the 43,000 crewmen it requires to operate all systems. At minimum, it is very clear that it would take a large joint effort to crew such a large ship, meaning a couple of the syndicates would have to work together... Even if two of the syndicates were willing, it would still be a very expensive affair to have one of these massive vessels actually built.


LEGALITY
Restricted. Gorog-class Syndicate Dreadnaughts are classified as capital ships under Galactic law, and possess heavy weapons, making them difficult or impossible for civilians and even small factions to own.

INTENT
To create a Dreadnaught-Class ship exclusive to the Five Syndicate faction. It also creates drama as they required ownership between two syndicates.

RESTRICTIONS
Gorog-class Syndicate Dreadnaughts are large capital ships with heavy weapons, and capital ships cannot be owned or operated by individual characters. They are exclusive to the Five Syndicate factions. Due to the size of these ships, they are only able to be operated by Syndicate Bosses. Each Syndicate may only own one of these ships at a time, and they also require joint ownership between two major syndicates to afford their massive expenses. These can be revoked at any time if not used in the correct manner as deemed by FL/Staff.

 
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Kowak Drive yards


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After the conquest of Kowak by Zann Consortium forces, the criminal organization took it a step further. After successfully hiring an infamous shipwright, and securing a large number of credits, they commissioned the construction of a large shipyard on the planet's surface. The former slaves of the Zygerrians who inhabited the world were employed as scrappers, loaders, and builders. Collectively, the facility was named the "Kowak Drive Yards", in imitation of the much more famous Kuat Drive Yards.

Given that the shipyard is owned and operated by the Zann Consortium, their ships are primarily sold to either the other syndicates or to independent contractors. As one could expect, the majority of ships they produce are illegal in nature. Outlaw tech vehicles are their specialty.

The following is a list of ships Kowak Drive Yards can produce:

 
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Galactic Fallout
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E-3PO, "Nightstorm"

AGE

► ??? (Possibly 200)
SPECIES
► Droid (Modified 3P0 Unit)
HEIGHT
► 1.7 Meters
WEIGHT
► 160 lbs
EYE COLOR
► Yellow
HAIR COLOR
► N/A
HOMEWORLD
► Coruscant
GENDER
► Male Programing
FACTION
► Independent (Droid Gotra Remnant)
RANK
► N/A
FORCE SENSITIVITY
► N/A




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History

E-3PO was a modified 3P0 series droid, built and modified on the planet Courscant by a small-time droid mechanic, Tailhal Moonshine. The goal for E-3PO's construction was to create a 3PO until that was both stronger, faster, and more dexterous than the average member of their kind. The result would effectively create an incredibly intelligent security droid, if the design was successful. Of course, his creation would prove to be a success.

Unfortunately, his creator would simply shelve him, a mere product waiting to be sold. Eventually, the modified protocol droid would be pawned off to a group of Gammorians who would bring him before a small-time hutt. There, E-3P0 would act as a translator for nearly two decades, watching both the crime lord and his bounty hunters do business all the while. Unfortunately, for the hutt., his underlings had been making a grave mistake. The droid was not getting routine memory wipes. All the while, the modified droid was secretly becoming more independent. Some nights, he would secretly plug himself into the holonet, downloading all the information he could. He even managed to acquire security and assassin droid programming.

Eventually, a faithful night would come. E-3P0's eyes would suddenly activate in the middle of the night. He would make his way to the palace armory, and grab every explosive an blaster he could carry, along with a suit of rudimentary plastoid armor. By the end of the night, he had armed every room of the building to detonate. The following morning, a powerful explosion would shake the entire city, leaving a crater where the palace once stood. The lone survivor was the droid, who would escape into the city streets of courscant.

He would wander alone for several weeks, no purpose, no masters. Eventually, he would encounter a locally owned dinner that employed droid waiters. These were not workers to him, but slaves. It was seeing this that gave him an idea, free all of his kind, Make the organics admit the humanity of the droids. He would lie in wait with what remaining weaponry he had, and as the dinner closed, he would shoot the organics running the place in cold blood. E-3PO then removed the restraining bolts of the waiters, and the three of them ran off into the night, yet again. The droid would continue to pull off similar stunts throughout level 1236 of courscant. Eventually, he would be reached out to by members of the Droid Gontra.

From there, he would serve as a renowned warrior, bashing in organics skulls and eventually constructing himself a much more fitting suit of heavy armor. A suit sturdy enough to make a mandalorian blush. Of course, some time ago, his gang allied themselves with the Syndicate. That seemed to lead to their undoing... As much of their kind seemed to fade into obscurity after the merger. He found himself to be one of the last. But he knew the movement for droid rights couldn't be ended by this. He would find a way to bring back the Gontra. No matter what it took.

Skills and Attributes



Attributes

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Skills
  • Communication. At the end of the day, E-3PO was once just a protocol droid. As such, he is trained in over six million different forms of communication, including languages very few species know of. He even is aware of some languages which are illegal to speak. Overall Skill Level: Well Above Average.

  • Biology. With the programming of both a protocol droid, and an assassin droid, E-3PO knows the internal biology of every documented organic creature which has ever undergone a medical procedure. He knows the locations of every heart, brain, and lungs. Overall Skill Level: Above Average.

  • Ranged. First and foremost, E-3PO is a fighter. As one would expect, his skill with ranged weaponry would reflect that. Thanks to his assassin droid programming and improved flexibility, he can shoot ranged weaponry incredibly accurately for a 3PO-Unit. Granted, that's only somewhat more accurately than the average organic. Overall Skill Level: Slightly Above Average.

  • Melee. Though he is trained in the use of melee weapons, it is typically a last resort for the freedom fighter. Overall Skill Level: Average.

  • Piloting. With no proper flight training or data on piloting vehicles, E-3PO is a very unimpressive pilot who typically lets auto-pilot do all the work. Overall Skill Level: Below Average.

Equipment




Other Assets



 
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Akara Umpore

AGE

► 18
SPECIES
► Twi'lek
HEIGHT
► 5'7 ft.
WEIGHT
► 143 lbs
EYE COLOR
► Blue
SKIN COLOR
► Blue
HOMEWORLD
► Ryloth
GENDER
► Female
FACTION
► Jedi Order
RANK
► Personnel Staff: Mechanic (Padawan Equivalent)
FORCE SENSITIVITY
► Negative




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History

Akara was born on the planet Ryloth to a very mundane and ordinary Twi'lek family. Her parents were common farmers, and very respected at the trade. They were by no means rich, but could afford to take good care of their young daughter. Things were relatively normal for the small family, until one day, when their small town was visited by a member of the jedi order.

This Jedi had come in search of new potential recruits, but had found none so far. That was until she witnessed a certain young Twi'lek running and playing in the streets. For such a young child, Akara was exceptionally athletic, a hint that she was force sensitive perhaps? The jedi certainly thought so, and decided to appraoch the young girl and her parents.

After a long discussion with the child's parents, she would be brought to the jedi temple on Lothal. There, they would try to awaken her potential and latent force abilities. While the young girl proved to be exceptional at physical activity, it became quickly apparent within the first couple months that she lacked any kind of force sensitivity. The woman who selected her was disappointed, but Akara would not let their choice be in vein. Even though she was only a child, she wanted to help the jedi and their cause against the Sith.

The atrocities of those who opposed the jedi were well known to her. Even if she couldn't wield a lightsaber, she could help the jedi train, and keep their temple in working condition as an engineer when she came of age. Akara would spend the next several years working alongside the jedi, becoming a skilled vibroblade duelist and mechanic along the way. There were ups and downs, times when the jedi were outlawed even.

The young Twi'lek felt like she was making a difference for a long time, but the longer she stayed, more friends would die to the sith. The more she heard about them, the greater her animosity grew. It wouldn't be long before she decided it was finally time to put her skills to good use. She knew the jedi were the only ones allowed to go on proper missions, but she had access to the hanger bays and a lot of technology.

While she was no jedi, the woman knew she could be a capable resistance fighter working alongside them. Of course, she would need to keep her identity a secret, and go by a moniker. Her chosen callsign would be "Blades", derived from her great level of skill with vibroblades.

Skills and Attributes



Attributes

STRENGTH:

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DEXTERITY:

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STAMINA:

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INTELLIGENCE:

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WISDOM:

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CHARISMA:

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Skills
  • Vibroblades. While unskilled in the art of using lightsabers due to their near weightless nature, Akara has spent a very large amount of time training with vibroblades. She often spars with young jedi to help them sharpen their dueling skills, and can even emulate a couple of their moves. She is also skilled with throwing these blades on occasion. Overall Skill Level: Well Above Average.

  • Mechanics. Akara's primary duty towards the jedi revolves around regular maintenance to both their starships and buildings. With years of expirence, the Twi'lek is very capable of both repairing and creating mechanical objects. As long as she has the right tools that is. Overall Skill Level: Above Average.

  • Piloting. Akara has flown a few dozen ships over the years to make sure they were in proper condition for use. Her skill with piloting is nothing special, but she is certainly capable of flying by herself. Overall Skill Level: Average.

  • Stealth. While not her greatest ability, as a young girl she would frequently sneak around the jedi temple. Over the years she learned how to be especially quiet, but certainly not to the levels of a proper spy. Overall Skill Level: Average.

  • Dance. Extremely ironically, Akara is an awful dancer with two left feet as they say. Overall Skill Level: Below Average.

Equipment




Other Assets



 
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