Mithias' Museum - 9th TL

Mithias

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BUILDING A BETTER DROID

What is going to happen in your plot?
Zentripoli (Five Syndicates) is establishing a Zeno Droid Technologies manufacturing facility on the world of Hollastin. Located in Hutt Space, this minor trade world is the perfect place for the ZDT headquarters and factory. However, there are some obstacles to overcome. During this plot, Zentripoli and his allies are going to take actions to secure the necessary land, permits, and an old freighter manufacturing structure on Hollastin. There is some opposition to Zentripoli's plans, which will have to be overcome...

What other writers (and their characters) will be a part of this?
Nor’baal Boonta Ka’atha - Nor'baal
BX-166 - samdragon
It0 - Tic
Baymon Bluvynson - Die Shize

How many threads will this plot have?
3

Include opposition type for each thread (DM, dice, ASK/OPEN, etc):
Self-DM

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.
The goal of this plot is Zentripoli to establish Zeno Droid Technologies headquarters and manufacturing facility on Hollastin.

Do you need any involvement of canon NPCs, etc.
No.
 
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Mithias

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Hollastin was a world located in the Hutt Space region of the galaxy. It was connected to fellow Hutt Space world Circumtore as well as the world Syvris by hyperspace routes. Hollastin was located at galactic coordinates S-12.

Thread Prefix: Canon

Name: Hollastin

Coordinates: S-12

Hyperlanes: Hollastin Run and Pando Spur

Climate: The weather on Hollastin experiences a fast, extremely hot and humid summer, a long fall, a brutal, but quick winter and an extended spring. In many ways, these are ideal conditions to be outside, but Hollastin is known for its quickly developing storm systems, weather snow, lightning or rain. Because these storms can form with little warning, residents rarely travel far from home or work. If they do, they are usually well-prepared in the event they are caught in a storm. Hollastin has a breathable atmosphere.

Terrain: Hollastin is comprised of three major land masses, which take up half the planet. All three land masses run the gambit of mountain ranges, wastelands, sprawling plains, temperate forests, and icy land masses. While the major land masses have their share of deserts and jungles, their area is a small footprint on the land masses. The land masses are fairly stable, so active volcanoes are nearly non-existent at this point. The terrain is perfect for farming and mining, but the reason Hollastin has not exploded with growth is due to the violent storms that plague the planet.

The three land masses are Krevastin, Suslii, and Bockaas

Rotation: Day and night cycles vary throughout the year with approximately a 36 cycle time. In the winter, the rotation places night into a 24 hour rotation compared to a 12 hour day, which produces extremely cold winters. In the fall and spring, day and night rotate every 18 hours. In the summer, the heat can be exhausting due to the 24 hour day and 12 hour night rotation.

Inhabitants: Due to the lack of restrictions on creatures that can be brought into Hollastin, the planet is teeming with life, both wild and domestic creatures. The native creatures to Hollastin are hardy, tough creatures due to the extremes in temperature and the deadly storms that are commonplace. As such, the native predators on Hollastin, no matter the ecosystem, are usually deadly to humanoids. Creatures imported into Hollastin either have to be given provisions to help them survive or they are forced to adapt.

There is not a native sentient species to Hollastin. The dominant sentient species on Hollastin are humans, but only by a small percentage. The Riileb species has a strong presence there from the neighboring planet of Riileb. There is a large community of Shell Hutts from Circumtore as well. While these three populations are the largest, they do not dominate the population by any stretch. Hollastin is a melting pot of species, mostly the mercantile sort.

Resources: Hollastin lists Inoxium, leathers, crops, and manufactured goods as their major exports. While Inoxium is the most valuable metal found on the planet, but more practical, less expensive metals have to be imported. The leathers found on Hollastin are quite durable and sought after due to their tough, yet pliable texture. Despite the storms, due to the consistent long spring and fall seasons, the harvests for various crops during that time are plentiful.

Government: Hollastin is governed by a formal Triumvirate. Each Triumvir controls one of the large land masses. Each continent has their own methods of electing their ruler. The rulers of those land masses use a combination of appointments and elections for determining that continent’s leadership. Currently, the leaders are:

Krevastin – ruled by a Hutt
Suslii – ruled by a Shell Hutt
Bockaas – ruled by a Human

Culture: The culture of Hollastin varies slightly, depending on the continent. A common thread between the three continents is that all three are very particular about trade and the freedom of trade. A common law that is shared between the three is that if there is an individual that attempts to stop or hamper trade, that individual will more than likely be given a death sentence.

Krevastin has been ruled by various Hutts for centuries. In Krevastin, there are essentially three castes: Upper Class (Hutts), Middle Class (Merchants) and slaves. This continent is home to one of the biggest slave trades in Hutt space. Ironically, slaves are also treated as valued property on Krevastin. Killing a slave could put the offender into a huge amount of debt…and gain the ire of the owner.

Suslii is the technological center of Hollastin. Shell Hutts, from nearby Circumtore, have made this continent their own. Most of the manufacturing and production facilities of Hollastin are located in Suslii. Companies that deal in weapons, armors, vehicles, droids, personal technology, satellite systems, control systems, communications systems, etc. can all be found in Suslii. On this continent, CEOs and business owners are treated like well and given notable breaks on taxes.

Bockaas possesses the largest spaceport on Hollastin. As such, many shipping companies (and smugglers) operate out of this continent. Warehouses, distribution centers, ship manufacturing, and transportation companies make up the economy on this continent.


Technology: The technology on Hollastin is cutting edge. All three continents strive to keep up with the most up to date technology. While there are very few unique technology items that flow from Hollastin, as a whole, the planet itself prides itself on its technology. Even the lowliest farmer on Krevastin will have surrounded himself with the latest in farming technology, believing that tech will give him the best chance at having a successful harvest. This is the mentality that most denizens of Hollastin take.

Satellites: The planet of Hollastin is within the Hollastin System, which falls within Hutt Space. Hollastin has one sun and is orbited by three moons. Predictably, each moon is “claimed” by a continent. There is also a large asteroid belt to the far side of the Hollastin System, reportedly where a small pirate population resides. Piracy is not a major issue in Hollastin, primarily pirates interfere with trade, so the sentence is automatically death.

History: Hollastin was discovered in 25,000 BBY and is able to trace its roots to being a part of the planets that comprised Hutt Space. Hutts have ruled Hollastin for millennia, but this changed when the Galactic Empire swept through Hutt Space. Seeking to take advantage of some of the Inoxium deposits found on Hollastin, a governor was placed on each of the three continents of Hollastin. It did not take long for the Empire to realize that the storm systems on Hollastin were too violent and disruptive to their operations. It was quickly determined that it was not cost-efficient to mine Hollastin, so the Galactic Empire left. This created a void of power, which was quickly taken advantage of by enterprising aliens. While the continent of Krevastin remained a Hutt “colony”, Suslii was claimed by a powerful Shell Hutt and Bockaas was claimed by a conglomerate of human shipping companies. While the Hutt Cartels were initially infuriated with the bold move to usurp their power, the Hutt ruler of Krevastin defended the move and assured the Hutt Cartels it would be a profitable change. In truth, others just suspected that the Hutts of Krevastin did not want any Hutt competition on Hollastin…

Because the Hutts of Krevastin defended the actions of the rulers of Suslii and Bockaas, they came to the table to discuss the future of Hollastin. For hours, they could not find any common ground, but the one thread that bound them together was trade and mercantile endeavors. As such, the rulers agreed to disagree on how their continents were ruled, but came together as a Triumvirate focused on trade. Rulers have come and gone on the three planets, but they have maintained their planet governance with common ground found in mercantile pursuits.

Intent: The intent of this entry is to flesh out the canon planet of Hollastin and merge it into site canon. Lying within Hutt Space, this gives a fun, different place to center RP within the Outer Rim. This provides an interesting environment to center stories with a focus on survival (deadly storm system), with a focus on politics due to the three very different continents and the politics that can be drummed up from that, and with an ideal place to base businesses out of within the Outer Rim. This provides a unique planet that can be the center of RP for a variety of different characters such as merchants, Hutts, slaves, droids, smugglers, etc. Hollastin, as written, could be a home for any of them. The terrains are varied and colorful, providing nearly any setting desired on Hollastin.
 
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Mithias

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Headquarters and Factory

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Lore Type: Location
Lore Category:
Site Lore

History and Location
Operating out of "Genius Droid Repair and Mods”, a small droid shop in the Corellian District of Nar Shaddaa, Zentripoli deals in droids, droid parts and all sorts of other droid technology that is bought, sold and traded. Using custom parts and custom designs for years, Zentripoli has found it more profitable to build his own droids for customers. The brilliant Columi began his own brand of droids that are built by he and his automatons. For a while, due to the small size of the shop and limited production facilities, the droids are produced in small batches and on commission contracts. Needing the freedom to patent his designs, Zentripoli formed a separate company called Zeno Droid Technologies (ZDT). After seeing the potential of the small droid manufacturing start-up, a select group of investors were chosen and ZDT came into existence.

Zentripoli has now come to a point where he is ready to expand. With the support base, credits, land, and building acquired, the Columi moved forward and acquired land in north Suslii City on the planet of Hollastin. While this remains right in the middle of Hutt Space, it is the perfect place with his connections to the Five Syndicates. Zentripoli's goal is to make Zeno Droid Technologies a top-tier droid brand and company unto itself, but Zentripoli and his investors know this ascension will take time and patience. But this is the first huge step for that goal.

Zeno Droid Technologies Headquarters and Manufacturing Facility is now established in a valley that can be reached through a canyon by land. While still part of Greater Suslii City, it is not within the main borders of the Suslii capital.

Employees and Stakeholders
Zeno Droid Technologies is a privately-held company wholly owned by Zentripoli. However, he has surrounded himself with an Advisory Board that helps Zentripoli with decisions regarding the company. Supporting the company in many different ways, Zentripoli ensures that his advisory board receives a small percentage of their earnings for their service and loyalty.

While the manufacturing planet is primarily run by ZDT droids, there are some sentients that work there, including engineers, sales representatives, pilots, security and other assorted workers.

Layout
The Zeno Droid Technologies is divided into four main structures main areas: Plant, Exchange, and Depot:

PLANT
This is the largest structure in the complex. The top floors contains all of the offices and support for ZDT. The middle floors house the inventory and order fulfillment areas. Large freight turbo lifts are spread throughout the structure, allowing easy access to each floor. On the ground floors, this is where the main factory assembly area is housed. This is where the parts are stored and where the droids are assembled. The basement floors, below the ground are not on the blueprints. This area is where Zentripoli produces droids that are 'off the books'.

Security is managed in this building between the middle and top levels. Physical security is comprised of a combination of sentient and droid security personnel. Electronic security is highly advanced throughout the complex.

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REFINEMENT
Refinement is comprised of two nearly identical buildings: Refinement West and Refinement East. In Refinement West, this is where Research and Development is conducted. In Refinement East, this is where all of the repairs and modifications are performed.

EXCHANGE
On the bottom levels, there are small shops, cantinas, apartments and townhouses for employees that prefer to stay onsite. In addition, on the upper levels, there are guest suites for guests that come to visit ZDT. On the top levels, there are four large landing pads for starships that come and go from ZDT. It is a fully functioning spaceport due to the volume of shipping that ZDT undergoes on a daily basis. A skybridge connects Landing Platform 2 and the Plant. Space Traffic Control (STC) is located atop the spaceport tower.

DEPOT
This large structure is the northernmost building that houses a massive garage for speeders, airspeeders, and other ground transportation. In addition, there are two large containers for fuel that services the starships and vehicles that fulfill orders of ZDT droids. The power grid is located here as well.

Company Products


Intent
The intent of this location is to elaborate on the company that Zentripoli is growing. This will be the future site of many RP threads for those involved with this organization.
 
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Mithias

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NAME: Carver Raith
CONCEPT: Pilot/Tracker
FACTION: Sector Ranger
LEVEL: Ranger
SPECIES: Ysanna (Human)
SEX: Male
HEIGHT: 6’1”
WEIGHT: 185 lbs.
EYES: Black
HAIR: Black
SKIN: Tan
FORCE SENSITIVE: Yes

PHYSICAL DESCRIPTION
Carver is a fit Ysanna, riddled with scars from his childhood, growing up in the harsh environment of Ossus and the brutal trials he underwent as a Ysanna tribesman. His eyes are a bright hazel and he wears his hair long, pulled back often in a ponytail.

PERSONALITY
Carver has a warm personality. He wishes to be trust others, but initially has little trust for strangers. Carver is superstitious and a bit of an anachronism in his mindsets. He has no trust of droids and automated systems, preferring to do the work himself. He will never buy from a droid or trust a droid to repair his ship. While he does not hate them, he does not trust them. Carver possesses the personality that would resemble a Native American brave: courageous, traditional, and set in his ways. Once trust is gained, that individual will have a loyal companion for life. He is quite comfortable and confident in the outdoors, but seems a bit more nervous when in large cities. He will often depend on others navigating those places.

ABILITIES
Gifted Pilot

It took years for Carver to warm up to the modern era’s technology. In fact, it wasn’t until he piloted his first starship that he truly began to embrace the technology available to him. What Carver discovered was an absolute love of flying. While he does not understand the intricacies of how to repair his starship or the science behind it, he does understand how to pilot quite well.

Trained Outdoorsman
Primitive in many ways, Carver was taught to track, move quietly, hunt prey, live off the land, identify plants, read weather signs, understand creature behaviors, swim, climb, navigate outdoor terrain, etc. Although most of the techniques are primitive, it means that not a lot of technology is needed for this skill to be effective. His application of these skills in an urban setting are severely diminished.

Bend It Like Beckam
While the Ysanna tribe are a force sensitive people, they have lost touch with the Jedi ways. It is seen more as minor magic and gifts of the land. There is one ability that the Ysanna have developed, cultivated and taught for millennia, which is the ability to guide projectiles. Curving trajectories of slugs and missile-like objects that are fired has been a practice of the Ysanna tribe for centuries and is what separates their people from other other force-users. Carver has developed this tradition of his people with above average proficiency. He still continues to develop this ability.

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BIOGRAPHY
Carver Raith was raised in the Ysanna Tribe on Ossus. Primitive in many ways, the tribe has kept to themselves for a century now, following the collapse of the First Order. They have stayed out of the galaxy’s eye for some time, fearing that the Galactic Empire would come for them due to their sensitivity to the Force. Carver was the only son among three older sisters. He learned quickly that he would have a challenging upbringing. His father pushed him to become a proficient hunter and provide for the family. At a young age, Carver was often sent on his own to hunt the dangerous wilds of Ossus. As was tradition, Carver was taught the art of “bending” projectiles. This was a facet of his upbringing that Carver loved. He often would target practice, trying to see just how far he could push that “guidance” using the force.

As a teenager, his village was visited by a merchant that sold the village goods, specifically ammunition. It was a new face, so the villagers were skeptical of the stranger. Alas, he seemed nice enough and Carver’s father made the deal. As the transaction was completed and the deal was done, the father seemed to feel uneasy about the man and asked the merchant to stop. Without time to react, the trader wheeled on Carver’s father and shot him dead. The stranger quickly took off and was never seen again. It was a time of great grief for Carver, who looked up to his father. The youth was frustrated there was no recourse for criminals preying on villages such as theirs. It was then that Carver determined then and there that he would do his part in protecting fringe villages and settlements like his.

Taking the next transport off of Ossus, Carver left to apply to the Sector Rangers. This was the first time he had ever left Ossus and the first time for any sort of space travel—he was hooked. He fell in love with the sensation of flight. With his skills in marksmanship and his tracking skills, Carver was accepted into the Sector Rangers and has been with them for a few years now…

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MOTIVATION
Carver is driven to protect the underdog. In most cases, these are villages and settlements in the galaxy where they cannot protect themselves. As a Sector Ranger, Carver feels he can help people in those situations.

GEAR
Cycler Rifle
DE-10 Blaster Pistol
Personav
DTX-1977 InforMaster Datapad

RELATIONSHIPS
Coming Soon...

SHIP
The Twig

VEHICLE
W7P Wingrace Swoop Bike

DROIDS
R-6 Astrogation Droid

OTHER ASSETS
Small Home on Ossus

THREADS
Coming Soon...
 
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Mithias

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HKD SI-95 "Dirk" Starfighter


AFFILIATION
Open Market

MANUFACTURER
Hoersch-Kessel Drive, Inc.

CLASS
Starfighter.

ROLE
Multi-role Fighter

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Length - 12m

CREW
1 pilot

PASSENGER CAPACITY
N/A.

CARGO CAPACITY
100 kilograms.

HANGAR CAPACITY
N/A.

CONSUMABLES
4 standard days.

SPEED/MANEUVERABILITY
The HKD-151 starfighter has a top speed of 105 MGLT and has excellent maneuvering characteristics.

ARMAMENT
  • 4x medium laser cannons.
  • 2x dual-tube torpedo launcher, 2x torpedo in magazine, 4x combined total.
EQUIPMENT
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DESCRIPTION
Hoersch-Kessel Drive, Inc (HKD) has been on the starship construction scene for starfighters, light freighters and courier galactic vessels for centuries. The ship builder has managed to remain neutral among the many conflicts throughout the years, settling for whoever can afford their ships. While the company does not have many different models to call its own, it has done the best it can with the models it has on the market.

HKD learned a lot during the Galactic Empire when they produced the R60 T-wing interceptor. The Rebellion was disappointed in the vessel in every way imaginable. This lesson was not lost to the engineers of HKD. The leadership of HKD were determined to not let that failure put them out of the starfighter business. Following the Battle of Exegol, HKD engineers went to work on an agile, aggressive starfighter that could compete with Incom's X-wing. The result was the RI-95 "Dirk" Space Superiority Fighter. It has been put on the market and is seeing great reviews, but it still has to overcome the stigma of its R60 predecessor.

The Sector Rangers have invested in a handful of these craft on a trial basis.

LEGALITY
Restricted. TIE Elders are starfighters, and are subject to extra licensing requirements and increased scrutiny by authorities.

INTENT
This is a reskin of the TIE/EL "Tie Elder" Starfighter.

 

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ODS Mauler


AFFILIATION
Open Market

MANUFACTURER
Oriolanis Defense Systems

SIZE
0.3m

WEIGHT
2kg

COMPOSITION
Durasteel
WEAPON TYPE
Slugthrower

DAMAGE TYPE
Medium

AMMUNITION CAPACITY
8 per magazine

FIRE SELECTOR
Semi-Automatic

MAX RANGE
30m


DESCRIPTION
Oriolanis Defense Systems (ODS) made their name when they produced the Striker Projectile Pistol. It was one of the most commonly found slugthrower pistols in the galaxy. The primary complaint of that came with the Striker was the stopping power of the slug. Weaponsmiths spent a lot of time and credits to address this "shortcoming" perceived by their customers. Finally, ODS came up with the "Mauler", which fired a much heavier round with more stopping power. However, there were immediate tradeoffs. First, the recoil from firing the Mauler was immense, so this made rapid-firing the weapon severely inaccurate. While this shortcoming can be overcome, it takes many hundreds of hours on the range to be able to adjust to the recoil. Secondly, the Mauler has half the magazine capacity of the Striker. No matter how hard the engineers tried, they were unable to accommodate a magazine of more than 7 rounds with one in the fire chamber, often referred to as "7+1". Lastly, the accurate range for the weapon was also halved, from 60 meters down to 30 meters.

LEGALITY
Illegal practically everywhere. Slugthrower weapons are usually considered crude and cruel.

INTENT
To provide a both an example of a slugthrower pistol for characters that fancy them.

 
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Mithias

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CARVER'S ARMOR

Carver's armor consists of different pieces of armor that are connected in such a way that accommodate full mobility of the Ysanna. While this description is of how the armor differs from other sets of armor, the functionality of this armor is identical to other Light armors.

LEGALITY

Legal and commonly available throughout the galaxy for everyone from paranoid civilians to basic security guards and beat cops to back alley gangers.

INTENT

This provides a baseline light armor description of Carver Raith's Light Armor.

Type and Coverage

Type: Light

Coverage:

  • Torso: Lightweight chest armor with removable Duraplast plate inserts
  • Back: Lightweight chest armor with removable Duraplast plate inserts
  • Neck: Duraplast neck and lower face armor


Functions



Function: Scout HUD
  • Scout HUD - Contains a 4x magnifier and Compass.
Force User Compatible?: Yes




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




Function: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
Force User Compatible?: Yes



 
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Mithias

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With most of the Five Syndicates having their influence in Hutt Space, the Drellis Syndicate has been been slowly inserting their influence into the Core Worlds. For years, the Five Syndicates were unable to understand why their influence was waning on Coruscant, but sometimes it pays to simply follow the credits and see where it leads. Thus, the Five Syndicates now understand just how powerful the Drellis Syndicate's hold is on the center of the galaxy.

A few years ago, a leader took the Drellis Syndicate and rose them to a place of greatness. His name is Underlord Sho'vonn and is rumored to be a cunning, vicious Karkarodon. Through tactics of fear and ingenuity, Underlord Sho'vonn has amassed a large army of enforcers on those four planets, making most of their credits in smuggling weapons, assassination, and violent robberies. Coruscant has been a projectof the Drellis Syndicate for years. Underlord Sho'vonn is not often found on Coruscant, preferring his stronghold on Talus, but he wishes to dominate Coruscatn, so he must attend to his holdings. Anticipating reprisal from the Five Syndicates at some point, the Drellis Syndicate has been preparing for war.

Members of the Five Syndicates rarely agree 100% on anything, but in this instance, all Five Syndicates agree the Drellis Syndicate must fall so that the Five Syndicates can rise...

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Missions
1) We Need A Bigger Boat [Dice] - (Lower Market Districts) Underlord Sho'vonn knows the Five Syndicates are coming for him. The Five Syndicates timed their attack for when he left his base of operations on Talus and was checking on assets on Coruscant. He is held up in the penthouse of a tenement building with unknown defenses and assets. But the Five Syndicates need to strike while the iron is hot. If Sho'vonn is removed, it opens the door for Five Syndicate influence in the market districts.
Participants: OPEN, OPEN, OPEN

2) Are you Not Entertained!? [Self-DM] - (Uscru District) Known as the central district for entertainment, the Five Syndicates know that this can be an influential profit center for their activities. After all, entertainment and corruption go hand in hand, right? The Five Syndicate members working on influence within the Uscru Districts know that they will have to gain the support of the many divas, heartthrobs, and megastars of the area to worm their way into this district. But they respect talent more than anything else. What can the Five Syndicates do to show that they have talent as well, wrestling influence away from the Drellis Syndicate?
Participants: OPEN, OPEN, OPEN

3) Fumigated Quarters [Dice] - (The Works) This district has been an industrial cesspit for centuries. However, it is still territory and real estate on Coruscant. It provides many nooks and crannies for safehouses as well as an excellent place for salvage. However, there are violent scavengers and gangs that make their home there as well. One gang, in particular, runs things for the Drellis Syndicate. The are called the Skaven Razors. Should they be displaced, it will make influence in that noxious wasteland much more manageable.
Participants: OPEN, OPEN, OPEN

4) Crossing Party Lines [Self-DM] - (Verity District) With Verity situated right next to the Federal District, it has political implications for the future. One politician (Marty Balzeek) in particular is on the Drellis Syndicate payroll that smooths that syndicates activities in the Verity District. The Five Syndicates see the value of this asset, so are reluctant to try and eliminate him. Ideally, the Five Syndicates will find a way to gain influence with him, a rival or a different approach altogther...
Participants: OPEN, OPEN, OPEN

5) "Look, Ma! I'm on the Holovids!" [Self-DM] - (Column Commons) This district is at the center of HoloNet providers, holodrama and holovid companies. The Five Syndicates have to find out why they are getting such "bad press" and also discover who are the people that are allowing the Drellis Syndicate to dictate and spin the news. The Five Syndicates must find out how to make their own headlines, but that means squeezing in the right place.
Participants: OPEN, OPEN, OPEN
 
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Mithias

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NAME: Bachus
CONCEPT: Bounty Hunter
FACTION: Independent
LEVEL: Freelance
RACE: Cragmoloid
SEX: Male
HEIGHT: 9'1"
WEIGHT: 750 lbs.
EYES: Red
HAIR: N/A
SKIN: Gray
FORCE SENSITIVE: No

PHYSICAL DESCRIPTION
Bachus is a well-muscled cragmoloid, not possessing the flab typical of his species. His intense red eyes seem to carry menace, no matter how sympathetic he tries to look. Poassessing sharp claws, his powerful hands are easily large enough to hit around a human skull. His flappy ears and hanging trunk are the most noticeable characteristics of Bachus, quickly identifying him as a cragmaloid. Possessing such a large frame comes with some disadvantages as well. Almost all gear and vehicles have to have a certain amount of customization to them in order to accommodate his size. Even getting through door frames can be be problematic at times...

PERSONALITY
Like most Cragmoloids, Bachus possesses a strange sense of honor and his word is his bond. Bachus does not enjoy violence, but his temper does get the best of him. Violence is simply a means to an end. Overall, Bachus is loyal and dutiful. He takes pride in his work as bounty hunter and has all the characteristics that could make him a successful one. Bachus, like most of his species, care little for deceit and trickery. This is one of the primary reasons it did not work out with Bachus and a life of crime. He is prone to fits of rage when angered.

ABILITIES
Brute Strength
Cragmaloids rank as some of the strongest sentients in the galaxy. Bachus is particularly gifted with strength, well above average for his species. Standing in at over 9 feet tall and rippling with corded muscles, this massive creature is capable of some impressive feats of strength. Beware wookies...

Dude Is Scary...
Bachus has an intimidating affect on many species due to his massive size and strength. Using body language, his deep voice, and his intimidating presence, Bachus has learned how to use this to his advantage in causing fear in others. Displays of raw violence only enhance this effect.

Life of Conflict
Bachus was raised as a slave and placed in the arenas of Geonosis as a pit fighter. This forced Bachus to learn all manner and modes of combat, whether ranged, melee or unarmed.

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BIOGRAPHY
Bachus grew up on his homeworld of Ankus. The small clan he belonged to was a bit more isolated than others. This enocouraged a group of slavers to raid his town. As a young cragmoloid, he was taken from his home and family at a young age. In short order, he was sold off to a pit boss and made to fight as a pit fighter on Geonosis. While the large cragmaloid learned to fight in all manner of ways, it was still bondage. Bachus tried often to escape, but never succeeded. This left only one route--win his independence. After many years time, Bachus won his independence through combat. Now that Bachus was free, he did not know what to do--but it really didn't matter as long as he was free.

Not having a set of skills other than those of combat, Bachus found himself involved various underworld organizations for many years. What he found was that life in the underworld was just a different form of slavery. He decided he wanted to do something where he was free and could still put his abilities to use. Bachus finally got out of the life of crime and took up bounty hunting. For the past few years, he has been taking odd mercenary jobs, but now wishes to officially join the Bounty Hunters' Guild. In the end, Bachus wishes to be a part of their "family", adopting their code and way of life.

MOTIVATION


GEAR

BM-664 Heavy Blaster Rifle
RSKF-44 Heavy Blaster Pistol
Personav
DTX-1977 InforMaster Datapad

RELATIONSHIPS
Coming Soon...

SHIP
HKD-800 "Trailblazer" Medium Freighter

VEHICLE
TN-Y Speeder Truck

DROIDS
ZDT-220 "Benchmark Astrogation Droid

OTHER ASSETS
Apartment on Ord Mantell

THREADS
 
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BACHUS' ARMOR

This armor was commissioned specifically for Bachus during his time working in the underworld. Due to his unique and large frame, each piece had to be fit specifically for the cragmaloid. The heavy duraplast armor covers Bachus from nearly head to toe and is extremely heavy due to its size.

LEGALITY


Wearers of heavy armor are typically frowned upon, but in many places armor patterns like this are not strictly illegal. Armor is often prohibited in many public spaces like government buildings.



Type and Coverage

Type: Heavy Armor

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



  • Head: Duraplast neck and back of the neck armor
  • Torso: Segmented torso plating, covering from neck to belt line
  • Back: Segmented torso plating, covering from neck to belt line
  • Upper Arms: Duraplast shoulder coverage and wrap-around plating on outer arm
  • Lower Arms: Forearm length gloves with armored top side
  • Upper Legs: Duraplast thigh and culet armor
  • Lower Legs: Boots with duraplast shin plating



Functions

Function 1: Armorweave

  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
Function 2: Mag-Boots

  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch.
Function 3: Jetboots

  • Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.

 
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HKD-800 "Trailblazer" Medium Transport

AFFILIATION
Open Market

MANUFACTURER
Hoersch-Kessel Drive, Inc.

CLASS
Medium transport

ROLE
Freighter

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Length - 90m

CREW
2-7

PASSENGER CAPACITY
10

CARGO CAPACITY
220 metric tons
20 with cargo pod detached

HANGAR CAPACITY
2, reducing cargo capacity by 50 each

CONSUMABLES
3 months

SPEED/MANEUVERABILITY
The Trailblazer has a top speed of 50 MGLT and has average maneuvering characteristics.
With detached cargo section, it has a top speed of 65MGLT and decent maneuvering characteristics.

ARMAMENT
  • 1x dual medium laser turret, dorsal
  • 1x quad light laser turret, portside
EQUIPMENT
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DESCRIPTION
Hoersch-Kessel Drive, Inc (HKD) has been on the starship construction scene for light freighter and courier galactic vessels for centuries. The ship builder has managed to remain neutral among the many conflicts throughout the years, settling for whoever can afford their ships. While the company does not have many different models to call its own, it has done the best it can with the models it has on the market. HKD needed a ship to compete in the medium freighter market. Engineers wanted a sleek, balanced platfrom, so they came up with the HKD-800 "Trailblazer" Medium Transport. Counting on the appeal of the aesthetics and the comparable performance, HKD hopes to take the lead in the medium transport world.

LEGALITY
Legal. Medium freighters such as the Trailblazer are considered innocuous enough under most jurisdictions, and are not restricted in most systems.

INTENT
The intent of this ship is to provide reskin of the Wayfarer-class Medium Transport to be used by PCs.

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THE MOTHKARI FAMILY
A Crymorah Syndicate Family

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THREAD PREFIX
Family

CATEGORY
Site Lore

BACKGROUND
The Crymorah Syndicate is run by ruling families. The Mothkari Family is one of the oldest families in the Crymorah Syndicate. This family is well-known for possessing strong connections throughout the galaxy relying on diplomacy, deception, and guile as opposed to violence. While the Mothkari are just as capable of brutal violence when called for, it is never their first choice. They are known for being extremely technology savvy and dipping mostly into “white collar” crimes.

Perhaps one of the reasons that they are most well-known is their strong connection to Droid Gotra. The Mothkari Family was one of the families that helped establish the strong link between the Crymorah Syndicate and Droid Gotra. At present, they are the family that takes the lead in negotiating the long-term contract with those droids. Most of the Mothkari members are very much in support of those droids having the autonomy they possess and contribute to their independence efforts.

Another way that the Mothkari family stands out from the other families is the large number of alien species that make up their membership. The Mothkari family adopts in more outsiders than any other Crymorah family. Centuries ago, the Crymorah Syndicate got into a violent turf war with the Hutt Cartels. As this war progressed, the Mothkari family was hit harder than any other Crymorah family. When the turf war ended, there was talk by the other families of wiping Mothakri out, having one less hand in the cookie jar. In order to survive, the Mothkari leadership made a decision that would change their family for centuries to come. The leaders of Mothkari then began to quickly adopt a large number of alien species into their family. This added numbers and strength to the family, so the rumors of the other families working to wipe out Mothkari disappeared...

At present, the Mothkari are still run by the human line of Mothkaris, but humans are far outnumbered by aliens at this point. His body is invaded by a myriad of cybernetics and implants. Haro Mothkari is barely recognizable as a human as the tireless march of time wipes out the relationships and shared experiences that bind the living together. Only his naked ambition remains and those who interact with him find it unsettling, as though speaking with something utterly alien and unknowable. It is rumored this is why the patriarch of this family has lived well over a century...

This does not mean that Mothkari accept any alien that wants in. In fact, the Mothkari are very selective about those they adopt in. In many cases, the potential member is watched for years before being offered to join them. The Mothkari value cunning and intelligence over brawn. They depend heavily on Droid Gotra for the brawn.

CURRENT MEMBERS
Haro Mothkari (NPC Leader)
Zentripoli
Pidge Batana
Vipe

ASSETS
The Mothkari family have assets primarily in Nar Shaddaa, Coruscant, and Hollastin. The family is most numerous and headquartered on Hollasin.

INTENT
The intent of this lore entry is to further expound on a family within the Crymorah Syndicate, allowing PCs to understand the roots of their family and helping them to RP characters that are part of this family.
 
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CESTUS' ARMOR

These armor plates were designed specifically for Cestus' frame. Each piece had to be fit specifically for the droid. The heavy duraplast armor covers Cestus from nearly head to toe and is extremely heavy due to its size.

LEGALITY


Wearers of heavy armor are typically frowned upon, but in many places armor patterns like this are not strictly illegal. Armor is often prohibited in many public spaces like government buildings.



Type and Coverage

Type: Heavy Armor

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



  • Head: Duraplast neck and head armor
  • Torso: Segmented torso plating, covering from neck to belt line
  • Back: Segmented torso plating, covering from neck to belt line
  • Upper Arms: Duraplast shoulder coverage and wrap-around plating on outer arm
  • Lower Arms: Forearm length gloves with armored top side
  • Upper Legs: Duraplast thigh and culet armor
  • Lower Legs: Boots with duraplast shin plating



Functions

Function 1: Armorweave

  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
Function 2: Mag-Boots

  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch.
Function 3: Jetboots

  • Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.

 

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HKD-600 Dropship

AFFILIATION
Open Market

MANUFACTURER
Hoersch-Kessel Drive, Inc.

CLASS
Dropship.

ROLE
Transport.

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Length - 20m

CREW
1 Pilot
1 Gunner

PASSENGER CAPACITY
12 (for short range transport - cannot accommodate overnight passengers)

CARGO CAPACITY
25 standard tons.

HANGAR CAPACITY
N/A.

CONSUMABLES
2 standard weeks

SPEED/MANEUVERABILITY
The HKD-600 dropship has a top speed of 65 MGLT and has decent maneuvering characteristics.

ARMAMENT
  • 2 x dual light laser turret (port, starboard)
  • 1 x dual medium laser turret (dorsal)
  • 2 x unguided rocket pod (10) - [port, starboard]
  • 1x anti-personnel repeating blaster turret (ventral)
EQUIPMENT

DESCRIPTION
Hoersch-Kessel Drive, Inc (HKD) has been on the starship construction scene for light freighter and courier galactic vessels for centuries. The ship builder has managed to remain neutral among the many conflicts throughout the years, settling for whoever can afford their ships. While the company does not have many different models to call its own, it has done the best it can with the models it has on the market.

The dropship market dipped since the Clone Wars. However, mercenary and planetary militia groups have begun to bring dropships back into their arsenals. With a lack of competitors in this area, HKD set out to design their own version of a dropship. The idea was to make them small and agile, but pack enough firepower to clear a hot landing zone. While they fare well in air/space to ground engagements, their performance in dogfights is severely lacking. HKD-600s will often require starfighter escort if there are hostile fighters in the area.

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LEGALITY
Restricted. HKD-600 dropships are well armed, and civilian operators will require extra licensing to operate one legally.

INTENT
The intent of this ship is to provide a legitimate dropship to be used by PCs in situations where soldiers need to be quickly transported around the galaxy or in atmospheric operations.

 

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NAME: Zuhbaa
CONCEPT: Mercenary
FACTION: Independent
LEVEL: Unknown
RACE: Shell Hutt
SEX: Male
HEIGHT: 9'1" (includes tail)
WEIGHT: 750 lbs.
EYES: Brown
HAIR: N/A
SKIN: Puke Brown
AGE: 150
FORCE SENSITIVE: No

PHYSICAL DESCRIPTION
Zuhbaa

PERSONALITY
Zuhbaa

ABILITIES
Agile As A Turtle
Zuhbaa

Armor + Repulsorlifts = Hutt Magic
Shell Hutts

Do What I Say, Not What I Do
Zuhbaa

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BIOGRAPHY
Zuhbaa

MOTIVATION
Zuhbaa

GEAR
BM-664 Heavy Blaster Rifle
RSKF-44 Heavy Blaster Pistol
Zuhbaa's Heavy Armor
Personav
DTX-1977 InforMaster Datapad

RELATIONSHIPS
Coming Soon...

SHIP
The Black Bishop

VEHICLE
TN-Y Speeder Truck

DROIDS
ZDT-220 "Benchmark" Astrogation Droid

OTHER ASSETS
Apartment on Circumtore

THREADS
 
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ZUHBAA'S ARMOR

This armor was built specifically for Zuhbaa the Hutt. With the aid of other "mentor" Shelll Hutts, he put together this custom armor. Due to his unique and large frame, each piece had to be fit specifically for the Shell Hutt. The heavy duraplast armor covers Zuhbaa from nearly head to tail and is extremely heavy due to its size.

LEGALITY

Wearers of heavy armor are typically frowned upon, but in many places armor patterns like this are not strictly illegal. Armor is often prohibited in many public spaces like government buildings.

Type and Coverage

Type: Heavy Armor

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


  • Head: Duraplast neck and back of the neck armor
  • Torso: Segmented torso plating, covering from neck to belt line
  • Back: Segmented torso plating, covering from neck to belt line
  • Upper Arms: Duraplast shoulder coverage and wrap-around plating on outer arm
  • Lower Arms: Forearm length gloves with armored top side
  • Upper Tail: Duraplast thigh and culet armor
  • Lower Tail: Boots with duraplast shin plating


Functions

Function 1: Armorweave
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.

Function 2: Wrist Rocket
  • Wrist rockets have a flight range of 100 meters and have a blast radius of 3 meters. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, and do equivalent damage to a frag grenade. The must be manually fired by button or trigger.

Function 3: Jetpack
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.

 

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ZDT DDS-2 "Spinnaker"

AFFILIATION
Zeno Droid Technologies

MANUFACTURER
Zeno Droid Technologies

CLASS
Droid Dropship.

ROLE
Transport.

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
Length - 20m

CREW
1 Pilot
1 Engineer

PASSENGER CAPACITY
112 x ZDT-405 Styled Droids or 56 Humanoid Droids of other types
(16 racks x 7 droids/per rack)

CARGO CAPACITY
1 standard ton
(2 x 50 ton storage containers can be attached if no droids are used as passengers)

HANGAR CAPACITY
N/A.

CONSUMABLES
2 standard weeks

SPEED/MANEUVERABILITY
The ZDT DDS-2 "Spinnaker" dropship has a top speed of 45 MGLT and has average maneuvering characteristics when laden with cargo. If the Spinnaker with empty, it has a top speed of 55 MGLT and has decent maneuvering characteristics.

ARMAMENT
  • 1 x dual light laser turret (dorsal, aft)
  • 1 x dual light laser turret (ventral, forward)
  • 1x anti-personnel repeating blaster turret (ventral, midship)
EQUIPMENT
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Spinnaker without cargo containers or droids loaded

DESCRIPTION
Zeno Droid Technologies (ZDT) specializes in all manner of droid technologies, not limited to droids, parts, and modifications. Personal gear, vehicles, starships, and other droid-related specialty technologies are developed within ZDT's bailiwick. The ZDT DDS-2 "Spinnaker" is one of ZDT's first forays into the starship market. Basing the design on the old CIS droid dropship and the droid delivery system of the MMT, the engineers at ZDT came up with a dropship designed specifically for droids.

The dropship market dipped since the Clone Wars. However, mercenary and planetary militia groups have begun to bring dropships back into their arsenals. With a lack of competitors in this area, ZDT set out to design their own version of a droid dropship. The idea was to make the vessels small and rugged, but able to pack numerous droids with the capability of deploying them quickly. They are protected within a sealed container for atmospheric entry and hyperspace travel. While DDS-2s are able to clear a "hot" landing zone decent enough, their performance in dogfights is severely lacking. ZDT DDS-2s will often require starfighter escort if there are hostile fighters in the area.

The DDS-2 has two cargo areas, one forward and one aft. These can be fitted with droid racks or cargo containers. ZDT uses this vessel as its workhorse in transporting its inventory and supplies across the galaxy.

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Close-up of Spinnaker droid racks with ZDT-405 "Spike" Battle Droids

LEGALITY
Restricted. ZDT DS-2 "Spinnaker" Droid Dropships are well armed, and civilian operators will require extra licensing to operate one legally.

INTENT
The intent of this ship is to provide a legitimate droid dropship to be used by PCs in situations where large numbers of droids need to be quickly transported around the galaxy or in atmospheric operations.

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Spinnaker in flight with droids in cargo containers
 
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"Accept Nothing Short of Genius..."

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Droid Products


Technology Products
Starships
Vehicles
Mainstream Tech
Weaponry
Specialized Tech
 
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ZDT-190 “Corpsman” Combat Surgical Droid
Affiliation:
Open Market

Manufacturer:
Zeno Droid Technologies

Class:
Surgical Droid

Locomotion:
Legged, bipedal
Power Supply:
Rechargeable power cell, 72-hour duration.

Sensors:
Size:
Height – 1.8m

Composition:
Steristeel and duraplast.

Tools and Equipment:
DESCRIPTION
Zeno Droid Technologies (ZDT) is a small droid company whose products appeals mainly to droid aficionados and tinkerers. This is due to ZDT products being widely known for their droids possessing an ease of modification and repair, which makes them desirable for tinkers.

The surgical droid market is not very crowded, so ZDT saw the opportunity to put their best foot forward and produce contenders in this market, especially against Industrial Animation's 2-1B Surgical Droid. While the Lifeline is a rugged design, there has been a recent demand from planetary defense forces, mercenary units and search/rescue teams for a more specialized "combat medic". ZDT produced the "Corpsman" based on the performance parts of the ZDT-410 "Vanisher", allowing fast movement, increased agility and precision manipulators. With some modified programming, the ZDT-190 "Corpsman" Combat Medic has shown flashes of brilliance in its trials. For many who utilize this droid, it is often fitted with aftermarket Combat Bypass Circuits in order to be able to defend itself and its patients on the field of battle. It is able to be fitted with armor plating, but this does not come standard with the unit.

LEGALITY
Legal. Surgical droids such as the ZDT-190 are permitted in most regions of the Galaxy.

INTENT
To create a medical droid, a model to be sold, and as a droid platform for PCs.

 
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KX-Series Security Droid

Affiliation:
Various.

Manufacturer:
Arakyd Industries

Class:
Security Droid

Locomotion:
Legged, bipedal
Power Supply:
Rechargeable power cell, 96-hour duration.

Sensors:
Size: Height – 2m

Composition:
Armored durasteel.

Tools and Equipment:
DESCRIPTION
The KX-series security droids came onto the scene in 14 BBY to guard Imperial installations. These droids were a model of security droid manufactured by Arakyd Industries, an improvement from the antiquated YD-series. These droids were in use by the Galactic Empire during the Galactic Civil War. While the Imperial Senate did not allow the production of battle droids, Arakyd Industries was able to get around this law by marketing the KX-series as "security droids." They were programmed without the standard restriction against harming organic sentient lifeforms. The KX-series droids were programmed to speak and interact with sentients, but can never take the place of protocol droids for this functionality. KX-series security droids were able to handle a wide range of jobs, including escorting dignitaries, bodyguard functions, and guarding significant Imperial installations. To boot, the droids were also programmed to recognize and defer to Imperial Military officers ranked Lieutenant or higher.

LEGALITY
Illegal. Special security droids such as the KX are highly restricted under interstellar law, with personal ownership being banned. Many beings get around this restriction by reprogramming their KXs as personal attendants and bodyguards, or at least claiming to have done so.

INTENT
To create another type of canon security droid and as a droid platform for PCs.

RESTRICTIONS
A KX-series security droid is an exceptionally rare and expensive piece of equipment, with individual ownership being difficult in the present day, although not impossible. The appearance of groups of KXs in a thread can only occur as part of an approved plot. Characters based on the KX may be created, but will be subject to increased scrutiny by members of staff.

 
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