Nor'baals Character Workshop

Nor'baal

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CCX 'CANTO CANE'


AFFILIATION
Open Market

MANUFACTURER
Canto Consumables

SIZE
Variable

WEIGHT
c. 1.5kg

COMPOSITION
Phrik Coated Durasteel alloy
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
Melee


DESCRIPTION
Across Canto Bight, the great and the good have always struggled with the need to juggle self-defence with fashion. The 'Canto Cane' was designed to balance this need. Taking the form of a custom-made cane, intended to dazzle (and quite possibly amaze) the Canto Cane contains at its base a shock prod, which can be unveiled with a simple twist of the canes head.

Once revealed, the cane becomes a shock baton, with the entire base of the cane from the grip downward becoming a stunning club, able to administer up to ten stun charges. Whilst a lightweight design, it hurts like hell to be struck with it.

Additionally, the Canto Cane can also be used as a fusion cutter - with the head of the cane being able to be twisted counter-clockwise, and then lifted up 'out' of the cane itself by around 15cms. The gap of 15cms then forms a fusion cutter, fuelled by an ultrasonic generator in the head of the cane itself, making for a mean party trick, and a handy weapon of last resort.

LEGALITY
As a concealed weapon, this is illegal on a lot of civilised worlds.

INTENT
To create a posh self-defence weapon akin to a sci fi version of the old fashioned sword canes.
 

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Baron Administrator Dimon Hayle was an alien who was alive during the Force Eternal era. Born on the Ring of Kafrene mining colony and deep-space trading post, he developed a knack for card games and gambling at a young age, which supplemented his income as a book keeper for the local agent of the Five Sabers racing cup.

Soon, eager to try his hand at going it alone, the young alien took himself off to Cantonica, where he ran the gambling circuits of the infamous Canto Bight casino for several years, before winning the Governorship of the trading settlement of Glavis in a game of Sabacc.

Now working as the Baron Administrator of a trading settlement, Dimon struggles to balance the demands of public life with his vice and interests - namely gambling, travel, and his shady dealings as a slicer and infochant.

Senate & Administative Career

In late 153 ABY, Dimon replaced Guildmaster Hallax as Senator for Glavis, after winning the position of 'Baron Administrator' of the facility in a game of Sabacc. Having secured the post during an era in which much of the Galaxy appeared to be at war, Dimon became rapidly aware of the need to ensure Glavis was kept safe, secure, and, ultimately, at peace. For the gambler, this was quite the challenge.

Lacking the physical prowess to intimidate his newfound political peers, Dimon was forced to rely on his wit, ingenuity and charm to carve a niche for Glavis in a rapidly changing galaxy.

Whilst not keen on compromising the freedoms he had enjoyed as a gambler and a rogue, Dimon adopted a morally ambiguous approach to politics and fully used the perks of holding office. Insisting a portion of his Senatorial expenses went on the finest chauffeur-driven speeders credits could purchase (which he insisted was for 'safety reasons'), he made sure to be seen at all the classy places in the core in his quest to make friends and rub shoulders with the elite.

Often seen in the company of fellow gamblers over on 'cultural experience exchanges', Dimon spent much of his time lobbying for the relaxation of gambling laws, and ensuring that Glavis was perceived as a 'commerce and entertainment zone', and otherwise neutral on galactic affairs.

Glavis & The Guilds

Assuming the mantle of Baron Administrator opened Dimon's pockets up to many credit-making opportunities. Not only was there his own not inconsiderable pay packet, but the young gambler could also leverage his position to secure appointments to the guilds and much more. Afforded the use of his residence, Dimon took to entertaining business and political guests, generally over a game of Sabacc most evenings.

Keen to keep Glavis moving forward, the gambler-turned-politician also introduced racing to the station. Soon after his inauguration as Baron Administrator, the station was playing host to the 'Inner Circle Circuit', a race which saw brave pilots zooming around the station, skimming the top of Glavis atmospheric shielding in an attempt to get the big prize.

Enjoying his lot in life, Dimon ensured to attend each race in person, bringing in corporate sponsors to fund the prize pot and attract only the very best in racing talent.

However, as Glavis became more and more of a hub for intergalactic entertainment and sport in the region, Dimon's task of keeping it out of the war became more complicated, complex, and critical. After all, nobody came to relax in a system fraught with conflict.



Personality & Traits

Dimon Hayle was a member of a lanky, green-skinned species of amphibians aliens. He had bone-like spikes extending from the side of his head and a cybernetic left eye. Whisps of hair that ran down either side of his face were light grey. He spoke several languages, such as basic, Huttese and Ryl.

Throughout his life, he had always been a sucker for a game of Sabacc, and considered himself quite good at the game, with a record to match. A risk taker, he was always looking for "the angle", a way to make a profit for himself as quickly and efficiently as possible. Having worked mainly on the galaxy's fringes, Dimon was sceptical of getting overly involved in the broader affairs of the main 'power-brokers' and considered the Sith and the Jedi to be a nuisance at best.

Familiar with the underworld, an unfortunate side effect of a life spent at the casinos, he wasn't above duplicity to get what he needed. Despite this, he was good to his friends, with an easy charm and ability to motivate people to work together for a cause greater than themselves. Following his win, in which he secured the position of Baron Administrator for Glavis, he sought to turn himself into a respectable business being and politician. He dedicated himself to Glavis and its people.

Protective of his own, he was genuinely passionate about keeping Glavis as a safe and free haven for all.



Equipment & Assets

Dimon is often seen wearing an expensive three-piece suit, which he tends to adorn with accessories. Usually, he wears a set of quxoni cufflinks, a set of concealed code cylinders, a cane and a holdout blaster. When feeling a little lazy, he sometimes uses a large hoverchair - and travels around in an exotic speeder.

Aside from the possessions he has typically about his persons, Dimon owns a set of fathiers on Canto Bight, as well as a personal ship. He uses a residence on Glavis known as the Baron Administrators Palace and an apartment on Coruscant - both afforded him by his post. When heading from planet to planet, Dimon used his personal yacht to get around. Notably, the alien has a cybernetic in place of his left eye.



Skills & Abilities

A man of storied and diverse talents, Dimon put his skills down to 'hard graft' and 'good fortune'. He was not force-sensitive and relied on wit, charm and learned talents to get ahead. Dimon was helpful in a pinch and equally talented when on the charm offensive, whether it was his natural affinity with a deck of cards or his deft command of a spacecraft and a blaster. His skills, as much as they are, can be seen below in greater detail.

Negotiator and Gambler
By far his most notable and frequently used skill, otherwise known as the 'Gift of the Gab', Dimon has a penchant as a negotiator, able to sell sand to the Jawa and wood to a Wookiee. Able to outthink most, he is a tactical thinker with a mind for the odds of any situation honed through years at the Sabacc tables. As such, Dimon is a formidable opponent in the political world, as well as in the casinos, due to the ease at which he can plot a course despite the odds.

On the move
Having grown up in the space lanes, Dimon was required from a young age to know his way around the controls of a ship. As such, Dimon can pilot his vessel with ease. Furthermore, he is a capable engineer, able to look after his ship and keep it running. Indeed, Dimon was raised to understand the importance of being able to grab your suitcase and leg it to the nearest port at a moment's notice.

Last resort
There's no good being handy with a deck of cards if you never get to keep your winnings. As such, Dimon made sure to be just as swift on the draw as he was on the flop. Skilled with a pistol in his hands and unnervingly agile with a small blade between his paws, the alien can leap into action to save his skin if needs be. Backing these skills up, Dimon brings a set of slicing skills to the table, just in case that darn door won't open.

A man of means
Dimon is a renowned information broker who boasts a range of talents with a set of slicing tools. Whilst he tends to prefer this line of work (which has always served him well) to the alternative of being a politician, he is nonetheless required to keep this as a sideline. Handy with a set of security keys and picks, Dimon is a valuable guy to have in a pinch, with a network of underworld contacts that would make many blush.

Multilingualism
An understated skill yet, make no mistake, a useful one, Dimon can speak several languages other than his native basic, such as Twi’lek and Huttese. He understands numerous droid languages, and several of the more common trade languages to boot.

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Appearances
  • Thread One
  • Thread Two


 
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Glavis Trade Guild

The Glavis Trade Guild (also known as the GTG) was a Government entity that controlled the Glavis orbital megastructure. Following the abandonment of Glavis by the Czerka Corporation, the GTG has led the settlement after which it has been named for millennia, with the mandate of ensuring "Peace, Prosperity and Profit" for all Glavian Citizens.

Origins

Established from the upper management of the Czerka Corporate agents on Glavis following the mega-corporations sale of the facility to its employees in an attempt to cut their losses, the GTG took root thousands of years ago. Operating around a charter to ensure "Peace, Prosperity and Profit" for all the citizens of the ring, the GTG founded itself along the lines of a Corporate Authority and formed a government of two houses, a Trade Guild, which would appoint one-hundred representatives elected from each resident guild, and a Congress of the People, a five-hundred strong body of directly elected citizens, represented.

A wealthy organisation, the GTG soon passed a series of laws opening the ring to new investment, and the sector flourished. With immigration from across the outer and mid rims, businesses and individuals flocked to Glavis, drawn in by its friendly commercial laws. Soon, GTG invested heavily in droid-based security, bringing robust law and order to an otherwise dangerous sector, and Glavis stepped down the path of becoming a peaceful commercial hub on the Corellian run.

Organisation

Dedicated entirely to its mission statement, the GTG has kept to its purpose through the appointment of a 'Baron Administrator', a title held by a wealthy patron - and, as has been the case in the past, can be traded on. The GTG ensures a thriving commercial landscape by balancing power between the Trade Guild, the Congress and the Baron's Office.

With a large population and an economy based on manufacturing, hydroponic farming, entertainment and finance, law and order is essential to the GTGs 'job'. Who would want to come to a station to do business, knowing they're probably about to get robbed?

As such, the GTG maintains a standing police force consisting or an organic 'Glavian Guard' who work in conjunction with a sizable security droid force. Patrolling the sector, as well as ensuring peace on the ground, the security services do a fine job of keeping people safe and secure.

Partnered with their policing duties, the Glavian Guard have a duty to keep their section of the Corellian Run, and ensure that the Ring itself is kept safe from pirates and those who would wish to conquer it. As such, they form up into patrol wings, mainly consisting of fighters and regional system defence ships, to do their job well.

Intent

To add flavour to Glavis, and provide a structure for its Government.
 

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Slarraxians

The Slarraxians are a species of sentient creatures hailing from the asteroid belt of Slarraxia. Existing as a form of hive-mind consciousness, the Slarraxians were a moderately peaceful species, who over the years had become colloquially referred to as 'Snaliens'. In the broader galaxy, they are best known for their affiliation with 'Snalien Soda', a galactically acclaimed soft drink.

Biology


Culture



 
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CONCEALED MICROEXPLOSIVES

AFFILIATION
Open Market

MANUFACTURER
Outlaw Techs

SIZE
Variable

WEIGHT
c. 10 grams

COMPOSITION
1-2 cms
WEAPON TYPE
Grenade

DAMAGE TYPE
Explosive

AMMUNITION CAPACITY
Single Use

FIRE SELECTOR
N/A

MAX RANGE
As far as you can throw


DESCRIPTION
Hugely illegal, unnecessary and frankly pointless - the concealed grenade is the answer to the question "How would I hide an explosive in a mundane object, the yeet at someone in a pickle?".

If you know the answer to that question, the Sector Rangers would like a word.

Simply put, the concealed grenade is a device manufactured to order by outlaw techs to conceal a small amount of an explosive inside an everyday device. A dice, or an item of jewellery, would be quite suitable for this purpose. When detonated, the grenade produces a 2m radius of explosive, able to take out or disable a droid, the person it hit (if lightly armoured), or a door/light wall.

The device cannot be detected by civilian-grade scanners, however, a military-level advanced scanner and security system could detect the item.

LEGALITY
As a concealed weapon, this is illegal on many civilised worlds.

INTENT
To create a self-defence weapon and escape item that could be snuck into places
 

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Desilijic Keueka-ou Uemoy

For centuries, the Desilijic Kajidic has commanded respect and fear from its slaves and enemies through cunning, bribery, intimidation and rude use of bounties. If this fails, however, the Desilijic family boast of a war fleet, able to show the Clan's enemies exactly why the notorious Hutts have been around for so long.

Consisting primarily of a ramshackle clutch of ships, purchased over the generations, stolen from pirates and Governments, or taken as collateral for unpaid debts, the Keueka-ou Uemoy is a space-born force that metes out the final form of Hutt revenge when commanded.

Due to the nature of the Desilijic as a criminal dynasty, the fleet is not as uniform in its look and approach as the established war fleets of the various galactic Governments. Instead of focusing on 'border patrol', this fleet is mainly used to defend the interests of its owners, carry out acts of piracy and slavery raiding, and can bring sizable destructive power to bear.

Commanded by the leader of the Desilijic family, the fleet is manned by a collection of well-paid mercenaries and blood-bonded sentients, alongside droids. Small by any sense of the word, the fleet has stood the test of time, and continues to be a feared addition to the Clans holdings.

The fleet was damaged following an engagement with a Killik fleet. With numerous vessels damaged and some destroyed, the Desilijic refurbished and replenished the fleet, adding new ships to it to bolster their defensive capabilities in an increasingly dangerous galaxy.

Order of Battle
 
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Galen Terco was a human male ISB Lieutenant who worked primarily as a field officer during the Force Eternal era. Born on Tatooine, he entered the Imperial Academy to escape the prospect of indentured servitude under the Hutt Clans. He became enamoured with the Imperial way of life and its ethos and pledged to their cause.



Personality & Traits

Galan Terco was an ambitious and loyal ISB officer devoted to the Imperial cause. He centred his life around service to the Empire instead of following more lucrative pursuits as his peers had done. A tall human male with dark skin and hair, he had stern features and was often presented in a well-maintained ISB uniform, which denoted his rank at the given time. Whilst his loyalty to the Imperial cause was without question, he was not one to avoid challenging contentious orders and policies at the appropriate time, which he deemed counterproductive or outright against the interests of the Empire.

When commencing his training as an Imperial Cadet, Galan saw the Empire as a way to escape from the cruel upbringing he had gone through on Tatooine. He threw himself into his training, his intellect and acumen setting him apart for selection into the ISB. Diligence was rewarded, and Galan had it by the kilo - recognised for his dutiful nature, he was appointed a Lieutenant in the ISB in his early twenties and deployed as part of the intelligence command to destabilise the enemies of the Empire, no matter where they might be found.

A resourceful and cunning man, Galan used numerous underhand tactics to 'get the job done', and was loathe to waste the lives of those under his command on reckless endeavours. He was a student of Imperial history, and was determined to build up an Empire that would last beyond the lifespan of whichever Sith happened to be Emperor/Emperess at the time, instead focusing on building operations and structures that would stand the test of time.

Serving as a well-trained officer in the field, he was well-versed in military tactics, with a sound understanding of troop and fleet deployments and usage, mostly focused on covert operations and disruption warfare. Galan was an effective user of misinformation tactics and harmonised his work with local dissidents and criminal groups, embedding his operations under deep cover, or within local population centres so as to become hard to displace.

Having been trained in the academy, and put to work in the field, he had excellent weapons-handling skills, as well as field medical expertise and technical acumen. Galan could pilot his own ship, slice computers, and was not a force-sensitive individual.



Equipment

+ ISB Uniform
+ ISB combat armor
+ 1x DA-34 blaster pistol (2 extra power packs)
+ 1x Stun Glowrod
+ Lieutenants Code Cylinder
+ False code cylinder
+ N-series Smartpad Dataphone
+ Signal Tracer
+ Upsilon III-class command shuttle
 
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Mikkial Zapal (commonly known as "Mikk") was a scientist and explorer who lived during the Force Eternal era. Considering himself a leading authority in 'just about everything', he was an intelligent male of the human species, hailing from the Corellia system. Working, albeit briefly, for the Corellain Engineering Corporation (CEC) he led a team of researchers developing advanced weapon technology for much of his early years.

Leaving due to finding the work 'easy, dull and pointless', Mikk walked out on CEC and (according to him) never looked back. Now working as a freelance innovator, Mikk moves from planet to planet, pursuing science, knowledge, good booze and adventure. He is often accompanied by his intern, who, despite their age difference and his oft-dismissive attitude toward them, maintain a close relationship.



Background

Born to parents he has long forgotten, Mikk grew up in Coronet City on the planet Corellia. Educated primarily from what he could find on the holonet, he developed a passion for tinkering and tech at a young age and soon made a living out of fixing up local gang members' gear. Through this line of 'work,' he was headhunted into the Corellian Engineering Corporation, where he worked in (and later led) a team of weapons development experts for the next five years.

Growing bored with the work, he left the CEC without notice during his twenty-sixth year and headed off to conduct freelance work. Starting with a short spell at a Kaminoan Cloning Lab, Mikk worked on developing a range of cloned pit beasts, which he then stole before selling on in Hutt Space. From there, he fell in with a gang of Cyberneticists, working as their 'doc' for several years.

Later, he became a 'freelance weapons expert', selling souped-up gear to anyone with the credits to buy it. In its own time, this became trivial for Mikk, and he decided to broaden his horizons (after spending a weekend drinking his way across Nar Shaddaa) and set up shop as an 'Explorer and Inventor'.



Personality & Traits

"If there's anything more important than my ego around, I want it caught and shot now."
~ Mikkial Zapal​

Mikk is a highly intelligent man and would be considered a genius by those who tested him (should he ever allow this to happen). Capable of immense feats of scientific brilliance, almost all of his skills point to this endeavour. Technologically adept with droids, star ships, weapons and everyday items, he has a keen memory which enables him to recall designs and schematics at a whim.

Counterbalancing this, however, Mikk has a dark and self-destructive view of the wider galaxy. Driven by a combination of nihilism, substance abuse and his attempts to distance himself from the by-products of his work. He has a brutal outlook on the galaxy and places little value on the welfare of others outside of his immediate circle. This manifests in a callous disregard for the impact of his inventions and his other work on those around him or upon those to whom his work is tested and subsequently applied.

Mikk has a solid anti-authoritarian streak and struggles with taking instructions from other people. Politically his views could be described as 'anti-totalarian' unless he gives the orders. He, therefore, dislikes government officials and other holders of authority and will sometimes go out of his way to frustrate the efforts of major or minor powers simply because he can.

Possessed a keen intellect, he was predisposed to the study and practical application of science. He utilised various fields of expertise, ranging from military engineering and research to cloning and chemical substance development. Mikk could speak basic and various alien languages and understand droid-speak. He was not force-sensitive.

Mikk was a frequent consumer of alcohol, often making use of a hip flask when out and about and drinking at the most inappropriate of moments. Additionally, owing to his lack of respect for authority, he had a record of criminality, ranging from theft and arson to more extreme forms of crime, such as terrorism and the sale of illicit weapons.



Equipment

+ 1x GFG Stingbeam Pistol
+ 1x SB-17 Combat Fusioncutter
+ 1x Towel
+ 1x T-16 Skyhopper

A man almost always on the move, Mikk is commonly seen wearing a white lab-coat.
 
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Gentis Freem was the male Klatooinian proprietor of 'Freem's Cantina', a drinking establishment on Taris, and was also a local gang leader. He had leathery skin and had was not force-sensitive. Gentis had spent his earlier years as an employee of the 'Scrappers Guild' on Taris, becoming a Union Boss at a young age, before setting up a Catina to serve the local workers.

Keeping his down had been the name of the game for most of his life, and he made extra credits wherever he could, doing everything in his power to not get caught. When the Empire announced its 'New Order', everything changed for Gentis, and he began to work with local like-minded individuals to further their own fortunes.



Personality & Traits

Gentis was a proud man who enjoyed the status he was afforded in his community as the owner of a small Cantina. Always looking for ways to improve his business and station, he was constantly on the hunt for new ways to expand his line of credits. A practical man, Freem made sure to keep things running 'as normal' in his Cantina and the businesses he worked with, so as to not attract attention.

Gentis was not force-sensitive. He was a well-built man, thanks to his work i the Guild. Having spent some of his time in the fighting pits to make some credits for himself, he was pretty handy with his fist. These days Gentis worked as a cook in his Cantina. He could speak basic and Ryl, as well as Huttese. Gentis was handy with a blaster, and basic ship and vehicle repairs.



In his place of work, Gentis makes use of a set of Various Chefs Knifes and has a SG-82 Sonic Rifle behind the bar. When on other business he usually carries a Vibro Shiv and a EC-17 Holdout Blaster, and in rare cases a DL-18 Blaster Pistol.

 
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Freem Gotra

"I swear it by the Gotra."
―Gor Koresh​

The Freem Gotra (known as the 'Gotra') was a criminal Gotra on Taris. Established by Gentis Freem as a way of coordinating his illegal business practices across the world, the Gotra oversaw some of the criminal activities in the undercity of the city world. Formed following the significant changes across the Empire, the Gotra sought to capitalize on the unrest.

Led by Gentis Freem, who partnered with numerous members of the galactic underworld to secure his position, the Gotra initially did business selling stolen imperial items from the shipyards and from corrupt imperial officers. Based out of a cantina known as 'Freem's Place' in the Tarisian Undercity, the Gotra tried to ensure it did not attract too much attention to itself.

With its leader holding the title of 'Daimyo', the Gotra laid claim to the underworld of the entire planet and had an uphill struggle to see this through. It engaged in numerous illicit practices, such as fencing stolen goods, selling narcotics, smuggling, protection racketing and the collection of 'tributes'.

[STUFF]

Shortly after [DATE] the Gotra was formally absorbed into the 'Exchange', an organisation founded on Taris to unite criminal groups across the planet. Gentis would go on to [DO STUFF AND THINGS], with the Gotra fondly remembered as one of the founding blocks of the new Exchange.



Description
Leadership, vassals, and servants

Former Scrappers Guild Member, and local Cantina Owner, Gentis Freem declared himself Daimyo of the Gotra upon the declaration of a New Imperial Order. He asserted that the Underworld required a greater degree of structure to better profit from the chaos unfurling across the planet. He partnered with local Imperial Officers 'on the take' from gang members to ensure good access to Imperial assets being 'confiscated' in the wake of the changes across the Empire.

A 'family business' Freem was ably served by his cousin as a second-in-command. He did not afford a place in the Gotra to his Imperial Business Partners, preferring to ensure a sizable distance between the Empire and himself. A collection of droids and other members of the Freem family additionally served the Gotra. The Imperial Officer, Levik Karn, was a member of the Gotra, but his involvement was concealed beneath a codename.

The Gotra had 'vassals' in the local community [TALK ABOUT THEM!]

Territory & Assets

As a 'crime lord', Gentis had a base of operations in a Cantina located in the Undercity of Taris. From there, he expanded his Gotra by exerting influence over nearby places of business and criminal undertaking. Maintaining a system of patronage across local citizenry, the Gotra collected a set of tithes and gifts in return for securing peace in the streets. The Gotra also adopted an expansionist policy to dealing with other gangs in the area, requiring them to cooperate, pay tribute, or be removed.



History

Founded shortly after the shakeup of the Sith Empire, the Freem Gotra was an extension of the criminal dealings of the Klatooinian family that lent it its name. Based on Taris, the Gotra found its earliest criminal exploits in selling stolen goods and establishing illegal gambling matches. In these early days, the Gotra consisted of a handful of members, mainly the immediate family of the founder himself, and was based out of a Cantina. It partnered with an Imperial Officer, who cut them into deals, using them as a fence for confiscated Sith items. This relationship grew much more fruitful as the Sith Order was disestablished, and the Officer had more chances to seize Sith artefacts and possessions without anyone asking too many questions.

Kyber Crystals was the major break the gotra had been looking for. Shortly after the Imperial Declaration placing restrictions on their sale came into force, the Gotra partnered with a corrupt ISB officer to secure confiscated items of this nature. From there, the goods were transported off-world to buyers and collectors alike, fetching upwards of forty-thousand credits a piece. This new capital, an injection of funds the Gotra had not anticipated, proved invaluable. Enabling the purchase of a quad of IG-Units, which were moved to Taris, the Freem Gotra found itself able to hold its own should a gang war erupt, something it had considered hitherto impossible.

With credits in their pockets and firepower at their beck and call, the Gotra expanded further. Abusing the recent news of clampdowns on force sensitive, they secured a deal to move a group of children from Taris and off-world. Taking a finder's fee, they passed the deal on to two rival gangs, who controlled the Tarisian docks between them. Identifying the value of holding the docks to be greater than the value of the shipping deal, Gentis, the Gotras leader, arranged a sting operation against one of the gangs through the ISB, and 'saved' the other gang, a team of Klatoonians, by delaying the transfer of 'refugees'. In doing so, the Gotra secured 50 per cent of the docks, left vacant by one of the gangs after the sting, disabled a rival, and secured the fealty of another gang.



Assets

Cantina: 'Freems Place': A small cantina on the lower levels, Freems Place was where it all began. Little more than a bar with a few Pazaak tables, some vid screens in a side room to watch the races from, and two private entertainment rooms, this Cantina can be viewed in full [LINK].

Taris Docks: Secured following a double-cross which led to a string operation by the ISB, the docks of Taris are controlled through a network of 'stevedore' union members, who are on the payroll of the Gotra or its affiliated gangs. Ownership of the docks enables the smooth running of illicit material into and out of Taris. Established here.

Smuggling Routes: With routes to move stolen goods and illicit merchandise across the sector and beyond, the Gotra maintains a network of smugglers, bringing in credits and rumours from the spacelanes flowing back to Taris. Established here

The Cintarin Wanderers: A Klatoonian Gang that owes (and pays) fealty to the Gotra, the Cintarin Wanderers work in the lower levels, with connections to the docks. A swoop gang primarily, make a living through smuggling, the peddling of death sticks, and the application of violence. Established here.



Members

Gentis Feem (PC): Founder of the Gotra, Gentis Freem is a Klatoonian businessbeing that started out in the Scrappers Guild. Learning that selling stolen scrap on the side was a good way to make credits, he moved into crime 'full-time', setting up a cantina in the lower levels, and growing his business from there.

The Freem Cousins (NPC): Distant relatives of the Gotras founder, the Freem Cousins are a trio of Klatoonians who worked as muscle for Gentis. Officially down as bouncers at the Cantina, they collected payments, moved drugs, and took care of local rivals.

The 'Gotras Claw' (NPC): Purchased by Gentis following his first big score, the 'Claw' is a collection of four IG Droids, deployed as a shock-and-awe unit to take out rivals, or just to send a message. When not being used in this way, they work as bounty hunters, returning the credits they make to their owner. Acquired here.

 
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Valden Arn Halax was a human male from Taris who lived during the Force Eternal era. A 'street-rat', he grew up in the undercity, falling in with a local gang, and grew up as a criminal. Taking jobs where he could find them, Varin worked as a gun-for-hire, a slicer, a fixer, and more - always looking out for the 'big score' that could enable him to move from a humble street rat and into the big leagues.



Personality & Traits

A practical man with a love of adventure and exploration, Arn was a spacer at heart, despite his upbringing on Taris. Taking jobs wherever he could find them, he was not above illicit work (such as the shipment of spice and weapons) and was always looking out for himself, first and foremost.

Selfish and motivated by the credit and survival, Arn had an eye for a good bargain which, combined with his unpredictable nature, made him a consummate 'outer rim businessman'. He complimented his knowledge of the rim and its business practices with incredible skill and a range of blaster weapons. Quick on the draw and unnervingly accurate, Arn was ruthless in combat and able to instantly lay down a flurry of fire. Hardy was well-built with an instinctive knack for survival and could hold his own in a close-quarters struggle.

Capable in all manner of thievery-related skills and slicing, he could hotwire a speeder, or even a stolen ship, and talk his way out of anything if his opponent was gullible enough. Arn could speak and understand galactic basic and could also understand (but not speak) Huttese and several variations of droid-speak.



Equipment

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Hydrospanner.png


HYDROSPANNER

Affiliation:
None

Manufacturer:
Basically Everyone

Type:
Multitool
Power Supply:
Power Cell

Sensors:
N/A

Size:
Varies

Composition:
Silicon and crystal


DESCRIPTION

It's a spanner.

Used to tighten and loosen types of fasteners, such as bolts, pins, nuts, and more, the hydrospanner is a common took across the galaxy.

They are used often to repair things, or to open things, and often, to loosen and to tighten things.

Because it's spanner.

Using a small hydraulic compressor which can adapt in size, it attaches to stuff and then moves it.

On account of it being a spanner.

The driver was powerful enough to drive screws through duraplast and transparisteel. It could be powered either internally or externally

Basically it's a spanner.


INTENT

To create a hydrospanner.
 
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Garr Antilles was a Human male Correllian lawyer and politician. Born to two CEC employees, Garr benefited from a good education and a comfortable life, being put through a corporate-sponsored degree in law when he was old enough. Like many on Corellia, he signed up to the Corellian Armed Forced upon completing his University Degree. Serving for fifteen years, he worked his way up to serve as a Lieutenant in the army and was honourably discharged after his fifteenth year of service.

Thereafter he worked for several years as a defence lawyer, before standing for office as the Mayor of Coronet City. He was an outspoken supporter of Corellian independence in a troubled galaxy and opposed his planet's membership of the ISC in his formative political years. Following his homeworld's move away from the Galactic Community, he committed to running for the presidency of his homeworld.

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Biography

Garr Antilles was born into a well-connected family; his father served as a VP at the CEC, whilst his mother worked as an arbitrator. A gifted child, Garr joined the Legislative Youth Program on Naboo as an exchange student at a young age, before securing a commission in the armed forces for fifteen years following the completion of his University Degree in law. Rising to the rank of Lieutenant, he completed a full term of service before leaving to work as a defence lawyer for several years; he would go on to run for public office in Coronet City. Initially, he worked as a City Councilman before standing for Mayor. Over the next twenty years, he learned the ropes of diplomatic and civic life, building a reputation as an advocate for diplomacy and a peaceful solution to the galaxy's struggles faced.

After his forth term as Mayor, he ran again, successfully, and focused on the next prize - the Presidency.

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Personality & Traits

Garr was a male Corellian and was not force-sensitive. A firm believer in Corellian democracy, and the freedom of individual worlds, he passionately believed that diplomacy and peace should be the first and primary focus of the galactic political class.

Opposing authoritarianism and the centralisation of powers toward 'strong' leaders, Garr believed that decentralisation was the best way to guarantee lasting peace. Considered a realist and a pragmatist by those with whom he did business, he wished to see the galaxy avoid making the mistakes of the past.

Outspoken in this regard, he nonetheless continued on his path to peace and democracy and held a steadfast dedication to his ideals and beliefs. Politically skilful and savvy, he positioned himself as a servant to the people of Corellia, fighting the powers that be and protecting the ideals of the Corellians themselves.

Despite his views, Garr was a highly adept political operator and was prone to partnering with people with different opinions if it meant advancing a shared cause. A consummate politician, he was cunning and tactical in how he worked.

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Skills & Abilities

A practical and keen diplomat, Garr made sure he had the skills he needed to do his job well and independently if needed. As such, he was a trained pilot. Talented at public speaking, he knew how to appeal to people across political divides and was an excellent negotiator.

Having served for fifteen years in the army, he was skilled at various practical and battlefield skills, such as weapons handling, piloting and rudimentary technical application. Garr was not force-sensitive.

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Equipment

Garr wore a navy blue suit when on business. He owned a set of code cylinders typically fixed to his suit, a "Nal-Phone" and travelled in a J-Type speeder driven by a member of his security staff, equipped with a DL-18 Blaster Pistol. For interstellar travel, he made use of a Consular Class Diplomatic Cruiser.

.
 
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Kaan Solus was a human male Mandalorian warrior during the era of the Force Eternal. Often encased in the trademark armour of his people, he was a well-equipped warrior with a set of skills that kept him in good demand in the Outer and Mid Rim. Hailing from the world of Tatooine, he was orphaned by the Hutt Cartel and subsequently raised as a foundling by the Children of the Watch, a cult of Mandalorians that served as an offshoot of their broader society. He was trained to become a Mandalorian warrior from a young age and went out into the stars in adulthood to forge his legacy, as was tradition.

Finding work as a contractor for the Bounty Hunters Guild, Kaan made a living tracking down targets across the Outer and Mid Rim, where he sought to make a name for himself. He was a capable and adept hunter, working just outside the law - taking jobs for those with the credits to meet his fees. In an increasingly dangerous and war-torn Galaxy, Kaan reckoned his skills could soon be in even more demand.

Equipment

In the modern galaxy, Kaan makes a living as a member of the Bounty Hunters Guild, working primarily in the Outer Rim Territories. Making use of a Westar-93 blaster, he wears his armour when out in public. The armour is updated with a set grapple line, dart launcher, scout HUD, whipcord thrower and wrist flame thrower. Always on the move, Kaan uses an ST-70 Assault Ship as a mobile 'base of operations'.

Personality, Traits & Skills

Kaan is a consummate 'Mandalorian Warrior', with a stoic outlook on the Galaxy around him, and a strict adherence to the traditions with which he was raised. He is a talented gunslinger, pilot and general killer of assorted people and things.


 

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Fxz'et'Zix'Niskooen Osos (known as 'Nisk') was a male Verpine assassin who worked for crime syndicates during the age of the Force Eternal. Skilled and ruthless, Nisk worked his way up from the fighting pits of the Roche Asteroid to becoming a hit-bug for hire for an assortment of the undesirables of the broader galaxy. He entered the bounty hunting game shortly after the outbreak of the AMS virus, and quickly began to asset his merit - taking on lucrative jobs for the various warring factions of the Five Syndicates.

Since the group's dissolution, he has found himself somewhat down on his luck, needing to branch out to find new customers wherever he can. A fugitive on many systems, Nisk keeps to the sidelines of the galactic community, taking work where he can and trying to get on top of the bounty-hunting game once again.



Personality & Traits

Capable and confident, Nisk has a dark sense of humour and a penchant for adventure. Looking out primarily for himself, Nisk enjoys his work a little too much and often goes a little overboard when out on a job. Being a Verpine, he has an insectoid frame and is prone to often chittering to himself. He has no hair and has a pair of red eyes.



Skills & Abilities

Nisk is a highly skilled mercenary, with a mastery of firearms usage, infiltration skills and melee weapons. He prefers to make use of stealth wherever possible, although can be of considerable use in a more open firefight as well. He can pilot a speeder and his own ship with ease. Nisk is a trained user of Teras Kasi, and is not force-sensitive.



Equipment

+ 1x black combat armour with magnetic boots, rebreather and grapple.
+ 1x K-16 Bryar Pistol
+ 1x Virboknife
 

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Sansar Mekk was a male Anzellan, and the founder and chief engineer of Anzellan Industries. Born on Bespin, oddly enough to a family of Anzellans, Sansar was a talented engineer, and was exceptionally small.

Personality, Traits & Skills

Sansar Mekk was born into a close-knit family of droidsmiths on Bespin and grew up in the undercity. A competitive but capable youth, he concentrated on the areas where he knew he was best suited. With a keen and inquisitive mind, which was fine-tuned as if hard-wired for engineering, he could consistently think up new approaches to life's problems.

A man of the galaxy, he liked to steer clear of specific structured 'moral codes'; instead of focusing on his work and doing what he could to advance it. He considered life's challenges to be engineering ones, working to solve them for his benefit. Confident in his skills and technological expertise, he preferred to use compact designs in keeping with his species' diminutive stature.

He was an excellent engineer, capable of designing and building manufacturing facilities, droids, weapons, ships and much much more. Sansar was around 18 inches tall and was not force-sensitive. He had no hair, black eyes, and could see things to a near-microscopic level of detail.

Being exceptionally 'mini', he made use of a limited amount of space, living in custom-made homes, and surrounding himself with small droids, and other members of his species. When it came to working with others, he ensured to treat his fellow engineers well and was prone to working with Ugnaughts, as workers, whom he considered to be astute and hard-working people. Whilst his professional products were most droids and starships, he could design and create a broader range of products and had a good nose for business and corporate scheming.


 
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latest.png

CUMULUS-CLASS CORSAIR

AFFILIATION
Numerous

MANUFACTURER
CEC

CLASS
Corsair

ROLE
Warship

COMPOSITION
Quandanium and transparisteel

DIMENSIONS
150 meters.
CREW7-30.

PASSENGER CAPACITY
80.

CARGO CAPACITY
2 kilotons.

HANGAR CAPACITY
10x starfighter/light starbomber.

SPEED/MANEUVERABILITY
The Corsair has a top speed of 85 MGLT and has average manoeuvring characteristics.

ARMAMENT
  • 4x Quad laser cannon turrets
  • 14x ventral gunwales
    • Equipped with 32 missiles each

EQUIPMENT


DESCRIPTION
Cutting their way through the inky darkness of the outer-rim, Corsairs are a design of a ship that strikes fear into the outlying systems, cargo hauliers and errant smugglers alike. Initially created by the Corellian Engineering Corporation to be sold as a supply line raiding vessel to the governments of the Galaxy, the Corsairs rapidly fell into the wrong hands.

Purchased en masse by the Hutt Clans, through various shell companies, these cruel vessels are a common and unwelcome sight across the outer rim. Simple to maintain, they can play host to a moderate crew of raiders and thieves, with ample living spaces on board to keep a pirate company in good health and humour.

Commanding a powerful set of engines, and an anvil shapes prow, Corsairs slice through enemy vessels with defiant speed, launching fighters from their dorsal hanger, with supporting fire from their laser cannon turrets. Should local towns fail to offer the correct 'tribute', the ships can hammer them from upon high, with forteen gunwales shooting missiles into the township.

Easy to maintain, and easy to alter if a Captain desires to do so, the Corsairs are a nasty vessel, designed for nasty people.



LEGALITY
Restricted. Ships such as this 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.

INTENT
To bring this ship onto the forum.

RESTRICTIONS
Yes. This is a capital ship, therefore, it cannot be owned or operated by individual characters. A faction would be required to obtain and crew a ship of this size.
 

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Gentis Freem was the male Klatooinian pirate and criminal who served as Diamyo of the Freem Gotra. He spent his formative years as an employee of the 'Scrappers Guild' on Taris, becoming a Union Boss at a young age, before setting up a Catina to serve the local workers. Following this, he went into the Cantina business, setting up 'Freem's Cantina', a drinking establishment on Taris, where he became a local gang leader as part of the Exchange.

Keeping his head down had been the name of the game for most of his life, and he made extra credits wherever he could, doing everything in his power not to get caught. When the Empire announced its 'New Order', everything changed for Gentis, and he began to work with local like-minded individuals to further their fortunes. He worked with an Imperial Officer, Levik Karn, for some time to sell 'borrowed' Imperial artefacts. He used the credits garnered from this enterprise to expand his gang, taking over the local docks.

Such activity did not pass without getting noticed, and soon he was head of his own Gotra, with the backing of the Exchange. He grew bolder as he grew more successful, and took to the space lanes as a pirate and smuggler, securing his ship, which he 'liberated' from the Hutts soon after it was given him, and has been scouring the space lanes ever since.



Personality & Traits

Gentis was a proud man who enjoyed the status he was afforded in his community and the reputation he could garner as a feared pirate. Always looking for ways to improve his business and station, he was constantly searching for new ways to expand his line of credit. A practical man, Freem kept things running 'as normal' in his business but did everything he could to ensure he had the upper hand.

Gentis was not force-sensitive. He was a well-built man, thanks to his work in the Guild. Having spent some of his time in the fighting pits to make some credit for himself, he was pretty handy with his fist. These days Gentis worked as a pirate captain in his Cantina. He could speak basic and Ryl, as well as Huttese. Gentis was handy with a blaster and basic ship and vehicle repairs. Naturally, he was a talented gambler, drinker, and pirate to boot.



Equipment & Assets

In his place of work, Gentis makes use of a set of vibroblade cutlass as well as a gamorrean knife (better for use in the confined spaces onboard a ship). He usually carries a brace of pistols, made up of a DL-44, R-8 and a RSKF-44

He owns a Corellian Hound called 'Toothy'.

Being a pirate, he is also Captain of the Moguls Fortune, and its accompanying, and often fluctuating crew.
 
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