Nor'baals Character Workshop

Nor'baal

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Imperial Trooper Uniform

TYPE
Light Armor
COVERAGE
• Head: Helmet, removable
• Torso: Removable Blastvest
• Back: Removable Blastvest

FUNCTIONS
Function 1: Armorweave Uniform
  • 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

DESCRIPTION
Since the days of the Galactic Empire, mass produced uniforms of this kind have been common. A general purpose uniform for it's troopers intended for front line Imperial Army Troopers and Imperial Navy Ratings, this armour is standard issue in the Empire. Equipped with a peaked cap bearing the sigil of the wearers regiment, the uniform, helmet, and accessories were also made for a variety of alien body shapes.

Imperial Army Troopers have been known to wear better and more fitting uniforms and armor for operating in harsher enviroments.

The cap could be swapped for the same iconic headgear from the the days of old, in which Troopers wore open faced helms with neck guards. It also possess a comlink on it. It also saw Imperial Army troopers issued a black blastvest over the uniform for additional protection. The uniform also has a utility belt that had pouches, and a holster for a blaster pistol.

LEGALITY
Varies. This was stolen from the Good Doctor.

 
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Nor'baal

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Top Hutt Captured As Empire Flexes Its Muscles
By Editor, Voren Dhur

Top Imperials have today revealed that the nephew of the Supreme Mogul was captured by Imperial forces following a failed invasion attempt on Raxus Secundus. Dar'baal Desilijic Zordo, a senior figure in the Cartel, was detained, and proof of the arrest was broadcast across the sector before Lt. Elle Brackard, speaking on behalf of the Office of the Emperor, confirmed the attack.

Imperials described the attack as 'brazen' and confirmed it was swiftly quelled by the Empire's military, resulting in the 'near-total annihilation' of Hutt forces. Hundreds of Houk mercenaries are reported to have been killed or captured, with a large number of tanks and vessels destroyed or seized.

Cartel sources have not responded to this paper's requests for comment.

Dar'baal, the presumed leader of the ill-fated assault, was apprehended and is now in Imperial custody, his future uncertain. The capture of such a high-ranking Hutt is being lauded as a victory for the Empire, and a clear demonstration of its capabilities in dealing what amounts to humiliating blow to the Cartel's prestige.

Speaking on behalf of the Office of the Emperor, a spokesperson released a statement condemning the attack and dismissing claims of a weakened Empire as reported by the Hyperlane Herald and other media outlets. The statement stressed the Cartel's supposed inability to capitalise on the recent passing of Emperor Drast, and the current vacancy at the very top of the Imperial regime.

Speaking separately to the Herald, the Imperial spokesperson confirmed that the position of Emperor remains vacant.

The fate of Dar'baal remains uncertain, with the Empire not confirming their captive's current state or previous criminal record, but his capture is a significant blow to the Hutt Cartel.



 
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Nor'baal

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The Hutt Cartel stands at a crossroads. With the Supreme Mogul, Nor'baal, having been in isolation for months following a rumoured period of illness (which sources in the palace have said stemmed from an 'assassination attempt'), the Cartel requires a new course of action. War has come to its borders, a war the Clans are ill-equipped to win. Therefore, the Supreme Mogul is seeking to expand the Clan's power in the conventional ways, returning the Cartel to its routes.

An Empire that does not dominate in the sunlight but controls in the shadows.

Thus the Supreme Mogul Nor'baal has commanded the ambitious and resourceful members of the Hutt Cartel to expand our influence by taking control of the underworld on Ubrikkia, Kwenn, and Ruusan. Each planet offers unique opportunities and challenges. These missions are designed to break down the takeover into manageable steps, ensuring our dominance over these independent worlds. Each mission requires specific skills and tactics to achieve success.

Ubrikkia Takeover

Eliminate Rival Leaders

Objective: Identify and eliminate key rival leaders within Ubrikkia's criminal factions.
Details: The first step to taking control of Ubrikkia is to dismantle its fragmented criminal leadership. By removing key figures, we can create power vacuums and weaken their structure.
Key Tasks:
- Conduct surveillance to identify the main leaders of rival factions.
- Use assassination, bribery, or blackmail to eliminate or neutralise these leaders.
- Create chaos within the factions to prevent immediate reorganisation.

Broker Alliances

Objective: Form alliances with mid-level operatives and consolidate power.
Details: With the rival leaders out of the way, the next step is to gain the loyalty of mid-level operatives. These individuals will help consolidate power under the Cartel’s control.
Key Tasks:
- Identify key mid-level operatives within the remaining factions.
- Use negotiation, intimidation, and incentives to bring them to the Cartel’s side.
- Establish Cartel operatives in strategic positions to oversee the transition.

Establish Distribution Networks

Objective: Set up Cartel-controlled distribution networks for drugs and illegal goods.
Details: The final step in taking over Ubrikkia is to establish and secure distribution networks for the Cartel’s illicit goods, ensuring a steady flow of revenue and resources.
Key Tasks:
- Map out existing distribution routes and identify key chokepoints.
- Replace or coerce current distributors to work for the Cartel.
- Ensure local authorities are either bribed or intimidated into compliance.

Kwenn Underworld Coup

Recon and Sabotage

Objective: Conduct reconnaissance and sabotage the operations of independent gambling dens.
Details: The first step to taking control of Kwenn’s gambling industry is to disrupt the current operations, making them vulnerable to takeover.
Key Tasks:
- Spy on and infiltrate on major gambling dens and their security measures.
- Plan and execute sabotage operations to rig games and discredit owners.
- Use slicer droids to hack into their financial systems and cause chaos.

Neutralise Smuggling Ring Leaders

Objective: Expose and neutralise leaders of major smuggling rings.
Details: The next step involves taking down the leaders of Kwenn’s smuggling operations, creating opportunities for the Cartel to step in.
Key Tasks:
- Identify key smuggling ring leaders and gather evidence of their activities.
- Leak incriminating information to local authorities or rival gangs.
- Directly neutralise leaders through assassination or capture.

Establish Cartel Authority

Objective: Secure control over gambling and smuggling operations under Cartel authority.
Details: The final step is to establish Cartel dominance over Kwenn’s gambling and smuggling operations, ensuring a steady flow of credits and resources.
Key Tasks:
- Install loyal Cartel operatives in key positions within gambling dens.
- Take over smuggling routes and ensure smooth operation under Cartel control.
- Ensure local officials are bribed or intimidated into compliance.

Ruusan’s Reins

Identify Key Players

Objective: Identify the primary players in Ruusan’s spice and arms markets.
Details: To take control of Ruusan, we must first identify the key figures in its spice trade and illicit arms market.
Key Tasks:
- Conduct surveillance to gather intelligence on spice lords and arms dealers.
- Identify key supply chains and distribution networks.
- Develop profiles on major players to exploit their weaknesses.

Coerce and Subvert

Objective: Coerce local spice lords and arms dealers into joining the Cartel.
Details: The next step is to subvert existing operations by coercing the leaders of spice and arms trades to align with the Cartel.
Key Tasks:
- Use threats, bribes, and leverage to force key players into submission.
- Sabotage operations that refuse to comply, demonstrating Cartel power.
- Offer protection and increased profits to those who join willingly.

Secure Distribution Channels

Objective: Establish and secure Cartel-controlled distribution channels for spice and weapons.
Details: The final step in taking control of Ruusan is to establish secure and efficient distribution channels for spice and weapons under Cartel authority.
Key Tasks:
- Replace or coerce current distributors to work for the Cartel.
- Ensure smooth and secure transportation routes for spice and weapons.
- Bribe or intimidate local authorities to avoid interference.

How to Join

To join any of these missions, please reply to this thread with your character’s name and preferred mission pack. Each pack is 'planet-based' and done in three parts (in the order shown above), so if you sign up for Ruusan, the three sub-missions are the ones you're signing up for.

There is no time limit for these missions.

Each mission 'pack' ideally will be led by a specific named Hutt, who will be responsible for the outcome of the mission pack and rewarded/punished according to Hutt Cartel tradition.
 

Nor'baal

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Baron Arastrian Praji II was a human male, born and raised in the Chommel Sector, on the idylic planet of Naboo. The eldest son of the head of a noble family of the Chommel Sector, Arastrian was raised in reasonable comfort in the harsh worlds of the Mid to outer Rim. Mostly living on his father's estate, he was raised to pursue a life of service to his homeworld and family, he followed in his parent's footsteps, determined to make a name for himself as he became an adult.

Biography

Born as the only son of Baron Arastrian Praji I, the patriarch of the House whose name he bore, Arastrian (who was named after his father) benefited from a reasonably upmarket education, thanks in part to the clout of his family name, which, whilst it was in decline, still carried some weight in his formative years. As such, he was well-educated, setting him in good stead for later life. Taking a position within his fathers mercantile operation, in reality little more than a band of spacers, his father worked to try and shore up the families waining fortunes for much of his late teens.

He was trained in various forms of martial arts, defence and military training, and could handle a blaster and a blade with ease by the time he was fifteen years of age. Soon, he was put to work on his families ship, running errands, assisting with engineering work, and even working as a co-pilot, seeing first hand the rough nature of the world into which he had been thrust.

By the time of his late teens, his father was entering late adulthood, and Arastrian was expected to take the reigns of what was left of the families business. Between a lack of expansion efforts and his father's obsession with gambling, there was little left to manage. Keen to undo the extensive damage his father had done to what little was left of the family fortune, Arastrian set about making plans for a bolder, and more aggressive approach to dynasty buiding.

With much of the Mid Rim enclosed within the Independent Systems Consortium for his adulthood, Arastrian enjoyed relative peace with which to trade and do business. Yet profits remained meagre, the Hutt Cartel on the Eastern fringes of the ISC, and the collapsed Republic and fragmented Empire to the North making it harder to do business.

As such, he struck out bolder and more ambitious ventures. With the establishment of the Stygian Reaches bridgeheads, Arastrian saw opportunity for fortune and fame awaiting him.

Personality & Traits

Arastrian was an intelligent and determined man, possessed of an iron will and commitment, fuelled by his desire to see the name of his family once again accompanied by an enviable and respected legacy. As a young man, he had channelled his ambition into his work, initially in the security sector, and later in business. He believed firmly that a strong society driven by the ambitious and the powerful society was the way to preserve and advance civilisation, and to that end put aside the pursuits of his personal life, in favour of his duty to the Rim, and to his House.

Well-educated, and trained in the classical ways of diplomacy, he could appear as a charming and charismatic individual. Despite this, he projected an aura of personal dominance, with a knack for persuasion. A dignified man, he kept an austere persona, not showing displays of extreme emotion to anyone, and thus appeared aloof and distant to some. Impatient with those who wasted time or worked in an inefficient manner, he would display, in private, anger with those who had failed in their missions and duties.

Whilst he outwardly presented as a calm and pragmatic man, he was prideful and short-tempered. Enjoying positions of authority, he felt as if he was born to lead and to rule, despite hailing from a family that was well and truly down on its luck.

Self-assured in his own abilities, he nonetheless tried to avoid taking overt risks, instead preferring to consider his own advantages and position to try and limit the risks that were being posed. A ruthless man, he held the lives of others with little regard. Seeing those who served under his command, as tools to be used to further the expansion and domination of his family.

A man with tremendous intellectual power, he studied philosophy, history and later, star-ship design from a young age. Making full use of the tutors provided to him by the limited funds available to minor nobility, he could speak multiple languages, including High Galactic, Bocce, Sullustese, Shyriiwook, and Dosh in addition to his native Galactic Basic Standard. He was not a force sensitive.

Equipment & Assets

Arastrian makes use of his family estate on Naboo, and a Itinerant-class Freighter the CSS Endeavour for his business ventures. He owns a personal S-161 "Stinger" XL Yacht the CSS Hotspur.

 
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