Clayton's Workshop

Clayton

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Index


Tech


Plots


Character Profiles

Write-ups

 
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Clayton

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The Lost Children

It's no secret that the Jedi/Exiles kidnap Force-Sensitive children in order to train and grow their ranks. Officially, the Republic of Serenno denies such abductions have happened on the planet. To admit otherwise would undermine their security and image. Such abductions have been suspected but not confirmed. However, one abduction recently happened that can't be ignored. The son of a respected and influential Magistrate has been abducted, and he's pressured the government into investigating. Depending on whether we have Exile or Jedi PCs the evidence will differ slightly (Manservant killed vs. subdued via the force). Their investigation uncovers an uncomfortable number of recent abductions that point to the same motive: taking force-sensitive children. A race develops between Arno and his affiliated PC(s) and the Jedi/Exile and affiliated PC(s) to uncover where the children are being held (Yavin 4), free them, and remove Jedi/Exile presence from Serennan space.

Goal: Uncover the perpetrator(s) behind the kidnappings, rescue the children, and diminish or defend Jedi/Exile presence in the D'Astan Sector.

Thread 1: Prelude - Jedi or Exile kidnaps a young child from the estate of a Magistrate, either killing or subduing the child's Manservant in the process. Likely will require DM account to play adverse/flavor roles.

Thread 2: Investigation - Arno Coates and affiliated PC(s) go through the evidence at the estate, and investigate other kidnappings in order to discern the perpetrator. Ends in them being able to identify a narrow window when the person could have reached a shuttle port, and identifying a common shuttle. May require DM account to play adverse/flavor roles.

Thread 3: The Trap - Arno and Co. identify a force-sensitive child who's family reported a suspicious individual hanging around lately. Arno attempts to intervene while affiliated PC hides a tracker on the shuttle. Jedi/Exile can either escape with or without the child depending on how the thread plays out. No DM account will be needed, but could be utilized for flavor.

Thread 4: The Rescue - The tracker on the shuttle leads Arno and Co. to Yavin 4, where the Jedi/Exiles have set up a camp and holding pens for the children so they may be taken out of the sector for training and indoctrination. Arno and Co. plan their attack and launch a bid to rescue the children and drive the Jedi/Exiles off of Yavin. No DM account will be needed, but could be utilized for flavor.
 
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Clayton

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The Droid Federation


HISTORY
latest

NAME: The Droid Federation
Founding: 500 ABC

Planet: Myrhen
System: Myrhen System

Mission: Furthering Advancement
and Brotherhood of Droidkind


Members:
Great things often begin innocuously. The Droid Federation can trace its roots to a chance meeting of like-minded droids in an underground, droid-oriented haven known as Tinker's Den. A chance meeting where one almost crushed the other by accident. These droids quickly realized they shared a common purpose: survival, community, and fully realizing their independence from an organic master.

The four droids, F2O2, H5PAD, L6-99, and KLT-88 decided to band together. It was decided that they would need their own center of operations away from the military might of other groups that would wish to swiftly crush any hint of a droid nation. They obtained a ship and modified it to be suitable for both exploration and unassuming travel throughout the galaxy. They followed whispers of a droid legend that spoke of a planet inhabited solely by droids.

Myrhen, the planet in question, turned out to be abandoned and desolate of any droid inhabitants. This did not mean the planet was theirs for the taking. A scavenger race, hailing from the Unknown Regions and previously unencountered but bearing technology of a comparable level, had established a foothold on the ancient world.


Structure
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The Original Four
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F2O2
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L6-99
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KLT-88
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H5PAD
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The Original Four:

The Original Four reach major decisions via majority consensus. They are responsible for the overall government of Myrhen, the direction the Federation will take, and some other stuff TBD.


Archons:

Archons take a larger share of responsibility for the areas that interest them. They may be in charge of defense, manufacturing, R&D, foreign relations, droid liberation, etc. Archons may order other droids into missions, or lead teams of droids on higher-risk missions. These droids have proven themselves to be competent, a cut above the average droid, and commonly have augmented their bodies with modifications to increase their overall capabilities.

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LEGACY (Completed Plots/Mission Packs)
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Clayton

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Lorne Feng

AGE

► 32
SPECIES
► Twi'lek
HEIGHT
► 2.2 m
WEIGHT
► 90kg
EYE COLOR
► Blue
HAIR COLOR
► N/A
HOMEWORLD
► Ryloth
GENDER
► Male
FACTION
► N/A
RANK
► N/A
FORCE SENSITIVITY
► No
BIOGRAPHY

This boisterous, good-natured twi'lek comes from a very large family. He is the middle child of other three brothers and five sisters; truly his mother was a woman of tremendous fortitude. His extended family is even larger, and scattered across Ryloth and other major planets.

Lorne’s career in crime, like many similarly situated “independent contractors” began innocently enough: with complete legality. Lorne worked for a smaller shipping company as a cargo pilot. Usual run of the mill stuff like appliances, parts, metal stock, plasteel pellets bound for a manufacturer somewhere. If there was an industrial application, Lorne probably had carried it in a cargo hold. One of their occasional, but still reliable, customers one day asked if Lorne would be interested in making some extra credits.

Lorne, not one to turn down some extra walking around money, asked what he needed to do. The job was simple, just smuggle a couple boxes of cigars through a port on a planet where they weren’t legal. They were “for a friend” who enjoyed cigars but was faced with the unfortunate fact of living on the wrong planet. Lorne was unperturbed by the fairly mild illegal nature of the act, and agreed to the job. After all, the worst possible outcome was that the cigars got confiscated. Nobody was going to raise a fuss about a single box of smokes.

The job went smoothly enough, and eventually Lorne took on more under-the-table jobs. He was eased into it, only going to more serious contraband when he had little way out. Lorne, while happy to make extra credits, never officially joined the Pykes. He balked at the idea of officially becoming a part of that life. While the goods he smuggled were protected by the Pykes, his life and person were not. It was a balance Lorne could accept. Still, there was no doubt that Pyke control over him was steadily increasing.

On his downtime, Lorne fancies himself as a laid-back type. He is equally comfortable spending time with friends in a bar as he is getting away from it all to go on a hunting trip. It can be hard at time to predict what he will do with his free time as his capacity to be easily bored can get the better of him.

Personality

Cheerful and boyish, he made an odd pairing with the Pyke Syndicate, but perhaps that’s why they kept him as an associate for smuggling runs; his good-nature often disarmed customs officers. Lorne does not seek out a fight as the first solution to every problem. While he will seek to end serious fights quickly, he is a gracious opponent.

He gets bored easily, which is why freighter piloting attracted him. Every cargo, every destination, was a new experience. In smuggling, every pass through a port was exciting as you never knew if the customs officers would be of a particularly excellent quality that day.

Appearance
Lorne is a tall, solid-framed twi’lek, often seen with a smile on his face. His right nostril and ear are pierced, in which he almost always wears silver rings. His distinctive red skin is covered by tattoos. Were it not for his boyish and cheerful personality, one could reasonably mistake him for a Sith based on appearance alone. He is usually wearing his favorite wide-brimmed hat, duster coat, and krayt dragon claw necklace, which he claims he hunted personally. Perhaps the most noticeable feature is his prosthetic right lekku, which he says was torn off by the krayt dragon he hunted.

Since Lorne started smuggling bigger jobs, he has taken to wearing a blast vest under his outer shirt, using the bulk of his duster coat to obscure any bulges or lines that would give it away. Tucked into a custom, concealed sheath under the back of the blast vest is usually a combat vibroknife. The twi'leki dagger, which is a more traditional and acceptable blade to carry in public, usually adorns his belt. Lorne is quite fond of that knife.

Equipment
+ Twi'leki dagger
+ Blast Vest
+ Combat Fusion cutter
+ Some rifle

Header

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    • Title ― Description ― • Thread Status
 
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