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Nor'baal

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Jorhan Caelli-Merced


Jorhan Caelli-Merced was a Corellian human, born on his species homeworld of Corellia in the slums of the planetary capitol Coronet City. Both of his parents lived in extraordinary levels of poverty, as many in the slum districts did, his father taking what shifts he could at the struggling scrap yards on the fringes of the district, and his mother having to resort to begging to make ends meet. Born into such conditions, Jorhan managed to gain only a basic schooling at one of the nearby corporate academies, and was soon subjected to conscription alongside countless thousands of others, becoming little more than a number on a marching order at the age of sixteen.

Corellian Defence Force

Taken into the Corellian Defence Force and deployed on a five year mission to the Colonies on the northern-most border of the Mid-Rim, he was pushed through basic combat training at an accelerated rate, the ongoing expansionism of the Corellian Authorities demanding that more and more men and women got churned through the machines of war. Following the completion of his training, Jorhan was deployed onto the front lines as part of the Corellian First and Finest, an ‘cavalry battalion’ that was tasked with high-risk scouting and flank attack missions.

Assigned to a swoop squadron, he was given a grant total of six hours of training on how to pilot a swoop bike, and then deployed immediately on his first mission, and spent a few years on the fringes of the mid-rim, before being sent to Tatooine as part of an ongoing mission to subjugate the local Tusken Raider Clans playing havoc with the colonial interests of Corellian Corporations.

BATTLE OF NAME AND LARGER WAR

As the war was coming to an end, dissent moved through the ranks quickly, and rumours began to spread that the infantry conscripts (of which Jorhan was part) would be dropped as soon as they returned to Corellia. Movements began to form within the detachment, brotherhoods and fraternities who vowed to stick together if the worst should happen - watching in others back on Corellia as they had done on the front lines. It was into one such group that Jorhan fell, becoming a member of the Guns of Coronet fraternity, which, upon the dissolution of the battalion at the conclusion of the war, formed the swoop gang of that name.

The ‘Guns of Coronet’ Swoop Gang

With the dissolution of the infantry now having taken place, vast numbers of former conscripts now found themselves out of work, and out of luck back home - and it was thanks to this that Jorhan remained true to his oath as made in the infantry, and stuck with his fraternity, becoming a fully fledged member of the Guns of Coronet swoop gang. Pooling what small savings he had managed to scrounge, and taking what gear he could smuggle, alongside the rest of the Gang - Jorhan made a move to Coronets outer fringes, and his life as a ganger began.

Between entering swoop races, which stood as highly competitive contests between the various swoop gangs that entered them, Jorhans ‘job’ focused on gun running, the shaking down of businesses and individuals within the Gangs territory, and generally being a bit of a scumbag. He was exceptionally good at it, and soon was ‘promoted’ to the rank of Blood Rider within the Gang, one of the trusted inner circle of heavy hitters close to the boss, their former commander Jaster Korvas.

Soon his face was all over town, Bounty Postings to the princely sum of three-thousand credits sent up as the reward for bringing him in, dead, or alive. For Jorhan, this was a statement of just how far he had come since rising from the slums all those years ago, and so he wore his bounty as a badge of honor for a time, the constant thrill and edge of danger it gave him, working handily into his image as a hardy ganger. But such a reputation had to be constantly fostered and developed, and that required acts of criminality and daring.

The ‘Great’ Maglev Robbery

Such an opportunity soon presented itself, when, following a night of heavy drinking and gambling at one of the local tap houses, Jorhan and his crew overheard two local Maglev workers talking about a load coming down the main line in the coming weeks. Hearing the words Coaxium chucked into the mix, the young outlaw starting seeing credit signs, and had the gang set to work.

It was an ambitious plan, that involved robbing a moving, highly secured Maglev of highly volatile fuel - but the potential payoff was enormous, and would cement Jorhans position as a rising star in the Gang, perhaps even the natural successor to the Boss himself.

Approaching the train as it passed through one of the narrower gorges in the Coronet Wastes, the team disabled to drive engine, and moved down the length of the Maglev, losing only three riders in a daring shootout across the top of the suspended vehicle. Making off with their haul, just as the nearby security backup arrived, they rested on their laurels and riches for some considerable period of time, Jorhan enjoying the respect and wealth he had earned.

Shootout at the Scrapyard
However, his rising fortune and fame within the gang scene was not to pass unnoticed, and soon the rival Swoop Gang, the Red Talons began to make moves on the bosses turf, seeking to silence their upstart competitors before they grew to big for their stirrups.

Seeing Jorhan as the progenitor of these troubles, Jaster sent him to put and end to them, dispatching Jorhans riders to one of the many local scrap yards in the area, where the rival gang had offered to bring and end to the dispute once and for all. Heading to the meeting point geared out for trouble, Jorhan was hardly shocked when he was ambushed, having planned to do so to the rival gang himself.

A running gunfight broke out, lasting just shy of the hour, with scores falling on either side, and Jorhan emerging victorious, seemingly, the victor and the dispute put to bed.

Crackdown

However, his victory was short lived, for soon Jaster was to inform him that the Red Talons had been on the take, acting as informers to the Corellian Security Forces, in a planet wide bid to bring an end to the near-constant threat of outlaws and gang violence. The gunfight, instead of ending the gangs worries, merely fanned their flames, and for just under two years, the Gang was hounded, its members detained or shot in practices sting operations, CorSec hounding their every move.

Their numbers dwindling, their influence dropping by the day, the Gang had no choice but to disband - each going their separate ways, in an attempt to forge something of a life for themselves in the legitimate world.


Life on the Road

For Jorhan, there was only one business that would accept him, that of Bounty Hunting, a bloody trade that attracted the same sort of scum it tried to stop. As such, it was into that business that he entered, purchasing the required license to carry out more legitimate contracts, and despite the poor returns on them - he found himself to be rather talented in the field, and the work was to come in thick and fast.

The Red Talons

One of the earliest Bounties of note that he cares to recall, was to trace down the now-discarded leader of the Red Talons. Having outlived his usefulness to CorSec, the once proud gangster was hung out to dry, and a Bounty of some few thousand placed on his head. Unsurprisingly, Jorhan was only too happy to pursue the Bounty, tracking the man down to the distant world of Tatooine.

Heading into Mos Espa, on the back of an Eopie he approached his mark in the middle of the main street, displaying his Bounty license to the waiting law enforcement officers (little more than a sorry militia eaking out a living in the middle of nowhere), before gunning the former Gang leader down in the middle of the street, and claiming his money there and then.

The Guns of Coronet

His second memorable Bounty Hunt however, was something a great deal closer to home. CorSec, eager to see all former Gang Leaders put in the ground, placed a Bounty on Jaster, former Gang leader of Jorhan himself. In what seemed to be a trend for former Swoop Gangers, Jaster was also hiding out on Tatooine, and so Jorhan was able to complete the mission without leaving planet - crossing the Espa Reach to find the man in a small mining settlement, long since left abandoned by the Corporation that had founded it.

Engaging in a long gunfight in the abandoned mine, he eventually dropped Jaster by calling a simple duel - the quickest draw wins. The gambit was to pay off, with his draw beating Jasters by just shy of a second, his mentor and friend dead at his feet by the end of the contest. With the prize bagged, he returned to the wider galaxy.


Personality & Skills

A dour and gruff man, Jorhan is very much a product of his environment - disliking the finer things in life, in favor of a simple, ‘honest’ days work. Judging people based on what they bring by way of value to him and the task at hand, he is slow to make friends, preferring to operate as a Lone Wolf, with the rewards, and dangers that such an approach brings.

Able to speak Galactic Basic and to understand Huttese to a level that he is considered fluent, he is a keen negotiator, able to smooth talk people if needed. Preferring to use his skills with a blade and a firearm, rather than any more sneaky tactics, he is a very direct person.

Something of a gunslinger, he has a quickdraw that he is always seeking to improve, both on foot and in the saddle of his swoop. Unsurprisingly, he is very good at the controls of a swoop, and in keeping if mechanically fit for purpose and use. To that end he is reasonably talented at the controls of a ship as well.


Equipment

  • Pistol
  • Rifle (2)
  • Blade
  • Utility Belt (Datapad, Grapple Wire and Field Medical Kit)
  • Cuffs
  • Eopie
  • Swoop Bike
 
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Nor'baal

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The Haysian Hutt

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Species Human
Gender Male
Age 30
Citizenship Serenno
Profession Thief
Force Sensitive No
Affiliation Hutt Cartel
Rank Basadii
Faction Hutt Cartel
Level 1
Born Quinlan Nar'etha, as the third son of the incumbent Duke Jek Nar'etha the eponimous house of that name, Quinlans childhood was one of flamboyant luxury, so removed from the immedicy of the succession was he, that he had little to do other that to enjoy the perks that came with nobility and class. Home schooled for much of his life, he began to develop a penchant for taking things that did not belong to him at a young age, honing this 'talent' further when attenting the University of Kuat at which he studied Galactic History, graduating with a second-class honors.

Upon his gradutation, like many of the nobless ilk, he went travelling, doing a tour of the casino and resort worlds and stations of Hutt Space, in which he developed a penchant for the flirtations of the high life of crime. Taking up a position as a legitimate Art Dealer, Quinlan spent much of his early twenties toffing with the Hutt elite, casing out their palaces in the process, before relieving them of their valuables in the dead of night - always leaving behind a small statuette cast in Haysian smelt - and thus beginning to build something of a small reputation, as the infamous 'Haysian Hutt' masterthief.

He never took a proper job, preferring the thrill and adventure of his criminal career to anything else - working for the highest bidder, and sometimes, just for the sake of it. Hidden behind the pretense of being some flamboyant art and antiques dealer, Quinlan was free to ply his criminal trade - a gentleman criminal.



Contents
  • Biography
    • Early Years
    • Going Freelance
  • Personality and Traits
  • Abilities and Skills
  • Equipment
  • Ship
  • Threads
Biography

Quinlan very much won the genetic lottery when he was born, his parents, the Duke and Duchess of Nar'etha, ensuring that he wanted for little in his formative years, an education ranging from galactic languages, all the way through to the art of Teras Kasi combat (a must have in the court one hears). As such, he grew very bored of life, and sought to add to his thrills in some other small way - namely in the pursuit of criminal excellence.

Early Years

Heading off to the University of Kuat as soon as he was old enough, Quinlan barely managed to scrape his way through a degree, so engaged he was in extra curicculum work - learning Computer and Data Security in a small club, as well as Acrobatics as part of the Kuati Performing Arts School. Indeed, he once missed an exam entirely so he could attend the final class of Performing Magic: Advanced at the local Magic Circle club.

Passing his degree at just above a fail, he quickly departed Kuat to pursue a career as an art and antiques dealer, working as a freelancer for several artistic galleries and museams on Serenno, heading directly for Hutt Space. Getting lost in the world of gambling, he put his skills to good use - smoozing to Hutt moguls, getting them drunk whilst casing their palace,and then just stealing their artwork outright. Turns out, he was damn good at it as well.


Going Freelance

Seeing his theivery as a solid career path - something that was at least, always in demand - he decided to go into it full time, using his art deals as a front, and a handy method of fencing off his own stolen goods. Playing into the name that his victims had left for him, he fostered the alter ego the Haysian Hutt and began to increase his thievery, always leaving behind a statuette of a small Hutt, cast in that metal which adorned his moniker.

Seeking ever greater scores to pull off, and thus to increase his fame, he set himself one, very ambitious, goal - to become the greatest thief that had ever lived.


Personality and Traits

Charming and delightful to be around, Quinlan is a brilliantly keen conversationalist, and easy company. Well-spoken and well-mannered, he is a gentleman through and through, perfectly maintaining his cover as an upper-class man of means, tohide his thievery behind. Quick to make friends, and showy in his appearance, he is an outrageous flirt, in many ways seeing himself as the forces gift to the Galaxy.

Abilities and Skills

Able to speak basic, huttese and binary, Quinlan is a skilled slicer, able to break into security systems wth ease, provided he has the correct equipment. Physically strong, he is an admirable acrobat, which assists greatly in his alter-egos endevours. Abhorring violence, he prefers to keep his skill with the martial art form Teras Kasi hidden, and uses it only in emergencies.

Naturally, he is skilled at the controls of most speeders and swoops, and can even perform magic (disappearing cards etc) when needed, once again - very useful when undertaking his thievery. Slight of hand tricks are his forte, and he likes to show them off even in the light of day. He is a keen shot with a blaster, but does his best to ensure he never has to use one


Equipment

Quinlan wears an armoured suit most of the time, even when on a job, and makes use of a CSR-2A pistol and a sword-cane. He has a pair of cheap Vindler Sight Readers, with a Scout HUD and Commlink, whilst makinguse of security tunnelers and a datapad. When about his thievery, he makes use of a utility belt, with smoke-grenades, wire cutters and knives - as well as a grappling wire.

Ship(s)

Currently, Quinlan uses a Nubian shuttle as his personal transportation.

Contacts and Affiliates

This shall be added during the course of RP.

 
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Biographical information
Homeworld
Canto Bight

Physical description
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Human
Male
5' 5''
Average
N/A
Black
White


Nicknames

'Lucky'
‘Honest Frank'
_
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Frank ‘’Lucky’’ Vensettini

Excerpt · Biography · Personality and traits · Powers and abilities · Database · Miscellaneous

Something of a staple on the Casino and Hotel scene of Canto Bight, Frank is a career criminal and gambler, who went into the Casino industry after winning big on a pan-galactic tournament in his younger years. Having been born on the streets of Canto Bight, he is the image of the rags-to-riches story, or at least, he is damn good at pretending to be. Sophisticated, polite and well-mannered, he considers himself a broker of information, favors and rare goods, operating with a drink in one hand, and a pistol behind his back.

_

Biography



Frank does not speak of his past often, preferring to - in his own words, "Keep it well and truly behind me." - however, what is known is that he was born to a poor couple on the streets of Canto Bights Slum Quarter, making a living in one of the many children's junk and scrapper gangs, before becoming a Fathier Jokey when he turned fifteen. As luck would have it, this was something of a natural skill of his, and soon he was able to purchase his own share in the gambling syndicate that operated the track, and from there, he soared.

Becoming a professional gambler and confidence trickster, he lied, stole and cheated his way into becoming a director and shareholder of the Prime Peggat Casino & Hotel, winning full ownership off the incumbent Chairman when he was twenty-three, in a drunken bet.

Revamping the ailing Casino, that was still running Pazaak Games only, he opened up two new lounges, and began to live stream sporting events, seeing the fortunes of the casino rise.

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Wishing to remain a fixture on the Casino scene, he began to get more involved in the direct criminal aspects of Canto Bight, acting as a contract broker for the Bounty Hunters Guild and slowly turning the Casino into something of a safe haven for criminal scum looking to lay low, decreeing that no violence was to be carried out on the premises, except by his staff. Still small fry in terms of political clout and income, especially when compared to the larger Casinos on the Planet, the Prime Peggat soon established a small reputation as a place where Civilized Crime could still be carried out.

Refusing to pledge himself to one banner or the other, he acted as the consummate middle-man between various organisations, and began to work on establishing the Casino as the only true neutral area on the planet, a place in which rival parties could meet, and have fun, in peace.

He had a long way to go, but, with his cool head and calculated abilities, Frank was sure he would get there.

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However, forging any reputation of note was hard, even on a planet as glamorous as Canto Bight, and within two years of taking over the Casino, he fell prey to the attentions of the local street gang, the Red Talons, a particularly violent group that cared little for the collateral damage that they caused in their violent activities.

Keen to ensure that he was not 'made an example of', Frank arranged to host the annual bash for the Canto Bight Police Department, and warmed up to the incumbent Police Chief, who, unsurprisingly, was rather easy to bribe, it was just a matter of finding the price. As it would turn out, the man only wanted one of the rarest vintages of Aldera Ante, one of the most expensive bottles of wine in the known Galaxy, and far out of Franks price range.

Hiring a collection of smugglers and thieves, he had a bottle stolen from a rival casino, and gifted it the police boss the next week, in return for increased CBPD patrols around his Casino, augmenting his own security considerably, and fending off the gang. Beginning to see how the game worked, Frank, set about winning it...


Personality and traits


Sophisticated, Charming and Polite - Frank cuts a the fine debonair figure of a high-class gentleman, abhorring violence, and insisting that things be done in the 'correct way' no matter the stakes at hand. Easy to speak to, he is a great conversationalist, happy to meet new people and make new friends, Frank is often seen mingling with the guests at his Casino on the main floor, as easily as in the VIP lounges.


Powers and abilities


Able to speak Basic, Huttese and Bocce, Frank is suprisingly keen with a blaster, as well as at the controls of a speeder. However, his real skills come from those not seen on the battlefield, his calculating and strategic mind, and memory for names and faces - ensuring he has a well nurtured professional network, that just seems to keep on growing.

Database



Miscellanous
  • Primary weapon: CSR-2A
  • Secondary weapon: Stun-Cane (Link)
  • Assorted Misc: Lucky Dice, Cufflinks, Chain, Necklace, Ayyk Dog Scale etc etc…
  • Pack of Cards
  • Datapad
  • Kessel Runner Speeder
  • Nubian Shuttle
  • Vindler Sight Readers with Comms and Scout HUD.
[/i]

Template credit to @Aberforth
 
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Nor'baal

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Biographical information

Manafacturer

Built
Age

Industrial Automation
6912 BBY
20 standard years*


Physical description

Species
Height
Mass
Colour
Imperial Y-1
1.00 meters
35 kgs
Black, Red & Gold


Chronological and political information

Affiliation(s)

Faction
Rank

Capstone perk



Sith Empire
Assassin Droid


_
.
YT-66

Excerpt · Biography · Personality and traits · Powers and abilities · Equipment · Roleplays

YT-66, otherwise known as 'Why-Tee' is a 'young' astromech droid, produced for the Galactic Republic to augment its security forces and act as a support droid for the Grand Army of the Republic. Following the breakup of the GAR, it was sold on the black market, and came into the possession of the newly formed Sith Empire, being put to use as a support and assassination unit within their Special Forces.

_

Biography


Like all droids, Why-Tee was manufactured en masse, painted and sold to the highest bidder - this time on a mass contract for the GAR, wherein he was re-purposed as a cyber-security unit, and had various slicing programs installed. Bizarrely, this had the effect of ensuring that he was never subject to a memory wipe, as doing so would ensure that his coding knowledge was also deleted - enabling Why-Tee to develop his own unique personality.

Serving on the front lines as part of the GAR Special Forces, Why-Tee spent much of his early years on attachment to Rancor Squadron, serving as a support unit, and a sabotage droid - excelling in taking out ships and systems through discrete means.

However, when the GAR was disbanded, Why-Tee found that he had outlived his usefulness, and was rapidly sold off onto the black market by members of the Grand Army, eager to make a quick buck before they found themselves looking for work.

Purchased by the Sith Empire, through numerous fences and brokers, he was rapidly assigned to the special forces, and once again found himself back in his element. Designated as an assassin droid, he was quickly put to use, silencing enemies of the Empire, no matter where they might be found.

Upgraded with a few built-in generic weapons, he set to work, and was sent to dispose of a small time criminal on the lower levels of Taris, who was interrupting Sith operations in the area. Seeing this as a good time to prove himself, he infiltrated the organisation, by getting himself sold to the cantina from which the group operated - a simple act of slicing the right sales ledger seeing him sold at the correct time.

Once there, he was put to work as a repair unit, and began patrolling the cantina innocuously, everyone ignoring the droid, just as expected. Rigging the pipes of the cantina with thermal detonators over the course of three weeks, he simply absconded, blowing the cantina, and most of the surrounding slum, to smithereens in the process.

Whilst the collateral damage was high, and perhaps his method requiring some refinement, he was ready for his next mission.

Personality and traits

With a male personality, Why-Tee is an often-times sarcastic and rude Droid, blurting out lines of binary and just hoping people do not understand him. Lacking a restraining bolt, and having never been memory wiped, his personality continues to develop and adapt, his deep pessimism growing every day.

Why-Tee is a survivor, through and through, often abusing his anonymity as a droid to get into places organics would not normally be allowed. Keenly intelligent, he has an eye for trouble, as well as a somewhat sadistic streak - often playing pranks on people, and sometimes causing all to much collateral damage in the execution of his work.

Powers and abilities


imageLike all other droids of his class, he has the standard issue skills of an astromech, augmented by a few from personal experience and training.

  • Marksmanship: Why-Tee greatly enjoys his work, and has installed two weapon systems into his chassis as a result - and is pretty handy with them.
  • Slicing: Capable of military-grade slicing, this is one of his main skills, thanks to adapting programming installed in him after his manufacture.
    • Hacking: Having been assigned to the special forces, Why-Tee is a capable hacker - often assigned to partake in cyberwarfare for his masters.
    • Coding: He is also skilled at making his own viruses and programs.
  • Explosives: A personal favorite of his, Why-Tee is able to make and deploy explosives with ease.
  • Repair: Like all droids of his make, he is able to repair machinery with the tools he came with as standard.
  • Piloting: Why-Tee is a programmed co-pilot, able to fly ships and make hyperspace calculations.
Equipment

Coming with his own standard gear, Why-Tee is always looking for better ways to do his job. As such, he has installed a Tri-Barreled Blaster and a Relby Mortar Gun concealed within his chassis. Naturally, he does not have a ship - preferring to steal them if he needs them. He makes use of an astromech service chassis which he refuses to ever remove.

Roleplays


Part 1 - Title
__1.

__2.

Other canon appearances
__1.


Non-canon appearances
__1.


* Date may not match up with his age given changes in site time.


- Credit to Malon for profile code
 
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Nor'baal

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Coming with his own standard gear, Why-Tee is always looking for better ways to do his job. As such, he has installed a Tri-Barreled Blaster and a Relby Mortar Gun concealed within his chassis. Naturally, he does not have a ship - preferring to steal them if he needs them. He makes use of an astromech service chassis which he refuses to ever remove.
 
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