Nor'baals Character Workshop

Nor'baal

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Hyperlane Herald: Missions

"Get me pictures of Jedi! Damnit!"
~ Max Marnson, Jr, Editor​

It's not easy being editor of the Hyperlane Herald; the thirst for news is unquenchable, and the subscribers expect damn good content. Yet we're in luck because the galaxy is as grimy as it gets; corruption and scandal are everywhere - and that stuff sells feeds.

Sure - the pay isn't great, but it's great for your CV.

Sinner

Cults have existed for as long as sentient beings took their first steps. It seems like in today's 'enlightened times, ' they're not going anywhere. We've had a tip-off that the 'Cult of Starlight Exhaultation' is operating a new cell right under the Senate's nose, on Coruscant itself.

But not like, in the bit nobody cares about.

Up top. The group requires members to sign away their belongings and move into a 'reservation' with the rest of the cult members. Nobody cared until last week when they inducted a member of a wealthy Core World family. Bounty Hunters and the Rangers are on this, but the scoop about what the cult does and who they've just got into their fold is electric.

Get into the compound, get us proof, and ID the new member causing such a stink.

OOC: 2-3 participants.

Power Play

You're going to need slicers and muscle.

Not because you're going to be breaking any skulls, nah. Because of who you rooting around about.

We've had another tip-off, this time from inside the Blackwell Corporation. And it's massive. According to the tip-off, board members conspired to avoid sanctions when the Galactic Senate slammed them on the Sith Empire.

They've given us the location of a data-centre in the Corporate Sector, which they say shows the transactions, but more importantly, provides a list of the major shareholders.

Get me that list.

And try to stay alive if the Corp sends goons after you.

OOC: 2-3 participants.

 

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The Offworld Trading Company
Bringing the Galaxy to You

Founded in 133 ABY, the Offworld Trading Company (otherwise known as the OBY) was a business entity based in the Outer Rim. Initially established as a small export business on Tatooine, supporting farmers and merchants with their business relations with offworlders, the company has set itself up as a shipping entity, offering secure and scalable shipping and logistics services across the sector. Initially based in Mos Eisley, the OBY operates a range of second-hand and easy-to-run cargo hauliers, dock service droids and even maintains a small security arm (something of a requirement of doing business in the Outer Rim).

In recent years OBY has made a considerable investment in the form of an orbital space station, which it uses as a base of operations, from which it processes a sizable volume of inter-stellar shipping and passenger transit. Founders [NAME] & [NAME] have made growth across Outer Rim Space a crucial part of their strategy for growth, with the company weathering the turmoil in the region they call home.

History

[NAME] entered the business world as many do on Tatooine - just trying to get by. Taking jobs wherever he could find them, [NAME] soon began to take on odd jobs fixing up droids and speeders before formally 'setting up shop' in Tatooine sometime after his twenty-eighth birthday. Relying on importing parts from off-world to get that competitive edge, he soon noticed a sizable gap in the market for bulk-ordered shipping, which was not under the thumb of one of the various crime groups that operated on Tatooine.

His realisation coincided with the tightening of the ISC presence on the planet and the subsequent imposition of a degree of law and order for those citizens reasonably uninvolved in organised crime on the desert planet. Investing what little he had in a freighter, which he purchased with the help of an ISC 'business development loan', [NAME] was soon in business as one of the first of a new wave of genuinely legitimate business beings on the remote world.

Taking to this new way of life earnestly, he broadened his business, buying new ships and bringing on new pilots, expanding to cover other worlds in the sector before diversifying into dock services, security and passenger transit. Within five years, he was ranked as one of the best emerging talents on the planet and even featured in the 'Hyperlane Heralds' article 'Ten To Watch On Tatoo'.

Now in his mid-thirties, with ambitions to expand his business across the Outer Rim, [NAME] relentlessly continued to chase his ambitions.

Corporate Affairs

Controlled by [NAME], the OBY is not yet a publicly traded company. It is run and operated by a small board of directors, each overseeing a different business unit, and supported by a set of statistical analysis droids.

Businesses
  • Offworld Shipping - The main branch of the company, Offworld Shipping, looks after the transport of freight and passengers. As well as this, it has a small security arm.
  • Easy-Pack Dock Solutions - A smaller branch, EPDS (as it is known) manages docks across used by the company, mainly using automated stevedore droids.
Assets
 

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NAME NAME was a Tatooine native, and businessman who was the founder and owner of the 'Offworld Trading Company'.
 

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Imperial Czerka Missions

One of the major industrial powerhouses in the galaxy, the Czerka Imperial Holdings & Trading Corporation (more commonly known as Imperial Czerka) is always on the lookout for new ways to further its own position and to harm that of its rivals. Yet, threats to its position are plentiful in the dog-eat-dog world of corporate and political intrigue. Corporate Security can hold the fort in most cases, but a more discrete set of operators is required for the more explicit missions.

And that's where you come in.

Fixers, slicers, assassins, bounty hunters, smugglers and more; can all find gainful employment with the Czerka Corporation. Done 'off the books', Corporate Agents engage third-party entities to carry out missions, screwing over rival corporations and rivals within their own firm. What follows is a list of 'open missions' for anyone to sign up to as an 'independent contractor'.



Defector

Whilst it is quite commonplace for members of the 'Corporate Class' to move between companies at a certain level, they tend to avoid doing it without informing their current employer. Deputy Director Hark Saleen, previously of the Czerka Weapons & Development Division, bolted from the testing facility he oversaw late last night. He's headed to the Corporate Sector, where our intelligence understands he intends to sign on with BlastTech. We cannot touch him without severe repercussions if he signs the contract. Kill him before that happens.
Participants: 2+

Data Loss

Mobquet Swoops & Speeders has a reputation for developing state-of-the-art repulsor technology. Czerka needs that technology to expand its line of speeders, and we've uncovered new plans to be transported through Imperial Space later this week. The data courier is headed for Raxus, where they are stopping over for a short meeting with a friendly distributor. You're hired to pose as a gang, kidnap him and take the data - once done, hand the shard to our Czerka contact.
Participants: 2+



Please note that this post shall be updated with new missions once available.

Mission rewards are 'credits', wi.th the range of payment capped at 10,000 for a successfully completed mission, to be split between all participants. If the payment is higher, it shall be specified in the mission write-up.
 

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4615-1655101247-1841505850.png


S.H.I.F.T Animator

Affiliation:
Corporations

Manufacturer:
Imperial Czerka

Type:
Implant
Power Supply:
Rechargeable Power Cell

Sensors:
EEG & ECG Biosensors

Size:
Length - 8cm

Composition:
Various alloys


DESCRIPTION

The Semi-Dermal Hyper Immuno Frontal & Temporal Animator was a basic neural implant set into the side of the wearer's skull, routing signals directly to the wearer's brain and central nervous system. Designed to monitor the wearer's bio-signals, the SHIFT implant did so in order to manage chemical and hormonal flows to prevent the wearer from needing to sleep for more than four standard hours a day.

The SHIFT implant was installed on corporate workers to enable them to work 20-hour days without a drop in their in-work performance.

It also contained storage space for data, effectively enabling the wearer to hold recordings, memos, and more and transport it physically from one place to another. It did not have a 'wireless connection', as this was deemed too risky - as it would open the wearer up to remote hacking. However, it could be connected to computers through a wire.

Finally, the SHIFT had a series of 'surge redundancies', which prevented damage beyond minor skin burns should the device short.


INTENT

To create an evil corporate tool which provides employees with no excuse not to work 140 hour weeks.
 

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CZ-114 ASSISTED ROCKET LAUNCHER

AFFILIATION
Open Market.

MANUFACTURER
Imperial Czerka.

SIZE
Length - 0.8 meters.

WEIGHT
3.8 kilograms.

COMPOSITION
Steel.

WEAPON TYPE
Missile Launcher.

DAMAGE TYPE(S)
  • Heavy.

AMMUNITION CAPACITY
8 rockets.

FIRE SELECTOR
Semi-automatic.

MAX RANGE
200 meters.

DESCRIPTION
The CZ-114 is a shoulder mounted weapon that can be mounted on armour, or a droid, and fired rockets. Manufactured by Imperial Czerka, this weapon makes use of a targeting computer which must be linked up to cybernetics or droid systems in order to work.

Capable of firing up to 8 rockets to a commanding range, it is an effective and dangerous tool in any mercenary or troopers arsenal.

Essentially, this device is a shoulder mounted rocket launcher. It can inflict heavy damage to its target, punching through most common body armor and delivering grievous injuries.

LEGALITY
Illegal. Ownership of personal rocket launchers is heavily restricted on most worlds, and this weapon falls into this category. Special licenses may be obtained, but this is exceedingly rare.

INTENT
To breathe a shoulder mounted heavy weapon.

RESTRICTIONS
This device can only be mounted on cyborgs or droids.

 
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Senator Dimon Fee Simm was an Twi'lek who was alive during the Force Eternal era. Born on the Glavis, 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 returning to his homeworld of Ryloth, and taking over his father's position at the head of a tax collection agency, following his death. Ingratiating himself with the planet's political class, he soon became Senator after winning it in a game of Sabacc.

Now working as the representative of Glavis, 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 Senator 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 increasingly 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 well-built Twi'lek, his size owing to his considerable overindulgences. He had light skin, and thick lekku, which he wore around his neck like a scarf. 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 robe, 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 a luxury apartment on Coruscant - both afforded him by his post. When heading from planet to planet, Dimon used his personal yacht to get around.



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.

Qrx-FCyfpeVhRQGMs4qQbxhrFNj-UsjQUe6pctSiR42bVOSoxvrJH0lcVmm1EGVEk8jP0N67eE4mzqXjGJR7U24_9D8eFk6-8YqS2hGF09Yogc6IzvRAjD9XHDxTqSyEPqQvu7Qm



Appearances
  • Thread One
  • Thread Two


 
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intro-1608337999.jpg

Senator Dimon Fee Simm was a Twi'lek who was alive during the Force Eternal era. Born on the Glavis, 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 returning to his homeworld of Ryloth and taking over his father's position at the head of a tax collection agency, following his death. Ingratiating himself with the planet's political class, he soon became Senator after winning a game of Sabacc.

Now working as the representative of Glavis, 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 Senator 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 abused 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 entertained 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 increasingly 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 well-built Twi'lek, his size owing to his considerable overindulgences. He had light skin, and thick lekku, which he wore around his neck like a scarf. 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 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 a safe and free haven for all.



Equipment & Assets

Dimon is often seen wearing an expensive robe, 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 a luxury apartment on Coruscant - both afforded him by his post. When heading from planet to planet, Dimon used his personal courier ship to get around.



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 to 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 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 security keys and picks, Dimon is a valuable guy in a pinch, with a network of underworld contacts that would make much 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.

Qrx-FCyfpeVhRQGMs4qQbxhrFNj-UsjQUe6pctSiR42bVOSoxvrJH0lcVmm1EGVEk8jP0N67eE4mzqXjGJR7U24_9D8eFk6-8YqS2hGF09Yogc6IzvRAjD9XHDxTqSyEPqQvu7Qm



Appearances
  • Thread One
  • Thread Two


 

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d391ea730d1ae73160d4386f780c80f2.gif

Ubrikkian Embassy Missions

Running an embassy was never going to be easy, and from Coruscant to Ubrikkia, everyone seems to want a piece of the action. Access to high-profile contacts, allegations of skullduggery in the halls of power, you've heard it all before. Yet the Embassy staff, under the command of Senator Dimon Fee Simm seem to be hard at work doing little to prove those rumours false.

Whether it is running a favour for a political ally, soliciting a donation from a businessman, or hushing up a news story, the Ubrikkian embassy relies on a well-connected stream of contractors to do the dirty work needed to keep the day-to-day operations running. What follows is a range of missions that can be completed by anyone with the time and inclination.



NAME:
Participants: 2+

Supressing the Opposition: For months now, the Senator has been dogged by a particularly persistent group of activists, calling themselves the 'Ubrikkia Litigation Board'. Made up of a collection of high-profile lawyers on Coruscant, with connections to Ubrikkia, this crew bring up damaging stories of corruption on the homeworld every month. They rely on a tame local journalist, Bothan Veel Mreen. You need to find the journalist, and 'encourage' them to focus their efforts elsewhere.
Participants: 2+

Kleptomania!: Right under our very noses, one of the wealthy heads of the House of Zeen on Coruscant has altered his will, and changed it to leave his estate and fortune to the perfidious deputy Governor Hanna. You probably remember the name, for Hanna has long been one of Senator Fee Simms rivals. Visit the Baron Zeen, and blackmail him to alter his will again, and ensure Hanna never comes into this well-spring of fortune!
Participants: 2+

Industrial Accident: Somewhat unfortunately, Ubrikkia Repulsortech suffered a major incident at one of their main factories on the homeworld. This has, naturally, got the potential to generate a serious issue for the firm, which happens to be a major financial backer of the Senator. Meet with the executives, and take the Senator with you - agree on a change in their 'level of generosity', and then assist the Senator in 'leaning on local news agencies' to mitigate the negative coverage.
Participants: 2+ Senator Dimon.

Distressing Signs: This one could be dangerous, and will take you 'off the map', and over into Hutt Space. Senator Dimon recently negotiated for the purchase of a new item for his collection, but it is being held up on Nar Kreeta, a planet in Hutt Space. You need to go there and collect the package - ensuring its safe delivery to Coruscant.
Participants: 2+

Dangerous Games: A former Senate aide for the previous senator has done a runner, and taken with him numerous state secrets on an encrypted drive. He has fled to the outer rim planet of Tatooine, where our sources suggest he had been kidnapped by a local pirate. Meet the pirate, and convince them that it would be best if they executed the aide.
Participants: 2+




.
 

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magna_guard___transparent__by_speedcam_ddq7pji-fullview.png

IG-100 MagnaGuard

Affiliation:
Open Market.

Manufacturer:
Holowan Laboratories.

Class:
Battle Droid.

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

Sensors:

Size:
1.95 meters.

Composition:
Durasteel.

Tools and Equipment:

DESCRIPTION
Constructed by Holowan Mechanicals, the IG-100 stood at nearly two meters tall, with a humanoid build augmented by mechanical anatomy. It had fast speed and combat ability, with an acrobatic capability that made it a capable combatant. Furnished with complex internal systems that leaned on advanced combat learning programs, it was a well-suited droid for bodyguard and combat tasks. It's programming enabled it to carry out melee and ranged combat, as well as to pilot ships.

Most noticeable, however, was the droid's 'backup system', which was located in its chest, meaning that it could continue to fight even if decapitated.

This type of droid was commonly armed with electro staffs, with which they were most proficient. In the modern galaxy, they were costly, coming at around 96,000 credits a piece, and commonly found use as high-end guard droids or in battle arenas. They were programmed to speak basic and droid speak.

LEGALITY
Restricted. IG-100s, like all droids of its class, are subject to extensive licensing for ownership by a faction or individual, and receive a great deal of scrutiny from authorities.

INTENT
To bring the IG-100 over to the forum.

RESTRICTIONS
Characters based on this droid model will be subject to extra scrutiny during role-play. IG-100s are not compatible with droid upgrades.

 

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d400c93925d7f76d8c2ad99d71a403e1.jpg

Under Ubrikkian Influence

Ubrikkia has long disputed the nearby planet of Sneeves dominance over the Kastolar sector. In order to increase his influence in the galactic senate, Senator Dimon Fee Simm needs to ensure that the entire sector he calls home sees Ubrikkia as the 'capitol', and not those perfidious Sneevians!

As such he has concocted a set of missions to expand the influence of Ubrikkia, win over some neighbours, and take the Sneevians down a peg or two. Mastery of the region will provide not only much-needed influence but also control of one of the trade node points of the Ootmian Pabol spine, one of the most profitable trade routes in the mid rim.

Rewards are plentiful, but the risks are equally as significant.



KWENN KATASTROPHY:
Kwenn has long been the 'border port' which oversees sizable trade into and out of the so-called 'Hutt Space' region. For centuries it has enjoyed the wealth and prosperity this luxurious positioning has afforded it; however, such advantages have not been without their downsides. Members of the Anjiliac Clan, a significant member of the Hutt Council, have long held sway over the planet. This isn't in and of itself an issue, but so far, they have ensured their diplomatic stance 'faces the Hutt core', withdrawing from the sector politics we need to dominate. Accompanying Senator Fee Simm, you'll head to the Hutt Daimyos council chamber and seek to strike a bargain to realign their diplomatic priorities.
Participants: @Dimon Fee Simm 2+



.
 
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Torc Udon was a Nautolan female and member of the Bounty Hunters Guild during the Force Eternal era. Born on Nar Shaddaa, Torc fell in with the Haxion Brood at a young age, signing on as a member of their bounty-hunting syndicate and remaining in the profession thereafter.

Seeking to make a name for themselves, Torc took jobs wherever they could find them, hoping one day to scale the ranks of their competitive and dangerous profession and become one of the 'greats' they had read about in their youth. They entered the galaxy with only the clothes on their back and a stolen blaster. Quickly, Torc began to realise they had quite the deft hand and a quick draw to match it - and was, therefore, soon able to take off-world contracts and step up into the guild proper.

With a reputation to furnish and grow, Torc set out to do just that.

Personality & Traits

Torc had light green skin and red eyes. They stood around 1.85 meters tall and weighed 75 kilograms. Torc was not force-sensitive.

Shaped by the galaxy into which they were born, Torc was an ambitious and plucky young hunter, keen to forge a path for themself in the galaxy. Practised with a pistol and melee weapons, Torc could pilot their own ship and was quite athletic.



Equipment & Gear

Torc started out with gear borrowed or stolen from those around them. Where possible, the gear Torc has acquired on their journeys, or as the result of bounty rewards, will be listed with the source included.

+ DL-18 Blaster Pistol (Starter Gear)
 
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Caij6.jpg


BLASTER ELECTRO-BLADE ATTACHEMENT

Affiliation:
Open

Manufacturer:
Merr-Sonn Munitions, Inc

Type:
Blaster Pistol attachment
Power Supply:
Main weapon supply (removes 5 ammunition capacity)

Sensors:
N/A

Size:
Variable

Composition:
Durasteel / Chromium


DESCRIPTION
Attached to the underside of a blaster pistol, this modification comes in the form of an electro-blade, which protrudes further than the extent of the firing nozzle and is attached to the main stock of the pistol. Functioning both as a blade and an electro-shock weapon, the device can be triggered to send a shock of electricity down the extent of the blade - up to five times, before needing to be reset.

To do this, is takes power from the charge pack and lowers the ammunition capacity of the weapon by 5.

LEGALITY
Illegal. This is not an attachment which would be allowed by most civilized planetary systems and law enforcement. It is typically utilized by as bounty hunters/assassins.

INTENT
To bring over a modification used by an NPC in the recent Jedi Survivor game.

RESTRICTIONS
This relatively basic technology is nothing special regarding lethality or damage as it is equivalent to a blend of a bayonet and stun baton. It can only be added to pistols.


 

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Born on the Kyuzo world of Phatrong, Rak Malagán became a bounty hunter, after a stint in the law enforcement bodies of his homeworld. Initially working as part of a bounty hunting group to learn the ropes, he went off as a freelancer after a few years, taking up work where he could find it. With war breaking out across the galaxy - there was money to be made.

Personality & Traits

"As long as I get paid, the target - makes no difference to me."

~ Rak​

As a Kyuzo, Rak had all the usual features of his species, standing at around 1.85 meters in height, with a weight of 84 kilograms. Cold and calculating, he was a formidable hunter in his trade, and wasted no time in getting on the job, regardless of who, or what, he had been hired to pursue. Rak ignored the morality of his work, with his only concern being the credits to be made on the task at hand. Seeking to enhance his reputation, no matter the risk, he was a proud man, who sought out tough and dangerous undertakings.

Craft and resourceful, Rak fostered a reputation for ruthlessness and ingenuity and was always carefully planning out the next job. Willing to sacrifice others in the pursuit of his goals, he made sure to set up his missions well, laying traps and snares to capture enemies alive if the contract demanded it. As an autonomous man, he rarely placed trust in others, and always saw the worst in people.

A tenacious Hunter, once he had his target, he would not stop until the mission was completed. A profiteer, he relished in the wars afflicting the galaxy, seeing them as an opportunity to make money.

Possessing a dark sense of humour, he did not like authority figures and could be dismissive of them, and rude in the face of the more powerful. Confidence in his abilities emboldened him, and he was not afraid of the politically well-connected, relying on a sure aim and a steady hand to get him out of trouble.

A well-prepared man, he was always making sure he had 'done his homework on his targets, and his rivals, and rarely entered the field unprepared for what he could face. Making use of traditional weapons, as well as more complex gadgets, he was lethal in combat, and always sought to learn from the mistakes of the past.

Equipment

  • Item
  • Item
  • Item

Skills & Abilities

As a Kyuzo, Rak was possessed of a natural strength that his lithe frame belied. With the superior reflexes of the Kyuzo race, partnered with his combat training, Rak was a dangerous combatant and a skilled opponent in battle. Skilled in close quarters combat, he was able to use his enhanced speed and strength to overpower large and stronger enemies. Thanks to his extensive training, he is deadly with weapons, or with his bare hands - having been trained in Teras Kasi.

Whilst most of his skills are focused on combat and bounty hunting, he is a capable pilot and technician and boasts of a certain degree of skill on the command of hunting beasts. Indeed, Rak makes use of an Anooba when on some jobs, which assists in his hunting. He is not a force-sensitive individual. Besides being able to speak Ryl and Huttese, he could understand basic.
 
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The Galactic Senate is an intergalactic body established to bring together the various peoples to the galaxy and mediate disputes between regions. Having initially been proposed by the late Free Worlds Alliance and the Independent Systems Consortium on the planet Naboo, the Galactic Senate grew to include the New Republic and the Jedi Order as a 'Council of Galactic Governments'.

Over time Governments came and went from the body before the Galactic Senate underwent reform following the dissolution of the FWA and NR. The Galactic Senate's capital is located on Coruscant, in the rotunda that bore the body in ages past.



Composition

The Galactic Senate is made up of -



Recent History

Following the collapse of the New Republic, the Free World's Alliance, and the Sith Order, the 'old way of doing things' was reconsidered by the representatives of the day. What followed led to -



Powers

The Galactic Senate has the powers to:
  • Debate and enact resolutions moved and passed by its members by a simple majority vote.
  • Elect from its membership a speaker to oversee the senate agenda and sessions by a simple majority vote.
The Galactic Senate does not have the powers to:
  • Claim or enact jurisdiction to enforce punitive legislation or laws upon members.
Motions passed, proposed or voted down in the Senate can be found here.



Galactic Senate Structure

The galactic senate is made up of [X] representatives from the [X]. These representatives are called 'Senators'.

The method by which each of these representatives is chosen....

These representatives may vote on any issue presented to the Galactic Senate.

For out-of-character purposes, seats filled by NPCs will vote in the same proportion as the PCs who voted. For example, if 50% of the PCs vote for a motion, then it is considered that 50% of the NPCs do likewise. In the event of a tied vote, the level of the characters who voted will be added up, with the greatest level amount winning.

Each session of the Galactic Senate is presided over by a 'Speaker', who is presently an NPC. At the current time, this NPC is normally controlled by @Eccles, who gathers the motions for debate and oversees the agenda of the monthly sessions. This can change through RP if a player wishes to stand for, and be elected, as speaker.
 
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The Jixuan

AFFILIATION
Senator Dimon Fee Simm

MANUFACTURER
Huppla Pasa Tisc Shipwrights Collective.

CLASS
Star Yacht.

ROLE
Luxury Transport.

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
15.2 meters (105.15 meters with sail) long.

CREW
1 (droid)

PASSENGER CAPACITY
10 (standing room only)

CARGO CAPACITY
2 tonnes

HANGAR CAPACITY
N/A

CONSUMABLES
1 month.

SPEED/MANEUVERABILITY
1,600 km/h (atmosphere)/85 MGLT, good manoeuvrability.

ARMAMENT

EQUIPMENT
  • Class 1 Hyperdrive (primary)
  • Class 15 Hyperdrive (backup)
  • Long-range communications suite
  • Medium deflector shield
  • Solar sail
  • Smuggling compartments

DESCRIPTION
Purchased from a collector by Senator Dimon Fee Simm, the Jixuan is a Punworcca 116-class sloop. At 15.2 meters long, 4.6 meters wide, and 4.8 meters deep, it had two multifunctional bow prongs, with an orb-like cockpit module positioned between the two and a crew hold at the craft's stern.

Composed out of durasteel alloys, the sloop was made up of precious metals, with the interior customisable to the purchaser's tastes. In Dimons case, this came across in various modifications, mostly of the hold, which he had refurbished as an office and place to hold his collections. With a wall converted into a display case, and the room itself featuring a desk and holotranciever, as well as numerous artworks across the walls, the hold saw its capacity reduced massively and replaced with smuggling compartments.

Whilst conventionally speaking, being unarmed, the solar sailer carried rows of 84 narrow-bream tractor-repulsor emitters along the bow, which could act as an offensive grapple. With modifications, the cockpit module could e replaced with a weapons module, with pilot controls moved to the main hold (however, in this model, that was not the case).

Dimon had installed a Groundsweeper Light Blaster Cannon on the vessel's underside.

Most uniquely however, the Punworcca 116-class sloop came with a solar sail, unfurled to enable the ship to be powered 'silently'. This feature was of great value and almost doubled the ship's price - as it could make it very hard to track through hyperspace, using suprelight emissions to afford it excellent performance.

Aside from this, the solar sailer was equipped with a conventional repulsorlift, with tractor beam emitters along the bow prongs serving as steering aids when they were surrounding objects to tract with. This, combined with the spread of ray shield and particle shield energies, which could be manipulated along the prongs, made the ship exceptionally manoeuvrable within the atmosphere and places like asteroid fields (but only with the sail down).

Inside, the vessel was reasonably luxurious, as could be expected, thanks to the purchase price. It featured a retractable boarding ramp at the vessel's rear, giving proper access to the ship. A passenger orb was located at the back, with a ladder to the maintenance shaft and small lodgings for the occupant.

A piloting orb with two chairs could be found at the fore of the ship.

LEGALITY
Yachts are considered legal. Smuggling compartments are not, depending on what is in them.

INTENT
To make a personal version of this ship for my character.

 
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mandalorian-jawa_1.jpg

Born on Tatooine, Teeka B'ey was a Jawa male. Ever since he was a young Jawa, he always knew he was destined for more than life on a Sandcrawler. He used to read the holo-comics of bounty hunters and peppered real ones with questions when he met them at the scrapyard. One day, the thirst for adventure grew too much, and he stole away with 'borrowed' weapons from his clan, and darted for the stars.

These days, Teeka is a member of the Bounty Hunters Guild. Always on the move, he makes a living as a hunter and mercenary, taking on a range of dangerous and daring jobs. Teeka is a thrill seeker, looking to make his way in a large galaxy, which seems all the larger to someone as diminutive as he.

Personality & Traits

"As long as I get paid, the target - makes no difference to me."

~ Teeka​

Teeka B'ey was a shrewd Jawa, with a natural eye for a bargain and a quick wit and intellect. An entrepreneur, hustler and opportunist, Teeka was an ambitious and adventurous Jawa. What he lacked in height, he more than made up for in spirit and daring.

Perhaps of all his traits, Teeka was most notable for his bravery. Finding the thrill of the hunt to be both exhilarating and thrilling, he was a committed and deadly mercenary. Despite the assumption that his species were a cowardly people, Teeka was defiant in the face of danger, and seemed to relish in it.

Equipment


Skills & Abilities

Standing at 0.8 meters in height, he weighed 30 kilograms and was not force sensitive.

A skilled scavenger and technician, Teeka developed slicing skills at a young age, like many Jawa. However, what made him stand out from the rest of his kin, by some margin, was his deft abilities with weaponry, be it blasters, melee weapons or explosives. He was a capable combatant, fit and agile, and was always looking for new ways to test his abilities.

Teeka could fly and maintain his own ship, and speak numerous languages common in the outer rim.
 

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e75176738860c1c8585231a51d1ede70.jpg

CEC-21 Salvage Freighter

AFFILIATION
Open Market

MANUFACTURER
Corellian Engineering Corporation

CLASS
Heavy Freighter

ROLE
Salvage Freighter

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length - 40 meters.

CREW
4-7 (Bridge)
3-9 (Engineering)
3-9 (Processing)

PASSENGER CAPACITY
30
(300 Jawa)

CARGO CAPACITY
50 Kilotonnes

HANGAR CAPACITY
2 boarding shuttle

CONSUMABLES
6 standard months

SPEED/MANEUVERABILITY
55 MGLT/PoorManeuverability

ARMAMENT
  • 2x Forward-Mounted Heavy Ion Cannon.
  • 1x top-mounted dual heavy laser cannon.
  • 6x grapple line.

EQUIPMENT
  • 1x class 2 primary hyperdrive, 1x class 12 backup.
  • 1x heavy deflector screen generator.
  • 1x long-range sensor suite.
  • 1x long-range communication suite.
  • 4x docking ring with integrated docking tube and hull-cutting tools
  • Numerous escape pods.

DESCRIPTION
The CEC-21 is a salvage vessel marketed at Outer Rim organisations looking to comb through the space lanes in search of 'loot'. More commonly, however, these ships have found their use as 'waste disposal vessels' around more giant 'salvage planets' and being used to dismember no longer-in-use ships destined for the scrap yard. Effectively being a large mobile scrap yard, this ship consists of a warren of cabins and engineering rooms, over a sizeable internal scrap bay, with vast engines at the back.

It has two ion cannons to ensure ships are fully disabled and six grapple lines to attach itself to its intended scrap target. It has a top-mounted laser cannon to ward of pirates and errant asteroids alike.

It is very easy to maintain and is a slow and hardy vessel with good modification capabilities. Somewhat unsurprisingly, as these have been in production for a very long time, these ships have become, in some cases, home to 'Offworld Jawa Tribes', becoming roaming scrap dealerships in the space lanes, stopping off at random planets to do business.

Whilst it does not have a large hanger capacity, with the standard model able to hold two 'boarding shuttles', a sound engineer would probably be able to alter this at the cost of cargo space. For what of a better description, this ship is a Sandcrawler, prepped for space travel with an engine unit slapped on the top.

LEGALITY
Legal. Salvage freighters such as this model line are considered innocuous enough under most jurisdictions and are not restricted in most systems.

INTENT
To provide a mobile scrap vessel.

RESTRICTIONS
Though not especially rare, these can carry a phenomenal amount of cargo, and are not ideal for personal ownership, as they are much more expensive to maintain and operate than a standard light freighter. They are typically faction assets, although they could also serve as the focal point of a player-run business venture.
 
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Nam vulputate diam metus. Praesent nec scelerisque eros. Nullam sed nisi vitae leo posuere molestie. Donec diam orci, condimentum id commodo sit amet, posuere eu sem. Vestibulum fringilla arcu ut viverra accumsan. Pellentesque tristique augue porta massa eleifend lobortis at sit amet lectus. Vivamus volutpat feugiat consequat. Nam aliquet risus vitae molestie vulputate. Etiam sollicitudin volutpat justo nec tempor. Mauris euismod arcu magna, id bibendum erat finibus ut. Proin lobortis sagittis lorem. Donec ut mi leo. Curabitur ut turpis ut augue pellentesque elementum id ac tellus. Integer quis aliquet sem, ac lobortis risus. Fusce tellus felis, luctus quis felis non, faucibus faucibus sapien. Maecenas ut libero vitae lectus facilisis sagittis efficitur ut dui.
 

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Skimmer-TROSOCE.png

HS-19 cargo loading transport skimmer

AFFILIATION
Open Market.

MANUFACTURER
SoroSuub Corporation.

CLASS
Skimmer.

ROLE
Cargo Transport

COMPOSITION
Durasteel.

DIMENSIONS
Length - 6.7 meters
Height - 3.22 meters

CREW
1 (Pilot).

PASSENGER CAPACITY
4 normal bipedal beings.

CARGO CAPACITY
120 metric tons.

HANGAR CAPACITY
N/A

CONSUMABLES
1 week.

SPEED/MANEUVERABILITY
250 kmp/h and good manoeuvrability.

ARMAMENT
  • N/A

EQUIPMENT
  • 1x integrated comlink.
  • 1x computerized navigation system.
  • 1x spotlight.

DESCRIPTION

The HS-19 is a cobbled-together, easy-to-maintain transport skimmer designed for use anywhere, especially if you're light on your credits. Little more than an engine and a repulsor, piloted from a console midway down the skimmer, it is designed to haul cargo in any climate.

Feature nets to stash cargo in, as well as hooks on the rear of the skimmer to attach smaller holosleds behind it, the HS-19 can carry 120 metric tons of cargo. It is entirely unarmed and comes only with light and a navigational computer.

That, however, has made it even more popular within the outer rim, where this hardy vessel, which can hit 250 kmp/h and a flight ceiling of 300 meters, can be outfitted with additional bolted-on weapons should this be desired. (This would need to be specified in a separate unique write-up).

LEGALITY

Legal. HS-19s are standard cargo airspeeders with no special licensing requirements besides commercial certifications.

INTENT
To bring over a canon skimmer to the forum.
 
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