Nor'baals Character Workshop

Nor'baal

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_N A M E
MATAOU

_S A T E L L I T E S
1 MOON

_C O O R D I N A T E S
K-18

_H Y P E R L A N E
CORELLIAN TRADE SPINE

_R O T A T I O N
26 HOURS

_I N H A B I T A N T S
HUTT
MANY IMMRIGRATED SPECIES



O V E R V I E W



Mataou is a hot desert planet located in a system of the same name, part of the Anoat sector within the Outer Rim Territories. Millenia ago, in the so-called 'Golden Age' of the Hutts, the world was ruled by the Hutt Empire and was considered one of the 'Throne Worlds', as is it contained the personal residences of many Hutt Lordas. As a result of this history, members of Hutt species still call the world home, and many settlements are constructed in the classical style of their race.

Thanks to the planets historic links to slavery, it has large numbers of Twi'lek living on the world, predominantly as farmers. Aside from farming and crime, the planets main strategic asset was that it acted as a point of entry for ships heading into the Corellian Trade Spine.
C L I M A T E & T E R R A I N

Mostly made up of deserts, Mataou is a dry and arid world, dotted with settlements cast in the traditional style of the Hutts. Whilst large portions of the planet are dominated by underground caves, which are used mostly for crop farming and drug production, Mataous southern hemisphere boasts large lakes, which are used for aquatic farms.
H I S T O R Y, C U L T U R E, & G O V E R N M E N T


Whilst the history of the world during the Imperial era is well documented, what followed that period is less so. After the destruction of the second death star, Lothal entered a long period of economic and environmental renewal, seeking to undo the damage done to the planet by the empire. Whilst this process took decades, it was reasonably effective; and whilst scars of the imperial occupation can still be seen, the planets natural beauty was more or less restored. Lothal entered into the Republic with eagerness, and only left when it was occupied by the First Order during that tumultuous period.

Once again the people of Lothal took up arms against the invaders and seized their world back shortly after the Battle of Exogol.

Since then the planet has been a member of the Free Worlds Alliance, fiercely independent, Lothal looks to the horrors it experienced in the past, its people united in the common purpose of protecting their freedoms.

R E S O U R C E S & T E C H N O L O G Y

Lothal has rich agricultural resources, and exports foodstuffs as its main economic output. Whilst it boasts mines, the Government limits the extraction of these resources in order to preserve the planets environmental beauty. Lothal as a small, yet highly advanced, starfighter industry, and is a popular tourism destination.

Technologically speaking, Lothal is as advanced as the rest of the galaxy on average.
I N T E N T

To bring a bit more detail to a canon world, Lothal, and update its history since the empire kindly cleared off.
 

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HOOKAH PIPE


AFFILIATION
Nor'baal Desilijic

MANUFACTURER
Custom Made

SIZE
c. 1.5 feet

WEIGHT
c. 25 kg

COMPOSITION
Glass, Bronzium and Durasteel
WEAPON TYPE
Spray Weapon

DAMAGE TYPE
Medium

AMMUNITION CAPACITY
2 litres

FIRE SELECTOR
Spray

MAX RANGE
2 meters

DESCRIPTION
A traditional smoking tool, the Hookah pipe consists of a long pipe connected to two glass bowls, the top portion of which features a liquid, infused with narcotic leaves, which when heated turn into smoke. The bottom portion, which in normal pipes is an aquatic food bowl, is in this case filled with highly dangerous acid, which can be fired from the nozzle of the pipe with the flick of a switch on its side, sending a mist of acid which burns through cloth and light armour.

A highly ineffective weapon for anything other than a last line of defence, it is a secret weapon, custom made for a Hutt that really likes burning people with chemicals. Able to be switched from 'smoke and partying' mode to 'good lord my eyes my beautiful eyes' mode with a simple switch on the handle, it is an elegant weapon for a more civilized age.

LEGALITY
Having secret acid firing weapons is illegal.

INTENT
To snazz up a traditional Hutt item with a cheeky weapon, which I think is very very Huttish.

RESTRICTIONS
None.
 
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NOR'BAALS AIR-SLED

AFFILIATION
Nor'baal Desilijic Fa'athra

MANUFACTURER
Bespin Motors

CLASS
Airspeeder

ROLE
pimpin ride Repulsorcraft

COMPOSITION
Durasteel

DIMENSIONS
Length - 3.0 meters.

CREW
1.

PASSENGER CAPACITY
1 Kowakian Monkey Lizard

CARGO CAPACITY
30 kilograms.

HANGAR CAPACITY
N/A

CONSUMABLES
2 standard days.

SPEED/MANEUVER ABILITY
This vehicle has a top speed of 60 km/h, and can reach an altitude of 10 meters. It has sluggish manoeuvrability.

ARMAMENT
  • 4x concealed gas dispensers

EQUIPMENT
  • 1x integrated comlink
  • 1x integrated navigation suite
  • 1x medium shield generator
  • Numerous hidden compartments

DESCRIPTION
A custom made throne, designed by and for the Hutt, Nor'baal Desilijic Fa'athra, this hover sled is effectively a slightly adapted and aesthetically pleasing throne. Consisting of a stone base, containing the hoversled 'chassis', inlaid with four stylised metal rancor heads, the thrones occupant can - at the flip of a button on the thrones 'arm' - open the rancors eyes, and cause toxic gas to pour out into the room, whilst applying an oxygen rebreather to their own face.

Also contained therein is a communications link for holographic calls, a concealed commlink, and a medium shield generator to protect the occupant any minions or petitions with funny ideas.

LEGALITY
This throne is illegal, as it had concealed weapons and carries a crime lord.

INTENT
To create a more useful and blinged-out sled for the Illustrious Nor'baal.
 
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Desilijic Keueka-ou Uemoy

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

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

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

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

Order of Battle


 
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Desilijic Jasea

Since time immemorial, the Hutts have boasted of legions of slaves, some of which are held in facilities for use in combat, should the occasion call for it. A status symbol for the Hutts, owning a legion enables the family to protect their interests, as well as to engage in parades and contests of skill with other families. One such legion is the Desilijic Slave Legion, owned and controlled by the family of the same name. This legion is augmented by highly paid mercenaries, who form the elite fighters of the force.

Consisting of several 'divisions' the legion is made up of huge swathes of slaves, equipped with slave collars to keep them in line, driven forward into combat by their overseers, who control the 'strategic rearward position'. Supported by Gamorrean 'heavies', alongside elite detachments of Nikto and Weequay mercenaries, the Legion is an effective fighting force used to enforce the will of the Desilijic family when all other options have failed.

Perhaps the most noticeable part of this force, however, is not the sentient elements within its ranks, rather it is a large number of beasts of war that are used by the Desilijic family to act as shock troops. Rancor, Acklay and more besides, are frequently drugged and deployed to the front lines.
 
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Rav Haskeen was a male Feeorin pirate who operated under the moniker the 'Crimson Corsair' during the period of history known as the Force Eternal. A member of the Five Syndicates, Rav was born on the planet Nar Shaddaa, and taught to pickpockets and commit other such petty crimes by his parents - themselves members of a street gang. Learning quickly to fend for himself, Rav was sold into slavery by his parents, down on their luck after a brutal hand of Pazaak. Working for many years as the guard for a Hutt criminal, Nor'baal Desilijic, he began to get a taste for the good life and decided he wanted a bit of it for himself.

Stealing away with one of his master's cargo freighters, he set up shop as a scoundrel and pirate, buddying up with fellow slaves from Nor'baals enterprise, he headed off to make a name for himself in the stars. Ambushing ships, ransoming back hostages, and fencing stolen cargo, he saw the credits rolling in, and life of buccaneering and adventure was set out before him.

Personality & Traits

A male Feeorin, Rav Haskeen stood at 1.85 meters tall and weighed eighty-five kilograms. A pirate and hunter, Rav was a lethal and ruthless criminal, working as a blaster-for-hire in some across the criminal organisations, governments and warlords of the galaxy.

Cold and calculating, Rav was a capable hunter, with a moral character that left much to be desired. Following the credits, Rav was not one to pledge himself to a cause, and instead pledged loyalty to the highest bidder. Despite his unwillingness to pledge himself to a cause, he was nonetheless dedicated to the job he was paid to undertake and was willing to take on dangerous jobs to get his reputation up.

Crafty and resourceful, Rav was good at his job, with a strategic approach to completing his work. Displaying a duplicitous approach to life, Rav was always looking out for number one - himself.

Deeply self-centred, Rav was mostly only concerned with getting the best possible deal for himself. This led to him undertaking risky jobs and getting into a great deal of trouble with pretty much every authority going. A man of few scruples and fewer morals, he viewed people not as 'enemies' and 'allies' but instead as 'business partners.

Despite his double-crossing nature, he was able to show courage and honour, but such occurrences were exceptionally rare.

Skills & Abilities

Rav Haskeen was a competent and able leader, able to take to the field himself and lead by example. With a good understanding of naval tactics and raiding, born of years living the pirate's life, he was most at home with a blaster in one hand and a bottle of spotchka in the other. During combat, Rav relished in using the use of a Vibro-cutlass and a shiv and was equally as handy with an electro-staff and blaster.

He was able to fight in hostile conditions and greatly relished in 'space-combat and boarding missions. An athletic man, he was quick on his feet and physically strong. Rav was not a force-user and had no force powers at all.

Equipment & Gear

+ Vibro-Cutlass
+ Shatterbean Rifle
+ DL-44 Pistol
+ Henchman Armour
+Magboots
+ Rebreather
+ Armour Weave Cape
+ Grapple Line
+ Repulsor​

 
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Nico Delzati was a male human smuggler active during the Force Eternal era of galactic history. Born to a pair of dockworkers on the world of Corellia, Nico knew from a young age that he wanted to fly ships rather than make them, and set out on his own as soon he was able to. Becoming the first mate to his uncle, a smuggler in his own right, Nico learned the way of the space lanes, and by the time he was in his late twenties, had accumulated the knowledge he needed to set up shop on his own.

Purchasing an old freighter, and giving it a few modifications, the young smuggler set out on his own, a mere five years after leaving his homeworld.

Now out and about in the space lanes, Nico worked for the highest bidder, running spice, weapons, and much more, past blockades. He was good at his job, and could be found in the cantinas and smuggling dens across the galaxy, looking for the next score.

Personality & Traits

Nico Delzati was a human male with dark hair and eyes. Born on Corellia, to a well-to-do family, he opted for a different path in life at a young age, choosing adventure in the stars rather than a corporate job as his family would have liked. With the traditional happy-go-lucky attitude people in his line of work were known for, he had an insolent streak, giving off a persona of a rugged, streetwise mercenary with a quick draw and arguably a quicker wit. Despite his outward appearance of laziness, he was nonetheless aware of his surroundings and quick on his draw. A survivor, he was never more at home than in the cockpit of his freighter, normally with the authorities hot on his tails.

A skilled pilot, he started out as a cadet in the Corellian Academy, where he impressed instructors with his natural skills behind the controls of a ship. Such skills, he felt, would be put to better use as a smuggler, in charge of his own destiny, as opposed to under the thumb of the Corellian navy. A boastful and confident man, he was always happy to let people know how fast his ship was, and how handy he thought he was with a blaster. Seeking excitement wherever it could be found, Nico would take on dangerous jobs, regardless of who it was for.

Preferring the adventure and piloting of the smugglers life, he left the running of the ship to his droid, whilst devoting a large amount of his time, and credits, to upgrading his ship to be faster and more deadly when in a pinch.

Nico did not 'waste' his talents, and as such was unwilling to lend his support to a cause - only taking up work if it was well compensated. He always tried to negotiate better payments, and, in so long as he was paid, would remain focused on the job and loyal to his contract - simply put, he would get the job done. He was able to speak basic, as well as understand Huttese and droid speak.

Equipment

+ EK4 Stevador Droid
+ Utility Belt (Grapple Line and Rebreather)
+ SB-17 Combat Fusioncutter
+ DL-44 Heavy Blaster Pistol
+ YT-1300 Light Freighter

 
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THE CORSAIR

AFFILIATION
Rav Haskeen

MANUFACTURER
Blackmarket Techs

CLASS
Converted Bulk Frieghter

ROLE
Pirate Ship

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length - 110 meters.

CREW
4 - 8

PASSENGER CAPACITY
N/A

CARGO CAPACITY
20 Kilotonnes

HANGAR CAPACITY
4 fighters
1 bording shuttle

CONSUMABLES
3 standard months

SPEED/MANEUVERABILITY
The Corsair has a top speed of 65 MGLT and has good maneuvering characteristics.

ARMAMENT
  • 1x fore mounted ion cannon.
  • 6x fixed heavy turbolaser cannon (3 port, 3 starboard).
  • 2x 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
  • 2x 4-being escape pods.

DESCRIPTION
Based on an Action VI transport, the Corsair is the mobile base of operations for the pirate Rav Haskeen, a member of the Five Syndicates. With a reduced cargo capacity from the Action VI, thanks to the ship having larger engines, a hanger bay and weapons, the ship is designed for piracy and is considered rather good at it.

Weapons are concealed behind retracting doors, enabling the captain and their crew to get close to the target, disable it and launch a boarding action.

Appearing as a crude and boxy-looking vessel, the ship is 110 meters in length, with cargo capacity reduced, and replaced with communal areas and cabins, as well as holding cells, weapons workshops and more. The ship requires eight crew to operate and can carry additional sentients as required - be they as crew or prisoners of the captain.

Sublight performance is enhanced over the original model, able to hit 65 MGLT, with solid hyperdrives that enable it to quickly enter and exit hyperspace to conduct a raid. Unlike the ship upon which it is based, it can only carry 20,000 tonnes of cargo (unlike the Action VIs 80,000). A popular tactic for this vessel is to enter a shipping lane, pretending to be a cargo ship, sidle up to its prey, and open fire - disabling the target, boarding it, and making off with the spoils.

LEGALITY
Whilst this ship outwardly appears legal, the upgrades and weapons, once discovered, meaning the ship is very very illegal.

INTENT
To create a pirate ship for a crew of 5S players.

RESTRICTIONS
This ship is a personal vessel, and can only be used by Rav and his crew as members of the 5S.
 

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QUXONI CUFFLINKS

AFFILIATION
Private Collectors

MANUFACTURER
Custom Made

SIZE
4cms

WEIGHT
25g

COMPOSITION
Durasteel and gemstones
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
Melee


DESCRIPTION
Custom made, these cufflinks, whilst looking stylish, have a practical use - beyond holding one cuff in place. That use? Within each cufflink, is one half of a fusion cutter, able to brazenly slice through metal with great haste. Simple remove both cuff links, from each hand, connect them together and bingo, a small, 12cm fusion cutter is ready for use. With only a short usage, the item burns out after 5 minutes of prolonged use.

Whilst this item is illegal it cannot be detected on scanners when not assembled. So there's a plus.

LEGALITY
Outrageously illegal.

INTENT
It's like a fusion-cutter, but worse. Made to be a discrete gadget for spies and slicers.

 
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SMOKE-KERCHIEF


AFFILIATION
Private Collectors

MANUFACTURER
Custom Made

SIZE
7cms

WEIGHT
57g

COMPOSITION
Silk and Chemicals
WEAPON TYPE
Grenade

DAMAGE TYPE
Special

AMMUNITION CAPACITY
Single use

FIRE SELECTOR
N/A

MAX RANGE
As far as one can yeet


DESCRIPTION
This item was produced for use in situations for making a quick exit.

Technically a grenade that produces a 12m radius of stun gas that lasts for 5 posting rounds in a still environment, gas appears as a cloud of thick smoke. The effects start to set in as soon as an individual breathes in and it fills the 12m radius in the turn it is thrown.

Placed in a pocket, lined with neutral chemicals, the item actives once it is withdrawn.

LEGALITY
Illegal.

INTENT
To make a hidden smoke grenade, inspired by an item in the smugglers' guide.
 

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Personality & Traits

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Born on the Kyuzo world of Phatrong, Rak Midagatis 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 Midagatis​

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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Jorhan Prath-Praji was always ‘different. Born to a family of dock-workers on the shipyard world of Corellia, he had a reasonably unremarkable upbringing, starting out as all youngsters do by attending the local academy, and, like all small bald children apparently, being bullied for his size and physical appearance. Life was far from easy for the young man, and he lost himself in his studies, his natural intellect ensuring that the boy outstripped his colleagues with almost preternatural ease, being put up classes and soon, at the tender age of eleven, he was mastering subjects of a secondary school student.

Such performance was to continue throughout his education, and the young Jorhan became increasingly impatient with those around him, who he saw as holding him back. Committing multiple crimes in his younger years, Jorhan went into the world of crime and information brokerage, moving away from his parents - and later having them 'taken care of' - to become something of a 'criminal consultant' a position he has held ever since.

Personality and Traits

A keenly intelligent and somewhat megalomaniacal man, Jorhan holds the firm belief that he is, quite simply, just right. A narcissist and sociopath, with a lack of a moral compass, empathy or care for the impact of his actions, Jorhan is not much fun at parties. Having suffered a difficult childhood, one of neglect, mistreatment and bullying, he began to exhibit the behaviours that his childhood psychologist still describes as ‘the most worrying I have seen in a while, and I’ve worked with rockstars’ from the confines of his cell on Nar Shaddaa. Beginning with the unexplained death of his childhood sweetheart, Gloria, and culminating in the tragic death of his parents while on a skiing holiday, Jorhan has continued to act in an unapologetically evil way ever since.

Scheming, manipulating and generally being nasty without empathy or conscience appears to be his single most defining characteristic, and, naturally, it has ensured he remains a popular business associate with the equally as psychotic business elite of the modern galaxy.

Presenting himself as a calm, level-headed and patient man, with a wicked sense of humour, he is no less prone to losing his temper and flies off the handle into loud angry, and slightly petulant rants and rages. The massive ego, whilst not exactly undeserved, often leads him to describe everyone around him as ‘idiots’ when such tirades begin.

Whilst he struggles to form meaningful human relationships, or indeed sentient relationships with others, he has an almost genuine love for Loth Cats. When it comes to people, he tends to prefer ‘value led’ relationships, seeing those around him as a means to an end, not an end in and of themselves. Overall, Jorhan is a deeply unpleasant character, kept around only due to his incredible intellect, and constantly scheming mind, which continues to make him of great use to those with which he stands to make a mutual profit.

A short and stocky man, Jorhan is affectionately (and unaffectionately) referred to as ‘The Hutt’ by his underlings and assistants alike. Often seen in a simple grey suit, he has a weak eye, thus requiring him to use an aid for assisted seeing. He loathes physical activity, and as such is most often seen in his office or a high backed chair.

Equipment

+ A loth cat
+ Assorted suits (Grey)
+ A Q2 Holdout Blaster

Skills and Abilities

No doubt his single greatest ‘ability’, Jorhan is a deeply intelligent individual, able to plan dozens of steps ahead of his rivals, assessing the situation before him and manipulating it to his benefit and the benefit of those with whom he works. Truly an exceptional tactician, this skill has manifested itself in the more public skill of ‘business', enabling him to act as an in-demand ‘business consultant’ for various shell companies within the Five-Syndicates. Indeed, it is his business acumen and strategic nouse that led to him being recruited into the Black Sun, his innate understanding of illegal activities serving him well for much of his life.

His intellectual and strategic capabilities manifest themselves when under pressure, and he bores easily when not pushed to perform. Indeed, his skills are most often seen when he has to outsmart those more physically capable (or ‘less refined’ as he calls them), outsmarting the muscle-bound thugs of his rivals, with his mind. He is an absolute nightmare to play at Dejarik.

A skill that is certainly hard to quantify, but one Jorhan is proud to boast of nonetheless. Jorhan is able to convince people of his agenda, to the point that he is able to live the life of a ‘successful businessman’ whilst also keeping up his life of crime and general evil. His proficiency at deception is such that he is able to keep his crimes secret and to encourage others to trust him despite his misdeeds.

Jorhan has a significant aptitude for engineering, biology and chemistry, often fusing them together for his maniacal schemes. Having studied for years at the University of Corellia, in those subjects, he is a capable biologist, with a keen understanding of alien biology, and the fusion of technology and organic matter. An inventor, he specialises in the application of science to solve problems, able to create cybernetics, chemicals and tinker with weapons and machinery with relative ease (provided he has the time and resources to do so of course).

Combined with his biological knowledge, he has a shocking capability with medical science, though he prefers to focus on the application of such practices in a more profitable manner than ‘healing’. Naturally, such skills are in hot demand in the criminal underworld, as he is able to repair stolen goods, slice computers and machines with ease, and generally make himself of great use to the aspiring criminal up and comer.

An understated skill yet, make no mistake, a useful one, Jorhan is able to speak several languages other than his native basic, such as Twi’lek and Huttese, which (thanks to his considerable girth) he speaks rather convincingly.
 

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Level 1313

Level 1313 was a habitation level on the metropolitan world of Coruscant in the galactic core, so named because it was located one thousand, three hundred, and thirteen levels from the core of the planet. Accessed through the infamous underworld portal, Level 1313 was part of Coruscants bustling underworld scene and was the location of numerous crimes, gangs and outfits. 1313 was probably Coruscants most infamous level, so far beneath the surface that the great and the good simply forgot about (or, didn't care). Split into neighbourhoods, 1313 was a hotbed of crime and unsavoury behaviour, where even the Coruscant Security Force (CSF) were in the pockets of a gang, or on the take in somewhat. What follows is a rundown of some of the neighbourhoods of this unfamous underworld.

Dockside

Inventively named, this neighbourhood accounts for the areas immediately surrounding the underworld portal from the surface, leading down to the core. Consisting of a huge number of docks, stevedore bars and lodgings, Dockside is the place to be if you're looking to bring stuff into 1313, or, more likely, ship it out. Featuring a large CSF building, known as 'The Bastion' locally, this area is heavily patrolled, and you need to know who to buddy up to, bribe, or straight up intimidate in that building, in order to see a profitable venture in this area.

New Ryloth

Heavily populated by immigrants from Ryloth itself, this neighbourhood is a largely residential district, overrun with Twi'lek gangs, who make their living through a network of cat houses. A popular haunt for 'surface dwellers' who come down to make use of the local facilities, kidnappings are not uncommon in this area, thanks to a combination of lacklustre and mostly absent security forces, partnered with an abundant amount of places to make a quick getaway.

The Works

Named after a once-famous synth weave production triangle, The Works at 1313 is still a booming site of large industry. Deep underground and poorly cared for, 1313 is the home of many industries that are less than healthy for its huge population. The Works is, perhaps, most indicative of this; its flagrantly permissive zoning allows for competing uses to be stacked on top and around each other haphazardly. Giant dumps and scrapyards, full of stinking waste, are flocked by massive warehouses, smokestack industries, and tiny scrap-built slum houses where many workers are forced to live. This desperate condition creates a space rife with crime, from Spice dealers and addicts to illegal scrappers who deal in garbage and stolen metals, to proper syndicates that hideaway in run-down factory sites. A monument to the sins of Coruscant, The Works is an enduring symbol of the rampant corruption that is fundamental to the ecumenopolis.

Redoubt

Redoubt has a little of it all. It is a rather typical underground city-neighbourhood in Coruscant: it has many commercial, retail and service-based businesses, a small mix of industrial uses, and a lot of criminals skimming off the top. While the population could be divided into different varieties of “people trying to get by,” most notably it is home to the government buildings that Coruscant deems to put on the level. Utility offices, holonet access, schooling programs, and all types of government administration and aid could be found in the grey skyscrapers that are central to the district. Redoubt is a diverse neighbourhood, constantly changing from the hustle-bustle natural to Coruscant. Its proximity to government services, and its general access to the rest of the level, make it an attractive location for newcomers to 1313. Redoubt is thus the proving ground of 1313: While some stay in the neighbourhood, many either move to a different sub-district deeper in 1313 or move back to a higher level. That is if they survive that long.

Little Rodia

Favoured haunt of Rodian immigrants, this neighbourhood is the proud home to many dozens of 'Rodian Fraternal Societies and 'Community Clubs', though which the Rodian population band together, and punch above their weight in local political and community issues. It is also the location of the local level 'Administrative Council', an elected body overseeing the level.

Northside

Shoebox apartments and high-energy nightlife define this packed neighbourhood. Once a trendy cityscape for up-and-coming artists, DJs, and their ilk, rising rent prices have encouraged the subdivision of the neighbourhood’s many lofts into increasingly small studios. Still, the neighbourhood remains a favourite of electronic musicians, slicers, droid manufacturers, and purveyors of any loud, flashy, and advanced tech. The “Northside Hustle,” is the neighbourhood’s claim-to-fame outside of Coruscant, named so after an identity fraud scam that started in this neighbourhood.

Southside

Cut off from the rest of the level by massive sewage canals and water purification tanks, Southside is a remote-feeling neighbourhood, if such a thing is possible in Coruscant. It is the farthest neighbourhood from an underworld portal on 1313, contributing to its catastrophically slow emergency response times, public transit waits, and business selection. As a result, Southside still boasts one of the highest vacancy rates of any district in Coruscant. While once this made Southside exclusively a dangerous site of criminal activity, residents have banded together to create a unique community. Vacant buildings have been turned into communal mushroom farms, old warehouses into housing cooperatives, and the water purification tanks have been filled with a variety of algae and fish that naturally clean and filter the waters. While still a hotbed of crime, the neighbourhood now has a renaissance of local businesses, restaurants, and services that even local toughs have come to rely on as essential.

The Strip

Bright lights, big city, bigger pockets. The town with it all, 1313’s strip is the largest collection of hustlers, gangsters, pimps, and the service workers who fund their extravagant lifestyles. Obviously, a hotbed of crime, it is also the neighbourhood that showcases where the extreme heights of illicit crime can take you. Civilians in need of a thrill will spend their hard-earned dollars on the best food, spice, drink, and sex that Coruscant has to offer. At least, that’s what the never-ending stream of event promoters want you to believe.

The Alley

A different slice within level 1313, the alley is composed of ageing, dense apartment towers regularly patrolled by private security offices. The Alley was originally designed as workforce housing for the fleets of teachers, nurses, and other professionals that helped to administer the district; as 1313 has grown ever more dangerous, these populations largely abandoned their stable housing stock. Today, remaining residents have pooled together resources to purchase mercenary protection, creating an effective gated community. Ironically, this neighbourhood is home to many of the corrupt CorSec officers who “serve” the district. By no means “sleepy,” The Alley nonetheless has an ageing and more traditional feel to it.

OOC - A massive shout out to @Fine Dining Set and @Eccles for their contributions to this write-up.
 
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Toni Lorsoni


Name:Toni Lorsoni
Age:37 Corellia rotations
Height:175 centimeters
Weight:81 kilograms
Faction:Corellia Crime Families
Force Sensitive:No


4705ac20-bd9d-11e9-b108-e3cc44bcf798_800_420.jpeg

Beto Lorsoni, Corellia, age 37

[Holo-log #176]

Spending another four years at the service of the Corellian people, namely in the army, is not how I planned to waste my late thirties, but here we go. Discharged last week, I'm back in the game, with a big 'frack you' to the smuck that ratted me out in the first place, and saw me back in the service again, but hey, it was that or four years in the clink with my brother. Got myself a sweet deal from my Uncle thought, landed us with a place on Coruscant, and one hell of an opportunity.

Me and my brother have been set a new job, expand the family business to level 1313 on Coruscant, and if we do it well - we get Capo, and all the perks. I'm thinking a few cat-houses and some money lending to start; good coin and fine tail always keeps me happy. Bros just out of the slammer to, so he's going to be desperate to get started. This time next year, we'll be millionaires.​


Possessions

Assets
 

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The Lorsoni Crime Family is a Corellian organised crime family, based primarily in Coronet City. A well-established organisation dating back centuries, the Lorsonis are a respected and feared institution, structured in the proper manner of organised criminals of the Corellian tradition. With a top-heavy organisational structure, atop which sits the families Eshro, the Lorsonis operate a large range of protection rackets, drug rings, gambling dens, unions, construction fixers and more besides. Beneath the Don sits a range of six Kapihan, each controlling a range of Soldier who run rackets and bring in money for the family.

Founded nearly three centuries ago by Han Lorsoni, as a collection of street gangs in the Corellian slums, the family grew slowly, through the manufacture and distribution of death sticks, the Lorsonis branched out through the application of extreme violence, taking out rival groups as they did so.

Before long the Lorsoni were one of the largest families in the city, and by the time Han Lorsoni had passed away at the tender age of 99, the family could count over 18% of the illegal activity of Coronet City under their belt. Following the traditions of the other families in the area, the Lorsonis passed the leadership of their operations down the male bloodline, and have continued to do so to this day.



Structure

Eshro

Sitting at the top of the family, the current Boss, Vinci Lorsoni is a man well into his eighties, and rumours persist that he has begun to lose his grip on sanity. Whilst none within the family speak of such matters, his wife, the formidably Espina Lorsoni, is considered to be the real power at the top of the family these days.​

Eshro'suv

Second-in-command, the Underboss overseas most of the off-world operations for the family including their attempt to found a 'cadet branch' of the family on Coruscant infamous level 1313. The current underboss is the brother of Espina Lorsoni, and the first-ever non-Lorsoni family member to hold the position.​

Kapihan

Numbering six in total, the Captains of the Lorsino family control areas of Coronet City with an iron fist, taking a slice of all the action that goes on in their neighbourhoods. Consisting of both of the Bosses brothers, as well as four of his sons, they are valued members of the family, violent, cruel, and criminal through and through.​

Soldier

The 'made men' of the family, required to have committed a murder at the instruction of their Boss, there exist some twenty or so soldiers per Boss, although this number varies from time to time, and increases during times of inter-family conflict. Soldiers must be Corellian by birth and blood, and control rackets and operations on behalf of their bosses.​



Intent

The Lorsoni crime family is a mafia group based in Coronet city and provides a backstory to the players expanding the families 'cadet branch' into level 1313 on Coruscant.
 
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Canto Bight was the capital city of the distant world of Cantonica, residing on the shore of an ocean of the same name - which held the title of being the largest artificial ocean in the galaxy. A destination for wealthy tourists, as well as gamblers and the galactic elite, it was home to casinos and numerous racing venues.

History

Having been established by the Corporate Sector Authority, and previously residing within the Corporate Sector itself, Canto Bight was a famous tourist attraction and entertainment resort. During the time of the Galactic Civil War, Canto Bight was known to be home to some of the most luxurious Casinos in the Galaxy, with its old city centre home to penthouses owned by some of the wealthiest individuals in the galaxy.

By the time of the Order/Resistance War, the City still held its position as the location of choice for the galaxies wealthy and had opened a large racetrack where Fathier racing was the sport of choice. At the conclusion of the war, the city remained a booming tourist resort, playing host to those who had become wealthy from the First Orders collapse.

In more recent history, Canto Bight has continued to grow, and as ever, remains the shining jewel of entertainment in the outer rim.

Locations of Interest

Casinos

Blue Wall
Canto Casino
Coruscant Hotel and Casino
Klang's Place
Vesustrian​

Government Buildings

Canto Bight police headquarters
Canto Bight spaceport
Canto Bight city hall​

Other

Canto Bight Racetrack
Old City
Zord's Spa and Bathhouse
Café Raduli​

Government

Running on a Council-Mayor model, the City is run by a directly elected Mayor and a set of fifty city councillors, elected to represent any one of the fifty 'wards' that Canto Bight is divided into. Both the Mayor and the Councillors are elected every five years and wield a range of powers that make the positions very desirable, and thus, prone to corruption.

At present Canto Bight is dominated by the Canto Peoples Party (CPP) who currently control forty-five of the wards, and the mayor's office, and have controlled the city for the past fifty years. Against them are Alliance, and the Citizens Collective, who hold wards in the centre, and northernmost parts of the city respectively.


 
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