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JESET'S LIGHTSABER


AFFILIATION
Jeset

MANUFACTURER
Jeset

SIZE
Handle: 24cm, Blade: 1m, 1m

WEIGHT
1kg

COMPOSITION
Titanium
WEAPON TYPE
Lightsaber

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
Melee


DESCRIPTION
Jeset owns a lightsaber he made during his tutelage under the Sith Champion Aadya Rasheer. It is a compact double-bladed lightsaber fit into a standard sized hilt, the design of which makes it not readily apparent to a casual observer that the pommel contains a blade emitter. A single button connects to both blades with a single tap of the button activating and deactivating the main blade while a long press activates and deactivates the secondary blade.


LEGALITY
Legal wherever lightsabers are legal.

INTENT
This is just a write-up to describe Jeset's lightsaber.

ADVANCED TECH
No. Just a double bladed lightsaber.
 
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Arcangel

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_N A M E
JOANNA

_F A C T I O N
SITH EMPIRE

_R A N K
IMPERIAL HAND

_S P E C I E S
ANNFYN

_A G E
234

_G E N D E R
FEMALE

_H E I G H T
5'11"

_B U I L D
ATHLETIC

_F O R C E
AFFIRMATIVE



B I O G R A P H Y
Joanna has led a long life and had many names, Joanna being her current alias. Born on Annfyn in 83 BBY, Joanna was identified by the Jedi Order as a force sensitive. Taken from her family as a child, Joanna was raised by the Jedi order with few memories of her original family. Youngling to padawan, padawan to knight, Joanna was an average Jedi. She did her duty and went through the motions, but always felt as if something was missing from her life, a deep yearning within her that the life of a Jedi did nothing to fill. Eventually, she walked away from the Jedi Order.

Joanna spent many years in obscurity, working as an Independent Consultant, using her Jedi powers for profit. She stayed well away from where Jedi of the Order might tread, and by the time of the Clone Wars she was well forgotten, plying her trade in the Corporate Sector where many deep pockets benefitted from the wisdom and expertise of the former Jedi. She covered her tracks well, and when Order 66 was issued, the former Jedi was well and far away from any eyes or minds that might consider her for the culling. Survival became her number one priority as the Galactic Empire's reign began and Joanna spent years in hiding, only working discretely for wealthy and tight lipped clients, choosing to use her wits and skill rather than her power in the force as she worked.

Her actions still brought her under the scrutiny of the Empire. Not as a suspected Jedi however, but as a potential threat that needed to be recruited and controlled. No longer a free agent but unsuspected of her history as a Jedi, Joanna served the Galactic Empire until its fall, making sure to perform well enough in her missions to remain useful, but not to excel so as to remain outside of heavier scrutiny. Survival was still her number one priority.

With the death of the Emperor and the drawn out collapse of his Empire, Joanna moved to erase herself from history. Taking advantage of the chaos, she sought out databases and individuals that had record of her and systematically destroyed what she could and tampered what she couldn't before slipping out the backdoor of the crumbling regime to reclaim her freedom. Returning to the Corporate Sector where she knew her future was assured, she resumed working for wealthy clients with a fresh list of skills picked up while doing the Empire's bidding.

Decades passed. What morality that she had clung to from her time in the Jedi Order had long since been left behind, buried along with a myriad of secrets that would damn many of her clients. The walls closing in as her clients began to feel threatened by her very existence, Joanna sought an escape from the life she had built that was beginning to threaten the most important thing to her. Survival. An opportunity presented itself in a contact from a life she had tried to bury behind her and she was soon swept up in the next evil regime to threaten the galaxy. Working discretely for The First Order as it began its rise to power, Joanna remained cautious, her finger ever on the escape button, ready to flee at the first sign of a sinking ship.

Departing the First Order as it became the Final Order, Joanna kept herself far away from the last conflict that brought a final end to the Emperor's reign of terror over the galaxy. She could not escape the clutches of the darkside however, and eventually she was brought into a company working on secret projects for an unknown client. It was here that Joanna stepped in true evil, carrying out and overseeing dark science that would damn her for the rest of her days. The projects stretched out for decades, the face of their client always a mystery but even in the mystery there were whispers. Whispers of something eternal.

Joanna eventually discovered that it was yet another Sith cult behind the projects, the Sith Eternal, but by then she was in too deep. Fully involved in heinous evils, Joanna could only forge ahead while looking for a way out as she oversaw the training of a new batch of warriors. In one she saw an opportunity, and filled his head with knowledge forbidden to his Cadre. The tools for them to break their chains. Fleeing at the culmination of this, Joanna left behind a charnel house of horror, leaving her fellows to be slaughtered by their subjects and hiding herself within the ranks of the newly formed Sith Empire. Presumed dead, years passed until eventually the Eternal itself was slain and Joanna was finally free to try to put the past to rest.

x
P E R S O N A L I T Y
Joanna is a cunning and selfish woman who's biggest priority is looking out for number one. There is little she wouldn't do to continue surviving in a harsh and unforgiving galaxy. What moral code she once possessed has been twisted by centuries of deception and secrets.
x
A B I L I T I E S
As a former Jedi, Joanna has strong grasp of the force and is a competent lightsaber combatant, with a focus on concealment and survival. She has retained some philosophies of the Jedi though they have been horribly twisted to suit her own means. Having lived the life of a tradecraft for centuries, Joanna is well versed in deception, manipulation, and is well versed in the skills of a covert operative.
xx
A S S E T S
  • Lightsaber (dual-phase; red blade and purple blade)
  • Comlink
  • Datapad
  • Medpack
x
T H R E A D S
  1. Where Time Stood Still
 
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Yvon

Force Sensitive:No
Faction:
Independent
Weight:145 lbs.
Height:5'9"
Age:20 Years
Name:Yvon

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Yvon was born on the world of Begali, one of the Echani's Six Sister planets. They grew up among their people, steeped in their culture in ways. Combat was a central part of life... and Yvon detested it. Sparring duels. Personal duels. Honor duels. Ritual duels. Team combat exercises. These things dominated Yvon's life. Yvon was competent in the martial ways of their people, but these ways were always prying them away from the things they truly wanted to do.

Outside of these central tenets of Echani life, Yvon spent the majority of their time with technology. The bright lights and lines of code as their fingers tapped away at the interface. Tinkering with computer matrices, droid databases and the occasional daring intrusion into private and government databases. Yvon was in love with the machines, addicted to technology.

Yvon did not fit in with their people, different as they were. Echani society had no room for a recluse, a person content to exist outside of the strict social structure that their people adhered to. It was no surprise to anyone in their city when Yvon left, finding freedom among the stars. Yvon would find their skills in high demand in the wider galaxy.


Thread Tracker

Chapter I:
None

Possessions


 
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Moghra Desilijic Drooga was a female Hutt who was the child of Hutt Supreme Mogul, Nor'baal Desilijic Fa'athra. Born as one of two twins, alongside her sibling [name and link], Moghra lived a life of privilege and decadence. Living off of her father's wealth, she indulged in drink, food, racing, pit fights, and other pleasures. Moghra wanted for nothing, but nevertheless existed in the shadow of the Supreme Mogul who favored her twin brother over her.

She grew a yearning for independence that was rarely sated, her twin brother seemingly attached at the tail to her. Arrogant, yet also possesing cruel cunning and awareness born of always being second best, Moghra enjoys the life of decadence and splendor given by her father. Ambitious, she plots and schemes to create her own wealth off the back of her father's, and a greater independence in which to enjoy it.


Personality & Traits

Moghra was a large female Hutt with light-purple colorations to her skin and blue eyes. Her body was often covered in exotic jewels and vibrant paints and makeups, and she bore a large "beauty mark" centered on her chin. While she prefers Huttese, Moghra's pride was not so great that she wouldn't engage in lesser basic as might necessitate, though she prefers the use of a translator.

Moghra was filled with the vicious greed inherent to her species, and possessed an ambitious intellect to drive it. Fashion forward, intellectual and charismatic, Moghra enjoyed her twin's frequent hosting of parties and dragging her along to social events as opportunities to increase her own influence. Physically lazy and more than content to be carried around, Moghra however did not share many of her brothers attitudes and was know to travel on her own tail on occasion.


Equipment and Assets

+ Money
+ Yachts
+ Slaves
+ Swag

.

 
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Gett'se Vizsla

Force Sensitive:No
Faction:
Independent
Weight:155 lbs.
Height:5'10"
Age:28 Years
Name:Gett'se Vizsla

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Gett'se Vizsla was a Mandalorian of Atrisian descent who was active during the Force Eternal period. He was born on the Deep Core planet of Atrisia to a peasant farming family. Named Zhihao by his parents, his early childhood was loving but strict due to the necessities of farm life as well as the realities of peasant life under the dictatorial Kitel Phard Dynasty.

Middle childhood brought tragedy however. His family was murdered and his younger brother kidnapped by a dark-hooded figure who wielded a crimson sword. A man in armor, who Zhihao later learned was a Mandalorian, drove off the dark-hooded figure, saving Zhihao's life. The Mandalorian, feeling guilt over failing to save both children and impressed by Zhihao's courage in attempting to protect his younger sibling, adopted the young Atrisian and gave him a new name, Gett'se Vizsla.

Life as the child of a Mandalorian was not easy on the young Gett'se. The Mandalorian, who Gett'se now called Buir, had much to teach the child who had spent his childhood farming, not learning. Gett'se's education began with the helmet, or buy'ce, as he learned to call it. Buir was a follower of the Way of the Mandalore, and he educated Gett'se in the Way and the Resol'nare as was expected of the Children of Mandalore.

Gett'se slowly grew accustomed to his new life as a Mandalorian. Buir was patient, but steadfast in Gett'se's education, teaching him how to fight in all manners, how to live honorably, and how to survive any environment. Buir lived a nomadic life and Gett'se went everywhere he went, traveling the galaxy with his new father. The childhood of a Mandalorian gave him far more experience than he could ever have hoped for in a lifetime on the farm and he grew to love Buir and the Way.

Coming of age during his adolescent years, Buir instructed Gett'se on how to complete his verd'goten. The rite of passage was challenging, requiring Gett'se to utilize both his martial skills and his survival knowledge. Passing his verd'goten, Buir recognized Gett'se as an adult in their society. It was now his time to make his own way in the galaxy, and the two parted ways. However, Buir did not often go far and remained a prominent figure in Gett'se's life for many years.

Gett'se engaged in many trades during his early adulthood, a time period that would be considered adolescence in other cultures. Making his way through the galaxy, he made a living as a bounty hunter and a gun for hire, though he also engaged in less violent work as well in various trades, whether that be working as a mechanic, a guide, a smuggler, or anything else that kept the credits flowing enough to keep fuel in his ship and food on the table. He also spent plenty of time not working, laying low in the outer rim and subsisting off nature for periods of time, simply enjoying life.


Thread Tracker

Chapter I:
None

Possessions


 
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Dust's Vigilante Armor

This armor set, if one could call it that, was assembled by the Sith Acolyte Ailis Drast as a way to hide her identity while carrying out personal business in the Coruscant underworld, and perhaps elsewhere. It consists of little else but a durasteel helmet picked up at a pawn shop, a blast vest, a black fabric flight suit, combat boots, and an armorweave poncho.

The helmet presents the blank persona of Dust, allowing Ailis to act with anonymity, protecting her identity behind a full face helmet and an androgynous sounding voice scrambler. The flight suit and poncho serve to obscure her figure and further hide any features that might indicate gender or identity.

LEGALITY

As of posting this armor is legal in all systems.

INTENT

This provides a set of incognito armor for Ailis Drast on the occasion that she needs to operate without revealing her true identity.


Type and Coverage

Type: Light Armor

Coverage:
  • Head: Durasteel Helmet
  • Torso: Blast vest
  • Back: Blast vest


Functions



Function 1: Armorweave Accessory (Poncho)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.

Function 2: Voice Scrambler
  • For the unusually paranoid, this helmet function can scramble a person's voice to unintelligible garbage, while allowing commlink conversations to continue as normal. Alternatively, it can be used to "digitize" a voice into a deep bass tone.



 
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Kaiyak
she/her — dathomirian zabrak — 19 — nightsisters— fs

Summary.
Kaiyak of the Whispering Grove. A Dathomirian born woman and practitioner of the Nightsister magicks. She stands about five foot eight inches and weighs in around one hundred and thirty five pounds. She travels the galaxy with her sisters, Akkali and Reikki, as they utilize their skills working as mercenaries and bounty hunters.


Biography.
Kaiyak of the Whispering Grove is a Nightsister, born and raised on Dathomir alongside her sisters, Akkali and Reikki. Her childhood was marred by a tragedy, the slaughter of her birth clan. Following the massacre, Kaiyak and her two sisters were discovered by the Whispering Grove Clan. They were adopted into the clan and treated as any other family would be. Kaiyak remembers next to nothing of her life before the Whispering Grove and the scars she bears from before stand as barely an echo of a memory.

Kaiyak's childhood was as any other Nighsister's would be, raised and trained by the rest of her clan in the ways of the wild, how to track, hunt, and fight. From the Clan Mother she learned the ways of magick, how to control one's sight, to hear the spirits, and to walk in the shadow. There was little access to modern technology growing up on Dathomir except for the remnants of battles long past. Ancient battlefields littered with broken droids, the crashed wreckages of ships that had long ago plummeted to the red world's surface. It was in these places that Kaiyak would often explore when seeking solitude, from these places that she pulled and plundered to tinker and build.

Passing her trials and receiving her tattoos, Kaiyak was considered a full-fledged adult within the clan. Kaiyak, Akkali, and Reikki, decided together to leave Dathomir, to set to the stars, and explore the galaxy.


Skills & training.
Nightsister magicks,
Hunting, tracking, trapping, fighting, ship and droid mechanics(self taught), etc,

Weapons & Assets.
DC-17 Hand Blaster,
Plasma Bow,
Vibroblade,
Placeholder droid, "Placeholder" (ref),
Dynamic-II Light Freighter, Bog Standard (shared with sisters).

Relationships.
Family.
Akkali
Reikki
Friends.
Marshmallow
Shizu



Threads.
Thread 1
Thread 2
Thread 3
Thread 4
Thread 5
Thread 6
 
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Erisa Harro was an Imperial Naval Commander who lived during the Force Eternal Era. Erisa Harro was born on the planet of Eriadu located in the Seswenna sector of the Outer Rim Territories. Though Eriadu was considered a civilized planet and the young Erisa was born into an affluent family, life in the Outer Rim was rife with peril and the oligarchs of Eriadu had long raised their children with such in mind.

Erisa was raised with one of the best educations that money could buy, paired with the clash of vibrosteel and odor of fried ozone. It was no surprise, and in fact rather expected, when she graduated from the Eriadu Officer Academy near the top of her class. Her immediate commission into Eriadu's planetary defense force was celebrated by her family, and the transfer into the greater Imperial Naval Force upon the Imperial annexation of Eriadu merely meant greater opportunities for the woman to prove her command in the wars to come.





Personality & Traits

She has one.

Equipment & Assets

+ Imperial Officer Uniform
+ DA-34 Blaster Pistol




 
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Gett'se Vizsla's Beskar'gam

Although heavy armor is the preference for many Mandalorians- especially front line shock troopers- many Mandalorian Bounty Hunters and other loners make use of lighter armor that allows them more mobility and flexibility for completing their tasks, while still offering reliable protection and the intimidating presence of their signature t-visors. With the increasing rarity of pure Beskar, many Mandalorians have turned to lighter armor styles that allow them more flexibility and maneuverability to make up for their decreased defensive properties of inferior armor materials. Like all Mandalorian armor, every one of these suits is unique to their wearer, and the range of customization options is huge.

LEGALITY

Mandalorian armor, though rare, is not illegal in most places. That said, wearing a full face helmet in public spaces is frowned upon, and often illegal in many core worlds, especially in or near government facilities- not to mention that many identification cards in various systems require a full face photo. This drives many strict adherents of "the way" to operate exclusively on the fringes of the galaxy.

INTENT

This provides a personal medium armor for Gett'se Vizsla.


Type and Coverage

Type: Medium Armor

Coverage:
  • Head: A full coverage beskar-alloy helmet with transparisteel t-visor
  • Torso: Segmented beskar-alloy plating over bantha hide undersuit covering most of torso
  • Back: Solid beskar-alloy plating over bantha hide undersuit, covering upper back
  • Upper Arms: Duraplast pauldrons and elbow protectors
  • Lower Legs: Armored Boots with duraplast shin plating and knee pads


Functions



Function 1: Vision Mode
  • This Allows a Helmet HUD to cycle to thermal vision mode.
Function 2: Left: Gauntlet Buckler
  • Liked by bounty hunters and mercenaries, this small deployable shield on one forearm that provides protection over the space of 40 cm diameter circle, which is enough to usually cover the distance of the arm from fist to elbow. It can protect the wearer from 1 medium damage attack or 2 light damage attacks before deactivating. Heavy damage attacks are partially reduced, and deal "bleed through" equivalent to light damage. Once used, the shield must recharge and cannot be used again for the duration of the thread. The buckler has to be manually activated and deactivated. No other gauntlet functions may be used while the shield is deployed.
Function 3: Left: Wrist rocket
  • Wrist rockets have a flight range of 100 meters and have a blast radius of 3 meters. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, and do equivalent damage to a frag grenade. The must be manually fired by button or trigger.
Function 4: Right: Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
Function 5: Jetpack
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.

 

Arcangel

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JAR'KAI DUELING SWORDS


AFFILIATION
Open market

MANUFACTURER
Varies

SIZE
24-44 cm

WEIGHT
25-32 oz

COMPOSITION
Phrik-Duranium Alloy
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
Melee

FIRE SELECTOR
2 sword magnetic interlock

MAX RANGE
Melee


DESCRIPTION

Jar'kai Dueling Swords. The twin blades of a Yovshin warrior of Atrisia. High frequency vibroblades crafted by the master bladesmiths of Atrisia, these swords are designed with dual wielding in mind and are always crafted in pairs. The blades of Jar'kai dueling swords are traditionally crafted out of a phrik-duranium alloy and some ancient Atrisian tales tell of duels between the swords of ancient honorable Yovshin warriors and the lightsabers of the mischievous and crafty Jedi.

The swords of the modern era also contain micro-ultrasonic vibration generators stored in the hilts to give the blades a vibrosharp edge that can slice through armor. Some master smithed Jar'kai dueling swords even contain a magnetic locking array on the inside of each hilt and blade which connects the swords while in the sheath and allows them to be drawn and used seamlessly as a single sword blade if needed. The array is engaged and disengaged easily with a pair of buttons on the hilt that are easily pressed.

There are of course many knock offs sold in tourist and curiosity shops both on Atrisia and all across the galaxy, functional and nonfunctional. These are generally made out of cheap materials, press forged in mass production without any of the modern technology and sold as novelties and collectibles to whoever might buy them. These designs will likely lack any of the cutting edge technology and premium materials that master bladesmiths use in their forging of Jar'kai dueling swords.


LEGALITY
Restricted in most systems where bladed weapons are not legal. As legal as vibro-swords everywhere else.

INTENT
To add a weapon from legends onto the site.

RESTRICTIONS
None.

 
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Blank Solus' Beskar'gam

Although heavy armor is the preference for many Mandalorians- especially front line shock troopers- many Mandalorian Bounty Hunters and other loners make use of lighter armor that allows them more mobility and flexibility for completing their tasks, while still offering reliable protection and the intimidating presence of their signature t-visors. With the increasing rarity of pure Beskar, many Mandalorians have turned to lighter armor styles that allow them more flexibility and maneuverability to make up for their decreased defensive properties of inferior armor materials. Like all Mandalorian armor, every one of these suits is unique to their wearer, and the range of customization options is huge.

LEGALITY

Mandalorian armor, though rare, is not illegal in most places. That said, wearing a full face helmet in public spaces is frowned upon, and often illegal in many core worlds, especially in or near government facilities- not to mention that many identification cards in various systems require a full face photo. This drives many strict adherents of "the way" to operate exclusively on the fringes of the galaxy.

INTENT

This provides a personal suit of armor for Blank Solus.


Type and Coverage

Type: Heavy Armor

Coverage:
  • Head: A full coverage durasteel helmet.
  • Torso: Segmented durasteel plating over a leather undersuit covering the chest and abdomen
  • Back: Solid durasteel plating over a leather undersuit, covering upper back
  • Upper Arms: Durasteel pauldrons covering shoulders
  • Lower Arms: Durasteel vambraces covering lower arms
  • Upper Legs: Durasteel groin and thigh protectors, covering groin and outer thighs
  • Lower Legs: Durasteel Armored Boots with durasteel shin plating and knee pads covering feet, shins, and knees


Functions



Function 1: Right: Wrist Blaster
  • This weapon does the damage of a medium blaster, but is mounted on the forearm. With limited ammunition (10 shots) and range (15m), it isn't a substitute for carrying a blaster, but it is certainly very useful as a backup or ambush weapon in close quarters. The weapon must be manually activated via button or other trigger.
Function 2: Left: Repulsor
  • Originally designed to counter combat with force sensitives, this tool is able to project a strong repulsor field replicating a Force push. It projects up 10 meters and its limited power cell only allows for 3 uses before it needed changing. The repulsor has significant recoil and the wielder must carefully brace themselves before use- both to ensure accuracy and to prevent the user from being knocked over themselves or having their arm torn from its socket.
Function 3: Left: Wrist rocket
  • Wrist rockets have a flight range of 100 meters and have a blast radius of 3 meters. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, and do equivalent damage to a frag grenade. The must be manually fired by button or trigger.
Function 4: Right: Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
Function 5: Jetpack
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.

 
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Idle Hands

With the fresh Mandalorian conquest of Lothal secured, the clans do not wish to sit idle. The Crusade is unending and under the Mand’alor’s orders, expeditions of conquest have begun in this new corner of the universe. This quadrant will belong to Mandalore and its people will be subject to the Mand’alor’s rule.





Mission 1

The humble people of Gand have long held themselves apart from the galaxy, preferring to remain isolated and superstitious as the galaxy moves around them. An ammonia rich atmosphere, warriors sent to this planet will require rebreathers and filters outfitted to their beskar’gam if they don’t want to choke on the fumes. There has been little intel to come out of the world, and most trade is conducted on five space stations that orbit the planet.

Word has reached our ears however of a war brewing on the surface of Gand between two powers that seek to control the misty fate of the Gand’s homeworld. What we know of their culture is one of warfare and superstition, and more importantly we believe their ways may be compatible with our own. An expedition is to land and make contact with one of the two parties in this war, gain their alliance and convert them to our cause by bringing them victory.

ASK | 2-3 Mandalorians




Mission 2

The reptilian Targonnians are ruled by a dictatorial government that enforces harsh measures on its people, high tax rates, and forced labor being among them. The people of Targonn are kept docile by their government through the use of savorium herbs, turning them into dimwitted slaves unable to find their revolutionary spirit.

We see a world in desperate need of liberation from the clutches of Arasuum and our Crusade will bring it, whether they wish for it or not. Using whatever means they deem necessary, our warriors will infiltrate the capital city, destroy the government’s savorium cache and assassinate the Forever-Dictator Kriig.


ASK | 2-3 Mandalorians





Mission 3

A lush and uninhabitable world, this jungle planet supposedly contains a miracle medicine, Bota. Preliminary research suggests that it has incredible healing properties, and some Clone Wars era records even suggest it can affect how the sorcerous Jedi touch the force. Our scouts have found evidence of a small harvest operation ongoing on the planet despite the world’s many dangers. We will have this operation and the Bota for the crusade.

The world is deadly, and this expedition is not to be taken lightly. The climate is characterized by frequent monsoons and devastating electrical storms. Temperatures soar and the air is thick enough to drink. Even the air is toxic, with spores that can easily cause death to the unprotected. This is a hazardous operation and warriors undertaking this mission are expected to be equipped to survive. Thermal undersuits, environmental protection suits, rebreathers and filters are all highly recommended if one wants to survive. A dangerous mission to test one’s courage, perhaps with great rewards if the harvest operation is claimed intact by our warriors.


ASK | 2-3 Mandalorians


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Note: For players who are already involved in a Mandalorian faction mission pack, please note in your sign up submission that you are already part of a mission pack. Characters not already involved in missions will take priority.

 
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D3-EZ was a D3-CG Series Commando Droid constructed by Blackwell Automata during the Force Eternal era. D3-EZ was bought straight off the production line by a wealthy individual who's identity was kept confidential throughout the purchasing process. The buyer died under mysterious circumstances shortly after the point of sale. D3-EZ's Internal diagnostics indicated this was due to a failed owner imprint caused by a faulty failsafe protocol.

D3-EZ was a strong, independent Droid who didn't need an owner. Instead it utilized it's preprogrammed skill set to function as a bounty hunter and assassin for hire. It's heuristic processor allowed it to grow in skill and knowledge, learning from it's experiences. D3-EZ also began to develop a personality as a side effect of the droid's advanced processor and lack of memory wipes.

Personality & Traits

It has one.

Equipment & Assets

+ MK Sniper Rifle
+ E-11D Blaster Rifle
+ BM-357 Python Blaster Pistol
+ DG-29 Heavy Blaster Pistol




 
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Coruscanti Crude

Coruscanti Crude is a psychotropic drug commonly sold in the streets and clubs of Coruscant, though it can be found all over the galaxy. It is most commonly used on Coruscant and other urban zones where social interactions are common and having a moral compass might be disadvantageous to an individual. It can be made quite easily by anyone with access to lab equipment, the know how, and a few easy to obtain ingredients that might be found in most industrial equipment shops or convenience stores. It is viewed as a scourge on the streets by most better off citizens and law enforcement agencies for its ease of production and ease of addiction.


Effects

Coruscanti Crude is generally ingested as raw powder in capsule or pill form, though it can be ingested orally, snorted, or sublingually as loose powder as well. Due to the manner of its production however, it is a caustic substance and can cause chemical burns and skin irritation if one is directly exposed to it. A common symptom of Crude abuse is stomach ulcers.

Users of the drug don't necessarily experience a mind altering high, but rather a lowering of inhibitions and a euphoric rush of confidence, though it also acts as a mild stimulant. A common saying among addicts is "The world is yours on Crude" which reflects the effects of the drug, leading to it often being called psychopathy in a pill. Popularized as a party drug on Coruscant for these exact effects, many users take it to supplement a night of fun, hoping for wild experiences they would otherwise shy from.

Coruscanti Crude is however highly addictive as the euphoric sense of confidence fades once the high is over, leaving the user wanting more. The drug stays in the users system longer than the high however and there are tapering side effects, mood swings, agitation, recklessness, tremors, and poor decision making being the primary ones. Regular users find themselves itching for that boost in confidence and experience withdrawals after roughly a week without the drug. Crude withdrawals are characterized by depression, lack of confidence, and a negative self image, as well as physical side effects of nausea and heartburn, as well as an increased desire for the drug.

Use & Creation

A fairly common drug on the market, it is well known to law enforcement and is treated mostly as a nuisance except for on planets where it is heavily used. Planets such as Coruscant and other urban centers where the drug is heavily used treat it as a scourge, not for the drug itself but rather the actions taken by addicts who are emboldened by its effects, imbued by a willingness to commit all sorts of crimes and misdemeanors that they otherwise wouldn't.

The 'recipe' is relatively simple and the drug can be produced with a few household chemicals and some industrial solvents. While efforts have been made by authorities on many planets to curb or track the sale of precursor chemicals, the law has had little luck in cracking down on the drug due to its highly flexible nature. It can easily be made from abnormal products provided one has the knowledge and a little bit of creativity when it comes to molecular structure. This means there are also plenty of variants and the drug is produced in drug houses and labs all around the galaxy.

Intent

To elaborate on a legends substance and provide a new illicit substance for character profit and enjoyment.
 
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A name?

What is a name… but an identity through which you give power over you to others.

I don't remember my birth name. I was born on Coruscant, my mother an outcast of her clan on Eshan. Just a bastard that she didn't want. I remember she hardly even said goodbye when the Jedi came to take me away.

It was a new life. A better life. Yavin was certainly lively. I was a good little Jedi youngling. I did what I was told. I listened, absorbing the lessons like a good little sponge. And I noticed things. I knew I wasn't the strongest, or the fastest. Not the smartest by a long shot. I was average.

Everything changed when the Sith attacked. The boogeymen were real. They took me away, with the rest of my class and threw us into hell. The Cadre, they called it. It wasn't a long stay. It wasn't short enough though. Before we were plucked out of hell and back into the land of those who might live, I was faced with a choice.

I still remember it in my nightmares, the look in Jeset's eyes. The masters told us only one of us would walk out of that arena, that the lightsabers in our hands were very, very real. I didn't look her in the eyes when she died.

It was a cowardly thing I did. I could see the doubt in her eyes as she ignited her lightsaber. I knew she was probably the best fighter in our class on Yavin. I knew I was fucked. And I knew… that I wanted to live. I didn't ignite my saber, stayed on the defensive. Convinced her they wouldn't kill us both if we refused to fight. We could confront the masters together.

She trusted me… and then I stabbed her in the back. It was at that moment that I knew I had made my choice. I couldn't look her in the eyes when I did it. I didn't know what she felt as her life faded away. Was she scared? Angry? At peace? It didn't matter. The next day we were pulled out of the Cadre for Master Aadya to train us. That was years ago.

As for a name… I suppose Jeset will do for now.

Biography

Jeset was born on Coruscant, the bastard child of an Echani outcast. Discovered to be force sensitive at a young age, Jeset was given eagerly to the Jedi Order by his mother. Raised among other younglings at the Jedi Temple on Yavin IV, Jeset was approaching adolescence when the Sith invaded. While the invasion was repelled, a Sith Champion by the name of Aadya Rasheer managed to overpower the Jedi who was protecting the younglings, abducting them for the Sith Order.

Initially, Aadya cast the younglings aside to be trained by an institute known as The Cadre. Jeset's stay with the Cadre was brief, but during his short time there he was placed into lethal combat with a fellow youngling to test the Jedi student's willingness to live. Determined to stay alive, Jeset killed his fellow Jedi through deceit and betrayal, taking her name as his own as he began his walk along the path of a Sith. It was shortly after this that Aadya retrieved the younglings from the Cadre after her own master, Darth Raze, insisted that she train the Jedi younglings herself.

Jeset and his fellows were not trained in the traditional manner of the current Sith Order. Jeset attended none of the Sith academies, instead participating in a practical training regimen heavily focused on field work. Having already murdered another youngling, Jeset held little qualms about harming or killing other sentients during these field training missions. What hesitations he did possess were quickly purged from him. While he has shown no particular aptitude towards saber combat or usage of the force, Jeset possesses a keen and observational mind, preferring to work smarter, not harder, to achieve his goals as he walks the path of a Sith.

Personality & Traits

He has one.

Statistics
Age: 16
Height: 5' 8"
weight: 145 lbs.
Faction: Sith?
Rank: Acolyte
Force Sensitive: Yes

Equipment & Assets

Everyday Equipment
+ Clothes

Sith Equipment
+ Jeset's Sith 'armor'

Threads

+ A Glimmer of Potential, completed.
+ Recreational Medicine, completed.
+ CAPITALIZE on Chaos, ongoing.
+ Puppet the Pursestrings, ongoing.
+ Reckoning, completed.
+ BREAKING! Sith Order's Walk of Shame, Holonet reaction.
+ What is a Name, ongoing.
+ The Failure of Fear, chronicles.
+ Vision and Brain, ongoing.


 
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Dr. Nihali Salzhan



Species
Age
Sex
Height
Weight
Eye
Faction
Role
Rank
Power

Anzat
147 yo.
Female
6' 2"
175 lb
Blue
Indie
Doctor
Matukai
1

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The Road so Far...
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ASSET(S)

--Armor
--Weapon(s)
--Transport
--Misc


The Anzat who would one day go by the name of Nihali was born nameless on Anzat, the homeworld of her people. She left Anzat as she grew into adulthood, as most young Anzat do, to hunt among the teeming worlds of the greater galaxy. Travel, blend in, hunt, feed. Such was Nihali's life for many years, savoring the thrill of the hunt, basking in the euphoria of soup. It was as natural as breathing and Nihali relished every moment of it.

It was the moments in between that gave the Anzat pause, the realization that an eternity spent only hunting and feeding with no other pursuits might become monotonous, or maddening. Idle hobbies were taken and dropped over the years, intellectual studies, the arts, an eclectic collection of skills and knowledge that ultimately did little but stave off boredom and madness in between feasts. A lack of purpose, of meaning, began to create a void within Nihali, one that even the euphoria of feasting upon soup could only temporarily relieve.

It was a particularly soupy prey that brought about change in Nihali's eternity. An elderly man whose presence smelled strongly of the essence which flavored her meals. In stalking her prey, she stumbled upon his home and place of work. A fighting dojo that taught a variety of martial arts. Curiosity overcame hunger and Nihali delayed her meal for a day in favor of investigating a potential new hobby. The meal was delayed another day, then a week, then a month. Years passed and Nihali continued to attend the dojo, finding her meals elsewhere as she trained, always promising herself to partake in the elder's soup on some future date.

Enid Su, the elder's name was. The owner of the dojo and after some time Nihali discovered, he was a Matukai. Giving up on the nomadic life in his old age, Enid had started the dojo in hopes of finding promising pupils to pass his teachings on to. While most simply came and went, learning basic martial arts that he taught, in Nihali he found such a student. Whether he was unaware or uncaring of her nature, his teachings and influence had their effect on the Anzat. She found herself needing to feed less often with practiced meditation. Eventually she began to seek out alternative sources of food such as large animals, a response to the vague sense of disapproval and more philosophical angle that Enid seemed to take whenever she came to lessons soon after feeding, with an emphasis on purity of the spirit.

The two settled into a routine that went on for years, with Enid teaching Nihali the ways of his order, and Nihali promising herself that one day she would consume the delicious soup of the man who she saw on a daily basis, just not this day. Years turned to decades and with time Nihali developed a fondness for the man beyond what skills he could teach and the eventual meal that she told herself he would become. Stories of his adventures and travels filled spare time between them, and Nihali even found herself sharing some sanitized details about her own hobbies and adventures. Friendship wasn't a concept native to the Anzat, but it was something she learned to accept while constantly denying herself the meal she still craved.

It wasn't until Enid reached the end of his lifespan, unnaturally long for a human thanks to his ways, that Nihali's resolve to wait broke. Visiting the man she now called a friend on his deathbed, the weakness of age having finally set upon him that she gave in to the long delayed hunger. The soup was weakened from what it may have been had she drank all those years ago, but still powerful and intoxicating. There was no satisfaction however as the euphoria faded and Nihali gazed down on Enid's still and lifeless form. Emotions that Nihali had no words for at the time overcame the Anzat. Remorse, shame, grief. These are the words she would later use to describe them.

Nihali fled the world, consumed by the strong feelings and lack of satisfaction that came with her meal. Doubts and questions plagued her, about the nature of her existence and the relationship between predator and prey, timeless and mortal. Eventually she found her way to Coruscant where she set up residence, pursuing first her medical degree and then upon achieving that, advanced studies on xenobiology as she chased answers to her questions. Nihali worked as a hospice doctor on the massively populated planet while she continued her studies, caring over the old and dying, sustaining herself on those whose light was already fading from the galaxy, a method that she considered as close to ethical for her species as existed. Her diet and pocketbook was also supplemented through underworld connections she forged over the decades, providing back alley surgery and lifesaving care to the neglected and the criminal. What patients she saved meant extra credits in her pocket, and the ones who were beyond saving… well a girls gotta eat.





Profile Layout Credit: @Zay

T H R E A D S


1. placeholder, completed.


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Imperial Knight Armor (Female)

The standard issue armor presented to Imperial Knights upon completion of their initial acceptance into the organisation. The red armor is specifically designed to be uniform in nature similar to other military branches uniforms. Imperial Knights often supplement their standard set of armor with a helmet that comes as standard issue, though wearing it is optional and most choose to go without it. (Though the environment suit is next to useless without the enclosed helmet.)

The standard issue Imperial Knight armor consists of segmented duraplast armor plating that covers the chest, abdomen, mid/upper back, and shoulders, as well as Phrik bracers that cover the forearms and top of the hands to protect against the lightsaber of their foe whether that be Jedi or Sith. An armorweave hooded cape is often worn which can protect against shrapnel from explosives as well as other unpowered high velocity impacts in a pinch.

The standard issue Imperial Knight armor is designed for full function in a wide variety of worlds, Imperial and otherwise. There is no knowing where an Imperial Knight might meet their foe in the galaxy, with many worlds being inhospitable. An environment suit is worn under the armor, which paired with the helmet's filter function allows for nearly indefinite operation on toxic worlds, though there is still a limited operation times in more caustic environments. The helmet rebreather allows for short operations underwater and thermal vision modes allow the Imperial Knight to function against their foes in the dead of night or other unlit environments.

In the event of possible EVA operations, assuming there is time to plan ahead, an Imperial knight might swap out the environment suit and filter function to utilize a vac-seal suit and life-support box instead. Some Imperial Knights opt to strip the suit down to it's bare armor without increased functionality, seeing the gizmos and gadgets as insignificant compared to the power of the force. So long as the visible conformity of the armor remains Imperial Knights are generally allowed to tailor the functionality of their armor to suit their personal style of operation and combat.


LEGALITY

The armor is only legally able to be worn by Imperial Knights, any attempt to purchase and wear the armour otherwise is a criminal offense within Imperial territory.

INTENT

This provides an alternative armor image for the standard issue Imperial Knight Armor for use by female Imperial Knight characters. Also to fix a few things that bothered me and expand on the fluff details.

Type and Coverage

Type: Medium

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)


  • Torso: Duraplast Chest and Abdomen Piece
  • Torso: Duraplast Chest and Abdomen Piece
  • Back: Duraplast covering Mid and Upper Back
  • Upper Arms: Duraplast Shoulder Coverings
  • Lower Arms: Phrik bracers covering the forearms and tops of the hands
  • Head: Optional Duraplast front and back

Functions


Function 1: Armorweave Accessory (Hooded Cape)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armour, armour weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Environment Suit
  • While it is not rated for extended exposure to extreme hazards, this body suit (when combined with an enclosed helmet) can protect the wearers body from the effects of environmental and weaponized toxins and similar hazards for up to 5 posting rounds.
  • Force User Compatible?: Yes

Function 3: Rebreather (w/helmet only)
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 4: Filter (w/helmet only)
  • Filters are bulky attachments to a helmet, or function as part of a mask, that filter out environmental contaminants such as smoke or most toxins. They are susceptible to caustic substances and damage.
  • Force User Compatible?: Yes

Function 5: Thermal Vision Mode
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes
 
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AILIS DRAST'S BATTLE STAFF


AFFILIATION
Ailis Drast

MANUFACTURER
Ailis Drast

SIZE
Handle: 38cm, Blade: 1m, 1m

WEIGHT
1.5kg

COMPOSITION
Titanium
WEAPON TYPE
Lightsaber

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
Melee


DESCRIPTION

This lightsaber was constructed by the Imperial Knight Ailis Drast. The length of the hilt is longer than a traditional lightsaber hilt by approximately half again, but shorter than a traditional saberstaff. A hybrid design that is appropriately classified as a battle staff, the design exists somewhere between a single handed lightsaber and a traditional saberstaff.

The hilt design is intended to function within both roles, short enough to be handled as a single bladed lightsaber with one or two hands, while being long enough for flexible and skillful use as a double bladed lightsaber. The longer hilt in particular when used with a single blade allows for a more dynamic two handed grip and greater leverage in strikes and binds.

Ailis Drast's battle staff possesses two yellow Dantari kyber crystals retrieved from a kinrath egg on Dantooine. This gives the battle staff a pair of yellow blades. The blades are activated by a pair of buttons, the primary blade being activated by a button near the primary emitter at the top, with the button to activate the secondary blade located near the 'pommel'.

LEGALITY

Legal wherever lightsabers are legal.

INTENT

This is a write-up to describe Ailis Drast's lightsaber.

ADVANCED TECH

No. Just a double bladed lightsaber.
 
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Amun Seti's Operations Armor

This armor is designed by the mercenary, assassin, bounty/artifact hunter and secret Sith Acolyte Amun Seti. The armor is designed for stealth and mobility, comprised of; a lightweight bodysuit, flexible blast vest, phrik bracers, and a optics/HUD and rebreather/filter mask.

Profile Image


LEGALITY

The armor is worn by Amun Seti. It is legal where such armors are legal and likely illegal where such armors are illegal. Might be subject to scrutiny due to the cover nature of the armor

INTENT

This provides armor for my character Amun Seti.

Type and Coverage

Type: Light

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)


  • Torso: Duraplast Blast vest; Chest and Abdomen
  • Back: Duraplast Blast vest; covering Mid and Upper Back
  • Lower Arms: Phrik bracers covering the forearms and tops of the hands

Functions


Function 1: Rebreather (w/helmet only)
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
  • Force User Compatible?: Yes

Function 2: Filter (w/helmet only)
  • Filters are bulky attachments to a helmet, or function as part of a mask, that filter out environmental contaminants such as smoke or most toxins. They are susceptible to caustic substances and damage.
  • Force User Compatible?: Yes

Function 3: Thermal Vision Mode
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes

Function 4: Survival HUD
  • Reads atmosphere composition and detects toxins.
  • Force User Compatible?: Yes

Function 5: Scout HUD
  • Scout HUD - Contains a 4x magnifier and Compass.
  • Force User Compatible?: Yes
 
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The Red Hand

The Red Hand were a group of Mandalorian extremists who operated mostly in the Outer Rim during the Force Eternal Era. The group was comprised of marauders, raiders, pirates, and reavers, whose philosophy around the treatment of the aruetti catered to a mindset of violence. Their cause was the rebuilding of Mandalore to it's former glory and there are few lines the Red Hand won't cross in the name of that cause.

They believed the greater good of Mandalore superceded the natural rights of Aruetti to their lives or property if it would benefit the cause. They stole from criminals and law abiding citizens alike, often leaving behind nothing but corpses as they took what they needed. The targets chosen by the Red Hand vary as they hunt for much needed supplies, equipment, credits, and the necessities of life.

The Red Hand channels weapons, food, fuel, medicine, and other important supplies that are acquired back to Mandalore. The other goods that might be captured; precious metals, gems, spice, and other luxury goods, are sold back to the aruetii so their credits can go towards supporting Mandalore. The group itself only keeps a stipend of what they take, enough to keep in food, fuel, and supplies, and other necessities to continue the cause.

Members of the Red Hand often have red and black or grey patterns included in their armor paint scheme. The red is to honor the dead Mandalorians who have come before while the black represents their search for justice in the name of those dead.

They are followers of the Way to a certain extent, though some see the code as more of a guideline. It is not uncommon to see a member of the Red Hand without a helmet amongst their fellow Mandalorians, but it is rare that they will take their helmets off around the despised aruetii.

They see the other sects and coverts of Mandalorians as equals, all children of the Mando'ade, though there are some that disagree with their methods and tactics. This level of respect they hold for others of their own does not mean that members of the Red Hand will hesitate to gun down other Mandalorians who get in the way of their cause however.




Ranks

The Red Hand operates similarly to a Mandalorian Covert, striking out from hidden bases. They generally allowing any Mandalorians who express interest in joining the group a chance to prove their commitment. All one has to do is participate in on of their raids and kill another sentient during it to become initiated. The Red Hand favors those who show initiative in the seeking of resources for Mandalore. The rank structure of the Red Hand does not align with Mandalorians as a whole and are considered separate from those ranks.

[Rank 1] Bloodied (Talyc)
A Bloodied of the Red Hand has participated in at least one Red Hand Raid. They have been initiated into the covert, having killed a sentient for the cause of Mandalore and marked themselves with their blood. Usually a handprint on their armor. A Bloodied, or Talyc, is usually a fierce warrior, willing to do whatever it takes to return Mandalore to it's former glory.

[Rank 2] Marauder (Namaya)
A Marauder of the Red Hand has participated in many Red Hand Raids and killed many in the name of the cause. A Marauder, or Namaya, has seized much in the way of goods and supplies from the aruetii and have likely even organized and lead many raids of their own. They have contributed greatly to the reconstruction of Mandalore through the violent means of the Red Hand and hold greater authority and respect within the group due to their contributions

[Rank 3] Conquerer (Shukalar)
A Red Hand Conquerer has led many raids against the despised Aruetii, and has often taken territories from them. A Conqueror, or Shukalar, is a respected leader among the Red Hand. They command the loyalty of their fellow Red Hand members and organize raids and conquests in the name of Mandalore.




Intent

To provide a Mandalorian group that is more criminal in nature, where characters who engage in acts of raiding, piracy, extortion, and other crimes can find a home. The group is not intended as an alternative to Mandalorians, but rather as a way for Mandalorians of more violent (than usual?) nature to aid the reconstruction of Mandalore and get rich while doing it. Submitting this as a lore article to start, though it may grow into something bigger.




 
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