The Captain's Quarters

The Captain

Villainous Scum, Scummy Villain
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A new place to put all of my lovely abominations creations!

Please, do not post. Violators will be keel-hauled
.
 

The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
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Messages
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NAME: Forim Hud
ALIASES:
FACTION:
Hydian Exploration Corps
RANK:
SPECIES: Duros

AGE: 29
GENDER: Male
FORCE SENSITIVE: No
VA:

APPEARANCE:


ATTRIBUTES:

  • STRENGTHS:
  • WEAKNESSES:

PERSONALITY:

BIOGRAPHY:
 
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The Captain

Villainous Scum, Scummy Villain
SWRP Writer
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NAME: Daesh'afenn
ALIASES: Dae, Daesha,
FACTION: The Smugglers Alliance

RANK:
SPECIES: Twi'lek (Rutian)
AGE: 28
GENDER: Female
FORCE SENSITIVE: No

VA:

APPEARANCE:
Daesh'afenn is certainly a striking specimen of Rutian with a tall, athletic frame and turquoise skin smattered with black spots, particularly along her lekku. Her eyes are a brilliant, metallic grey and she wears her lekku freely, barely covering them and never tying them down. She is not without a few scars and blemishes, however, in particular the small burns, scrapes, and scratches that cover her hands and forearms. Despite not growing up on Ryloth, Dae still speaks with a distinct Twi'lek accent which colors her speech, particularly when she's upset.


Dae's usual outfits are designed for maximum comfort and practicality, partially by choice and partially by necessity. She prefers short, simple shirts and tops underneath jackets, often with hidden pockets and compartments. She wears pilot's flight pants with a fully stocked utility/tool belt and black steel-toed boots, often with gloves and a small scarf. In terms of headwear Dae prefers practical items like lekku wrappings and goggles, although she has kept a few choice pieces of jewelry from previous jobs.

ATRIBUTES:
  • STRENGTHS: Daesha gets by primarily on being clever, observant, and charming, meaning that she can be very hard to outmaneuver mentally. She's also learned that speed is the smuggler's best friend, both inside and outside the cockpit, and has honed her reflexes to help her stay a step ahead even if someone gets the drop on her. Or take off sprinting in the other direction, which she also excels at.
  • WEAKNESSES: Daesha isn't much of a fighter, so unless she has the element of surprise on her side she isn't going to be overpowering or outgunning her opponents. She also isn't much better at taking hits, preferring to avoid fights altogether if possible. Being a Twi'Lek, her lekku are of course a major weak spot for her, as they contain part of her brain.

PERSONALITY:
A Nar Shadda-born Twi'lek smuggler and salvager. That title alone conjures up images of Hutt flunkies, swaggering thugs, and vicious opportunists. Shockingly, none of which describe Daesh'afenn. Daesha is oddly down-to-earth and levelheaded considering her line of work, showing a sense of reasonable humility uncharacteristic to her line of work. Because of this she tends to be more careful than others in her line of work and exercises more common sense in her dealings. This skepticism, combined with a healthy does of cynicism, also fuels her biting wit, which she regularly points at those around her. This tendency, unfortunately, has gotten her in trouble on more than one occasion which is why she's also become adept at talking her way out of situations.


It is important not to mistake Daesha's rationality for being soft. If you bring out a bottle she'll take a shot, if you want to swap stories she'll share a few, and if you try to pull a gun on her she won't hesitate to burn a hole in your chest. She also isn't immune to calculated risks, and her career has lead her to make more than one gamble with her livelihood and life. She just doesn't go out of her way to cause trouble or engage in reckless behavior.

BIOGRAPHY:
They called it "Little Ryloth". A little stack of tenements and hovels crammed into a dark corner of Nar Shadda, where the local Twi'lek population sat huddled together, praying something wouldn't drag them into the shadows. This is the world Daesh'afenn was born into, a world of people desperately clinging to a culture nearly a galaxy away. Like many young Twi'leks born into this life, Daesha resented every second of it. She knew how hard her parent's worked to keep the lights on, to keep her fed, to educate her. But when that earned them five hours of power, two meals a day, and books stained cover to cover, appreciation wasn't easy.


In hindsight running off at the wise and informed age of nine probably wasn't the best idea, but once she was out the door it was too late to look back. Begging and scavenging got her to ten, pickpocketing to eleven, and running spices for gangs got her past twelve. Once she was old enough to swing a durasteel pipe she began to run with small local gangs, the last and largest of which was the Gutkurrs. It was with the Gutkurrs that Daesha a passionate love affair with machinery that runs to this day. She proved adept in the fine arts of speederjacking, dismantling vehicles, and illegally modifying them for racing. Her inside knowledge also allowed her to make a great deal of money betting on swoop races
 
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The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
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Messages
3,088
Reaction score
1,224
SKILLS:

EQUIPMENT:


ASSETS:

RELATIONSHIPS:

ROLEPLAYS:
 
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The Captain

Villainous Scum, Scummy Villain
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NAME: Tende jal Syn
ALIASES: Ten, Tenny, Sin,

FACTION:
RANK:

SPECIES: Kaleesh
AGE: 26
GENDER: Female
FORCE SENSITIVE: No

VA:

APPEARANCE:
Tende jal Syn isn't exactly an imposing figure, standing a little over one and a half meters tall with a lean and wiry frame covered in small scars and burns. Her rough, scaly skin is a reddish-brown with a smattering of larger, darker scales across her entire body, particularly around her face, back, and shoulders. Her hair is dark brown and wavy, often tied up in ponytails or tucked up in scarves. Her eyes are solid yellow with thin, slit-like black pupils. As a Kaleesh, her arms and legs end in four digits, giving her a digitigrade stance and two opposable thumbs on either side of her hands, with each digit ending in a long, sharp claw. She also has two small horns jutting down from her cheeks and long, pointed ears, often featuring a selection of small gold earrings.


Her usual attire is universally shoddy and patched, consisting of short, loose brown robes and sandy beige wrappings, often with scarves or hoods covering her head. She also wears a traditional karabbac skull mask marked with red lines over and around the eyeholes whenever she is not in her armor. It is incredibly rare to see her without something covering her face.

Tende painted the helmet of her armor bone white with traditional Kaleesh markings and lettering across the surface, making it a practical alternative to wearing her karabbac mask into battle.

ATRIBUTES:
  • STRENGTHS: Tende's severe training has given her far greater strength and endurance than she appears to have. She is also extremely agile in combat, with amazing dexterity and flexibility allowing her to dart around the battlefield with ease. And she wouldn't be alive right now if she couldn't take as well as she gave.
  • WEAKNESSES: Tende's greatest weakness is her mental condition. The Kaleesh suffers from PTSD, giving her vivid nightmares and occasional hallucinations in addition to random outbursts of violence. She fdeeply ears her own mind, and as such is extremely anti-social and does her best to stay distant from others.

PERSONALITY:
While Tende jal Syn may certainly stand out in a physical sense, she does everything in her power to avoid any unnecessary contact with other people. She sticks to the walls and corners of any room, never too far from a potential escape route, and always keeping her eyes peeled as if she expects someone to attack her. Conversations are short, soft-spoken, and often vague, most barely reaching over four words. She does her best to stay polite and neutral in discussions, and prefers to avoid random conflicts. Once the blades come out, however, she almost becomes an entirely different person. In the heat of combat Tende transforms into a whirlwind of sharpened durasteel and Kaleesh curses, with seemingly only enough self control to stay on objective and not impale anyone on her side.

These two extremes of personality can be explained by digging deeper into her past and mental state. The horrors she saw, suffered, and participated in on Kalee left her with a form of Post Traumatic Stress Disorder and a severe fear of herself. Tende suffers terrible nightmares, and sometimes brief hallucinations, of warfare back on Kalee, particularly seeing herself as some form of monster. When in combat, or really any startling or stressful situations, she reflexively turns to explosive violence, and it takes a great deal of effort to restrain herself and calm down. Despite this, she feels that conflict and pain are inevitable, and that causing these are the only things she can ever do. So, while she tries to avoid combat, she also has a terrible tendency to gravitate toward violent lines of work or situations. While she cannot remember the specifics of these wars, she prefers not to dwell on them and will actively avoid discussions of her past or culture.

BIOGRAPHY:
War was on Kalee long before the great Civil War in the Jedi Order, and it will be there long after. Few in the galaxy know this better than Tende jal Syn.


Tende was born to a family of serfs, servants and soldiers to one of the many warlords of Kalee. She was chosen at a young age, as many of her species are, to serve her warlord in battle as a warrior, to fight and die for the honor of her ruler in combat. Her childhood was a blur of training drills, mumuu hunts, and border skirmishes that replaced innocence with violence and wonder with woe. She fought well enough to survive, to return to her tent every night and wait for the aching weariness in her bones to forced her to sleep. She did not like her dreams, and the honor she brought to the Syn and her warlord were little comfort. She can never remember which clan it was they went to war with or why, it didn't matter. Warlords dealt in the names of enemies and the rules of honor, warriors dealt in the faces of the dead and the realities of conflict. Friends and family were spent like slugthrower cartridges, strewn on battlefields burnt, broken, and empty, only to be replaced by the next round of whelps and warriors sent to the front. Glory and honor cannot be found in trenches or behind palisades.

Nothing changed for Tende after the war, at least not anything good. She watched, numb and detached, like an outside observer among her own people as they mourned and rebuilt what had been lost. There was no sense to it, no reason, fortresses and temples remade only to be unmade in the next war. Children born and bred to kill, raise killers, and then be killed themselves. Death hung in the atmosphere, it permeated every sound, shrouded every face, danced in every flame, and haunted every unconscious thought. That was why she left Kalee, and why she brought it with her into the wider galaxy. Tende took to a wide range of jobs to keep herself alive, having nothing but the clothes on her back, the weapons in her hands, and the knowledge in her head to work with. She was a mercenary, a big-game hunter, a mugger, an enforcer, a pirate, the only recurring themes being extremes of violence and briefness. The war hadn't ended, not really, she brought it to every shakedown, every pursuit, every skirmish. It chased her with a relentless doggedness worthy of the fiercest karabbac, raging in her mind and lashing out through her body. She adjusted, she needed to just to survive, but she did not heal. She existed, and told herself that this was sufficient.
 
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The Captain

Villainous Scum, Scummy Villain
SWRP Writer
Joined
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Messages
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SKILLS:
Tende is, first and foremost, a fighter. She is a deadly hand-to-hand combatant, and is skilled with a wide range of melee weapons, including swords, knives, and spears. She can also throw these weapons for a ranged attack, and has some skill with long-range rifles. Combined with her training and experience in stealth, tracking, and survival she can be extremely deadly even in the worst scenarios. While she does have some tactical experience, her judgement can be easily clouded in the heat of battle. Tende speaks Kaleesh first with Huttese at a close second ,and while she has a decent grasp of Basic she prefers not to use it.

EQUIPMENT:


ASSESTS:


RELATIONSHIPS:

ROLEPLAYS:


 
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The Captain

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NAME: Theel Mapaht
ALIASES:
FACTION:
RANK:
SPECIES: Rodian

AGE: 32
GENDER: Male
FORCE SENSITIVE: No
VA:

APPEARANCE:

At a distance, Theel certainly doesn't fit the stereotype of a big-game hunter. He's short for a Rodian, a little over one and a half meters tall with a wiry, slightly gangly frame covered in rough, light green skin. He has large, glassy, light blue eyes, a thin snout, oversized ears, and short antennae. The right side of his face, particularly around his eye and snout, is marred with several prominent scars. As a Rodian, Theel lacks any form of bodily hair, but does have a prominent crest of spines across the top of his head.

Theel's attire is always light and practical, as most of the galaxy's wildlife have no problem getting to someone through a suit of armor. He prefers to wear comfortable hunting gear, long pants and jackets camouflaged to his current environment and laden with pockets. While his outfit will vary from planet to planet in order to best fit the climate, he does have a few distinguishing fashion preferences. Theel tends toward goggles, scarves, and hats in almost any weather, and will often include a poncho to serve as both camouflage and protection from the elements.

ATRIBUTES:

  • STRENGTHS: Theel has immense stamina and endurance, able to push his body farther and faster than the average sentient. He has keen physical senses that, combined with his cunning and vigilance, makes him incredibly hard to get the drop on. His lithe frame also makes him remarkably agile and stealthy in combat.
  • WEAKNESSES: Being on the short and skinny side, Theel isn't going to be overpowering or wrestling down his opponents. His Rodian physiology also isn't built for cold environments, so he tends to suffer in arctic conditions without protective gear. Theel also isn't really a people person, and suffers from uncontrollable sarcasm.

PERSONALITY:

BIOGRAPHY:

Theel Mapaht was born an only child to the poor Mapaht family, gamekeepers and servants to one of Rodia's large clans. Theel learned the hunt from an early age, tracking and corralling the last great predators of Rodia so his parent's employers could shoot them at their leisure. Theel developed a love of nature young, and had a tendency to wander off into the jungles and swamps of Rodia just to be alone in a wild setting. He fished in bogs, climbed trees, and chased small game, honing his skills in the wilderness at every free opportunity. Eventually, his father granted him his first weapon, a simple durasteel survival knife, which Theel was trained extensively to use.
 
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