Hidden 10 yrs ago 10 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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Instructions
  • Using the provided template, please post character sheets here
  • Only post character sheets here -- all other posts go to the OOC.
  • Limits: I reserve the right to turn down certain other races or concepts. I will work with you as best I can, however.
  • Right off the bat no: Gungans, Mandalorians, Ewoks and HRD's. Characters need to be able to perform the basic tasks of the infantry, which mean that they stand on two legs, have two (or more) arms and opposable thumbs and are trainable.
  • Force-sensitives need to have the force sensitivity be the driver of the character, not just a cool add-on.
  • Equipment should include standard issue items of the Rebel Alliance, which includes the Blastech A280 blaster rifle and/or Blastech DH-17 blaster pistols. No worries, there will be many opportunities to diversify.
  • By the same token, they're wearing typical rebel brown uniforms at the start, along with those absurdly large blast helmets.

Character Requests
  • Uslam Natives; these will most likely be veterans of the fall of Uslam, where they kicked off the Imperial occupation in an uprising, only to have the Empire come back and crush them. The guys that survived this were evacuated off planet and assigned to a variety of ships as a strike force owing to how well the Uslam natives fought. Uslam is a rocky, stark sort of place with lots of miners, such characters probably come from hardscrabble backgrounds. It's also worth noting that Uslam was once a Mandalorian world, and Mando'a loanwords are part of their slang. Incidentally, it may just explain why Uslamers are unruly, stubborn and pretty good with weapons, though they aren't really Mandos, just descended from them. The Uslamers had a tough, realistic training program, courtesy of Clone War veterans running the training, and survived their baptism of fire against the Empire; the Liberators have high standards, as a result.
  • Platoon Leader - a Lieutenant, possibly a replacement and not an Uslam native. Maybe not even human, and they are inheriting a rough and tough unit that may or may not trust them. While commanding a platoon like this probably means the character is well-thought of by his superiors, it also is going to come as a system shock to find that the Intruder is crewed by ex-pirates that are only a military crew by association, and his platoon are mixed in with their black marketeering whether they like it or not. Preferably, this character is Alderaanian or something; an idealist, at least until Alderaan gets blown away (that hasn't happened yet.)
  • Field Medic - the doc, an important member of any fighting unit, because they're the one that goes to get you, under fire, when you're hit. The troopers know this.
  • Weaponry roles: at least one trooper ought to be the Plex (rocket launcher) gunner. Someone ought to be handling the light repeating blaster, and so forth.
  • Replacements: From planets besides Uslam; the Alliance recruits and trains from a variety of different worlds and the training varies by installation, resources and so forth. Some characters may well be veterans of planetary security forces or worked for the Hutt Cartels as enforcers, which gives them some experience. Others might even be Clone Wars veterans (either side) like Rahm Kota's militia. Some might be the apocryphal moisture farmer militiamen, enthusiastic but not very well trained. The Alliance tries its best on limited resources.
  • Other ideas as you have them.


Character Sheet
(Template here)
(This isn't meant insultingly, but please, no wall of text. Put spaces between paragraphs, try to format your character sheet for some sort of readability. I consider knowing how to space paragraphs important for us to be able to RP together ;) Most of you won't have this issue.)

Name:
Species:
Age:
Planet of Origin/Birth:
Force Sensitive Y/N: (This will be strongly limited; please don't just throw it in there for kicks. It should be the central thesis of the character if 'yes.')

Appearance:
Picture or text; your call.


Skills/Abilities:
- Please list with most potent skills first.
-
-
-
-


Equipment:
- List here, item by item.
-
-
-
-
-


Psychological Profile:


History:


Yes, and:
This is a bit of a writing exercise; how your character relates to the character posted above yours. It should be something incidental, and can easily involve antipathies and disagreements. It's almost like a 'how they met' sort of exercise.
Hidden 10 yrs ago 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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Name: Corporal Jenk Beskad
Species: Human
Age: 22
Planet of Origin/Birth: Uslam
Force Sensitive Y/N: No

Appearance:
Brown haired, brown-eyed but slightly pale; he's been in asteroid mines since he was sixteen, and never seems to get enough sun. For all that, he's an average sized guy with pretty big forearms and shoulders, used to moving equipment and dealing with long shifts in the tunnels before he became a full time active duty soldier. His typical attire is a brown, Rebel-issue jumpsuit, when he's not kitted up for action. Most notably, he's bearded, because this isn't the Imperial Army or a training camp in a safe part of the Alliance.


Skills/Abilities:
- Basic training, Uslam - The Uslam Liberators are a rough and tough organization; they took on the Empire in an open fight on Uslam. For their trouble, they were hit with a rather large task force that dug the Liberators off their planet. Once evacuated, they were put into a ship security/strike force role on the fleet owing to their performance, which some admiral and general types somewhere thought well of.
- Accurate with a blaster - unlike Stormtroopers, Uslam put its troops through marksmanship training and Besk is a pretty good shot by that standard.
- Technician/Armorer - Beskad was a Zero-G miner and an urban guerrilla, both trades that encouraged a man to know how to do repairs to environment suits as well as learn how to rig up explosives and electronics. Given hex keys and a multitool and some other basic equipment, he can generally modify what he's given to work just a little bit better, sit at a more comfortable angle, than what he had before. As the Liberators do not have a lot of support personnel, Beskad is therefore the platoon's armorer. (Like in the Heinlein novel, where all the MI guys jump in a drop, so too the Liberators all drop and fight) Given the appropriate shop equipment, he can fabricate a surprising array of items. He's no slicer or programmer, but he knows how to cut through things and shape metal and plastoid as necessary.
- Zero-G, EVA experience - As a former asteroid miner, Beskad knows how to handle himself in Zero-G situations as they arise.
- Former guerrilla - his labor union fought Security forces and Imperial Army during a strike, employing explosives and blasters.
- Close Quarters - in the same labor dispute, he learned how to fight around corners and in tight corridors.


Equipment:
- Blastech A280 Blaster Rifle, recently accessorized with looted COMPFORCE optics.
- Rebel Blast Helmet; the big one that the alliance loves so much -- he's looking to get rid of it in favor of something less cumbersome.
- Homemade blast vest, made out of the old blast vest as a plate carrier, cut up COMPFORCE assault armor, and set with attachment points for various pieces of equipment.
- Uniform; a brown tunic and trousers, along with boots. He also has knee and elbow pads made from scrounged cushioning and extra armor bits. You can tell someone's been in the platoon long enough when they acquire these.
- Frag grenades
- Utility belt that carries his comlink.
- When necessary an internal frame pack with appropriate infantry/survival gear.
- A vibroblade; short sword length, cuts extremely well. Could make a good machete in a pinch.
- Other incidental infantry equipment as applies.


Psychological Profile:
Beskad is a tough, independent-minded miner from Uslam but he has a bit of a loud mouth, which is why he's a corporal and not a sergeant. He has a distrust for authority and sees even the Rebel Army as a large cog full of soft, deluded manager types that think they have a grip on how to get the job done. Beskad tends to feel that they're as clueless as any other bureaucrat, even if they often enough are idealistic Alderaanian types that are, nonetheless, not experienced fighters and shouldn't be in command. He's hard on guys higher up the chain of command, to say the least.

On the other hand, Beskad tends to work well with superiors that are working, especially if they share his background and is nice to the replacements, unlike some of the others, who have attitudes about letting aruetiise (outsiders) into the Uslam units, diluting their strength.


History:
Once, long ago, Uslam was a Mandalorian planet, though it had long since been assimilated into the Republic and lost track of its heritage. Nonetheless, Uslami culture always retained some loan-words from the language and a hard, independent streak among its people. Beskad was part of the labor union that wound up becoming the Liberators; in the early days, at the age of 16 or so, he went to work in the asteroid mines to bring home the money to his struggling family, as his father was disabled in a mining accident. The original union drew brutality from the Rim Mining Conglomerate's management and security forces, which in turn drew armed response from the Miners themselves. Even in those early days, the Uslam resistance used the skills of the miners to fabricate the equipment they needed and Beskad was one of the go-to guys for jury-rigged blasters and explosives.

When things came to a head, during a brutal strike where Imperial forces were called in to assist Rim Mining security in making the strikers work, the Uslam Resistance fought them with blaster pistols and explosives and wound up, over the course of a couple months, pushing them off planet. By this time, three regiments of troops had been raised from the planet's various industrial concerns and they prepared to raise more units to actually fight the Empire.

The Empire hit back hard -- the Uslam regiments, including the Liberators, put up a hell of a fight but were massively outgunned by AT-AT's and other armor, a large number of stormtroopers and orbital turbolaser fire. The best the Alliance could do was evacuate some of the fighters and their families, but there was no way to really win the fight with the resources on hand.

After that there was only one Uslam regiment left, the 2nd, the Liberators, who fought the hardest of all of them and had the best record in battle. Fragmented survivors of other units were merged into the Liberators, who were nonetheless split up into smaller units on a variety of Rebel Alliance fleet ships, to serve as a mobile infantry strike force.


Yes, and:
The Intruder used to be a pirate vessel working for a Hutt Cartel. Despite the scumminess of the 'Navy' crew aboard it and the disdain the platoon holds for the crew, who seem to still be engaged in black market operations (not necessarily a problem as far as the Alliance is concerned so long as they do their day job of harrying the enemy and disrupting their operations) and reluctance about being roped into working as security for a bunch of pirates (because it's their ride) Beskad has started up a casual friends with benefits arrangement with one of the pirates, a woman named Sola Keranian who serves as the ship's gunnery officer. To say she has a shady background is an understatement; there aren't skeletons in her closet, it's a mass grave.
Hidden 10 yrs ago 10 yrs ago Post by The Fated Fallen
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The Fated Fallen Doesn't know what to put here

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Name: HK-51
Species: HK-51 (Assassin Protocol Droid)
Age: around 3,500 years
Planet of Origin/Birth: Nar Shadaa
Force Sensitive Y/N: Of course! (not)

Appearance:


Skills/Abilities:
- Assassination Protocols: This droid has knowledge of how to kill most life forms in the universe on demand
- Adaptive AI: All HK units are equipped with adaptive AI, allowing them to formulate new plans based on current parameters.
- Protocol Unit: HK units can speak up to 5,000 different dialects, and are adept at learning new ones
- Combat Chasis: Durable against most attacks, including lightsaber strikes to a certain extent. Also can attatch flame-throwers, shock-arms and other fun options. This chasis can also auto-repair the outer-most shell. Anything else however will require a trained mechanic

Equipment:
- Bastech A280 Blaster Rifle
- Low level flame-thrower
- Repair Kit
- Various Mines
- Flash Grenades and Gas grenades, both of which have next to no effect on HK-51

Psychological Profile:
- Calculated
- Hates Meatbags
- Assassination Protocols, not stealth protocols
- Loyal to The Master, Toland Vas

History:
Some 3,500 years ago HK-51 was produced by Czerka Corporation on Nar Shadaa, off of a factory line of similar models. He was promptly purchased by a leading official of the organisation who was a well respected hunter. This is, of course, a highly dangerous profession, and HK-51's Master was eaten whole (armour, weapons and speeder) by a Krayt Dragon on Tatooine.

HK-51 promptly went offline for a couple of decades, before being recovered as sand-eroded junk by Czerka Corp excavations and sold off to Jawas. A Jawa named Izkip repaired him as a protocol droid, but found his skills very useful for staving off attacks by bandits, Tusken raiders and the occasional person who thought they could outrun a Jawa when it came to stealing (they could, of course. But a blaster bolt is more difficult to outrun than a Jawa)

After some centuries of service HK-51 was reprogrammed by a hunter on Tatooine and taken to Coruscant, where he planned to make it big as a bounty hunter. Unfortunately his new companion couldn't save him from his own stupidity, as he didn't mind the gap, slipped, and fell several thousand metres to his doom.

HK-51 was then picked up by a nightclub, that used him as a bouncer for some decades. Truly the darkest moments of HK-51's existence, as he was forced to threaten patrons to the bar so often. This, of course, is quite an enjoyable pass-time, if only his master would let him spill the meatbags all over the floor afterwards. As it is HK-51 would come so close to fullfilling his programming and be denied. When confronted with his squishy failings, his master took offence and had HK-51 shut down and sold off.

By now HK-51 units had fallen out of favour. With both lack of popularity of droids in general, and the now centuries old HK model being outdated, HK-51 was destined for either an antique collection or a scrap-yard. Perhaps it was for the best he was destined for the first, even though he would spend the next thousands of years being passed from collector to collector.

About 50 years before the fall of the Jedi HK-51 would be re-activated by his Collector Master, who desperately ran around activating every droid he could find trying to get them to stop an advancing Jedi. HK-51 took the Collector bodily, by the throat, to the Jedi. "Why did you do that?!?" The Collector screamed. "Explanation: The only way to stop the Jedi with current mission parameters would be to offer yourself in surrender, Master."

After this event his master seemed unwilling to communicate with the droid, for some odd reason. Luckily the Jedi was quite happy to adopt this HK-51 unit.

HK-51 would become this Jedi's companion for many years, and throughout the clone wars HK-51 took part in many special raids with Clone Troopers. Unfortunately they took exception to the fact he was a droid, and not long into the war ripped him apart with a thermal detonator (or several, the first explosion disabled most major systems, leaving HK-51 unable to detect what much else happened)

HK-51 would then spend the next few years travelling the galaxy in pieces on a very lazy junker's work bench, before it was raided by pirates...

Yes, and?
The Pirate vessel happened to be The Intruder, who raided the ship for supplies while on the run from the Empire, and pretty much took everything of dubious value to the quartermaster of the rebellion. After about 3 weeks sitting in a box in pieces HK-51 was set upon by his new Master, Toland Vas, who he must call Master because it is hard-wired in
Hidden 10 yrs ago 10 yrs ago Post by SuperTacticalDerp
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SuperTacticalDerp The New Monarch

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Hidden 10 yrs ago 9 yrs ago Post by HeySeuss
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HeySeuss DJ Hot Carl

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Name: Slooga Besadii Nem'ro
Species: Hutt
Age: 452
Planet of Origin/Birth: Nal Hutta
Force Sensitive Y/N: No; it's safe to say Slooga isn't very sensitive to much, least of all things that involve kindness, generosity or anything not directly related to preserving his own skin.

Appearance:
A hutt. Ho-ho-ho-ho. Slooga prefers wide brimmed hats and a cane, because he's an alien space pimp.


Description:
Prior to a bad deal with Imperial Forces, Slooga Besadii Nem'ro was a crime lord working out of Ord Vetasi, runing a salvage and repair business that was actually a sophisticated ship theft and sales ring, supplying pirates, planetary defense forces looking for a bargain, separatists and others ships. Unwittingly, he also supplied ships to the Rebel Alliance, which is why the Empire finally came for him. He boosted off with what was left of his organization and went into the privateering business for the Rebel Alliance. It turned out that quite a number of pirates and smugglers in his operations had Rebel Sympathies and now he is only nominally in command with underlings to do his will for him if his operations are consistent with helping the Rebellion. He detests getting stuck in this position of having to take a side, but is resolved to make the best lemonade he can out of the lemons.

It goes without saying that his pirate crew are not entirely in love with Slooga, but they are using his contacts to help move ships and loot on the black market when the Rebel Alliance isn't buying. There is even less love lost between Slooga and the troopers of 1st Platoon, but they are often roped into his money-making schemes as a result of being stationed on the Intruder. Slooga is, in a sense, a necessary evil and handles the supply and logistic end of the ship's needs, though the troops and pirates alike watch to make sure he's not shafting them in the process.

It's worth noting that his one servant is a SE4 servant droid known as SE4I5, or High-Five, who does the cooking for Slooga as well as the various tasks that a slave might do...if all of his hadn't run off when the Empire came along. This impoverishment embitters Slooga, and he dreams longingly of acquiring a new palace once he's profiteered off this war.
Hidden 10 yrs ago 10 yrs ago Post by mdk
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mdk 3/4

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Name: Corporal Keller "Bits" Vannin
Species: Human
Age: 25
Planet of Origin/Birth: Uslam
Force Sensitive Y/N: No

Appearance: Vannin is a powerful man. A little on the short side, at 5'8", but his muscular 205-lb build is intimidating at any height. Dark high-and-tight haircut, and hazel eyes that seem a little distant until the blasters start firing. His features are very animated whenever he talks -- which is always. At any given moment, odds are pretty good that Vannin is muttering to himself, or shouting insults at the enemy, or, in some very rare and special circumstances, having a normal conversation with an actual person.


Skills:

Pointman -- Vannin is a little bit crazy, which is good, because you need to be. A pointman is the first one through the door, when you've got no idea how many guns are on the other side. Whether you're clearing urban streets or breaching a Carrack-class light frigate, someone has to go in first. Vannin thinks fast and moves faster, a shock trooper and a force of nature. When the point man hits you, you stay hit.

Scary -- Morale is a lot simpler than they make it sound. What it boils down to is, in infantry work anyway, "Shoot at the guy you're most afraid of." Sometimes that's the enemy and sometimes that's your boss. If Keller Vannin is in play, though, it's him. He's loud, mean, and effective, and typically, that means he's drawing fire for the rest of the team. He seems to enjoy that.

Clobber -- On page V-92BB of the Imperial stormtrooper regulations, it notes that the plastoid armor plating of the Mark-II standard suit does not protect against being lifted in the air and hurled through a bulkhead. Vannin likes to take credit for that one, but it was probably the wookies..... probably.

Door Guy -- it's not his area of expertise, because usually, it's faster for someone else to blow the door while the pointman runs through. But sometimes people get shot, so everyone needs to know the important stuff. Vannin knows doors -- how to plant charges effectively, how to overload the chips, and failing everything else, how to pry them open with a blaster stock and elbow grease.

Tactics -- Vannin's not a crack shot, but he's experienced enough to know that at the end of the day, you don't have to be. He is completely at home in the infantry. Sometimes you have to know what you're doing to know how to follow orders -- Vannin gets the job done.

Shifty -- Vannin has an uncanny resistance to being shot full of holes. Some of that is gear, some of that is getting in the enemy's head, and some of that, in his own words, is that "The safest place to be in a battle is wherever the Imps are trying to shoot." But the truth is some people just move better -- tuck tighter, cover harder, roll faster. Vannin is a difficult target to hit.

Equipment:

- Blastech A280 Blaster Rifle
- PPE -- personal protective equipment. Vannin works with some of the other regulars to keep his gear as light as possible, and still cover the important parts. In an ideal scenario, he wears pirated plastoid sleeves (repainted, of course, not white), and chest protection, but the rest is fairly minimal. Of course, when the situation calls for something else, he's happy to adapt.
- off-duty: jumpsuit and flight boots, usually worn with the zipper down.
- flash-bang grenades
- Any other standard-issue and/or 'privately requisitioned' gear, as the mission parameters dictate

Psych Profile:

Keller Vannin has seen some shit. And on the surface at least, it seems like he kinda enjoyed it, and wants to get back to it ASAFP. You could almost believe that he's addicted to the rush, but if you pay attention to the slanderous curses that serve as his war cry, you start to figure out that it's not the battle he loves -- it's killing Imps. Vannin doesn't give a womprat's third nipple about the Rebellion, or the politics, or the hoo-voo magic monk swordfighting BS. "There's people out there need a good killing, and most of 'em are wearing white." He's not suited for peacetime, and he'll probably give his shrink nightmares someday. He might even be haunted by nightmares now, for all anyone knows, but that seems like the sort of thing he'd enjoy. On the surface at least. In war, anyway, he's a mind at ease. He easily transitions from grim reaper to class clown, almost like there's no difference between leaving rotten eggs in the women's locker and planting a few rounds in a surrendering foe. But he's working on that -- rotten eggs are taboo, he gets it.

Some friends call him 'Bits' from time to time, because he's not all there, probably -- the animated conversations with nobody sorta give that much away. Most people call him Keller, or Corporal Vannin if they come from off-world. His morbid, deadpan sarcasm takes some getting used to, but it's clever in its own way.

History:

Unremarkable, all things considered. Like everyone else from the original unit, he's a guerrilla who survived the crackdown. He tells a story about breaching an AT-AT walker and killing his way to the bridge, but that's a lie -- he was moving civilians when the fist came down, and he was one of the first fighters to make it off-world. What came before that doesn't matter anymore -- his family life started in the room where the Liberators first regrouped, and it ends when an imp finally gets lucky and they jettison his body from an airlock. In the meantime, he's built a healthy reputation as the unit's native sociopath. A few people remember him before the attack -- he was much the same, but a little bit less 'touched.' There were two other soldiers with him during the evacuation, but they both left the service immediately after, citing abstract horrors of war and personal problems. He doesn't talk about them, and he doesn't talk about what they saw, and the records are understandably sparse, but there were no children on his transport.

Yes, and:

Corporal Beskad, another Uslam native, is a trusted friend and frequent pranking target. Beskad knows his way around gear, and has "The right attitude" about the war. Toland Vas, on the other hand, is an off-world political nut. But, he hates the right people, and he's got the right skills. They're starting to warm up to one another -- though, Vas might not know that Vannin is the one who's been loosening bolts on a few of the choice droids while they're powered down. They share some practical working knowledge about breaching tactics, and work well together in combat -- usually if Vannin goes right, Vas goes left, and they're able to lay down a wide base of fire for the rest of the squad to work with. Their final tallies are usually pretty close -- not the highest of the squad, on a normal day, but there's a running tradition between the two that the loser buys drinks.
Hidden 10 yrs ago 10 yrs ago Post by killstothecure
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killstothecure

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Name: Bok Tule
Species:Ubese
Age: 30 (Middle Aged.)
Planet of Origin/Birth: Uba IV
Force Sensitive Y/N: No


More or less similar in equipment, demeanor and stature, but not in aesthetic attributes like skin tone, hair and eyes.

Appearance: Bok Rule is 5'2" and 130 lbs and his concealed in rebel colored full body armor with a Ubese helmet. He often takes his helmet off indoors where you can see he has a snow white completion, short messy black hair and big round blue eyes. He sort of looks sickly, but his demeanor quickly throws that off. He speaks quietly in whispers so he often uses translators. He nods, shakes his head and uses hand signs.

Skills:

Silent Killer: Becuase Bok is nearly mute, has a light frame and is naturally agile he can easily sneak up on opponents to preform a silent kill.

Climber: Becuase he is agile and prefers using a long rifle Bok has an easy and quick time getting to high places.

Knifeplay: Becuase Bok has spent sometime with other sentients during his mercenary days he has been trained in knifeplay.

Long Rifle Crack Shot: Becuase he has spent his childhood to now using a long rifle he has become a expert.

Concealment: A racial trait of the Ubese is to carry more than they let on.( He is more armed than he apeears. Also enemies often misjudged his abilities as Ubese have great upper body strength.)

Surprise!: Once a day Bok is set up for a preemptive strike.

Equipment: 1x Vibroknife
1x Holdout Blaster Pistol
1x Custom LJ-90 Longrifle with optional stun
3x Thermal Bombs
Custom Rebel Full Plate Armor made for near human
sentients. A ubese filtration helmet with rebel markings and Bok wears a fully packed ammo pouch.
Any other incidental supplies.

History: Born on the harsh planet of Uba IV Bok Tule was born into a tribe of killers, but he was only lucky enough to support his clans honor with petty kills, like starving unarmed wastrels. Shamed Bok decided to redeem his honor by building a legend of himself in the galaxy. He soon realized he had barely survived those contracts and only felt more shame.

He took out a contract in a civil dispute between the Nagai and the Empire it had lasted him years. He was trained in knifeplay and became a local legend. The Empire called him "The Grays Scourge". When his next unit finished Bok joined the Nagai with the Rebel Alliance and became one of the most recognizable near human sentients in the Rebel Alliance. Soon realizing he was the Luckiest Ubese in the galaxy.

Yes And: Because Bok is a misfit he serves as a mate on the rebel aligned pirate ship the Intruder. After this battle Bok plans to reap the glory and retire to his clan on Uba IV.



Hidden 10 yrs ago 10 yrs ago Post by Bonesaw McGraw
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Bonesaw McGraw

Member Seen 4 mos ago

Name: Thanner Antares
Species: Human
Age: 25
Planet of Origin/Birth: Alderaan
Force Sensitive Y/N: No

Appearance:


Skills/Abilities:
- Subterfuge: Thanner Antares is a spy, and spy’s deal in secrecy. He excels at avoiding detection, and he is able to slice into computer networks and security systems.
- Smooth-talker: A master of deception, Thanner is able to utilize his suave and sophisticated demeanor to manipulate others effectively.
- Sharpshooter: Trained in marksmanship at the Imperial academy, his weapon of his choice is the sniper rifle and he has carried out several assassinations on behalf of the Empire in the past.
- Traitor: Given his background, he also has a working knowledge of Imperial procedures and personnel, which has proven to be an asset to the Rebellion on multiple occasions.


Equipment:
- Sniper rifle
- Blaster pistols
- Stealth field generator
- Fusion cutter
- Night vision goggles
- Charm and charisma


Psychological Profile:
At the end of the day, Thanner is a turncoat. He is a traitor to not only the Empire, but to his family. Although he believes what he is doing is morally right, Thanner continues to struggle with this notion of betrayal and he is haunted by the missions he’s carried out in service to the Empire. He past also makes it hard for others within the Rebellion to fully trust him. Thanner can’t blame them.


History:
Thanner was born into a wealthy and respected family on the planet Alderaan. His father, Commander Calder Antares, served in the Republic government and has since gone on to become a highly ranked and very well regarded Imperial officer, a true loyalist to the Emperor’s cause. To Thanner’s father, legacy is of the utmost importance, and he instilled in his son a strong respect for authority. During his teenaged years, Thanner met and fell in love with an idyllic young woman named Rashira. Rashira did not share the same views as Thanner with regards to the Empire, but he still greatly admired her spirit. Unfortunately, politics would soon come between them, and Rashira left Alderaan. At the age of 18, Thanner was intent on following in his father’s footsteps. He would attend the Imperial academy on a full scholarship and soon became an Imperial officer in his own right. Thanner learned quickly how to present himself in order to rise the ranks of the Empire. His noble bloodline, combined with his ability to manipulate his fellow officers allowed him to ascend quite quickly.

Imperial Intelligence soon took a great interest in the young Antares, noticing his uncanny ability to know exactly what to say at any given moment. He was recruited as an agent of the Empire, carrying out secret missions at the highest level of discretion. The Rebel movement was growing across the galaxy and Thanner was exactly what the agency was looking for, a skilled operative with an undying loyalty to the Empire. The only problem was, Thanner’s loyalty had started to wane. He had seen the atrocities committed by the Empire, especially the ones committed by his own father, and for the first time he questioned his place in the galaxy.

Thanner specialized in anti-Rebel operations, detecting and eliminating Rebel sympathizers or spies. However, he grew to resent his actions over time, and he would become the very thing he swore to destroy. He became a double agent, selling Imperial secrets to the Rebel cause. His contact within the Rebellion was none other than his lost love Rashira, who had grown to become a powerful freedom fighter. Unfortunately, his treason would soon be discovered by Imperial Intelligence, and his family legacy would be disgraced in the eyes of the Empire. In the Empire, the penalty for treason is death, and Thanner’s father was ordered to be his executioner. Commander Antares was forced to chose between his son and his Emperor, and he would chose the latter. Luckily for Thanner, Rashira still considered him to be an asset of great value to the Rebellion and she led a Rebel strike team on a mission to rescue him. During the ensuing escape, a firefight erupted. Rashira was shot and killed by Thanner’s father, a sacrifice that allowed Thanner to escape.

Thanner now fights on the side of the Rebellion, still haunted by the sins of his past and by Rashira's sacrifice.


Yes, and:
During his time as an Imperial agent, he gathered vital intelligence that aided the Empire in their conquest of the planet Uslam. This has led to some (understandable) hostility from Corporal Jenk Beskad and Corporal Keller "Bits" Vannin, both of whom are natives of Uslam. Coproral Beskad in particular harbors great distrust for Agent Antares, owing not just to Thanner's past alliegiances but because of his personality as well. Beskad is a rugged loud-mouthed miner while Antares is a smooth-talking man of sophistication, born into the highest class of society.
Hidden 10 yrs ago 10 yrs ago Post by Liono
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Liono

Member Seen 10 yrs ago

Name: Ortro Dob
Species: Mon Calamari
Age: 25
Planet of Origin/Birth: Dac
Force Sensitive Y/N: N

Appearance:


Skills/Abilities:
-Underwater Reconnaissance: Due to his Mon Calamari biology, Ortro is an excellent divemaster in underwater reconnaissance.
- Jack-of-all-trades repairman: Ortro is a savant handyman that can service droids, weapons, vehicles, starships, and other various types of equipment with limited resources on the fly.
- Splicer: An infamous hacktivist on the holonet known for his series of edited tropes that bombarded communication waves across the galaxy during Empire Day. The attack ranged from leaked information on high ranking imperial officers, to photorealistic edits of the Emperor in erotically suggestive undertones. On the battlefield he scouts enemy lines to see what can be infiltrated and hacked, using whatever he can exploit for the benefit of the group's combat strategy.
- Intermediate level binary speak: This skill goes in tandem with being a splicer. His droidspeak is not as polished as he'd like, but he can understand it almost completely.
-Wheelman: Not an ace driver/pilot by any sort, but confident enough to take the wheel/flight sticks and get the squad out of dodge. He won't look pretty doing it, but when does he ever?


Equipment:
- Modified F-187 Fusion Cutter
- Hydrospanner
- Versafunction88 Datapad w/ Dura-Camo Chassis
- Electromagnetic pulse grenades
- DH-17 Blaster Pistol
- Specialized Mon Calamari Helmet/Goggles: There is a filtration mask attachment in case of water pollutants not suited for his respiration. The helmet is equipped with a hydration mechanism for more humid environments.
-Utility Pack/Belt: Contains standard survival kit and med pack accessories.


Psychological Profile:
Ortro is a freethinking independent spirit. He has a wingman's mentality, preferably opting to always be part of the supporting cast versus a front runner in the spotlight. He is an exceptional team player and vital contributor in any group, so long as he isn't the one calling the shots. Any leadership role, and the responsibilities and pressures that come with it, are not ideal scenarios for the Mon Calamari.


History:
Ortro Dob is a refugee from Dac, one of the lucky few that escaped off-world before the Empire took over. Seemingly barred from everything he ever knew and loved, the Mon Cal had no choice but to survive in the unforgiving territories of the Outer Rim. Putting his collegiate and short-lived academy training to use, Ortro apprenticed as a mechanic/technician for many years. He gained on the job training from shipyard-to-shipyard, until he was good enough to go on contract with commercial vessels. This allowed him to explore the galaxy, and while it was a memorable experience, the Empire's presence became a reoccurring eyesore.

Motivated by the liberation of his homeworld, Ortro joined several hacktivist groups that data mined Imperial communication hubs and aggravated key trade routes. Under a completely anonymous identity, Ortro frustrated Imperial activities overseeing several quadrants in the Outer Rim for months. It was good work, but it didn't satisfy him; he wanted a more hands on approach, something that proved he was being more than just a nuisance to the empire.

That opportunity came in the form of a contract for a materials disposal vessel headed toward Uslam. Several of its crew members were conspiring with a group called the Liberators who were looking to shake things up. Ortro didn't think twice. He joined their cause without hesitation. It would be the start of a long and arduous trial for the young Mon Cal. He hoped their cause, while not his own, would prepare him for his own future ambitions of liberating Dac from the Empire.


Yes, and:
Ortro made relations between Corporal Beskad and Thannes Antares much worse in the beginning. The fact that a former Imperial Spy was now among their ranks didn't sit well with the Mon Cal. He took it upon himself to fish for anything suspicious. Unfortunately, what he thought was an encrypted communication between Antares and an Imperial Officer, turned out to be a heated argument with a former fling. Airing out Thannes' dirty laundry wasn't the best way to establish comradere. Ortro has been trying to rectify the situation ever since, but it's turning out to be the one thing the Mon Cal can't easily repair.

Hidden 10 yrs ago 10 yrs ago Post by Ruby
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Ruby No One Cares

Member Seen 0-24 hrs ago

Name: Sergeant Serossa Sekula
Species: Human
Age: 31
Planet of Origin/Birth: Uslam
Force Sensitive: Yes

Appearance:



Skills/Abilities:

- Battlefield Luck/Intuition - a point of debate within 1st Platoon is whether Sekula has a true intuitive sense of a battlefield, or if she's just the luckiest motherfucker in the Rebel Alliance so far. Whatever the source, luck or intuition, there's no denying that voice in Sekula's head got the "Liberators" off Uslam's surface in the nick of time.

- Advanced training, Uslam - Formerly corporate security turned Uslam militiawoman turned Uslam regular; Sekula wasn't simply trained on Uslam, she was one of the NCOs doing the training. Many of the Liberators' first contact with Sekula likely happens during her time as military instructor, before the Empire arrived on Uslam in massive force, before she is assigned to the unit as NCO.

- Command Presence - so long as Sekula is upright and moving, the Liberators will be okay--or at least, that's the sense of it. She never shows much fear, anxiety, or indecisiveness. And most importantly to a small unit such as the Liberators, Sekula never shows favoritism. She seems to genuinely care about each member of the platoon, even if that commanding presence tends to keep her isolated and at arm's length from her subordinates on a personal level. Sekula remains the counter-balance influence of a proper military non-commissioned officer to the pirates of the Intruder and their cut-throat influence on the platoon.

- Rigger - Given her many experiences with public and private security, Sekula claims she can drive/fly anything; so long as a human can fit in it. Though she doesn't claim to be a starfighter, she could probably get a starship from point A to point B without crashing and burning. Of all things she wants a crack at, the Imperial AT-AT tops her list.

- Slicer - Sekula has a love of puzzles, and it's not uncommon to see her trying to work everything from a mathematical equation on a scrap of paper debris to playing little hand held geometric puzzle games. While that is known to members of the Liberators, what is unknown is that this love of puzzles manifested itself earlier in life as Slicing. Though no great Slicer, Sekula is capable of moderate to challenging Slicing tasks given the right gear.

Equipment:
- Blastech A280 Blaster Rifle
- Blastech DH-17 Blaster Pistol
- Rebel Blast Helmet; the big one.
- Blast vest, complete with load bearing equipment.
- Uniform; a brown tunic and trousers, along with boots
- Frag grenades
- A frame pack with a number of the other essentials, including a comm link.
- Other incidental infantry equipment as applies.

Psychological Profile:

Many of the Replacements find their platoon's NCO, initially at least, to be cold and distant. She may forcefully remind you to drink some water when you seem dehydrated, or to sleep when you can barely keep your lids up, but it's very unlikely she'll come up to you from nowhere and ask what you were before the war, where you came from, or if you've got family. To the veterans, she seems more open, more relaxed; this is in large part to the realities of starside and planetside modern combat: A LOT of people die. Sekula has, simply put, gotten tired of getting close to people that may not last past the first few minutes of their first real fire fight.

Those that live long enough to get to know, it's assumed, Sekula will eventually get to know. In the meantime she's watching everyone, and watching out for everyone. Need new boots? She'll make it happen. Need a new scope? She'll make it happen. On the flip side, Sekula is rather good at making herself the target: whether or not she's lucky or just that good is a constant debate, one Sekula just seems to smile at. Likewise, as one of the few women in the platoon, sexuality seems to distantly amuse her rather than ever make her uncomfortable around the men.

Recently, the topic of what and who Sergeant Sekula was before the outbreak of fighting on Uslam has become just as hotly debated. The Replacements tend to favor the idea that she was some sort of actress or model, while most the Vets believe she was a Uslamer cop. A few that have been around since the Miners revolt know she was once Rim Mining, but turned on them in favor of the union. None seem to know exactly what she did for Rim Mining.

History:

A Uslam native, from a long line of planetary police and militia. A family tragedy would keep Sekula on Uslam, when she might have otherwise gone off and continued her education, or even taken the Imperial recruiters up on their fine words. A family friend would get Sekula a position within the Rim Mining's private security force, and quickly would she hit the ground running and take off from there. Though even as Sekula would thrive in a corporate security setting, she would see (and be expected to forget) too many wrongs done by the conglomerate. Her bosses at Rim Mining would think it brilliant to put Sekula in a position where she might feel as if she was doing some good, even if any good she did was little more than a drop in the big galactic bucket.

In her new role within Rim Mining security's investigative division, Sekula would get an even greater view of the bad being done by the Rim Mining braintrust. Worse for her and Rim Mining, Sekula would fall in love with a miner. Her new love's tales of how bad the mines were, of how dangerous they were, and how oppressed the miners really were...would eventually lead Sekula to betray Rim Mining. When her new love's union called for a Strike, Rim Mining called on the Empire to force the Uslamers into labor.

The prospect of Storm Trooper overseen slave labor on her home world forced Sekula to begin training and helping the Union forces in their bloody fight. One blaster fire scuffle turned into four more, and soon enough shooting around corners and along ore processing plant catwalks became open warfare, and Sekula found herself deeper and deeper down the rabbit hole until there was nothing but dying and fighting. Any chance that Sekula might relent and submit to Imperial will so that she could stay on Uslam and stay close to her family ended the moment her lover died at Imperial hands.

In response, Sekula would give Uslam and it's security forces everything she had left, everything she could give. It would eventually result in her appointment as NCO of the Liberators, and escaping off world without ever getting to see her sister and father again. The only way Sekula KNOWS she can return home and be happy is if she does so following a Rebel victory. With that in mind, Serossa Sekula is all in with the Rebellion, ready to take the Liberators anywhere they're called, any time they're called, for any fight.

Yes, and:

Sekula is hard on Dob, at times, as with the Antares situation. He seems soft and willful, as if he never went through the mental and physical conditioning of real military training. Sekula now knows this is because he did not, and she will have to condition him on the run, if the dying fields of warfare don't do much of it for her first. When he's frustrated out of his senses and scared out of his mind, that's when her toughening him up will pay off.

In the meantime, Sekula tries very hard to give the Mon Calamari gentle words and soft smiles when he really needs them, and only when he really needs them. Likewise, she has gone out of her way to make him feel like a contributor by always listening to any ideas he has given his unique skill set among the other Liberators.
Hidden 10 yrs ago Post by mdk
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mdk 3/4

Member Seen 6 yrs ago

npc

Name: Lieutenant Durod Byron
Species: Human
Age: 22
Planet of Origin: Alderaan
Force Sensitive: No

Appearance:



Skills/Abilities:

Academy Trained -- The fledgling Rebel Alliance has little in the way of formal training traditions, but Fleet Command oversees several training operations for its officer corps, usually in mobile academies aboard capital ships. Byron is a graduate of one such school of command, and has extensive working knowledge of strategic theory.

Connected -- Although he doesn't go out of his way to use his political connections, he is linked through family and friends to the Organas, and while individual merit likely could have earned him an officer's post, these connections have served him well in getting there early.

Likable -- Byron has a self-depreciating personality and a thick skin. Raised around diplomatic types, he's grown rather adept at staying off shit-lists -- he'll win you over, sooner or later, more often than not.

Inexperienced -- The Liberators are not his first assignment, but his first assignment was a marine detail with the core fleet which saw very little action. Byron handles the administrative and logistical elements well enough (in the core fleet anyway), but knows he's out of his element on the Rim, and expects to take his cues from the unit.

Indecisive -- Like any good academic mind, Byron is extremely wary of slipping up or making a mistake. Let's just call it a fear of errors, and this fear could prove challenging with an infantry role. He is aware of the weakness, but it remains a weakness.

Equipment:

Standard-issue across the board.

Psychological Profile:

A believer, and a 'citizen' of the Rebel Alliance. Byron has faith in the cause, and expects -- on some level, conscious or otherwise -- that battle will ultimately favor the good. He has reservations about the criminal elements of the Rebellion, but leaves them unsaid. He's generally a regular human being -- some idealism, perhaps, but tempered by reality and the responsibilities of leadership. He doesn't like to think of himself as part of 'the command structure,' but he is, and he has the necessary skills to perform competently in that role -- even if, personally, he'd prefer to think of himself as 'just like anybody else.' To an extent that's true -- but he's blissfully ignorant of what a real war looks and feels like, and he's about to get a crash-course.

History:

Mostly it's been said -- he joined the Rebel Fleet to make Daddy proud, and to fulfill his dream of seeing the Empire fall. Educated, and a bit 'groomed' for the position by upbringing and by assignment. He is inexperienced but ready to learn, or so he believes. He could be a posterchild for rebel psyops, holding a blaster with a smile and proudly declaring, "I'm doing my part!" Instead he's been sent to the Liberators, where a prospect of his caliber could begin an illustrious and meaningful career on the front lines of the galactic civil war.

Yes, and:

In his briefings on the Liberators, Byron took special interest in Thanner Antares, a unique asset with a complicated history. He considers it his first order of business to smooth over Antares' transition into the unit, and is mindful of opportunities to put the defector's skills on display for the others to build camaraderie. He plans on enlisting Sergeant Sekula in this effort, as the senior enlisted trooper. Her credibility could open the door, and the unit would benefit from having such a specialist in their ranks.
Hidden 10 yrs ago 10 yrs ago Post by Sep
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Sep Lord of All Creation

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"What've we got this time?"

Name: Tadia Omi-Ren "Doc"
Species: Human, Corellian
Age: 28
Planet of Origin/Birth: Corellia
Force Sensitive Y/N: Unknown, some claim she is however she's never played stock to such rumours.

Skills/Abilities:
- Basic Blaster Training
- Charismatic
- Tactical Thinker (Sabaac Player)
- Medical training


Equipment:
- A280 Blaster Rifle
- 1x DC17 blaster pistol, set to stun
- 1x MD Droid (Stays aboard the Intruder)
- Field medic kit
-


Psychological Profile:
Tadia has a simple past, a compassionate and caring soul who has the problem of having seen conflict war and death. Which has closed her off somewhat from other people, when she doesn't notice people are watching she will often zone out looking into the distance reminicing however when it comes to the grind and when she is needed she is fully focused at getting the job done.

It isn't known the exact moment she officially joined the rebellion however she's been with the Liberators since they left Uslam but few alive know some of the horrors she saw during the evacuation.


History:
She was always compassionate and caring, having a drive to help people. After she left secondary she entered the medical traid heading to university to become a Doctor. Specialising in surgery and life saving techniques she also self studied minor practices so that she could perform more all around duties as necessary. She passed with her doctorate, nothing special however she got her honours and her full doctorate. Which is where things began to change.

She took a job on the mining world of Uslam, as a general practitioner. It was here that she saw the squalor and the poor living conditions the miners lived in. When push came to shove and conflict arose she did what she could to help the rebels. Not reporting blaster wounds and healing them up, and when it turned out into an all out war she dropped the front and moved herself from rebel cell to rebel cell helping out wherever necessary. Then the Imperials cracked down on the planet. She was in one of the last evacuation ships, and the only medic on it with a majority of wounded.

It's unclear what exactly happened to the ship however when it finally made it to the rendevouz not even the recovery crew will mention what they saw aboard the ship. Tadia herself was never quite the same, still cocky and charismatic but something about her smile never quite reached her eyes and she seemed more distant. The rookies never noticing but the veterans did.


Yes, and:
She's less caring than many others about the Intruders pirate past but isn't really close with anyone from the crew. She does feel however that she is close friends with Serossa, Beskad and Kellar being older members of the liberators and almost sees Uslam and it's people her true family. She has also been one of the few liberators to be kind to Thanner Antares as far as she sees it it isn't his past that defines him, but the path he is on now that does.


Hidden 10 yrs ago Post by Zoldyck
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Zoldyck

Member Seen 9 days ago

Name: Specialist Hayca Carid
Species: Human
Age: 28
Planet of Origin/Birth: Dxun

Appearance:

Standing at 6’5 and weighing in at 240lbs, Hayca is an intimidating sight both on and off the battlefield. A veteran of many battles, Hayca has almost a scar from every one of them. She has brown hair which reaches up to her shoulders and bright blue eyes.


Skills/Abilities:
- Please list with most potent skills first.
- Indomitable Strength. Hayca has not only toiled away in the mines but also trained on Dxun and that is bound to grow some muscle. She certainly provides in that department. Rumors even say that she beat a wookie in a match of armwrestling. These rumors are false ofcourse as she’s never met a wookie but that doesnt mean she wont try once she meets one.
- Mando’ade training. Hayca has been trained in the Mando’ade way of fighting and is a tough opponent to beat in hand to hand combat.
- Fluent Mando’a and basic in Huttese.
- Veteran. Hayca has been with the unit from it’s inception and has fought in countless of conflicts, she is a hardened veteran and is always willing to share her experience with others.
- Tough as nails. Hayca has a very high pain threshold and will continue pushing even if she is mortaly injured.
- Spray 'n pray. Hayca starts assaulting the enemy positions without aiming her shots. Instead she doesnt let go of the trigger and tries to keep the enemies pinned down behind their cover
- No one gets left behind. Hayca will never let a member of the unit be left behind as long as she is conscious, even if it might cost her life. The unit is familiar with this and sometimes have to intervene by “subduing” her.
- Cant shut her mouth. If there is something to complain about, Hayca will complain. She talks before thinking and that sometimes ends her up in trouble or a brawl… usually both.


Equipment:
- DLT-19 with powergenerator
- A set of Thermal Detonators
- One beskad which is used as a reminder to her father. More a lucky charm then an actual weapon
- On mission: Basic Heavy Trooper equipment. Doesnt use a helmet and, unless the enviroment does not allow it, wears a short sleeved shirt and a flak jacket as protection. She also wears weighted boots to help her with the recoil of her weapon, certainly not because they make it easier to crack open Storm Trooper helmets.
- Off duty: Basic clothes for the most part, a tank top, trousers and army boots.
-


Psychological Profile:
Not really the most civilised person in the galaxy, Hayca can easily be classified as a brute. Preffering bluntforce over finese, Hayca is always in the thick of battle and she never backs down from a fight, be it in a warzone or in a local cantina. She is confident in her own battle tested abilities and has a problem with authority. That being said, once you can earn her respect she would gladly give her life for you and will always back you up. She is a loud individual and seems incapable of talking on a decible level below “ear shattering”.

Although she is the ideal comrade in arms to any of the experienced unit members she seems to be dismisive of the greenhorns, placing bets on how long they will stay alive. She is also very distrusting of anyone who ever served the Empire. She seems to enjoy torturing Imperials and likes to take battle trophies, lots of them.


History:
Born in a Mando’ade colony on Dxun, Hayca was the daugther of two Mando’ade warriors. Her mother died when Hayca was just a babe so she was completely raised by her father. At the age of 16 her father was blamed for betraying the Resol’nare and deemed a Dar’manda. Hayca, being a direct relative of him, was allowed to stay but decided to go with him on his exile. She swore that she would never forgive the Mando’ade for framing her father.

Eventually they ended up on Uslam, an old Mando’ade colony. Here they took a new name and a new life, not as warriors but as miners. Hayca toiled away in the mines together with her father and she saw his health deteriorate. Soon her father was deemed unfit for heavy labour and he was forced into retirement. Hayca now had to work to keep herself and her father alive so she pushed herself to her limit.

Then the uprising started. At first Hayca was not that interested in it. Sure, she had to work very hard in the mines and yes the Empire was oppressive, so what? Atleast they provided some sort of safety and certainty. And besides that, they payed well.

But then she got home and it all changed. Her town had been looted and burned by Imperial troops. She found her father infront of her home, dead. He wore his old armour and had tried to defend the area. He had been mutalated beyond recognision, most likely after he was killed. She swore that she would have revenge on those who did this to him.

After that not much is known about her. She joined up with a guerilla group and started fighting the Empire on Uslam. She doesnt like to talk about her time fighting on Uslam and it is very likely that she never will. She is one of the oldest members of the “Liberators” and although she swore to never follow the Resol’nare again, she will do anything for her new “clan”.


Yes, and:
Hayca is close with all of the other Ulsam veterans, although she wasnt a native she sure did feel like one. Her best buddy of them all is ofcourse Keller “Bits” cause they seem to have the same way of thinking and have basically the same motivation. The person she doesnt like though is Thanner Antares. Not just because he’s an ex Imperial agent who hunted down Rebels but mostly because he thinks himself to be better then the common folk, a “man of sophistication, born into the highest class of society” as he calls himself. And ofcourse Hayca loves “Doc”. If it werent for her then Hayca would have probably ended up in the morgue more then she could count, not that she’s good at counting but you know what I mean!

Hidden 10 yrs ago 10 yrs ago Post by Whiskers
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Whiskers The Whiskey Mutt

Member Seen 9 yrs ago

Name: Sergeant Corde, Daz
Species: Human
Age: 36
Planet of Origin/Birth: Uslam
Force Sensitive Y/N: Nah.

Appearance:


Skills/Abilities:
- Magnetic Sense, total speculation. Daz claims his record aim with his constant dumb-firing of 'Rancor', his plex launcher, relies on a keen magnetic sense. Although it could be muscle memory. Or conditioning in the same way a carpenter hones his skills over time, becoming automatic and flawless with a hammer and nail.

- That still only counts as one! Daz is perfectly aware of all the sweet spots to lick on an AT-AT and AT-ST. (He claims to have clipped the wing of a TIE fighter while dumb-firing.)

- Pistoleer; The DL-44 has been a useful tool on more than one occasion, and he's skilled in using something so light as a feather same as he is with his heavy plex.

- Open Field Combat, definitely his advantage. Close quarters situations usually require him to stand the fuck back and wait for orders. Being limited to his pistol makes things a little too personal than he'd like.

- Rebel Dog. In every sense of the word, although his spirit isn't broken. He is extremely obedient, having no record of defying any order no matter it's questionable nature or obviously dangerous tasks.

- Fallback Lineman. Whether it's providing assistance during a tactical retreat, or reinforcing the back line to keep the men ahead of him moving forward, he's secured his position there. When serious situations arise, he is capable of rushing to the frontlines to accomplish his job, however the weight he carries takes him a minute to get there.
-


Equipment:
--
- PLX-1 missile launcher;He calls it "Rancor" and has painted a bloody maw of such a creature around the launcher's exit.

- DL-44 Heavy Blaster pistol

- A canteen he likes to fill up with alcohol when nobody's looking.

- A shattered vibrosword with only about six inches of blade standing from the hilt. Mostly cosmetic, primarily symbolic. "To serve as a memory." is etched into what's left of the nigh useless thing.

- An ancient gold pendant that displays a still image hologram of Daz and his Wookie life companion Thuundaar when opened.

- Little under half a pound of assorted candies, wrapped up in leather pouches around his utility belt before every battle.

- A forest camo headband always tucked with a cigar before battle, comrades like to spread rumors that his cigars are laced with spice. A miniature flag of Uslam sticks out from his right ear.

- A small data encrypted hologram titled "Message from Home"

- His standard issue infantry backpack primarily consists of four clips for his plex, equalling eight shots total save two more shots preloaded going into battle. Ammunition dependent on mission status, although primarily anti-armor.
--


Psychological Profile:
When Daz isn't inhaling fresh air, or the bellowing smoke of a burning AT-ST, he is hollow. He behaves almost entirely like an infantry drone to all of his comrades, calling even the FNGs 'sir' and 'ma'am'. A loyal dog to the Alliance, he behaves without question.

Yet when he takes that first long stride into the field, a jovial wookie by his side, a real personality awakens. Explosions form charismatic smiles that he'd like to think are contagious among the men. Citing during several battles that it was 'good for morale'. Imperials dying right before his eyes, by his hand or anyone else's, fills him with a confident stride in his step. He shouts jokes, creates explosions, and laughs pompously. It is his only natural habitat.


History:
"Home is where the heart is, I used to think that was Uslam. Left me hollow for some time...until I found my heart again on the open field."

It was during the final days of conflict on Uslam that Daz realized to go for the neck on an AT-AT, like any adept predator. With focused effort he acquired a modified barrel that would launch several explosives into the tube-shaped neck of an AT-AT towering before him, a short lived victory before two more replaced it's position. The enemy armor was overwhelming, and it was something that infuriated him. One might make the allusion that it was as if he were a carpenter with no nails, a pilot with no fuel, or a gambler with no credits.

Being pushed off his homeworld, to this day, was the most gut wrenching experience of his life. To have to swear vengeance is a wretched feeling, and he'd hated the feeling of hatred with such passion. From a simple laborer with no violence in his heart, to a borderline pyromaniac, it was undoubtedly the Empire who forged such a weapon against themselves. Arguably, it is the Empire controlling his actions, as they've been the center of his emotional breakdown and the sole cause of a gaping hole in his heart for years now. Serving the Liberators until death, his place is always alongside his comrades.


Yes, and:
Daz is especially familiar with Beskad, having acquired a lot of weaponry and explosives from him during the conflicts on Uslam, both in the initial uprising and the final days against the Empire. Now, he treats Beskad with a highly honored respect not many are shown, even if a rank higher.

Publicly, he has a lot of disdain for Slooga. Grunts whisper it's all a cover, because when no one's looking he's bartering for spice from the hutt.

Corporal Vannin, usually referred to as 'Sir', is another comrade with much respect from Daz. The sergeant behaves almost as if he needs the corporal's approval of him as a soldier, as if he's not sure if he measures up to the corporal.

His wookiee companion Thuundaar honors a lifedebt to him, although nobody knows for certain exactly why unless they find the time dig through old files.

Other Uslam vets hold a lot of respect for Daz, as much as he keeps to himself in the mess hall.

Hidden 10 yrs ago 10 yrs ago Post by MonkeyBusiness
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Name: Jak Thalian

Species: Human

Age: 29

Planet of Origin/Birth: Uslam

Force Sensitive Y/N: N/A

Appearance: Jak stands at a average 5'10" and has an athletic build. He is always wearing standard issue uniforms with a clean shaved head with a silver wolf head tattooed onto the right side of his skull clearly visable above his ear. He is always seen with some stubble on his chin that just does not seem to want to go away no matter how much shaving is done and normally has shadows under his eyes like he does not get enough sleep. There is a large scar on his chest running from his left shoulder down to his belly button was deep when given to him and seems to have scarred over badly.

Skills/Abilities:
- Marksman: His father taught him how to shoot a rifle and personally trained him during their trips to the backwoods of Uslam.

- Linguistics: He has knowledge of many different languages allowing him to communicate with other races without using Galactic basic.

- Survival: Jak has been trained to survive in the outdoors with minimal technology when the need arises.

- Basic engineering: He has enought knowledge with technology to be able to repair most basic gear but not enough to get a veichule up and running without extended time working on it.


Equipment:

Psychological Profile:


History:


Yes, and:[indent]This is a bit of a writing exercise; how your character relates to the character posted above yours. It should be something incidental, and can easily
Hidden 9 yrs ago Post by Feisty-Pants
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Hidden 9 yrs ago 9 yrs ago Post by Rithy
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Name: Saleen Re’Revoure
Race: Human, Caucasian/Blond
Gender: Female
Age: 24

Appearance:
A quick summary of Saleen’s physical appearance would be a healthy and strong frame, perhaps a little amazonian in appearance. She adheres to a regime of heavy physical training, and thus has a medium to heavy frame. She is by no means a bodybuilder, but has gained a visible sturdiness from her training. Strong arms, strong back, and stronger legs which might give her a slightly bottom heavy look. She is very tall as well, standing at 6.1ft in height.

Her hair is golden blond, and she usually has it in the form of a ponytail.

Equipment:
Saleen carries a lot of personal gadgets and home-made armor. The base of her attire consists of a simple yet flexible skin tight and elastic jumpsuit that can withstand the vacuum of space, and also offers decent protection against the elements, be it heat or cold. Over her jumpsuit, she wears an assortment of different plates of duraplast armor latched and bonded onto her suit in a rather crude fashion, consisting of mainly five pieces, a helm, a chestguard with pauldrons, a pair of heavy gloves running to her elbows, and a pair of heavy boots running up to her knees and a pair of heavy cuisses protecting her front thighs.

She wears a series of thick duraplast plates as opposed to a full set of armor. While the plates don't cover as much of her body, they are considerably thicker than normal bodyarmor. She can shrug off most lower caliber shots that hits her armored plates without much worry, and can even survive heavier fire as well. Her jumpsuit however offers no protection if hit.

Her helmet is a heavier version of a pilot’s helmet, with sloped armor running out across the sides of her face into the shape of a rising eagle, and a blue, one way shaded visor in front. She has a camera and flashlight attached to the side of her helmet, enabling her to record the battlefield and relay information back to a central command, or store it for use or analysis later. Out from behind her helmet flows a large, white ponytail that runs down to her back. It is not her actual hair, but artificial hair attached to the helmet itself for no other reason than vanity. Her helmet also has a connection to a small oxygen tank built into the back of her chestplate in the form of two redundant plastic cables.

The metal’s default color is that of a darker gray, but parts of its surface has been painted abyss black, with silvery lines running in intricate patterns across the plates. At the base of her belt in front, she wears a blue loincloth hanging from her lower waist.

Due to her background as an artist, she also spends a lot of time decorating her armor. The concept of camouflage is alien to her, as she values appearance over disappearance whether it be on the battlefield or in social circles. This can be seen in the delicate and intricate patterns that she so often paints on her armor, or the animal feathers that she uses to decorate her underlines of her shoulderpads with.

Weapons:
- Light Repeating Blaster(main). Her heavy Repeating Blaster is her prime weapon of choice. It requires two hands to wield, and can be attached to her specialized energy backpack with a cord to remove the need to switch individual power cells. Like her armor, she has painted her weapon as well and embellished it with intricate symbols and designs of silver on a pitch black surface. It has an in-built targeter connected to her visor that enables her to see where she is aiming even while firing from the hip, thus eliminating the need for aiming down sight unless hit by an electromagnetic blast.

- Slug-thrower pistol. Her sidearm is a slug pistol that fires physical bullets as opposed to blaster rounds, and uses a high caliber. Only has eight rounds.

- Her melee weapon is a small, jagged and electric machete that can be electrically charged to stun opponents upon touching a conductive surface.

Gadgets:
- Holobinoculars. Essentially a more future version of a set of binoculars which can zoom in on distant targets, as well as have a nightvision and thermal mode that can be toggled on or off.
- 3 smoke grenades and 3 neurotoxin grenades at the bottom front of her chestplate. They look dangerously similar.
- Ammo backpack. Carries a jet black backpack overfilled with energy cells for her blaster. Heavy, unwieldy, but carries enough energized death to fire for a long time. Can be connected directly into her repeater through an insulated cable so that she doesn't have to switch individual energy cells during battle.
- Her boots are magnetic, and she has small thrusters attached to her armor that enables her to maneuver around in zergo-G environments. Thrusters are too weak to work in normal gravity however.

Strengths:
- Is heavily armored from the front and somewhat from the sides. It is from behind that she is the least armored, as her jumpsuit is mostly exposed from the beginning of her lower back and down to her knees.
- Her suit can operate in hostile environments and without oxygen for minutes. This renders her immune to most chemical and biological attacks, and she can walk outside of spaceships.
- Has a lot of utility items.

Weaknesses
- Values appearance over camouflage. Stands out like a sore thumb a lot of the time due to her liberated artistic soul.
- While she is strong, she is still weighed down somewhat by her excessive equipment and armor
- Lacks real training. Prefers to overcome foes through superior firepower or brute force.

Background:
Saleen was born into a rather boring upper middle income family on Coruscant, sharing the space with only her older sister. Very early in her life, she decided that she wanted to become an artist, and so convinced her parents to let her go to art school at the later stages of her education. She managed to enter one of the more prestigious art schools on the planet. But she often got into arguments with her peers as she had a tendency to criticize their work rather verbally, and she took grave offense at the slightest unfavorable murmur towards one of her own projects. This went to the point that there were episodes where she engaged in fights with her fellow students and even smashed their projects. This got to the point where she once proclaimed the destruction of an large glass construct by one of her fellow classmates, as an act of art itself to show the futility of life itself against the currents of change. Most of her fellow students did not share her perspective, and Saleen eventually got expelled from the school.

Blaming her failure on the lack of personal inspiration rather than social etiquette, Saleen wanted to get some inspiration for future artwork and decided that dangers and adventure was the way to go, as she had ‘learned’ through the consumption of a great volume of books and movies.

Deciding that she wanted to become a mercenary and bounty hunter, she bought herself a blaster, a cool leather outfit and went straight to the outer rim with only a brief goodbye to her parents, telling them she was on an art project.

Her confidence soared after the success of her first mission, which consisted of guarding a spice shipment, with a rather hefty pay. The fact that absolutely nothing had happened during the actual mission short of a near crash with another cargo freighter didn’t stop Saleen from taking the success as a sign that she was a natural talent within the mercenary business.

Her second mission did not go as well. Emboldened, she signed up for a bounty to take down a jedi and his padawan on a desert world. However, the mission failed when the jedi lured Saleen and her fellow bounty hunters into a rancor lair, and the whole bounty ended with a team of terrified bounty hunters with Saleen in front running away for their lives whilst screaming on the top of their lungs!

After failing her first bounty mission, she decided to go back to armed escort services instead. Her third mission was therefore to guard a large fuel shipment on the same desert world. But when the shipment was attacked by raiders, a fight broke out between the mercenaries and raiders. The raiders ceased their attack however when a stray shot from Saleen’s blaster set off a chain reaction among the fuel tank and blew the entire convoy up, throwing mercenaries and raiders skyhigh! Saleen was badly damaged during the explosion, but managed to limp back to a speeder, return to the nearest settlement, and get a ticket off-world before her customer could learn what had happened to his shipment.

After that mission, Saleen decided to invest in her own personalized suit of armor and weaponry, and took on a series of other missions with varying degrees of success. Up until that point, her only contact with the rebels had been through sporadic and mostly uneventful encounters with their people. She usually steered clear of them, with the exception of one mission where she was hired by a local to trash a bar that was secretly used as a hub by the rebels, resulting in a frantic firefight that ravaged half the town in a chaotic free-for-all between mercenaries, local police, criminals, empire soldiers, local militia and rebels. It was not until she was contacted by her sister, which by that point was working for the rebels, that she was persuaded to, if not help them, work for them as a hired gun. Personally, Saleen was quite curious about the rebels, having heard many romantic stories about the great adventures they partook upon at local taverns and bars. Believing that an experience within the rebels was just what her artistic integrity needed, Saleen decided to join them. She only hopes none of the rebels she met would remember her from her last meeting with them.
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