First off, hello ladies and gents! It has been ages for me since I last visited this site and it is a shame really! My job and personal matters have kept me away from roleplays get way too long...atleast the lyrical form of roleplaying!
Here I am, back from the dead, and searching for casual roleplayers for a good and well written rp!
The "New Sith Wars" left the Republic in shambles. They reorganised which was the chance for many planets to shift the tides of power. Whole sektor started wars among another to decide who will play a leading role in the new senate and the Republic had way too few resources to suppress such a behavior. Thanks to planet wide destruction and systems who sided with the Sith during the war, the Republic had to redo their borders, as well as find new planets with resources. In such a time, full of turmoil and chaos, the industrial sectors had problems with a rising number of industrial espionage and pirating.
The Republic needs help and so they decided to give important tasks to some who showed their value during the Sith wars. The Bounty Hunters Guild! Sadly the guild also had took some blows. During the war, a great number of members decided to split from the guild and formed their own 'houses'. Most of them now ignoring the Credo of the old bounty hunter guild. A short and bloody war started, the guild wars! The guild and some of the loyal houses won but their number decreased drastically.
The guild is now looking for members to handle the great income of missions from the new found Republic!
(This roleplay is setting after the 'The old Republic'. Jedes and Sith exist but the fight left them worn out and they are few in numbers! The public isn't really into Jedi and Sith, thinking they are behind the war but some Jedi lead the Republic forces to new highs so they are just mumbling rumours. The guild itself...well some love em, some hate em! The greater part of civilians will treat them with respect to some length)
The Bounty Hunters' Guild is an ancient institution that regulated the bounty-hunting trade. It is led by a guildmaster who held members to the Bounty Hunters' Creed, the unwritten rules of the bounty hunters. Its rules were the laws that kept bounty hunters together, but the guild was full of loose cannons, who would often break the rules for their own benefit. The guild was more a coalition of the professionals than a proper organization, and rivalries between its houses were a common occurrence. The bounty hunters who joined the guild had the benefit of notifications of bounty postings before they were broadcast through official channels, which gave guild members a head start. The Bounty Hunters' Guild was composed of many smaller guilds that operated nearly independently. Those guilds were loosely held together by the overarching Bounty Hunters' Guild, each with its own organization, regulation, specialties and agendas.
"Republics may fall, empires may rise. But the Bounty Hunter Guild stands strong."―From the Bounty Hunters' Guild Handbook
Disobedience to the Credo resulted in many smaller bounty hunter branches and families and ultimately led to a small war between the guild! The guild had to reform. Using the guide as his pillar they rose again and even accepted other jobs like guarding people, exploring new territory or official animal trading!
Some loose canons are still inside the guild but those are worth the risk, their reputation of getting the job done is worth their hang to brutality!
The creed says!
Bounties are separated by-
Regional bounties: Only regarding a Continent! 50-500 credits
Local bounties: Bounties which are only valid on one planet! 500-3000 credits
System bounties: Bounties valid in a whole sun system!3000-50.000
Sector bounties: Bounties which regards a whole sektor, like the Hut system or a industrial system like koro! 20.000-75.00₩credits
Galactic bounties: Bounties which are valid in the whole galaxy! Believe me, such a slow poke like you will never achieve this kind of bounty! 50.000 - 200.000credits
"Republics may fall, empires may rise. But the Bounty Hunter Guild stands strong."―From the Bounty Hunters' Guild Handbook
Disobedience to the Credo resulted in many smaller bounty hunter branches and families and ultimately led to a small war between the guild! The guild had to reform. Using the guide as his pillar they rose again and even accepted other jobs like guarding people, exploring new territory or official animal trading!
Some loose canons are still inside the guild but those are worth the risk, their reputation of getting the job done is worth their hang to brutality!
The creed says!
This rule emphasized that, no matter how great a reward, a hunter should never take any undue risks to his or her life in order to make a capture. They should also consider how much of a risk whichever bounty was going to be and to plan accordingly. (Of course, how much effort a hunter had put into pursuing a quarry, how great the reward, and if was worth the risk were all open to interpretation in the middle of a hunt.) A reward, even if enormous, could not be spent if a hunter was dead.
This single, cardinal rule, more than any other, defined the way in which bounty hunters approached their chosen profession. It reflected the idea that sapient beings, to some degree, must be accorded respect. If, however, an individual had a bounty placed on them, he or she ceased to be an individual with rights. No longer a member of the galactic community, the "acquisition" became fair game. Tears should never be shed over the fate of someone that was, after all, only an "acquisition."
In keeping with the loosely defined hunter code of ethics, killing was sometimes necessary. That was business, pure and simple. However, unnecessary killing was still murder. The hunter, unless otherwise directed by those leveling the bounty, must attempt to deliver the acquisition alive. Often, those leveling the bounty had a vested interest in a live target — and the target might have been better off getting killed by the hunter.
Simply put, whatever their origin, bounty hunters saw themselves as a special breed. They took their lives (and those of others) into their hands each time they hunted. One may agree with another hunter's motives or insult them for the manner in which they carried out their hunts, but no bounty hunter would ever take up arms against a fellow hunter. This law applied only to hunters who followed the creed, not to those who had a bounty posted on their head becoming merely acquisitions. In such cases, the ex-hunter was no longer seen as a member of the common fellowship and old scores could now be settled with impunity
While it was not unheard of for hunters to work as a team, the hunt for a given acquisition was most often seen as a form of personal duel between two sapient creatures. In such a deal, the hunter matched skill and courage against all the resources one's opponent could bring to bear. If the hunter won, it was a personal triumph denoting superior skill and intellect, and not simply a question of luck. To interfere with another's hunt, unless first invited, was to leave the question of "who is better" open and, perhaps forever, unresolved. Of course, competition between hunters was often fierce and there was often a very thin line between "competition" and "interference". This being true, while a hunter was constrained against taking direct action against another hunter, there was nothing to constrain a hunter from hiring others to do the dirty work. Of course, if such an action, successful or not, could be traced back to the original perpetrator, serious consequences inevitably followed.
In cases where the acquisition had been taken alive, that "choice" could not be altered. To kill an acquisition in the course of the hunt was one thing, but to purposely kill an unarmed, helpless being already subdued and unable to resist was seen as simple slaughter and wanton butchery. An acquisition "killed while attempting to escape" however, would be an entirely different matter altogether.
While no hunter had the right to interfere with another's hunt, there came times when even the best of master hunters required assistance. In extreme cases, any hunter could have asked for and expected aid and assistance from another hunter, even if it meant that the latter must temporarily suspend his or her own hunt in the meantime to render such aid. Whatever personal grievances or animosities that would be involved between the two parties, it is known and understood that hunters took care of their own. Of course, such assistance was not without its price tag, and the arbitration of payment after the fact could often put a substantial dent in any expected profit.
Bounties are separated by-
Regional bounties: Only regarding a Continent! 50-500 credits
Local bounties: Bounties which are only valid on one planet! 500-3000 credits
System bounties: Bounties valid in a whole sun system!3000-50.000
Sector bounties: Bounties which regards a whole sektor, like the Hut system or a industrial system like koro! 20.000-75.00₩credits
Galactic bounties: Bounties which are valid in the whole galaxy! Believe me, such a slow poke like you will never achieve this kind of bounty! 50.000 - 200.000credits
Blaster pistols have respectable firepower in an easily carried design. Although a pistol would tend to have less firepower than its rifle or carbine cousins, they had enough power to kill a humanoid and punch through body armor, though they did not have the energy to pierce the hull of a starship. There were thousands of different designs from hundreds of manufacturers, such as the popular BlasTech DL-18 Blaster Pistol. Larger, more powerful varieties were known as heavy blaster pistols. Ownership and use is regulated in many systems, generally in the form of restrictions and regulations. Coruscant is one such example, as is the mining world of Peragus II, where only lower strength mining lasers were allowed.
A blaster costs around 500 credits (unmodified ), it has a capacity of 100 shots per mag(normal power, regular blaster) and it's power can be regulated, even stunning is possible. It has a optimal range of 30m. A magazine costs around 30 credits.
Examples:
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."―Han Solo, to Luke Skywalker on the supposed advantages of a blaster over a lightsaber.!
A blaster costs around 500 credits (unmodified ), it has a capacity of 100 shots per mag(normal power, regular blaster) and it's power can be regulated, even stunning is possible. It has a optimal range of 30m. A magazine costs around 30 credits.
Examples:
"Hokey religions and ancient weapons are no match for a good blaster at your side, kid."―Han Solo, to Luke Skywalker on the supposed advantages of a blaster over a lightsaber.!
Hold-out blasters (also holdout blaster or hold-out blaster pistol) were small, palm-sized blasters that could be easily concealed.There were two categories of hold-out blasters: civilian and military.
Civilian hold-out blasters were in essence miniature blasters meant for self-defense. Many worlds had strict legislation about the possession and use of arms, and civilan hold-outs were designed to be tolerated by such restrictive regulation. Hence, they fired relatively underpowered bolts, had a poor effective range, and could fire only five or six shots before being depleted. This was seen as sufficient for scaring would-be attackers off, without delivering too much firepower in the hands of a random individual. However, due to their ease of concealment, hold-out blasters were associated with more nefarious characters, and they were still outlawed on some worlds.
Military hold-out blasters, on the other hand, were designed to be weapons in their own right. They were still smaller than the heavy-dutysidearms, but the high-quality military hardware used in their fabrication meant they lacked neither range nor killing power. They are often used by scouts on speeder bikes since other weapons would be too bulky.
Modified civilian or military Hold-out Blasters can be upgraded so that they cannot be detected by common or even better weapon scanners
They carry around 5-10 shots and cost 200-300 credits. The military hold-out blasters are illegal without the right permission, the permission therefor cost up to 1000 credits, so it's your risk to take!
The optimal range differs between 3-10m but do not think that you will penetrate an armour beyond that range.....Or even penetrate it at all!
Civilian hold-out blasters were in essence miniature blasters meant for self-defense. Many worlds had strict legislation about the possession and use of arms, and civilan hold-outs were designed to be tolerated by such restrictive regulation. Hence, they fired relatively underpowered bolts, had a poor effective range, and could fire only five or six shots before being depleted. This was seen as sufficient for scaring would-be attackers off, without delivering too much firepower in the hands of a random individual. However, due to their ease of concealment, hold-out blasters were associated with more nefarious characters, and they were still outlawed on some worlds.
Military hold-out blasters, on the other hand, were designed to be weapons in their own right. They were still smaller than the heavy-dutysidearms, but the high-quality military hardware used in their fabrication meant they lacked neither range nor killing power. They are often used by scouts on speeder bikes since other weapons would be too bulky.
Modified civilian or military Hold-out Blasters can be upgraded so that they cannot be detected by common or even better weapon scanners
They carry around 5-10 shots and cost 200-300 credits. The military hold-out blasters are illegal without the right permission, the permission therefor cost up to 1000 credits, so it's your risk to take!
The optimal range differs between 3-10m but do not think that you will penetrate an armour beyond that range.....Or even penetrate it at all!
A stingbeam was a compact, easily concealed energy pistol favored by individuals who needed to be discreetly armed, or for individuals who disdained the use of larger weapons.
A typical stingbeam has approximately the size of a Humanhand. Unlike a conventional blaster pistol, it does not have a muzzle orifice; the end of its barrel is an antenna-like stub. A stingbeam is a powerful weapon, extremely lethal at close quarters, but it has a very short effective range. Contains up to 5 shots which are only effective up to 3metres. The shots acts as stun blasts, unless the wielder choose to use all the charges for one extra-strong blast. The stingbeam makes a piercing, whistling noise when fired, and each shot left the weapon hot to the touch.
The cost of a stingbeam differs around 400-600 credits.
A typical stingbeam has approximately the size of a Humanhand. Unlike a conventional blaster pistol, it does not have a muzzle orifice; the end of its barrel is an antenna-like stub. A stingbeam is a powerful weapon, extremely lethal at close quarters, but it has a very short effective range. Contains up to 5 shots which are only effective up to 3metres. The shots acts as stun blasts, unless the wielder choose to use all the charges for one extra-strong blast. The stingbeam makes a piercing, whistling noise when fired, and each shot left the weapon hot to the touch.
The cost of a stingbeam differs around 400-600 credits.
Heavy blaster pistols are basically cut-down blaster rifles, utilizing a more highly powered gas chamber, firing larger, more damaging bolts with a wider beam. Though bulkier and heavier than a standard blaster pistol, the heavy blaster's advantage is firepower. It has the destructive power of a blaster rifle without the longer range that a rifletypically provided. The power pack was generally the same size as a standard pistol and was consumed at a considerably higher rate than a typical blaster pistol. Due to the weapon's formidable power it is heavily restricted in most systems if not entirely illegal.
They usually pack a 50 shot magazine, thanks to the larger energy consumption. A heavy blaster pistol has has a optimal range of 50m and can be set to stun enemies at close range.
The cost of a heavy blaster is around 750 credits but they are usually worth their price since they need less manual work and are generally sturdy and so repairing them isn't needy.
They usually pack a 50 shot magazine, thanks to the larger energy consumption. A heavy blaster pistol has has a optimal range of 50m and can be set to stun enemies at close range.
The cost of a heavy blaster is around 750 credits but they are usually worth their price since they need less manual work and are generally sturdy and so repairing them isn't needy.
A blaster rifle is a designation given to certain types of offensive rifle-shaped blaster weaponry, typically with a longer barrel than other types of blasters. Blaster rifles are heavy duty blaster variants, much more powerful than a pistol, although heavy weapons are much more powerful than rifles. Most rifles come equipped with a stun setting, used to temporarily disable an opponent. Blaster rifles have a retractable stock and weighed about 4.5 kg for most models. The ideal range for the weapon are roughly 30-60+ meters. The typical blaster rifle have a value of 1,000 credits in the legal market; however, since the weapon was illegal for civilian use in a majority of systems, black market sales were promine. Blaster rifles without a retractable stock have black market prices of 900 credits.
A blaster rifle has around 50 shots in a mag and can be switched between auto and semi firing.
A blaster rifle has around 50 shots in a mag and can be switched between auto and semi firing.
A blaster carbine has a short barrel and compact two-handed grip, making it look more like a long pistol than a rifle. Carbines offer distinct advantages from other weapons. First and foremost, they are generally shorter and lighter than their heavier cousins, and allow for more capabilities especially in confined environments; they also have a faster rate of fire than a typical blaster rifle. In addition, carbines are often cheaper to produce than ordinary rifles. In exchange for these advantages however, they have a shorter range, less accuracy and less stopping power. Blaster carbines have a short-range stun setting as well as an autofire setting, which allowed the weapon to fire multiple shots at a greater area instead of the more accurate single-shot mode. The blaster carbine cost 850 credits without a retractable stock and 900 credits with that accessory. Its ownership and use was regulated by local authorities and bounty hunters.
Some blaster carbines, such as the E5 carbine used by B1 battle droids, had a retractable stock. When the stock was folded, it allowed the user to treat the weapon as a one-handed pistol. When the stock was extended, the user could treat the weapon more like a rifle with greater range. However, the extended stock required that the weapon be used with two hands to be used properly. Usually the Blaster Carabine has 50 shot mag and works best on a distance of 40m.
Some blaster carbines, such as the E5 carbine used by B1 battle droids, had a retractable stock. When the stock was folded, it allowed the user to treat the weapon as a one-handed pistol. When the stock was extended, the user could treat the weapon more like a rifle with greater range. However, the extended stock required that the weapon be used with two hands to be used properly. Usually the Blaster Carabine has 50 shot mag and works best on a distance of 40m.
Repeating blasters, or repeat blasters or repeaters, are blaster or projectile weapons that could fire many rounds in short time intervals.
Several variants exist, but these weapons could generally be divided into two major categories: personal repeating blasters, and mounted repeating blasters, it is normally mounted on a tripod and is portable. They are also mounted on ships such as the T-16 skyhopper, but this was not common. Many variants exist and some are mounted on speeder bikes or landspeeder. The cheapest version costs around 1500credits.
"The only thing better than a big blaster, apparently, is one that shoots faster."―Anonymous remark on the Mandalorian heavy repeater
Several variants exist, but these weapons could generally be divided into two major categories: personal repeating blasters, and mounted repeating blasters, it is normally mounted on a tripod and is portable. They are also mounted on ships such as the T-16 skyhopper, but this was not common. Many variants exist and some are mounted on speeder bikes or landspeeder. The cheapest version costs around 1500credits.
"The only thing better than a big blaster, apparently, is one that shoots faster."―Anonymous remark on the Mandalorian heavy repeater
A blaster cannon, also known as a flash cannon, is a limited-range heavy artillery variant of the handheld blaster. Blaster cannons are commonly fitted aboard atmospheric vehicles;however, a portable shoulder-fired version is also used to inflict devastation on vehicles, troops, and structures.
Blaster cannons derived their energy from power packs of ionized cryogenic cells. Unlike laser cannons, blaster cannons can be set at various levels of damage, ranging from stun to full power. There existed several designations of blaster cannon strength, including light blaster cannons, medium blaster cannons and heavy blaster cannons, personal blaster canons and mounted ones. Blaster cannons are commonly less powerful than laser cannons, though are quite effective during atmospheric combat, especially against ground troops and vehicles.
They cost around 3000 credits but are military use only, so the black market prices are way higher and if you get caught....Well prepare to pay even more, most agents won't even accept the bribery if they see you with such a thing!
They can carry around 6-10 shots can can reach up to 3600m!
Blaster cannons derived their energy from power packs of ionized cryogenic cells. Unlike laser cannons, blaster cannons can be set at various levels of damage, ranging from stun to full power. There existed several designations of blaster cannon strength, including light blaster cannons, medium blaster cannons and heavy blaster cannons, personal blaster canons and mounted ones. Blaster cannons are commonly less powerful than laser cannons, though are quite effective during atmospheric combat, especially against ground troops and vehicles.
They cost around 3000 credits but are military use only, so the black market prices are way higher and if you get caught....Well prepare to pay even more, most agents won't even accept the bribery if they see you with such a thing!
They can carry around 6-10 shots can can reach up to 3600m!
Slugthrowers are weapons that use an explosive chemical to launch a solid projectile (a "slug") at a high velocity. Blasters are fashioned in style and function after these more primitive weapons. Slugthrowers are found in various forms, from smaller slugthrower pistols to larger slugthrower rifles. A typical slugthrower pistol has an effective range of around 60 meters, while on a slugthrower rifle this was extended to 300 meters. Sniper rifles has been known to pick off enemies from over a mile in the hands of skilled snipers and marksmen. Their firing rates vary immensely; some are single shot weapons without external detachable magazines, while others fire thousands of slugs a minute. Slugthrowers are also known to have different types of action, ranging from pump, lever, revolver, bolt, and many others. The type of firing mechanism used to fire the slug played a direct role in the weapon's rate of fire, and many times dictated how primitive or advanced the weapon is. Slugs also varied; some are made of metal, some ceramic or even hardened plastics. Ammunition for slugthrowers are often rarer than blaster gas, however, and thus more expensive. Varying calibers sometimes compounded this problem.
Slugthrowers are considered by many to be a primitive, inferior technology when compared to blasters, and are often used by those without access to better weapons, such as primitive cultures. Whatever they lack in functionality, they regain in stealth. A slugthrower can be silenced, while a blaster usually can not. Also, blaster rounds are almost always visible. Although this can be seen as an advantage, non-tracer rounds used by slugthrowers added an extra element of confusion and surprise, not allowing the target to see where the shots are coming from. Furthermore, slugthrowers are generally cheaper and more easily repaired than blasters. In addition, the projectile itself could have unique properties. Explosive, incendiary and mercy slugs each have different effects. Explosive ammo deals additional kinetic damage to a target. Incendiary ammunition can cause burns that are as dangerous as the projectile, or set items on fire. Mercy bullets made of rubber or semi-rigid plastic give a way to set a slugthrower on 'stun'. Of course, this means carrying extra ammo or magazines—and special rounds are costlier and rarer than conventional slugs. Bounty hunters that carried slugthrowers tend to make extensive use of special ammo in their work. Some mixed rounds in the same magazine, starting with mercy slugs and working their way up to more lethal types in case the less deadly projectiles failed to stop their opponents. As blaster usage increased, the popularity of personal armor declined—while extremely effective against most slugs, even modern armor could not stop a direct blaster hit, and as a result the wearing of bulky or cumbersome protective gear seemed to offer little benefit, while still obstructing movement. Thus, the blaster arguably increased the usefulness of the slugthrower. Their prices wiedly from laughable 20 credits up to 1500 credits.
Slugthrowers are considered by many to be a primitive, inferior technology when compared to blasters, and are often used by those without access to better weapons, such as primitive cultures. Whatever they lack in functionality, they regain in stealth. A slugthrower can be silenced, while a blaster usually can not. Also, blaster rounds are almost always visible. Although this can be seen as an advantage, non-tracer rounds used by slugthrowers added an extra element of confusion and surprise, not allowing the target to see where the shots are coming from. Furthermore, slugthrowers are generally cheaper and more easily repaired than blasters. In addition, the projectile itself could have unique properties. Explosive, incendiary and mercy slugs each have different effects. Explosive ammo deals additional kinetic damage to a target. Incendiary ammunition can cause burns that are as dangerous as the projectile, or set items on fire. Mercy bullets made of rubber or semi-rigid plastic give a way to set a slugthrower on 'stun'. Of course, this means carrying extra ammo or magazines—and special rounds are costlier and rarer than conventional slugs. Bounty hunters that carried slugthrowers tend to make extensive use of special ammo in their work. Some mixed rounds in the same magazine, starting with mercy slugs and working their way up to more lethal types in case the less deadly projectiles failed to stop their opponents. As blaster usage increased, the popularity of personal armor declined—while extremely effective against most slugs, even modern armor could not stop a direct blaster hit, and as a result the wearing of bulky or cumbersome protective gear seemed to offer little benefit, while still obstructing movement. Thus, the blaster arguably increased the usefulness of the slugthrower. Their prices wiedly from laughable 20 credits up to 1500 credits.
The blastsword is a long metal sword that is about as long as a Human man's arm and features a blade about a meter long.The weapon is extremely well-balanced, allowing a proficient user to wield it in one hand with ease.The hilt features a pommel and is covered by a curved metal guard to protect the hand of the user, while the blade's edge begins a few centimeters above the guard. Unlike other sword designs, which features a sharp tip, the blastsword has a flared nozzle at its tip. The tip isconnected to a blaster mechanism powered by a cell located in the hilt that, when activated by means of a switch at the pommel, would discharge an energy blast upon contact with a solid object. When the blaster is activated, the blastsword's tip makes a humming noise and glowed with energy, leaving behind colorful lines as it is moved.Because of its exotic design and function, a user required training to wield the weapon proficiently. They generally cost between 600 and 1500 credits
A vibroblade resembled a short sword with a high-tech look and feel and consisted of the same basic design as other vibroweapons: the weapon's hilt or handle usually contained a compact ultrasonic vibration generator, causing the blade to vibrate at an incredible speed, making even the slightest glancing blow become a gaping wound. Vibroblades were dangerous to use against electrical weapons, as they conducted electricity. Electrocution, however, would be the wielder's last concern. Traveling up the length of the blade, the electricity would connect with a vibroblade's energy cell and ultrasonic vibration generator. The result would be a miniature explosion with enough force to take off a hand.
A vibroblade could be fitted with cortosis-weave, allowing it to parry the blows of lightsabers and energy swords. A highly adaptable variant of the vibroblade, the prototype vibroblade, could be fitted with a number of weapon enhancements. A simple dagger starts by 150 credits.
A vibroblade could be fitted with cortosis-weave, allowing it to parry the blows of lightsabers and energy swords. A highly adaptable variant of the vibroblade, the prototype vibroblade, could be fitted with a number of weapon enhancements. A simple dagger starts by 150 credits.
Designed as much for elegance in combat as for ceremony, the lightsaber, also referred to as the "laser sword" by those who are unfamiliar with it, is a distinctive weapon, the very image of which is inextricably bound with the mythos of the Jedi Order and their polar opposites, the Sith. The lightsaber also became synonymous with the Jedi Order's values to uphold peace and justice throughout the galaxy. This perception endured, despite the many conflicts with lightsaber-wielding Sith and Dark Jedi.
The weapon consists of a blade of pure plasma emitted from the hilt and suspends in a force containment field. The field contains the immense heat of the plasma, protecting the wielder, and allows the blade to keep it´s shape. The hilt is almost always self-fabricated by the wielder to match his or her specific needs, preferences and style. The hilt is also built similarly to his or her master's lightsaber as a mark of respect. Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers require a great deal of strength and dexterity to wield, and it is extremely difficult and dangerous for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber is a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. If you want to buy a lightsaber be prepared to spent the wealth of a tiny planet.
The weapon consists of a blade of pure plasma emitted from the hilt and suspends in a force containment field. The field contains the immense heat of the plasma, protecting the wielder, and allows the blade to keep it´s shape. The hilt is almost always self-fabricated by the wielder to match his or her specific needs, preferences and style. The hilt is also built similarly to his or her master's lightsaber as a mark of respect. Due to the weightlessness of plasma and the strong gyroscopic effect generated by it, lightsabers require a great deal of strength and dexterity to wield, and it is extremely difficult and dangerous for the untrained to attempt using. However, in the hands of an expert of the Force, the lightsaber is a weapon to be greatly respected and feared. To wield a lightsaber was to demonstrate incredible skill and confidence, as well as masterful dexterity and attunement to the Force. If you want to buy a lightsaber be prepared to spent the wealth of a tiny planet.
Force pike, also referred to as an energy pike, stun pike, or stun pole, is the name of several similar weapons that evolved independently between races and civilizations throughout the galaxy.The tip of the pole is a vibro-edged head with a stun module that could knock a full-grown Wookiee unconscious using a concentrated nerve impulse similar to that featured in the stun setting of a blaster rifle. At lowest setting, the spear will deliver excruciating electrical shocks, higher settings can result in paralysis and death, and at maximum setting, it can slice through everything from flesh and bone to thin durasteel plating. The weapon can be used for self defense, but also as a torture device. Aviable to Peacekeepers there are also some which are setted for military use only but the general price sets around 500 credits.
Grenade is a catch-all term for any self-contained explosive device, usually thrown by hand, but sometimes launched from a grenade launcher, which is useful in infantry combat.
These items typically cost 600 credits, but are sometimes available for as low as 250. As with other explosives, they are often restricted.
Grenades come in different shaped and froms which can also be
Adhesive grenade
Biotic grenade
Chemical Load grenade
Cold grenade
Concussion grenade
Corellian spark grenade
CryoBan grenade
Dye grenade
Electro magnetic pulse grenade (Also known as the ECD grenade)
Flash-bang grenade
Fire grenade
Fragmentation grenade
G-20 Glop grenade
Gas grenade
Grenade fungus
Ion grenade
Luma grenade
Mobile grenade mortar
Plasma eel
Plasma grenade
Poison grenade
Proton grenade
Proximity grenade
Radiation grenade
Reverse-polarity pulse grenade
Shock grenade
Smoke grenade
Sonic detonator
Stun grenade
Subsonic grenade
Thermal detonator
V-6 haywire grenade
These items typically cost 600 credits, but are sometimes available for as low as 250. As with other explosives, they are often restricted.
Grenades come in different shaped and froms which can also be
Adhesive grenade
Biotic grenade
Chemical Load grenade
Cold grenade
Concussion grenade
Corellian spark grenade
CryoBan grenade
Dye grenade
Electro magnetic pulse grenade (Also known as the ECD grenade)
Flash-bang grenade
Fire grenade
Fragmentation grenade
G-20 Glop grenade
Gas grenade
Grenade fungus
Ion grenade
Luma grenade
Mobile grenade mortar
Plasma eel
Plasma grenade
Poison grenade
Proton grenade
Proximity grenade
Radiation grenade
Reverse-polarity pulse grenade
Shock grenade
Smoke grenade
Sonic detonator
Stun grenade
Subsonic grenade
Thermal detonator
V-6 haywire grenade
The flame projector shoots a jet of ignited liquid that has a short range but deals large amounts of damage and can set targets on fire. They are useful in close-quarters combat and attacks against caves and bunkers. They are also effective in boarding operations. For all their power, flame projectors have a key weakness. Because they employ volatile chemicals under pressure, the weapon can sometimes explode if damaged.Merr-Sonn and Czerka are leading manufacturers of flame projectors (around 1000 credits) The sale of flamethrowers is primarily restricted to legitimate military organizations, police forces and bounty hunters with the right certification .
There exist many forms and styles, some are only able to deliver the location via a simple radio signal while other do so via a trace of scent. Even others can monitor via short transmission even video and audio! The best transmitter is the XX-23, when activated it needs to come in contact with a surface, glueing itself onto it on molecular level. They cost around 4400 credits. A simple transmitter can be bought for around 1000 credits.
Sometimes you don't want to trail after your target but still want to know what he is doing! Sometimes bribing some street rugs or thee Barkeeper will do but if you like tech? Well listen closely!
For around 1400 credits you can buy a flying eye, a simple eye drone which can transmit sound and video material over short radio transmisson, just get the right frequency and you will hear everything! Sad thing is that they are rather easy to spot but don't worry, for 2800 credits you will get a client drone! A drone which can easily be set to look like local falters or butterflies and even contains intigrated movement routines for keeping away from light and out of slapping reach!
The poor people's choice would be the q'nithanische membrane, a small little bugger which feeds on soundwaves. Just place him him a good position and after you are done, squish the sounds outta him! Yop that's how it works! But don't suspect to get much of a quality. You can get those for 15 credits!
For around 1400 credits you can buy a flying eye, a simple eye drone which can transmit sound and video material over short radio transmisson, just get the right frequency and you will hear everything! Sad thing is that they are rather easy to spot but don't worry, for 2800 credits you will get a client drone! A drone which can easily be set to look like local falters or butterflies and even contains intigrated movement routines for keeping away from light and out of slapping reach!
The poor people's choice would be the q'nithanische membrane, a small little bugger which feeds on soundwaves. Just place him him a good position and after you are done, squish the sounds outta him! Yop that's how it works! But don't suspect to get much of a quality. You can get those for 15 credits!
Cuffs are used to restrain a victim.
There are many kinds of cuffs like~
Stun cuffs:
Stun cuffs, also known as cuffs or simply binders, are devices made of durasteel used to restrict the movement of a captive's limbs. The thin but unbreakable cuffs are commonly used to bind a prisoner's hands, but can also be used to bind both feet, one arm and one leg, or to lock one limb to a stationary object to further immobilize a captive. Some cuffs will stun the prisoner if a button is pressed by the guard or, in some cases if the prisoner resists too much. Price between 10-50 credits
Energy cuffs:
Energy cuffs are an advanced form of wrist restraints, used to restrict the captive's movements. Unlike simple stun cuffs, they hold the captives' wrists together by an energy field.
Servo cuffs:
Usually clamp the hands in a dura-steel container some are built to be more torture devices than restraining items. The larget Servo-cuffs are containing of a restraining exsoskellet which keeps the victim at bay and moving, wether he wants it or not. Prices are around 100 credits.
There are many kinds of cuffs like~
Stun cuffs:
Stun cuffs, also known as cuffs or simply binders, are devices made of durasteel used to restrict the movement of a captive's limbs. The thin but unbreakable cuffs are commonly used to bind a prisoner's hands, but can also be used to bind both feet, one arm and one leg, or to lock one limb to a stationary object to further immobilize a captive. Some cuffs will stun the prisoner if a button is pressed by the guard or, in some cases if the prisoner resists too much. Price between 10-50 credits
Energy cuffs:
Energy cuffs are an advanced form of wrist restraints, used to restrict the captive's movements. Unlike simple stun cuffs, they hold the captives' wrists together by an energy field.
Servo cuffs:
Usually clamp the hands in a dura-steel container some are built to be more torture devices than restraining items. The larget Servo-cuffs are containing of a restraining exsoskellet which keeps the victim at bay and moving, wether he wants it or not. Prices are around 100 credits.
Maybe it be a stun-wire, a electro-wire, an organic thread or a synthetic string. Wires can be used to restrain victims as also to lay traps or to reach out of reach places. For a creative bounty hunter there are unlimited uses.
A grappling hook can even be attched to a wire-launcher and even harpoon-launcher are known.
A grappling hook can even be attched to a wire-launcher and even harpoon-launcher are known.
A Energy Bolas consist of three duran-metal wires with a chargeable sphere on each of their ends. When fired the wires will snatch and tangle the victim on impact. The spheres will then magnetically connect with each other and so leaving the victim locked up. The Bolas can be upgraded with electrical charges.
They generally cost around 100 credits.
They generally cost around 100 credits.
Most force cages are deceptively simple devices that resembles octagonal tubes when activated. The frame itself, are permanently mounted to a wall or bulkhead, stand approximately two meters in height, with the base slightly below floor level in most instances. The force fields that these types of detention cells emitted vary in color from bright blue toorange, and can carry a charge that ranged from a small shock to incapacitation, including the inflicting of minor electrical burns. These apparatuses can also be modified to project a sort of "torture field" that, when activated, sends waves of extremely painful electrical currents into and through those trapped inside; this effect too can be modulated. Such fields can be ramped up in intensity to lethal proportions, serving as an ad hoc execution device. Typical force cages include plenty of room for a detainee to either stand or sit; some force cages, such as the ones in the Telosian Jedi Academy that have been converted from water regulation pipes, are large enough for a grown Human to sleep in.
A launcher which shoots a net at the victim which then gets entangled and trapped inside it, there are many variations and modifications. Even a sniper rifle which entangles the victim in a stunning spraynet on impact. The nets can be modified as well, shock nets, gravity nets and even nets which are covered in chemicals and cause spasms to the victims
Bacta is a thick, gelatinous slime that has healing properties. It helps the body regrow tissue, including nerves, skin, and muscles. Injured individuals can be immersed in bacta-filled tanks in order to recover from their wounds more quickly. Being submerged in bacta is often described as going into a blissful state, in which emerging from it will often leave one feeling worse for a few days due to the loss of the sense of peace provided by the substance.
Bacta can be used as a bandage, it can be injected or even directly used on the wound
Bacta can be used as a bandage, it can be injected or even directly used on the wound
Speeder bikes, also known as hover bikes, are open-air repulsorlift vehicles, usually carrying one or two passengers. Speeder bikes emphasized speed and maneuverability over conventional speeders and are popular with thrill-seeking teenagers and military scouts. A typical speeder bike has a maximum altitude of 10 meters while the cheaper ones can obly hover about 3m and can thus maneuver deftly over very rough terrain. Some companies manufacture extras like sidecars for speeder bikes or even upgrade them with blasters....and also the black market garage on Nar Shadaa will do it for the right price.Thier speed vary between 60-180 km/h The cost differs widely depending on speed, maneuverability, sturdiness and hover height, but roughly they lay between 300-1500 credits but if you have freetime and enough know-how and carftiness you can easily purchase the scraps for less than 150 credits. Furthermore they can be easily transported with nearly everykind of spaceship which big enough to carry more than passenger.
A landspeeder, also known as an overlander, is a hovering ground-based vehicle capable of traveling across most terrain at relatively high speed.
Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also mount weapons which were usually mounted either at the front of the craft or above and behind the pilot and/or passengers.
Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market.
Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit configurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.The prices lay between 500-2500 credits but the guild is willingly to rent landspeer to their members. [an added note: But their repairment fee is hilariously high]
Low-power repulsorlifts allow most landspeeders to constantly hover one to two meters above the ground, both when stationary and while traveling. Turbine jet engines are responsible for propelling the vehicle forward. Some landspeeders also mount weapons which were usually mounted either at the front of the craft or above and behind the pilot and/or passengers.
Hundreds of designers, manufacturers and models exist throughout the galaxy, though the SoroSuub Corporation dominated the landspeeder market.
Most landspeeder models are capable of carrying one or more passengers, and top speeds vary between 100 and 250 kilometers per hour. Most models are between 3 to 8 meters in length. Cockpit configurations on many models feature retractable windshields and canopies that allow the driver and passengers to be either fully enclosed, or open to the air.The prices lay between 500-2500 credits but the guild is willingly to rent landspeer to their members. [an added note: But their repairment fee is hilariously high]
Airspeeders are repulsorlift vehicles common throughout the galaxy. They are distinguished from landspeeders by a higher operating altitude and normally higher top speed. Sometimes they are also equipped with boosters that enabled them to achieve low planetary orbit for a short time. They are not designed for orbital flight, though they could attain such high altitude that they pushed the boundaries of atmosphere and space some even are upgraded to overcome such boundaries and can withstand the atmospheric pressure several minutes to gain acces to low obitating stations. They cost between 6.500-14.500 credits
A swoop, also known as a swoop bike, is a type of repulsorlift vehicle similar to a speeder bike; in fact, it is in essence simply an overpowered version and described as "an engine with a seat." Swoops are to speeder bikes what airspeeders are to landspeeders. Swoops are often used by gangs and criminals, and such organizations are bearing the mantle of swoop gang. After the Galactic Empire outlawed podracing, swoop racing became the favored alternative. Swoop racing is popular on many planets, including Coruscant, Manaan, Tatooine, Nar Shaddaa, Telos (on Citadel Station), and Taris to name a few. There were, in fact, grand tournaments held on the Taris tracks before the Sith bombardment. Some of the best known swoop racers of their time were lost in the planet's destruction. The cheapest reach slow 100 mh/h but higher quality swoops can reach over 600 km/h! The prices differ between 50-10.000 credits.
A starship, also known as a starcruiser, spaceship, spacecraft, or simply ship, is a vessel designed for interstellarr travel, specifically between star system. Starships are distinguished by the inclusion of a hyperdrive, a piece of equipment that makes light speed travel possible.
Yacht — A luxurious vessel typically owned by a politician, diplomat or rich person.
Starfighter — A small one- or two-man vessel typically used for dogfighting.
Bomber — A slower ship armed with bombs.
Scout vessel — A small, fast ship used to scout an area before a main force arrives.
Transport — A cargo or passenger carrier.
Shuttle — A small craft used to transport personnel, usually at least partially though space.
Gunship — Used for atmospheric or space combat.
System patrol craft — Used for in-system operations; usually lacked hyperdrives.
Freighter — A cargo or freight carrier.
Capital ship — The largest of starships, often used as a warship.
Space station — An artificial structure for use in orbit or deep space
Yacht — A luxurious vessel typically owned by a politician, diplomat or rich person.
Starfighter — A small one- or two-man vessel typically used for dogfighting.
Bomber — A slower ship armed with bombs.
Scout vessel — A small, fast ship used to scout an area before a main force arrives.
Transport — A cargo or passenger carrier.
Shuttle — A small craft used to transport personnel, usually at least partially though space.
Gunship — Used for atmospheric or space combat.
System patrol craft — Used for in-system operations; usually lacked hyperdrives.
Freighter — A cargo or freight carrier.
Capital ship — The largest of starships, often used as a warship.
Space station — An artificial structure for use in orbit or deep space
Armor is a protective covering worn mainly by militants. Some examples of armor are Mandalorian armor, Sith battle suits, and light battle suits. Most armor will stop a standard blaster bolt, although only advanced, heavy battle armor could withstand a heavy cannon bolt. Specialized weapons (called disruptors) could punch through armor. Armor is generally divided into three classes: light armor, medium armor, and heavy armor. Light armor usually comes in the form of woven cloth or thin plastics. Medium armor, by far the most common, is made up of small ceramic or metal plates. Heavy armor is designed for front-line combat, and is usually fully enclosed.
Most cultures and races use armor for forms of armed conflict. Some armor is implanted with cortosis and made especially for battle with lightsabers. Mandalorian armor is some of the best armor in the galaxy, notably the Neo-Crusader armor used during the Mandalorian Wars. Usually, armor is much more restrictive than regular clothing. Most Jedi do not use armor for this reason. Even though they do not wear armor, their robes had underlays for better protection.
Most cultures and races use armor for forms of armed conflict. Some armor is implanted with cortosis and made especially for battle with lightsabers. Mandalorian armor is some of the best armor in the galaxy, notably the Neo-Crusader armor used during the Mandalorian Wars. Usually, armor is much more restrictive than regular clothing. Most Jedi do not use armor for this reason. Even though they do not wear armor, their robes had underlays for better protection.
Having problems with a computer? The door is pad locked? Or just to dumb to figure the entry code yourself? A open port in any device is an invatation to hacker and so the natural weakness of any computer! Any droid can hack into the computer and with a codecylinder you can do that too! While a good droid costs around 30.000 - 60.000 credits a good code cylinder costs around 5000 credits. Just hope there isn't an explosive device protecting the port.
For simple 1500 credits each you can get Databypass, there isn't any subtlety in that device. It just fries all your electronical ports and so forces your way open....This wont go unnoticed!
For simple 1500 credits each you can get Databypass, there isn't any subtlety in that device. It just fries all your electronical ports and so forces your way open....This wont go unnoticed!
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Their use is limited. Jetpacks are usually worn on the back, and controlled by a wrist-mounted device or through verbal commands issued into a visor or helmet. To launch, a jetpack funnels both air and fuel through miniaturized turbines. In the device's intake system, the air-fuel mix is ignited, providing the thrust needed to propel the wearer through the air. They are not reliable for use in zero, low or high atmospheric situations, since they require atmospheric gases to produce thrust. The launch of most jetpacks are also accompanied by a cloud of exhaust - useful for quick getaways requiring a handy smoke screen.
In flight, directional exhaust nozzles control the user's flight path, while a gyrostabilizer counterbalances the jetpack's velocity for descent. Jetpacks are considered impractical for public use: downsides to the jetpack's agility includes the device's thirty-kilo weight, and the fact that most models could carry enough fuel for around twenty bursts of thrust. Often, repulsor packss provided a more viable alternative
A repulsor pack is similar to a jetpack but utilized repulsorlift technology. Repulsor packs are typically much more efficient than jetpacks, and allowed for prolonged sustained flight. However, because they are based on repulsorlift technology, they only worked inside of a gravity well.
Price: 1600 credits
In flight, directional exhaust nozzles control the user's flight path, while a gyrostabilizer counterbalances the jetpack's velocity for descent. Jetpacks are considered impractical for public use: downsides to the jetpack's agility includes the device's thirty-kilo weight, and the fact that most models could carry enough fuel for around twenty bursts of thrust. Often, repulsor packss provided a more viable alternative
A repulsor pack is similar to a jetpack but utilized repulsorlift technology. Repulsor packs are typically much more efficient than jetpacks, and allowed for prolonged sustained flight. However, because they are based on repulsorlift technology, they only worked inside of a gravity well.
Price: 1600 credits
R82 jump boots are boots that allowed a wearer to fly short distances or to conduct simple gliding. They are a combination repulsorr and rocket unit. Thin cables going from the knees are attached to the user's pants or leggings to give additional support. Control cables, long enough to reach the users' hands are used to operate the device. The boots are commonly used in sports and other recreational activities.
The boots' repulsorlift engine's power packs have to be replaced after an hour's use, having a flight ceiling of 35 meters. The boots' rocket jets held enough fuel for five blasts, and five blasts' worth of fuel cost 25 credits. The boots cost 150 credits.
The boots' repulsorlift engine's power packs have to be replaced after an hour's use, having a flight ceiling of 35 meters. The boots' rocket jets held enough fuel for five blasts, and five blasts' worth of fuel cost 25 credits. The boots cost 150 credits.
Repulsor boots are a type of footwear that have a miniature repulsorlift unit in the sole of each boot. They can lift the wearer a half meter above the ground. With careful usage, they can also propel the wearer slowly forward. They are mainly worn during climbing.
They cost 200 credits new and weigh around 2 kilograms.
They cost 200 credits new and weigh around 2 kilograms.
Comlinks are portable devices used for communication. There are many varieties of comlinks produced by a number of companies. Some contain intigrated language translator.
Examples are~
- Wrist links
- Ear links
- Bio link
- Helmet link
- Vision link
Costs around 50 credits
Examples are~
- Wrist links
- Ear links
- Bio link
- Helmet link
- Vision link
Costs around 50 credits
A personal Database for connections, personal notes and simply gathering informations. They are bio linked and so can only be accesed with a biometric scan, a talented hacker or a droid can still find a way to acess the information and files. A nice welcome gift to every newcomer to the bounty hunter guild.
Name: (the obvious duh)
Age: (Well the age of your character please aproximately to your speciem)
Gender: (Duh....)
Species: (Your speciem duh and maybe some background on it if it´s selfmade!)
Appearance: (Pictures, describtions, really i do not really care as long as you put some effort in it)
Affiliation: (Do you know someone important? Maybe you played Grav-ball back in your youth with a now wanted criminal? Well the guild will know and make sure that you are first on the job!)
Background: (What happened to your character? You do not have to start from the beginning but i want atleast a bit information! If wanted personality can be added here and it can also left blank if it´s discussed with me beforehand!)
Equipment: (What do you have? What do you keep around? Generally what are your belongings)
Abilities: ( I can say Chimichanga in atleast 47 galactic languages! So generally what your Character can do and what he´s good with! Beware i do not want a Jack of all Trades!)
Credits: (Well that is our currency...don´t overtone it! We start small, so we can progress through the rp so we can grow! Even thou a rich son may be explainable.....i will decide wether or not you are allowed to the rp!)
Age: (Well the age of your character please aproximately to your speciem)
Gender: (Duh....)
Species: (Your speciem duh and maybe some background on it if it´s selfmade!)
Appearance: (Pictures, describtions, really i do not really care as long as you put some effort in it)
Affiliation: (Do you know someone important? Maybe you played Grav-ball back in your youth with a now wanted criminal? Well the guild will know and make sure that you are first on the job!)
Background: (What happened to your character? You do not have to start from the beginning but i want atleast a bit information! If wanted personality can be added here and it can also left blank if it´s discussed with me beforehand!)
Equipment: (What do you have? What do you keep around? Generally what are your belongings)
Abilities: ( I can say Chimichanga in atleast 47 galactic languages! So generally what your Character can do and what he´s good with! Beware i do not want a Jack of all Trades!)
Credits: (Well that is our currency...don´t overtone it! We start small, so we can progress through the rp so we can grow! Even thou a rich son may be explainable.....i will decide wether or not you are allowed to the rp!)
Name: Vapjo Sej'zunu
Age: 31 years
Gender: Male
Species: Twil'lek
Appearance: Vapjo stands around 1,80m he is white skinned, tall lean and posses two Lekku (Lekku are the tails seen protruding from the head of both Twi'lek and Togruta.) He often wears heavy clothes which are refined with durasteel fibers and leatherboots when being in civil clothes. A small, straight scar runs down his white skinned face from his right cheek down down to his chin. His eyes lay deep into his sockets and seem cold and calculating.
Affiliation: Bounty hunter guild, smugglers of Nar Shaddar
Background: Vapjo grew up in the outer rims, on the plnat Nar Shaddar Hutta town to be precise. He was the son of a slave and so official proberty of the local Hutt-lord. The lord wanted to gain influence on Nar Shaddar and tried so by killing another Hutt and so taking over his territory. Vapjo´s father caught wind of the plan and saw his moment of glory! He leaked information to the other and only a day later the palace of the Hutt-lord was raided by his enemy. They tore the wholeplace apart and gathered all the staff after they were finished capturing the opposing hutt. Vapjo´s father was still a slave and well, even thou he helped the other Hutt, he also disobeyed his former master and that was a death sentence to each slave on Nar Shaddar. To show his respect the other Hutt atleast gave Vapjo freedom but only if he pulled the trigger during the execution. Vapjo was shocked and coudn´t do it but in a final act the father layed his hands around Vapjo´s and pulled the trigger for him, to free himself and his son. The Hutt was truly entertained and Vapjo....mentally damaged for his entire life! He was 12 during that time. The Hutt kicked him out of Hutta Town and Vapjo never looked back!
6 years...it took Vapjo 6 years to finally leave Nar Shaddar! He made a living by working hard and delivering objects of 'unknown' heritage for clients.
It was during that time that the Hutt from the past, the one who "freed" him, has fallen in the eyes of the higher Hutts and they wanted him gone. The Hutt fleed from Nar Shaddar only a few men still loyal to him.
It was Lothal where Vapjo and the Hutt met again. The Hutt invited Vapjo, mistaking the cold rage he held against the hutt for the unquestionable loyalty of a once freed slave. The money was good and so Vapjo decided to work a few times for the Hutt.
It was 3 Month later that a bounty hunter found the hutt and deposed of most of the Hutt´s men, setting a trap the Hutt managed to corner the bounty hunter, it was then that Vapjo striked against him. He quickly switched sides and so turned the tides for the bounty hunter who was now able to capture the Hutt. He gave Vapjo an offer to train under him, so that he might become a bounty hunter himself. Vapjo was suprised but guessed that this work could work as an memento for his father since it would work for a greater good....just like the bounty hunter did...
Well Vapjo was young and he didn´t knew it better!
Vapjo started of low as a free bounty hunter and mostly took care of local bounties, after some time the guild send him an invatation. He was 25 during that time and the guild directly gave him a Sektor bounty and a high ranked bounty hunter as "support". Little didhe knew that he now had to hunt down the bounty hunter who once led him onto the path. Because the bouty hunter had one too many "escape victims" the guild ed an investigation. They found out that the hunter killed wanted criminals on his personal agenda and tortured them beforehand. He broke the guild creedo and the team who was going confront him about his behavior was wiped out.
They knew about the connections of Vapjo and the former hunter and used them to finally hunt him down. Vapjo was sucessful but something broke again in Vapjo´s mind, he became cold and distant and started to hunt small fries again. The guild now decided to revieve him from the rather inactive post and gave him a rather high ranked mission with one sidenote "Form a team"!
Equipment: Wristblaster, it carries around 40 shots, the magazine in intigrated inside the wrist-pad. It has the impact power of a normal blaster but a lesser magazine. (150 credits worth)
A heavy DH-23 outback blaster pistol (used: 400 credits)
2x Vibro daggers (50 credits each)
Steel fibered clothes and a breastplate made out of steel and plastoid to gain a perfect balance between sturdiness and weight. (500 credits)
A pair of energy cuffs (50 credits)
A pair of repulsor boots (200 credits)
Visual link (100 credits)
Ablities:
Vapjo is showing some decent leadership abilities but his personality often gets in his way. He´s a rather good marksman with his blaster and tends to outmanouever his enemies may it be in close combat or ranged ones. Combined with his two vibro daggers and his long arm reach thanks to his tall and lean build, he can easily immobilize his enemy with them. Another notable trait would be Vapjo´s vast knowledge, Vapjo tend to gather many informations and also keeps them close at hand all the time.
His piloting skills are rather bad than good but he can manage a ship but you should except some bruises.
His technical, chemical and computer knowledge is more theoretical and lacks practical lesseons.
Credits: 150 credits!
A 2000 credit loan from the guild!
Age: 31 years
Gender: Male
Species: Twil'lek
Appearance: Vapjo stands around 1,80m he is white skinned, tall lean and posses two Lekku (Lekku are the tails seen protruding from the head of both Twi'lek and Togruta.) He often wears heavy clothes which are refined with durasteel fibers and leatherboots when being in civil clothes. A small, straight scar runs down his white skinned face from his right cheek down down to his chin. His eyes lay deep into his sockets and seem cold and calculating.
Affiliation: Bounty hunter guild, smugglers of Nar Shaddar
Background: Vapjo grew up in the outer rims, on the plnat Nar Shaddar Hutta town to be precise. He was the son of a slave and so official proberty of the local Hutt-lord. The lord wanted to gain influence on Nar Shaddar and tried so by killing another Hutt and so taking over his territory. Vapjo´s father caught wind of the plan and saw his moment of glory! He leaked information to the other and only a day later the palace of the Hutt-lord was raided by his enemy. They tore the wholeplace apart and gathered all the staff after they were finished capturing the opposing hutt. Vapjo´s father was still a slave and well, even thou he helped the other Hutt, he also disobeyed his former master and that was a death sentence to each slave on Nar Shaddar. To show his respect the other Hutt atleast gave Vapjo freedom but only if he pulled the trigger during the execution. Vapjo was shocked and coudn´t do it but in a final act the father layed his hands around Vapjo´s and pulled the trigger for him, to free himself and his son. The Hutt was truly entertained and Vapjo....mentally damaged for his entire life! He was 12 during that time. The Hutt kicked him out of Hutta Town and Vapjo never looked back!
6 years...it took Vapjo 6 years to finally leave Nar Shaddar! He made a living by working hard and delivering objects of 'unknown' heritage for clients.
It was during that time that the Hutt from the past, the one who "freed" him, has fallen in the eyes of the higher Hutts and they wanted him gone. The Hutt fleed from Nar Shaddar only a few men still loyal to him.
It was Lothal where Vapjo and the Hutt met again. The Hutt invited Vapjo, mistaking the cold rage he held against the hutt for the unquestionable loyalty of a once freed slave. The money was good and so Vapjo decided to work a few times for the Hutt.
It was 3 Month later that a bounty hunter found the hutt and deposed of most of the Hutt´s men, setting a trap the Hutt managed to corner the bounty hunter, it was then that Vapjo striked against him. He quickly switched sides and so turned the tides for the bounty hunter who was now able to capture the Hutt. He gave Vapjo an offer to train under him, so that he might become a bounty hunter himself. Vapjo was suprised but guessed that this work could work as an memento for his father since it would work for a greater good....just like the bounty hunter did...
Well Vapjo was young and he didn´t knew it better!
Vapjo started of low as a free bounty hunter and mostly took care of local bounties, after some time the guild send him an invatation. He was 25 during that time and the guild directly gave him a Sektor bounty and a high ranked bounty hunter as "support". Little didhe knew that he now had to hunt down the bounty hunter who once led him onto the path. Because the bouty hunter had one too many "escape victims" the guild ed an investigation. They found out that the hunter killed wanted criminals on his personal agenda and tortured them beforehand. He broke the guild creedo and the team who was going confront him about his behavior was wiped out.
They knew about the connections of Vapjo and the former hunter and used them to finally hunt him down. Vapjo was sucessful but something broke again in Vapjo´s mind, he became cold and distant and started to hunt small fries again. The guild now decided to revieve him from the rather inactive post and gave him a rather high ranked mission with one sidenote "Form a team"!
Equipment: Wristblaster, it carries around 40 shots, the magazine in intigrated inside the wrist-pad. It has the impact power of a normal blaster but a lesser magazine. (150 credits worth)
A heavy DH-23 outback blaster pistol (used: 400 credits)
2x Vibro daggers (50 credits each)
Steel fibered clothes and a breastplate made out of steel and plastoid to gain a perfect balance between sturdiness and weight. (500 credits)
A pair of energy cuffs (50 credits)
A pair of repulsor boots (200 credits)
Visual link (100 credits)
Ablities:
Vapjo is showing some decent leadership abilities but his personality often gets in his way. He´s a rather good marksman with his blaster and tends to outmanouever his enemies may it be in close combat or ranged ones. Combined with his two vibro daggers and his long arm reach thanks to his tall and lean build, he can easily immobilize his enemy with them. Another notable trait would be Vapjo´s vast knowledge, Vapjo tend to gather many informations and also keeps them close at hand all the time.
His piloting skills are rather bad than good but he can manage a ship but you should except some bruises.
His technical, chemical and computer knowledge is more theoretical and lacks practical lesseons.
Credits: 150 credits!
A 2000 credit loan from the guild!
Name: Ahjan Vayton(Uh-Jon Vay-ton, short "O" so that the names rhyme)
Age: 20
Gender: Male
Species: Dathomirian Zabrak
His hair is long and is usually bound up tightly behind his head.
Currently dresses in a set of simple dark gray clothes, with calf high black boots and a belt that keeps his tools and weapons. His pants and jacket fit closely, but leave him excellent flexibility. The jacket's front is asymmetrical, and fastens on the right side so that there are two layers of protective Synth fabric over the front of his torso. Both wrists have plasteel bracers, which protect from even modded blades(such as vibroblades) and also protect from blunt force trauma so he can use them to block. The left hand bracer has his comm link in it.
Though the suit is made of cloth that is soft to the touch, it is actually designed with protection in mind. It's proofed against any unmodified blade, and can help to disperse weaker blaster bolts to reduce the damage they would deal to him. This protection is greater in the front where the fabric is doubled over.
Affiliation:
Familial raltions to Nightsisters/Brothers
The illegitimate son of a Jedi Knight.
Bounty Hunter Guild
Background: Ahjan's mother was a Nightsister, but his father, against all rules and traditions, was a Jedi Knight. He was a Zabrak, who visited Dathomir when he was still a young Knight, traveling alone for a trivial mission. A young Nightsister, by the name of Vivay Vayton, was intrigued by the visitor. He had a swagger about him, and she mistook the title "Knight" to mean that he was a warrior. She courted him and, though he resisted briefly, he gave in and slept with her, producing a son, destined to be either a Nightbrother or a Jedi, Ahjan. He became neither.
The Jedi, of course, left shortly after and didn't return until he started hearing rumors of a "Jedi's child" on the planet. He feared that he would be connected to what he knew in his heart to be his son, and went to Dathomir, meaning to take the rumored child back to the temple, pretending it to simply be a Force Sensitive whose parents gave it to training.
This is one of Ahjan's first memories, a Jedi Knight entering his home and demanding that he leave with him. Vivay, of course, had other ideas. She saw through the Jedi's intentions. He didn't want his son to follow in his footsteps, he only wanted to hide his transgression. She told the Knight that she refused to be his dirty little secret, and spat in his face. The Knight maintained his composure, but his anger seethed below. He asked one more time before pushing Vivay aside and turning to take Ahjan by the arm. His cries attracted neighbors, who came to confront the Jedi. He knew he could not fight them, and left peacefully to retain some dignity. The Nightsisters knew that they weren't safe from this Knight. To them, the Zabrak Nightbrothers were servants, and lived to protect the Sisters. They decreed that in the course of this protection, Ahjan had to disappear. They sold him to a bounty hunter who recognized their innate talents as a warrior tribe, and saw the opportunity to take on an excellent pupil.
This bounty hunter trained Ahjan, and brought him into the Guild.
Equipment:
A collapsible Force Pike(500c)
Two sets Servo Cuffs(200c)
Synth Textile based light armor(700c)
Wrist Link(50c)
Blaster Pistol, BlasTech DL-22(500c)
Abilities:
Listed in order of strength and skill:
Melee: His strongest skill. Ahjan's body is well trained. Any man can win a fight with lethal force, but Ahjan can subdue and detain just as easily as kill; with or without a weapon.
Acrobatics: Though not weak by any means, he is primarily built for maneuverability. It can come in handy when he's ganged up on, as he can jump clear over most people's heads.
Stealth: Ahjan is a fan of taking a mark without them ever knowing they had been hunted. He doesn't always succeed completely, but the closer you get before they know you're after them the more the fight is in your favor.
Credits: 50, -2000 from a loan he owes the Guild.
Age: 20
Gender: Male
Species: Dathomirian Zabrak
His hair is long and is usually bound up tightly behind his head.
Currently dresses in a set of simple dark gray clothes, with calf high black boots and a belt that keeps his tools and weapons. His pants and jacket fit closely, but leave him excellent flexibility. The jacket's front is asymmetrical, and fastens on the right side so that there are two layers of protective Synth fabric over the front of his torso. Both wrists have plasteel bracers, which protect from even modded blades(such as vibroblades) and also protect from blunt force trauma so he can use them to block. The left hand bracer has his comm link in it.
Though the suit is made of cloth that is soft to the touch, it is actually designed with protection in mind. It's proofed against any unmodified blade, and can help to disperse weaker blaster bolts to reduce the damage they would deal to him. This protection is greater in the front where the fabric is doubled over.
Affiliation:
Familial raltions to Nightsisters/Brothers
The illegitimate son of a Jedi Knight.
Bounty Hunter Guild
Background: Ahjan's mother was a Nightsister, but his father, against all rules and traditions, was a Jedi Knight. He was a Zabrak, who visited Dathomir when he was still a young Knight, traveling alone for a trivial mission. A young Nightsister, by the name of Vivay Vayton, was intrigued by the visitor. He had a swagger about him, and she mistook the title "Knight" to mean that he was a warrior. She courted him and, though he resisted briefly, he gave in and slept with her, producing a son, destined to be either a Nightbrother or a Jedi, Ahjan. He became neither.
The Jedi, of course, left shortly after and didn't return until he started hearing rumors of a "Jedi's child" on the planet. He feared that he would be connected to what he knew in his heart to be his son, and went to Dathomir, meaning to take the rumored child back to the temple, pretending it to simply be a Force Sensitive whose parents gave it to training.
This is one of Ahjan's first memories, a Jedi Knight entering his home and demanding that he leave with him. Vivay, of course, had other ideas. She saw through the Jedi's intentions. He didn't want his son to follow in his footsteps, he only wanted to hide his transgression. She told the Knight that she refused to be his dirty little secret, and spat in his face. The Knight maintained his composure, but his anger seethed below. He asked one more time before pushing Vivay aside and turning to take Ahjan by the arm. His cries attracted neighbors, who came to confront the Jedi. He knew he could not fight them, and left peacefully to retain some dignity. The Nightsisters knew that they weren't safe from this Knight. To them, the Zabrak Nightbrothers were servants, and lived to protect the Sisters. They decreed that in the course of this protection, Ahjan had to disappear. They sold him to a bounty hunter who recognized their innate talents as a warrior tribe, and saw the opportunity to take on an excellent pupil.
This bounty hunter trained Ahjan, and brought him into the Guild.
Equipment:
A collapsible Force Pike(500c)
Two sets Servo Cuffs(200c)
Synth Textile based light armor(700c)
Wrist Link(50c)
Blaster Pistol, BlasTech DL-22(500c)
Abilities:
Listed in order of strength and skill:
Melee: His strongest skill. Ahjan's body is well trained. Any man can win a fight with lethal force, but Ahjan can subdue and detain just as easily as kill; with or without a weapon.
Acrobatics: Though not weak by any means, he is primarily built for maneuverability. It can come in handy when he's ganged up on, as he can jump clear over most people's heads.
Stealth: Ahjan is a fan of taking a mark without them ever knowing they had been hunted. He doesn't always succeed completely, but the closer you get before they know you're after them the more the fight is in your favor.
Credits: 50, -2000 from a loan he owes the Guild.
Name: Yski T'Thion
Age: 38
Species: Bith (long-headed-style, not enormous-bubble-easy-headshot-style.)
Appearance:
Affiliation: He's one of the guild newbies. He is minorly associated in parts of Wild Space with the eccentric jedi that sold dangerous illegal bio-weapons and got himself killed for it.
Background: Yski was a street beggar-turned general store guard and heavy lifter on the planet of Bakura, under the employ of a retired Aqualish gray jedi named Togar Po, often referred to as "Togar the Mad". It was his job to escort thieves, rowdy customers, superstitious persecutors of force-users, or really anyone that Togar thought was distasteful, out of the building, whether they wanted to be or not. Granted, there are much more intimidating people to hire than a Bith, but Togar found it was much less expensive to hire the town drunk and teach him how to fight than it was to hire one of the town mercs and teach them how not to aggress against any customer who looked at them funny. And fight he did, sometimes. It was usually as simple as a quick grapple, but sometimes extended headlong into fistfights and occasionally some blasters being pulled, but Togar usually got involved if things unwound that far and closed down the store. Of course, Bith have... Odd vision, to say the least. Togar often had to let him know ahead of time which people to keep his ears on and which people had just transgressed against store rules before he knew what to do.
He wasn't the best bouncer, but he was effective. Nothing exceedingly bad happened at the store, until one moment that changed his life forever.
It was late at night when the eccentric old man woke him up from his sleep by slapping him awake. In his meditations he had detected something unknown and living entering the gravitational field of Bakura. Something huge. He closed down his shop "For maintenance" and dragged Yski along with him for a meteor chase. It fell in a blaze of glory some miles away, and they finally found it a few days later. It appeared to be some massive ball with tendrils that large, powerful-looking aliens had been using as a starship. It looked like the ship had been grievously wounded before it even entered the atmosphere, and the gash, as well as the externally visible wear and tear on the "ship" told that it had been wandering for a very long time after the battle... Possibly long enough to have come from another galaxy entirely... Since there were no living operators, Togar did what he always did when he found ships that fell from Wild Space and decided to loot any weapons he could find... There were no traditional weapons per se, but some of the "sticks" the creatures were holding turned out to have very much survived the landing, were very difficult to destroy, and were also very capable of producing larvae. Togar almost immediately sold the general store in favor of starting a new bio-weapons dealership out in the wilderness, renovating the ship and starting a small amphistaff farm and training school.
Needless to say, with a seeing-eye staff in his hands to point things out and fetch objects for him, Yski was a much better bouncer. He was also a very deadly bouncer, since these snakes were apparently very sharp. His amphistaff, (nicknamed "Sticky" by Togar) had to be trained for several months not to turn into a sharp staff unless specifically commanded. Needless to say, selling something this dangerous, while lucrative, is highly, highly illegal. The trade federation shut the joint down as soon as they found it, and took the amphistaves away for safekeeping. Togar fought them for it, was killed after the third or fourth wave of droids, and with his dying shouts instructed Yski to take everything he could and run.
And Yski did run, for years, halfway across the galaxy, until he was dragged into prison by the Trade Federation and questioned. Yski played dumb exceedingly well, and he was let go. Tired, hungry, and with no other work in sight, he decided to turn in a very short, "concise" resume in at a nearby guild hall, managing to get himself a license, and possibly a meal ticket, if this job starts picking up...
Equipment: Two bottles of Kyrf, (One new, one half-empty) a DL-44 blaster with a detachable scope, (Allows him to clearly see mid-range in a somewhat shallow depth of field) a grappling hook, a cane to make his way around with, and Togar's yellow lightsaber.
Abilities: As a Bith, he has incredible senses, and can pinpoint the details and location all kinds of smells and sounds from even very overwhelming backgrounds. He can even see microscopic details in front of him with his eyes... At the expense of having myopia that puts Mr. Magoo to shame. But hey, at least with smell and hearing like that, he can tell which blobs of color he should and shouldn't shoot at! He has learned a good deal of Teras Kasi from his "master" Togar Po, and even some minor use of the force, though this was mostly for the purpose of learning to use (or even activate, since it's sometimes tough for him to see buttons) a lightsaber, and keep his Amphistaff from turning on him in the days before they knew how to properly train one. He is fairly skilled in the use of force with his weapons in melee, and if they are capable, he can fairly easily block or deflect lasers. He prefers running away once guns come out, though. As such, he's also an expert at moving quietly, which he's done since he became a fugitive long ago, and found to be a quite handy skill ever since he started bounty hunting.
Credits: He only has about 5. food, room and board, and the occassional pocket change was enough payment for him back in his general store days, and what little he's saved up has been spent of food, bartering items, and bribes to make some ship guards look the other way whenever they find Bith stowaways in their cargo...
The Trade federation was established shortly after TOR, right? I know it was at least 350 years before Phantom Menace... If not, I'll edit it to some other arbitrarily large, mercernary, law-enforcing corp that we might butt heads with eventually.
Age: 38
Species: Bith (long-headed-style, not enormous-bubble-easy-headshot-style.)
Appearance:
Affiliation: He's one of the guild newbies. He is minorly associated in parts of Wild Space with the eccentric jedi that sold dangerous illegal bio-weapons and got himself killed for it.
Background: Yski was a street beggar-turned general store guard and heavy lifter on the planet of Bakura, under the employ of a retired Aqualish gray jedi named Togar Po, often referred to as "Togar the Mad". It was his job to escort thieves, rowdy customers, superstitious persecutors of force-users, or really anyone that Togar thought was distasteful, out of the building, whether they wanted to be or not. Granted, there are much more intimidating people to hire than a Bith, but Togar found it was much less expensive to hire the town drunk and teach him how to fight than it was to hire one of the town mercs and teach them how not to aggress against any customer who looked at them funny. And fight he did, sometimes. It was usually as simple as a quick grapple, but sometimes extended headlong into fistfights and occasionally some blasters being pulled, but Togar usually got involved if things unwound that far and closed down the store. Of course, Bith have... Odd vision, to say the least. Togar often had to let him know ahead of time which people to keep his ears on and which people had just transgressed against store rules before he knew what to do.
He wasn't the best bouncer, but he was effective. Nothing exceedingly bad happened at the store, until one moment that changed his life forever.
It was late at night when the eccentric old man woke him up from his sleep by slapping him awake. In his meditations he had detected something unknown and living entering the gravitational field of Bakura. Something huge. He closed down his shop "For maintenance" and dragged Yski along with him for a meteor chase. It fell in a blaze of glory some miles away, and they finally found it a few days later. It appeared to be some massive ball with tendrils that large, powerful-looking aliens had been using as a starship. It looked like the ship had been grievously wounded before it even entered the atmosphere, and the gash, as well as the externally visible wear and tear on the "ship" told that it had been wandering for a very long time after the battle... Possibly long enough to have come from another galaxy entirely... Since there were no living operators, Togar did what he always did when he found ships that fell from Wild Space and decided to loot any weapons he could find... There were no traditional weapons per se, but some of the "sticks" the creatures were holding turned out to have very much survived the landing, were very difficult to destroy, and were also very capable of producing larvae. Togar almost immediately sold the general store in favor of starting a new bio-weapons dealership out in the wilderness, renovating the ship and starting a small amphistaff farm and training school.
Needless to say, with a seeing-eye staff in his hands to point things out and fetch objects for him, Yski was a much better bouncer. He was also a very deadly bouncer, since these snakes were apparently very sharp. His amphistaff, (nicknamed "Sticky" by Togar) had to be trained for several months not to turn into a sharp staff unless specifically commanded. Needless to say, selling something this dangerous, while lucrative, is highly, highly illegal. The trade federation shut the joint down as soon as they found it, and took the amphistaves away for safekeeping. Togar fought them for it, was killed after the third or fourth wave of droids, and with his dying shouts instructed Yski to take everything he could and run.
And Yski did run, for years, halfway across the galaxy, until he was dragged into prison by the Trade Federation and questioned. Yski played dumb exceedingly well, and he was let go. Tired, hungry, and with no other work in sight, he decided to turn in a very short, "concise" resume in at a nearby guild hall, managing to get himself a license, and possibly a meal ticket, if this job starts picking up...
Equipment: Two bottles of Kyrf, (One new, one half-empty) a DL-44 blaster with a detachable scope, (Allows him to clearly see mid-range in a somewhat shallow depth of field) a grappling hook, a cane to make his way around with, and Togar's yellow lightsaber.
Abilities: As a Bith, he has incredible senses, and can pinpoint the details and location all kinds of smells and sounds from even very overwhelming backgrounds. He can even see microscopic details in front of him with his eyes... At the expense of having myopia that puts Mr. Magoo to shame. But hey, at least with smell and hearing like that, he can tell which blobs of color he should and shouldn't shoot at! He has learned a good deal of Teras Kasi from his "master" Togar Po, and even some minor use of the force, though this was mostly for the purpose of learning to use (or even activate, since it's sometimes tough for him to see buttons) a lightsaber, and keep his Amphistaff from turning on him in the days before they knew how to properly train one. He is fairly skilled in the use of force with his weapons in melee, and if they are capable, he can fairly easily block or deflect lasers. He prefers running away once guns come out, though. As such, he's also an expert at moving quietly, which he's done since he became a fugitive long ago, and found to be a quite handy skill ever since he started bounty hunting.
Credits: He only has about 5. food, room and board, and the occassional pocket change was enough payment for him back in his general store days, and what little he's saved up has been spent of food, bartering items, and bribes to make some ship guards look the other way whenever they find Bith stowaways in their cargo...
The Trade federation was established shortly after TOR, right? I know it was at least 350 years before Phantom Menace... If not, I'll edit it to some other arbitrarily large, mercernary, law-enforcing corp that we might butt heads with eventually.
Name: Zaskon
Age: 25
Gender: Male
Species: Rattataki
Appearance:
Affiliation: Bounty Hunters Guild
Background: Zaskon has been a Bounty Hunter since the age of 18 and was originally born on Nal Hutta to a pair of Rattataki pit combatants that often fought as a team against wild beasts that their cruel master, Ochuba the Hutt would set on them for the amusement of himself and his guests. The two Rattataki always won up until the day Zaskon was born. Ochuba was curious to see how the two would fight now that they were distracted with the thoughts of their child and decided to throw a small group of Nexu in the pit with them. Zaskon's mother was already weak from childbirth and as such was not at her top physical condition and Zaskon's father was doing his best to protect himself and his wife and did an admirable job of it. Of the five Nexu that were thrown in the pit only one was left when the two Rattataki finally succumbed to their wounds and the Nexu had to be killed due to it's injuries.
Unknown to Ochuba, before their final battle, Zaskon's parents had guessed what Ochuba's plan was and begged one of his enforcers to watch over their son and to tell him of his parents and his culture and help guide on the path of being a warrior when he was old enough to understand. The enforcer, a female Chiss bounty hunter named Valris was sympathetic to them and agreed to do so. Over the years, Zaskon was taught many valuable skills such as ranged and melee weapon proficiency, proper weapon maintenance, basic and advanced hand-to-hand combat techniques. Valris taught him the Code of the Bounty hunters and taught him to live his life by the code, after Zaskon memorized the code, she told him what Ochuba had done to his parents. Under Valris's guidance, Zaskon became a very skilled pit fighter by the age of 15 and was able to fight and win nearly all of his battles with Valris being forced to intervene only once. Unfortunately, Ochuba learned of Valris's intervention in the pit match and later learned that she had been the one who trained Zaskon. In retaliation, Ochuba threw her in the pit with a small Gundark pack and had her killed in a hail of blaster-fire when the weakened Chiss enforcer managed to defeat the Gundark. As Zaskon watched the woman he had come to think of as a mother die in a hail of blaster fire, something inside of him died. A week later, Zaskon was placed in the pit with a Kaleesh warrior and managed to defeat him in short order. Ochuba ordered his guards to take Zaskon to his cell so he could prepare for the next challenge. Ochuba assumed that after killing Valris, Zaskon would be easier to control.
The Hutt was wrong
As he was led away, Zaskon managed to suddenly break the neck of the first guard and grabbed the second guard's blaster pistol and shot the guard at point blank range before aiming up at Ochuba who was watching him from his favorite spot above the pit and shot him a number of times in the head. Despite Ochuba's thick skin, the blaster bolts killed him and the audience looked down at him in shock as he bolted deeper in Ochuba's fortress. After killing a number of guards, Zaskon raided the armory and grabbed whatever credits he could steal along with Valris's badly damaged armor before escaping the fortress. He was forced to hide in the swamps of Nal Hutta for a number of days before a Weequay Bounty Hunter finally found him. The hunter had a sudden realization as he pointed his blaster rifle as Zaskon: Why not bring him into the Bounty Hunter's guild instead of turning him in for only 5000 credits?
And so the next chapter of Zaskon's life began. After detonating a thermal detonator in the swamp to fake Zaskon's death, the Weequay who went by the name of Nikros took him on as a student and began teaching him more about the guild and that he didn't always have to kill the bounties that he would be sent after. After a number of years of learning from Nikros and eventually becoming a bounty hunter in everything but name, Zaskon was officially recognized as a full fledged bounty hunter and an official member of the guild. Zaskon still keeps in close contact with Nikros and on occasion works with him when the situation is more than one hunter can handle. Despite his upbringing, Zaskon believes in the bounty hunter code and does his best to follow it to the letter.
Equipment:
Ear-link
Password and Bio-linked database link
Valris's armor which had been repaired and upgraded. He still wears it to show his respect for her and as a way of remembering all that she did for him. There's still a little carbon scoring on it. It is heavy armor that is red and silver
Weapons:
Renegade Blaster Pistol
DLT-19 heavy blaster rifle that is often strapped to his back
Pair of Stun-cuffs
Abilities: Very experienced combatant. Able to understand and speak basic, Chiss and Weequay languages. Able to understand a small amount of Huttese due to his life in the pits and his time on Nal Hutta
Credits: 700 credits at the moment. He just had work done on his armor and had to do maintenance on a number of weapons.
Age: 25
Gender: Male
Species: Rattataki
Appearance:
Affiliation: Bounty Hunters Guild
Background: Zaskon has been a Bounty Hunter since the age of 18 and was originally born on Nal Hutta to a pair of Rattataki pit combatants that often fought as a team against wild beasts that their cruel master, Ochuba the Hutt would set on them for the amusement of himself and his guests. The two Rattataki always won up until the day Zaskon was born. Ochuba was curious to see how the two would fight now that they were distracted with the thoughts of their child and decided to throw a small group of Nexu in the pit with them. Zaskon's mother was already weak from childbirth and as such was not at her top physical condition and Zaskon's father was doing his best to protect himself and his wife and did an admirable job of it. Of the five Nexu that were thrown in the pit only one was left when the two Rattataki finally succumbed to their wounds and the Nexu had to be killed due to it's injuries.
Unknown to Ochuba, before their final battle, Zaskon's parents had guessed what Ochuba's plan was and begged one of his enforcers to watch over their son and to tell him of his parents and his culture and help guide on the path of being a warrior when he was old enough to understand. The enforcer, a female Chiss bounty hunter named Valris was sympathetic to them and agreed to do so. Over the years, Zaskon was taught many valuable skills such as ranged and melee weapon proficiency, proper weapon maintenance, basic and advanced hand-to-hand combat techniques. Valris taught him the Code of the Bounty hunters and taught him to live his life by the code, after Zaskon memorized the code, she told him what Ochuba had done to his parents. Under Valris's guidance, Zaskon became a very skilled pit fighter by the age of 15 and was able to fight and win nearly all of his battles with Valris being forced to intervene only once. Unfortunately, Ochuba learned of Valris's intervention in the pit match and later learned that she had been the one who trained Zaskon. In retaliation, Ochuba threw her in the pit with a small Gundark pack and had her killed in a hail of blaster-fire when the weakened Chiss enforcer managed to defeat the Gundark. As Zaskon watched the woman he had come to think of as a mother die in a hail of blaster fire, something inside of him died. A week later, Zaskon was placed in the pit with a Kaleesh warrior and managed to defeat him in short order. Ochuba ordered his guards to take Zaskon to his cell so he could prepare for the next challenge. Ochuba assumed that after killing Valris, Zaskon would be easier to control.
The Hutt was wrong
As he was led away, Zaskon managed to suddenly break the neck of the first guard and grabbed the second guard's blaster pistol and shot the guard at point blank range before aiming up at Ochuba who was watching him from his favorite spot above the pit and shot him a number of times in the head. Despite Ochuba's thick skin, the blaster bolts killed him and the audience looked down at him in shock as he bolted deeper in Ochuba's fortress. After killing a number of guards, Zaskon raided the armory and grabbed whatever credits he could steal along with Valris's badly damaged armor before escaping the fortress. He was forced to hide in the swamps of Nal Hutta for a number of days before a Weequay Bounty Hunter finally found him. The hunter had a sudden realization as he pointed his blaster rifle as Zaskon: Why not bring him into the Bounty Hunter's guild instead of turning him in for only 5000 credits?
And so the next chapter of Zaskon's life began. After detonating a thermal detonator in the swamp to fake Zaskon's death, the Weequay who went by the name of Nikros took him on as a student and began teaching him more about the guild and that he didn't always have to kill the bounties that he would be sent after. After a number of years of learning from Nikros and eventually becoming a bounty hunter in everything but name, Zaskon was officially recognized as a full fledged bounty hunter and an official member of the guild. Zaskon still keeps in close contact with Nikros and on occasion works with him when the situation is more than one hunter can handle. Despite his upbringing, Zaskon believes in the bounty hunter code and does his best to follow it to the letter.
Equipment:
Ear-link
Password and Bio-linked database link
Valris's armor which had been repaired and upgraded. He still wears it to show his respect for her and as a way of remembering all that she did for him. There's still a little carbon scoring on it. It is heavy armor that is red and silver
Weapons:
Renegade Blaster Pistol
DLT-19 heavy blaster rifle that is often strapped to his back
Pair of Stun-cuffs
Abilities: Very experienced combatant. Able to understand and speak basic, Chiss and Weequay languages. Able to understand a small amount of Huttese due to his life in the pits and his time on Nal Hutta
Credits: 700 credits at the moment. He just had work done on his armor and had to do maintenance on a number of weapons.
Name: Bodonawieedo of the Bomu clan, but that is rather long to say so many agree to call him Besh-Besh (B-B) or just 'Besh' Age: 20 Gender: Male Species: Rodian Appearance: Short at 5' with an athletic build of someone who has to climb run and swim as a profession. Affiliation: "There will always be more Bomu" Being such a widespread clan, often means having a finger in many pies, no everyone is a hunter but everyone is family, often this means he can always find something to do to keep fed, this also means he can always expect to be asked for a favor from a family member. (The lowest/cheapest thing he ever did was beat up an academy bully over lost meal-money. He sat outside the school for three weeks watching his cousin get harassed every day until he felt he had enough information. The next day he grabbed the twi-lek by their leku and threw them in front of the school-bus.) Whilst of no surprise to have crossed paths, Besh has successfully performed a bounty service for Jabba, once. Technically, he found a bounty and turned it into the crimelord for a tenth of the reward. Not the full reward offered, which would have required transporting the bounty. Still, he did a good for the Hutt, once. Background: He is a hunter like his mother before him and her father before her. The definition of 'hunter' taken with liberty, as his family were technically big-game hunters, rather than bounty hunters. Sometimes they were takes with keeping kath-hounds off of the herds, sometimes it was clearing a nest of whomp-rats. Suffice to say that it was not always glamerous, but it kept them fed and educated. Fate smiled upon him as a cousin called in a favor, needing a guide to track down a bounty. His mother decided that he was old enough to help be a guide as he lead his relative to a cavern, technically a tunnel by the way the wind blew out of the caverns mouth. With this information he helped come up with the idea for many gas canisters to smoke them out. Unfortunately, he grabbed one of the wrong canisters and laced an explosive grenade amidst the volatile fumes. What should have been a gassing became a firebomb that incinerated all life inside the cavern. The cousin had to settle for a 'dead' bounty. But it was still a bounty. He had the skill, but he needed refinement. He spoke to Besh's mother to take him under their wing and make a 'true' hunter. That was ten years ago. Equipment: Light Armor: He prefers animal hides rather than synthetic materials whenever possible, his outermost vest is a quilted piece with small metal squares in each diamond in a brigadine fashion. The squares are each polished to a mirror shine before sealed in to try and reduce the damage of blaster bolts to his chest area. Ranged:Bryar rifle Best used for the first shot or when being forced for an opportunity without needing to have to switch between weapons. He keeps a grappling launcher affixed to the rifle to tag a target, if it can go through some tough metals and shields, it should make quick work of armors and organics. He is on the hunt for a Sorosuub Duo blaster carbine and a gunsmith to combine it with his current rifle to make a magnificent weapon. This desire of his is a well known fact that can be exploited against him. Communication: He has an earpiece he keeps in his right ear that is slaved through a relay in his transport to record everything he hears for use later. The ship has a limited translation unit (about a hundred words in a hundred languages, mostly for instructions to destinations) he tries to use to communicate with others. Melee: He prefers to stalk in close enough to use his trench knife for the finish. Stims/bacta: He is not the fastest, or the strongest, or the most enduring, but he can be for a few seconds. He does his best to never use more than one in a day, lest he acquire an addiction. He keeps them on his thigh for easy access but can often leave them as a target for precise shots or the whims of nature. He also keeps a few injectable healings for when the hunt turns against him. Airspeeder: His personal transport is a privatized air-taxi he has taken time to modify as much as he can. Taxi's are often overlooked in most environments which let's him keep a shadow of anonymity when traveling, but a can does look out of place in the middle of the wilderness. When someone enters the cab, it scans them for any outstanding bounties while in transport. If one is found, it seals them in and takes them to local authorities for bounty collection. This is usually nothing more than 'fishing' for white collar and meager triple-digit bounties to keep himself fed. Abilities: Tracking: Like all Rodians, his life revolves around 'the hunt', he was raised to be an expert tracker in less-urban environments. Some say it is because he is not skilled enough for urban tracking. He prefers to say that there are too many urban trackers and not enough willing to brave the wilderness. Stalking: It is one thing to follow someone, anyone can plow through their environment until they run them down. But to hide from one who is hiding, that is true skill. Weapons: Like most guild members, he has a BASIC understanding of BASIC weapon types. He'd rather grab a bodyguards stock gun in a pinch then his targets highly-customized piece. Droid repair/adjustments: Now quite slicing, he simply skilled at adjusting what is already there to his benefit. Animal training: A skill of his mother who was a falconer, he has an empathy and understanding of animals more than humans, this helps him avoid fatal fauna while tracking his targets or even leading them into dangerous territory. Credits: 1138
Name: Shuva "Warwolf" Age: 30 Gender: Male Species: Shistavanen Appearance: 6'6" and genetically made to be highly athletic, he has the upper body strength of a melee warrior. Affiliation: Rescue-ops: Being associated with firefighters, he has the chance to enter some places with his credentials others might not. Background: In his colony, his father was security, he looked up to him as a guiding light to help and protect others until he was killed in the line of duty. Unwilling to put his family through that pain again, he chose to save lives by being a member of the rescue ops. When a series of fires were discovered to be the work of an arsonist, he felt obligated to bring them to justice. He had to leave his colony to track them to the next system to bring them to justice and even hired a bounty hunter to help him. When it was over, he was filled with a sense of satisfaction he never had in the rescue ops. He decided to take up the bounty hunter profession and use his superior racial traits to do the best he can to protect other, to keep others safe. He is not in it for the credits, he's in it to make the worlds a better place. Equipment: Medium armor: As a melee fighter, he often gets much closer than most to his targets and as such uses a heavier armor to survive closing the distance. Being a former fireman, his armor is based off of the rescue-op suits, radiation and fireproof, impact plating for falling debris and concussion resistance from explosions. it retains an independent air supply and equipped with fire-suppression backpacks that fed handheld hose-guns. (It is not clone armor, not mando-armor, just hard as hell to find anthro-wolf-sci-fi armor) Vibro-saw: A particularly pleasing workaround, he carries the two-handed weapon with him when on the job, aside from being able to carry it places without a permit, it can be used to cut through bulkheads and armored defenses with ALMOST the same ease as a lightsaber. If it can cut through bulkheads, armored opponents are nearly nothing. Slugthrower hunter/sniper: When applicable, he uses specific rifle ammunition similar to rock-salt when hunting that mixes with water (such as blood) to release a strong scent into the air he can track easily. Abilities: Racial benefits: all shistavanen have the capability of Excellent night vision, tracking by scent, acute hearing and the ability to run at high speed over a long time on either two or four legs without getting tired. Melee weapons: Between claws and teeth, he prefers the close and visceral of combat to test his prowess Languages: A bit of a polyglot, he picks up words easily, even if he lacks the vocal chords to repeat what was said, he often sit in cantinas and writes down the conversations around the room. Rescue ops: In his colony, he was a fireman. This has granted him specific skills regarding structural integrity and estimated layouts of buildings(where fire exits have to be, ect) as well as credentials that raise less suspicion. Credits: 659
I hope this is enough for the first impression!
I will gladly add other things if I happen to interest you!