Star Wars Roleplay: Chaos

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Alaric Marãll

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Rank: N/A
Species: Human
Force Sensitive: Negative
Height: 1.9 Meters
Weight: 80 Kilograms
Eyes: Blue
Hair: Grey

Physical Description: Suspect Alaric Marãll is a caucasian male. He stands at 1.9 meters and is surprisingly muscular for his age. The Suspect features a pale complexion, formerly black hair that has faded to grey due to age. Marãll is known to keep his hair and skin meticulously clean. He typically sports a beard and mustache, also grey. The Suspect's birthdate is undetermined, however, he is believed to be between fifty-five and sixty-five years of age. Eye witnesses report that Marãll is particularly fond of outerwear, officers are advised that he is especially fond of brown and black leather coats. Reports also claim that Marãll is notoriously fond of tabac and is rarely seen without cigarettes, cigars, or a pipe. He is known to be fond of fraternizing with others, specifically females of all species. He is seldom spotted without a weapon. He is to be considered armed and extremely dangerous.


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Extroverted (+): Marãll is known to be highly sociable and charismatic. Suspect is known to use his natural charm to further his terrorist activities. He has, on multiple occasions, relied on this skill to evade arrest, talked his way out of detainment, talked his way into restricted areas, and, most dangerously, convince ignorant and idealistic youth into joining his vile crusade. He has also spent years carefully cultivating relationships with all manner of criminals, radicals, and other scum across the galaxy. He relies on this meticulously maintained network of villainy to disappear whenever we are closing in on him, only to reappear elsewhere well armed and foulley intentioned.

Quick (+): Marãll is known to be very skilled at concocting unorthodox solutions to the myriad of situations in which he is prone to find himself. This is as true in social settings as it is in combat settings. The Suspect is particularly adept at creating effective misdirections provided only minimal time and evidence. In addition, he seems accustomed to making potent weapons out of ordinary items. This makes him a threat even in situations which would otherwise be contained. This resourcefulness has assisted him both in harming state interests and in eluding arrest. In addition, the Suspect is reported to have demonstrated skills hinting at very diverse experiences. Marãll seems to be familiar with tactics utilized by soldiers, smugglers, guerilla fighters, and even Force users.

Protective (+/-): We turn now to a potential advantage for ourselves and police forces elsewhere around the galaxy. According to filings from other jurisdictions, Marãll has proven himself to be highly protective of his property and his fellow radicals. From reported sightings, we can safely conclude that when those in his extensive network of allies and associates are in jeopardy, he makes some meaningful effort to assist them. While it is likely that this will encourage fellow undesirable elements to assist him all the more fiercely, this can also be easily exploited as not all of his associates enjoy the same ability to vanish as he himself seems to possess.

Radical (-): The Suspect is known for his extreme beliefs. Worse still, Marãll turns those beliefs into actions. He has spent the previous three decades actively fighting against authorities he deems 'unacceptable.' Unfortunately, authorities have yet to identify a consistent, coherent, comprehensive ideology the Suspect follows or adheres to. It is the opinion of this office that Marãll does not have any actual ideology, but instead, is little more than a criminal and rebel attempting to cloak his abhorrent behaviors and justify his violent actions with a veneer of pseudo-intellectualism. However, even without a legitimate belief system, Marãll is still capable of recruiting others to his extremist causes and has acted on these causes to the detriment of hundreds of innocent civilians.

Explosive (-): While Marãll has demonstrated a capacity to plot and plan large scale, strategic attacks against government operatives and facilities, this same cool, calm, collected nature does not translate to the Suspect's interpersonal interactions. According to multiple reports, Marãll is known to be explosive and volatile. He consistently responds to even minor provocations with explosive force and he is unpredictable in what he finds provoking. This personality trait has resulted in Marãll's being arrested several times in cantina fights and on the street in equally meaningless violent encounters. For this reason, this file has been cleared for mass distribution amongst the rank-and-file officers on the street, specifically those frequently reporting to minor disturbances.


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Deceptively Strong (+): One may suspect based on a passing glance that the Suspect is elderly and feeble, and while it is true that Marãll is not as young as he once was, officers who have attempted to detain him attest that he is remarkably strong for a man of his age. To our knowledge, the Suspect is not genetically or mechanically augmented to unnaturally enhance his strength. That said, officers are advised that they should not immediately assume that he is incapable of defending himself. In addition to his impressive strength, reports claim that he also enjoys finely honed reflexes considering his age. It is reported that this is a skill that he has also demonstrated in many a cantina fight.

Jack-of-All-Trades (+): Marãll is reported to be quite familiar with many types of weapons and he is known to carry several on him at any given time. The Suspect has committed crimes using blaster pistols and rifles, ballistics based weaponry, large and small scale explosives, blades, staffs, and is reported to even have a lightsaber in his possession. He switches between these weapons as needed and does not seem to have a clear favorite. Unfortunately, we are unable to locate any information involving Marãll prior to the One Sith Wars. We are therefore uncertain where he received this training or who would provide it to a man so clearly unstable, however, his skills are reported to rival those of any professional.


Dauntless (+/-): Marãll is known for being extremely bold, in some cases foolishly so. He has a very "never tell me the odds" approach to life and has become infamous in some departments for his wanton disregard for his own safety. One agency reports that Marãll singlehandedly storm their headquarters in an effort to release an associate from captivity. Apparently he succeeded. Fortunately, this reckless arrogance can also be a critical weakness as it inspires Marãll to put himself in great danger. Eventually this shortcoming will lead him into custody. Until then, however, officers are encouraged to keep his audacious tendencies in their mind when attempting to locate or detain the Suspect.

Aged (-): Marãll is not as young as he used to be, and while that does not mean he is no threat, it does mean that the Suspect is not as quick, not as strong, and not as capable as he used to be. While attempting to resist arrest, reports indicate that Marãll was apprehended after only a brief confrontation due to his rapidly becoming exhausted. Officers are advised that if they should engage Marãll, they should attempt to lure him into an extended conflict in hopes that his stamina reserves will be depleted and he will be more easily capturable. Unfortunately, it is reported he has also used his age to avoid detection as civilians tend to assume a man his age is incapable of being a dangerous criminal.

Unsubtle (-): Marãll is known to be, to quote, "as subtle as a rancor in heat." Marãll does not bother will stealth or sneaking, he tends to confront problems directly and loudly. Marãll is especially fond of shouting profanity during combat and laughing uproariously when socially engaged. Marãll seems to have no experience in stealthily dispatching enemies nor does it seem he has any desire to learn. Fortunately, this also means that he is very loud whenever he is enjoying a drink and smoke in a cantina which makes him easily identified. Even when he isn't interacting with anyone, he is known to pass the time by playing a quetarra and singing. Simply put, he should not be as hard to find as he has proven to be.
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THE FOLLOWING IS A PARTIAL TRANSCRIPT FROM AN INTERROGATION OF THE SUSPECT DURING THE ONE SITH WARS​
RECOVERED FROM ONE SITH ARCHIVES​
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Interrogator: Please state your name and occupation for the record.

Marãll: Isn't that already in your files?

Interrogator: It's for the record.

Marãll: Oh yes (chuckles), you Sith are meticulous record keepers. Alright, name's Alaric. Alaric Marãll. You need me to spell that? It's M-A-R-A-L-L, and there's a little doohickey over the second 'a.' Oh, you know, the little line. Changes the pronunciation.

Interrogator: Thank you. And your occupation?

Marãll: Oh? I get to decide? Hmm... well I'm torn. What do you think of Alaric Marãll, Slayer of Sith? Gotta nice ring to it.

Interrogator: That's not an occupation.

Marãll: Fine. How 'bout Freedom Fighter?

Interrogator: Unemployed, okay. How old-

Marãll: You wouldn't happen to have a smoke on you would you? Your buddies stole all of mine at intake.

Interrogator: Smoking isn't allowed in government facilities.

Marãll: (Chuckles) And you wonder why people don't like y'all. Crinking Sith, always acting like you got a star destroyer shoved up your-

Interrogator: Let's move on. In intake, we found a lightsaber on your person. Are you a Jedi?

Marãll: Me? Oh, hell no, (chuckles). It belonged to my daddy.

Interrogator: Your father was a Jedi?

Marãll: Nope. That was a lie. Sorry about that. That was a lie too. No, I picked it up from a Jedi I killed. (Several Seconds of Silence) Oh Hell, I'm just pulling your leg boy! (laughter) I really had you going didn't I? Alaric Marãll, Jedi Killer. Like the ring of that too.

Interrogator: We'll revisit this topic back in the chambers. Please state how you came to be here. Just for our records.

Marãll: Oh, I'm sure we will. Oh, okay. Well I was wondering around the Outer Rim, you know, minding my own business. Keepin' out of trouble. Well, for the most part. Anyways, I heard about y'alls' little crusade, conquering planets, butchering innocent civilian populations, things like that. Well, what was I supposed to do? Just sit around and let you folks get away with it? Nope. So I turned my ship around, came on home to Coruscant and found a... let's say 'band of merry men' and we decided to fight back. I guess y'all didn't appreciate our efforts very much.

Interrogator: The bombing you're accused of organizing resulted in hundreds of civilian casualties.

Marãll: Two things about that. One, I'm not accused to have organized nothin' I admit it. And two, those weren't civilians, they were collaborators. I won't lose any sleep over a few dead collaborators.

Interrogator: There were children present.

Marãll: There's children present on every planet your fleets bombard too.

Interrogator: That's different.

Marãll: I agree. Y'all are much better at it. (chuckles) So yeah, I came back, met up with a group of associates and started doing what I do best. Making trouble. Hit and run, guerilla style. It's something of a specialty of mine now you know? I pick things up pretty quickly. Yep, put that in your file. Who says you can't teach an old dog new tricks? (chuckles)

Interrogator: Please list the names of your associates.

Marãll: Oh hell, sure. Let's see. There was Luke, and Leia- real looker that one, oh and Han. And don't forget about the big walking carpet. I forget his name... I think it was something along the lines of (imitates Wookie). Something like that. Hell, I don't know.

Interrogator: Sir, if you're not going to be forthcoming in an interview, we do have alternative methods.

Marãll: Well I hope so! To be honest, this isn't exactly living up to my expectations. I mean, how much street cred do you think I'm getting from this?

Interrogator: I suspect you'll be more amiable after experiencing our alternative interrogation techniques.

Marãll: You'd better get started buddy. I don't plan to be here that long.

SUSPECT ESCAPED CUSTODY WITHIN 72 HOURS. HE HAS NOT BEEN APPREHENDED SINCE.​
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Role Play History

If You've Got the Credits—Alaric and Mynock pair up with mercenary-bounty hunter Ke'Cholo, of Battlewell Security and Arms, to liberate a captive from an Imperial holding facility on Bothawui. Alaric acquires his favorite weapon, the Volley Gun, and Mynock's blaster of choice, the Magnetic Repeater Carbine. Successfully completed.

Tea Time—Alaric and Mynock visit Lot 311 on the planet Brentaal IV to re-acquire some long lost property from Mr. Reylan "Old Smooth" Nova, the head of the powerful Nova crime family and a longtime friend of Alaric's. While there, Alaric discovers that Mr. Nova has passed away and begins what will prove to be a fun but dangerous friendship with Old Smooth's daughter, Dahlia. Successfully completed.

New Belonging—Alaric and Mynock spend time seeing the beautiful world of Kashyyyk, where they meet Res'uul Tevin, a member of the Sith race and a Jedi Padawan, and teach the young lad an important lesson about the galaxy. That some still view the entire Sith race as a parasite in need of purging. Successfully completed.

Just a Few Hands of Cards—Alaric and Mynock stop by the luxurious Calypso Casino & Resort to exchange counterfeit credits into chips and the chips into bonafide credits. Trouble ensues when the pair's ploy is discovered by the resort's owner, none other than the fabulous Dahlia. But the crime queen has more than counterfeit credits to worry about. . . she things someone might be trying to kill her. Presently ongoing.

A Spacer & A Scoundrel—Alaric and Mynock meet with slaver and spice-runner Tarjik Darkin in a seedy cantina on Nar Shaddaa to assist him in moving some product from one end of the galaxy to the other. Alaric only wants to raise enough funds to buy a ship, but not everyone is comfortable with the delivery arriving on schedule and trouble soon ensures. Presently ongoing.

Friends in Low Places—Alaric and Mynock crash land on the jungle world of Polyneus. During the crash, Alaric is severely injured and taken out of commission. It's up to Mynock, along with her new friend Niaami Solas, to figure out a way off the planet and elude or defeat the Trandoshans chasing them. Presently ongoing.

Hop, Skip, and a Jump—Alaric and Mynock look to find a ride off Eraidu after having caused some trouble for the local government and, in desperation, decide to sign on to the Sanctuary Systems Liberation Army in hopes of causing more trouble on a larger scale. This is also where Alaric and Mynock first meet Wesley Cole, Petra Vitalis, and Drexel Volcata, SSLA members, and also the intriguing stranger Thalliesin Bard. Presently ongoing.
 

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