Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Approved NPC Dizzy Vos

Status
Not open for further replies.
OUT OF CHARACTER INFORMATION
Intent: To sub an NPC for future submissions and role-playing.
Image Credit: N/A
Role: An ‘Al Capone-like’ gangster for a planned thread, whose influence and power in the local area makes him a notable figure and a key player in planned storylines.
Links:
PHYSICAL INFORMATION
Age: Middle-aged, around 45-50 Standard Years.
Force Sensitivity: Non-Force User
Species: Epicanthix
Appearance:
Dizzy is a portly fellow, with the build of a man who in his younger years might have been a prizefighter but age and comfort has softened him some. His body is covered with scars, trophies of past brawls and adventures as a young gangster living in Red Sands. He has a penchant for flashy clothing, gaudy jewelry, and other trappings which suggest his criminal successes. He has a receding hairline, with black hair now sprinkled throughout by emerging grey. Clean-shaven with a round face, thick nose – broken and never quite healed right, a strong chin, thin lips and large blue eyes, set atop broad shoulders. Barrel-chested with heavy limbs, and large meaty hands, he frequently smells of a blend of cheap t’bac and expensive cologne.

SOCIAL INFORMATION
Name: D’zall “Dizzy” Vos
Loyalties: Himself, alone.
Wealth: A successful cantina owner and small-time gangster, “Dizzy” is wealthier than most who live on Laranis II. So much so that he is a well-known loan shark, charging exorbitant interest on loans to the ‘down and out’, as well as owning several rental properties in Red Sands.
Notable Possessions:
  • “Dizzy’s Bar”
  • Several rental properties
Skills:
  • A skilled brawler and considered by many to be an ‘artist’ with a vibroblade, Dizzy is no stranger to combat and has seen more than his share of street battles. He is also a proficient marksman with a blaster pistol.
  • A savvy businessman and low-echelon crimelord, he runs his business well and has displayed a knack for making money where there is little to be had in the first place. His ability to navigate the Underworld, and his talent for making connections have served him well.
Personality:
Brash and confident, almost to the point of annoyance, Dizzy takes great care to remind others of his reputation and success. His longstanding ‘relationship’ with Protectorate Security has made him arrogant, even boastful, that he is ‘above the law’. Known for his fearsome temper, terrific street-fighting prowess, and ruthlessly shrew business skills, Dizzy is not a man to be taken lightly or dismissed. He revels in the trappings of success, wearing expensive but often tasteless clothing, jewelry, and usually accompanied by both his hired thugs and one or two rather trashy ‘lady-friends’, he is a familiar sight around Red Sands’ seedier areas. He is known to ‘throw credits around’, tipping well and spending heavily, all to project his position and desired persona as one of Red Sands’ wealthier and more successful citizens. Dizzy's contributions to local charity and his 'gifts' to the city's poor and working classes have made him something of a folk hero there.

COMBAT INFORMATION:
Weapon of Choice: Either a vibroblade or a blaster pistol, Dizzy is also a seasoned brawler and can hold his own in a fight.
Combat Function: Dizzy prefers to let his hired muscle do his dirty work, but in a pinch he can take care of ‘business’ if he must. He’s certainly no match for a Force-using foe or even a well-trained soldier, but he didn’t get this far by backing down or losing many fights.

STRENGTHS:
  • Savvy businessman and well-versed in both legitimate and illegitimate enterprises, as well as navigating the delicate ‘grey’ areas in between.
  • A tough veteran of the criminal Underworld, he has – in some cases, quite literally – carved out a reputation as a shrewd and resourceful, even clever, criminal.
  • Strong leadership skills and a sort of ‘working man’s charm’ give Dizzy an aura of a man to be respected and even feared, and ensure he holds a tight rein over his small empire in Red Sands.
  • Dizzy 'earned his bones' coming up in the tough streets and dingy underbelly of Red Sands, and in a fight he is every inch the streetfighter his pedigree suggests: A hard-hitting brawler focusing more on brute strength and ferocity than technical expertise, with tricks derived from back alley brawls and gang battles instead of those honed in formal training or hardened on the battlefield. Deft with vibroblade and decent with a blaster pistol, Dizzy isn't someone to easily discount in a fight.
WEAKNESSES:
  • Dizzy is cocky, and his loud, coarse language. flashy bravado, and lack of polite manners tend to make him disliked, especially by persons of higher status or socio-economic classes.
  • Dizzy has a weakness for females, particularly Twi’leks and Zeltrons, and tends to be easily distracted by an attractive woman. More than once, he’s earned one of his famous scars because – directly or indirectly – of a woman.
  • Dizzy might be a tough streetfighter with a reputation for violence, but he's no match for any Force-user or even a well-trained and battle-hardened fighter. He can shoot, but he's no gunslinger, and his artistry with a vibroblade - while good - isn't enough to match a Sith with a vibrosword or to go toe-to-toe with a lightsaber-wielding Jedi.
HISTORICAL INFORMATION
Dizzy began life as the child of a Red Sands refinery worker. However, his father’s drinking caused his mother to leave their family, and a few years later, Dizzy did the same. Tired of the routine of near-poverty and hardship, Dizzy fell in with a local gang, and his natural talent for making money and leadership skills – backed by his ability to back himself up with his fists – catapulted him to leadership.

In time, Dizzy had small but successful criminal empire, and was earning revenue from acting as go-between to bride Protectorate Security on behalf of smugglers, laundering money, illegal gambling, black market sales, and eventually, loan-sharking was added to his resume. He bought a bar in the heart of Red Sands’ red-light district, and fashioned a headquarters for his criminal enterprises there. Soon it was a popular dive, serving the city’s most hardened criminals, ne’er-do-wells, and street toughs.

Today, Dizzy is one of Red Sands’ most well-known citizens, a virtual impresario of crime known for bringing people together and facilitating criminal activity not only on Laranis II but across the system. His loan-shark business has earned him a great deal of money, and he’s recently invested in a number of low-rent properties in Red Sands, seeking to diversify and perhaps – at least in part – legitimize himself.
 
[member="Veino Garn"], [member="Visanj T'shkali"]

Performing secondary review.



Visanj T'shkali said:
STRENGTHS: Savvy businessman and well-versed in both legitimate and illegitimate enterprises, as well as navigating the delicate ‘grey’ areas in between. A tough veteran of the criminal Underworld, he has – in some cases, quite literally – carved out a reputation as a shrewd and resourceful, even clever, criminal. Strong leadership skills and a sort of ‘working man’s charm’ give Dizzy an aura of a man to be respected and even feared, and ensure he holds a tight rein over his small empire in Red Sands. WEAKNESSES: Dizzy is cocky, and his loud, coarse language. flashy bravado, and lack of polite manners tend to make him disliked, especially by persons of higher status or socio-economic classes. Dizzy has a weakness for females, particularly Twi’leks and Zeltrons, and tends to be easily distracted by an attractive woman. More than once, he’s earned one of his famous scars because – directly or indirectly – of a woman.

These are all good personality traits that give him strengths and weaknesses, but they pertain more to social interaction than to combat. This section is more strengths and weaknesses in a combat situation.

You do not need to remove anything, but I'd like you to add a combat-based strength and weakness. Basically if he has to fight, what would he be good at it, and where would he be at a disadvantage? You've already hinted at that in other sections by saying he's a brawler type etc. So just expand on things a bit here.

Everything else checks out.
 
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom