Star Wars Roleplay: Chaos

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Work In Progress Things I Work On

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TITLE INFORMATION

Name: Lazzasha Jovee
Nicknames and Aliases:
  • Present:
    • Beastmaster Lazz
  • Previous:
    • Lazz the Wild
Titles:
  • Present:
    • Beastmaster
  • Previous:
    • Beast Rider
Affiliation: The Sith Order
Rank: Knight/Beastmaster

BASIC INFORMATION

Species: Human
Ethnic Group: Onderonian
Nationality: Onderonian
Age: 29
Birth Year: 873 ABY
Sex: Female
Occupation:
  • Current Occupation:
    • Sith Beastmaster / Specimen Collector
Primary Allegiance: The Sith Order
Current Status: Active
Birthworld: Onderon
Residential Addresses / Living Situation:
  • Present:
    • Transient
  • Past:
    • Korriban – for training
    • Beast Rider Camp
Languages Known: Languages Spoken:
  • Galactic Basic – Native
  • Ur-Kittât – Fluent
  • Mando’a – Semi-fluent
Force Sensitivity: Extreme
Midi-Chlorian Count: 21K
Marital Status: Single
Parents:
  • Father – TBD
  • Mother – TBD

PHYSICAL INFORMATION

Height: 5’10” (1.78m)
Weight: 145lbs (66kg)
Measurements: 36D-24-38
Eye Color: Brown
Hair Color - Head: Dark Brown
Hair Color - Eyebrows: Dark Brown
Skin Color: Fair
Lip Color: Pale Pink
Scars: None of particular note. Many small nicks and cuts have scarred from dealing with “wild” beasts.

Lazzasha Jovee has an extremely lean build with high muscle definition, particularly in the core and shoulders. She features an hourglass silhouette with very narrow waist and wider hips. Her hair is dark, long and wavy. She often portrays a fierce almost feral facial expression: intense and snarling, suggesting she is not to be messed with.

BIOGRAPHY

Born in 873 ABY amidst the dense, predator-filled jungles of Onderon, Lazzasha Jovee was raised in a resurgent tribe of Beast Riders. From a young age, she demonstrated an uncanny, almost hypnotic connection to the lethal fauna of her homeworld, taming her first Cannok before she could properly wield a blade.

Early Life & Discovery
Lazzasha’s childhood was defined by the ancient traditions of the Beast Riders—survival, dominance, and the spiritual bond between rider and mount. However, her connection went deeper than mere training; she could feel the primal rage and hunger of the beasts within her own mind as if it were her own.
In 890 ABY, during a skirmish with a rival faction, Lazzasha’s latent Force sensitivity erupted. She didn’t just command her war-beast; she fueled its ferocity with her own mounting fear and anger, leading to a bloody victory that caught the attention of a Sith scout embedded on the planet.

Sith Induction and Training
Recognizing her raw potential to weaponize the living world, the Sith recruited Jovee at age seventeen. She was transported to the desolate, tomb-strewn wastes of Korriban to begin her formal indoctrination.
While other acolytes focused solely on lightsaber dueling or Sith sorcery, Lazzasha specialized in the Sith Beastmaster traditions. Her training was grueling:
  • The Trials of the Shyrack: She was dropped into the Shyrack caves with nothing but her Will, tasked with subjugating the swarm or being consumed by it.
  • Alchemical Augmentation: On Korriban, she learned to use Sith Alchemy to "twist" her creatures, enhancing their natural lethality with Dark Side corruption.
  • Martial Prowess: She mastered a chaotic, predatory style of combat designed to complement the movements of a companion beast.

Current Status
Now a fully-fledged Sith, Lazzasha Jovee is a terrifying presence on the battlefield. She is rarely seen without her "shades"—a pack of mutated Tuk’ata hounds that respond to her mental commands with surgical precision. She views the Dark Side as the ultimate apex predator, and herself as the one holding its leash. Her duties also include wrangling the other various sithspawn and prepare them to be sent into battle, or some other mission. When new sithspawn are being developed Lazz is called upon to hunt down specimens for experimentation.

TRAITS

Civil Training:
  • TBD
Military Training:
  • TBD
Force Training:
Lightsaber Forms:
  • Shii-Cho : Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Makashi : Apprentice - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Soresu : Knight - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Ataru : Adept - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Shien: Knight - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Niman: Apprentice - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Juyo: Adept - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Jar’Kai: Adept - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Lightwhip: Adept - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
Force Powers:
  • Control
    • Battle meditation: Knight - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Jump: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Speed: [color=# DDA0DD]Ascendant[/color] - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Alter Mind: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Fear: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Alter
    • Telekinesis
      • Move Object: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
      • Force Pull: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
      • Force Push: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
      • Force Grip: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Drain : Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Sense
    • Force Sight: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Animal Telepathy: Master - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Beast Language: Master - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Track: Master - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Merge Senses: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Force Sense: Adept [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Projective Telepathy: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Animal Bond: Master - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
    • Life Detection: Master - [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]
  • Sith Alchemy - Beast Focus: Knight [I IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII IIIIIIIIII]

STRENGTHS

  • Primal Empathy (Telepathic Link): Unlike many Sith who use pure mental dominance to break a creature's will, Lazzasha utilizes a "symbiotic rage." She can share her senses with her beasts, allowing her to see through their eyes and feel their surroundings, making her nearly impossible to ambush.
  • Alchemical Expertise: Her training on Korriban taught her how to enhance her creatures using Sith Alchemy. She can temporarily boost a beast’s adrenaline, harden its hide to resist blaster fire, or even make its claws venomous through the Dark Side.
  • Environmental Adaptation: Raised on Onderon and hardened on Korriban, she is a master of survival in hostile biomes. She can track targets across near-impossible terrain and quickly identify the "alpha" of any local wildlife to turn it against her enemies.

WEAKNESSES

  • Psychic Backlash: The deep mental bond she shares with her beasts is a double-edged sword. If one of her primary "shades" (her Tuk’ata) is killed or experiences extreme agony, Lazzasha suffers a significant psychic shock that can leave her stunned or physically weakened in the heat of battle.
  • Reliance on Proxies: While she is trained in lightsaber combat, her style is heavily reliant on her beasts providing distraction and flanking. If isolated in a sterile, beast-free environment (such as a high-security space station or a vacuum), her primary tactical advantage is neutralized.
  • The "Beast" Within: Her constant immersion in the primal instincts of predators makes her prone to bouts of feral instability. In diplomatic or high-pressure social situations, she often struggles to maintain the "civilized" mask required by Sith politics, frequently letting her temper and predatory instincts override strategic patience.

PERSONALITY OVERVIEW

Living among “wild creatures” Lazzasha has developed a very aggressive mindset. Though she likes to portray an almost feral nature around intelligent species, she is actually quite controlled. She is used to expressing herself more physically than verbally, she is quick to action (mostly fighting) and exchanges few words. Any being that is not human (or of very human appearance) must prove themselves to be better than the mindless beasts that Lazz is used to dealing with.

PROPERTY AND ISSUED EQUIPMENT

Technology:
 
Last edited:
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OUT OF CHARACTER INFORMATION
  • Intent: To create a flagship for Captain Iron Hand of the Void's Toll pirates
  • Image Source: Created by Google Gemini with my prompting.
  • Canon Link: N/A
  • Permissions: (Please link any Marketplace purchase approvals or other permissions to use other Writers' submissions as part of the submission)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Battlecruiser
  • Length: 4,000 meters
  • Width: 1,000 meters
  • Height: 425 meters
  • Armament: Very High
    • 8x Heavy Twin Turbolaser Batteries: Mounted dorsally for long-range engagements.
    • 12x Ion Cannons: Specifically tuned to disable ships rather than destroy them, preserving the "Toll" for the pirates.
    • 2x Prow-Mounted Tractor Beam Projectors: Used to reel in disabled vessels for the boarding spikes to engage.
    • Missile Launchers
  • Defenses: High
    • Serridge Seal Shielding: A localized shield system that can "pulse" power to specific quadrants of the ship that are under the heaviest fire.
    • Point-Defense Laser Cannons: 20 rapid-fire units scattered across the hull to intercept incoming missiles and starfighters.
  • Hangar Space: Average: 28
  • Hangar Allocations:
    • Starfighters: x 10
    • Support Craft: x 10
    • Maintenance Hangars: x 8
  • Maneuverability Rating: Average
  • Speed Rating: Average
  • Hyperdrive: Class 1.0 (Primary) / Class 8.0 (Backup)
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Overwhelming Forward Firepower: The "axe-head" design features a concentrated battery of heavy turrets and fixed forward cannons. This allows the ship to deliver a devastating "alpha strike" that can punch through the shields of standard cruisers in a single volley.
  • Modular Boarding Capability: The massive prow spikes and outrigger docking arms suggest a ship built for aggressive boarding. It can physically impale a target or latch onto multiple smaller vessels simultaneously, allowing its massive crew to swarm enemy decks.
  • Massive Prize Capacity: With an estimated cargo capacity of over 200,000 tons, this ship can strip an entire convoy of its goods in one sitting. It serves as a mobile base of operations, meaning the pirate fleet doesn't need to return to a hidden port after every raid.
WEAKNESSES
  • The "Flank Blindspot": Almost all of the primary armament is oriented forward or dorsal (top-side). A maneuverable fleet of starfighters or light frigates could exploit the ship's underside or rear engines, where the heavy guns cannot rotate to reach them.
  • Logistical Fragility: Maintaining a 4,000-meter ship with a "pirate crew" is a nightmare. Without the standardized supply chains of a formal navy, the ship likely suffers from mismatched parts, Jury-rigged engineering, and frequent mechanical failures in non-essential systems.
  • The "Gilded Cage" Vulnerability: Because the ship relies so heavily on automation and droid labor to manage its massive size with a relatively small crew, it is highly susceptible to electronic warfare. A sophisticated slicer could theoretically disable the security grids or vent cargo holds by bypassing the central computer.
DESCRIPTION
The Star-Eater is a terrifying testament to pirate ingenuity and brutal efficiency. Unlike the sleek, uniform vessels of the Imperial Navy, this modified heavy battle cruiser is a jagged silhouette of intimidation, sporting a dark hull scarred by atmospheric re-entry and countless skirmishes, accented by the sigil of the Void's Toll. It is a marvel of "scavenge-tech"—a hybrid of a decommissioned heavy cruiser frame and high-end black market components. Below is the technical breakdown of the Void's Toll flagship.

As the flagship for the Void's Toll, the Star-Eater serves as a mobile fortress and a psychological weapon. Under the command of Krayt "Iron Hand" Valen, the ship doesn't just participate in raids; it orchestrates them. Its massive sensor towers and communication arrays allow Valen to micro-manage dozens of smaller corsairs, ensuring the "toll" is collected from every corner of a star system simultaneously. This includes slave connections between Star-Eater and all other Navi computers of the fleet. The ship features expanded internal bays capable of refueling and repairing the fleet's smaller craft, allowing the Void's Toll to remain in deep space for months without docking at a planetary station.

The Star-Eater is designed for "aggressive negotiations." It favors overwhelming forward-facing firepower to break the morale of merchant convoys and planetary defense forces. The most striking feature is the recessed prow housing a cluster of heavy turbolasers and ion cannons. This allows the ship to deliver a concentrated "alpha strike" that can strip the shields of a Star Destroyer in a single volley. Multiple heavy dual-turbolaser turrets are stepped along the spine, providing a wide arc of fire to punish any ship attempting to flank the behemoth. To handle nimble starfighters, the ship is outfitted with rapid-fire concussion missile launchers hidden behind retractable hull plates. The literal metal talons at the front are not just for show; they are reinforced boarding struts used to pierce the hulls of disabled prey, allowing Valen's boarding parties to flood the target vessel.

Pirate life is dangerous, and the Star-Eater is built to survive the heat of a losing battle. Layers of scavenged durasteel and experimental alloys give the ship a "patchwork" look but offer exceptional resistance to thermal damage. Valen has diverted power from non-essential systems (like life support in unoccupied sectors) to the deflector shields, allowing the ship to tank hits that would vaporize a standard cruiser. The ship emits a constant "static cloud," making it difficult for long-range sensors to get a lock on specific subsystems, such as the bridge or the engines.

INTERNAL DECK PLAN

1. The Command Spire (Upper Decks 1–15)
  • Bridge & Tactical Center: The highest point for visual scanning, though most pirates command via holoprojectors.
  • Captain's Sanctum: Often overly luxurious, taking up a disproportionate amount of space compared to a standard military vessel.
  • Officer Quarters: Reserved for the "inner circle" or gang lieutenants.
2. The Main Battery & Armory (Decks 16–50)
  • Axe-Head Artillery Housing: This occupies the massive forward section. It contains the power capacitors and cooling systems for those forward-facing heavy cannons.
  • Automated Munitions Loading: High-speed tracks that feed shells or gas canisters from the central magazines to the turrets.
  • Troop Barracks: Located near the armories for quick deployment during boarding actions.
3. The Central "Haul" (Decks 51–120) [/b]
  • Primary Cargo Holds: This is the heart of the ship. Given its pirate nature, these holds are likely modular—half for legitimate storage, half partitioned into "prize cells" for high-value prisoners or stolen spice.
  • The "Marketplace": In a ship this size, a central deck often acts as a lawless bazaar where crew members trade loot.
  • Refinery & Scrapyard: Pirates don't just steal; they recycle. This area is for breaking down captured ships that are too damaged to keep. .
4. Hangar & Engineering (Decks 121–180)
  • Dorsal/Ventral Hangar Bays: Large enough to house the escort frigates seen in your image and several squadrons of starfighters.
  • Hyperdrive Core: A massive, likely "hot-rodded" reactor to allow a 4km ship to jump into hyperspace faster than a standard cruiser.
  • The Black Pits: The lowest engineering levels, usually dirty, loud, and filled with maintenance droids.
 

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