Star Wars Roleplay: Chaos

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(Trin's Theme)
“Mandos don't get all mushy about love. No poetry, no creepy obsessions; either you love someone, or you don't. If you do, you marry 'em and fight alongside them for the rest of your life. If not, you just fight alongside them.”
- Mandalore the Fair
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I. BASIC INFO

Name: Trin Halleck (Trin Ysanna)
Age: 26
Height: 1.75m
Weight: 9st
Skin Color: Fair
Eye Color: Brown
Build: Lean

Species: Ysanna/Iridonian Zabrak (Hybrid)
Origin: Concorde Dawn

Alignment: True Neutral

II. BIOGRAPHY:

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There are many words to describe Trin Halleck; barely any of them flattering. Born a shamed lovechild of a Ysanna Mandalorian mercenary and his Dathomiri slave-companion, Trin grew up no stranger to loneliness or the hardships of life. Both her parents were compelled to kill themselves out of shame after the rest of the father's clan, but for reasons undisclosed the elders and the captain decided to take Trin in and raise her as their own - running her through the battery of training that was the traditional Mandalorian curriculum.

Trin's eccentric genetics give her an unusual set of skills also, although not without the chagrin of her clan, who traditionally are very distrustful of Force-related abilities (as Mandalorian communities are apt to be in general). From her mother she appears to have inherited in her blood the potential for witchhood, and from her father a particular keenness and adeptness at marksmanship. That's not to say that she taps these abilities regularly, as that would guarantee a life of ignominy and shame among her fellows, but when Trin does have to, she errs towards the side of discretion so as not to provoke too much outrage or prejudice.

Since completing the standard curriculum, Trin has opted to set out and seek adventure and the chance to prove and better herself as a true warrior of the Halleck Mandalorians: notorious mercenaries who hold contracts in almost as sacred a position as the Resol'nare.

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Above: Trin speaking to a fellow inmate aboard a Trandoshan slaver vessel. She eventually broke out, and with the help of another Mandalorian merc, comandeered the ship to a neutral free-port.

III. SKILLS & ABILITIES:

+ Survivor: Trin is hard to kill. Her competencies lie mainly in medicine, tracking/pathfinding, negotiation, and stealth. In essence, skills that allow her to survive almost any environment, and flourish where many others would perish. It is her ability to adapt, improvise and adjust that enable her to accomplish alone what it would take a platoon of hired guns to even consider.

+ Sharpshooter: Being an Ysanna, Trin possesses the remarkable capability of guiding projectiles towards their targets (or deflecting incoming projectiles away from herself), making her a lethal marksman and a nightmare for bounties and security forces alike.

- Megalomania: Trin Halleck's general disregard for the concept of risk stems from uncompromising personal ambition. She one day hopes to lead the Halleck clan even if it means spilling the blood of her own so long as legallistically she is in the right, and seems a likely candidate to contest for the title of Mand'alor herself. It is this unwavering and rigid ambition that has cost her many friends, and makes it very difficult for her to make new ones.

- Mercenary: On the whole and with barely any exceptions, Trin cares for nothing, save power and wealth. In the language of the Halleck, there are few words for the concepts of trust or honor. There are over 300 for the concept of profit. Trin's clientele generally don't trust her, and on numerous occasions have tried to end her as soon as she carried out the requirements of their agreed-upon contract, knowing full well that she's just as likely to kill them as kill for them, restless as she is.

IV: FEATS:

1. General Feats
a. N/A yet

2. Martial Feats
a. Stava Training (Adept)
b. Echani Training (Intermediate)
c. K'tara Training (Basic)
d. Zama-Shiwo Training (Basic)
e. Gand Training (Rudimentary)

3. Species Feats
a. N/A yet

4. Teamwork Feats
a. N/A yet

V. FORCE POWERS:

1. Dathomiri Witchcraft
a. N/A yet

VI: EQUIPMENT/PERSONAL EFFECTS


1. Weaponry
a. Echani Vibrosword
b. Nightsister Energy Bow
c. Westar-35 Blaster Pistol (2x)
d. High-Powered Slugthrower Rifle

2. Armor
a. Echani Fiber Armor

3. Accessories
a. Echani Shield

4. Ship/s
a. Dynamic Class Freighter "The Darkspear"

VII: ROLEPLAYS

VIII: BOUNTIES/KILLS
 
A Survey of Trin Halleck's Personal Combat Style
an academic journal by (unidentified Mandalorian)
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It would be a great disservice to Trin's and ultimately Clan Halleck's approach to fighting if we, like most scholars, dismissed them as archaic. That it is skewed more towards infiltration, assassination and covert operations is intuitively obvious, but there remains something to be said about the values imbued.

The lass's personal flare lies in her flexibility, agility, and her ability to adapt - fighting has always been an underhanded affair for the Halleck, so expecting tactics and techniques that will work on a mass scale, or styles that can be trained to entire companies in a few solar cycles, aren't covered in this system. In place of convention, the Halleck, and Trin more importantly here, supplement a style of "no-style", prizing efficiency, stealth and speed above all else. The analogy to be drawn here begs a simile to the ways of the old Taung warriors, except the Halleck seem to have conveniently done away with all but the most basic tenets of honor or ethics.

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It is said that the Hallecks' view of almost all bounties as animals stems from the clan's frontier society on Concorde Dawn, where re-engineered droids based off of the old Basilisks are used as practice targets.

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It is no secret that the Halleck, Trin included, have a penchant for simpler or more exotic weaponry. Whereas conventional Mandalorian clans defer to the standard loadouts of Westars and blaster rifles, the former can be observed utilizing slugthrowers and even energy bows, with tactics involving loose, nimble formations that behave like shock infantry harass and then disappear, rinse and repeat. By most calculations the Halleck are in no way a mighty force typical of the Mandalorian stereotype - their numbers are thin, but by the name of the Manda'lor are their warriors fierce. Doing battle with the Hallecks is no honorable affair, with their combatants having no problem resorting to infiltration, assassination, poison, and even the use of hostages.

When engaged, however, Hallecks behave more like dancers than fighters. They're agile, fast, and can move with a lightness and grace that would put Echani firedancers to shame. Combat rolls, joint locks and takedowns feature heavily in a Halleck's armory of techniques, but so do more subtle tricks such as darts, sleeper holds, nerve pinches. dislocation techniques, knife-work and even the use of gas.*

* One noted eccentricity observed in subject Trin Halleck's arsenal appears to be the use of telekinetically guided marksmanship, where subject has been observed to be capable of augmenting ballistics with use of seemingly Force-attuned focus, which allows Trin to redirect projectiles. This has been shown to notably improve combat efficiency against moving targets. Further studies are required.

Off the battlefield, and this is where Trin truly shines, the Hallecks are masters of deception and treachery - truly mercenary with their disregard for formalities. Hallecks win fights not necessarily because of martial prowess, but because of their meticulous planning behind the scenes. They come to fights prepared - the victories are inevitable outcomes of their machinations and their manipulating.

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On the whole, the Hallecks fight like mercenaries and assassins - ideal for taking out high value targets or covert operations. When proceeding to work alongside this clan, I recommend using them for high-risk tasks rather than as main battle units. Their adeptness at less savory arts of war have been noted by the other clans, and we must also consider Trin Halleck's augmented marksmanship, courtesy of the Ysanna arts. There are also reports of her dabbling with Dathomiri Magic, a separate matter which also requires further observation.
 

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