EvE

Demiurge

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"The night is darkest before the dawn
And the darkest of night... has yet to come."


Overview

EVE (formally known as Operation: EVE, and occasionally stylized as EvE) is a clandestine splinter faction within the Galactic Republic military forces that secretly train and utilize Force-sensitive black ops in their efforts to preserve the existence of the Republic and tilt the Hutt War in their favor. To this end, EVE's methods are predominantly the assassination of major political, military, judicial, or independent figures that may threaten the Republic's survival, be they Hutt figures of even Republic. Included methods extend to kidnapping, sabotage, and espionage, virtually any task believed to further EVE's goals.

Secret Origins

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The true origins of EVE can be traced back to as far back as some seven decades before the outbreak of the Alsakan Crisis, and began with the rise of a Dark Jedi by the name of Alex Vaor and a brief event known as the Ailon Rebellion. Years before the war, Alex Vaor, an Ailon Jedi Padawan, had been exiled by the Jedi Order for his near fanatical obsession with battle and slaughter. Stripped of his lightsaber, and without a stable grasp of the Force, Vaor was cast back to his homeworld of Ailon. Although without a mentor and abandoned on his homeworld without any means of transit, Vaor - against all odds - came to a self mastery of the Force over the course of some forty years.

With no direction, no teacher, and a lust for combat, Vaor inevitably fell to the Dark Side of the Force, and being corrupted by his own inner darkness, rallied his people and began to seek conquest to sate his thirst for battle. With his species sharing identical sentiments, Vaor seized rulership over the Ailon, and founded his own personal army - the Ailon Nova Guard. With that, and all of Ailon under his command, Vaor began a small scale attack of nearby Inner Rim worlds, brutally attacking them. Being so near to the Core Worlds, the Galactic Republic quickly sent an intervention force to quell the uprising, which, while ending as quickly as it began, left scars on many.

The end of Vaor came some four months after his rise to power among the Ailon, during the Battle of Atapap I. The Republic bolstered the defense of the Duros inhabitants, and both sides engaged in battle, and marked the first true battle between the Ailon following Vaor and the Republic. A decorated soldier led the battle against who they believed was simply the Ailon, unaware of Vaos' existence as their warlord. The war hero's name was Nicodemus Fenix, an admirer of the Jedi, and a descendant of a long line of military men. With Jedi Order matters usually being dealt with internally, the mention of Dark Jedi had almost become non-existent, a faded memory in the eyes and ears of most Republic citizens. The appearance of Vaor, a dark Force wielding individual, despite being without a lightsaber, left an unnerving impression on many, as the Jedi were then viewed as incorruptible by the greater galaxy.

While Nicodemus Fenix only suffered minor injuries in the Battle of Atapap I, he witnessed the power of the Force firsthand, and saw many of his fellow soldier die gruesomely. Since that day, Fenix's faith and trust in the Jedi had been shaken due to his misplaced assumptions, and over time, began to crumble into blatant distrust and suspicion toward them. Believing that since one could fall, many more would follow, Fenix believed that the Jedi and their religion - which he saw the prime focus of their folly - were too unpredictable and dangerous to serve the Galactic Republic, or the galaxy, in the long run. Although it would be some fifteen years later before it came to fruition, and twenty five years before the Alsakan Crisis, it was this distrust and change of heart that motivated Fenix to secretly enact, with other figures within the Republic who shared his sentiments, Operation: EVE.

Structure

EVE's purpose is, and always has been, the preservation of the Galactic Republic by any means necessary. Formed entirely (with the exception of leadership) of Force-sensitive operatives, Fenix distrusted the Jedi and became antagonistic of the belief in the Force. Because of that, the operatives of EVE are trained to use the Force in a unique, materialistic fashion, much like the Jal Shey. Thus, in EVE, the Force is not mentioned. Instead, EVE operatives' abilities are called psionics, and Force sensitivity is referred to as PA or psionic affinity, measured by their concentration of midichlorians. EVE operatives are called Scryers.

Scryers are found and raised from childhood by EVE, and are essentially trained to become supersoldiers, mixing the highest caliber of military training with psionic powers. Because the Force is viewed in scientific terms and much of the deeper philosophically-derived knowledge is forsaken,
Scryers - while still powerful Force users - are not capable of performing Force feats on equal terms with the Jedi. Even the most elite of the Scryers could only match a seasoned Jedi Knight in ability. In order to weed out the liabilities and cull the weak, only children with an indexed psionic affinity rating of five or higher (in an index of 0 to 12) are considered eligible. Scryer children were typically taken from their families in manners similar to Jedi procedure, although unlike the Jedi, EVE strategically kidnaps their children to preserve their secrecy, often make it appear as if the children die in accidents to cover up their disappearances.

Personnel

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The hierarchy of EVE is very calculated and precise, with
Scryers possessing virtually no positions of leadership aside from seniority and prestige. In addition to leadership roles and the non-leadership positions, there exists a large number of researchers and scientists, as well as various educative instructors. In total, the number of those with administrative privileges are eleven, those among the supervision branch are thirty, the psionic phenomena researchers are roughly forty, the psionic biology researchers number some forty as well, the security staff number approximately two hundred, and the Scryers number to exactly one hundred.

Leadership

Director
At the top of the leadership is the Director of EVE; Director Nicodemus Fenix. The Director is responsible for managing and overseeing the entire EVE operation, including evaluating the quality of its operatives.

Overseer
The one who takes the lead in directing the tutelage of the
Scryers is the Overseer. Although not Force sensitive (or psionically attuned, as their terminology goes), the Overseers take the lead in the military and combat training, from battle tactics, to unarmed combat, to weapons specialization, to melee training. In addition, Overseers educate Scryers in the more traditional sense, such as history, mathematics, and other subjects. There existed ten Overseers beneath the Director.

Curator
Where the Overseer might be a class teacher, the Curator is the personal trainer or tutor. Acting beneath the Overseers, the Curators act as direct tutors to the
Scryers in their combat and military training. In many ways, Curators act much like Overseers, although they train Scryers much more personally, addressing individual flaws and problems in a Scryer's work, training, or skills. There existed thirty Curators beneath the Overseers at any given time.

Non-Leadership

Scryers

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Scryers are Force sensitive (or psionically attuned) individuals that combine their abilities in the Force with military training and combat techniques, making them elite assassins and commandos. Unlike the leadership hierarchy, Scryers are not divided by rank, but by skill, or class. At the highest of the echelon are the Class-S Scryers, which are usually the oldest and most skilled Scryers, and at the bottom are the Class-E Scryers, which are usually children.

While
Scryers often possessed nicknames, all Scryers were officially nameless, and possessed only designations relating to their generation; Generation Lambda were the oldest and most elite, whereas Generation Omegas were the youngest and least skilled; in total, it descended as Lambda, Alpha, Delta, Zeta, Epsilon, and Omega. A Scryer's designation was their generation, their identification number among their generation, and then their class. For example, one Scryer's designation would be Zeta-184/C.

To control
Scryers in the event that they rebel, all Scryers are, from the moment they are "enrolled", implanted with a modified Neural Disruptor located inside their craniums. Unlike other neural disruptors, the modified disruptors used for Scryers are dormant until activated by either an Overseer, often used in controlling a wayward Scryer, or by Fenix himself. However, in addition to inhibiting the senses of the Scryers, the neural disruptors places in Scryers release minuscule amounts of corrosive acid that scars brain tissue, causing wracking pain, and eventually death, if the disruptor is left active and the acid continues to disperse.

In extreme cases, if a
Scryer is considered too valuable to all to die, they may undergo one or more memory cleansing, also called mind wipes. If a Scryer displays a rebellious spirit, is uncontrollable, or possesses some detrimental flaw, they are subjected to have their memories wiped until a certain point, in order to rid that individual of the undesirable traits. Sessions of memory cleansing are extremely expensive and delicate procedures which require high levels of technological finesse, and thus, only Scryers viewed with great potential or valuable enough to re-educate.

Class-S
The elite of the elite, Class-S
Scryers are the most skilled (and usually the oldest, generally ranging from forty standard years of age onward) of the Scryers, are of in charge of teaching the younger and less skilled Scryers how to best utilize their psionic powers. One member of Class-S Scryers serves as a personal bodyguard of Fenix himself, constantly watching over him at all times. Only five Class-S Scryers exist.

Class-A
The best EVE has to offer among the new generation of
Scryers, Class-A Scryers are highly proficient and skilled, and typically become the future Class-S in time. Because Class-S Scryers take the primary role in teaching with the exception of unique or especially difficult or important missions, Class-A Scryers are the ones most often dispatched to take care of the most difficult of EVE's missions. Class-A Scryers are usually some thirty standard years of age. Only ten Class-A exist.

Class-B
The rising talents among the
Scryers, Class-B Scryers are the most skilled of the "young generation", as the majority of Class-B Scryers are past twenty standard years of age, yet generally are not as old as Class-A Scryers. Class-B is unique in that Scryers of this class experience the most casualties, due to EVE's leaders testing the capabilities of the young, and the eager and sometimes reckless ambitions diving the young Scryers. Only fifteen Class-B exist.

Class-C
Class-C
Scryers are the moderately trained or somewhat capable Scryers that either have yet to grasp their full abilities or have yet to mature for them to understand their powers. Generally, Class-C Scryers are not dispatched from the Praxeum due to lack of sufficient abilities. Class-C Scryers are usually adolescents. Only twenty Class-C exist.

Class-D
The children of moderate years, Class-D
Scryers are pre-adolescents, often ranging from years five through twelve. Class-D Scryers are the class where training, both military and psionic, are intensified by being brought under the wing of Curators and Class-S Scryers. Class-D Scryers are never dispatched into the field, and remain at the Praexum at all times. Only twenty Class-D exist.

Class-E
The youngest of the
Scryers, Class-E Scryers are always extremely young children usually not over the standard age of five. Virtually helpless, Class-E Scryers are nonetheless rigorously drilled and trained, albeit in a much less intense degree than higher classes. The primary action of Class-E Scryers is a listening role, taking advantage of the information-absorbing years of very young children lives. Only thirty Class-E exist.

Armaments

Scryers are armed with some of the best military-grade weaponry available in the Republic, and are trained to use them with deadly expertise. This extends from various battle armors, to melee weapons, to blaster and slug rifles and carbines (majority designed for the purpose of sniping) and HUDs. Despite the finesse of the armor the Scryers have access to, many Scryers also choose to forsake armor for more specialized attire, such as for blending in with a specific culture.

War Suits

ASTEIN (All-Situation Terrain Engagement and Intervention) Battle Suit

The most widespread and standard choice armor among all
Scryers, the ASTIEN battle suit is the default protection for EVE's agents. Largely a sleek suit with sparsely placed armor plates for maximum mobility, the ASTIEN battle suit is most often chosen for general tasks a Scryer is given. It offers little in the way of protection, but has many holsters for various small weapons, most popularly knives and short blades. However, it still is capable of carrying a military-grade rifle mounted on the suit-wearer's back, albeit with weight-balance issues.

UTTM6 (Urbanization Tactical Terrain Mark 6) Battlesuit

The most commonly utilized battle armor, next to the ASTIEN battle suit, the UTTM6 battlesuit is the preferred war suit utilized for urban warfare, specifically within the Core Worlds and Inner Rim, past to the Expansion Region, due to the Republic's stricter security in war times, and the increased attention heavy armaments would bring. The
UTTM6 battlesuit is lightweight, and carries upon it lightweight armor plating - only slightly heavier than the ASTIEN's -and a location for mounting a detachable mini shoulder cannon. The UTTM6 battlesuit intentionally mimics customary mercenary garb and stylization, so as to derail attention and more easily blend in with the less scrupulous crowds of the Republic's busier worlds.

MB44v Tactical Guerrilla War Suit

Suited with apertures for holding heavy weaponry without significantly disrupting the weight balance of the overall suit, the MB44v Tactical Guerrilla war suit is battle armor specifically designed for urban warfare, such as on an ecumenopolis world, such as Taris or Nar Shaddaa.
Scryers that utilize the MB44v Tactical Guerrilla war suit generally do so on Hutt Worlds, were heavier armaments may be needed and would attract less notice.

A4/B66 Daemon-class Battle Armor

Sleek, chrome, and fitted with magnetic hardpoints, the A4/B66 Daemon-class battle armor is, next to the Heavy HOSTEN-V war suit, the heaviest armor usable by any
Scryer. Specially designed for marine warfare, the A4/B66 Daemon-class battle armor is purposed for operating upon space faring warships, space stations, and other metal machines and structures. However, the A4/B66 Daemon-class battle armor has the most advanced HUD system of any of the suits utilized by the Scryers, fully equipped with such systems as remote facial recognition software, galactic databank uplinking, ID profiling, and the like.

Heavy HOSTEN-V (Hostile Tactical Engagement-Viron) War Suit

A heavily modified version of the HOSTEN war suits used by SOLAG's Republic Commandos, the Heavy HOSTEN-V war suit is specially designed for combat in hostile environments, battling the enemy as well as the land.
Scryers utilizing the Heavy HOSTEN war suit are often dispatched to extremely hazardous environment, ranging from toxicity-plagued worlds like Nal Hutta or Raxus Prime, to lava worlds Shola or Mustafar, dangerous jungle planets like Felucia or Vendaxa, or other terrain with equal dangers. The Heavy HOSTEN-V war suit is by far the heaviest armor available to a Scryer.

Weaponry

JL-122E Blaster Carbine

A more powerful blaster weapon in the same category line as the Ulysses, the JL-122E is a semi-automatic dual-barrel blaster carbine, and the preferred weapon of
Scryers that face the threat of continuous combat in semi-distant spaces, such is within closed perimeters, like buildings, as opposed to out in the open. Unlike the Ulysses, however, the JL has no sniper setting.

Ulysses M7 Blaster Rifle

The primary weapon of choice for the
Scryers is the Ulysses. Semi-automatic with superb balance and rate of fire, the Ulysses is standard issue for EvE, and finds most usage with Scryers due to its sniper setting, which can zoom a target from a distance of roughly one kilometer.

091 Ripper Blaster Pistol

Regulation for all
Scryers, the Ripper is a blaster pistol with a permanent rechargeable cell. Thus, it never runs out of ammo, but has a fairly slow rate in a fire fight, and shoots progressively weaker bolts if not given a few seconds to recharge. While not loved because of its shortcomings, all Scryers carry at least one on their person at all times, making so that they are never unarmed.

Volker-class MP84 Rocket Launcher

One of the most coveted weapons bought by EvE, the Volker is a rocket launcher with considerable zooming capabilities and homing features. In addition, it possesses its own operational signal, making immune to electronic interception, and has a penetration head, which allows it to pierce through fortifications, such as duracrete walls, before detonating. Because of its size and firepower, the Volker is only permitted to
Scryers that operate on the Fringes, particularly Hutt Space.

Bekfhir/L1 Grenade Launcher

Although the Volker is often considered too cumbersome and conspicuous for typical use within the Core Worlds and Inner Rim, the Bekfhir is often seen as an acceptable substitute. While its range comes no where near to rivaling the Volker, the Bekfhir is able to project a grenade up to four hundred meters at its maximum setting, making it an optimal ambush weapon.

Perion AE-class Sniping Rifle

A sniping rifle and the secondary weapon of many
Scryers, the Perion is a dual-setting blaster rifle with a slug setting (silence) and blaster setting (greater range), both of which are designed for long-ranged combat. The slug setting is able to be silenced, making for increased stealth properties, whereas the blaster setting has nearly twice the range, some 3 kilometers, as opposed to the slug's 1.5 kilometer range.

Psychic Augmenter

An experimental device originally developed for the enabling of non-Force users to develop mental abilities, all
Scryers carry a psychic augmenter on their persons at all times as a secret weapon. Due to their inferiority against Jedi and other experienced Force organizations, Scryers are implanted with psychic augmenters in order temporarily boost their psionic abilities; for example, a Scryer psychokinetically powerful enough to lift only a person, could become powerful enough to lift a tank. However, the psychic augmenter possesses adverse side effects on Force-sensitives, which is why a Scryer will use it only if faced with the inevitable threat of conflict with another, more powerful Force user.

The psychic augmenter works via releasing a steroidal cocktail into the user's body, and effectively supercharging the biofield generated by the user's organic cells, thus incrementing the sensitivity of the user's midichlorians. However, once the psychic augmenter has become exhausted, the Force-sensitive user wil crash and burn out, causing their force abilities to weaken dramatically, or become negated. This remains so until the steroidal cocktail runs its course through the body and the user's body has the opportunity to recover. As so, in exchange for a few hours of increased power, the
Scryer is left psionically defenseless and mentally unstable, and in worst cases, mentally incoherent. As such ,the psychic augmenter is a last resort if no other options are available.

Psionic Abilities

Scryers are trained to combine advanced military training with psionic abilities. Due to their scientific outlook on the Force, Scryers develop their Force powers differently (and often less efficiently and effectively) than more rooted Force organizations, such as the Jedi or the Bogan.

Psychokinesis
Most
Scryers , with various degrees of strength, are able to move, lift, agitate, vibrate, spin, bend, break, or impact matter. This allows Scryers to levitate objects individuals, or use their minds as weapons via harming someone, internally or externally, psychokinetically. Although generally not Jedi-level masters of psychokinesis, skilled Scryers are able to use their psychokinesis to perform atypical functions, such as remotely chocking an individual, or even inducing a stroke (via lack of oxygen) or a heart attack (via constricting arteries to the heart). However, advanced psychokinetic feats are almost non-existent among most Scryers, save for Class-S and some of Class-A, and most even prefer using their psychokinesis to produce tactile impulses over remote strangulation.

Telepathy
In the most basic of terminology, telepathy involves the ability to control of manipulate the mental functions of the brain, ranging from read minds, to emphatically sensing emotions, to the scanning of general surface thoughts of sentients, and extending to telepathic messaging and communication and delving into the memories of other sentient beings. As in the case of all Force sensitives, virtually all
Scryers possess telepathy, although they wield it far less effectively than Jedi. All Scryers can sense surface thought when the emotion behind it become enhanced, although fewer are able to directly enter the mind of another, in the manner of invading their most private thoughts. However, utilizing telepathy is considered dangerous when reading the mind of someone in emotional distress.

Unlike Jedi,
Scryers cannot filter the emotions from thoughts, which can cause especially strong emotions to be transferred to the Scryer during a mind-read, effectively making another person's anger, love, fear, or hate, for example, becoming the Scryer's. In addition, Scryers cannot shield their thoughts, as all Scryers can easily read the minds of each other, preventing secrecy or deception. However, these lack of telepathic defenses make telepathic messaging a vital strength among Scryers.

In addition to conventional powers, advanced
Scryers are also able to use telepathy offensively, which is the telepathically overwhelming the brain of another sentient, which causes the other's mind to crash and cease all mental activity within the brain, albeit temporarily and without lasting damage. Scryers often use this as a form of subduing a target they are not specified to, or directly ordered not to, execute. Very few Scryers are capable of telepathic suggestion, such as something similar in nature to the Jedi Mind Trick.

Clairvoyance
A form of extrasensory perception more common among the higher skilled
Scryers. Also called remote viewing, clairvoyance enables Scryers to extend their consciousness to freely view distant places or their own surroundings, sometimes as far as several hundred meters away or in radius, or more. Clairvoyance takes concentration, and many Scryers must find cover in order not to leave themselves exposed.

Elementism
A rare ability among
Scryers - even within the Class-S - elementism is a psychokinetically-derived power that enables a Scryer to exhibit alternative kinetic abilities. These include pyrokinesis, electrokinesis, cryokinesis, and agrokinesis. Even in the event that a Scryer develops elemental powers, they rarely, if ever, develop more than one aspect.

Spectral Sight
Spectral Sight is a fairly common ability among
Scryers, although it is inferior to the Jedi's Force Sight. Scryers are able to "psionically" see the world through via cycling through different frequencies of the electromagnetic spectrum, such as the infrared, ultraviolet, x-radiation, and radio wavelengths. While this does allow a Scryers to see their environment in an augmented fashion, Scryers can also psionically isolate a person's "trail", usually in the form of a heat signature, and track their prey across miles. As well, Scryers can also intercept and interpret electronic communications, allowing them to eavesdrop on electronic communications. In addition, Scryers have limited telescopic sight, which allowed them to see kilometers off into the distance. However, Scryers were unable to perceive the universe around them through the Force, nor did it provide them any resistance against any Force techniques of physical ailments; a Scryers that was blinded naturally or through the Force, for example, was blinded when using Spectral Sight as well.

Psionic Strength
Advanced
Scryers are able to psionically fortify their skeletal structural integrity, augment the density and efficiency of their muscular systems, increase the resilience of their fleshy tissue in order to exert physical strength beyond what is natural. Extending to their physical strength and durability, skilled Scryers, rare even among Class-B, are able to exhibit feats of incredible physical prowess, such as tearing through natural steel walls, lifting landpseeders, or punching through duracrete.

Psionic Speed
More common than its counterpart, psionic strength, many Scryers are capable of psionically speeding up their metabolism, slowing their perception of time, augmenting their reflexes, and physically move at incredible speeds. The majority of Scryers are only able to use psionic speed in bursts, allowing them to get from point A to point B, before they can no longer maintain the speed. Thus far, only Class-S Scryers are able to maintain their speeds in a manner akin to a Jedi. Regardless, however, Scryers are still nonetheless able to move at comparable speeds, able to scale up vertical surfaces, run faster than the natural eye can see, or over across small unstable bodies, such as water.

Psionic Propulsion
The most common of the three physiology-altering psionic powers, psionic propulsion is the ability
Scryers utilize in order to jump significantly beyond the limitations naturally possible. Common to all Scryers, this ability psionic propulsion enables a Scryer to perform feats of vertical and horizontal leaps of awe-inspiring magnitudes. Free from impunity and natural physical limitations, Scryers are able to navigate in nearly any terrain, and psionic propulsion remains one of the only powers they are able to perform at approximate Jedi-esque level.

ESP
ESP, or extrasensory perception, is a psionic power universal among
Scryers, and refers to their ability to sense other psionics (or Force sensitives) around them, psionic abilities (or Force powers) being used, and psionic resonances (or disturbances in the Force). ESP is a power every Scryer possesses, although it varies in range, potency, and clarity; usually older Scryers will possess the strongest ESP. ESP is considered an umbrella term for a series of psionic powers, such as clairvoyance, precognition, telepathy, and spectral sight.

Precognition
A prized ability that is often considered to be the life-preserver when in the field, precognition is the psionic ability to foresee future events with varying accuracy. Unlike the Jedi,
Scryers are unable to sense the future of others, distant futures, or future events, and are limited only to seeing their own futures should their lives enter a state of jeopardy, and to a lesser degree, an occurrence - usually significant - happens in their vicinity. Because of its main function, precognition is most often considered a danger sense, and Scryers are often pushed to the edge in order to develop it as effectively as possible.

Cellular Regeneration
Commonly taught to Scryers, although it is generally not mastered until a Scryers reaches Class-B or Class-A. Cellular regeneration is, true to its name, the rejuvenation of damaged organic cells via the manipulation of their own biofield. Scryers do not heal passively, and thus, a Scryers must be conscious in order to repair damage to their bodies. Unlike the Jedi, Scryers are only able to accelerate the healing process within themselves, not others, and it can take several minutes to many hours for a Scryers to heal themselves, depending on the extent of their injuries.

Spectral Invisibility
The signature ability of all
Scryers is their ability to become invisible to the naked eye and all frequencies of the electromagnetic spectrum. By bending all frequencies of energy, radiation, and light around their proximity, Scryers are able to nigh-perfectly cloak themselves, even from each other. Only careful discernment of their surroundings (ie. movement in the dirt, grass shifting, dust bouncing off of them, etc.) can allow one to see them. Unlike the Jedi's Force Cloak, the Scryer's spectral invisibility veils their sound as well as their appearance. The single weakness in this ability is that Scryers are unable to veil their presence or life force; a Jedi's Force Sense or Force Sight could easily perceive a hiding Scryer.

Base of Operations

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The primary, and sole, base of operations for EVE is on the world of Troxar, an overly-aquatic planet located within the Expansion Region. As such, the base of EVE is located on the ocean floor, within a series of trenches, nearby dozens of underwater caves. The base of EVE is called Exodus Base 2814. The outer structure of Exodus Base is layered with a pressure shield, to protect it from extreme aquatic pressures, and because sensors cannot detect ocean-floor point locations, it is virtually impossible to identify Exodus Base without real-time descend guidance.

Within Exodus Base, however, is the
Scryer Installation, also nicknamed the Praxeum, which is where EVE enrolls its psionically attuned members into the Scryer training program. The Praxeum is located within the deepest center of Exodus Base, and Scryers are often past the age of 15 before they are allowed to exit the inner installation. The Praxeum is the most heavily guarded section of Exodus Base, as Fenix's slight paranoia toward his very own creations causes him to endlessly suspect Force sensitives of betrayal. Only the Class-S Scryers, ones who have earned his trust by their display of commitment, are able to move about freely.

Roster

The Leaders


Director
Nicodemus Fenix


Overseers
(Classified)

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Curators
(Classified)

-
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The Scryers


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Jake

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So many StarCraft references...

Personally, there are too many ranks. And leadership types. An indy faction will almost never get enough members to justify that many different character ranks because they'll never be filled, especially in a faction made for a specific type of character.

Besides that (and the overwhelming amount of SC references), it really sounds like Jedi Shadows in combat armor. Or if you'd prefer, GHOST in Star Wars. Personally, I think it's cool when some influence is pulled from other media, but really? Phantom instead of Spectre/Ghost? You even rolled with the psion gimmick.

Besides maybe "Cellular Regeneration" and "Elementism" (which is kind of covered by Boli's Art), most of them are just revamped versions of Force powers. I'm pretty sure they're all GHOST abilities in SC too.

I know I sound really critical. I like your writing a lot. I just don't think the concept is original at all. But this is all just my opinion, so obviously you're free to ignore it completely, since I'm sure there's someone interested in a force sensitive supersoldier assassin out there.
 

Dmitri

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To someone like me who hasn't played StarCraft, it seems like militarized force-wielding version of Genoharren. If it gets approved, id be willing to join.
 

Hideous

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I would/will also join whenever it becomes possible. I <3 ghosts.
 

Demiurge

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So many StarCraft references...

All very deliberate. If you look at any of my past work, I put a lot of StarCraft elements in my writings. People do this all the time, from other media, like Mass Effect, literature like the Bible, and countless others.

Personally, there are too many ranks. And leadership types. An indy faction will almost never get enough members to justify that many different character ranks because they'll never be filled, especially in a faction made for a specific type of character.
There is only one rank, and that is Phantom. (which is a placeholder, previous names were Reverent, Daemons, Angels, and Wraith, because I wanted a name that held supernatural connotations, but wanted to avoid overused titles, such as the two latter. As such, Phantom is the name for now)

The other ranks of leadership are not open to be taken, they are to show the structure and hierarchy. And besides that, there are only three. I have no idea how you consider that to be too many.

Besides that (and the overwhelming amount of SC references)
As mentions earlier, deliberate, but even then, there aren't truly that many. The name "Phantom" and the fact that they are soldiers with mental powers are the only similarities.

it really sounds like Jedi Shadows in combat armor.
Now that, no offense intended, is just ignorant. And trust me, I wrote Jedi Shadow up for this site and got all my info from the star wars wiki. They are force sensitive assassins, nothing like Jedi Shadows at all. They are something of a cross between mildly trained Force adepts and military commandos.

Or if you'd prefer, GHOST in Star Wars.
That's exactly what they are, and that's exactly what I wanted.

Personally, I think it's cool when some influence is pulled from other media, but really? Phantom instead of Spectre/Ghost? You even rolled with the psion gimmick.
Again, Phantom is a placeholder, and the scheme is a deliberate homage. I wanted the supernatural connection there, which is held in titles like ghost or haint.

Now there are a few reasons why I chose the psionic name. One, I wanted EvE to be the antithesis to most Force sensitive factions, in that they are not spiritual, but materialistic. They see the Force as a science, not a god. In the real world, while pseudoscience, the word "Psionics" refers to the scientific study or practice or the paranormal, which is supremely fitting here in this case.

Two, without using the name "Force", there are only so many names you can call it. The Force itself is manifested via willpower and thought, which makes it, in a manner however small or large, mentalistic. Aside from Psychics or Psionics, there are really no other names to use.

Besides maybe "Cellular Regeneration" and "Elementism" (which is kind of covered by Boli's Art), most of them are just revamped versions of Force powers. I'm pretty sure they're all GHOST abilities in SC too.
Uh, I'm not really understanding your beef here. They are all Force powers. They are using the Force. They are Force sensitives. They aren't revamped, they are described under a different banner, so to speak, and toned down to make them weaker than Jedi or Bogan. Cellular regen is Force healing, and if you did any research on Star Wars wiki, there are quite a few elemental powers. One Force organization even specialized in such.

Some of these powers, like spectral sight and clairvoyance, I created from scratch or modified from an existing Force power. In StarCraft, Ghost abilities kinda suck. Everything here, I took from Star Wars.

This entire faction's history, structure, ranks, and purpose are nothing like the Ghosts from StarCraft. The only similarities are their name, and that they are both soldiers that have supernatural powers.

I know I sound really critical. I like your writing a lot. I just don't think the concept is original at all.
Nothing's new under the sun. In all seriousness, thanks, and I'm sorry you feel that way.

But this is all just my opinion, so obviously you're free to ignore it completely, since I'm sure there's someone interested in a force sensitive supersoldier assassin out there.
I guess so, even with the pessimism in your voice.
 
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Ser Gregor

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"All my best thoughts were stolen by the ancients" is never a valid counter to un-originality. Not saying this is completely unoriginal, but it very much irks me when people say nothing is original anymore.

The powerfully overwhelming use of StarCraft, to the point it reads basically like a piece of StarCraft fanon, kills it for me.

Although, like you said, the history of the faction isn't like the Ghosts, etc. but that, to be honest, really doesn't help it for me.
 

Demiurge

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"All my best thoughts were stolen by the ancients" is never a valid counter to un-originality. Not saying this is completely unoriginal, but it very much irks me when people say nothing is original anymore.

The powerfully overwhelming use of StarCraft, to the point it reads basically like a piece of StarCraft fanon, kills it for me.

Although, like you said, the history of the faction isn't like the Ghosts, etc. but that, to be honest, really doesn't help it for me.

I wasn't using it as a counter, since I didn't feel that I was being attacked. But since I do value your opinion, could you point out, in detail (not generalizing), what it is that is "overwhelmingly" starcraft?

EDIT: Have "Reavers" as a new placeholder, but I'm probably not gonna stick with that either.

SECOND EDIT: Okay, I have three names I'm deciding on, Psi-Ops, Scryers, or simply Psions.
 
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Zen

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I'rd love to join.
 

Jake

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Well... I wasn't really trying to start an argument, just give my opinion. Now I'm probably going to start sounding like an asshole.

If you want to continue this debate, feel free to send me a PM. I'm not trying to anger you or be mean in general, just so you know. I think it could be a cool faction if you pull it farther away from its SC roots.

Also, my Internet kept disconnecting while I was writing this, so if I missed/forgot something that's why.

All very deliberate. If you look at any of my past work, I put a lot of StarCraft elements in my writings. People do this all the time, from other media, like Mass Effect, literature like the Bible, and countless others.

OK, but there's a difference between "references to 'x'" and "'x' in 'x' other media". Like "GHOST in Star Wars".

There is only one rank, and that is Phantom. (which is a placeholder, previous names were Reverent, Daemons, Angels, and Wraith, because I wanted a name that held supernatural connotations, but wanted to avoid overused titles, such as the two latter. As such, Phantom is the name for now)

Thats cool. Also, there are six "classes" (since you distinguish those from ranks for whatever reason). See below for why I think that's way too many.

The other ranks of leadership are not open to be taken, they are to show the structure and hierarchy. And besides that, there are only three. I have no idea how you consider that to be too many.

OK. So in order to make this faction really 'work', you'd need a Phantom for each different class, right? Or at least from E-A. That's a minimum of five characters immediately. Secondly, if they're just there as NPCs, why don't you say so? Their current descriptions led me to believe you'd have someone be playing a character with that rank.

Anyway, that's 8 characters just to make the faction really functional (again, going off the idea that you'd want at least a character for most classes), or nine if you also want an S-class Phantom. Nine characters is more than a lot of indy factions get in their heyday. If you cut out ranks S and E for example then I would probably think it's a lot more doable.

I know they're called Reaver now but whatever.

As mentions earlier, deliberate, but even then, there aren't truly that many. The name "Phantom" and the fact that they are soldiers with mental powers are the only similarities.

Let me make a list.

Phantom/GHOST (Reaver now but whatever)
Both use psionic powers
Both are covert organizations
Both basically rate their power based off a psychic index
Both train from infancy under harsh conditions
Their armor even looks the same
Both liberally apply memory wipes
They basically share the same powers name for name.

So basically the entire concepts are analogous to each other but no big deal.

Now that, no offense intended, is just ignorant. And trust me, I wrote Jedi Shadow up for this site and got all my info from the star wars wiki. They are force sensitive assassins, nothing like Jedi Shadows at all. They are something of a cross between mildly trained Force adepts and military commandos.

Right. It might have been a bit of a stretch but they're both secret splinter sects and both sound pretty much like extremists.

That's exactly what they are, and that's exactly what I wanted.

OK, not much I can say to that but "Why make a copy of something else?" and "Why did you say they're not really that similar if they're obviously extremely related?"

Again, Phantom is a placeholder, and the scheme is a deliberate homage. I wanted the supernatural connection there, which is held in titles like ghost or haint.

OK

Now there are a few reasons why I chose the psionic name. One, I wanted EvE to be the antithesis to most Force sensitive factions, in that they are not spiritual, but materialistic. They see the Force as a science, not a god. In the real world, while pseudoscience, the word "Psionics" refers to the scientific study or practice or the paranormal, which is supremely fitting here in this case.

Two, without using the name "Force", there are only so many names you can call it. The Force itself is manifested via willpower and thought, which makes it, in a manner however small or large, mentalistic. Aside from Psychics or Psionics, there are really no other names to use.

Psionics
Psychics
Divination
Mentalism
Occultism
Channeling
Clairvoyance
Psi
Preternatural

So really there were plenty of wordplays you could have at least tested that weren't pulled directly from StarCraft. Secondly, it didn't really have to be a name grounded in actual words that relate to the paranormal. It could have been named after a philosophy or been something ethereal like the Weave or the Flow or something else... Also, it kind of strikes me as a little contradictory that they're so materialistic but also named after supernatural things which are by nature... not materialistic.

Uh, I'm not really understanding your beef here. They are all Force powers. They are using the Force. They are Force sensitives. They aren't revamped, they are described under a different banner, so to speak, and toned down to make them weaker than Jedi or Bogan. Cellular regen is Force healing, and if you did any research on Star Wars wiki, there are quite a few elemental powers. One Force organization even specialized in such.

Some of these powers, like spectral sight and clairvoyance, I created from scratch or modified from an existing Force power. In StarCraft, Ghost abilities kinda suck. Everything here, I took from Star Wars.

My "beef" is that a lot of them sound like they're pulled directly from the SC wiki.

Psionic sight/Spectral sight
Psionic speed
Psychic attack/Psychic strength
Telekinesis/Psychokinesis
Elementism/Expanded from Pyrokinesis
Clairvoyance - "Also called remote viewing,"

Etc.

This entire faction's history, structure, ranks, and purpose are nothing like the Ghosts from StarCraft. The only similarities are their name, and that they are both soldiers that have supernatural powers.

You're kind of contradicting yourself here. Earlier you said it was GHOST in Star Wars and that's exactly how you intended it to be.

Nothing's new under the sun. In all seriousness, thanks, and I'm sorry you feel that way.

I guess so, even with the pessimism in your voice.

OK, but "nothing's a new idea" =/= "take faction in other sci-fi universe, put it here"

And feel free to dislike me because of my "pessimism", I'm just trying to help you because yes, I have noticed your writing being dotted with references to SC, and I still like your writing. It's just as I've said several times, I think it's cool if there are references and homages here and there, but the concept looks firmly based in StarCraft.

I'm not trying to make you frustrated so you abandon the idea either. If you want to you can send me a PM and I'll help you iron out anything you're not sure on.
 

GABA

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Looks neat, I'll think about joining! : D
 

Demiurge

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Well... I wasn't really trying to start an argument, just give my opinion. Now I'm probably going to start sounding like an asshole.

If you want to continue this debate, feel free to send me a PM. I'm not trying to anger you or be mean in general, just so you know. I think it could be a cool faction if you pull it farther away from its SC roots.

Also, my Internet kept disconnecting while I was writing this, so if I missed/forgot something that's why.

I didn't think I was being debate-ish, so if I came across as defensive, sorry about that. I actually like criticism.

OK, but there's a difference between "references to 'x'" and "'x' in 'x' other media". Like "GHOST in Star Wars".
Right.

Thats cool. Also, there are six "classes" (since you distinguish those from ranks for whatever reason). See below for why I think that's way too many.
It's like being a first grader or a third grader. Different seniority and qualifications, but you're all still school students.

OK. So in order to make this faction really 'work', you'd need a Phantom for each different class, right?
Not at all. What makes you think that?

Or at least from E-A. That's a minimum of five characters immediately.
Not so. A user could create a "Reaver" (or Scryer or Psi-Op, etc.) of any rank they want. I don't need to have someone of each class.

Secondly, if they're just there as NPCs, why don't you say so? Their current descriptions led me to believe you'd have someone be playing a character with that rank.
In my factions, I designate (usually, sometimes I do it in both sections) an NPC from the roster position, so that people won't apply for it. I never saw a need to do so in the description section.

Anyway, that's 8 characters just to make the faction really functional (again, going off the idea that you'd want at least a character for most classes), or nine if you also want an S-class Phantom.

No, not really.

Nine characters is more than a lot of indy factions get in their heyday. If you cut out ranks S and E for example then I would probably think it's a lot more doable.
Well, point was kinda addressed above.

I know they're called Reaver now but whatever.
And gonna change.



Let me make a list.

Phantom/GHOST (Reaver now but whatever)
Got it.

Both use psionic powers
Got it.

Both are covert organizations
Got it, but I drew a lot from splinter cell, ghost recon, and crysis as well.

Both basically rate their power based off a psychic index
No they are not. They use the same indicator as Jedi. Only difference is that EvE classifies it in ranges instead of numbers.

Both train from infancy under harsh conditions
Yes and no. Trained from infancy is a yes (Force training takes a long time, infancy is a must). But harsh conditions are a no. They remove children they don't believe are strong enough to survive.

Their armor even looks the same
How? One armor is from StarCraft (and is even concept art, not official). The others are from Ghost Recon, Crysis, Splinter Cell, and random artwork.

Both liberally apply memory wipes
No they don't. EvE does mem wipes as a very last resort, and only if a Reaver is deemed too valuable to lose. They also only do so if said Reaver becomes too rebellious or uncontrollable, not mandatory like a doctor check up.

They basically share the same powers name for name.
Not at all, most of these are taken as Force Powers (I take it you only looked at the names and not descriptions). The only one I made identical is telepathy, and even then, only in some of its content.

So basically the entire concepts are analogous to each other but no big deal.
Not true, but I do appreciate your review.


Right. It might have been a bit of a stretch but they're both secret splinter sects and both sound pretty much like extremists.
Ghosts aren't a secret, nor are they a splinter cell. They are official government covert agents, and have been for centuries. they are quite public, and are by no means extremists.

"Reavers" are illegal creations by all means, and are entirely secret from their government. I would call these guys boarder-extremist.

OK, not much I can say to that but "Why make a copy of something else?" and "Why did you say they're not really that similar if they're obviously extremely related?"

I meant in concept. "Ghost in Star Wars" as "Force military assassin in Star Wars". I wanted an inspired faction from them, not a carbon copy. And I didn't think I did that.

Psionics
Psychics
Mentalism
Agreed, and I make mention to these three.

Divination
Occultism
That's like magic, not science.

Channeling
Kinda bland, but I never thought of this.

Clairvoyance
I use this already.

This is currently in consideration.

Preternatural
I might be able to use this.

So really there were plenty of wordplays you could have at least tested that weren't pulled directly from StarCraft.
Actually, not really. Few work because I am either already using them differently, or they do not apply.I can see only about two or three I can use (one I have been interested in.)

Secondly, it didn't really have to be a name grounded in actual words that relate to the paranormal.
Right, but that's what I wanted. I kinda like the science outlook onto psionics.

It could have been named after a philosophy or been something ethereal like the Weave or the Flow or something else...
Sounds a little to religious order-like to me. Fenix is totally against that.

Also, it kind of strikes me as a little contradictory that they're so materialistic but also named after supernatural things which are by nature... not materialistic.
Well, the names are not a sign of their belief in things that go bump in the night, it was chosen based on their description.

My "beef" is that a lot of them sound like they're pulled directly from the SC wiki.

Psionic sight/Spectral sight
Force Sight

Psionic speed
Read them - they are nothing alike aside from name. I simply couldn't think of an alternative name. This is based on Force Speed, only used in bursts.

Psychic attack/Psychic strength
Mind Shard, Force Subjugate, and taken from Djem So (fist time I saw mention of Force-empowered psychical strength). I don't think I ever observed a Ghost using super strength.

Telekinesis/Psychokinesis
Seriously? Did you read it? It's Star Wars telekinesis.


Elementism/Expanded from Pyrokinesis
No, expanded from Star Wars

Clairvoyance - "Also called remote viewing,"
Farsight and the Wiki article Clairvoyance.

You're kind of contradicting yourself here. Earlier you said it was GHOST in Star Wars and that's exactly how you intended it to be.
In their appearance as superhuman assassins. Not in structural design. I don't even know the structure of the Ghosts. They're just... ghosts.

OK, but "nothing's a new idea" =/= "take faction in other sci-fi universe, put it here"
Agreed.

And feel free to dislike me because of my "pessimism", I'm just trying to help you because yes, I have noticed your writing being dotted with references to SC, and I still like your writing.
I don't dislike you bro, and I do appreciate your help and criticism.

It's just as I've said several times, I think it's cool if there are references and homages here and there, but the concept looks firmly based in StarCraft.
I understand your viewpoint and stance. Thanks for the detailed review.

I'm not trying to make you frustrated so you abandon the idea either. If you want to you can send me a PM and I'll help you iron out anything you're not sure on.
Careful, I like exchanging ideas and taking suggestions, so I might just do that, lol. :CSly
 
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Jake

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Well, you responded to most of my points. There are still a couple things I'm iffy on but you've cleared up the majority of my doubts.

Also, I didn't actually know Pyrokinesis/Cryokinesis were established powers. That gives me some ideas...

In regards to the armor btw I was referring to how, even though they're from Crysis/Splinter Cell and whatnot, they still kind of look like something Ghosts could wear (mostly Splinter Cell).

I do have a little interest in making a character for this faction, I just don't know if I'll have room once I finish all my established characters for the jump (and also because of the SC references I was worried about, but you justified most of what I mentioned I think). I might wait till it gets approved and goes through some RPs to see if I can get a general feel for it.
 

Tsar Fire

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Well, you responded to most of my points. There are still a couple things I'm iffy on but you've cleared up the majority of my doubts.

Also, I didn't actually know Pyrokinesis/Cryokinesis were established powers. That gives me some ideas...

In regards to the armor btw I was referring to how, even though they're from Crysis/Splinter Cell and whatnot, they still kind of look like something Ghosts could wear (mostly Splinter Cell).

I do have a little interest in making a character for this faction, I just don't know if I'll have room once I finish all my established characters for the jump (and also because of the SC references I was worried about, but you justified most of what I mentioned I think). I might wait till it gets approved and goes through some RPs to see if I can get a general feel for it.

My Republic Admiral, Adara, is a force witch who uses all of her force powers in some form of fire. She's a pyro-witch.
 

Demiurge

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Well, you responded to most of my points. There are still a couple things I'm iffy on but you've cleared up the majority of my doubts.

Well, I like criticism and having things to work on, and that you don't sugarcoat things. I want to finish up the faction, but I'll PM you about what in particular irks you.

Also, I didn't actually know Pyrokinesis/Cryokinesis were established powers. That gives me some ideas...
Up until about six months ago, neither did I.

In regards to the armor btw I was referring to how, even though they're from Crysis/Splinter Cell and whatnot, they still kind of look like something Ghosts could wear (mostly Splinter Cell).
I see, so you're referring to the style. That is the thing with spy-like armor. Even if the design is different, they will almost always have a similar scheme, so I can understand what you're saying.

I do have a little interest in making a character for this faction, I just don't know if I'll have room once I finish all my established characters for the jump (and also because of the SC references I was worried about, but you justified most of what I mentioned I think). I might wait till it gets approved and goes through some RPs to see if I can get a general feel for it.
Alright, appreciate the interest.

On another note, I think I've settled on a final name; Scryers, Excelsiors, or Psi-Ops

EDIT: I'd decided. Going with Scryers.
 
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