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vamp

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OPERATION: BADLAND STORM​
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Decades ago, when Szebat took the mantle as Warlord of the Sacred Band of Ziost, he carried out his pledge to his clan to return as an acolyte of the Dark Side. His return was vicious, but met with staunch resistance from the locals, with pockets of Jedi assistance. After the battle within the Old Neutral Zone; both sides were forced to retreat, in a draw from the sheer amount of losses sustained by both sides. Since then, it's been a cluster of shadow wars rumbling beneath the surface of Barab I. Multiple factions within the Barabel population have risen in defense of their way of life, and seek to make the Sith hurt during their time here. These pockets of resistance barely scratch the surface. The true enemy is not the Barabel rebel factions themselves, but their ideologies that venerate our sworn enemies; the Jedi. For too long, this belief has gone un-checked, and Szebat seeks to remove this thought from every Barabel living within the crust of Barab I, or kill and enslave them all trying.

The years have been unkind to the Sith, and the Vohari, as the fulll weight of the Barabel inhabitants has turned and focused their anger and frustration on the forces of the Empire, but Szebat has deemed the time, now to relinquish his full strength, with help from his comrade, Darth Cain, and the Inquisition. Sith, and Legion forces alike have been called to aid in the consolidation of the Barab system.


STANDING GROUND
[ASK] 4 participants, Sith Inquisition or Imperial Legion only

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We've had enough of these savages sacking the site of our new underground base, and have assigned a greater number of guards, as well as Sith and Shock Troop. Set up an ambush, and wait for the raiders to strike again. The use of controlled explosives is encouraged, but do not bring the cave down your own teammates' heads, however.

Objective: Ambush and wipe out the Barabel Raiders. Find a way to block their escape, and eradicate them.
Secondary: Close off the two main tunnels to prevent further raids.

PCs:
Asher Khor — Richie B.

ROOT OUT THE HERETIC
[ASK] 2 participants, Sith Inquisition or Imperial Legion only

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One of the Vohari's own has been selling secrets to a rebel faction station in the Stev'shuulsz valley, during his patrol shifts. Follow this Judas closely during his shift, and confront him and his rebel handler. Do not allow this to go on any longer, and kill them both, not before extracting the location of their base from them on their dying breath.

Objective: Tail the Vohari traitor to his hidden meeting place, and confront his cohorts. Extract the location of their base, and silence them for good.
Secondary: For extra style points, lead a fire team into their base and clear out the rebel base.

PCs:
Rex Hyporis — Nor'baal
The Reckless Devil — Breeso

ASSAULT ON ALATER-KA
[MAIN THREAD] Up to 8 participants, over several threads

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The final stronghold is our for the taking. Do what you do best!

Alater-Ka is the last Barabel city to take before we can call the planet ours. The crowned capitol of Barab I is a city made entirely of stone, with multiple levels, expanding in several directions. As Barab I's trade hub, all sorts that associate with the Barabel gather her to discuss trade of goods and services; most commonly mercanary work on and off of Barab I. Complete with a flood-safe elevator large enough to raise and lower several ships at once to a cliff overlooking the main entrances of Alater-Ka.

Involve your Sith or Legionnaire however you may wish. As an priest of the Inquisition, take to the streets and preach the word of the Dark Side, and warn them of the coming storm. As an Inquisitor strike out on your own or with a friend to kidnap or assassinate a key figurehead that is taking refuge within the city. As a Templar, accompany an Inquisitor, or Priest in dragging heretics from their hovels and forcing their allegiance or executing them in the streets. As Imperial Legion, carry out the assault on the capitol, and steamroll through any opposition set before you.

PCs:
Dr. Ebiara Prasinama — Crim
Calmax Zokar@Comrade Matt
 
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vamp

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NAME: Nesjeva Arrakis
ALIAS: Nes

AGE: 27
SPECIES: Human
HEIGHT: 1.88 m
WEIGHT: 103 kg

FACTION: Mandalorian Dominion
RANK: Supercommando
CLAN: Clan Vizsla, House Vizsla

STRENGTH:
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DEXTERITY:
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CONSTITUTION:
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INTELLIGENCE:
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WILLPOWER:
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STAMINA:
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NAVIGATION
BIOGRAPHY
PERSONALITY
WEAPONS & ARMOR
RELATIONSHIPS
THREADS

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BIOGRAPHY

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Born on Concord Dawn to a Mandalorian family, Nes was said to have been enjoyable to be around. However, it was always within him to constantly be curious or quizzical, to inquire as to why someone is doing what they're doing, or why something works the way it does. Although his family grew to ignore it, strangers were put off by the strange boy that kept asking questions. Though he received no former schooling, he was taught by a neighbor, who held classes for the children living nearby. His teacher was not very educated either, and Nes's search for knowledge was constantly suppressed due to his mentor's shortcomings.

Nes had other, more developed forms of schooling. His father, a model Mandalorian when it came to combat, taught him mostly everything he knew, and wrote down the rest so that Nes may read it when he was older. He was trained in anything from guerilla tactics, to animal skinning, to blaster maintenance. His father, in old age, passed his prized blaster, an A 140 heavy blaster, which they had used for hunting together.

Although mostly everyone tended to stay among their own groups, Nes once had two close friends, Heff—a boy that lived close to them—and his sister, Fenna. The group originally formed when they were all in their early youth, each of them 5 or 6, although the friendship remained close until their early 20s. During that time, they learned to depend on one another, from mild situations like lying to a parent, to more serious events, like when Heff stole their neighbor's only rancor leather jacket, which the man held in such high esteem that he had nailed it inside of a case on the fence outside his house. The others bailed their friend out, and this constantly happened. Together, they were untouchable.

With growth came change, and eventually his sister wanted to travel. She left for Coruscant while the Dominion was still an idea. Nes received transmissions and writings from her, and they remained in touch until later. Along with Heff, he was recruited into what ragtag army the Mandalorians had back then. Both boys were 18, in the prime of their youth, yet still experienced. They proved to be good soldiers, top of their squad, and were inseparable. Some warned Nes that being close to someone he fought alongside would be dangerous. He did not heed their warnings, because with Heff at his side, they were invincible.

3 years into their careers, they traveled to the Battle of Coruscant, despite not being given orders to travel there. After a few days of battle, they eventually left the ravaged planet, with blood on their hands. Yet, that didn't matter. They still had each other.

After the Battle of Coruscant, the letters from his sister stopped coming. He waited in vain for weeks, and messaged her a few times, with no response. Two months later, he received a transmission, and eagerly expected to see his sister's smiling face. Instead, he saw a pale man. The man, now identified as his sister's boyfriend, explained that Fenna had perished during the Battle of Coruscant, cut down as collateral damage by a defending Jedi who had mistaken her for a hostile Mandalorian, since she was wearing her suit.

Drowning in grief, Nes told himself that this was simply the consequence of war. He suffered through the mourning, but so did Heff, and the two gradually recovered. A few months later, they were back out on the battlefield.

On an incognito raid, they were sent out with a batch of initiates to teach them what it's like to be out on the field. Their job was to steal some shipments from a known smuggler. Things went sour after one of the newbs got jumpy and threw a det at one of the guards. A firefight broke out, and Nes was forced to cover the brunt of the battle, along with Heff. The initiates stood in the back, firing the odd shot. Yet, one of those shots found their mark. In Heff.

No one had worn armor that day. The stray shot hit Heff in the shoulder, but the moment of distraction opened a window of opportunity for the attackers, and they ravaged him with blaster bolts.

In the five years that followed, he grew to learn what it was like to not depend on another. Though the event happened 5 years before, Nes still remembers it vividly


PERSONALITY

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Neutral Good | Nes does not prefer the Sith over the Jedi or vice versa. He fights only for the Mandalorians, and as his faction is somewhat neutral to both others, he simply aids whomever needs help at the moment. If he saw a wounded Sith, he would heal him, and he would do the same for the Jedi. Nevertheless, he prefers to remain neutral in major conflicts. However, he has a mild bias toward the Jedi.

He is entertaining to be around, but works hard when needed. He remains professional during missions and official business, but still makes sure that he's not too boring. He gets along well with most people, unless they're rude or dull. He dislikes megalomaniacs or Sith who live solely based on emotions, along with Jedi who have no individual will of their own.

Nes never understood what the deal was with the Force, but still thinks it's pretty neat. As long as it helps the galaxy, and the Mandalorians, he has no problem with it. He doesn't have a one track mind, and tries to see the whole picture, but there's some things he fixates on, somewhat like a moral compass.




WEAPONS & ARMOR

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Primary Weapons
Secondary Weapons


Melee Weapons

Equipment

Misc
Communicator | Datapad | SOS Beacon | Holocam | Medkit


CCT MK II Armor
Functions:
1) Jetpack
2) Rocket launcher (2 rockets)
3) HUD
4) Net launcher
In addition, the helmet and the shins have been reinforced with cortosis, and can defend against a single hit from a lightsaber.



RELATIONSHIPS

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Fenna Arrakis - NPC - Family


Fenna was Nes's sister, younger than him by a year. She lived on their family farm until the age of 17, after which she moved to Coruscant. She perished in the Battle of Coruscant 3 years later, at the age of 21.



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Heff Jesto - NPC - Friendly


Heff was Nes's best friend, and closest companion. They lived nearby each other on Concord Dawn, and were housed in the same barracks once enlisted. Together they took part in the Battle of Coruscant. Heff died due to friendly fire from a cadet.




THREADS​
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THREAD NAME Pending
 
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vamp

dark side aficionado
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[beebox3=100%]

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Affiliation:
Rainbow Labs
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Ownership:
N/A
.
Model:
Plan B Stim gun
Type:
Pistol
.
Size:
10 Inches
0.5 Kilograms

.
Composition:
Durasteel, Bacta gel, plasteel
.
Range:
10 to 15 Meters
.
Ammunition Capacity:
1 dose per load
.
Firing Mode:
Single Action


Plan B Stim gun


Description:

The Plan B Stim gun, generally referred to as the "Plan B" is a stim pistol, created to provide medicinal aid in battlefield setting where it would be otherwise difficult to receive any. Originally intended for use by the military, the stim pistol may still be purchased on the market, although it is priced more expensively. The pistol is similar to a slug thrower in that it is single action, and is capable of holding a single dose due to its small size in comparison to the larger size of the container.

The ammunition shot from this pistol consists of bacta gel in a plasteel container, injected through the tip of a syringe, which embeds itself into the target. The container is propelled outwards through the use of a pressurized canister, underneath the barrel of the gun. The bacta gel is contained in small, 1 mg doses, and can revitalize a target, through temporarily healing injected areas. It can also be used to cure small-scale paralysis.

Although it is mostly carried by medics on the field, some soldiers choose to invest in a personal stim gun, that they may use to inject themselves with.


Intent:

Most weapons on the site (and in SW in general) are created with the intent to harm or maim. I thought it would be interesting to create a weapon that is capable of healing people, to be used by medics or military characters.

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vamp

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[beebox4=650px]


BENEGARDE

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REGION MID RIM TERRITORIES COORDINATES P-13 HYPERLANE NONE ATMOSPHERE TYPE II


Description & History


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Benegarde is a medium sized planet located in the Mid Rim, just out of Bothan Space. It is populated mainly by humans. Its name is derived from the ancient Benegardian words "Bene" and "garde", which mean "good" and "garden," respectively. It was originally populated as species migrated from within the center of the galaxy, although it later became irrelevant and underdeveloped. While planets nearby were making important scientific advancements, the Benegardians were refining their industrial production, and perfecting their arts.

Throughout Benegardian history, the arts were considered very important, and thus had a lot of space to improve. Benegardian art depicts many different topics, concepts, and locations, but a few factors are observable in any piece: the maximalist attention to detail, and the industrial aspect that generally sets the mood. These aspects have also leaked out into daily life, and most Benegardian-made goods—from pottery to vehicles—are covered in hundreds of little, and sometimes unecessary details. Although the Benegardians are free to stop using them, they have chosen to continue using gears, as a nod to their history.

Decades ago, a planet-wide civil war ended in the unition of Benegard under one government. Although they have remained independent for millenia, the Benegardians have recently been introducing themselves to galactic politics. A new rising faction, the Capriciosa, headquarters on Benegarde, and originates from there. The government of Benegard is a two-chamber parliamentary Republic, lead by the Counselor Supreme, whom is elected by the citizens.



Climate & Terrain


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Benegarde was once populated by millions of beautiful landscapes, with countless species of wildlife and fauna. The welcoming landscape is now populated instead by intricate buildings, and the skies are occupied by ships.
Due to the stress on the planet caused by the industrious people, the air has become a bit dangerous to breathe.
The locals, however, have developed a natural tolerance to it.

Still, this influenced their lifestyle, and some Benegardian-made armors depict breathing masks or similar devices. The corrupted landscape is polluted even further by the millions of droids used as laborers. These hulking machines are powerful but run on various chemicals that, when burned, contribute further to the pollution.

The planet has few pockets of undisturbed life, mostly underground, although there are a select few creeks and other ecosystems still existing, like the Fountain of Youth.



Points of Interest


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The Fountain of Youth
The Fountain of Youth, located in the southern hemisphere of the planet, was built by Force-sensitive pilgrims centuries ago. Due to its attunement to the Force, it has been said to grant mild healing properties, thus earning it the name. It is located in one of the last remaining areas of forestry on the entire planet, and has become a very successful tourist area.

New Coalstead
New Coalstead is the planet's largest and most populated city. It spans over 50,000 miles and is the home of nearly 60 million Benegardians. It is the capital of the planet, named after the original capital, Coalstead. It is popular for its sprawling and detailed buildings, and underground facilities, from cantinas to homes, which were inspired by Coruscant's model. New Coalastead has several areas with different purposes, including one of the most successful and thriving industrial regions on the planet.

At the same time, that has lead to pollution, and newcomers are advised to wear masks. The Masquerade Festival, a 3 week long celebration, takes place here. The Masquerade Festival draws thousands of visitors from all over the planet, and sometimes the galaxy, to celebrate Benegardian culture and customs.

Hall of the Arts
The Hall of the Arts is a massive tomb located underground that houses thousands of Benegarde's most esteemed artists. Due to the cultural importance of the arts, the Benegardians constructed this resting place two centuries ago to serve as a cemetary for those that contribute most to their culture. Many of the people in the tomb are unknown around the galaxy, but are influential in Benegardian history.

It is not often that an artist is chosen to rest in the Hall of the Arts, but when they are, preparations begin while they are still alive. Upon death, three of their best pieces are put into the tomb with them, but visitors in museums may still see copies of them.

Right now, the Hall of the Arts may only be visited by wealthy aristocrats in Benegardian society, due to worries about thieves.



Intent


I created Benegarde to set a home or starting point for an independent faction I plan on starting. The unique, steampunk culture of the planet sets it apart from the rest of the galaxy, as does its relative isolation, despite being in the Mid Rim. The sprawling cities and buildings give players the opportunity to explore, and uncover its secrets, and opens the door to many roleplaying opportunities. Its isolation also provides members with a place to live in exile, or to strike shady deals.



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vamp

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THEME: The Handler
NAME: Ronan Xilo
NAME: The Avenger
AGE: Unknown
SPECIES: Human

FACTION: Sith
RANK: Assassin

HEIGHT: 1.9 m
WEIGHT: 80 kg
HAIR COLOR: Black
EYE COLOR: Black
FORCE: Yes


STRENGTH:
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DEXTERITY:
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STAMINA:
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INTELLIGENCE:
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WISDOM:
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CHARISMA:
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  • "Show me a spark, and I will give you an inferno."

    Indoctrinated from youth, Ronan was born to a military family serving for the Republic. He was born on Bastion on a military base, and was simply met with tolerance, rather than familial love. His father was a soldier tasked with guarding the encampment, and so was rarely seen by his son, and his mother was a paramedic. She was constantly dispatched to various places around the planet. When he was 5, his parents shipped him off to a Jedi academy and washed their hands of him.

    He showed Force sensitivity and was put in Jedi training with other students. However, he did not display the warm-hearted compassion others did. Even as a child, Ronan was cold and distant. Many dreaded that he would one day lash out, although he never did. He disliked unnecessary violence, and viewed it as weak to harm others without reason. If he needed to, he found reason however.

    He trained for 16 years in all sorts of fields, from hand-to-hand combat to dueling. Ronan showed a preference for stealth in his missions, and was reprimanded by his instructors for this. The other students kept their distance, since he was an upsetting person to be around. Still, he never became angry, and this may be one of the reasons other dreaded being around him. No one knew when he would explode.

    At the age of 21, he departed from the Academy, independently. He declined acceptance into the Jedi army, and simply chose to leave. He wandered the galaxy alone for a year, but soon found himself in the companionship of another man just like him: trained by the Jedi, yet independent. His friend, Jyl, was equally reluctant to form a friendship at first, but after a few months, they got rather close.

    They visited remote locations, and trained together. It was hard for either to point out a planet where they'd been without the other. 3 years into their friendship, Jyl got into an altercation with a Jedi, and killed him. Ronan did not know it, but his friend was on the path to the dark side. And he was taking Ronan with him.

    Their outings grew more violent as time went on. They started brawls in cantinas, beat up smugglers and drunkards for their money, and caused whatever chaos they needed to get what they wanted. Eventually, their past caught up with them, and they were cornered by another Jedi, the master of the Padawan Jyl had killed.

    Together, they killed him. The two men expected it to be over, but the situation was just beginning. Assuming they were safe,
    they rested in an abandoned warehouse, only to be awakened at the crack of dawn to the sound of lightsabers switching on.

    "Heaven has no rage like love to hatred turned."

    Two Jedi had been tasked with executing Ronan and Jyl for crimes against the Republic. Jyl was captured, and Ronan forced to flee. He got away, with the image of his friend's beheading to keep him company.

    A warrant for arrest and bounty were placed on Ronan's head. Wherever he went, he was turned away. Eventually, he traveled back to Bastion to explore his past. He was hunted by the troops at the military encampment, and eventually ran into his father, who he was forced to kill. Ronan left the planet, and joined the Sith.

    He made a vow to avenge all who have fallen because of the Republic, and started spending time hunting Jedi and anti-Empire Mandalorians.
  • "If ever a face meant death, if looks could kill, we saw it at that moment."

    Ronan is a somewhat tall man, built decently for combat, with good stamina. He tends to wear dark, flowing robes that disguise the MMCA armor underneath and a custom made mask.

    Although he normally wears a mask, and covers his body constantly, Ronan is sometimes forced to show his face. He has black medium length hair and black eyes, that contrast against his pale skin, making him look more sinister. His face's features are sharp, with a prominent jawline and cheekbones, and a slim, smooth nose. Frown lines can sometimes be seen depending on the lighting, and his face sometimes looks to be solidified in a constant scowl.
  • "Deep into that darkness peering, long I stood there, wondering, fearing, doubting, dreaming dreams no mortal ever dared to dream before."

    Ronan lives up to his nickname and acts in the best interests of the Empire as a whole. He attempts to kill Jedi on site, and has shown a strong distaste toward Mandalorian, which only increased after the public executions. He is fanatic, about his work, and about his allegiance to the Empire. He is a natural leader, and thrives in combat situations when commanding troops, or simply when he is battling alone.

    He does not dislike those that are power hungry, but he dislikes that the Jedi try to hide their dark aspirations. Thus, he is dedicated solely to the Empire, and embraces his darkness. Like many other Sith, he welcomes the dark side, and takes pride in what he is.

    Although he is a hunter, he only kills when necessary. Ronan sees no reason to harm innocents. Of course, no Jedi or Mandalorian is innocent to him, but simple people are not on his list of targets.
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vamp

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NAME: Va'arus
AGE: 27
SPECIES: Human(?)

FACTION: Sith
RANK: Sith

HEIGHT: 1.7 m
WEIGHT: 65 kg
HAIR COLOR: White
EYE COLOR: White
FORCE: Yes


STRENGTH:
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DEXTERITY:
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STAMINA:
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INTELLIGENCE:
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WISDOM:
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CHARISMA:
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    Solo organa yoda solo tatooine c-3po. Jar mon chewbacca kenobi solo gamorrean solo organa. Mace jango zabrak skywalker jabba wookiee jade dantooine. Binks skywalker lobot boba darth moff. Fisto darth skywalker wedge alderaan. Yavin palpatine mon mon qui-gonn obi-wan yavin dantooine palpatine. Kit qui-gonn coruscant palpatine skywalker hutt yavin. Skywalker mara moff moff skywalker jango palpatine. Amidala hutt k-3po wedge dantooine chewbacca cade windu. Sebulba moff jade k-3po bothan. Grievous solo maul hutt leia fett kenobi.
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