Narzen Workshop

Narzen

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Narzen's Workshop





FLESHWARPING

"The flesh is fluid! Remake it in your image, and show them your power!" -Darth Cronen, Sith​

Fleshwarping, also known as body grafting, has been an unnatural force power attempted ever since the creation of the first sithspawn. Some consider it the predecessor to creating the first Sithspawn. However, in time it has become an entirely separate power of creating sithspawn, albeit one that also utilizes sith alchemy.

Where Sithspawn is the creation or alteration of a creature into something completely different, Fleshwarping is the altering of a being’s body while still maintaining its “humanity”. Instead of making a creature more brutal, more cunning or more intelligent, Fleshwarping focuses on altering the body characteristics: increased size, additional limbs, altering skin structure, etc. The equivalent of Fleshwarping would be mundane cybernetics versus Sithspawn as altering the brain and genetics with technology.

For the longest time, Fleshwarping was considered a dead end. The channeling of raw Dark Side energy into a being usually either killed the subject or drove them insane. However, with the discovery of Synthflesh and Synthskin, the practice became more pronounced. By using both the darkside and technology, Sith alchemy could graft entirely new limbs onto subjects, or alter existing body parts with fewer consequences. No longer was the Force limited by the confines of the body. Now, the body could be altered and added upon, and the subject, through extremely painful processes, could evolve.

Benefits:

Pleasant Skin: Whether its silky smooth or extra rough, pale white or tanned brown, A Fleshwarper can make the being more attractive in every way.

Additional Limb Graft: Size can vary from the donated specimen, and placement of the new leg or arm depends on the Fleshwarper’s discretion.

Carapace of scales:

Clawed Hands, Webbed feet:

Master Benefits: True masters of fleshwarping make the practice an artform. The benefits below can only be added by Sith Masters or higher Ranked, and only those of similar rank can endure the process.

Ebony Wings: The pinnacle of additional limbs, these large leathery wings allow the subject flight. Due to the size and complexity of this benefit, the subject takes two hindrances instead of just one.

Inhumane Strength:
Disguised Body: A complete rework of the skin and body structure results in a form completely unrecognizable from the original. While its impossible to make it look like an entirely new species




Below are the most common applications of Fleshwarping, though more could be added with mods approval.

Hinderences: For each benefit gifted through fleshwarping, a hindrance must also be taken. No hindrance can be taken twice.

Pain imbued: reworked flesh is never a pleasant endeavor, but sometimes the pain experienced is more lasting. With the affected flesh, it is constantly in a state of pain, causing distractions in battle and making force powers much harder to utilize.

Lumbering Bulk: The increased size and mass from the Fleshwarping make the subject deceptively heavier than normal, slowing their speed and agility.

Mucus and ichor: the affected flesh is constantly bleeding and smelling of rot. Even with the use of Bacta, the affected being will never fully heal. Such appearances can be disturbing for everyone else, and permanently marks the subject as Sith aligned.

Screaming ears: the toll of fleshwarping can go beyond the skin. The brain sometimes breaks slightly and believes it is constantly hearing various high pitch screams at random intervals, which is distracting to say the least.

Nauseating fluids: the body was never meant to take on this unnatural kind of tampering, and is resisting the added flesh. The fluids of puss and bile that are being fed back into the system from the warped flesh makes the person nauseated all the time

Intent: To create a darkside power that gives an element of teamwork among stih, albeit an unpleasant form, as well as to create a force power that is more akin to body horror.
 
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WER'S MANDALORIAN FIREWORM ARMOR

TYPE
Heavy Armor
COVERAGE
• Head: A full coverage duraplast helmet with transparisteel t-visor
• Torso: Segmented beskar-alloy plating over scaleless Wormhide undersuit covering most of torso
• Back: Solid beskar-alloy plating over scaleless Wormhide undersuit, covering upper back
• Upper Arms: Fireworm Scaled pauldrons and duraplast elbow protectors
• Lower Arms: Armored Boots with duraplast shin plating and knee pads
• Upper Legs: Fireworm coated gambeson, Duraplast side plates


FUNCTIONS
Function 1: Utility HUD
  • Scout HUD - Contains a 4x magnifier and Compass.
  • Force User Compatible?: Yes
Function 2: Grapple Line
  • Grapple lines are capable of supporting the weight of 1-2 people and can launch up to ranges typically up to 15 meters away. Once no longer in use, they are detached from the launcher and left behind. While hand-held grapple guns are capable of auto-winching, armor or wrist mounted devices lack this ability. Grapple lines must be manually activated and controlled by a button or switch.
  • Force User Compatible?: Yes
Function 3: Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. Must be disassembled to be reloaded.
Function 4: Fireworm Hide (AKA Thermal Undersuit)
  • The Fireworm hide functions identically to a thermal undersuit, made to wick away or reflect thermal energy for brief periods of time. It is not nearly as effective as a suit that firefighters would wear. Most commonly used to protect soldiers from flamethrower weapons or short bursts of extreme heat or cold, and are only good for 1-2 posts of exposure depending on intensity. They are useless against blasters.

DESCRIPTION

Black Mandalorian styled armor with blue accents, with the additions of blue painted Fireworm scales attached to a gmbeson as well as to the pauldrons.

Mandalorian armor is traditionally made from beskar; however, the scarcity of such a material has led Mandalorians to search out the next best alternative. For Wer Tracyn, this answer came in the volcanic pits of fire that covered the surface of Sullust. There, he and his ner'vod defeated a massive Fireworm.

During that battle, members of Getacerar discovered that the great wyrm’s scales were highly resistant to the foreign lava it called home as well as a variety of conventional weapons. Finally bringing down the great beast, the Mandalorian brothers took her scales and found that they could be compressed into thin flexible sheets that were exponentially resistant to outside attacks and uniquely heat resistant. While the Worm's scales and the hide lost their mythical lava protection once removed from the corpse of the Fireworm, the scales still provided similiar protection to most duraplasts, and the covering of the heavy but flexible hide provided intense fire resistances (Represented in Function 4).

With careful crafting these scales could be compressed into a unique Getaceran signature set of beskar’gam. Heavy and protective, this armor has become a signature of House Getacerar along with the hunt of the myth beast from which it is derived.

LEGALITY
Legal anywhere Mandalorian armor and its attachments are legal. Will attract attention from many groups, since the only way to acquire the scales is through the death of a Fireworm

INTENT
To create a heavy armor for Wer that both celebrates his victory over the Fireworm of Sullust as well as to create armor to suit his style of being less dodge oriented.

RESTRICTIONS
Uniquely Mandalorian, anyone outside the culture found possessing such armor will be forced to suffer greatly. This armor is rare outside members of Clan Getacerar. Users must have completed a hunting of a Fireworm, also known as Lava Dragons on Eol Sha.
 
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The Starweird Gods

Tales of the mysterious and deadly starweirds are very well known among force user religions and non-religious spacers alike. Powerful, gaunt corpse-like beings who travel through space and hyperspace as if they were simple walks in the park make for fascinating legends and for the most part, that's what they remained. Creatures whose command over the force was legendary and frightening to behold, but usually a stretch of the imagination.

However, recent events have shown thebstar weirds are not as extict as previously believed. Numerous ships have turned up with dead pilots and crew, and the holofeed records show that starweirds attacking in earnest. And now, the star weird have begun to leave marks on their prey.

Once the starweirds were spotted again, new legends of the starweirds were discovered. Ancient jedi readings, forgotten sith holocrons, newly discovered writings once lost in cyclopeon tombs, despondent folk tales, and lost tales of antiquity spoke of beings the starweirds followed: the starweird gods. Beings of power that dwarfed even the mightiest of the galaxy and as ancient as the force itself.

While many of these stories are exaggerated, the fact that the starweirds seem to revere them is unmistakable. The markings the recent starweirds have left on the ships correlate to one of these starweird gods. Cultural experts in the empire believe that this may be a sign of worship, with the victims of the ships being a form of sacrifice to a particular deity.

While the names for each 'god' are too numerous to count, approx 5 have been consistently identified. However, more might still exist. Unlike normal starweirds, each god is not restricted to the form all starweirds share, with the exception of the starweird queen.

If these starweird gods truly exist, no one has survived an encounter with them and lived.

THE COLLECTOR


'And so it came, and with it, insanity and horror followed like hounds on a chain. Clad in yellow torn robes and wearing a cage of iron, the screams from its body were only rivaled by that terrible dread emanating from its skeletal head.' -excerpt from jedi text

The Collector, also commonly referred to as the baleful king, is described as a being who delights in taking trophies from its victims. Stories report that when the collector finds a lost soul, he takes their essence and merges it with his own, and the consciousness of the being is forever trapped beneath his cloak. It's believed the collector embodies how when a starweird chooses a prey, it will not stop until it has the prey in its clutches. Ships marked with his symbol tend to have several severed heads lying about.

THE SPECTOR
'It carried a cloak of fire in the cold vacuum of space. The black flames that licked its body could not be held back by the lack of air, for the spector was the fuel. I blinked, and it was next to the ship. I blinked again, and it was inside. As it walked through our ships hulls, I saw its face. By the force, there was no face! There was no face!' -excerpt from a folk tale

The faceless thing known as the Spector starweird god is often referred to as the faceless one. Unlike other starweirds, the spector is a completely silent being, never screaming and quietly killing all it finds. It seems to embody the ability that all starweirds can walk through walls and other solid objects without effort, and the ability to mimic other people's faces by not having a face of its own. Ships marked with the symbol of the spector tend to show signs of being lit on fire inside. Sometimes, the fires are still burning when spacers discover these ships.

THE QUEEN (DECEASED)
'Her form, wickedly gruesome in its whole, was like that of a restless dream: ever shifting and never at rest. Her crown shined brightly, and her eyes brighter still. Her scream reverberated across the galaxy, and the starweirds flocked to her call. With reverence, her subjects bowed and worshiped her like the queen she was.' -excerpt from spacer tale

The queen is the only confirmed starweird god, and thankfully proof that these things can hopefully be destroyed. While she did meet her end at the hands of the Jedi in the days of the Great Galactic War, it took the combined might of the Jedi council to defeat her and her entourage of subjects, and no one escaped the battle uninjured in body nor mind. People theorize she either represents how the starweirds might either reproduce or how the starweirds have a hierarchy unknown to others. Ships marked with her symbol tend to have one lone survivor, eyes gouged out and babbling incoherently, never to be sane again in its short life.

THE BEAST

'

THE STORM

'There it was. Glowing eyes in a storm of lighting and death. There were no legs, just clouds of power. It's numerous arms were both of our universe and of the ethereal one. And worst of all, our ships could do nothing as it approached, as all power abandoned us in favor of the monster' -excerpt from sith holocron
 

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AT-WC (All-Terrain Walker Cybernetic)


AFFILIATION
Open use

MANUFACTURER
Khlans Cybernetics

TYPE
Cybernetic Enhancement
POWER SUPPLY
Rechargable battery: these legs can last 8 hours before recharging for an hour under normal circumstances.

SENSORS
Negative

SIZE
Varies with user. Can range in height between 1 meter to 3 meters.

COMPOSITION
Durasteel

DESCRIPTION
Invented by a mad gank obsessed with enhancing his body further and further despite the risks, these leg replacements/enhancements give the user a new lower half. While the standard model is with four legs, several models can come in 5, 6 (3 on each side or a divided evenly in a circular layout) or 8 legged form, , ranging granting more stability but becoming much more noticeable and unnerving.

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Benefits: In addition to normal leg functions, the PWC can enter a combat mode, allowing the legs to either increase speed speed to approx 40 mph, or to allow the legs to walk on walls and ceilings at a normal speed. If the user has attached any weapons to the cybernetics, they can use them instead of the other benefits. The legs can utilize up to two weapon attachments.

Downsides: in addition to the risk of Cyber Psychosis, due to power constraints, at most combat mode can only last 1 hour per thread, or at least have an hour to recharge afterwards.

In addition, force users with these cybernetics find themselves cut off from using force abilities that focus on the lower limbs (force Jump, speed, etc).



LEGALITY
While legal on all worlds, extreamly frowned upon by the public and is often subject to extream scrutiny from local governments.

INTENT
To create a cybernetic that my character will soon apply to himself as well as to potentially begin selling once he starts up his own cybernetic company. Also want to bring in a spider cybernetic gimmick into the star wars universe, as I feel cybernetics have not been fully explored enough.

 
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AA-CW30 AKA (Artificial Arm-Concealed Weapon)

AFFILIATION
Fair use

MANUFACTURER
Khlan's Cybernetics

TYPE
Cybernetic
POWER SUPPLY
Rechargeable Power Cell: 8 hours
Additional Power sources inserted as needed for weapons
SENSORS
Negative

SIZE
Varies Depends on User

COMPOSITION
Durasteel

DESCRIPTION
While arm cybernetics are a dime a dozen, Khlan realized that more could be done with them. After training with a lightsaber, Khlan began to experiment with his own homemade arm, believing that there was a way to conceal a weapon inside the arm that wasn't limited to a blaster. The result was the AA-CW30, an arm that has all the parts of a weapon hid inside it but evenly distributed through the arm, perfect for smuggling past security checkpoints.

Benefits: Able to have a single weapon built into an arm or similiar limb, undetectable to most sensors, as well as a spot to easily remove and insert new power packs/ammo clips for weapons that require them. The weapon must be small enough to be one handed for the user. Options include pistols (blaster, sonic, hold out, etc), vibroknives, one handed lightsabers, and electro whips. Heavy weapons like rifles, grenade launchers, missiles, etc are inapplicable.

Downsides: Weapons are built into the arm and cannot be removed/dropped/thrown without completely reinstalling the arm. Disabling the weapon usually results in the entire arm becoming disabled. In addition, force users find abilities that channel the force through their limbs weakened compared to one without the cybernetics.

LEGALITY
Illegal on imperial and other civilized worlds due to ability to hide a weapon, but often unnoticed unless studied closely.

INTENT
To show Khlan's growth with cybernetics as well as to provide a product his company sells.
 

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Celestial Javelin

AFFILIATION
Open Market

MANUFACTURER
Shapers of Kro Var/SoroSuub

SIZE
Head: .25-.76 meters
Chain: 3-5 Meters length

WEIGHT
Variable, between 3 oz to 10 oz (.09 kg - .28 kg)

COMPOSITION
Chain: Phrik Coated Durasteel alloy or Electrified Cord
Head: Phrik Coated Durasteel alloy
WEAPON TYPE
Melee

DAMAGE TYPE
Melee
Stun (Optional)

AMMUNITION CAPACITY
Stun: 10 charges per pack

FIRE SELECTOR
Manual

MAX RANGE
Contact: 3-5 Meters


DESCRIPTION

While ideas of the weapon were developed across the galaxy by many groups independent of each other, the Shapers of Kro Var created a version that allowed them to use the their chosen force elements in conjunction with the weapon. The weighted head of the Javelin is filled with water, heavy rocks, sand, long lasting flammable material like coal seams, or cloying perfumes and blinding or deadly gasses such as Cyanogen. In battle, Shapers with these weapons would manipulate the element to their advantage.

Shapers with Cryokinesis and Hydrokinesis might suddenly shape the water in the javelin and freeze it to make spikes that melt away after a strike, or begin to freeze the target where struck. Those with Terrakinesis could suddenly solidify the sand in the javelin creating powerful thundering blows, or slam the solid rocks inside on the floor to create tremors in the ground. Those with pyrokinesis would light their javelin before use, and have the javelin create miniature explosions of fire on a strike, or begin to create long streaks of fire in the air around themselves. Shapers with Aerokinesis could use the thick perfumes and gasses to create choking clouds around themselves or their opponent, or simply create whirlwinds and gusts with an empty weapon

The complications of using the weapon and force abilities made the weapon difficult to use, and took years and years of training. Some Shapers would devote their entire life to just using the weapon, and using Force abilities would fall to the wayside unless it was in conjuction with the weapon. Use of the weapon takes years of practice to truly become an expert, and to become a master is equivalent to becoming a Jedi Weapon Master. As a result, each Javelin head is a unique creation of the weilder, in the same way a lightsaber is for a Jedi or a Sith.

SoroSuub took inspiration from the Shapers of Kro Var and created a technological version of weapon. By adding a power cell and a small electro shock prod to the weighted head, the weapon could impose a numbness to the target with each strike. While the weapon was still considered exotic across the galaxy, this weapon began to see more use. SoroSuub also implemented a Phrik coated Durasteel Alloy to the chain and head to aid the durability, something the Shapers would in turn use for their own weapons when fighting lightsaber users. Though the chain might get tangled and cut by a lightsaber, the weighted head could still deliver a lethal blow. Later, a lightweight electrified cord was added to reduce the weight of the chain by both SoroSuub and the Shapers.

LEGALITY
Legal, though frowned upon on civilized worlds

INTENT
To create a star wars version of a real life martial arts weapon, as well as add to the lore of the Shapers of Kro Var. Also believe this is a weapon I might use with a future character. Also a fun idea of a weapon that works well with Force powers such as Pyrokinesis and Cryrokinesis
 
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Derium Vark

AGE

► 22
FlagWiki2.webp

SPECIES
► Human
HEIGHT
► 5'9"
WEIGHT
► 125 lbs
EYE COLOR
► Brown
HAIR COLOR
► Bald
HOMEWORLD
► Kro Var
GENDER
► Male
FACTION
► Independent
RANK
► 1
FORCE SENSITIVITY
► Positive

"For those with the fortitude to pay the price, there is power in blood and pain"
BIOGRAPHY
Born on Kro Var, Derium was quickly viewed as a lesser individual by the shapers of Kro Var. While he had potential in the Force, compared to others born around him, he simply was not as enpowered with the Force. As a result, he was taken into training by several shapers, but his training was done half-heartidly. The one benefit Derium had was his natural skill with the Celestial Javelin. Even as he suffered failure after failure with the weapon early on, accidentally dealing devastating blows to himself and his peers, his pursuit of perfection with the weapon showed potential in something beyond just the force.

Unknown to the others, Derium was not just practicing under the tutalage of the Shapers. He had been receiving visions from a rogue nightsister, who believed that Derium had connected with the spirits of Dathomir many back home had not, and would make a suitable mate. Indeed, his practice with the Celestial Javelin was a farce for inflicting pain upon himself. For Derium, pain was a gateway to to power. Every lash he struck upon himself, the call of the spirits became clearer. Every burn inflicted upon him, every blight he suffered, every cut and bruise was simply another step towards a perfect harmony with the spirits that gave him his power. And every battle he partook in, a chance to perfect his skill with the Javelin.

Without word or warning, Derium left Kro Var. His reasoning was that he could only accomplish so much on this world, and while he could potentially learn the other elements besides fire, perfection awaited him somewhere else. He made a momentary stop on Dathomir, long enough to sire a few children with the witch who helped him connect with the spirits, but eventually he left her as well. Perfection was amongst the stars, not on Dathomir.

Now, Derium travels the galaxy mostly alone, seeking perfection in his fighting and in his connection with the spirits (The Force). Every step was a step closer to that elusive apotheosis of becoming the perfect thing.


Personality

There is pain in my perfection! You lot know nothing of Devotion!

Focused and driven to a fault, Derium is an intense fellow. He seeks perfection in himself and his connection to the Force. He is often demeaning or pandering towards those around him, believing others unable to pursue the path of perfection like himself, and he doesn't seem to mind what his actions do to those around him.


Skills

  • Basic Medical Knowledge
  • Celestial Javelin training
  • Pyrokinesis (Basic)
  • Force Sense


Equipment
+Celestial Javelin filled with tar and coal - 4.5 meter length
+Datapad with teachings by Shapers of Kro Var
+Tattered Robes and Pants
+Mask made of animal skin and dried clay (See Below)
+Satchel with primitive medical herbs
+Iron Bracelet
+Knotted Cord/belt
+4/S 'Vagrant' Starhopper
Relations


  1. To be filled later


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Thread Prefix —Artifact, Force Power
Category — Site Lore
Name: Alhazred's Skull

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Description — Contrary to its name, the object is not the skull of the still living jedi Alhazred. This humanoid skull is actually the remains of a Nightmare Demon, one of many who where plaguing Ektra City, tormenting the populace to visions of demons and dragons and causing people to die by their own hands or by heart attacks. After eliminating the demons with the help of a mysterious Mandalorian, Alhazred brought one of the bodies back to a relative and member of the Church of the Dead God on the world. Through the church's teachings ,Alhazred's assistance and knowledge on the Force, and several days of work, the two created this artifact to aid Alhazred's journey in finding similarities between the Church of the Dead God and The Jedi.

The Skull itself has no jawbone, and preserved in special oils and pastes. Small enough to be held in one hand by the average human, the skull is decorated with a silver necklace that has a small, dull kyber stone, as well as a pendant with the mark of the Dead God. Pearls from Vaal are wrapped around a small, thick candle that produces neither heat nor light sufficient for normal use. Despite how long the candle burns, it shows no loss of wax.

When in use, the crystal and the flame of the skull shines intensely. In Alhazred's hands, the color of the light and crystal has been a dark and sickly green, but he believes it reacts according to its user. (A sith might have a more crimson hue, or another Jedi may have a pale and ghastly blue tint.)

While new, the artifact already holds a dear place among several Nu-Vaal. It is seen as a sacred object of the Dead God, and some Nu-Vaal believe Alhazred should leave the Jedi and take the Skull to Vaal.

Function — When held in hand and used by a practitioner of sign casting, the artifact creates illusions alongside the use of the force. These illusions always are tied whatever power the sign caster is using, and add to the power's appearance. They do nothing to enhance the power in strength. Typically these illusions are Lovecraftian in nature, drawing imagery from the Church of the Dead God.

Examples include, but not limited to,
  • Someone using Force stasis or forms of Telekinesis having illusionary tendrils emerging from dark mist and wrapping around the target.
  • Someone using Pyrokinesis seeing their flames take on unnatural colors, such as purple, black, and those beyond human description , as well as shapes forming in the flames themselves
  • A Jedi using Force Light having numerous leering eyeballs form and open up as the source of the light.
  • A Sith using Dark Aura having the audible addition of screaming and gibbering monsters from the void around the user.
Despite the appearances of the illusions from the artifact being frightening in appearance, they are inherently neither light nor dark. These are illusions only, and have no effect other than re-flavoring force powers, whether its by giving them new appearances or altering how they look.


Wherabouts: Currently in possession of Abda-Vaal Alhazred. Alhazred believes he may be able to make another, though the process would require another nightmare demon.

Intent — To create an artifact that gives a Lovecraftian feel to any Force user who has it, as well as to make an artifact made by a modern Jedi, as well as show Alhazred's growth in the Force.

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Astrographical Information

RegionUnknown Regions
SystemVaal System
Sun
Moons0
Grid SquareG6
Rotation Period28 Standard Hours
Orbital Period560 standard Years

Physical Information

ClassOceanic Continental
AtmosphereType-1 Breathable
ClimateTypical Weather
  • Dusk-like Days and Nights (See Below)
  • Thunder Storms
  • Snow Storms Near Mountains
Terrain
  • Shallow Reefs/Oceans
  • Snow Covered Mountains
  • Tropical Island Chains
Points of Interest
  • The Mountain (Remains of the Dead God)
  • The Abyssal Trench
Flora
  • Various Seaweeds
  • Grasses/Flowers
Fauna
  • Various Mollusks
  • Various Coral
  • Various Cephlopods
  • Various Small fish

Societal Information

Native Species
Immigrated Species
  • None
Primary Language(s)
  • Aklo
  • Basic
GovernmentTheocracy
Population>1 Billion
DemonymVaal
Major Settlements
  • Olkathagoa (Captial)
Major Imports
  • Starship parts
  • Research Specimens
Major Exports
  • None
AffiliationN/A

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"I've heard it described as a paradise. Shallow waters, temperate islands, and a sacred mountain that came from the heavens itself. The purple and blue hues of the skies shudder and blink as ionic storms overhead give permanent light glows, and the shadow of the Great Mountain can be seen anywhere." -Alhazred, describing Vaal

Climate
Vaal itself is located in a nebula nearby the massive black hole star of Anzagog. As a result of the star's distant light being refracted and reflected numerous times over and over, Vaal never has a day/night period, but a permanent glow of dusk: light enough to see, but dark enough that the stars are always visible in the thinner patches of nebula gasses. This gives the entire planet a 'mystical feel', one that is enhanced the closer one gets to the Great Mountain. Flashes of light occur in the sky as the space storms in the Nebula rage eternally on.
The Planet does not experience typical seasons. The average temperature is typically between 70 - 75 Fahrenheit (21.1 -23.9 Celsius)

Topography
Vaal is 90% covered in water, with most the 'oceans' being quite shallow, with the maximum depth being 120 meters, with exception to the Abyssal Trench, a 15,000 deep trench filled with tunnels that stretch across the planet.

On the opposite side of the world from the Abyssal Trench, the 15 island chains sport approximately 79 islands in total. Each island chain is relatively close enough to each other that a well trained Nu-Vaal could sail or even swim to the next island chain. Most of these islands seemed to have formed from volcanic origins, with exception to those nearest the Great Mountain.

The Great Mountain, an island unto itself, is the highest point of the planet. Literally the corpse of an ancient Summa-verminoth, albeit a unnaturally large one even for most Summa-verminoth, the Great Mountain is said to be visible from almost any point on the planet.

Inhabitants

The only sentient beings that live on Vaal are the Nu-Vaal, beings who have a deep spiritual connection to their planet and, more importantly to the Corpse of the Dead God. These beings discovered early on their genetic relation with the Summa-Verimoth that crashed onto the planet.

The Nu-Vaal have a deeply Xenophobic view on the outside galaxy, and are viewed as enigmatic at best. They see themselves as spiritually attune with how the galaxy will one eventually end, and see that most other species are expediating the process. Thankfully, the species lack the technological advancement to commit widespread colonization, and most Nu-Vaal either never leave the planet, or leave with the sacred vow of never revealing their home system to outsiders.

Resources
Overall, Vaal is a resource poor planet. The biggest conglomeration of minerals needed for advance materials such as durasteel are located within fallen meteors and the Abyssal Trench. While all Nu-Vaal are able to swim, deep dives into the trench are treacherous and done seldomly. Only through the use of recent fallen starships have the Nu-Vaal begun to harvest resources from the Trench in earnest.

It is said that a Nu-Vaal will never grow hungry or bored on Vaal. The plant's rich plant and aquatic wildlife provide enough for everyone to eat, and provide the basics to build primitive housing and cultural goods. In addition, none of the aquatic wildlife seem to be natural predators of the Nu-Vaal.

Government
Ruled by the Church of the Dead God, the theocratic oligarchy is undisputed master of Vaal. The number of ruling cardinals oversee the entire church vary, with the most being 15 (1 for each island chain) and the least being 4. Other members like Deacons, Heralds and Evangelists enacting their orders. Currently there are 11 Cardinals with their 11 chosen Deacon guards, 200 heralds and 300 Evangalists.

All members of the church are Force Sensitives. In order to advance the ranks of the church, one must continually enter the Great Mountain and return with a new vision from their Dead God. This task is both dangerous, with most entrants not returning, and life changing, with those who do return changed so much they barely look related to the Nu-Vaal.

Each island has its own elected representative who speaks directly with the cardinal in charge of the island chains, or one of their designated speakers. If no cardinal is ruling over an island chain, it is up to the representatives to speak with a cardinal from a nearby chain. With exception to rules enforced by evangelists and heralds, each island is left to their own devices, allowing the people of the islands to experiment in their own ways in connecting with the Dead God.


Technology

The Nu-Vaal only recently discovered hyperspace thanks to explorers crash landing onto the planet seeking shelter from the nebulaic storms. Partially due to their lack of advanced resources, partially because of their religious devotions, and partially because their own planet was already a near paradise, the Nu-Vaal never saw any reason to pursue technological advancement, with one exception.

Their knowledge in genetics is advanced compared to many species however, possibly starting to rival the Kaminoans during the Clone Wars. Instead of cloning and breeding, the Nu-Vaal prefer to mutate and experiment with whatever samples that come into their star system, carrying little for ethics.

With the discovery of hyperspace, there is a fervor in trying to develop better ships to survive the chaotic nebulous storms that surround Vaal and to try to harvest nearby asteroid fields for future use. Most of the advanced technology on world can be found within the church's sacred halls, or on the newly crafted sailing vessels that hope to dive the Abyssal Tren ch deeper than before.


Culture
Unsurprising, most of the culture on Vaal revolves around the Church of the Dead God.

While each island has their own traditions, Every 500 days all Vaal commit a week-long festival of the Dead God known as Vivu Mortu, expressing gratitude that it fell and died on their planet to give them life. This celebration includes feasting, partying, and trade with each of the individual island chains. It is also the only time when Nu-Vaal will make pilgrimages to the Great Mountain to pay tribute to the Church and to offer younglings to the Church. Elder members might also volunteer their bodies to the church for experimentation, one of the greatest honors a non-force Nu-Vaal can gain. Many of these volunteers become the living 'altars', the serving flying 'cherubs' the Cardinals employ, or test pilots for new ship designs.


Places of Importance

The Great Mountain:​

"The Great Ziggurat: maligned monument and consecrated cathedral; Temple of Failure, Regret, and Redemption; birthplace of life from the unmaker, and burial ground for the intruder. Its shadow is viewable from every corner of Vaal, and its tip pierces the very veil of reality" - Alhazred, describing Vaal

As the most sacred spot on all of Vaal, the Church of Dead God have numerous buildings surrounding the Great Mountain. Its actual name is impossible to pronounce in verbal tongues, and the current name is a rough translation. The Mountain is practically an island in itself. It is also the only place on Vaal that experiences snowfall on and around it. As a result, no one actually lives on the mountain, though small places of warmth house small villages for the religious leaders exist on the coast line.

The Mountain itself is a powerful Force Nexus. The interior is riddled with passageways and caverns beneath the fossilized and frozen bones of the dead Summa-Verimoth that shift when no one is around, making mapping impossible. There is one narrow trail that leads up to the top of the mountain, which rises above the cloudline. The trail itself is dangerous and unsteady, and often plagued with dangerous illusions. At the top of the Mountain, there is a stone altar. Legends say sacrificing something of importance there will grant powerful visions of the Dead God's death. Making a sacrifice here is a requirement to become a Cardinal, and lower positions in the church require journeys into the Mountain's interior.

Olkathagoa:​

As the nearest island to the Great Mountain, Olkathagoa housed the the first recorded village that stretched across the entire island and became the seat of the Church of the Dead God. In addition to housing the Cardinals and other high ranking church leaders, most researchers make their homes here to get continual approval from the church. Almost all Nu-Vaal from other islands make numerous pilgrimages here so they can travel as a group to witness the Mountain up close, recover 'sacred' water to nurse their young, and bring tribute to the Church.

The Island Lost to Heresy​

At one point in Vaal's histroy, a small sect of the church separated and declared themselves 'The Redeemed'. This sect was entirely focused on the idea that the church had taken too dark a turn and were abusing their powers over the people and, more importantly, over those who crashed into the planet. While they still believed that the world should remain cut off from the rest of the galaxy, they shouldn't be practicing live dissections on intruders.

The church took to 'the Redeemed' badly, and enacted a full religious warfare on them. The fighting was fierce, and it only ended when the Church developed a ritual that resulted in an entire island being wiped out of all life. While life has been slowly reintroduced to the island, the resulting darkside energies continue to mutate all who stay too long. As a result, the church declares the island a profane place, and only church leaders are allowed to set foot. However, this secrecy has lead other Nu-Vaal to rediscovering the cult of 'The Redeemed' meaning there are those on Vaal who aren't as xenophobic as their peers.,

The Abyssal Trench​

The Abyssal Trench is something of an enigma on Vaal. The direct opposite side of the Great Mountain, it is the only place on the world rich in minerals and resources needed for advanced materials. It is also an ecological deadzone. Many Nu-Vaal who enter the Trench feel like something is 'off'. The numerous tunnels that branch off the trench are wide spreading and practically claustrophobic. Recently, several Nu-Vaal have been burying their dead in these tunnels, as a sign of emerging from the Summa-verminoth and ending separate from their dead god and in hopes that their bodies will produce new life.
History
  • ??? - Massive Summa-verminoth crashes into Vaal, kickstarting evolution of all life on Vaal
  • 11 ABY: Smuggler starship manages to get through the nebula storms and crash onto Vaal. Technology begins to surge forward.
  • 12 ABY: The Redeemed begin to gain support from a small island chain. One member becomes a Deacon.
  • 14 ABY: Several other starships crash into Nu-Vaal. The secret of hyperspace is discovered.
  • 16 ABY: First live people from Trandosha survive a crash onto Nu-Vaal. They are quickly killed due to their violence.
  • 17 ABY: First starships escape the Vaal system.
  • 18 ABY: First contact with Chiss. Encounter goes south. One one ship returns. Church of the Dead God declares the outside galaxy 'barbaric' and 'speeding towards the end of all life'. Live Dissections of trespassers intensify.
  • 21 ABY: The Redeemed declare themselves separate from the church, starting a 25 year war. All Space Travel grinds to a halt.
  • 40 ABY: The church enact a ritual that kills all life on the now Island Lost to Heresy, and eliminating The Redeemed. Their believers are scattered but not entirely forgotten
  • 41 ABY: Space Travel kicks up. Numerous Nu-Vaal begin to explore the wider galaxy, sworn to never reveal their home's location
  • 160 ABY: Present day.

Lastly, what is the intention of this planet?

Ipsum
[/justify]
 
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Shuffling-horror-optmized_1.webp
Behold, the Void made manifest! A merciless Angel of the Dead God! The End made clear!
Ang-Va-Zhuls
AKA:
  • SHAMBLING HORROR
  • VOIDLINGS
  • BETELGEUSE CHILDREN
  • PURRGIL LEACHES
DANGER LEVELEXTREME (AVOID UNLESS NECCESARY)
TEMPERMENTNON-SENTIENT: HOSTILE TO ALL
DIETMEAT, STARLIGHT
ORIGINUNKNOWN (OPEN SPACE)
AVERAGE HEIGHT1.5 TO 1.7 METERS
AVERAGE WEIGHT600 TO 800 KG
BREEDINGBINARY FISSION
KNOWN TRAITS
  • IMPRESSIVELY STRONG
  • REGENERATIVE PROPERTIES
  • ABLE TO SURVIVE IN VACUUM OF SPACE
  • POSSIBLE RESISTANCE TO MENTAL TRICKS VIA THE FORCE
  • SLOW
ERADICATION METHODS
  • BLASTERS ARE GOOD IN INFLICTING PAIN. ENOUGH MAY HOLD IT BACK
  • FIRE AND DISENTAGRATION ARE ONLY KNOWN WAY TO INFLICT DEATH AND ENSURE NO MORE SPAWN FROM BODIES.
  • RECOMMENDATION: SET SHIPS WITH ANG-VA-ZHULS ONBOARD TO SELF DESTRUCT
HUNTING TIPS
  • EASILY DISTRACTABLE BY OTHER PREY.
  • DO NOT ATTEMPT TO ERADICATE WITHOUT LIVE BAIT.
  • DO NOT BRING INDIVIDUALS INJURED BY ANG-VA-ZHULS BACK TO CIVILIZED SPACE.
    • INFECTED FLESH MUST BE DESTROYED


Prefix: Fanon
Sentience: Non-Sentient
Name: Ang-Va-Zhuls
AKA: Shambling Horrors, Voidlings, Children of Betelgeuse, Purrgil Leaches
Biology:
"The best way I can describe it is...well...its a bunch of mouths and stomachs. All it does is eat and hunt and eat and...look, just dont meet one if you can help it.

Breeding: Binary Fission. During devouring most of a prey made of meat, loose pieces of the Ang-Va-Zhuls fall into the remains and begin to grow into new Ang-Va-Zhul over the course of a few years. One human body can result in 3 identical new specimens. Remains with Ang-Va-Zhul pieces are ignored by the host.
Strengths: Survival in Vacuum, Regenerative properties, Slightly resistant to Force Effects such as Animal Bond and Mind Tricks (Think similar to Krykna Spiders)
Weaknesses: All Ang-Va-Zhuls are easily distracted by other living things. They lose focus of their initial prey if another prey is closer or easier to attack. Blasters are highly effective in the short run, and disintegration seem to be the only way to completely eradicate any potential of new Ang-Va-Zhuls.
Diet: Meat and Energy. While Ang-Va-Zhuls are able to sustain on energy much like Mynocks, they require meat in order to reproduce.
Behavior/Temperment: Hostile to all living things. Often compared with Star Weirds, though far more animalistic in their methods of hunting and fighting.
Communication:
Culture: N/A
History:
Planet:
Technology: N/A
Intent: To add more space creatures that are more humanish sized but still lethal. Also add to Nu-Vaal Religion
 

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Species Name
Pango
Designation
Sentient
Classification
Mammalian Humanoid
Average Height
  • Thaldek 7' or 213.36
  • Phata: 2'3" or 68.58 cm
Skin Color
Dark Brown
Diet
Insectivore
Distinctions
2 Sub-Breeds:
  • Thaldek - Sharp Keratin Scales, Thick Claws, Heavy Tail
  • Phata - Smooth Keratin Scales, Light Tail,
Breeding
Sexual; Litters of 1-3
Age
Mature at 5 when scales harden. Live to 50
Homeworld
Destroyed (Now Secundus, see History)
Language
Basic
wonder_1706586167655.jpg




Biology
Pangos all have two arms, two legs, and a semi-prehensile tail. All Pangos have large, protective keratin scales, similar in material to fingernails and toenails, covering a majority of their skin and their tails. Their skin and scales are usually brown, though some Pangos have white or orange colorations.

Most pangos are very flexible. When falling asleep, pangos roll into a defensive ball position, utilizing their scales to protect vulnerable areas from the elements. Their scales are incapable of protecting against blaster shots and vibroknives, but can provide protection against weapons like basic knives or the teeth and claws of predators. This trait was believed to protect them against the natural predators of their home world.

Pangos come in two sub-breeds: The heavier, bulkier Thaldek and the lighter, smaller Phata.

Thaldek: Also known as Giant Pangos, the Thaldek evolved from surviving on the giant insect mounds of their home planet. Their large size, averaging between 6 and 8 feet tall, and sharpened scales allowed them to burrow into the mounds to hunt the insects, and their large claws enable them to tear apart insect chitin for feeding. While they lost the ability to manipulate their prehensile tails for climbing, they still are able to use them to keep themselves upright against forces before them, or swing the sharpened scales as a makeshift weapon.

Phata: Evolved from Pangos that survived in the forests of their home planet, the 'Tree Pangos' are much smaller and lighter compared to their giant cousins. Tree Pangos tend to grow between two to two and ½ feet tall. Their tails are semi-prehensile, capable of performing tasks such as securing themselves onto objects like trees and helping them climb, but incapable of performing delicate movements such as using a weapon or activating devices that require hands or fingers.

Strengths: Natural armor and tails. See Subspecies.

Weaknesses: Giant Pangos are heavy and slow moving, literally unable to break into a sprint and must either waddle or roll down a hill. Tree Pangos are much weaker and, while faster than their large cousins, still struggle to keep up with humans. All Pangos' flesh is said to be delicious, making them a prime target for cannibalistic species. The name Pango has become synonomous with 'delicious' on some worlds.


EwobE5DUYAIV9m4.jpg_large.jpg
Behavior/Temperament: Many Pango’s share a lack of foresight. ‘Thinking things through’ is not a common practice, and as a result, Pangos often jump into situations blindly.

Giant Pangos are often seen as brutish and straightforward. Most Giants seem to understand their own inadequacies, leading to them being humble creatures. They are often taken advantage of by their smaller cousins. Despite their size, Giants are not inherently violent. When they get into trouble, they would rather roll up until the problem is solved instead of fighting.

Tree Pangos are often times more conniving and deceptive, leading to them being the de-facto rulers of the species, sometimes to the Giant's detriment. Often times, they are the mechanics and generals of their species, concocting wild schemes and daring plans that utilize their bigger cousins.

Typically in the Galaxy: Pangos found off their home are typically victim's of their own lack of foresight, whether its by being mercs for hire on suicidal missions, criminals trying to rob the wrong big business, or someone who owes favors to everyone in exchange for their Scale insignias. Thankfully, their natural evolution has guaranteed that wherever a Pango is, there is something foolish for it to attempt. Many people see Giant Pangos as foolish, albeit brave, creatures, and the Tree Pangos as clever annoyances. Those who are aware of the Killiks value their nuisance to the bugs.

Relationships: Due to their diet, most Pangos are viewed negatively by insectoid species such as Verpine and Colicoids. After a situation on Kubindi, involving a group of Tree Pangos stealing insect breeding secrets , all Pangos are hated by most Kubaz. Universally, all Pango’s see Killiks of every type as delicious.

Culture: Scale-Giving is the art of declaring forms of love or respect to each other. By removing several of the scales on their backs, a Pango will create a crude but identifiable insignia that act as a ‘favor token’. Whoever holds these insignias hold a high degree of favor from the original maker, even if it had been traded away. Having one of these guarantees that the original owner will most likely help in the future, though they may request the insignia in return. Scale-Giving is considered to be the one thing that has helped prevent the Pango's from completely cutting themselves off from everyone else.

A game developed by Pangolins that has begun to spread (Not necessarily for the better) is Pango-Striking. By rolling up into a ball, a Pango's friends and family will roll the mentioned Pango down a hill towards a series of targets, similiar to bowling. Unfortunately, this sport has spread and earned some attraction with other species, and several Pangos have been kidnapped or coerced for illegal 'Strikematches'.

wonder_1706414815346.jpg
History: Pangos evolved on a planet lost to history somewhere in the Unknown regions. According to the Pango's earliest recorded star charts, their home planet was remarkably close to Yoggoy, the adopted homeworld of the Killiks. Whether they evolved and attained sentience before the Killiks arrived or not is unclear.

What is clear is that the Pango’s developed Hyperdrive tech as a result of dooming their homeworld to industrial pollution, unable to sustain life. For a degree of time, they survived on their space ships, until they found a lost Ithorian Herdship, its original pilots long since dead. Unable to build anything this grandiose, the Pangos settled on the Herdship as their new home ‘planet’ and base of operations.

When they left their homeworld, they quickly came into contact with the Killiks. The Pango’s did prove to be one of the biggest nuisances of the Killik hives, despite their small sizes. Due to the fact that the species spread rapidly across space and their home ‘ship’ had never been found by the Killiks, the Pangos . Most often, the history of the Pangos is they would find a planet controlled by the Killiks, set up a colony, begin a decades long war with the Hive, and then leave when the Killiks became too powerful. Whenever a hive controlled planet is actually defeated, (a rare and time consuming feat), Pangos consider that world to be ‘claimed’ and harvest everything possible, until it too ends up like their original home planet. Ironically, planets that Pango’s land on do best when there is a Killik threat on the world.

After the defeat of the Killik hive on Rago, Pangos have begun to interact with the wider galaxy more actively, establishing a diplomatic colony while feeding on the leftover disconnected Killiks. Numerous Pangos have been following the Jedi, curious at these beings who took on a hive single handedly, while others have been trying (and failing) to establish relations with other neutral worlds in exchange for their resources. People who have spoken with Pango diplomats worry that their claims of 'bigger hives' may not be an exaggeration.

Planet: Right now, the Pango’s consider their home a moderately functioning Ithorian Herdship known as Secundus, located in Unknown Regions (Approx H8). They make colonies wherever food sources (insects) can be found. Most of their colonies are found on previously Killik controlled planets. The biggest colony is now Rago. The government on the Secundus is a democratic government.

Technology: Pangos have developed starship technology, and are capable of breeding massive swarms of insects for eating, but seem to be either unable to, or unwilling to, evolve their technology to keep their planets from becoming uninhabitable.


Intent: To create a species that is both a fighting force against the Killiks, as well as to create a pangolin species in Star Wars. Hoping to create a character if apporved.
 
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Chuunthor-FF95.webp

PRAXEUM ACADAMY-CLASS SHIP

AFFILIATION
Jedi Crusaders/Jedi Order

MANUFACTURER
Yag'Dhul Shipyards

CLASS
Star Destroyer

ROLE
Mobile Academy

COMPOSITION
Doonium and Transparisteel

DIMENSIONS
Length - 2,000 Meters
Width - 1,000 Meters
CREW
4,000

PASSENGER CAPACITY
10,000

CARGO CAPACITY
40,000 tons

HANGAR CAPACITY
48 fighters

CONSUMABLES
5-6 Years

SPEED/MANEUVERABILITY
Praxeum Academy-Class Ships have a top speed of 30 MGLT and has sluggish maneuvering characteristics.

ARMAMENT
  • Tractor Beam Projectors (8)

EQUIPMENT
  • Workshops
  • Medical Wing
  • Exercise and Sparring Rooms
  • Meditation Chambers
  • Botany Laboratories

DESCRIPTION
Based on a ship design from 400 BBY, The Praxeum Academy-Class Ship is a update on a 'Mobile Jedi Temple'. The schematics were rediscovered by Alhazred, who, with permission from the Jedi council, turned the plans over to several Givin Engineers to update and begin production, in exchange for them able to create and sell their own versions of the ship to companies.

The Praxeum Academy-Class Ship is not designed for combat. It has no weapons to speak of, save for tractor beams, and with decent but modest shielding. The ship's greatest defense is being mobile and partially self-sustaining, going into deep space and hiding in nebulas. However, the ship does come with a squadron of fighters to help protect it from wayward pirates. As quoted by Alhazred, "this ship is designed for survival and regrowth, not for glorious conquest."

The ship uses a relatively small crew, due to much of the ship being automated and run by droids as well as any students onboard between their lessons. The ship contains hundreds of exercise and lightsaber-sparring rooms and meditation chambers, all that can be converted into extra bedrooms for refugees, a medical wing for those wounded mentally or physically as well as to teach jedi the healing arts, extensive libraries, and several botany laboratories, capable of extending consumables of the ship by a year. In addition, the ship contains numerous workshops for Jedi to construct lightsabers, droids, and modify fighters in adjacent hangar bays.



CorellianColonizerShip-TJP.webp

LEGALITY
Restricted. While the ship has no weapons to speak of, it is classified as a capital ship under Galactic law. Civilian owners will require extensive licensing.

INTENT
To create a mobile base for the Jedi and the Jedi Crusaders,

RESTRICTIONS
Due to the size, complexity, and more importantly, cost of the ship, these cannot be owned by individual characters. Currently, only can be used by the Jedi and Jedi aligned planets/factions.


 
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Syr Bors

AGE
► 9
SPECIES
Pango
HEIGHT
► 7'3
WEIGHT
► 360 lbs
EYE COLOR
► Black
SCALE COLOR
► Brown
HOMEWORLD
► Secundus
GENDER
► XY
FACTION
► Jedi Crusaders
RANK
► Padawan
FORCE SENSITIVITY
► Positive
BIOGRAPHY
Born and raised on Secundus, Syr Bors was among the first colonists to land on Rago after the Jedi slew the Killik Queen. While Bors was very useful in helping clear and harvest the remaining disconnected Killik members, he and the rest of the colony were curious about those who had slew the Queen.

The leader of the colony once joked that some of the members should go apply with the Jedi to learn their bug killing secrets. Not realizing it was in fact a joke, Bors and several other Giant Pangos followed the Jedi and applied. Almost all of them were turned away. Bors however, was not.

Discovering his force sensitivity, Bors quickly began to follow and adore the ideals of the Jedi Crusaders. He even began to take on the vows of the Jedi of old, like vows of detachments and celibacy. He did not fully understand the difference between the Jedi Order and the Crusaders, but it did not seem to interfere with his own ideals. He did quickly realize there were no 'secret bug killing methods' amongst the Jedi, and yet he stayed. The Jedi awakened something inside Bors. A desire for adventure, and


Personality
Like most Giant Pangos, Bors is a simple, straight forward being, if a bit ignorant and naive. However, unlike his species, he is not the most gentle giant, and often times stands up for himself more than most Thaldeks, refusing to roll up during times of trouble. This has gotten him into trouble with a few Jedi, being stubborn for other people's ideas but not for his own. Thankfully, Bors has never shown an eagerness for violence, but his honesty, odd dialect, and naivety does worry some of the other Jedi.

Skills
.
+ Hand-To-Hand Combat
+ Saber Combat (Beginner)
+ Force Sense (Beginner)


Equipment

+ Yellow Lightclub
+
+

EwobE5DUYAIV9m4.jpg_large.jpg


    • Title ― Description ― • Thread Status
    • Title ― Description ― • Thread Status
 

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mark-brongersma-screenshot002.jpg

KRAYT 'HUNTING' ENERGY CROSSBOW

AFFILIATION
Open Market

MANUFACTURER
Salus Corporation

SIZE
1.01 meters

WEIGHT
8 Kg

COMPOSITION
durasteel/chromium
WEAPON TYPE
Blaster

DAMAGE TYPE
Heavy

AMMUNITION CAPACITY
10 Shots per power pack

FIRE SELECTOR
Semi Automatic

MAX RANGE
400 Meters


DESCRIPTION
Inspired by the Wookie bowcasters, this weapon was designed for Big Game Hunters in the outer Rim, and was marketed as a 'hunting' implement to bypass certain laws across the galaxy. While popular amongst hunters, the weapon has seen usage amongst bounty hunters and assassins, thanks to the weapons long range and excessive damage.

Due to the power restrictions of the weapon, each shot has a 'windup' period of 1 second. Combined with its heavy recoil, the weapon alone can be a liability outside of sniping targets. To combat this, Krayt Crossbows have a modular feature of attaching either a melee weapon or a light or medium pistol to underneath the front. Pistols are fired independently of the crossbow, and can be switched on with a press of a button on the crossbows stock.

The high power optical scope on the crossbow comes with thermal imaging, but is also modular and can be replaced. The crossbow's energized strings depower and the limbs fold inward for easy transport, but remain easily identifiable.

LEGALITY
Special licensing required on civilized worlds.

INTENT
To create an energy crossbow for the site.

 

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ihor-pasternak-ergo-sd.jpg

SPN-Series Protocol/Bodyguard Droid

AFFILIATION
Various

MANUFACTURER
Cybot Galactica

CLASS
Protocol/Security

LOCOMOTION
Legged: Biped
POWER SUPPLY
Rechargeable power cell, 72 hour duration

SENSORS
  • 1x Photoreceptors.
  • 2x Auditory receptors.
  • 1x Olfactory sensor
SIZE
1.8 Meters

COMPOSITION
Plasteel

TOOLS & EQUIPMENT

DESCRIPTION
The SPN-series was Cybot's Galactica's CEO's attempt to improve on their popular CPO-series protocol droid. While some in the company thought it was foolish to 'improve upon perfection', the company ran ahead with the CEO's idea. The SPN featured many similarities to the CP0, including translation capabilities and memory storage. In addition, the droid came preprogrammed with several combative programs to protect their wards as well as basic management programming. This combination of programming resulted in a droid that could be fairly independent. Cybot Galactica advertised:

THE IPN-SERIES IS NOT JUST A DIPLOMATIC AIDE, ITS THE DIPLOMATIC AIDE.
OUR PROGRAMMING IS CAPABLE OF DIPLOMATIC AFFAIRS WHEN SCHEDULED SPEAKERS ARE UNABLE TO ARRIVE.
SIMPLY INSERT YOUR GUIDELINES, AND THE IPN WILL SPEAK FOR YOU!
TRANSLATOR, BODYGUARD, ORATOR, AND SECRETARY; THE IPN DOES IT ALL!

The SPN comes in a variety of colors to choose from, though the most common is black (pictured above). With each model, Cybot Galactica warns that monthly mind-wipes are necessary, as some of the quirks the SPN suffers can come across as judgmental, combinative or even paranoid.

Unfortunately, the combination of higher cost of purchase, increased levels of maintenance compared to the CP0-series, and the special licensing for ownership resulted in the SPN-series not seeing widespread success. While numerous models were purchased by several smaller independent governments, potential contracts with Imperials and large governments ultimately fell through. There has been an uptick in copy-cat models based out of M4-78, leading some to wonder if these models under Blackwell are truly subservient or not.

LEGALITY
Special licensing is required on most worlds.

INTENT
To create a new protocol droid that could function as a legislative representative as well as a fun idea for any droid character.

RESTRICTIONS
None. PC characters based on this model are possible, but can be subject to increased scrutiny by members of staff

 

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VALET
(V-SPN-12)

AGE

► 1 year since Last Memory Wipe
SPECIES
► DROID (SPN-Series Protocol/Bodyguard Droid)
HEIGHT
► 1.8 M
WEIGHT
► 210 LBS
EYE COLOR
► RED
CHASSIS COLOR
► BLACK
HOMEWORLD
► MECHIS III
GENDER
► XY
FACTION
► INDEPENDENT
RANK
► 1
FORCE SENSITIVITY
► NEGATIVE
BIOGRAPHY
Valet was purchased for the sole maintenance of Count Ruugl, the elderly owner of the Mechis III droid factories. Count Ruugl, a elderly man who sufferred an extreme case of Nerve-Rot, a genetic disease where the victims body attacked its own nervous system. Treatment required round the clock care, and the lateness of the treatment resulted in the count becoming parapeligic. Valet was connected directly into a cybernetic implant for Ruugl to speak to and through, and would always be with Ruugl's nursedroid, a 2-1B Surgical Droid named B-9. For a while, this arrangement worked wonders. Count Ruugl was able to maintain a public appearance, with Valet speaking for him and kept alive by the nurse-droid.

Then Ruugl died.

The two droids panicked at the prospect of their ward dying on their watch, and at such a time Mechis III was having a monotary loss. The death of the owner would surely send it into an unrecoverable loss. In a move of 'glitched benevolence', Valet and B-9 eliminated any potential witnesses, and implanted several cybernetic devices into Ruugl's body and wheelchair to maintain appearances of life. B-9 could still make the count look alive by cycling the lungs to 'breathe', moving the eyes remotely towards points of interest, and activating the hands to perform weak handshakes (as well as cleaning the body of any potential rot) and Valet could continue to be the Count's 'voice' and brain.

The two are convinced they are continuing to enact Count Ruugl's will. They are dedicated to improving Mechis III's profits until they can find an opportune time for the Count to truly 'die'. When that will be however is unclear, as they have no set parameters. It is unclear if any of the droid workers on Mechis III are aware of what is going on.


Personality
Valet is, for lack of a better term, stoic and stiff. Despite trying to pretend to speak for the dead Count Ruugl, Valet shows little emotion, like most droids. However, his personality glitches have begun to manifest in appearing standoffish and condescending, though most people believe this is just the Count's personality.

Skills
As per his programming, Valet is an expert in the following areas
Expert - Diplomacy
Expert - Business and Business Law
Basic Flight Programming - Not certified in combat flying by any means
Basic Medical knowledge - enough to cover up any irregularities the Count may have
Decent Combat Programming - Trained only with his cane and built-in hand blaster


Equipment

Often seen with Count Ruugl, witch always includes

 
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