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samdragon

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NAME: Mephetch Tsississ
FACTION: Galactic Alliance
RANK: Rebel (Privateer)
SPECIES: Trandoshan
AGE: 30
GENDER: Male
HEIGHT: 2m (6'19'')
WEIGHT: 150 kgs (330.7 lbs)
FORCE SENSITIVE: no

APPEARANCE:
tumblr_p27ernbWEh1qmwlv2o1_400.jpg

Mephetch stands very tall, towering over most of average people at 2 metres and looking down at them from the top of his ridged muzzle, completely covered in slick dark green scales along with the rest of his well-built body. Small horns protrude from his head, and a line of ridges goes along his spine starting from the top of his head. His eyes are yellow with a horizontal pupil, typical of the species. His hands have three fingers and an opposable thumb, all tipped with a sharp claw. He doesn't wear shoes at any time, showing off three-toed clawed feet.

ATTRIBUTES:
If it wasn't already obvious, this Trandoshan is well-trained in combat in general, making him a fierce warrior and a pretty dangerous foe against most opponents, but he's also a bit overconfident at times, which could make him get in rather dangerous situations. He may not look very intelligent, but in fact he's cunning and calculative, even if often he just jumps into the fight without a real plan. His stamina is quite high again due to his training, but his thick fingers give him some difficulties with more precision jobs, even if he still can manage some precision.

PERSONALITY:
Gruff, rude, vulgar, loud, not-so-discreet are some adjectives that a person who doesn't know him would describe him with. But he can also be kind and friendly, and he's quite talkative too.

BIOGRAPHY:
Born on Trandosha, his childhood and first years as a young adult were pretty much like any other Trandoshan's upbringing: he got trained in hunting, fighting and other skills that would help him, and when he turned adult at 15 years he did the traditional hunt the rite of passage consisted of, and got sent on Tatooine to hunt nothing else than a Krayt dragon. He beat the beast with relative ease, even if he lost an arm in the process (which will regrow completely during a few months, as Trandoshans are able to slowly regrow lost limbs), and he returned home with the beast's skull and pelt as trophy. As he says himself, the Scorekeeper, who's the Trandoshan main deity, blessed him.
For the following ten years, he spent time on Trandosha as an arms dealer and builder, in the sense that he took normal weapons like blasters and such and upgraded or modified them into unique weapons for bounty hunters, high-rank soldiers, crime lords and such. Even if this life was quite profitable, he had the feeling that he was... incomplete. Like if this job wasn't satisfying enough for himself, and the oppostunity came when an offworlder that definitely wasn't the usual crime lord or such showed up in his shop, offering him the opportunity to help an uprising rebel faction by working for them as a privateer. The Trandoshan accepted the job immediately, and the fun started from there.
For five years he worked with various crews on his little Nexus class light freighter named the Dosha's Vengeance, making numerous minor assaults on low-traffic trade and supply routes, and regularly handed to the Galactic Alliance part of the loot as per contract... until he got betrayed by his second in command and got captured by Old Empire forces. It's been a few months since he got thrown into a prison established somewhere around Geonosis, but its exact location isn't still clear...

SKILLS:
His main specialities are melee and ranged combat, along with weapon customization and building. Along with that, he also has some experience with splicing, which can be pretty useful for a privateer, at times. He's also a quite skilled pilot, at times even able to outmatch pilots of his same rank that come from the Navy.

GEAR:

ROLE-PLAYS:
N/A

RELATIONSHIPS:
N/A

SHIP:
A Nexus class light freighter named the Dosha's Vengeance

DROIDS:
A MR4-series protocol droid for when he needs a translator, and also for some company.

PETS:
N/A

KILLS:
N/A

COMBAT:
N/A
 
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The Good Doctor

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Heya. The Character Profile section is for completed profiles ready for review. Moved to the workshop section as this is a WIP. Feel free to repost in the CP section when you are finished. :)
 

samdragon

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[Insert Force power name here]

APPEARANCE

APPLICATIONS & LIMITATIONS

LEVEL REQUIREMENT

INTENT

 

samdragon

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Element Bending
24-banner-1367524022.png

Element bending is a Dark side skill that allows the user to control one or more elements of nature, namely water, air, fire and earth, and also some of their forms like ice, lava, metal and similar. The capabilities of these who practice it can be almost limitless: who bends air for example can make themselves faster in the movements, or create literal tornadoes; earth benders can go from controlling stones to cause earthquakes or landslides; firebenders can control the size and heat of a fire along with its direction and can even haul fireballs at their opponents, while waterbenders can literally drown a person with a bucket of water, or trap them in an ice block. These are all just a few examples of what an element bender is capable of.

APPEARANCE
Effectively no flashy light effects or similar things happen while an element bender does its job, but for example the earth shakes when they bend the earth, or there are strong gusts of wind while airbending.

APPLICATIONS & LIMITATIONS
Defining these techniques unorthodox can be appropriate, but can be very effective in outdoor situations. Indoors they would be pretty much limited, even if the most powerful benders can control objects that inside have the basic elements, like metals. As with all Force abilities, bending needs focus and effort to be performed, the amount of element controlled and the size of whatever someone's doing increasing that need.

LEVEL REQUIREMENT


INTENT
To create something that could be a sort of precursor of the order of the Shapers of Kro Var, or anyway have element benders. I know, pyrokinesis is already a thing, but this is an another kind of element control.
 

samdragon

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NAME: What is your character's name? Remember, be original and don't use canon names unless they are. Feel free to link IC sub-account when it's made
Mandalorian names such as Ordo, etc. Include any aliases or nicknames.
FACTION: What faction does your character belong to?
RANK: What rank does your character hold in his/her faction?
SPECIES: What species is your character?
AGE: How old is your character?
GENDER: Is your character a male, female, trans-gendered, etc.?
HEIGHT: How tall is your character?
WEIGHT: How much does your character weigh?
FORCE SENSITIVE: Is your character Force Sensitive? If so, trained or untrained? THIS PART IS MANDATORY TO LIST AND ANSWER.

APPEARANCE:
Describe the appearance of the character, such as eyes, hair, skin complexion, and distinguishing marks, such as scars, birth marks, etc. Also be sure to list a height and weight.

ATTRIBUTES:
In one or two paragraphs (six sentences each), describe in moderate detail the strengths and weaknesses of the character. This can include, but not limited to personality flaws, intellect, strength, constitution/health, dexterity, stamina, etc. Keep attributes reasonable and balanced. Low attention span does not counter super strength and super mobility.

PERSONALITY:
In one to two paragraphs (six sentences each), describe your character's personality. Be sure to update this section as the role-play continues. This section requires a minimum of 50 words upon the posting of the profile, even if the profile is a work in progress.

BIOGRAPHY:
In two to three paragraphs (six sentences each), describe your characters backstory up to the point you started RPing him/her. Be sure to update this section as the role-play continues. This section requires a minimum of 50 words upon the posting of the profile, even if the profile is a work in progress.

SKILLS:
Describe the skills that your character possesses, such as marksmanship, swordsmanship, medical knowledge, multilingual, technological expertise, piloting, jazz hands, etc. If the character is Force sensitive, describe the specializations and/or techniques in the Force that the character has learned, detailing the level of mastery of those techniques, along with the level of proficiency in lightsaber combat.

GEAR:
List the items that your characters carry. Consult the approved technology and generic technology boards for weapons, armor, and other items. Most items will require a link to an approved tech item or a posted generic tech item, particularly weapons and armor.

ROLE-PLAYS:
Post the links and the titles to all of your characters Role-Plays. To make things easier, post the link and name here as soon as you enter the Role-Play thread.

-- The Content Below is Optional, but Encouraged!--


RELATIONSHIPS:
List individuals the character is connected to and what sort of relationship they have, from romantic to familial to friendship to enemies, etc. Please put links to any PCs.


SHIP:
Does your character have a personal ship? If so, link the ship write up from the technology boards here. Unapproved technology cannot be used until the application is approved.

DROIDS:
Does your character have any droids? If so, what are they? Generic droids do not require write-ups.

PETS:
Does your character have any pets? If so, what are they?

KILLS:
Post the names of the PC characters (characters role-played by real people) that your character has killed. If possible, include a link to the thread in which your character killed him/her.

COMBAT:
Has your characters been in any matches in the Dueling Ring or participated in a PvP, be it a Main Faction battle, a duel, or a skirmish? If so, post the names of those he/she has fought and include a link to the fight. Also be sure to specify who won the match.
 

samdragon

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NAME:
FACTION:
RANK:
SPECIES:
AGE:
GENDER:
HEIGHT:
WEIGHT:
FORCE SENSITIVE:

APPEARANCE:


ATTRIBUTES:


PERSONALITY:


BIOGRAPHY:


SKILLS:


GEAR:


ROLE-PLAYS:


RELATIONSHIPS:


SHIP:


DROIDS:


PETS:


KILLS:


COMBAT:
 

samdragon

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Wookiee Beskar'gam

Despite being usually pacifist, even Wookiees were allowed in the lines of the Mandalorians, and so they obviously needed a fitting Beskar'gam for themselves. So they did: they took the basic model of Mandalorian armour and adapted it to the Wookiee large frames, obtaining an armour that protected most of their body, but still allowed them great mobility.

LEGALITY

Mostly legal. Being made for Wookiees, only they can wear it, and if a non-Mandalorian Wookiee is caught wearing one, there would surely be questioned on how they obtained it.

INTENT

To give a basic beskar'gam for Mandalorian Wookiees.

ADVANCED TECH
NO

Type and Coverage

Type: Medium

Coverage:




    • Head: Fully-encasing duraplast helmet with transparisteel visor
    • Torso: Beskar alloy breastplate
    • Back: Beskar alloy plating covering the upper back
    • Upper arms: Beskar alloy pauldrons
    • Lower arms: one or two beskar gauntlets that cover from the elbow to the wrist.



Functions



Function 1: 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.
Function 2: Bola launcher
  • The gauntlet bola Launcher is a useful addition to a bounty hunter's arsenal. Single shot, takes several seconds to reload, and has a max range of 12 meters. A successful hit tangles a foe in a strong durasteel wire to slow down or even capture the target.
Function 3: Scout HUD
    • Scout HUD - Contains a 4x magnifier and a Compass
Function 4: Filter

  • Filters are bulky attachments to a helmet or function as part of a mask, and filter out environmental contaminants such as smoke or most airborne toxins. They are susceptible to caustic substances (like acid clouds) and are sensitive to damage (like being crushed).

 
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samdragon

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NAME: Shorwarr ("fierce hunter" in Shyriiwook)
FACTION: Mandalorians
RANK: Marauder
SPECIES: Wookiee
AGE: 50
GENDER: Male
HEIGHT: 2,1 m (~7 ft)
WEIGHT: 125 kgs (~275 lbs)
FORCE SENSITIVE: Nope

APPEARANCE:
wookiee-guerrilla-ryan-barger.jpg

Shorwarr is 2.1 metres tall with long, thick yellowish-brown fur that covers him completely just like any other average Wookiee. His hands are large, each finger equipped with a very sharp retractable claw that aids him while climbing trees. He usually wears a bandage on his left eye as he lost it and he doesn't want to get it replaced by some cybernetics for a matter of honour.

ATTRIBUTES:
Extremely strong, being able to rip off the arms of a humanoid right out of their sockets, this Wookiee is a honorable warrior despite the pacifist traditions of his people, his extensive training in combat making him a formidable warrior in both melee and ranged combat. But he's prone to huge rage fits that make him even more dangerous

PERSONALITY:
Call, friendly and talkative, he enjoys the company of others and also the occasional drink and game of pazaak or sabbacc. But better let him win if you don't want your arms ripped off, as he, like most if not ALL Wookiees, is a sore loser. Apart from that, he's easily enraged if someone insults him or threatens his friends or family, and we can say also his people in general, making him quite the patriot.

BIOGRAPHY:
Born on Kashyyyk, he was from a family that belonged to the guard of one of the Royal families of the planet, making it a rather prestigious one and so offering him the highest education possible. When he was 12, he did the traditional rite of passage to adulthood which consisted of going in the Shadowlands, which are the ground level of the planet, to gather fibers from the dangerous syren plant, achieving that with few difficulties. As he grew up, he learned to work wood and also mechanical skills that made him able to repair most kinds of ships and droids. As he turned 20, he enrolled in the Royal guard, keeping the family tradition.
At 25 he met his future wife, Ciiirbev ("wise daughter"), and just fell in love at the first date with her. A year later the two married, and also had a kid that they named Kerrian ("tree master"). Life proceeded calmly on the planet, and occasionally Shorwarr had to leave Kashyyyk to follow the royal family on pleasure trips or diplomatic missions. On one of these, when the family was on Alderaan for some trade agreements, they got attacked by assassins that attempted to kill the family, but without success as they got quickly dispatched by the trained guards, but Shorwarr lost an eye in the process due to the shrapnel of a frag grenade. He refused to have his eye replaced, as he thought the bandage he had to wear from that moment was a sign of his loyalty towards the royal family.
One day, when he was 45, he heard about the feats of the Mandalorian people, and that fascinated him a lot, to the point that he decided to give up everything and leave his old life to join the Mandalorian ranks, but he still remained in touch with his family as the Resol'nare states that a Mandalorian should defend their family.
After five years of training, learning and so on, finally he's a true Mandalorian.


SKILLS:
He's a formidable warrior in both melee and ranged, with a specialization in assault weapons and explosives. He's a very skilled mechanic and woodworker like all of his kind, making him able to repair basically anything if he has the right materials.

GEAR:

ROLE-PLAYS:
N/A

RELATIONSHIPS:
N/A

SHIP:
The Jowtharr, a VT-1100 light freighter

DROIDS:
None

PETS:
None

KILLS:
N/A

COMBAT:
N/A
 
Last edited:

samdragon

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NAME: Roa-Roa Grisbaw
FACTION: Old Empire
RANK: Sith Acolyte
SPECIES: Gungan (Otolla subspecies)
AGE: 20
GENDER: Female
HEIGHT: 1,80 m
WEIGHT: 70 kg
FORCE SENSITIVE: Yes, trained

APPEARANCE:
1553159238943207571424.jpg

Roa-Roa is an average specimen of her kind, she's 1,80 m tall and around 70 kilos heavy. Her skin is an unusual grayish colour with light blue tattoos that cover most of her skin. Her body is slender yet athletic, and quite attractive to say the least. Her face is typical of an Otolla, so elongated, with a wide mouth and rather large nostrils, her yellow eyes tipping a pair of retractable eyestalks. Her hands have three fingers and an opposable thumb tipped with short but sharp claws. Her legs are strong, perfect for swimming and jumping great distances.

ATTRIBUTES:
Looking at him, no one would say that she's in fact a sadist, in the sense that she enjoys torturing people along with using them for who knows what gruesome experiments. Alongside with that 'love' for torture, she's a curious woman who enjoys studying ancient artifacts and doing experiments of various sorts, such as creating poisons or attempting to make amulets of sorts, but she realized that she'd need to be more powerful to do so, so for now she sticks to chemistry and biology.

PERSONALITY:
On the surface she looks calm, friendly, a bit twitchy at times and hard to anger, but in combat or while doing her duty as an interrogator things just degenerate DRASTICALLY, making her basically a nightmare for the avian's victim. She loves to inflict pain in her enemies, she seems to almost strengthen from it, even if it's just a feeling rather than an actual thing. She especially loves torturing Imperial agents and Sith due to her hidden hatred for them due to their treatment of her people.

BIOGRAPHY:
She was born on Naboo where she spent her first six years, when a mysterious black ship appeared in a clearing not too far from the shore close to her village. She was accompanying her mother in gathering some food when she strayed away from the main path in the deep forest to see that ship. A moment later, everything went black, and when she woke up, she was in a cell on Korriban where a Sith master had brought her for study and to turn such an innocent and apparently harmless being into a powerful Sith.
Her upbringing wasn't the best as she was often mistreated, insulted, punished and so on, to strengthen her character and making her stronger also in the Force, and so it happened too. At 10 years, she already was able to do a decent Force lightning that proved pretty painful on a few acolytes that were unlucky enough to become her victims.
As she continued studying, she developed a curiosity for ancient Sith artifacts, which brought her to consult lots of the books in the Academy's library on the topic and he even was allowed by her master to see, with his aid of course, a few minor holocrons that helped him to deepen his knowledge. Her bloodlust and desire to give pain to others just grew, and as she turned 18 her master took her with him to teach her the most horrible - and in his opinion effective - ways to torture a living being with the aid of chemical substances and various machinery, which led her mind to just fall into a sort of 'controlled madness', if it can be defined this way. When she was out of the torture chamber her master made for her, she was calm, friendly and so on, but when she got to work she looked like a totally different person, which scared some of the other acolytes and even a handful of masters, which warned the Zabrak that kidnapped and trained her that she could turn on him, but he refused these comments, saying that even if she did so, he wouldn't have the guts to do so. But instead she indeed had them, as a few months later, right on her 19th birthday, she lured the Zabrak into the torture chamber with the excuse that she wanted to show him her latest creation, and indeed she did... by testing it on the Sith himself! No one knew what exactly happened to him, and screams of pain could be heard over the Academy for the whole day, but no one dared to give a peek at what was happening. At the end, the Gungan came out of the room with her hands covered in blood, and from that some acolytes nicknamed her "Gutsy", but no one dared to call her openly like that, as one who did this got stabbed and killed on the spot.
And here we are, a year after these events, with her having completed his acolyte training under a different master who was cautious about her homicidal tendencies, hiding a secret plan regarding her people...

SKILLS:
She's quite manipulative, and will do anything to obtain the informations she wants to know, to the point to torture them in the most gruesome ways imaginable, with or without the Force to aid her. Alongside that, she's a proficient chemist as she makes by herself the serums and poisons that she uses for her tortures.
Combat wise, she mostly relies on the Force to damage her foes, but if needed, she's a quite good Ataru user and also relies on the unorthodox and equally dangerous Tràkata technique which entails turning on and off the lightsaber to confuse and surprise enemies. She's also quite good at Dun Moch, which is mostly psychological warfare used to exhaust enemies.

GEAR:

ROLE-PLAYS:
N/A

RELATIONSHIPS:
N/A

SHIP:
A Mynock-series freighter

DROIDS:
None

PETS:
None

KILLS:
N/A

COMBAT:
N/A
 
Last edited:

samdragon

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Posting here to not clog the Character Profiles, what are your thoughts about my Gungan Sith? Just curious!
 

samdragon

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Guys, does anyone know a good template that could give the idea of a study holocron on lightsaber forms and teaching?
 

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latest



Technical information

Category
Alignment
Type(s)

Site lore
·Sith alchemy product/Biological weapon
Sith Empire


Historical information

User(s)

· Sith Empire

_
.
The Sickness

Origins · Symptomatology · Treatment · Intent

The Sickness is the ambitious project of an ancient Sith lord who was searching a solution for immortality through alchemy. The result is a scarily powerful agent that transforms the victim into a zombie that's driven by a single consciousness.

_

Origins
Originally, the Sickness had the purpose to make the user immortal. The elixir that was made to create it was made by several ingredients, with the Murakami black orchid - a highly Force-sensitive flower that had was self aware - being its main ingredient. For synthesis to be successful, the mixture had to be enriched within a living being. Through the use of mechanical pumps and surgical tubing, the alchemist would create a circuit between the organic host and a fluid reservoir into which additional ingredients could be added. The final product was a yellowish-red liquid that would run throughout the body of the organic host, through the tubes, and into a pump before being cycled back through into the body. When the fluid was completed and ready to be collected, the circuit could be broken in order for the viral fluid to be siphoned into storage. Other methods of production and experimentation included the use of human lungs as a biological host in which the virus could be enriched and studied. When created for the purposes of immortality, the finalized mixture was to be ingested by the alchemist; conversely, when the mixture was crafted specifically for the creation of the virus itself, a highly-refined fluid version of the Sickness could be collected from the living hosts and stored within air-tight tanks. As final part of the ritual to gain immortality, the alchemist had to cut off the heart of a still living Jedi with a high midi-chlorian count and eat it. At that point, the alchemist would gain full immortality.


Symptomatology

The Sickness is known to be able to cross species barriers, and experiments have demonstrated that it can infect Bothans, Dathomiri, Delphanians, Devaronians, Humans, Ithorians, Mon Calamari, Rodians, Sullustans, Trandoshans, Twi'leks, Whiphids, Wookiees and Zabrak, along with plant life like the Neti and the Murakami orchid itself, and also non-sentient species like tauntauns and rancors. The transmission rate almost 100%, but it's known that some individuals can be immune to the pathogen for some rare genetic mutation. The first individual to fall victim to the virus during an outbreak is always the organic host within the fluid circuit that synthesized the viral mixture. After that initial carrier falls victim to the disease, there are a number of ways by which the Sickness could spread in a population. The most direct method of transmission is a bite from an infected subject. Bite wounds would produce the most drastic symptoms and deposit the highest number of viral agents into a new victim. Another way by which transmission could be achieved is through contact with the bodily fluids of the infected. The virus could be carried by saliva, blood, or a gelatinous coagulation of fluids that runs through the bodies of the victims. If any of these liquids come in contact with the fluids of an uninfected subject through an open wound or a mucous membrane such as an eye, the Sickness could enter the body and begin replication. A method of conveyance that is exclusive to the weaponized version of the virus is airborne transmission. When stored within airtight tanks, the virus can be released into an atmosphere by allowing for the tanks to be subjected to a leak. In its airborne strain, the virus can transcend all quarantine and containment efforts to reach new hosts and accumulate more victims. In this form though the Sickness could be easily contained by quarantine measures and filters, despite still being able to replicate and spread within the contained area.
The symptoms vary depending on the type of infection, but all of them bring ultimately to the subject's death. The most direct form of transmission—a bite sustained from an infected victim—causes the swiftest bodily reaction. Immediately after the virus entered the subject's system, their skin will adopt a pale gray pallor and begin to perspire profusely. The flesh around the transmission site will begin to necrotize within minutes and a gelatinous gray fluid will begin to develop beneath the wound. The victim's vision will quickly become impaired, and their breathing will be labored. The Neti species experiences a longer-term incubation period when infected via a bite wound. As the virus spreads through their body, the bark that serves as their skin will turn a dark brown or black and begin to molt. Their branch-limbs will begin to atrophy and clump together, and the victim will begin to emit a musty odor that later intensified into a boggy, diseased stench. As the bark molts, it will expose open sores and reveal the pulpy heartwood within the body, from which sap and other bodily fluids leak. When a Whipid is infected via bodily fluid contact, the site of transmission suffers from heavy swelling and necrosis. Sores will open and begin to seep blood and thick discharge, and their tusks will turn a sickly yellow shade. All fluid and bite transmission victims, regardless of species, are eventually driven mad by the Sickness's progression into their brain, resulting in a loss of self-awareness and bodily control. This leads the infected into fits of homicidal rage before the virus ultimately shuts down their body.
On the other hand, the symptoms experienced by those who contract the virus through airborne contagion are drawn out over a longer period than those experienced by bite victims. When the virus activates within a subject, they will immediately begin to suffer from a light cough and draining sinuses. The respiratory difficulties will gradually worsen, leading to labored breathing and deep, rattling sounds of mucus buildup in the lungs. The patient will quickly begin to experience gastrointestinal abnormalities including vomiting and nausea. The skin will turn a pale green or gray and break into heavy perspiration, similar to a bite victim. Unlike bite victims, these symptoms continually worsen over the course of several hours, and include conditions like fever and internal bleeding. Vomiting blood, seizures, respiratory arrest, and cardiac arrest soon follow, as well as general lethargy and pain. Other patients suffer from internal and external hemorrhaging and even fell into a coma. Those who avoided coma usually fall into a state of delirium, experiencing vivid hallucinations that ultimately lead to aggressive madness. This causes the victims to turn on one another or commit suicide. Others die from their seizures, cardiac arrest, or blood loss. Wookiees experience some different effects, suffering from a swelling of the tongue that restricts their airways. A thick gray fluid collects in their throats, eventually causing them to rupture and expose the musculature within. Prior to death, Wookiees are susceptible to horrific hallucinations. As the Sickness progresses through their body, the Wookiees become violent and emit a feral stench, similar to the effects of an activated aggression gland. Due to a biological predisposition, Sullustans are particularly susceptible to the Sickness. As the virus takes hold of their anatomy, infected Sullustans display severe mood swings, cold sweats, and whitened eyes. All of these unique symptoms ultimately culminate in death for all of these species.

Post-mortem
Regardless the transmission method, all victims will eventually die and their bodies will experience a very fast decay, making them emanate a strong stench of death and rot. At that point all the dead bodies experience a transformation: the collective consciousness that controls the virus directs the pathogen inside of the corpses to take control of the nerves of the corpse, awakening it and so making it rise as a zombie. These newly-reborn victims have no will of their own, and exist only to eat, kill, or transform any survivors of the initial plague. In the case of bite victims, this transformation happens almost immediately after death or, in some cases, as the victim dies. For victims of the airborne contagion however, the dead won't rise once more until the virus has killed a sufficient number of the living. For Force-sensitives, the transformation can accelerated and intensified through usage of the dark side.
There are several key characteristics that were symptomatic of a patient's resurrection. The undead typically suffer from heavy flesh and muscular decay, and therefore have difficulty walking. They instead shuffle about slowly until they encounter potential prey, in which case they enter into a staggering half-run. In their search for food, the infected victims often inflict
bodily harm upon themselves. Many chew through their own lips, while others break their own jaws in the act of unhinging them to eat. These oral wounds, in addition to other facial decay, often cause the dead to appear as if they are displaying a perpetually sinister grin that stretches from ear to ear. Other common conditions include lazy, dead eyes, sagging skin, and an aggressive, hungered appearance. They tend to salivate heavily, and make shallow, rasping noises that are akin to attempts at breath or speech.
Being a member of the undead grants the victim's bodies certain abilities that would not have been available prior to death. The infected are capable of enduring physically damaging and debilitating accidents and injuries with little difficulty, such as one hundred meter free-falls, decapitations, shootings, beatings, and stabbings. The resurrected are also capable of accumulating gastric juices and pulpy, partially-digested matter within their bellies and regurgitate the fluid to build barriers and obstacles. Among the characteristics that are essential to the group-think of the undead is the ability to communicate via oscillating screams. These screams are of a pitch and wave-length that only the resurrected can accomplish or understand. A peculiarity of the overmind of these zombies is that it's able to learn how to do things like operating a tractor beam, shoot with a blaster, use a lightsaber, and even fly a startighter.
The airborne version has a peculiar characteristic and weakness: while it hs the ability to infect a large population over a short period of time, that population had to have constant exposure to an atmosphere contaminated with the Sickness. If the undead separate themselves from such an atmosphere or distance themselves from a readily available source of viral agents, the decay process will stabilize and muscle receptors will cease to fire, essentially terminating the facilities of the undead


Treatment

The Sickness can overcome most traditional means of treatment, but there are a few ways the virus can be fought with. Some humans possess a natural immunity to the disease, but only for the airborne form, as if they get bitten or come in contact with liquids made from the victims they still will get ill. After analyzing the blood of those individuals, the gene that makes them immune can be synthetized and turned into a vaccine to be administered to humans and other humanoids, while Wookiees suffer from infections if they take that vaccine.
For the purposes of preventing the spread of the disease once an outbreak has already began, an individual has several limited options. Wookiees can be saved from death by removing the infectious fluid buildup from their throats with a syringe. A patient can also be saved by amputating the limb or body part that hosts the site of transmission. If the infected gray matter begins to move through the body before amputation could be performed, a physician can make an incision into the patient's body and insert their fingers in order to squeeze and pop the gelatinous substance that carries the virus. If the substance is halted, the areas of the body that had already been infected will fall to necrosis while the rest of the being survives. The countdown to death can also be prolonged by flushing the transmission site with a saline solution and attaching an intravenous pump and performing regular blood transfusions. This operation removes infected blood from the body and pumps in new, uninfected fluids. Although the transfusion method is effective, it only slows the progression of the disease. Eventually, the virus will take hold of the fresh blood as well, slowly turning the patient into a member of the undead.
For survivors of the plague who are attempting to destroy the hordes of the undead, only certain methods prove successful. Grinding up the bodies of the infected is effective, but some of the remains are still capable of spreading the infection. Chopping up a victim with a lightsaber, burning it with a flamethrower, or crushing it underneath a heavy object are all ways in which survivors can destroy a zombie victim. Other effective methods include the usage of explosives, conjuring Force lightning against the belligerents, or destroying the cranium. Also, as with most living beings, complete vaporization is also effective. A Force-sensitive individual that is able to make contact with the consciousness of the Murakami orchid that was used to create the viral mixture can, on occasion, urge the orchid to grow within the bodies of the undead. If the orchid agreed to do so, it can force the spores within the gray viral fluid to begin to germinate and push their way out of the body. Although this stops the body of the uninfected individual, the newly-grown Murakami orchids are controlled by the Sickness, and so seek to attack and kill any survivors in the vicinity.
For the Sith alchemist who created the virus in hopes of finding a path to immortality, their goal can be achieved only by completing a dark ritual within a Sith Temple. This ritual requires that the alchemist first infects themselves with the virus, then capture a member of the Jedi Order who registered a high midi-chlorian count. The virus ensures that the Sith's body would live on beyond death, but the process of decay causes the alchemist to die, leaving the corpse to be controlled by the Sickness. By using a Sith sword to cut out and devour the still-beating, midi-chlorian rich heart of the Jedi, the Sith can retain the death-defying qualities granted by the Sickness, but prevent the dissolution of their bodily tissue, thereby gaining ultimate immortality


Intent
 
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MIRALUKAN MONK'S ROBES

Among the Miraluka, the Luka Sene order is one of the most prestigious organizations of Alpheridies, their homeworld. While all Miraluka use the Force to explore their surroundings, some have a heightened sense-based aspect of the Force, making their Force Sight more powerful. Who enters in the order receives for example training in Farsight and Field Detection, the latter being something that the Luka Sene have specialized into.
The Luka Sene and other orders have a preference of clothing that make them distinguish from others, making them look similar to monks. Their clothes are comfortable, but still give them some protection as underneath the tunic they usually wear some light armor. Given that these clothes are worn at all times, it isn't surprising that they double as battle armor.
Many times that kind of armor is gifted also to Miralukans that enter in the Jedi Order.

LEGALITY

Restricted to Miralukan Jedi and members of other Miralukan orders like the Luka Sene. If someone that doesn't belong to any of these categories is seen wearing these clothes, they could be questioned.

INTENT

I wish to give Miraluka characters some kind of unique armor for them.

ADVANCED TECH
Nope

Type and Coverage

Type: Light

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)


  • Torso: Decorated duraplate armor
  • Back: Decorated duraplate armor
  • Upper Arms: Decorated duraplate shoulder guards



Functions

Not available, since this armor is meant for Force Sensitive characters
 
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Fires of RebellionTimeline bot
Official Weapon Template

Code:
3c2bcdfb09289e736acef178a2515e1a.png


WEAPON NAME


AFFILIATION
Republic/Hutts/Open Market, etc

MANUFACTURER
Name of manufactuer

SIZE
Rough dimensions

WEIGHT
In kg

COMPOSITION
Wood/durasteel/chromium, etc
WEAPON TYPE
Blaster/Pulse Wave/Slugthrower/Melee

DAMAGE TYPE
Light/Medium/Heavy/Melee

AMMUNITION CAPACITY
Shots per power pack

FIRE SELECTOR
Semi Automatic/Burst/Automatic

MAX RANGE
In meters


DESCRIPTION
Describe your weapon in more detail here. What features does it have? Does it have a scope, a folding stock, or a grenade launcher? Is it modular or have self-repair features? Who was it designed for? What's your weapon's purpose? If it's a melee weapon, is it lightsaber resistant, and does it have any unusual properties? You can only use features you've written down and had approved, so include everything you intend to use. What makes this different from other, similar tech?

LEGALITY
Legal? Illegal? Restricted? Describe any nuances on the legality of your weapon to own and carry in different places around the galaxy. Pulse Wave and most Slugthrower weapons are banned in many places, just like disruptors would be in the future, whereas simple stun pistols would be legal on all but the most extremely pacifistic worlds. Portable missile launchers and such are likely illegal in much of the Core, but whipcord launchers and other non lethal devices would be considered humane and legal. Basically, what happens if you get caught by the authorities with this?

INTENT
Why? Why did you create this? No, seriously. Weapons are judged with greater scrutiny than other tech. Guns in Star Wars go "pew pew" and burn your opponent, that's pretty much all you need to know. If you're submitting a weapon for approval, it needs to be pretty exotic or special. And remember, slugthrowers in Star Wars will never be as damaging as blasters, nor will the rounds travel as fast. No exceptions. Ever. Does that break RL physics? Yes, but SW rarely uses RL physics. This will influence any ruling made on your technology, so please explain at length what your intentions are. If this is generic tech, you can omit this section.

ADVANCED TECH
YES/NO. Advanced tech requires an approved plot to build, steal, buy, or otherwise obtain. Most unusual or above average technologies should fit into this category. Also include any other special notes about acquisition, if possible. How might one obtain this tech?

 

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IKRAGGO FA'ATHRA KARDO

AGE

► 130 standard galactic years​
SPECIES
► Hutt​
HEIGHT
► 2.5 meters​
WEIGHT
► 800 kg​
EYE COLOR
► Red​
HAIR COLOR
► N/A​
HOMEWORLD
► Nal Hutta​
GENDER
► Male​
FACTION
► Hutt Clan, Five Syndicates​
RANK
► Scoundrel​
FORCE SENSITIVITY
► No​
BIOGRAPHY
Ikraggo Fa'athra Kardo, better known as Ikraggo the Hutt, was born on Nal Hutta from a father who had a long-lasting racing bets business. His first 30 years of life after being born were relatively calm, surprisingly enough given that their clan was in harsh conflict with the Nem'ro clan, a feud that is centuries long, since their clans were enemies already in the Old Republic age.

At 80 years he begun to follow his father's slimy steps, learning the ropes of the trade of racing bets and how to manage a racing course, the costs, personnel, sponsors and so forth, showing that he was quite talented for his young age. At 100 years he opened a branch of his father's betting business on Nar Shaddaa. Unfortunately for him, the business was next to a similar one owned by a Nem'ro clan member. As soon as Ikraggo settled in, he received a warning from said Nem'ro member, and he retaliated by literally blowing up his rival's business, showing how ruthless Ikraggo the Hutt could be even though he was still relatively young for Hutt standards. This event showed Ikraggo as a fearsome foe, making him gain the respect of some gangs that worked in the area to respect him and ask him if they could work for him even.

In the following 30 years he kept expanding his small business, gaining various workers and even starting out a small drug making and dealing business, hidden by the racing course and even employ some racers as couriers when the deliveries had to pass through the large part of Nar Shaddaa occupied by said course.
DESCRIPTION
Ikraggo is a rather young Hutt, his skin red with an orange hue on the front, and white wart-like growths on his head and back that come from a mutation he's been born with. He's quite muscular for his species, even though he's starting to show a bit of a belly.
PERSONALITY
For a Hutt, he's a kind person, careful about other's requests, although he's still arrogant, ruthless and at times outright evil. Mostly he prefers remaining in his home that is right next to part of the racing course he owns, although at times he still comes out, especially when business needs to do so.

ASSETS







james-ives-speeder-race-james-ives.jpg

  1. Title ― Description ― • Thread Status
  2. Title ― Description ― • Thread Status
 
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BX-SERIES DROID COMMANDO

Affiliation:
Formerly Confederacy of Independent Systems

Manufacturer:
Baktoid Combat Automata

Class:
Battle Droid

Locomotion:
Legged, two legs
Power Supply:
Rechargeable power cell, 72 hour duration

Sensors:
2x photoreceptors
2x audio sensors

Size:
1,91 meters

Composition:
Duraplast with durasteel plating

Tools and Equipment:
  • A BX droid commando doesn't come with any integrated functions by base, but they can be modified to have them

DESCRIPTION
By now an extremely rare sight, BX series droid commandos looked very similar to B1 battle droids, notable changes include two white photoreceptors, in addition to the long head being shortened to half its original size. Their voices were notably different compared to the B1 series, sounding more akin to the deep voices of B2 super battle droids. Unit leaders, which were ranked as captains, were fitted with white marks on their brows and chestplates. The captain would also have a vibrosword.

They had the same operating abilities as B1 battle droids, with the addition of infiltration software. This, along with their humanoid shape, allowed them to fit into a clone trooper's armor. In addition to this, the droids were capable of modulating their voices to match that of others, though they could not accurately copy their mannerisms or vocabulary, nor respond properly to unexpected situations outside of combat.

The droid commandos were built to be substantially faster and stronger than a regular battle droid, and also possessed heavier armor that was capable of withstanding multiple shots from most blasters. However, sustained barrages or a single headshot could overwhelm them. The only real drawback of these droids was that they were far more expensive to produce than the regular infantry. This made the droids a fairly rare sight on the battlefield and thus made them to be used exclusively on special and or critical missions only. Apparently, the head was weaker than the rest of its body, since there has been at least a recorded occasion where the head had been taken out by a blaster barely bigger than a hold-out blaster

The equipment of the droid commandos included E-5 blaster rifles, a stun baton to knock out enemies, and a fusioncutter, used to cut down doors and other obstacles in their path. In addition to this, the leader of a droid commando unit often carried a vibrosword for close-combat purposes. They were also known to use grenades against enemy emplacements. Also, two commandos on Saleucami formed a sniper team, one acting as the shooter with a sniper rifle and the other using electrobinoculars, performing as the spotter

LEGALITY
Restricted. Despite their exceptional rarity, they're still battle droids, so to possess one a person needs to have special permissions.

INTENT
My main intent is to create a character based on this droid, but everyone is free to make other characters or perhaps acquire them through other means.

ADVANCED TECH
YES. Due to their exceptional rarity, a plot is needed to retrieve one or more of these droids. For one droid, a 2 or 3 thread tech plot would work.

 

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B1 BATTLE DROID

Affiliation:
Formerly Confederacy of Independent Systems

Manufacturer:
Baktoid Combat Automata

Class:
Battle Droid

Locomotion:
Legged, two legs
Power Supply:
Rechargeable power cell, 72 hour duration

Sensors:
2x photoreceptors
2x audio sensors

Size:
1,93 meters

Composition:
Duraplast and durasteel plating

Tools and Equipment:
  • B1 units don't come with integrated functions, but they can be modified

DESCRIPTION
By now an extremely rare sight, B1 battle droids stood 1.93 meters tall and were humanoid in form. Their long, elongated heads atop tall, slender necks were designed in imitation of their builders at Baktoid's Geonosian foundries. Superstitious Neimoidians were known to spread the rumor that B1 battle droids' heads were designed to imitate the shape of a Neimoidian's withered skull after death, and many species found the B1's appearance disturbing.

Some B1 units, designated the OOM-series, were given expanded programming and color-coded according to function, such as commander or security. Some were painted with different colors to blend into a certain environment, such as the reddish-colored B1 droids manufactured on Geonosis. B1s were usually slaved to a central control mainframe located on a remote starship or another well-defended facility. However, this could lead to massive failure if the central control mainframe was destroyed, such as during the Battle of Naboo, in which Anakin Skywalker destroyed the Droid Control Ship. The monumental defeat at Naboo spurred interest in independent battle droids, and this technique gained ground following the battle and during the Clone Wars.

The electromagnets that kept their limbs attached could malfunction. During the Clone Wars, Galactic Republic clone troopers learned to aim at the hips, torsos, and arm joints of the B1s to quickly destroy them. But a head shot was the only decisive way to disable a droid. They didn't need arms, legs or even bodies to pass intel to central command.

B1s were designed for cheap mass-production. As a result, they were very flimsy and vulnerable, but were capable of swarming an enemy with their hugely superior numbers. Other models, like the droideka, B2 super battle droid, grapple droid, and B1-A air battle droid, were more expensive and as a result less widely used but better soldiers.

Battle droids used E-5 blaster rifles, SE-14 blaster pistols, and thermal detonators in combat.[6] They spoke in a high-pitched monotone. The voice varied between units around the time of the Battle of Naboo, and at some point during the Clone Wars their voices were uniformly changed to a more high-pitched version.

LEGALITY
Restricted. Despite their exceptional rarity, they're still battle droids, so to possess one a person needs to have special permissions.

INTENT
Like with the B2 and BX models, I thought it could be possible to still find droids of this type, so I gave the writeup to give others the chance to either create a character with these droids, or make tech plots to obtain them.

ADVANCED TECH
YES. Due to their exceptional rarity, a plot is needed to retrieve one or more of these droids. For one droid, a 2 or 3 thread tech plot would work.

 
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latest


B2 SUPER BATTLE DROID

Affiliation:
Formerly Confederacy of Independent Systems

Manufacturer:
Baktoid Combat Automata

Class:
Battle Droid

Locomotion:
Legged, two legs
Power Supply:
Rechargeable power cell, 72 hour duration

Sensors:
2x photoreceptors
2x audio sensors

Size:
1,93 meters

Composition:
Duranium and phrik plating

Tools and Equipment:
  • Built-in double blaster cannon (Standard version)
  • Built-in rocket launcher (B2-HA models only)

DESCRIPTION
One of the main design flaws of the standard B1 battle droid was its reliance on a Droid Control Ship to provide a signal; if the ships were disabled, the battle droids would become useless. To remedy this, the super battle droid did not rely on such a signal and had a greater capacity for independence. However, the droid still operated best with a command signal, otherwise, they tended to forget about enemies as soon as they moved out of visual range. Additionally, the sturdy duranium and phrik frame of the super battle droid was larger and more heavily armored than those of a B1.

Unlike its predecessor, the B2's delicate processing unit and signal receptor were buried deep inside the torso, offering much more protection from enemy fire. Small fully-automatic dual laser cannons were mounted on their right forearms or even both forearms as seen in the Mission to Rugosa. The B2-HA model's left forearm was replaced by a rocket launcher. They could use external weaponry (except in rocket launcher configuration), though their large hands had difficulty with smaller blasters. Instead, they were equipped with special blasters that only responded to signal emitters built into the hands. For the sake of efficiency, they used many B1 parts. Their feet were also outfitted with specialized equipment for difficult terrains, such as climbing claws. Their arms also were modular, capable of exchanging their laser cannons for other specialized weaponry.

When they were not using their built-in laser cannons, they had their right forearm locked upright.

As heavy infantry droids, B2s could take much more punishment than their flimsy predecessors. Even after being defeated, they could detach their torsos and keep up an attack although this was detrimental to their combat skill. Despite such traits, some models seemingly suffered low heat tolerance and were subject to bursting into flame upon contact.

Most post-Battle of Geonosis B2 droids were capable of communicating with each other using an oversimplified version of Galactic Basic Standard.

LEGALITY
Restricted. Despite their exceptional rarity, they're still battle droids, so to possess one a person needs to have special permissions.

INTENT
Like with the B1 and BX models, I thought it could be possible to still find droids of this type, so I gave the writeup to give others the chance to either create a character with these droids, or make tech plots to obtain them.

ADVANCED TECH
YES. Due to their exceptional rarity, a plot is needed to retrieve one or more of these droids. For one droid, a 2 or 3 thread tech plot would work.

 

samdragon

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NAME

AGE
► XX​
SPECIES
► N/A​
HEIGHT
► XX​
WEIGHT
► XXX​
EYE COLOR
► Color​
HAIR COLOR
► Color​
HOMEWORLD
► Planet​
GENDER
► XX, XY, XYZ​
FACTION
► N/A​
RANK
► N/A​
FORCE SENSITIVITY
► N/A​
BIOGRAPHY
Lucas ipsum dolor sit amet besalisk saché zuckuss calamari windu lobot polis iktotchi quelli lars. Vedder wedge beru gerb. Porkins su colton thistleborn aparo arvel ev-9d9 joelle. Chommell xizor evazan devaronian veers. Biggs zuggs jabba opress moor teek. Hutt gossam wicket ima-gun. Billaba hutt watto bren nien kael evazan bith. Thrella rotta winter whitesun stass hypori thrackan anomid. Whitesun mohc myneyrsh moff garm saesee calamari di calrissian. Oswaft thul dexter ti wicket. Raymus gado cathar lars miraluka durge.
Header
Lucas ipsum dolor sit amet besalisk saché zuckuss calamari windu lobot polis iktotchi quelli lars. Vedder wedge beru gerb. Porkins su colton thistleborn aparo arvel ev-9d9 joelle. Chommell xizor evazan devaronian veers. Biggs zuggs jabba opress moor teek. Hutt gossam wicket ima-gun. Billaba hutt watto bren nien kael evazan bith. Thrella rotta winter whitesun stass hypori thrackan anomid. Whitesun mohc myneyrsh moff garm saesee calamari di calrissian. Oswaft thul dexter ti wicket. Raymus gado cathar lars miraluka durge.
Header
Lucas ipsum dolor sit amet besalisk saché zuckuss calamari windu lobot polis iktotchi quelli lars. Vedder wedge beru gerb. Porkins su colton thistleborn aparo arvel ev-9d9 joelle. Chommell xizor evazan devaronian veers. Biggs zuggs jabba opress moor teek. Hutt gossam wicket ima-gun. Billaba hutt watto bren nien kael evazan bith. Thrella rotta winter whitesun stass hypori thrackan anomid. Whitesun mohc myneyrsh moff garm saesee calamari di calrissian. Oswaft thul dexter ti wicket. Raymus gado cathar lars miraluka durge.
Header
Lucas ipsum dolor sit amet besalisk saché zuckuss calamari windu lobot polis iktotchi quelli lars. Vedder wedge beru gerb. Porkins su colton thistleborn aparo arvel ev-9d9 joelle. Chommell xizor evazan devaronian veers. Biggs zuggs jabba opress moor teek. Hutt gossam wicket ima-gun. Billaba hutt watto bren nien kael evazan bith. Thrella rotta winter whitesun stass hypori thrackan anomid. Whitesun mohc myneyrsh moff garm saesee calamari di calrissian. Oswaft thul dexter ti wicket. Raymus gado cathar lars miraluka durge.
Header
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