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Arcangel

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Headpopper 6


AFFILIATION
Grymlin's

MANUFACTURER
Lynik Guthrak, Other Grymlins probably

SIZE
.22 meters

WEIGHT
1.5kg

COMPOSITION
Wood, metal, scavenged materials, scrap
WEAPON TYPE
Blaster

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
6

FIRE SELECTOR
Semi Automatic

MAX RANGE
65m


DESCRIPTION
The Headpopper 6 could be called a gun, cobbled together with various pieces of scavenged bits and bobs from various scrapped and discarded blasters. Despite the gun's ramshackle appearance, it functions just as well as some blasters used throughout the galaxy today.

LEGALITY
Legal on worlds where blasters are legal, probably.

INTENT
To have a fun scrap goblin gun for my gremlyn character Lynik Guthrak.
RESTRICTIONS
Due to its ramshackle engineering, this cannot accept any modifications that affect firing action, only allowing for attachments such as scopes or ascension guns.

 
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Arcangel

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Double-trouble


AFFILIATION
Grymlin's

MANUFACTURER
Lynik Guthrak, Other Grymlins probably

SIZE
30 cm

WEIGHT
1.4kg

COMPOSITION
Wood, metal, scavenged materials, scrap
WEAPON TYPE
Blaster

DAMAGE TYPE
Heavy/Heavy stun

AMMUNITION CAPACITY
30

FIRE SELECTOR
Semi Automatic

MAX RANGE
40m


DESCRIPTION
Double-trouble could be called a gun, cobbled together with various pieces of scavenged bits and bobs from various scrapped and discarded blasters. Despite the gun's ramshackle appearance, it functions just as well as some blasters used throughout the galaxy today.

LEGALITY
Legal on worlds where blasters are legal, probably.

INTENT
To have a fun scrap goblin gun for my gremlyn character Lynik Guthrak.

RESTRICTIONS
The weapon cannot accept modifications that increase bolt damage output without exploding. Firing the weapon intrinsically uses both barrels at once, sharing a single power cycle rate, and cannot be modified to fire more quickly or to use each barrel separately. While it does fire two individual bolts, they are so close together that there is no increase in dodging or deflecting difficulty. In all ways it functions as a pistol that does Heavy damage.


 
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Arcangel

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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/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. This will influence any ruling made on your technology, so please explain at length what your intentions are.

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.

 

Arcangel

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Pathfinder Beskar'gam

The Pathfinder Beskar'gam was designed by Gett'se Vizsla, repurposing his old armor from the failed Mandalorian crusade to function for the expedition into the Unknown Regions. It is a modular design which allows him to easily swap out functions depending on the mission parameters. It primarily consists of durasteel plate armor which is worn in a way that trades some coverage for more mobility as is traditional of most Mandalorian armor sets of the current age.

The standard loadout is primarily equipped for ship board usage to survive in emergency EVA or low gravity situations. Various components are able to be swapped out for terrestrial excursions and planetside adventures.

LEGALITY

Legal in most jurisdictions where combat armor is legal. May be eligible for religious exemptions otherwise

INTENT

Personal armor for @Gett'se Vizsla for his adventures in the unknown regions


Type and Coverage

Type: Heavy Armor

Coverage: Heavy
  • Head: Full durasteel helmet, front and back of the head and neck
  • Torso: Durasteel armor, Chest and abdomen
  • Back: Durasteel armor, upper and lower back
  • Upper Arms: Durasteel pauldrons, shoulders
  • Lower Arms: Durasteel, gauntlets
  • Upper Legs: Durasteel, thigh and groin
  • Lower Legs: Durasteel, shins, boots and knees


Functions



Function 1: Rebreather
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
Function 2: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light and thermal vision modes.
Function 3: Jetpack
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.
Function 4: Emergency Vac-suit
  • It's no replacement for a spacesuit if you intend to EVA, but this undersuit, if combined with a helmet, can protect the wearer from the immediate effects of exposure to a vacuum for 5 posting rounds. You still need a way to breathe, however.
Function 5: Mag-boots
  • Magnetic boots contain electromagnets in the soles and allow for enhanced movement on ferrous surfaces in microgravity or steep gradients. This functionality must be turned on or off manually by a button or switch.

 
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Arcangel

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Kze Q'waic was a Red Sith female born on Korriban during the Force Eternal Era. Kze never knew exactly when the Sith Order came to Korriban. It made little difference in her youth as a member of a far flung tribe, whether they arrived before or after she was born. What did matter was the opportunity it presented as she grew. A tribal Red Sith of no significant clan and impure blood, the Sith Order was the only opportunity for the young Sith to gain any measure of power. It had been an easy choice to abandon her clan and make the long and dangerous journey to the Sith Temple. There Kze joined the ranks of young Sith Acolytes.

Kze learned much and suffered much among the Sith Order, as was their way. When the Empire schismed and ejected the Sith from their ranks, the young and fresh Champion had another easy choice in front of her. Stay and suffer whatever fate the Empire and the Sith of her home might inflict on her. Or abandon her homeworld, her people, and the Empire that wanted nothing to do with the Sith. An easy choice.

A Sith in the great wide galaxy had very few friends or allies, fewer now that their power base had been swept out from under them. Kze was used to having few friends or allies. The galaxy was a fresh start for the young Sith Champion and she would make the best of it. No longer limited to her dusty and forgotten homeworld, With the strength of arms and the power dark side, Kze would seize the destiny that awaited her away from Korriban.


Personality & Traits

She has one.

Equipment & Assets

+ Lightsaber x2





 
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Arcangel

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Mallory San Marca was an independent Force user who was alive during the Force Eternal Era. A child of Empress Teta, Mallory abandoned her homeworld rather abruptly at a young age to pursue esoteric studies of the force under a mysterious Arcanist. Mallory spent decades of her life in the mastery of these studies, traveling uncounted light-years across the width and breadth of the galaxy to satisfy an unending thirst for hidden knowledge.

The skills and powers that Mallory grew to possess came neither easily nor cheaply. Mallory walked neither the stoic and contemplative path of the Jedi, nor the quick and violent road of the Sith. Hardship and sacrifice were the toll to be paid to walk the winding way of hidden knowledge, with dogged perseverance and studious toil the method of conveyance along that twisting and turning path.


Personality & Traits

She has one probably.

Equipment & Assets
- Lightstrider




 
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Arcangel

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_N A M E
Cahir Ryn

_C O D E N A M E
C4HR-57N

_F A C T I O N
Independent

_R A N K
Mercenary

_S P E C I E S
Human/Altered Clone

_H O M E W O R L D
Unknown

_A G E
Unknown

_G E N D E R
MALE

_H E I G H T
6' 2"



B I O G R A P H Y
Cahir Ryn was a mercenary and soldier who operated during the Force Eternal Era. He possessed no memory of his origin, his homeworld, or any other details of his life beyond brief flashes of memories that came to him from time to time. These memories consisted of a childhood spent among familiar faces, faces that consistently looked a lot like his own. Flashes of vigorous training and gruesome field exercises. Memories of strife and violence.

His first true memories are of cold. Cold numbness and darkness. Of the slow return of sight and sensation in an unfamiliar and unforgiving world. An employer who he felt compelled to obey and a name handed to him on an ID chit with his face on it. Armor, weapons, and gear that felt second nature to handle, a skill set that he has no recollection of learning, and a single clue to whatever life came before. A small, unremarkable tattoo of a simple black three headed serpent eating its own tail.
x
A B I L I T I E S
Cahir Ryn possessed the skills and abilities of a highly trained special operations soldier. He was a skilled marksman and melee combatant. He possessed a sharp if narrowly focused intellect and an even sharper set of highly trained reflexes that bordered on the upper edge of natural human capability. He possessed a highly attuned set of combat instincts born of rigorous lifelong training and genetic predisposition.

Cahir Ryn however lacked in his social capabilities and general understanding of civilized galactic society. His approaches to many situations outside of the realm of duty and combat could often be aptly described with the term, “born yesterday”.

xx
A S S E T S
 
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Arcangel

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Cerberus Defenti Armor

The Cerberus Defenti Armor is a limited series armor produced by an unknown manufacturer. Often worn by high dollar bodyguards and mercenaries, this armor consists of full body coverage plating of Duraplast to balance protection, weight, and mobility.

The helmet contains a refresher and a Utility HUD equipped with vision modes. Also included in the helmet are a side mounted flashlight and an internal comlink system.

The armor itself is lined with inertial dampeners to protect the wearer from bludgeons or falls in the situation where the user might need to place themselves between a moving objects and their client, while still retaining the ability to carry out their duties. Jetboots come installed to allow for repositioning or rapid response to threats without the bulky weight of a jetpack.

While not as modular as some easily altered armors, the user can swap out functions with some work and know how.

LEGALITY

Legal in most jurisdictions where combat armor is legal. May be eligible for bodyguard exemptions in some systems.

INTENT

Personal armor for @Cahir Ryn.


Type and Coverage

Type: Heavy Armor

Coverage: Heavy
  • Head: Full duraplast helmet, front and back of the head and neck, transparisteel vision slit.
  • Torso: Duraplast armor, Chest, abdomen, neck
  • Back: Duraplast armor, upper and lower back and neck
  • Upper Arms: Duraplast pauldrons, shoulders, upper arm
  • Lower Arms: Duraplast, gauntlets and forearms
  • Upper Legs: Duraplast, thigh front and back, groin
  • Lower Legs: Duraplast, shins, boots and knees


Functions



Function 1: Rebreather
  • Rebreathers allow for a person to survive underwater or in space for brief amounts of time by scrubbing CO2 from their exhaled breath. Generally this lasts for 3-4 posts, but heavy exertion can shorten that time.
Function 2: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light and thermal vision modes.
Function 3: Utility HUD
  • Reads atmosphere composition and detects toxins, has also 4x magnifier, rangefinder and compass.
Function 4: Inertial Dampeners
  • Intergrated Inertial dampeners help reduce impacts imparted wearers body, situated under the armour panels, they help the absorb the shock of weapon impact through the armour and most other forms of blunt force trauma, for example, a fall or impact that might have fractured bones would only give them intense bruising.
Function 5: Jetboots
  • Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.

 
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