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vamp

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vamp

dark side aficionado
SWRP Writer
Joined
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Messages
2,391
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264

Biographical information​
Homeworld
Born
Korriban
475 ABC

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Iktotchi hybrid
Male
2.1 meters
100 kilograms
White
Red
Pale white
None

Chronological & political information​
Affiliation(s)

Master
The Old Empire
__Sith Acolyte
Tov Drad'hort


.

Nore Wotivas



Nore Wotivas was a male Iktotchi hybrid engineered by a Master to serve him, who fought as a Sith warrior during the Fires of Rebellion era.


Biographytextext
______________________________________________________________________texttexttexttext

Korriban is home to a vast population of slaves, many of which were brought from other worlds. The Old Empire has never been kind to its subordinates, believing them to be weak and undeserving of freedom or basic rights, killing them mercilessly and in the worst ways, while working others to the death. If a slave dies, there is always another to take its place. Pureblood Sith Master Tov Drad'hort was one of these fervent believers of the rule of the strong, a dark sider so far gone down his path that there was no redemption for him. The man, absorbed in his delusions, sought out to create the ultimate warrior, one to symbolize the rule of the strong by crushing everyone standing in his way. So, he turned to the slaves working among the arena.

He picked out the largest and strongest of them, a gladiator that had been a reject from the Academy, strong but too stupid to be much more than a walking battering ram, unable to follow orders. The Iktotchi, the champion of the arena, became Drad'hort's guinea pig, a base for the Pureblood to work off of. He ventured to the Iktotchi's homeland to choose a suitable mate. A few weeks later, the Sith Master returned with a female specimen, Force sensitive and sturdy enough. He paired the two up, and then discarded the gladiator, throwing him back to the arena to whatever fate lay for him there. The female was "taken care of" every day of the pregnancy, though she would grow to feel more and more tormented as the days painfully dragged by, plagued with rituals and sometimes sacrifices.

The Sith Master was the only one who knew what he'd done to her. The woman was frail by the end, sapped of all power, and the body count of those killed in rituals had become impossible to count. It was there, 10 months later, among the grimy dungeons of the Sith Temple on Korriban, that she gave birth to a boy, the death of her. She died during childbirth, giving everything to her son, down to her very life. The child was massive, even by Iktotchi standards. He was a monster, to the delight of his creator. He christened him Nore Wotivas, a play on the Ancient Sith words for "Chosen One," which he believed his "son" would grow to be.

When he wasn't tormenting the boy, he was teaching him, having refused to hand him off to the Academy, where they may ruin his creation. The Master simply said he would take the child in as his Acolyte, and raise him as his own son, which he did. The Master raised him like only a Sith could, tempering the poor child like hot steel. Beating him, in every sense of the word, from the moment he was out into the world, until Nore finally learned to fight back. The Iktotchi learned everything there was to learn for a Sith, from combat—brutal and merciless—to how to bend and twist the Force to his every last whim. Everything around him, he was taught, was a tool for him to use as he saw fit, to use it as a foothold for his climb up, as far as he could climb. Where there was not a way, his Master taught him, he must make one, at any expense.

Love, as far as Nore was concerned, was not something he could feel. He never had any part in it, the only "affection" he was shown being Drad'hort's fawning and praising of his own creation. He lived his life in a constant state of nihilistic apathy; Nore's existence became a race to have it all before it became nothing. It was only natural that everything became a foothold for him, as did his Master, who likely knew his day was slowly approaching. It happened on the day of the Iktotchi's 25th birthday, an occasion scarcely celebrated by more than a test more difficult than usual. Then, it had been a duel with his Master, who knew it was only a matter of time before he was overwhelmed—if his creation was worth the time and effort he'd put into it—and wanted to see if he had spent the past 25 years of his life wasting them on a runt. The fate of the Iktotchi was decided then. If he failed to kill his Master, he would be put down. If he succeeded, his training was complete, and he was ready to move on to the next big fish.

They fought for an entire day, from sun-up to sundown, taking no breaks. When they grew tired, they fought from afar, employing what weak Force attacks they could muster until they were ready to get into melee range once more. When they were unable to bend its will, they resorted to blades, in a duel that lasted little over twelve hour, fought with Sith swords. There would be no mercy, and lightsabers were far too merciful. At long last, after infinite cuts and scrapes, the Iktotchian lopped off his Master's arm, his blade biting into the Pureblood's shoulder. He took off nearly all of the man's upper right torso, and he succumbed to his injuries shortly after, his death slow and painful, the Iktotchian feeding off the power coursing through his veins as he learned what supremacy felt like.

Still an Acolyte, however, he ventured out into the Galaxy, seeking his next target.​

Personality & Traits
______________________________________________________________________________________________


Though a killing machine, Nore is not mindless, even if it may appear so. He is an intelligent being, cunning as only a creature of the Dark side could. Machiavellian although surprisingly charming for a hulking monster, the Iktotchi is everything he was created to be. He is rarely friendly but possesses the social skills to not come off as a massive moron, abilities that make him stand out from other Sith right off the bat. Seeing those around him as weaker until proven otherwise, he longs for a worthy opponent, so that he may either be defeated and train for victory, or so that he may kill those stronger than him and climb further up on an invisible Galactic leaderboard that exists only in his mind.

The Iktotchian has little need to drink or party, mostly because he hasn't been exposed to positive feelings, and is not interested enough to go out and seek them until they reach him first. Despite his emotional immaturity (due to his Master encouraging negative feelings while urging him to discard others), Nero is very knowledgeable about Galactic events, staying in touch with everything going around him, whether through meditation or through simply watching the news. Many of his habits or routines were influenced by his Master, the Iktotchian having been raised that way.

All of his charm fades away when in battle. The Iktotchian, when fighting, has a lust for blood intense enough to make the darkest psychopath recoil in fear. Nero, his entire life having trained for it, looks to every battle as a rebirth. He fights every fight like his last, tearing his enemies to bits, obliterating everything that stands in his way. Deep down, his primal instinct remains, his very core rooted in the Dark side, and it tugs at him to do one thing, and one thing only: to become a god.​

Powers & Abilitiestexttext
__________________________________________________________________________texttexttext

Bred for Battle — A monstrosity, created for supremacy, Nero is overwhelmingly strong and mercilessly aggressive. He may not be as fast as those smaller than him, but he makes up for it with his stamina, able to keep pounding out hits until his opposition tires, then capitalizing on any opening.

Force powers — With the training of an Acolyte and the strength of a true warrior, Nero is a formidable opponent when it comes to the Force, too. With broad, overpowering attacks, he slams aside all enemies, using his brute force to his advantage, then moves in to finish them off with his blade.

Berserker — Where some may stop, Nero is just beginning. He has never in his life felt squeamish, not even in front of the most gory of battle scenes, and takes joy in obliterating his enemies and bathing in their blood. He never takes prisoners, and always soaks in his victims' anguish, doing all he can to keep feeling the power he wields over them.
______________________________________________________________________________________________

Equipment
• Sith sword
Nero's armor
Assets
Ship

Roleplay Threadstexttext
__________________________________________________________________________

Chapter I: Fledgling

1. Thread link — Thread description here, though there are no threads so this is the only text available.
 
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vamp

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UCBjw3f.jpg


Nero Wotivas' Sith Sword


AFFILIATION
Nero Wotivas

MANUFACTURER
Nero Wotivas

SIZE
1.4 m

WEIGHT
4.5 kg

COMPOSITION
Titanium, chromium, phrik
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
As fast as you can swing it

MAX RANGE
Melee


DESCRIPTION
Sith swords were used for centuries before Sith space was even discovered, and known for empowering their wielder, the blades being beacons for the dark side. Nero Wotivas crafted and wielded this blade since he could hold it, imbuing it with dark Force energy. In combat, it cleaves through anything standing in its way, empowering him as the blood flows. Capable of holding up against lightsabers, the Sith sword has all the capabilities of a vibrosword.

LEGALITY
Legal for a Sith to carry.

INTENT
For Nore to have a unique weapon to fight with.

ADVANCED TECH
No.

 
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vamp

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Biographical information​
Homeworld
Born
Serenno
477 ABC

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Scars
Human
Male
1.77 meters
70 kilograms
Black
Gray, hints of yellow
White
None
Right side of his face

Chronological & political information​
Affiliation(s)

Master
The Old Empire
__Sith Acolyte
None


.

Milo Vemec-Drast

"The process of delving into the black abyss is, to me, the keenest form of fascination."

Milo Vemec-Drast was a male human and member of the Drast dynasty living during the Fires of the Rebellion era. He was a defector from the Imperial Republic, his decision coming shortly after his return from an expedition to the Unknown Regions.


Biography

Born on Serenno, Milo was thrust into a life of royalty. His parents were both high-ranking nobles, though he wasn't in the direct line of succession for anything beside their estates, and they were not the most loving, which is common among noble families. He was raised in a castle by servants, and spent his early childhood living the same life any other Drast was living, whether they were on Serenno, Alderaan, Coruscant, or Kuat. He began sparring when he was 7, with a professional instructor. The instructor was met with criticism from Milo's parents and their friends, their complaints audible during the weekly bingo night in one of the castle's parlors. Nevertheless, his training continued until he was 10, when he was tested for Force sensitivity and taken in by the Sith to train on Korriban. He studied at the academy until graduating, and went on to study astrophysics on Coruscant, his Drast blood ensuring he is allowed to spend a few years doing his own thing before he was thrust onto the battlefield. This was a time of peace, either way, and soldiers were not desperately needed as they are now.

He began heading out on expeditions to the lesser-charted regions of the Outer Rim, his fascination with space not sated until he was able to learn in a more hands-on manner. Milo's expeditions all went well, until he ventured off into the Unknown Regions. With a crew of 5 other men, they headed off into the Galactic West, several sectors off from Sith space, in a region known for strange occurrences, from mismatching energy levels to reports of supernovae where stars did not even exist. Some local space-farers feared the area, saying it was home to an ancient being, but most dismissed it as fearful spacers trying to make their lives more interesting. He sought to finally lay any rumors to rest.

He was out on a space walk only meters away from the ship, investigating a crater on an asteroid. He turned to return the samples to the ship, only to find himself on a completely different asteroid, his ship a small dot in the distance. Unnerved but determined, he leaped from rock to rock in hopes of getting back. Somewhere along the way, things went wrong. He missed and was sent flying into space, his EVA suit the only protection he had from the vacuum.

The Drast spent weeks floating through space, until he became delirious. In this state, he hallucinated, having visions of a creature as big as star systems and as old as time. It spoke to him for days, though he has never divulged what it said. The creature ended the discussion by asking him to come to it, only to find resistance. Milo was no weak-willed space farer, however, and it seemed the creature was only manifesting in his dreams because it was too far away to actually have any other control over him. Being a trained Force user, he was able to erect walls in his mind to protect himself from further probing, and was surprised to wake on his ship a day later. His crew said he'd been in a coma for weeks, and he slowly became unsure of whether he'd dreamed the entire encounter or if it had happened. Nevertheless, upon his return home, he began spending more time in Sith space, his focus shifting away from space and on to the dark side and the occult. The Drast's mentality had changed during the expedition, and it was clear he was now an ardent believer of the rule of the strong, though he refused to explain what changed his mind. He was no longer the spoiled Drast child that had wanted to be a scientist instead of a warrior.

When the Old Empire defected, he was one of the first to join it, renouncing all claims to the estates on Serenno, and accepting that his name would be burned off the family tree. Milo was sure of his decision, and was glad to give up nobility, having grown hateful toward the noble families of the Republica, seeing them as weak.

Personality & Traits

"Heaven knows where I'll end up—but it's a safe bet that I'll never be at the top of anything. Nor do I particularly care to be. "

Ever since his return from the expedition, Milo has grown to realize that he had been focusing on the smaller, irrelevant things in life, and not truly living. Thus, he has chosen to dedicate himself to a cause greater than him, and no longer fears war, instead relishing the opportunity to be proactive, seeing change as progress. Although raised living the posh Drast life, recent years have seen great change in Milo. While once a fearful and weak noble, he has now turned into a true champion of the dark side, who believes that the strong are required to rule over the weak, lest the Galaxy turn to chaos.

Despite his distaste toward nobles, he can't help but still carry a Serennian accent, along with some interests his Old Empire compatriots might deem "posh." He is still an intellectual, interested in philosophy and sciences, but now they are merely a hobby to occupy his free time, and he focuses instead of strengthening his bond to the dark side.​

Powers & Abilities

Born Leader — Sciences, the arts, and other noble past times are still rooted in his brain, as is leading, something that flows through the Drast blood in his veins. Milo comes from a long line of rulers, and the dynasty continues with him, the knowledge of centuries culminating to aid him. He spent his life learning how to lead—it would be foolish to forget.

Force powers — Strong willed and determined, Milo has a grasp on the Force, and is studying so that his connection grows ever stronger. In recent years, he has trained to become more powerful than before, and has dedicated most of his time to reaching his goal.

Duelist — With the reflexes of a trained duelist and a lifelong experience sparring, Milo is proficient with a blade in his hand. He knows to outmaneuver lesser fighters, and how to hold his own against those more skilled than him, traits he has picked up in his training, which began from an early age.

________________________________________________​

Equipment
• Sith sword
Milo's armor
Assets
Ship

Roleplay Threads

Chapter I: Growing

1. Thread link — Thread description here, though there are no threads so this is the only text available.
 
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vamp

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Nilgh'ri'throdog'ehye​

b350915e1c88e780a59c912c8df78733.jpg
“Children will always be afraid of the dark, and men with minds sensitive to hereditary impulse will always tremble at the thought of the hidden and fathomless worlds of strange life which may pulsate in the gulfs beyond the stars, or press hideously upon our own globe in unholy dimensions which only the dead and the moonstruck can glimpse.”
—Excerpt from the journal of an unknown spacefarer


red-divider.png

"My first encounter with Him happened during my first expedition to the Unknown Regions, though I did not know it. We—myself and six other men—were sent out and tasked with charting a small stretch of space, where energy levels were reported to have been constantly on the rise. It was such a simple job with such a large sum of cash promised. This, in itself, should have been warning enough. I should have turned it down, found another gig with less stakes. I was young then, and wanted to be a part of something big. The whispers hadn't reached my ears, rumors regarding the mission. I didn't understand why most people refused, and I was told by anyone I ran into that I was not sane. I would soon discover why.

My name is [REDACTED]. On [REDACTED] I was sent on an expedition in the Unknown Regions. There, my men and I set up camp, planting our ship down on an asteroid and sitting around, charting the region and exploring what we could, how we could. It was boring for the first few weeks, and I was almost starting to regret taking it, my craving for action having gone unsatiated. That all changed on the 38th day of the expedition, when one of the men saw something outside.

The alarm was raised when most of us were sleeping, and the guy on watch showed, pale in the face and panting, to the crew's quarters, bumbling and sputtering. It was hard to discern what he'd seen, but the only thing we could understand was "monster," though what kind was impossible to tell from his account. He was frantic, and none of us understood why, especially since nothing was out there when we looked. We even sent a man out on a space walk to check the asteroid out—nothing. The rest of the expedition carried on as usual, though we all felt the unshakeable feeling of being watched.

I got home without another hitch, took the money, and spent the next year spending it. Things were going well for me. I'd invested in a business that slowly began to rise. I'd fallen in love, and was in the process of chasing the most beautiful lady I'd ever met in my life. I was living life as it was meant to be lived, until a contact of mine reached out regarding the mission that had happened just over a year prior. I had nearly forgotten about the expedition, despite the reccuring dreams I had following its completion.

He said they needed a group of people to go out again and monitor the region, something about energy levels again. I didn't care. Knowing the sum of money I would be paid, and the simplicity of the mission, I agreed, packing up and flying to the space station where we were going to meet. My love advised me to stay with her. We were already well-off, and there was no need for more funds, nor glory, but I would not listen. So it was that two days later, the crew got together, with me being the captain this time. We took off on the [REDACTED] day of [REDACTED], our ship small but suitable for the mission. We arrived to the region, bordered by that same asteroid belt, and set up camp once more.

It didn't take long before He found us. Three days in, one of my men went out on a space walk and didn't return. He got dressed in his suit, then strolled out of the ship like he was going to take a piss. We watched him go—hell, we even tried to stop him. He wouldn't listen. He kept muttering about "his master" waiting, and "the abyss beckoning." We thought he'd gone mad. He walked away, his gaze vacant, off the asteroid and flew through space. We never saw him again. I started dreaming about weird shit. Shadowy figures, tentacles, darkness, whispers in unknown languages.

We were jittery after that. Paranoid, even. Would anyone else go mad? None of us were that sociable anymore, and the mission slowly became more tedious as the time dragged by. Everyone was irritable, and arguments were slowly beginning to brew.

I lost my second man a week later. Just like the first, he walked out into the vacuum of space and never came back. Everyone went batshit crazy. People would lock themselves into rooms, refuse to talk for hours, if not days, at a time. It seemed the mission would never end, and for some, it didn't. Men started to get up and leave a few days after, the gaps getting smaller and smaller. I was alone, eventually, left questioning my sanity and fearing for my life. It was clear I would be next, and it scared the fekking hell out of me.

I soon learned how they felt. The dreams slowly turned to visions, until every waking thought became plagued by them. One day, I heard His call. And I rose to meet Him. Got dressed, walked right out of the ship. I jumped off the asteroid, and got sent flying into deep space. I soared through the vacuum like that for days. I thought I would die there. I was hallucinating all throughout it, the same dreams but so vivid they felt concrete. After a long time, I finally met Him.

He was massive. And I don't mean it in a vague sense. He was, to put it plainly, a behemoth. He was as big as entire star systems. I suspect that was not even His true size, just the one He chose to show to me. We conversed. We spoke in a language I did not know, and I can not recreate it, to this day. It's like my mind refuses to let me. We spoke about so many things, and it felt like we were speaking for centuries. He taught me things. He told me some things about Himself, too. He's as old as time, if not older. He's seen the Galaxy grow from infancy to where it has gotten now. He does not need to eat often—only once every few millenia—but when he does, it always triggers a nearly world-ending chain of events. He eats worlds, entire sectors. You see those squares on your map? Imagine someone took a big chunk out of, say, about 200 of them. That's what a snack for him looks like.

His name is Nilgh'ri'throdog'ehye, and he is the closest thing we have to a God. He is benevolent. He let me live. I woke up on my ship. I drove back to the space station alone. I reported the crew as missing, because that's what they were. He'd chosen me. He'd chosen me to go back, to spread His word. The mission was supposed to last two months. Ten years had passed since my departure.

I got back home, and began dedicating my life to Him. I miss Him. I long to be back home. Today, I begin the journey. And guess what? You will too. You get to meet Him. No, there's no need to try to leave. I've closed all the doors. Every exit is sealed. Come, let us prepare. He is waiting."


Intent

To provide the site with a Lovecraftian-style cosmic horror. He opens the door to many RPing opportunities, from cults (write up coming soon) to references to him from space-faring PCs.

Site lore
 
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vamp

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b1713b9cd72e40eb3e5382f1085dcf4a.jpg
Biographical information​
Homeworld
Age
Aliases
Force sensitivity
Zeltros
22 GSY
N/A
Negative

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Scars

Zeltron
Female
1.65 meters
55 kilograms
Blue
Black
Pink
None
None

Chronological & political information​
Affiliation(s)

Master
United Protectorate
__Senator
None


.

Mara Zefiros

"If you're gonna flirt with me, I hope you can name at least 3 planets other than your homeworld."
—498 ABC tweet from Mara's HoloNet account​

Mara Zefiros was a female Zeltros and Senator living during the Fires of the Rebellion era. Born the bastard daughter of a member of the noble family on Zeltros, she was raised by her mother in the slums, leading a fairly mundane childhood, devoid of the luxuries she could have afforded if she had been legitimately noble-born. Despite being dealt a bad hand, she made the best out of her situation and quickly rose among the political scene in Zeltron, being voted in as the planet's first Senator.


Biography
____________________________________

Just like any Zeltron, Mara has lead a life fueled by and focused on emotion. From the beginning, when she was just a bastard girl living in the slums—where said emotion was mainly frustration—to seeking higher education—determination—and at last being elected to serve as Zeltros' first Senator among the Protectorate—pride—she has always lived with her heart.

Born the daughter of a man from among Zeltros' nobility, she was discarded and given to her mother to raise with no aid or anything of the sort. Though her homeworld is not as brutal as others—with Zeltron people celebrating every day like it is their last, and the atmosphere hazy with their collective pheromones—it would be ignorant to say that life for her was easy. The slums are the slums, whether they're on Zeltros or Nar Shaddaa, and she quickly came to see that even paradise had a dark side. In the dog-eat-dog world of Zeltros' poorest neighborhoods, she navigated with a burning determination to show her father she was more than just a mistake.

It was why rather than get involved with the stars, she stayed at home. While her classmates were all graduating and heading off-world—whether to serve in the Imperial military or to start a life of cirme on Nar Shaddaa—she remained on Zeltros, signing up to pursue higher education, knowing that after the war was done, politics would remain, and there will always be a place for intellectuals in the galaxy.

She graduated once more and set up shop at home, running for regional elections to a surprising degree of success. She became popular among the youth vote—herself being fairly young for a politician, even on Zeltros—and her natural charm resulted in Mara starting her life in politics with a shove forward.

She was only a few months into her term when the United Protectorate rose in the Inner Rim and Core, and joined the scramble to be elected as the first Senator to represent Zeltros. Still riding out the high from her previous election, she found it fairly easy to once again charm the populace and earn herself a seat to represent her planet—though billions of eyes now turn to her to see where she will take them.


Personality & Traits
_______________________________________________________​
Living in the underworld has equipped Mara with a snark like no other, which flourishes on the political stage. Often outspoken and not afraid to break a few hearts, she is blunt and to the point, appealing more to the common people than to the higher classes, who mostly tend to consider her uncultured and petulant.

Underneath her sarcastic and sometimes infuriating exterior lies a smart woman who has spent her whole life preparing for anything the galaxy has to throw at her. She is surprisingly well-versed when it comes to things like history and current events, taking the time to educate herself on anything she assumes will come in handy to know at some point.

Outside of her professional life, she is fun to be around and usually outgoing. Some consider Mara to be intoxicating in private—but that's just men who don't know how to act around something that is capable of conscious thought.


Powers & Abilities
_______________________________________________________​
Snarky — But healthily so. Mara is blunt, sometimes utilizing sarcasm to belittle the opposition—while other times just using it to shed humor on a boring situation—and her personality has ensured people know something is about to go down every time she opens her mouth.

Outspoke — Despite her Zeltron charm and outgoing personality, Mara genuinely has some interesting takes on the world around her, and isn't afraid to state what she believes is right, not shying away from critics—but meeting them heads-on.

__________________________________________________________________________

Equipment
She's a Senator. Mara carries no crazy armor or anything of the sort, but living in the slums has ensured that she always carries a pistol—where she is allowed to. She doesn't like relying on security teams.

Assets
• A random generic shuttle for travel​


Roleplay Threads
_______________________________________________________


Chapter I: The Senator From Zeltron

1. Thread — Description.
 
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vamp

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GetImage.ashx


Milo Vemec-Drast's lightsaber


AFFILIATION
Milo Vemec-Drast

MANUFACTURER
Milo Vemec-Drast

SIZE
Hilt — 50 cm
Blade — 1.4 m

WEIGHT
0.5 kg

COMPOSITION
Titanium, chromium, phrik
WEAPON TYPE
Melee

DAMAGE TYPE
Melee

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
As fast as you can swing it

MAX RANGE
Melee


DESCRIPTION
Crafted after Milo's return from the Unknown regions, where he lost his previous lightsaber, this is the weapon he has most frequently used, and is always at his side, clipped to his belt. Often times, and generally, it is hidden from view, though he brings it out for ceremonial purposes. It's composed of black titanium with a few chromium accents and a kyber crystal Milo personally selected on Illum.

LEGALITY
Legal for a Sith to carry.

INTENT
To have a write up for Milo's lightsaber

ADVANCED TECH
No.

 
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vamp

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1TFLIvI.gif

General information​
Organization type
Leader(s)
Subgroup(s)
Members
Headquarters
Locations
Criminal organization
Milo Vemec-Drast
None
None
Cantonica
None

Historical information​
Date founded

500 ABC, shortly after (event)

Other information​
Affiliation

Old Empire

.

Kybalion

"I would much rather have a single criminal organization running underneath the Empire, one that can more easily be controlled to match our interests."
—Milo Vemec-Drast to Emperor Rask⁽¹⁾

The Kybalion was a criminal organization founded by Milo Vemec-Drast with the help of Nor'baal Fanth. Its foundations were laid long before its inception, with Milo embarking on several missions and undertaking many tasks for other crime lords, establishing a network of connections that he knew would come in handy. To seal the deal, he told the Emperor of the organization. Its establishment first began after Milo made the Moff of Cantonica his puppet, ensuring the law would not reach him on Cantonica, after which he officially recruited several members into the Kybalion, thus birthing the organization.

History

The roots of the Kybalion spread back to Milo Vemec-Drast's first visit to Cantonica, where he met with local crime boss Nor'baal Fanth. The two quickly became partners, and after a few months, executed a plot to poison the Moff of Cantonica, then offer him the antidote on the promise that he reports to them from then on. Successful, the two turned the man into their puppet, which resulted in the Kybalion—or its first traces—having absolute control over the planet, including its police force and government.

It was not hard for the organization to grow from there. Using city funds to construct their first headquarters—a casino—on Canto Bight, the Kybalion began recruiting shortly later. Its members were a mix of criminals from all corners of the Galaxy, Sith, and even some former members of the Exchange.

Organization

The Kybalion is currently ruled by a single leader (the Head), who wields absolute authority, with a vice-leader (the Hand) to advise him or rule in his place in time of absence. Anyone in the organization can rank up, no matter their occupation—even an exotic dancer at one of their establishments could rise and become an Overseer so long as they prove to be a valuable asset. The hierarchy is as such:

  • The Head — The undisputed leader of the Kybalion, who has access to all of its assets. The Head most commonly organizes the most important plots of the organization, whether they be for territory, influence, or other gains.
  • The Hand — The vice leader of the Kybalion, a member that has proven to be trustworthy and wise enough to become the Head's second. The Hand rules in the absence of the leader, but to prevent backstabbing, the Hand does not become the leader if the Head dies; instead, they are ousted and banished from the organization, with the new Head being voted in democratically by the remaining highest-ranking members.
  • Overseers — Also known as Enforcers, the Overseers of the Kybalion are its officers, tasked with serving as a role model and enforcing the organization's values among the lower ranks. The Overseers vote on a new leader if the Head dies.
  • The Fingers — The Fingers are the organization's general population, a rank of mercenaries and warriors who have proven to be more than initiates. These are members who have proven they are worthy of joining, and are the lowest rank, generally being the ones to run the Kybalion's errands in hopes of rising higher.



Assets

Below are assets for the Kybalion, including those that belong to members or have been earned from plots.

Locations

All of Cantonica is under the control of the Old Empire, and the Kybalion has great influence over its local government, as well as its Moff.

Additional locations include:
  • Korriban Hotel and Casino — The first of Kybalion's establishments and its headquarters, founded by Milo and Nor'baal using city funds once they gained control of the planet's Moff. Korriban Hotel and Casino is a thematic hotel, casino, and night club, and has quickly risen to become one of Canto Bight's most reputable attractions.
    • NPC staff

Vehicles

The Kybalion's "fleet" currently consists of the ships its members posses, as well as other personal vehicles such as swoops or speeders.

  • Milo's starfighter

Misc.

Currently N/A



Blue indicates a strong alliance/friendship
Yellow indicates neutrality
Red indicates an enemy



The Head
Milo Vemec-Drast​

The Hand
N/A​

The Hearts
N/A​

The Fingers
N/A​


To provide a write-up for Milo's criminal sub-organization and add some variety to the crime world by adding a Crimson Dawn-style org.​
 
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General information​
Constructed
Location

Builder(s)
0 ABC
Valley of the Dark Lords, Korriban
The Sith Empire

Lore information​
Type

Site lore

.

The Tomb of Darth Malos​

"May you forever live on within the Force, and may it forever guide you to your eternal freedom into a world unchained"
—Empress Andraste at Darth Malos' funeral⁽¹⁾

The Tomb of Darth Malos was the burial place of Darth Malos, first High Inquisitor and one of the first Sith Lords. Built shortly before his untimely demise in 0 ABC, his body was buried and sealed within that same year, following his death at the hands of Nayeli Aeron, who was laid to rest somewhere else.
Contents
1.Overview

2. Intent

Overview

Construction of the tomb of Darth Malos began construction a few days after he defeated Warlord Ryras Nur in kaggath⁽²⁾ and officially became a Sith Lord. His tomb features a simplistic cave system, with several corridors leading to deadly traps while one leads to the main chamber, where his coffin lays, along with the possessions he was buried with. It is decorated with several busts or other statues of both Malos and those he held close (the Doctor, Abigail Nimbus, and Eisa Swan), along with several paintings depicting his greatest successes, including but not limited to: razing the Jedi Temple on Ossus⁽³⁾, regaining his Force sensitivity following his escape from Jedi imprisonment⁽⁴⁾, and defeating Warlord Nur⁽²⁾. Near his grave, several of his possessions lay, waiting for the next contender to come and take them. These are: his lightsaber, former Warlord Ryras Nur's lightsaber, a coat made out of the fur of the Warlord, and Malos' set of armor. He never created any holocrons while alive, so those are the only trophies one could plunder from his grave. The main attraction, so to speak, would be the opportunity to converse with his spirit, risen from within the dark side of the Force when his tomb is disturbed.

Inent

To have a write up for the Tomb of Darth Malos.
 
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toydarian-shop-galaxys-edge.jpg
Customers browsing goods in a marketplace on Ryloth, circa 492 ABC
Lore information​
Type

Site lore

.

Consumerism​

"In the age of consumerism and materialism, I traffic in blue sky and colored air."
—Unknown author

Consumerism, also referred to as consumer culture is a social phenomenon revolving around the purchase of goods, materialism, and personal enjoyment, practiced by most citizens of the galaxy, regardless of age, sex, gender, race, species, or religion.
Contents
1.Overview

2.Examples

3. Intent

Overview

Consumerism has been around for as long as civilized society has existed. Originally booming on large ecunomenopolis planets like Coruscant or Nar Shaddaa, it has spread into even the most backwater of worlds. It plays at the very nature of every sentient species, and served as the founding block of organized crime and trafficking. It is the ideal that large corporations push on the citizens of the galaxy, and it has a single message: consume. It has sneaked into every aspect of daily life, from datapads, to even breathable air on some worlds. It encourages people to consume products that companies sell so that they may make a profit, though crime lords use it as well, aware that there will always be a demand for their services, one that they seek to fulfill.

Examples

Consumerism comes in many shapes and sizes. It has lead to the wide use of millions of products, from food and drink to personal entertainment. Some include, but are not limited to:

tex.equip_datapad.png

An older MeData design
Boonta Cola — The oldest soda brand in the Galaxy, and developed by Hutt corporations, Boonta Cola can be found at any store or restaurant, no matter the planet. Its cheap price and addictive taste makes it common among all species and among citizens of all ages. The liquid is brown and fizzy, and is sweet to the taste. The chemicals put in it have proven to be harmful to many species in the long term, though that does not seem to harm its publicity at all.

The MeData datapads — Ranging from finger to palm sized, the MeDatas are the most common type of datapad, on sale on most planets in the galaxy. Distributed by MeCorp, they feature many designs, some even region-specific, differing in color, outer shell, and even operating system.

Sith Puffs — A product pushed forward by the Empire, Sith puffs are small puffs made out of corn and chemicals and doused in cheese flavored powder. Some claim it strengthens their connection to the Force, but all reputable physicians and Sith scientists decline such outlandish claims. Nevertheless, Sith puffs have been around for the past few centuries and show no sign of going away; sales have been on the rise for hundreds of years.

Bantha Burgers — A foodstuff so common it is familiar to any species, the Bantha burger is a sandwich consisting of Bantha steak, salad leaves, tomatoes, cheese, onions, and a sauce, though it has been known to vary from establishment to establishment.

220

Denizens of a spice den
Not all consumer products are legal, however. Some include illicit substances, known to be banned in hundreds of sectors. Some include:

Spice — The cornerstone of every junkie's meal and the most commonly trafficked drug in the galaxy. Spice is found in mines on planets around the galaxy, though most often on Kessel and Zyggeria. It has a booming business, resulting in the circulation of trillions of credits daily, and any crime lord worth his salt has at least one spice mine somewhere in the Galaxy. It has hundreds of strains with ranging effects, from ryll, which produces a mellow high for its user, to glitterstim, which gives the users a mental boost by quickening their pulse, among other things. Spice can be ingested in more ways than one, from smoking to inhaling through the nasal cavity, with different effects based on method of consumption. For example, inhaling it may cause users to feel euphoric but alert, while smoking it may make them feel relaxed, aiding in sleep. Synthetic variants of spice have been found to cause the most harm to the body, while natural mined spice is less hurtful.

Death sticks — Regarded by many to be the most dangerous drug in the galaxy, death sticks are just that: sticks. Usually a cylindrical-shaped container for chemical substances, they are smoked by users, resulting in a high like no other. However, they are known to lessen one's connection with the Force and do serious damage to the body, resulting in most governments cracking down on the consumption of death sticks.


 
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c731db3a7b33a5b0944e95ca05f447fb.jpg

Biographical information
Homeworld
Age
Aliases

Dathomir
19 GSY
N/A


Physical description

Species
Gender
Height
Mass
Hair color
Eye color
Complexion
Cybernetics
Scars
Voice


Human
Male
1.89 meters
75 kilograms
Black
Dark brown
Pale
None
Various scars
PLACEHOLDER


Chronological & political information

Affiliation(s)


Master


The Sith Empire
_Sith Acolyte

None


.
Jen Rek'mari


"Never to suffer would never to have been blessed."

—Old Sith saying

Jen Rek'mari was a male human Sith Eternal living during the Force Eternal era. The child of two dark side Force users, he was brought up on his birth planet of Dathomir in a shack on the edges of the unforgiving jungle. When mercenaries attacked, his family was forced even deeper into hiding and he later left home.


Biography

____________________________________

When the Final Order fell, legions of troops scattered around the Galaxy, leaving behind the crumbling legacy of a failed empire. Among the ships leaving Exegol during the fateful battle there a century ago were also Sith Eternals, fleeing the planet as destroyers came crashing down around them, their order falling before their very eyes. Some took refuge on populated worlds, hoping to be lost among the crowds. Others went into hiding on the most desolate of places, becoming hermits, hoping to be able to rejoin their comrades one day.

Two such Eternals fled to a village on Dathomir, a planet crucial to dark siders—a home away from home. They gave birth to and raised a child, teaching them the ways of the dark side, carrying on what knowledge they had. It went on like this for generations, and it was how Jen Rek'mari was born.

HIs parents taught him well. He showed promise, learning all he could and dedicating himself to the ways of his ancestors. Still, he couldn't help but feel it was all for naught—his family had lived on Dathomir for a century, and the tradition showed no sign of stopping.

Things were the same until their world was thrown into turmoil. Mercenaries—likely sent by one of the Five Syndicates—raided the forest around them in their hunt for rancors to export off-world. Setting fire once they were done, they went back to their camp, leaving behind them a wildfire that quickly reached the shack that the Rek'mari family was living in. Unable to save their home, Jen's parents did what they could to control the damage and ensure they would be able to rebuild.

The next day, they began the effort to fix things. Jen, however was nowhere to be found.

Unwilling to submit to the tradition of his family, he sneaked onto one of the mercenary ships, getting off at the first stop—Mandalore.

Free from the restrictions that had been imposed upon him, he made a living off odd jobs, from bounties to selling stolen speeders. Eventually joining a circle of dark side users, Jen finally found a home among them, and continued his training by learning from and teaching others in the ways of the dark side of the Force.



Personality

_______________________________________________________

Though once uncaring of others and begrudging of Mandalorians, Levi has left behind his hateful ways and no longer blames them for his exile. He understands that they have their own traditions and beliefs, but still remains regretful that he was never able to remain home where he belonged, among Clan—now House—Solus. He tries to keep close to Mandalorians and considers himself one of them, even though they have scorned him at every step.

Other than that, he is a fairly wholesome individual, loyal to his friends and dedicated to helping the Alliance however he can. Levi likes to lead and take charge, struggling to do so despite the restrictions placed on him as a Padawan.

He looks up to and admires Arda and is forever grateful for believing in him when no one did, though assumes she views him with indifference, much like those around him. Despite being the butt of many jokes and snide remarks from other rebels due to his time as a Sith, he does his best to keep it from getting to him.

He's got a tattoo of the Solus dire-badger on the right side of his upper back.



Powers & Abilities

_______________________________________________________

Independent — Having lived alone for so long, Levi is self-sufficient enough to be able to survive on his own no matter the environment.

The Force — As a Jedi (hopeful), Levi relies on the Force above all. It aids him both in and out of combat, and although he only knows as much as an advanced Acolyte would, his raw strength exceeds what Acolytes and Padawans are capable of. (Level 2)

__________________________________________________________________________

Equipment
Usually hidden inside his sleeve is his lightsaber, a dual phase white blade activated via button for either Phase I (short) or Phase II (full length). He wears a set of nomadic warrior armor with a custom helmet featuring a T visor. Holstered at Levi's side is a WESTAR-1 blaster pistol.

Assets

BN9 Red Witch swoop, painted white



• (Badger name), his dire badger


Roleplay Threads

_______________________________________________________



Chapter I: Peace

1. Thread — Description.
 
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eyAYYJP.jpg

General information​
Type
Culture
Owner(s)


Location(s)
Armor
Sith
..• Vash Windrider
..• Unknown

Korriban

Physical & technical specifications​
Protection type





Range
Absorbs energy of attacks used against it and then redirects the Force back to the attacker

Melee

Lore information​
Type

Site lore

.

The Zageti Antgal Gauntlet​

"Use it wisely, use it for the Empire and ascend ever higher."
—Darth Evandrus upon bestowing the prize onto Vash Windrider⁽¹⁾

The zageti antgal gauntlet, literally the "send back" gauntlet in Ancient Sith, was a dark side artifact that originally surfaced on Korriban, when Darth Evandrus gave it to Sith Master Vash Windrider as a prize for winning the Imperial Gauntlet in 0 ABC. Upon the death of Master Windrider, it once again faded away into obscurity, falling out of the hands of his family and finding its way back on Korriban, where it disappeared entirely.
Contents
1.Overview

2. Intent

Overview

The zageti antgal gauntlet was rumored to have been crafted by Sith Pureblood alchemists to be awarded as a prize for the Imperial Gauntlet, circa 0 ABC. It's first owner was Vash Windrider, who wielded the gauntlet until his demise much later. For a few years, it remained in his family, only to be stolen in the dead of the night by Sith traditionalists believing that it belonged to the Purebloods. It disappeared then, having been snatched away and placed in hiding on Korriban, though it is rumored that there is a remote village guarding it, waiting for the next worthy owner to come and claim it.
500

An unknown Sith wielding the gauntlet.
The gauntlet's powers are just what one would expect from such a legendary weapon. It can absorb any energy used to attack it (blaster, Force, grenade, etc) and then redirect it back through the Force. This alone has been enough to put a massive prize on its back, though its origin tracing back to Darth Evandrus and the original Sith Council makes it an important antique piece to collectors, and a crucial artifact to Sith. Anyone finding and taking the gauntlet would have been forced to prove their strength, and therefore be empowered to lead, boosting their reputation among other Sith, as well as their prowess in combat.

Rumor has it that the gauntlet is now in a remote village on Korriban, closely guarded by a group of Sith Purebloods that have been taking care of it for hundreds of years, waiting for the next worthy challenger to come and claim it. All who have gone off in search of the gauntlet have never returned, and it is presumed that its guardians are extremely powerful in the Force. Nevertheless, its locations is widely contested, and only a select few truly know where the gauntlet is kept hidden.

Intent

To add another powerful Sith artifact that can be achieved through a high stakes plot. Opposition in the thread where the gauntlet is earned must be staff DMed, and would likely be Level 3, if not stronger.
 
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e5905b6c6d6961441ebbf498bd5d81ac.jpg

Biographical information​
Homeworld
Born
Aliases
Nar Shaddaa
467 ABC
N/A

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Scars

Human
Male
1.79 meters
80 kilograms
Black
Brown
White
None
Several blaster scars

Chronological & political information​
Affiliation(s)

Mentor(s)
Independent
__Hitman
None


.

Marc Vandeem

"Did you ever hear the philosophy that once a man admits that he's wrong that he is immediately forgiven for all wrongdoings?"

Marc Vandeem was a male human and hitman living during the Fires of the Rebellion era. Having grown up on Nar Shaddaa, he was thrown into a life of crime to pay off a bounty placed on his head by a local swoop gang after he was framed for murdering one of their members. After he got rid of the bounty, Marc found that the underworld was not so bad once you got used to it, and became a full time hitman.


Biography

[Recording begins with a man sitting on a wooden chair, smoking what seems to be a thin cigarra. Smoke trails from its tip as he holds it in his right hand, gesticulating as he speaks. Voices can occasionally be heard off-screen.]

IDK what to write here yet


Personality & Traits

"Do not call up that which you cannot put down."

Ever since his return from the expedition, Milo has grown to realize that he had been focusing on the smaller, irrelevant things in life, and not truly living. Thus, he has chosen to dedicate himself to a cause greater than him, and no longer fears war, instead relishing the opportunity to be proactive, seeing change as progress. Although raised living the posh Drast life, recent years have seen great change in Milo. While once a fearful and weak noble, he has now turned into a true champion of the dark side, who believes that the strong are required to rule over the weak, lest the Galaxy turn to chaos.

Though many view nobles as spoiled cowards, he believes they can be changed. Milo seeks to help turn the upper class into a class of warriors, who deserve the titles and estates they hold, not a bunch of weaklings born into a life of luxury.

Despite his reluctance to identify as a noble, he can't help but still carry a Serennian accent, along with some interests his Old Empire compatriots might deem "posh." He is still an intellectual, interested in philosophy and sciences, but now they are merely a hobby to occupy his free time, and he focuses instead of strengthening his bond to the dark side.

Masked more often than not, he does not like showing his face on the battlefield, seeing no reason to; intimidating masks or an iconic set of armor goes a long way in establishing himself as a figure to be feared. Besides that, his facial features, hair, and eyes very quickly point him out as a Drast in the eyes of experienced onlookers such as higher ups, making his credibility take a plunge, although invisible. While on other worlds his name would open doors, on Korriban and in the Old Empire it merely establishes a glass ceiling that he must shatter to prove himself to be a true Sith, not a pansy who poses as a warrior.​

Powers & Abilities

Born Leader — Sciences, the arts, and other noble past times are still rooted in his brain, as is leading, something that flows through the Drast blood in his veins. Milo comes from a long line of rulers, and the dynasty continues with him, the knowledge of centuries culminating to aid him. He spent his life learning how to lead—it would be foolish to forget.

Force powers — Strong willed and determined, Milo has a grasp on the Force, and is studying so that his connection grows ever stronger. In recent years, he has trained to become more powerful than before, and has dedicated most of his time to reaching his goal.

Duelist — With the reflexes of a trained duelist and a lifelong experience sparring, Milo is proficient with a blade in his hand. He knows to outmaneuver lesser fighters, and how to hold his own against those more skilled than him, traits he has picked up in his training, which began from an early age.

________________________________________________​

Equipment
• Lightsaber: Milo's lightsaber
• Armor: Milo's armor | Rogue armor
• Secondary weapon: Violator disruptor pistol (AT, gained here) | DH7 Blaster pistol
Vibroblade
• 3 frag grenades (hidden)​
Assets

Roleplay Threads

Chapter I: When You Look Into an Abyss...

1. Thread title — Description goes here.
 
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atanu-ghosh-jabba-the-hutt-1.png

Biographical information​
Homeworld
Born
Aliases
Coruscant
467 ABC
N/A

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Scars

Human
Male
1.79 meters
80 kilograms
Black
Brown
White
None
Several blaster scars

Chronological & political information​
Affiliation(s)

Mentor(s)
Independent
__Hitman
None


.

Marc Vandeem

"Did you ever hear the philosophy that once a man admits that he's wrong that he is immediately forgiven for all wrongdoings?"

Marc Vandeem was a male human and hitman living during the Fires of the Rebellion era. Having grown up on Nar Shaddaa, he was thrown into a life of crime to pay off a bounty placed on his head by a local swoop gang after he was framed for murdering one of their members. After he got rid of the bounty, Marc found that the underworld was not so bad once you got used to it, and became a full time hitman.


Biography

[Recording begins with a man sitting on a wooden chair, smoking what seems to be a thin cigarra. Smoke trails from its tip as he holds it in his right hand, gesticulating as he speaks. Voices can occasionally be heard off-screen.]

IDK what to write here yet


Personality & Traits

"Do not call up that which you cannot put down."

Ever since his return from the expedition, Milo has grown to realize that he had been focusing on the smaller, irrelevant things in life, and not truly living. Thus, he has chosen to dedicate himself to a cause greater than him, and no longer fears war, instead relishing the opportunity to be proactive, seeing change as progress. Although raised living the posh Drast life, recent years have seen great change in Milo. While once a fearful and weak noble, he has now turned into a true champion of the dark side, who believes that the strong are required to rule over the weak, lest the Galaxy turn to chaos.

Though many view nobles as spoiled cowards, he believes they can be changed. Milo seeks to help turn the upper class into a class of warriors, who deserve the titles and estates they hold, not a bunch of weaklings born into a life of luxury.

Despite his reluctance to identify as a noble, he can't help but still carry a Serennian accent, along with some interests his Old Empire compatriots might deem "posh." He is still an intellectual, interested in philosophy and sciences, but now they are merely a hobby to occupy his free time, and he focuses instead of strengthening his bond to the dark side.

Masked more often than not, he does not like showing his face on the battlefield, seeing no reason to; intimidating masks or an iconic set of armor goes a long way in establishing himself as a figure to be feared. Besides that, his facial features, hair, and eyes very quickly point him out as a Drast in the eyes of experienced onlookers such as higher ups, making his credibility take a plunge, although invisible. While on other worlds his name would open doors, on Korriban and in the Old Empire it merely establishes a glass ceiling that he must shatter to prove himself to be a true Sith, not a pansy who poses as a warrior.​

Powers & Abilities

Born Leader — Sciences, the arts, and other noble past times are still rooted in his brain, as is leading, something that flows through the Drast blood in his veins. Milo comes from a long line of rulers, and the dynasty continues with him, the knowledge of centuries culminating to aid him. He spent his life learning how to lead—it would be foolish to forget.

Force powers — Strong willed and determined, Milo has a grasp on the Force, and is studying so that his connection grows ever stronger. In recent years, he has trained to become more powerful than before, and has dedicated most of his time to reaching his goal.

Duelist — With the reflexes of a trained duelist and a lifelong experience sparring, Milo is proficient with a blade in his hand. He knows to outmaneuver lesser fighters, and how to hold his own against those more skilled than him, traits he has picked up in his training, which began from an early age.

________________________________________________​

Equipment
• Lightsaber: Milo's lightsaber
• Armor: Milo's armor | Rogue armor
• Secondary weapon: Violator disruptor pistol (AT, gained here) | DH7 Blaster pistol
Vibroblade
• 3 frag grenades (hidden)​
Assets

Roleplay Threads

Chapter I: When You Look Into an Abyss...

1. Thread title — Description goes here.
 

vamp

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.
"Yeah, someone go escort him. Make sure you pass by the ba—yeah, whatever, just put it on my tab. How much can the bastard possibly drink?" The chief of the facility cleared the last of the crumpled papers on her desk and then put one elbow down on it, resting her head on her paw. She'd been managing here for the past few months, and the rise up had not been easy; trying to make a name for yourself as a xeno woman was difficult in Imperial space, and everyone knew it. It had been a long several few years, constantly littered with sexist and demeaning remarks leveled at her, but Cara Hijsok had gotten through it all, unflinching as she neared and then shattered the glass ceiling.

Now, she waited in her office for this inspector to come chat with her about this or that, then leave. The facility was performing well—better than the others in the sector, in fact—and she knew this meeting would not last longer than five minutes. She had only been a chief for the past few months, but had seen her fair share of inspections in that time, so they no longer fazed her. Instead, they bored her. She knew this man would bore her, as would the thousand questions he would read off the script he'd been handed on Coruscant. Still, that was business. She had to make a living somehow.


Use Mirza in the future
 
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tumblr_o0rei3gLRi1rlapeio2_500.gif
The Empire has been complacent for far too long. Beside the recent unification, we have done nothing of particular importance, instead taking a few neutral worlds while ignoring the outside threats. Crusader Drast will be leading our first offensive campaign since Al'doleem, in hopes of once again regaining our momentum and wiping out the terroristic threat that has been resting under our noses for the past year. The Jedi have gotten comfortable in their base on Hoth, and our scouts have finally been able to pinpoint its location. It's time to remind the traitors that they cannot stick around in one place for too long. We've flushed them out of Naboo and Al'doleem like rats, and we will flush them out of Hoth as well.

That is not all, however. It is known that the sector around the icy planet is "Jedi space," territory that they have gained while the Republica was not looking. They've set up camp in the Galactic South, but it's time for us to break it up. Another team will be dispatched on the gas world of Bespin, where we are told is a Jedi settlement somewhere.

Assault on Hoth: Operation Barbazul


Behind Enemy LinesOPEN/PVPNOT STARTED — Sneak in under the cover of night while everyone fights outside and find the rebel hangar. Sabotage every ship you find, rigging a few to explode, and then slither back out. They will be none the wiser, and we will prevent them from evacuating like they did on Al'doleem.

Winter OffensiveOPEN/PVPNOT STARTED — Another team will take up fighting on the front lines, helping to serve as a distraction so that the other can sneak into the belly of the beast. Hold the front and try to push forward. Leave only when victory is sure.

Operation: Bespinian LiberationOPEN/PVPNOT STARTED — There is a Jedi outpost on Bespin, but our scouts have been unable to find it. There is a warehouse of Tibanna gas that is allegedly serving as a storage for the Alliance, but we have no conclusive information to confirm that. Seek it out, infiltrate it, and seize it for the Empire.​

OOC NOTES:
» All threads take place at the same time. Please mention this in the opening post
» 2 players per thread
» Sign up with a link to your CS or subaccount
» Strict 48 hour posting limit on all threads
 
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vamp

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General information​
Constructed

Location

Builder(s)
501 ABC

Canto Bight, Cantonica

Milo Vemec-Drast

Lore information​
Type

Personal lore

.

Korriban Hotel and Casino​

"Yo, let's head out to the KHC; I hear they got that 2 for 1 drink special going today."
—A Sith Acolyte to another

The Korriban Hotel and Casino was a hotel, casino, and spice packaging plant constructed by Milo Vemec-Drast. The KHC was known for being the most Sith-friendly establishment on Cantonica, welcoming dark siders, and hence becoming a popular spot for Imperial visitors. It was originally owned by Cristof Hoss, a man who's wealth slowly dwindled until he was forced to sell the establishment to Milo.
Contents
1.Overview

2. Intent

Overview

The Korriban Hotel and Casino was not always that. It originally began as Cristof's Casino, one of many nightclubs and casinos on Canto Bight, situated close enough to the slums that most of their clientele consisted of poor xenos looking to cash in big and win their way into one of the pricier establishments in downtown. Most did not, but that did not mean Cristof's Casino was successful. Its owner, Cristof, was a deeply flawed man, careless with profits and reckless with himself. He was known for his vices—namely, cigarras, drinking, and women—and when he wasn't spending all of his—and the casino's—credits on one of the three, he was sitting by the bar, telling patrons his entire life story. He managed to run the establishment into the ground, earning eviction notice after eviction notice, every month somehow managing to scrounge up the money required to pay off the rent. He was not, however, successful or happy.

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The Hub
It was then that Milo Vemec-Drast came in, offering the man an easy way out. Accept a large payment in return for the casino. He promised to take all of Cristof's problems off his hands, giving him enough credits so that he may retire somewhere nice—Nar Shaddaa was the main's choice for some reason—and live the rest of his life happy, with no need to worry about money ever again, vices and all. The man agreed, of course, and Milo got to work. First, he got to modeling the indoor of the building. It was tough work, since Cristof had left behind a mess covered in purple paint and holograms—hardly a casino/nightclub/hotel fit for a Drast to own. After the remodeling was done, Milo recognized that the casino would not be able to pull its own weight—at least, not at first—and visited with a local crime boss. A short negotiation later, Korriban Hotel and Casino was open for business, serving as a hotel, casino, nightclub, and spice packaging plant. Its criminal aspect was in the back, of course, and closely guarded by armed security handpicked by Milo himself. He ruled the casino with an iron hand; for example, refills cost 10 chits, though the rule was later replaced when patrons became disgruntled.

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Several patrons enjoying one of the many private rooms in the establishment
Illegal activities aside, Korriban Hotel and Casino is a wonderful establishment for anyone—though especially Sith—to visit. Its name derives from the Sith homeworld, of course, and it has become a common spot for dark siders coming in from off-world looking for a place to chill, party, or spend their credits. It is a 5 story building, not spectacular looking from the outside but very aesthetically pleasing from the inside. Upon entering, patrons are patted by security to ensure they do not carry any lethal weapons, though they are permitted with one stun melee arm. Once past security, they come upon a massive, 2 story chamber—the Hub. This is the nightclub portion of the establishment, and serves as its central hub. In its center, it features a bar, with dancers of varying races entertaining patrons in pods made of blasterproof transparisteel above it. There is a stage that can be lowered at the far end of the room, where there are regular performers, with a show every week or so. Stairs lead up to its second level, where VIP pods and a few corridors allow patrons to walk up closer to the dancers' pods. From the Hub, two corridors extend out to West and East respectively, each leading to a different wing of the establishment.

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    One of the many average-priced hotel rooms
  • 447637af13ffa6166e12bbeb7f81d1cc.jpg


    One of the establishment's luxury rooms
West leads to the casino, a moderately-sized room that serves as the main chamber for gambling. It is outfitted with anything one can think of when they think "casino" from roulette machines to pazaak tables, and everything in between, and guarded by a few security guards on different corners of the room.

East leads to the more industrial section of the establishment, and is open to employees and authorized personnel only. It is home to the spice repackaging room (which is secured by a blast door open only by a code that changes daily), several meeting rooms, a control room, and the safe, which is there mainly for ceremonial purposes, as all of the casino's assets are held virtually via HoloNet in a secure bank account.

The spice repackaging room has its own delivery area, through which speeders generally pass in the dead of the night to deliver the goods in bulk. They are then taken to the room, which features several tables put back-to-back, where a few dozen (well paid) workers roll the spice into cigarras of every shape and form, then box them. The next day, the speeders return to pick up the boxes and distribute them, the whole operation taking place in secret to everyone but a few people. The workers are heavily guarded by armed security, and the delivery area is watched over carefully.

There are elevators at various points in the building, leading to the other floors, all of which are accessible besides the 4th and 5th, which are part of Milo's personal penthouse and accessible only via passcode. The 3rd floor houses all of the hotel rooms, ranging in size from the smallest and cheapest to the largest and most expensive. Depending on price plan, patrons can expect room service, cleaning, a laundry room, a lounging area, bathrooms outside the individual hotel rooms, complimentary shampoo, and other common amenities. The hotel section is also available from the outside for those that do not wish to go through the nightclub, and can be opened by anyone with a room key to take them to the 2nd or 3rd floor.
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The control room.
The entire establishment is outfitted with surveillance cameras (which can be viewed from the control room but are also streamed via HoloNet so that Milo can access them live or stored at any time from his data pad), security guards (some armed with either stun or lethal weapons), emergency services, and other features to ensure the safety of all patrons and assets.

Visitors can expect music to always be playing, a playlist having been made personally by Milo, with songs trendy among Sith. Most are in Basic, though a few are in various other languages, from Ancient Sith to Huttese, to provide variety.

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Floor Plan for Floor 1. Includes Hub and West Wing, but not East Wing.​

Intent

To have a write up for an establishment Milo intends to build.
 
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vamp

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Andraste-class Star Destroyer


AFFILIATION
Sith Empire

MANUFACTURER
Sith Empire

CLASS
Star Destroyer

ROLE
Anti-fleet capital warship

COMPOSITION
Impervium and transparisteel

DIMENSIONS
1,800 meters

CREW
800 minimum, 1,800 optimum

PASSENGER CAPACITY
800

CARGO CAPACITY
1,300 standard tons

HANGAR CAPACITY
60x starfighter, 25x shuttle

CONSUMABLES
1 and a half standard years

SPEED/MANEUVERABILITY
25 MGLT, with sluggish maneuvering characteristics.


ARMAMENT

  • 10x fixed ion cannons, mounted in bow.
  • 10x single-mount heavy turbolaser turret, 5x port, 5x starboard.
  • 14x dual-mount turbolaser turret, 7x port, 7x starboard.
  • 20x heavy laser cannon casemate, 10x port, 10x starboard.
  • 30x defensive heavy laser cannon turret, 15x ventral, 15x dorsal.
  • 36x assault torpedo launch tube.
  • 3x tractor beam emitter.

EQUIPMENT
  • 1x class 4 hyperdrive, with class 10 backup
  • 1x long-range sensor suite
  • 1x long-range communicator suite
  • 20x docking ring with integrated docking tube
  • 3x military-grade deflector screen generator, 1x primary, 1x backup, 1x dedicated bridge deflector.
  • Many escape pods
  • Internal security system, including numerous blast doors and holographic monitoring equipment.


DESCRIPTION
The first star destroyer designed and built in 500 years, the Andraste-class destroyer takes a previous design—the Disparity-class—and improves it. Bigger, faster, and more well armed, it is an absolute behemoth, but it also requires a larger crew to keep it running. In addition, Imperial engineers still haven't been able to design engines that can bear the massive load while also running properly, resulting in a snail-like 25 MGLT for the ship, which renders it useless in avoiding other fleets—not that it would need to.

With 15 heavy ion cannons, it's threatening enough to make foes think twice about opposing the destroyer. Known for their devastating effects against capital ships while dealing barely any physical damage, the ion cannons are used to specifically target vital systems in enemy craft, such as their shield generator, to cripple them before the fight even properly begins. After, the destroyer's massive armament—consisting of heavy laser cannons and turbolaser turrets—finish off the enemy ships, bombarding them with plasma the moment their shields are down.

Due to its power, the Andraste-class star destroyer is used as a central piece of the fleet, as it can take on and destroy masses of enemy capital ships at a time. It is always backed by at least a squadron of starfighters, which is carried in the hangar, and is ready at a second's notice. It also features many shuttles for other business. Should things go wrong, the destroyer is equipped with a great number of escape pods, enough to ensure safe escape for all of the ship's inhabitants and perhaps a few more.

Never the one to forgo constant surveillance, the Empire's allseeing eye stretches—to no one surprise—to its ships as well, the destroyer featuring a great many security systems, from blastproof doors to holographic monitoring equipment. In case of a breach in the hull, the blastproof doors are automatically closed to prevent the vacuum of space from wreaking too much havoc on the ship. In addition, the surveillance footage is stored locally, but also on the cloud, preventing anyone up to no good from deleting it. The destroyer has a self-destruct feature which is activated using a code that changes daily and is known only by the Dark Councilors and Emperor. It can be detonated remotely.

Its glaring weakness—as with the Disparity-class—is its lack of maneuverability, the craft moving slowly and being extremely hard to turn around. It is easiest for it to travel via hyperspace as needed, and either stay or leave during firefights. It is essentially stationary during naval battles when compared to other ships, meaning that its squadron of starfighters is vital to serve as a backbone for the destroyer and take out enemies it cannot reach. The Andraste-class operates best during specifically planned operations.

Its massive size makes it difficult to maintain, requiring hundreds of crew members just to run, and many more to man its guns. This, along with the amount of resources going into it, result in a ship that is giant, formidable, but hard to build and keep, requiring a massive amount of capital and personnel to keep running. Due to these factors, it is an extremely valuable asset to the Empire, and thus several trackers are installed throughout the ship in secret and unaccessible locations.

LEGALITY
Illegal. Being a capital warship, ownership is restricted for government use in most systems. Additionally, only the Sith Empire possesses the craft's blueprints, which are kept closely guarded.

INTENT
To create a unique class of ships not seen this timeline and bring in a symbol of the Empire's supremacy over from last TL.

Write up by @vamp

ADVANCED TECH
Yes. Star destroyers are massive, expensive to build, and extremely expensive to maintain. Getting an Andraste-class star destroyer would require a 5 thread tech plot, assuming the individual has access to the ship's plans and enough resources to actually build it.

 
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vamp

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KzC3uaq.gif
Mustafar is, above all, a locus of the dark side, and it comes as no surprise that Sith have been naturally drawn to it for centuries. What comes as a surprise, however, is how the planet has managed to remain neutral for so long. The newly united Sith Empire has seen great victories on Hoth, and now that a foothold is established in the Galactic South, it is time we turn our sights to an even more crucial world: Mustafar.

It is known for its refineries and ores, but we want it for more than its mining operations. Mustafar will become the planet for the next Sith temple, a world perfectly suited for disciples of the dark side to come study, train, and soak in the Force. Due to its neutrality, we will find taking it is much easier.

Locus of the Dark Side


Always Good to Ask for PermissionASK/Self DMNOT STARTED — Meet with the regional governor of Mustafar and request his approval for our project. Should he not see eye to eye with the Empire, either persuade him or dispose of him.

Where the Wild Things AreASK/Self DMNOT STARTED — Though the locals might be convinced to join the Empire, Mustafar's fauna is not so easily persuaded. Accompany a group of builders as they lay the foundation of the temple, eliminating any lava eels, roggwarts, or xandanks that try to hinder our plans.​

OOC NOTES:
» 2 players per thread
» Sign up with a link to your CS or subaccount
» Strict 48 hour posting limit on all threads
 
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vamp

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ORB-Bluetooth-Ring1.jpg

Universal Translating Device

Affiliation:
Open Market

Manufacturer:
Czerka Corp

Type:
Translating device
Power Supply:
24 hour rechargeable powercell

Sensors:
1 audioreceptor
1 vocabulator

Size:
5 cm

Composition:
Plasteel


DESCRIPTION
With the first universal translating device created over 500 years ago, the market was revolutionized and taken by storm by this new technology. Every tech company wanted in on it, with each coming up with their own new and improved design, only for their project to be dwarfed by the next one that came along. 5 centuries of innovation later, Czerka Corp presents the Universal Translating Device (UTD). It is a small comm-like device placed inside the ear that can translate over 3 million languages, similar to the abilities of a protocol droid. In addition, it can be tweaked to serve as a comm device as well, and can be integrated into most helmets for seamless translation in every setting.

It is roughly 5 inches of plasteel and a few other materials, though models can be made to accommodate for various ear shapes and sizes. Models aimed toward a specific species are generally sold on their planet of origin, and the device itself is just a little more expensive than the average protocol droid. Its main drawback—and something innovators continue to work on—is that it can only translate verbatim, which sometimes results in phrases being translated a little too literal. Users generally work around this by recognizing context and asking for further clarification, so it is not a big enough problem that sales have tanked.

The device works simply. It takes in audio waves through its audioreceptor, processes, then translates the phrase and says it back in a robotic voice in the language of the user's choosing through the vocabulator. The UTD comes with a ring that can be worn on one finger featuring a small sliding mechanism that can adjust the vocabulator's output volume as well as the audioreceptor's sensitivity and input volume.

LEGALITY
Legal in all systems.

INTENT
To finally have a universal translator for this TL so that people aren't required to walk around with protocol droids.

ADVANCED TECH
No. Though expensive in some systems, the UTD is not advanced by any means and simply just another example of consumer tech.


 
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