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Wit

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Bar-Bar Drinks
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Bar-Bar Drinks was a cantina and sabacc parlor located near Mos Eisley's junkyard on the Outer Rim planet of Tatooine. Owned and operated by Katerine Lavont, it is neither the most popular, nor the most profitable business ventures on Mos Eisley. Unlike some other establishments, the Bar-Bar Drinks cantina's doors were open to all and patrons were not discriminated on the bases of gender, species, or sentience. This was partly because of its new owner, Kat, being fairly open minded, and partly to welcome back any and all sort of business after the previous owner got himself infected with the AMS and went on a rampage in the cantina and nearly infected multiple patrons, turning away much of the cantina's regular clientele.

Description
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Bar-Bar Drinks is a modest establishment, with sections closed off because Kat does not yet posses the means to hire enough hands to keep the whole place running. A single story, sandstone structure, the cantina consists of a single bar area, a dedicated power generator in its own room, a booth area converted into a small stage for bands to perform from, and a small office for Kat behind the bar.

Seating consists of tables scattered across the establishment along with private booths along the outer walls. As a more old school establishment, there are no menus or displays at the bar, patrons can request whatever they like and the bartender does his best to provide what they ask.

There is also a basement below the cantina, a large structure that runs the length of the cantina and is used mostly for storage and more private meetings if and when the need arises. While the basement has a lot of square footage to offer, Kat has neither the money, nor the manpower to use it as anything more than a cellar to store food, drinks, and some equipment.

Staff
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The cantina is run by Kat, with her former Rodian co-pilot Gill acting as both her eyes and ears and as a bouncer. A horrible co-pilot, he's somehow worse at being a bouncer, and often starts fights instead of stopping them. A human bartender by the name of Jabe works behind the bar while Kat's cousin Lola is the only other employee on the floor. Two barely functional server droids round up the staff. Ever so often Kat will hire a local band to perform in the cantina, though it is not a regular occurrence.

Bar-Bar Junk
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Located behind the catina property is the Mos Eisley junkyard, and though not owned by the proprietor, it is seen by many as a part of the establishment. Used by patrons to resolve altercations at the famous out-back setting, it is used by the catina staff to dispose of junk, to find parts required to repair the few droid servers working at the cantina, and even to toss out drunk patrons at the end of the day. Waking up blackout drunk in the junkyard is a rite of passage for many a Bar Bar Drinks patron, a remarkable feat given the watered down swill that is purchased by most of the cantina's clientele.

Intent
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To set up a personal lore article for a character's base of operations and to provide another in-universe location as a setting for stories for anyone that might want to use it.

 
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Wit

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IDIOT'S ARRAY BUSINESS CARD

AFFILIATION
Selene Trakand

MANUFACTURER
Self produced

TYPE
Encoded Business Card
POWER SUPPLY
N/A

SIZE
Handheld.

COMPOSITION
Plastene.

DESCRIPTION
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A simple plastene Sylop card from a Corellian Spike Sabacc deck, Selene has modified each card to add a special encryption to each card to allow the bearer to make contact directly with her over a secure holo-comm line. This allows her to operate as a fixer without jeopardizing her "cover" as Durga the Hutt's majordomo.

While neither business cards nor encrypted calls are rare in the Galaxy, by tying the two together Selene aims to create a unique way to set up her network of contacts, only giving out the cards to those she considers worthy contacts or potential clients. The cards can be slipped into any standard datapad, which can then use the encryption encoded on the cards to either make a call or send a message directly to Selene.

The system employs a two phase encryption system, with the cards storing a small program that places the call to Selene via the datapad it is connected to, after the user enters an encryption key that is shared with them with the card. This generates the authentication required to gain access to a secure line to Selene, who in turn holds the second half of the encryption on her side, where any received message is authenticated followed by another round of decryption. After each use the decryption key is updated from her side for added security.

The system is not completely secure, and can be hacked by anyone of sufficient skill to use the cards without a key, but Selene is willing to take that risk as she sees anyone capable of bypassing the cards' security to contact her as someone worth knowing. So the cards not only act as a means to maintain secrecy, but also act as an audition for anyone looking to work with her.


LEGALITY
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Legal. It's just a business card.

INTENT
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To create a personal business card for my character to provide a degree of flair to the character and the direction I want to take her. While it offers a degree of security, it is intended more for story purposes.

RESTRICTED
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Yes. Though it is not advanced technologically, the intent is to have it be a unique piece of tech that can only be handed out by my character Selene. It is restricted more for flavor than any actual ability of this piece of tech.

 
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Wit

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Rogue-Class Shuttle


Affiliation
Restricted

Manufacturer
Kuat Drive Yards

Class
Shuttle

Role
Personal Shuttle

Composition
Numerous generic materials

Dimensions
38m x 18m x 18m

Crew
3 (Pilot, copilot/astromech, and gunner)

Passenger Capacity
3

Cargo Capacity
3 weeks

Hangar Capacity
N/A

Consumables
3 weeks

Speed/Maneuverability
70 MGLT with strong maneuverability


Armamanet
  • 1x dual forward laser cannon
  • 1x dual aft laser cannon

Equipment
  • Heat and energy sinks
  • Signal masker
  • Chaff launcher
  • Short range comms
  • Standard civilian shielding
  • 1x 6-being escape pod


Description
The centuries of peace following the Sith consolidation of the Galaxy into one Empire gave industries across the Galaxy the opportunity to develop in new and interesting ways. One of the prototypes developed by Kuat Drive Yards was a personal shuttle with rudimentary stealth capabilities, an old and discarded project rejuvenated and seen to fruition. Boasting of strong maneuverability and moderate armament, the Rogue-class Shuttle was supposed to earn a lucrative contract from Imperial Intelligence, but the outbreak of war shifted the company's focus from R&D to accelerated prodution of warships, and only a handful of the stealth vessels were ever made.

The key component of the infiltrator concept is the internal stealth software modifications. A device has been installed allowing the pilot to either mask the ship from heat and energy scans, or to alter the ship’s energy output characteristics, allowing it to hide from or disguise itself from all but the most aggressive scans (or a keen eyeball). Unfortunately, due to the prototype nature of the system and its substantial power drain, the ships engine efficiency is reduced and weapon and navigation systems cannot be used while the system is active. The system also takes up significant space and computing power, allowing for only a light shield generator and short range comms and sensors, which limits its usefulness in the scouting role for most modern fleets. The cargo and passenger capacity is also very limited, though the small cargo space near the rear ramp does have room for a swoop bike or two. The weapon systems are limited to a forward firing arc- while the lack of a turret makes tactical options limited, it does allow the weapons to be controlled from the cockpit, obliviating the need for a third crewman as a dedicated gunner.

While the Infiltrator never did pick up any major military contracts, it did generate interest in several smaller independent buyers- among them the Jedi Order. The Jedi Shadows in particular saw potential in the craft as a personal transport capable of dispatching small teams of Shadows to discreetly poke around suspected Exile hideouts. While the Orders numbers have dwindled, so too have the number of Infiltrators still in service. While they were once a relatively common sight on far flung Jedi outposts, the ships are now prized relics of days past, and are only granted to the most dedicated and successful Jedi, who are entrusted to take good care of them.


Legality
Restricted. Many localities have laws against private ownership of stealth technology or materials of any sort, as it is often the tool of smugglers and criminals.

Intent
A reskin of the Smugglers Nerf herder for a more elegant aesthetic. To serve as the reward for a tech plot to steal a ship using Imperial codes while they are still in use.

Advanced Tech
Yes. This is supposed to be a unique prototype shuttle which will require a plot to acquire.

 
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Wit

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Twilight-class Star Yacht


Affiliation
Open Market

Manufacturer
Kuat Drive Yards

Class
Yatch

Role
Luxury Yacht

Composition
Numerous generic materials

Dimensions
38m x 18m x 22m

Crew
Optimal - 2 (Pilot, copilot/astromech)
Minimum - 1

Passenger Capacity
10

Cargo Capacity
5 tons

Hangar Capacity
N/A

Consumables
5 weeks

Speed/Maneuverability
60 MGLT with strong maneuverability


Armamanet

Equipment
  • 1x class 5 hyperdrive.
  • 1x ventral docking ring with integrated docking tube
  • 1x military-grade deflector screen generator.
  • 2x 6-being escape pod
  • IFF Spoofer
  • EW suit for monitoring and jamming


Description
The centuries of peace following the Sith consolidation of the Galaxy into one Empire gave industries across the Galaxy the opportunity to develop in new and interesting ways. One of the prototypes developed by Kuat Drive Yards was a luxury yacht with enough firepower to venture safely into any corner of the Galaxy. Boasting of strong maneuverability and good armament, the Twilight-class Star Yacht was designed to appeal to the younger generation of rich and wealthy elite in the Sith Empire, providing security, speed, and comfort in a stylish package. But as styles moved on, the Twilight's sharp lines and edgy look went out of style and the expensive craft lost much of its popularity. Though no longer in production, many still remain in service and are not too uncommon a sight in Imperial space.

The Twilight's greatest strengths are its strong armament and good maneuverability. While its class 5 hyperdrive and above average speed and maneuverability make it ideal for slipping away when things get hairy, with two dual canons and a single proton torpedo launcher, the luxury yacht is just as capable of exchanging a few punches if the need so arises. The addition of military grade shielding was supposed to provide additional protection which would appeal to the young and brash clientele it was aimed towards.


Legality
Legal. This is a personal transport that is legal all over the Galaxy.

Intent
To provide an advanced ship for characters to use that is not a freighter or a fighter, the yacht class/aesthetic is something that is not covered by any current ships.

Advanced Tech
Yes, this a ship with advanced weaponry and will require an appropriate plot to acquire.

 

Wit

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---NAME: Idril Vizsla
---AGE: 27
---SPECIES: Firrerreo
---HEIGHT: 1.65m
---WEIGHT: 56kg
---HAIR: Blond
---EYE COLOR: Blue
---FACTION: Independent
---ROLE: Freight Pilot
---FORCE SENSITIVE: Yes

---STRENGTH:
---██████████
---DEXTERITY:
---██████████
---CONSTITUTION:
---██████████
---INTELLIGENCE:
---█████████
---WILLPOWER:
---█████████
---STAMINA:
---██████████

---NAVIGATION
---BIOGRAPHY
---PERSONALITY
---ABILITIES
---RELATIONSHIPS
---THREADS
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.


BIOGRAPHY
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Six years ago, as a newly knighted Jedi, Valin was an insignificant blip on the Sith Brotherhood's radar, just another Jedi fresh out of the academy. He might have had the talent, the famous name, the princely title, but there were far bigger threats for the Sith to be worried about. Fast forward to a week ago and Val amounted to much more than a blip. Leading a small team, a team that had made its name by specializing in killing Sith, he had gained notoriety that worried the Sith and Jedi alike. The Jedi worried he might be falling, the Sith welcomed his fall, but worried that he wasn't falling fast enough. The longer he skirted the edge, the more Sith he would go around killing. And today, today he was in a different situation all together. Left with a severed hand, a dead best friend, a crippled lover who hated his guts and a ruined, dysfunctional droid as his only remaining companion; this was most definitely not the way the young Jedi would have imagined his life panning out when he passed the trails.

Valin's time in the academy wasn't particularly remarkable, no one could have suspected then that he would become what he was today. He had always been confident in himself, and his abilities, maybe a little too confident for his own good. But then many a young Jedi had the same weakness, hubris. Hailing from royalty might have given him a head start in the arrogance department, but it wasn't anything his masters found too worrying. Little is known of what drove an idealistic, albeit slightly arrogant, Jedi to fall as far as he did. Word is that he was captured by a Sith who thought it would be fun to try and break the young princeling, and the torture left him oh so slightly unhinged. If rumors are to be believed that was the first Sith he killed, and just took too much of a liking to it. He gathered others of a similar disposition, individuals who had reason to hate the Sith and were willing to put their life on the line fighting them. He built a team, though death squad would be a better word to describe them. He wasn't the strongest among them, or the smartest, but he was the most zealous of the lot, and had a way with words and an unmistakable gift with mental aspects of the Force that made it far too easy for him to find companions.

This group of six, Jedi, Antarian Ranger, Mercenary, a former butcher and two droids, came to be known as the Bridgeburners. The story goes that they burnt down a millennia old bridge to trap and kill a Sith they had been hunting, in the process destroying a treasure of the art world and possibly crippling a planet's economy. The young Jedi and his crusaders, in their bid to rid the Galaxy of the dread of the Sith, had in one fell act earned a reputation that made some address them with the same abhorrence that they themselves treated the Sith. They weren't champions of the people, far from it. They had moulded themselves into an efficient killing machine, willing to take steps that the Jedi or the Border Alliance were unwilling to take. If innocents were to get caught in the crossfire then that was a risk they were willing to take. To Val, the ends after all did justify the means.

The young Thorne was no swashbuckling hero out of a fairy tail, not any more. But he wasn't really a villain either. He walked a path in between those two extremes. A sometimes brooding, sometimes idiotically humorous anti-hero out of some poorly written story. A half-broken, battered remnant of the man that he was six years ago. Upon his return to the Jedi, he was given menial tasks while the leaders of the Army figured out what to do with the errant Knight. It was one of these tasks that ultimately changed his life forever. Assigned as Shae Vis' watcher, he formed a friendship with the former fallen-Jedi and through that friendship found his own path to redemption. It was because of this friendship that he followed Shae and her husband Corvo into the very heart of the Sith Brotherhood to capture the then Dark Lord of the Sith, Darth Solum.

It was during this mission that he and a Sith by the name of Malak Arpha were caught up in a powerful Force blast aimed at Corvo. Valin woke up a few days later in Malak's body, everyone believing that Valin Thorne had died days earlier. Realizing the unique opportunity that had been presented to him, he continued living among the Sith as one of their own, working towards making contact with his friends and finding some way back to his old life. He ultimately made contact with Corvo and with his help was able to set off a bomb during a meeting of the Moff Council which resulted in the death of eight Moffs and Dark Council members. He is now making his way back to the Jedi, where once more he knows not what kind of welcome awaits him.
PERSONALITY
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Valin is driven, more than anything else. A man who can identify what he wants and do almost anything to get what he wants. Maybe that is his problem, he just doesn't know when to stop. But this does not mean that he is rash, or foolhardy. Exceedingly smart, and equally patient, he is willing to take a step back in order to reach his target. He can be subtle when bluntness would offer no results, tactful when the need arises, but if brute force will stands a chance of being the quickest solution then that is the one he will pick. He is flexible enough to adapt to his situations, but his preference is always to take the direct path if possible.

In his crusade against the Sith, his personality has changed from what it was during his time in the academy. This is most evident in his sense of humor, which is much darker than it used to be. He also seems to have developed a certain amount of apathy towards the sufferings of others, losing some of the empathy that should be so vital to a Jedi. While upon his return to the Jedi some of his darker tendencies were suppressed, his time among the Sith has undone whatever he had gained from that time. The destruction of Tython and his own near death has convinced him that the Sith need to be stopped at all costs. He is more sure than ever that in this case the ends do justify the needs.

ABILITIES
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As a fully trained Jedi, trained since birth to be a warrior and receiving Jedi training since the age of six, Kal is very well versed with the usage of the Force. As a teenager he had an inclination towards the flashy, using the Force in a destructive, exuberant manner. Ironically enough, the time of his slow descent towards the Dark Side taught him to appreciate a more subtle usage of the Force. Where the loud manner in which he previously used the Force had made him deaf to the Force's whispers, he now let it guide him and rarely made use of any extravagant and flashy displays of the Force. That's not to say he isn't capable of it, being very skilled in the use of Telekinesis and enhancing his physical attributes with the Force. But his greatest talent in the Force lies in its mental aspects. He is very, very skilled as using the Force to influence those around him, capable of getting into another's mind and planting ideas or readings their thoughts without leaving any trace of his presence.

Because he now lives in the body that once belonged to Malak, he now lives with the same limitations and gifts that Malak did. As a result of the experiments that created Malak, Valin possesses near inhuman strength and speed, as well as a tremendous intellect. But a side effect of the same experiments is that his body is unable to keep up with his abilities and is deteriorating at a rapid rate. In an odd genetic mutation that granted him his heightened physical abilities, his body is only able to sustain them by burning energy at an accelerated him. As long as he does not exert himself above and beyond what would be considered normal, the effects are minimal, but as soon as he pushes himself to use an inhuman display of speed or strength, he quickly starts running out of steam. If he went all out in a battle, he would be dead on the floor within an hour. As such a sustained fight is to his disadvantage. Malak was aptly considered a "limp-berserker" by his instructors, for while his unique gifts made him a near unstoppable force, as soon as he ran out of steam he was near defenseless. Palin has to deal with these same limitations, and is slowly coming to terms with them. He is learning to compensate for these shortcomings by conserving his energy in a fight, moving around slowly and carefully before launching an attack in a short and deadly burst. Like a predator, he slowly and meticulously stalks his prey, before lunching a quick, deadly attack. At the same time he uses whatever technology he can to enhance his chances in a fight, from repulsorboots to enhance his maneuverability to blasters and grenades to improve his offensive ability.

As a duelist, Valin is working to develop a style that complements his physical advantages and compensates for his limitations. Adopting components of various styles, he has come up with a style that bears the greatest resembles to Soresu. An energy efficient defense that focuses on economy of motion, Valin bides his time by wasting as little energy as possible while maintaining a strong defense. But when the opportunity presents itself or he has studied his opponent enough to be able to adapt to their style, he switches into a more aggressive and expansive style inspired by Juyo, relying on quick, unpredictable movements and powerful parries and jabs. The aim is to make conserve his energy as much as possible and blitz his enemy in a few deadly attacks. The myriad combat styles he had picked up in his past life make him a very unpredictable and adaptable fighter, capable of using brute force just as easily as finesse.

Primary Saber Form:
Form VI, Niman

Secondary Saber From:
Form III, Soresu

Primary weapons:
Lightsaber - Green Blade
Lightsaber - Crimson Blade

Armor:
Modified MMCA - Aesthetic modifications

Primary Firearm:
Heavy Blaster Pistol

Sidearm:
TS-15 - 3 cartridges

Others:
Repulsorboots - Professional-grade

RELATIONSHIPS
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Name

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THREADS
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The Mof Council: E3 ▬ Complete
Like a Wraith in the Night ▬ Ongoing
As The Force Wills It ▬ Ongoing
 
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Wit

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Imperial Knights

Intel from ISB has identified a number of Hutt operations across Imperial Space, and while the ISB has been tasked with covert operations of their own, the the Imperial Knights have been ordered to detain a number of Hutt Lords operating within the Empire.

MISSIONS:

Imperial Light (Ask/self-DM) —
Rhen Var's crystal mines, besides being a valuable resource for the Imperial Knights, also produce more mundane crystals that have historically attracted the attention of those with a more capitalistic inclination. Multiple shipments out of the planet have been intercepted by pirates and intelligence suspects a Hutt plant has been sharing shipping manifests with their superior. Travel with a particularly large shipment that has been set up specifically to attract the pirates, capture whatever information you can regarding the Hutt influence on Rhen Var and eliminate the mole.
Signed-up: ?? & ??​

Imperial Might (Ask/self-DM (Imperial Knights + IAF is interested)) —
The trade world of Columex had attracted significant Hutt activity in the aftermath of the Imperial-Hutt ceasefire. A pair of particularly enterprising siblings managed to set up an operation that used the planet's hyperlane connections to feed numerous Hutts operations around Imperial space. A team of Knights must lead Imperial forces to attack their base and capture the siblings and dismantle their operations.
Signed-up: ?? & ??​

Imperial Fright (Ask/self-DM) —
Intelligence agents have made contact with the son of a Hutt Lord on Felucia willing to sell information regarding his operations on the planet, and has even put turning on the Syndicates on the table. He has demanded the death of his father and him being placed in charge of his operations as payment. Capture father and son, and remind the would be negotiator of the folly of trying to strong-arm the Empire and extract all possible information from him.
Signed-up: ?? & ??​

Imperial Delight (Ask/self-DM) —
The Lunar Night is a key festival on Entralla is a major festival that attracts attendees from neighboring sectors. Among the attendees are expected to be a number of minor Hutt operatives from across the planet and even beyond. A team of Imperial Knights supported by IAF forces have been tasked with hitting the Syndicate gathering and capture as many of the revelers as possible.
Signed-up: ?? & ??​

While not a strict requirement, a 48 hour posting period would be appreciated to prevent the pack from stalling.

Please sign-up below with a link to your character profile, ranks, and sub-account.
 
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Wit

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Kira's Rebel Armor

Combining pieces of plate armor for the back and torso from his father's armor, and the iconic T-vizor helmet he found in his mother's possessions, this is the personal beskar'gam of the Mandalorian Marauder Dax Vizsla. Since becoming a part of Clan Solus, Dax has added to the armor to make it more functional and effective.

Legality

Mandalorian armor is illegal in Imperial space, and any identification as Clan Solus places a bounty on the wearer's head. So highly illegal in Sith space, but no more frowned upon than any comparable medium armor outside of Sith space.

Advanced Technology

The addition of Mandalorian Vambraces (PvP Reward), a jetpack (Life Day event reward), a wrist flamethrower (Mission Reward), and a cryocaster (bounty reward) make this advanced tech, even though the armor itself is generic.

Type & Coverage

type — Medium Armor

coverage
  • Head: Helmet
  • Torso: Chest and abdomen.
  • Back: Upper and lower back.
  • Lower Arms: Mandalorian Vambraces.

Functions

Function 1 : Gripton boots
  • Gription boots are a catch all term for footwear that contains repulsor tech in the soles and allow for steady movement on ferrous surfaces in microgravity, steep gradients, and even upside down. This functionality must be turned on or off manually by a button or switch.
Function 2 : Vambraces, left hand - Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
Function 3 : Environmental suit
  • While it is not rated for extended exposure to extreme hazards, this body suit (when combined with an enclosed helmet) can protect the wearers body from the effects of environmental and weaponized toxins and similar hazards for up to 5 posting rounds.
Function 4 : Jet Pack
  • 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 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.
 
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Wit

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Biographical information​
Homeworld
Age
Concord Dawn
19

Physical description​
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Cybernetics
Human
Female
1.68 meters
58 kilograms
Blonde
Blue
Light
None

Chronological & political information​
Affiliation(s)
Spouse(s)
Clan
House Kryze
Dax Kryze
Vizsla

.
Idril Vizsla


Never throw the first punch. If you have to throw the second, try to make sure they don't get up for a third.
— Mandalorian Proverb​

Idril Vizsla was a female Human from the planet Mandalore who served as a Mandalorian warrior during the buildup to the wars of the fourth Manda'lor. Following the death of her husband, who sought to overthrow the Sith oppression of the Mandalorian people, Idril took on his dream of restoring Mandalore to its warrior ways of old and sought vengeance against those who killed him.


Biography
____________________________________________________________________

Early life
Idril was born on the battlefield, her village was attacked not long before her birth, and her mother died giving birth to her even as she was fleeing the pirates who had attacked the village. The frozen, near dead child was discovered by the Mandalorian warriors who came too late to protect the village form the raiders. The warrior who found her, a veteran named Imir Vau, adopted the child and in line with Mandalorian traditions, raised her as her own. A small band around the child's neck bore her name, and that was all her biological parents left for her. And though she did not bear Imir's name, everyone knew she was her daughter.

The early years of her life were difficult for Idril, she was a weak and sickly child, and many thought that she would never be a true Mandalorian. But Isabet believed in her and after her seventh birthday, celebrated on the day Isabet had found her, the young Idril finally turned a corner and began growing.

Ultimately, not long after his fifteenth birthday, the nobleman who ran the gladiator ring that owned Caliban ran out of luck and had all his illegal ventures stopped by Republic intervention. And in his first, and what he claims to be his only, stroke of luck, Caliban's affinity to the Force was noticed by a Jedi Knight who brought him to Ossus for training.


Shield-maiden
Even as a child Caliban was larger, stronger, and faster than others his age. Born and raised in an orphanage, the young Caliban caught the eye of a "trainer" whose job was to scout and train fighters for gladiator fights to entertain the wealthy elite of Arkania. Having caught the eye of such a man, a few well placed bribes was all it took for Caliban to be sold off to be trained as a gladiator.

Due to his abnormally large size, Caliban was seen as a diamond in the rough and a prime candidate to become a successful fighter. The next few years of his life were taken over by training. Dedicated training, a specialized diet, and constant monitoring of almost every aspect of his life resulted in him growing to be a freak of a physical specimen. By the time he was out of his teens he was roughly the size of a small Wookiee, and capable of facing off against one in the fighting pits.

Ultimately, not long after his fifteenth birthday, the nobleman who ran the gladiator ring that owned Caliban ran out of luck and had all his illegal ventures stopped by Republic intervention. And in his first, and what he claims to be his only, stroke of luck, Caliban's affinity to the Force was noticed by a Jedi Knight who brought him to Ossus for training.


Marriage
Life as a Jedi was not difficult for Caliban, mostly because of how simpleminded he was. While his trainers in the gladiator ring had trained him to be a highly potent warrior, they had been unable to beat his kind-hearted nature out of him and now that helped him grow into his new life as a Jedi. Seeings things in simple shades of good and bad, he blindly accepted the Jedi to be the physical embodiment of goodness in the Galaxy and was more than happy to dedicate himself to learn their ways.

But while his physical prowess allowed him to quickly catch up with, and even surpass, other Jedi his age, in other departments he was always lagging behind. His heart might be in the right place, but many thought that his mind might simply not be up to the task. Till that point he had been practically illiterate, but though he slowly began learning how to read on a very rudimentary level, he was simply unable to keep up in most of his classes.

Personality and traits
___________________________________________________________________________

There is one rule, above all others. Whatever comes, face it on your feet.

Idril is, in her own words, a simple girl seeking a simple life and a simple death. She lives in the moment, and lives to the fullest. Her skills as a warrior are simply a means to ensure the world doesn't stop her form having that life. She has a tendency to create a small bubble around herself and ignoring everything that happens outside that bubble. She did not care for the way the Sith treated her people, or the state of the galaxy, as long as it had no effect on her way of life. As a result she is a very open and accepting person, accepting almost anyone and anything, not thinking once about who they are or what they do.

But while she might not care for much, if anything or anyone threatens the bubble she has built around herself she will stop at nothing to bring a world of pain on them. She is exceedingly protective of those she cares for, and Dax's death has only strengthened those instincts. She will also, with all her heart, support those she loves and respects, even if she does not share in their beliefs. So even though she didn't personally care about the Sith, she did support her husband Dax, who sought to rid Mandalore of Sith influence. So much so that after his death she took on his dreams as her own, vowing to do whatever she could to bring about the changes he wanted to see.



Powers and abilities
___________________________________________________________________________

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Idril is a smart and determined young woman, quick on the uptake and sharp as a knife. Growing up on Mandalore, Imir taught her everything she could, teaching her not just how to fight but also live like a Mandalorian. Living on an isolated homestead, an hour or so out from the nearest village, Idril and Imir had to oftentimes fend for themselves and hunt to feed themselves. Imir would have Idril accompany her on hunts once she deemed her old enough to learn. Years of practice turned her into a skilled hunter. She is an excellent marksman, be it with hold-out blasters or rifles with their greater ranges, and is good at tracking and moving without attracting too much attention to himself. Living far from most other settlements also meant that they had to take care of themselves in case of injuries, as a result of which Idril was trained by her mother in first aid. And while not a healer by any means, she can patch herself and others up in a pinch without making matters worse.

Weapons Proficiency — Like all Mandalorians she was trained to use weapons such as hold-out blasters and vibroblades, along with more exotic ones such as hand claws, shock whips, and zenji needles. But what she is most skilled at is close quarters combat with a blade in her hand. Preferring a simple mandalorian sword to vibroblades, Idril is deadly with the blade, but also competent with a spear.

Physical Abilities — Idril is in peak physical condition, with her speed, balance, and dexterity being one of her greatest assets. She is very nimble on her feet, possesses very quick reflexes, and years of training has made her exceedingly flexible, graceful in her movements and capable of pulling of feats of acrobatics that can only come with years of practice. She is a practitioner of the movement disciple known as parkour. One of the most important aspects of her training was close-quarters combat, trained in a number of different martial arts, including the Echani art.

Technological Aptitude — Part of her training as an intelligence operative involved rigorous espionage training. She is a skilled slicer, capable of breaking into secure systems with relative ease and moving into and out of systems while leaving barely a trace. She is also skilled with disguises, a skill that proves to be of particular use to her on infiltration missions. Her skills are greatly enhanced with the addition of the Force to her already impressive arsenal, allowing her to do things and accomplish assignments that might be considered impossible for a normal operative.

Swordsmanship — Idril is most deadly with a sword and shield in her hand.

Bounty Hunter — Despite her relative youth, Idril has been working as a bounty hunter for close to two years now, and by learning from her mistakes has grown to be competent at the job. Having learnt how to fly at a young age, she greatly improved her skills as a pilot during these two years, and while not an ace pilot any means, she is nonetheless a good pilot and a navigator, and has also learnt enough about starship repair and maintenance to be able to fix a ship if the need so arises.


Equipment

Roleplay Threads
___________________________________________________________________________

Thread ▬ Description
Thread ▬ Description


 
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--
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--NAME: Valak
--AGE: 51
--SPECIES: Firrerreo
--HEIGHT: 1.72m
--WEIGHT: 73kg
--HAIR: White
--EYE COLOR: Blue
--FACTION: Sith
--ROLE: Sorcerer
--RANK: Champion
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Valak (v-uh-l-aa-k) was a force-sensitive male half-Firrerreon Sorcerer who served as a Champion within the Sith-Empire during the Force-Eternal era.

Once a notable scholar and practitioner of the dark-magicks of Korriban, he was exiled upon the formation of the Sith Empire, the result of machinations of members of his own family who sought to take credit for decades of effort on his part advancing the cause of the Sith Eternal. He was stranded on a distant world, for while they hated him, none had the courage to face him in combat, or even attempt to kill him. But Valak himself was swayed by no such fears, and when fate brought him an opportunity to escape his prison, he set about laying the foundations of his revenge. Over the course of months and years he slowly and meticulously disposed of all who had betrayed him, striking them down one by one, till the only one left was his own son, the chief architect of his betrayal. But such was his fear of his own father that by the time Valak finally appeared at his door, his own fear had consumed him, and Valak's blade was almost a mercy to the broken remains of the man who had once been his son.




PERSONALITY
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T.B.F.O. (thread and find out)

ABILITIES
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Jasnah is smart, and has a natural affinity for using the Force, but her growth has somewhat stalled since being assigned as her sister's apprentice as though she is technically Shiera's apprentice she actually plays the role of a handmaiden. Her half-sister has little interest in training her and Jasnah is mostly left to see to her own training in what little free time she can find.

Equipment:
Ships:
  • (1x) TBA
  • (1x) TBA
Droids:
  • (1x) TBA

THREADS
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Introduction Arc
  1. Thread 1
  2. Thread 2
  3. Thread 3
  4. Thread 4
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Brighthome-class space station


AFFILIATION
Jedi Order

MANUFACTURER
Jedi Order

CLASS
Brighthome-class

ROLE
Jedi temple

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
1 km x 500 m

CREW
150 crew members

PASSENGER CAPACITY
1,500 passengers

CARGO CAPACITY
225 standard tons

HANGAR CAPACITY
12 starfighters and 2 shuttles

CONSUMABLES
8 months

SPEED/MANEUVERABILITY
Stationary

EQUIPMENT


DESCRIPTION
The Brighthome-class space station was a class of stationary space station developed by the Jedi Order to serve the purpose of space-worthy Jedi temples. The stations were, for all intents and purposes, full-fledged Jedi temples in space and were used for the purposes of training Jedi and acting as a base of operations for the Jedi Order in a particular region of space. These space-temples could operate in deep space, like their namesake Brighthome (a space station Jedi temple in the Mid Rim), or could be placed in orbit above a planet. They were stocked with all of the necessary amenities for a large group of Jedi to survive for eight months at a time.

The Brighthome-class station was a kilometer from its base to its tallest tower and was five-hundred meters across from docking pad to docking pad. The station had six towers in total: a tall central tower, featuring the statue of a Jedi Knight at the top, two slightly smaller towers on either side of it, two slightly smaller towers on either side and to the back of those, and a final pair of smaller frontward-facing towers. Two "wings" stuck out from either side of the base of the station. Each served as a landing pad for ships. Each also had the capacity to store six starfighters and a single shuttle, for a grand total of twelve starfighters and two shuttles. The base station featured no weaponry, but weapons could be mounted on the tops of all the towers but the central one if the appropriate modifications were made.

Internally, Brighthome stations were fully-functional Jedi temples. They possessed small apartment-sized rooms for any Jedi who chose to live on-board, fully-stocked classrooms, a medical wing, and a mess hall. Further up in the main tower was a fully operational security room, which allowed those inside to monitor sensor data and internal security. A small armory on-board frequently stored Jedi robes, armors, and lightsabers, as well as any other gear typically used by the Jedi Order. Any and all data from these stations was backed up on the central computer and likewise backed up to the main Jedi temple on Tython, allowing the Order's headquarters to monitor the status of its various space stations. And, of course, at the very top of the spire was a council chamber room for use by any of the Jedi Councils.

Several Brighthome stations existed prior to the Hundred-Year Darkness. However, only one, the space station class's namesake in the Mid Rim, remained after the war was concluded. The schematics for building new space stations of this class were located in the Jedi Archives on Tython, but, as they were costly to build, maintain, and operate, they were only used in rare instances, such as when a surface-level temple was not optimal or when a secret Jedi temple was needed.

LEGALITY
Restricted. This class of space station is entirely unique to the Jedi Order. It is legal within Jedi Space, but their legality is varied outside Jedi space.

INTENT
In both their lore, write-ups, and the main temple/Force-site write-ups on the site, Brighthome is included as a Jedi temple. Before writing up the lore article on such a temple, I wanted to get the tech itself approved, in case it came up in PvP or battle scenarios.

ADVANCED TECH
Yes. This space station will be restricted to the Jedi Order.

 

Wit

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Encrypted Business Card

AFFILIATION
Restricted

MANUFACTURER
EnCom Securities

TYPE
Encoded Business Card
POWER SUPPLY
N/A

SIZE
Handheld.

COMPOSITION
Plastene.

DESCRIPTION
A simple plastene business, these encrypted business cards are encoded with a special encryption to allow the bearer to make contact directly with the owner of the business card over a secure holo-comm line.

While neither business cards nor encrypted calls are rare in the Galaxy, by tying the two together EnCom aims to set up a unique way to set up communication networks for its clients that is more secure than run of the mill comms and much less cheap than highly encrypted secure lines used by governments and other large entities.

The cards can be slipped into any standard datapad, which can then use the encryption encoded on the cards to send a message directly to owner of the particular card or even make a call. The system employs a two phase encryption system, with the cards storing a small program that places the call to the particular card's owner via the data pad it is connected to, and an encryption key that is used to generate the authentication required to gain access to the secure line. The particular card's owner holds the second half of the encryption on their side, and any received message is authenticated through another round of decryption. After each use the key is updated from this side for added security.

The system is not completely secure, and can be hacked by anyone of sufficient skill with access to one of the cards, or to the master key encoded that is provided to the owner.


LEGALITY
Legal. It's just a business card.

INTENT
To create a personal business card for my character to provide a degree of flair to the character and the direction I want to take him. While it offers a degree of security, it is intended more for story purposes.

ADVANCED TECH
Yes. A deck of these cards can be acquired in a similar manner to any other advanced tech item. The cards can be handed out to others without the need for a plot once the distributor completes the original plot to acquire a deck.

 

Wit

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j18WIDN.jpg

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Kalen Adaephon Ultor
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Kalen Adaephon Ultor was male Ranger from Tatooine who was in the employ of the Independent Systems Consortium during the Force Eternal era.

Born and raised on Tatooine, he worked for years to buy passage off the desert planet and made his way to Naboo, where he was able to secure admittance to the Theed University. He served as an analyst, and later as a field agent, for the Royal Naboo Security Forces, till he was recruited to join the ranks of the ISC Rangers.

Biography
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Orphaned at a young age, Kal has had to to take care of himself for as long as he can remember. He had one motivation as a child, to get as far away from Tatooine as he could. He achived that goal a little before his ninteenth birthday, when he managed to save up enough to buy passage off planet. But while he had dreamed of going to the core, he simply did not have enough to get that far, ultimately ending up on Naboo. He found work on Theed, while attending night school to formally complete his education. He did well enough to get admitted to Theed University after his graduation, and was consistently at the top of his class during his time there.

He was recruited by the Royal Naboo Security Forces while still in at university, and started working as an analyst once upon graduation. He managed to qualify as a field agent a few years later, supporting the local police forces around the planet with cases that were beyond their capabilities. When the Independent Systems Consortium was formed, a number of Sector Rangers working in ISC territory opted to continue working for the newly formed body. Their numbers were boosted by recruitment drives, and Kal was one of the names suggested to them. Seeing it as an exciting opportunity, he accepted, becoming one of the first in a new line of Rangers patrolling the Galaxy.

Personality
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Kal is a fun-loving, relaxed, yet dedicated individual who is dedicated to his work, though not to the exclusion of everything else. A man who enjoys his simple pleasures, he is most excited by his new job as a Ranger allowing him to travel the Galaxy and see new worlds and enjoy new things.

Abilities
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While he has received the combat training that any member of the RNSF receives, it is by no means where his talents lie. Analyzing data, spotting patterns, and applying those abilities to solve crime are what earned him his position as a Ranger. He is also a very good cook, and travelling the Galaxy to explore and learn new cuisines is a big part of why he became a Ranger.

Armor:
TBA

Primary Firearm:
DE-10 Blaster Pistol

Secondary Firearm:
TBA

Ship:
TBA

Others:
Personav
Utility Belt
Threads
foc44Zn.jpg
: Ongoing : Completed : Abandoned​
 
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Beau Kelio


NAME: Beau
FACTION: Jedi Order
RANK: Padawan

SPECIES: Gungan
HOMEPLANET: Naboo

SEX: Male
AGE: 26 years old
HEIGHT: 1.98m / 6'6"
WEIGHT: 80 kg / 176 lbs
HAIR: N/A
EYES: Yellow
SKIN: Brown

FORCE SENSITIVE: Yes

Beau was a male Gungan padawan who served as an archivist on the Jedi Temple of Ajan Kloss before its destruction at the hands of the Sith.

Biography
Born to Gungan ambassadors to the Queen's court in Naboo, Beau was identified as being Force Sensitive at a very young age, and joined the Order soon after. He grew up a child of two worlds, and an outcast to both. He never fit in among other Gungans, for he practically grew up in the Core and ended up behaving and speaking like an outsider, but while in the Core he often faced ridicule because of the preconceived views people had about Gungans. If not for the guidance of the Jedi, he might have grown up bitter and disillusioned with life in the Galaxy, but his training helped him turn that ridicule into strength. Over time he learnt what being a Jedi meant for him, a path that also happened to prove wrong everyone who had mocked him. He was always bright, and in the archives on Ajan Kloss he found his purpose. Studying the archives, gathering knowledge, discovering the lost lessons of the past, this became his path in life. Over time, as a direct result of spending a great deal of time in the archives, he grew to be a highly knowledge Jedi with a great deal of varied and often random information tucked away in his head. He would often accompany other Jedi on missions to recover artifacts and documents of interest from across the Galaxy, which also got him hands on experience as a Jedi beyond the bookish knowledge he gained in the archives. When Ajan Kloss fell, he was charged like the remaining archivists to seek out lost knowledge across the Galaxy to rebuild the archives and delve deeper into the secrets of the Force.

Personality
Beau is the friend you can always trust to come through when you call them in the middle of the night to get you out of a pickle. A calming presence, he maintains a level head through most situations. But at the same time he has the heart of an adventurer. He loves traveling, meeting new people, and discovering new things. A very sharp and perceptive person, he is very good at reading people. He is kind hearted and genuinely cares for the people he tries to help, and is indiscriminate in the the people he helps. This extends to his beliefs regarding the Sith, as he thinks they, like everyone else, are deserving of a second chance.

Powers and Abilities
Like most Consulars, Beau has a preference for nonviolent uses of the Force, foremost of which is Force healing. But though he doesn't like wielding the Force like a weapon, he is skilled and strong enough to do so. As a result of spending almost all his time in the archives or traveling to find knowledge that can be added to the archives, he has picked up a lot of skills that you wouldn't expect a Jedi to know. Card tricks, juggling, telling stories, sleights of hand, cooking, and many other random tricks of the trade that you would expect in an outer rim country side entertainer. As a scholar, he possesses an esoteric knowledge of rather obscure topics, his travels having allowed him to interact with a great many shamans, matrons, scholars, religious leaders, and the like, which has given him the opportunity to gain a lot of knowledge straight from the source.

While a decent swordsman, he doesn't own a lightsaber. Instead a walking stick fashioned out of the wood of a brylark tree is his preferred "weapon", fondly dubbed the Beau-staff.


Personality


Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.

Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.

Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.


Biography


Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.

Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.

Smuggler, bounty hunter, pirate, over the decades he had played many a role. But there was always one constant, the face behind the mask was never seen, he was always an enigma, silently garnering a reputation over the decades that grew with each new exploit. But ever since <planet_x> something's changed, he hasn't been the same. Maybe cheating death took it's toll, maybe he's getting old, or maybe his luck's finally run out. Whatever the case, people are starting to whisper, Havoc's head's up for grabs, let the hunt begin.


Abilities & Possessions


Dax is an extremely intelligent and determined young man, quick on the uptake and sharp as a knife. While he grew up working on a moisture farm, he was home schooled by his parents, both of whom instructed him in a wide range of subjects. Living in an isolated homestead, his parents and he had to fend for themselves against wild animals, bandits and Tusken Raiders, because of which his father trained him with weapons from a young age. He is an excellent marksman, be it with hold-out blasters or rifles with their greater ranges. He is also good at tracking and moving without attracting too much attention to himself. A rebellious teenage spent frequenting Anchorhead taught him how to brawl and his father's later training further improved his hand-to-hand combat capabilities. Living far from most other settlements also meant that they had to take care of themselves in case of injuries, as a result of which Dax was trained by his mother to be skilled with first aid and he is a decent field medic. Responsible for keeping the vaporators, droids, landspeeder and other farm equipment in working order, he is a more than capable mechanic and good with his hands. He is also a very good pilot and knows enough about starship repair and maintenance to have been able to fix his father's old rundown shuttle and fly it all the way to Mandalorian space from Tatooine.

Weapons Proficiency — Like all Mandalorians he was trained to use weapons such as hold-out blasters and vibroblades, along with more exotic ones such as swords, knives and spears. But what he is most skilled at is close quarters combat with a blade in his hand. Preferring his slightly unorthodox looking mandalorian sword to vibroblades, Dax is deadly with the blade, but also competent with a spear.

Physical Abilities — Dax is in peak physical condition, possessing the speed, strength, and dexterity that comes with years of training. He is very nimble on his feet, possesses very quick reflexes, and years of training have made him exceedingly flexible, graceful in his movements and capable of pulling off feats of acrobatics that can only come with years of practice. He is a practitioner of the movement disciple known as parkour. One of the most important aspects of his training was close-quarters combat, trained in a number of different martial arts, including the Echani arts from his parents.

Technological Aptitude — Growing up fixing things on Tatooine, Dax is a capable mechanic, and good with computers. He was able to fix his father's shuttle and limp it all the way to Concord Dawn from Tatooine, forced to continually patch up one thing after another that broke down in the ship. He is also good with computers, and a decent slicer.

Equipment:
Ships:
Droids:


Threads
  1. Thread the first
  2. Thread the second
  3. Continue counting










Kolbry Lorrek

AGE

► 32 Standard Years
SPECIES
Wrean
HEIGHT
► 5'9" / 1.8 meters
WEIGHT
► 200 lbs / 90.7 kg
EYE COLOR
► Brown
HAIR COLOR
► Black
HOMEWORLD
► Wrea
GENDER
► Male
FACTION
► Jedi Order
ROLE
► Knight
FORCE SENSITIVITY
► Yes, trained
BIOGRAPHY
Kolbry was born on Wrean and joined the Jedi Order some time in his teenage years. He reached Knighthood in his early twenties and has never taken on a padawan. When he was around twenty-seven he found Maura Starwalk begging on a street corner and brought her to an orphanage. He returned a year and some later and brought her to the Jedi Order after her Force sensitivity was reported to him.

Kolbry is laidback, easygoing, and even aloof at times. He spends a lot of his time teaching Math & Science classes for the Jedi Academy. His style of teaching is pretty hands-on and engaging, but his tests are notoriously difficult.

Timeline
► 114 ABY: Is born
► 129 ABY: Joins Jedi Order
► 135 ABY: Becomes a Jedi Knight
► 142 ABY: Brings Maura Starwalk to Jedi Order

Skills and Abilities
Math & Science | ★★★★★
Teaching | ★★★☆☆
Empathy | ★★☆☆☆
Strength | ★★★☆☆
Adaptability | ★★★★☆
 
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Dax Vizsla's Beskar'gam

Combining pieces of plate armor for the back and torso from his father's armor, and the iconic T-vizor helmet he found in his mother's possessions, this is the personal beskar'gam of the Mandalorian Marauder Dax Vizsla. Since becoming a part of Clan Solus, Dax has added to the armor to make it more functional and effective.

Legality

Mandalorian armor is illegal in Imperial space, and any identification as Clan Solus places a bounty on the wearer's head. So highly illegal in Sith space, but no more frowned upon than any comparable medium armor outside of Sith space.

Advanced Technology

The addition of Mandalorian Vambraces (PvP Reward), a jetpack (Life Day event reward), a wrist flamethrower (Mission Reward), and a cryocaster (bounty reward) make this advanced tech, even though the armor itself is generic.

Type & Coverage

type — Medium Armor

coverage
  • Head: Helmet
  • Torso: Chest and abdomen.
  • Back: Upper and lower back.
  • Lower Arms: Mandalorian Vambraces.

Functions

Function 1 : Gripton boots
  • Gription boots are a catch all term for footwear that contains repulsor tech in the soles and allow for steady movement on ferrous surfaces in microgravity, steep gradients, and even upside down. This functionality must be turned on or off manually by a button or switch.
Function 2.A : Vambraces, left hand - Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
Function 2.B : Vambraces, right hand - Cryocaster
  • A CryoBan-based weapon, a cryocaster sprays a liquefied stream of carbonite that solidified on contact with a target. Due to the horrific effects of flash-freezing produced on improperly protected targets, cryocasters were illegal in many systems. Cryocasters held enough liquid-carbonite for three (3) short bursts. These bursts last two (2) seconds, are one (1) meter wide and have a maximum range of three (3) meters. The weapon must be manually activated via button or switch, and must be disassembled to be reloaded.
Function 3 : Environmental suit
  • While it is not rated for extended exposure to extreme hazards, this body suit (when combined with an enclosed helmet) can protect the wearers body from the effects of environmental and weaponized toxins and similar hazards for up to 5 posting rounds.
Function 4 : Jet Pack
  • 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 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.
 

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eI1wXh1.jpg

X-Type Nubian Starship


AFFILIATION
Open Market

MANUFACTURER
Nubian Design Collective

CLASS
Shuttle

ROLE
Personal Transport

COMPOSITION
Durasteel and transparisteel

DIMENSIONS
26m x 15m x 15m

CREW
2 (Pilot, copilot)

PASSENGER CAPACITY
4

CARGO CAPACITY
5 tons

HANGAR CAPACITY
None

CONSUMABLES
4 weeks

SPEED/MANEUVERABILITY
70 MGLT with strong maneuverability


ARMAMENT

  • 1x port-mount light dual laser turret
  • 1x starboard-mount light dual laser turret

EQUIPMENT


DESCRIPTION

While the Nubian V-type hull has become recognizable throughout the galaxy as an affordable and unexceptional but luxurious personal transport in the form of the commercially marketed V-type 102, few know that the hull was intended to serve a much different purpose. Nubian Design Collective set our to fill a niche market of a personal transport sized scout ship capable of rudimentary stealth capabilities while still boasting a moderate armament and strong maneuvering characteristics. The end result, the V-type Infiltrator, was a relative design success, but a commercial failure. The ship was ultimately deemed by most potential buyers to be far too expensive to purchase in sufficient numbers for NDC to make significant profit, and several deficiencies made it unsuitable for most military scout work. Poor sales and industrial espionage that resulted in the theft of several key design components further derailed the project, and eventually the initial design philosophy was scrapped, and the hull reused and marketed as the V-Type 102.

The key component of the infiltrator concept is the internal stealth software modifications. A device has been installed allowing the pilot to either mask the ship from heat and energy scans, or to alter the ship’s energy output characteristics, allowing it to hide from or disguise itself from all but the most aggressive scans (or a keen eyeball). Unfortunately, due to the prototype nature of the system and its substantial power drain, the ships engine efficiency is reduced and weapon and navigation systems cannot be used while the system is active. The system also takes up significant space and computing power, allowing for only a light shield generator and short range comms and sensors, which limits its usefulness in the scouting role for most modern fleets. The cargo and passenger capacity is also very limited, though the small cargo space near the rear ramp does have room for a swoop bike or two. The weapon systems are limited to a forward firing arc- while the lack of a turret makes tactical options limited, it does allow the weapons to be controlled from the cockpit, obliviating the need for a third crewman as a dedicated gunner.

While the Infiltrator never did pick up any major military contracts, it did generate interest in several smaller independent buyers- among them the Jedi Order. The Jedi Shadows in particular saw potential in the craft as a personal transport capable of dispatching small teams of Shadows to discreetly poke around suspected Exile hideouts. While the Orders numbers have dwindled, so too have the number of Infiltrators still in service. While they were once a relatively common sight on far flung Jedi outposts, the ships are now prized relics of days past, and are only granted to the most dedicated and successful Jedi, who are entrusted to take good care of them.

LEGALITY
Restricted. Many localities have laws against private ownership of stealth technology or materials of any sort, as it is often the tool of smugglers and criminals.

INTENT
A reskin/nerfing of the Smugglers Nerf herder specifically for the usage of the Jedi. It also serves as an interesting precursor to the Sith Infiltrators that will be seen thousands of years from now. It will also serve as a mission reward for Jedi.

ADVANCED TECH
Yes. Jedi Infiltrators are rare ships now, with the destruction of many of the Orders former strongholds and the loss or disappearance of many of the Jedi Shadows who would have commanded them. Small numbers can still be found, mostly collecting dust in hidden Jedi bases or in the hands of deserters and black marketeers.


 

Wit

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- Belatrix Wren || Mandalorian Rebel--
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Bellatrix "Bella" Wren was a female Mandalorian of Firrerreon descent who was allied with the Jedi Order during the Force Eternal era.

Having broken ties with her clan after the Mandalorians aligned themselves with the Sith, she was declared dar'manda by the mando'ade for her decision to go against the will of the Mandalore. Finding rejection by her family and clan to be a price she was willing to pay, she choose to do what she thought was right and in line with what she thought it meant to be a true Mandalorian.

BIOGRAPHY
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Bella was born to a secluded Mandalorian community which followed old ways, among whose beliefs was the understanding that the Mandalorians were at their strongest when they were aligned with the Sith. Bella's parents were particularly obsessed, and she was born they even named her after a supposed Sith Lady. Bella never really fit in with the commune, and when she was thirteen she ran away from home to seek out other, saner, members of the mando'ade. She did ultimately find members of clan Wren, and with them she found a second home. When the Sith revealed themselves, and more information came out about their past, Bella started questioning if her commune had been manipulated by the Sith to create warriors for their cause. Over the years she made her peace with her past, and started moving on. That was till the Sith showed up on their door, and the mando'ade bent the knee. Instead of falling in line, she left, turning her back on her family for the second time.

She spent years fleeing attempts on her life, by Sith and Mandalorian blade alike, till she ultimately fell in with the Jedi Order. Now she fights by their side, but while she trusts them, she keeps her distance. Having lost her family twice, she does not want to face that pain a third time.

ABILITIES
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Bella was born and raised Mandalorian, and was trained as one from the moment she could walk. A skilled combatant, be it with or without weapons, she is a threat on the battlefield no matter who her opponent. Having worked with Jedi, often to help Justicars hunt down rogue elements within their ranks, she has experience in dealing with Force users, and has even faced off against a few Sith. She is most comfortable with her two WESTAR-35 blasters in hand, or behind the controls of a starfighter.

Equipment:

THREADS
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Act 1
  1. Thread 1
  2. Thread 2
  3. Thread 3
  4. Thread 4

.
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rgregerg
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Wit

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The Black Pearl

AFFILIATION
Open Market

MANUFACTURER
CEC

CLASS
Light Freighter

ROLE
Transport

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
Length, 29 meters
CREW
1-2 (Pilot, co-pilot)

PASSENGER CAPACITY
2 Passengers

CARGO CAPACITY
60 tons

HANGAR CAPACITY
N/A

CONSUMABLES
3 months

SPEED/MANEUVERABILITY
85 MGLT with decent maneuvering characteristics

ARMAMENT
  • 1x Dual Heavy Laser Turret

EQUIPMENT
  • x
  • The Black Pearl was a HWK-290 Light Frighter owned by the Sith turned wanderer Finnick Dondarrion. Originally owned by a down on his luck smuggler on Tatooine, the ship was confiscated and impounded on Zeltros. Finn used up almost all the credits left to his name after fleeing the Empire to buy the ship, a droid, and get enough repairs done to make the ship spaceworthy.

  • • Astromech Socket - Installed
    • New Paintjob - Done
    Military Grade Maneuvering Jets - Long Term Goal​

LEGALITY
Legal. Used primarily as a personal transport.

INTENT
The intent of this ship is to personalize The HWK-290 Light Freighter, for my character.
 
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Wit

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"Understood."

There wasn't really much to it, was there. Kill the bad guys, protect the castle, and don't die in the process. She had played this game many times before, this time it just happened to be playing out in real life. Just meant that these bandits were about to have a really bad day, and she was about to have a really good one.

She did a last check to make sure all her gear was in working order before pulling out the new bag of tricks she had acquired for this mission, a literal bag full of ball bearings she had borrowed from one of the workers. A coy smile, a few sweet words, and she could have asked him for much more and he would have complied. But the ball bearing were all she had wanted, having already acquired a blaster rifle and a couple of cartridges specially for this mission.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. "Everyone ready?" She was much more used to sneaking around and taking people out from the shadows, and most of her gear was suited for missions like that. So this was a little outside her area of expertise, and the rifle was something she had picked up to make up for that.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. "Everyone ready?" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. "Everyone ready?" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. "Everyone ready?" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. "Everyone ready?" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. " Everyone ready?"

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. " Greetings, I am me, me and me." Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. " Clan Fruscii" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.

Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. " Greetings, I am me, me and me." Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions. " Clan Fruscii" Turning away from the holo message, as she made sure the rifle was charged, she turned to her companions.





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Unknown Abandonned Sith Temple

OOC:Open to Sith only, preferably Acolytes.

Vinry sat frustrated in the hangar, fiddling with the contraption in front of her as she waited for her companions. It had been a few weeks since the events on Ajan Kloss, and the medical droids had finally discharged her and declared her ready for duty. She had jumped at the first opportunity to get out and help out. The droid had suggested she might need counseling, that while she might be physically healed from the events of Ajan Kloss, there might be mental wounds that hadn't healed. She didn't doubt that, but she wasn't ready to face that challenge, not yet.

" Yes," Vilja replied to the droid accompanying her, frustration evident in her voice, " I heard you the first time droid. Your Master's instructions are understood, they were not beyond my comprehension the first time you spoke them." The droid, obviously used to being in the company of Sith, fell silent, and began following after her in silence.

"I will beat you," she muttered as she returned her attention to the piece she held in her hand, "if it's the last thing I do."

 
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Wit

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Kidnapping the Kidnappers

It has been thirteen years since Ashla Ti was snatched from her home on Shili. Having taken revenge on the Cadre masters who stole her life from her, she has uncovered new information regarding the events of that fateful day. It was Zygerrian slavers who had snatched her, and others like her, to sell to clients across the Galaxy, including her cadre masters. Now she looks to make them pay for what they did to her, for what they stole from her.

OOC: Each thread in this pack will

  • Missions:
  • Healers (Ask/self-DM) — A group of refugees has settled on Kashyyyk, driven out by conflicts on their home worlds. And while the Wookiees are kind and generous hosts, a storm system passing through one of the refugee camps has has lead to a number of issues. The Wookiees, already spread thin helping the other refugees, have asked the Jedi to help. With vital medical supplies lost during the storm, an unknown disease has started to spread through the camp. Two padawans will visit the camp, offering their services as healers and unburdening the overworked Wookiee doctors long enough for them to identify the disease.
    Signed-up: @Maiko Sigur, @Beau, @Hal Mikko
  • Protectors (Ask/self-DM) — The lost supplies were finally located, having crashed deep in the shadowlands during the storms. A recovery mission is being planned, but given the dangers of the shadowlands, an extra pair of hands, Jedi hands, would go a long way. Two padawans will accompany the recovery team, braving the dangers of lower levels while protecting their Wookiee companions and ensuring the supplies are recovered.
    Signed-up: @Willa Kanz, @Crix Aran, @Talak Rand
  • Teachers (Ask/self-DM) — Among the refugees are those who are still coming to terms with life on Kashyyyk, having never known any life other than the one that was ripped away from them. Help them get integrated into their new lives, teaching them about the ways of the Wookiees, and how they might find a new life on Kashyyyk.
    Signed-up: USER=14600]@Rishe Vakren[/USER], 1 padawans, @Vaen Kesselle
  • Conciliators (Ask/DM) — Wookiees and Trandoshans have been at odds for millennia, and within the refugees is a small group of Trandoshan traders who had turned their backs on the violent ways of their people. They seek to leave peacefully with their new community among the refugees, but the actions of a few hot headed youths have brought the situation to the verge of open conflict. Two padawans must act as intermediaries to bring the situation to a peaceful resolution.
    Signed-up: @Felix, @Drastus Drahr, @Maxims Tionson

    While not a strict requirement, a 48 hour posting period would be appreciated to prevent the plot from stalling.

    Please sign-up below with a link to your character profile, ranks, and sub-account.




1. What is going to happen in your plot?
@Kaye Antares and @Aadya Drast learn Nightsister Magick and obtain the Water of Life, while @Edin Rayth is imbued the gifts of Physical Enhancement.

2. What other players will be a part of this?
@Wit, @Logan, @Sreeya

3. Where are all the places (if more than one) that your plot will be taking place?
Dathomir, Korriban

4. Please provide a basic in-character timeline of what you expect to happen.
  1. [Open/PvP] The three Sith sneak onto Dathomir and capture a witch, who they sneak away to Korriban. On the way out they steal two vials of Water of Life.
  2. [Self-DM/ASK] They interrogate/torture the Witch to finally break her and convince her to teach Aadya and Kaye her magick.
  3. [Self-DM/ASK] Having learnt the basics from the Witch, Kaye and Aadya use their new powers to perform the Physical Enhancement ritual on Edin, granting him the enhanced physical abilities and also cementing their place as full practitioners of the art.

5. What do you or your character hope to achieve with this plot? What is the "end-game"?
To learn Nightsister Magick.

6. Do you need any involvement of canon NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose.
Nope.
 
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Alia Sharif

  • x
  • Name: Alia Sharif
    Age: 19
    Homeworld: Serenno
    Force Sensitive: Yes, unaware
  • Alia Sharif, of the Noble House of Sharif, was a noble-woman from Serenno who frequented the Galactic party scene during the Force Eternal era.

    Hailing from a minor noble house from Serenno, her family had more wealth than prestige, something she was much more comfortable with than her parents. Where they hoped to one day make House Bashere one of the Great Houes of Serenno, Val was perfectly content in spending the family wealth and having a good time.

  • Made you look!​

  • x
    1. Thread 1
    2. Thread 2







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M4-R5

M4-R5, commonly known as Mars was a male retired soldier from Corellia who ran a trucker stop for space freighters called the Bar Bar Biriyani". Once the heir to a rich and powerful family, he was slowly wasting away on the Smuggler's Moon, drowning himself in various pleasures till the AMS vaccine devastated the moon and changed everything. Finding himself on a distant space station with a group of refugees, he found responsibility thrust on him once more and given a second chance to prove his worth. Not to his family, all dead at the hands of the virus, but to himself.
BIOGRAPHY
Wulf was born with a silver spoon in his mouth, left wanting for nothing. He was the brightest, the strongest, the fastest, and in all conceivable ways the best of the children in his family. As such it was no surprise that he was groomed to some day lead the family, a fact that his father was exceedingly proud off, and never missed an opportunity to brag about. But all that changed when on a hunting trip with his father Wulf let the elder Yage, visibly drunk and incapable of flying the speeder, fly them speeder back home. The speeder crashed and while Wulf survived, his father did not. As he was not yet of age, Wulf's uncle took control of the family, and having Wulf's supposed superiority waved him front of his for years retaliated against his nephew. Wulf was sent packing to Nar Shaddaa, alive enough to not bring about a bigger scandal, but far enough to not make any trouble.

The death of his father, and the guilt he felt over it broke Wulf. He turned to a life of hedonistic pleasure, using anything and everything to forget his pain and run from his guilt. .

Personality & Traits
Kal once strongly believed in justice. Solving puzzles, catching criminals, nothing excited him more than the thrill of the chase. But after he was tossed out of the service that part of him has either vanished or has been buried so deep as to be rarely, if ever, seen. What was left was a drunk, depressed man, simply existing from day to day.
Powers & Abilities
Despite his disillusionment, the knack for seeing things and solving crime still remains. He is a good shot and a competent fighter, having had to learn to do both in order to survive on the Smuggler Moon.

Firearms:
DE-10 Blaster Pistol

Stats — 27yrs, 1.85m, Force sensitive

Threads

• Thread​
• Thread​
• Thread​

[/size]
 
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