Alhon's Arcanium

Alhon

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- Alhon's Arcanium -

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My Workshop for my ideas and musings. Please do not post, however likes, suggestions or RP ideas welcome via PM or Discord.
 

Alhon

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PietrProfileImage.png


PIETR ZIRFAN


TITLE: Exile SPECIES: Human (Rhinnalian) AGE: 24 HEIGHT: 1.75 m WEIGHT: 72 kg


PIETR ZIRFAN is a Human male and Jedi Exile, born on the planet Rhinnal. The son of traditional landowners, he is a prominent secessionist and member of the conservative Zirfan Clan, with strong ties to anti-establishment factions across the Darpa Sector.

Originally a student of the Rhire State Medical Academy, Zirfan transferred to the capital's Jedi Chapter House on discovering his force sensitivity. Vain, prideful and grasping, he completed his foundation training but became disillusioned with the Order and the wider Republic in the waning years of the Hundred-Year Darkness, resigning his position to join the Jedi Exiles.



BIOGRAPHY



  • Born in the Rhinnalian capital Rhire, Pieter Zirfan is a scion of the Zirfan Clan, which takes its name from the nearby glacier. Formerly a dominant faction in Rhinnalian society, the Zirfan Clan has seen its fortunes wane in recent centuries, with the thawing of its glacial lands diminishing its proud heritage. Holding fast to the old ways in the face of an increasingly modern, multicultural Rhinnal, sons and daughters of Zirfan descent feel increasingly at odds with their peers, raised and educated for a world that no longer exists.

    Pietr Zirfan was no different. Spending his childhood within the confines of his clan's insular reservation, he was taught the histories and legends of the Rhinnalians of old, their majestic snowswept landscape a backdrop to their great deeds. He embraced the traditions and long-held rivalries, joining gabal hunts across the icefields and elaborate annual dinners with neighbouring clans. Revelling in the sense of privilege and belonging that all Zirfan felt, he enjoyed every minute of his adolescence, confident his future would be his for the taking.

    But the ice of Pietr's world was retreating. With it, the beauty and timelessness of the old Rhinnal was beginning to disappear, replaced by the urban sprawl of a capital city that no longer knew itself. Hundreds of thousands of off-worlders came through Rhire each month, with many and more of them staying to snatch up new fertile lands. Not even the Esselian occupation had threatened the Clans so; for the Esselians had been Humans, at least. Many of the newcomers were not. Instead, Pietr and his peers watched with dismay as Herglics, Bothans, Twi'leks and a dozen more began to found their own communities, with their backs turned on the native Rhinnalians even as they began to encircle them.


    The Zirfan and their allies fought against the unwelcome change, but they were outvoted in every case by the more numerous modernisers. Soon enough, Pietr's family reservation was under pressure on all sides, forced to fall back and redraw its borders on an almost yearly basis. The Clan couldn't support itself anymore off the land alone - Pietr and his contemporaries had little choice but to find work. With a half-decent mind and no small amount of confidence, he enrolled with the State Medical Academy to train as a surgeon; a profession respected in both the old world and the new.


    But the Academy proved oppressive for Pietr. Always he had decided his own way, but here was an institution with a rule for every breath. They told him what to do, and how to do it, all the damn time. The Zirfan name meant nothing to them, as it should have done. Instead they treated him like every other serf, making him grind through basic biology no matter what he already knew. He hated it. Truly.


    Their practical training was a welcome break, and the only part that proved mildly interesting to the young man. Consisting of hospital visits and laboratory workshops, the students were able to put their learning into practice. It was during one such visit that Pietr's apparent insight was noticed by a Jedi healer, and called out for what it was; a connection to the Force.


    Though initially reticent to have anything to do with a religious Order like the Jedi, Pietr was persuaded on seeing the Force in action. Witnessing the Jedi heal a deep wound, without machinery or medicine, astounded the young boy. His desire for greatness led him to overcome his reluctance, for he had to know the power the Jedi commanded, see what it could do, feel what it could do.


    Pietr knew enough to keep his desires secret, at least in the beginning. Joining the Jedi Chapter House as a novice, he undertook a period of foundation training under the watchful eye of mentors sent from Coruscant. Working first with them and then with the healers, he was eager to leap ahead but felt constrained by the cramped sanctuary's confines and ethos. The Jedi wasted their great powers on the old and sick of today, while all the time the modernisers outside continued to steal Rhinnal's tomorrow. Pietr was sure he could bring his new skills to the aid of the his Clan and its cause, but political action was discouraged by his Jedi teachers, as were active family ties.


    He came to despise the Jedi. They had shown him his power, but would not let him use it.


    When rumours of their far off conflict first began to circulate, he heard much that piqued his interest. Reports of a splinter group, championing a strident, ambitious use of the Force, seemed almost too good to be true. The news that there were others in the galaxy, who believed the same as him, excited him no end. The Exiles had it right, they would understand.


    He would find them. He would learn from them.


    He would save Rhinnal.


CHARACTERISTICS

  • Pietr is the product of privilege. Raised among the deeply traditional Clans, he is typically polite and well-mannered, with a strong sense of personal honour. His fortunate upbringing has fostered his ambitious nature and given him a natural confidence bordering on arrogance. Though he is able to keep his own counsel, he occasionally lacks an older man's caution, allowing his passion for politics or people to overpower his otherwise calm and collected demeanour.

    Highly educated, but sheltered, he has a somewhat narrow view of the galaxy and little life experience. A politically active secessionist on his homeworld, he is deeply distrustful of non-Human species and generally underestimates their intelligence and capabilities. These xenophobic tendencies, together with his cut glass accent, mark him out as a Core Worlder and risk conflict and animosity outside his own social circle.

    Though sometimes strident and guarded in equal measure, Pietr can prove a firm friend, or fierce lover, if his respect can be won.



CAPABILITIES


  • Pietr's understanding of and skill with the Force is broadly consistent with a practitioner of his age and experience. His foundation training as a Jedi has given him a firm grounding in the fundamental Force applications, in which he has shown considerable skill.

    He has a natural aptitude for energy manipulation, in particular using the Force to change and influence physical processes or his surrounding environment; a talent that was honed further during his time as an apprentice healer. Charged with triaging the sick and maintaining their base level of heath, he developed his senses and a noticeably tactile use of the Force, regulating a patient's body temperature through touch and concentration.

    Now aligned with the Exiles, the former healer intends to strengthen his powers and use his talents for an entirely different end. His affinity for influencing temperature and the physical world has become a fascination with the ice and cold of his homeland, both for what he views as its offensive power and its ability to conserve Rhinnal against unwelcome change.

    Cold is therefore a force of nature that Pietr seeks to harness and control. Already able to channel a freezing energy through his hands, he uses this power as a weapon against his enemies, blackening their skin and draining their resolve. Though most deadly when he is able to touch his foes, his ability to strike further afield is growing day by day. Passionate and determined, he dreams of mastering Winter itself, and returning Rhinnal to the ice age of the past.
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MISCELLANEOUS


  • Like many young men, family, friends and lovers play a significant role in Pietr's world. Significant figures include:

    - Magnus Jas Zirfan & Deanna Zirfan - Parents
    - Jasper Zirfan, Freya Zirfan, William Zirfan - Sibilngs
    - Want to go here? Let's RP together!


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  • Having left both the Jedi and his familial Clan under a cloud, Pietr has little to his name beyond his lightsaber and staple possessions. The few outfits he carries with him reflect traditional Rhinnalian dress, with fine silks, woven doublets and a high degree of detail and sophistication evident.



ROLEPLAYS

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Aliash Imbraani

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NAME: Aliash Imbraani
PRONUNCIATION: Ali-ASH Im-brar-ney
ALIAS: Al
AGE: 19
SPECIES: Gurlanin

HOMEWORLD: Quiilura
LEVEL: 1
FACTION: The Hutt Cartel
RANK: None
AFFILIATION(S):
None

HEIGHT: 5'7
WEIGHT: 162 lbs
HAIR COLOUR: Black
EYE COLOUR: Orange
ORIENTATION: Bisexual
FORCE SENSITIVE: Positive



STRENGTH:

Canine Form ██████████
Human Form ██████████

DEXTERITY:


Canine Form ██████████

Human Form ██████████

CONSTITUTION:

Canine Form █████████
Human Form ██████████


INTELLIGENCE:

Canine Form ██████████
Human Form ██████████

WISDOM:

Canine Form ██████████
Human Form ██████████

CHARISMA:

Canine Form ██████████
Human Form ██████████


Summary

Aliash Imbraani is a young Gurlanin male from the planet Qiilura. Kidnapped, trafficked and sold into slavery at a very early age, his polymorphic abilities are extremely limited compared with most of his species. Nevertheless prized for his powerful canine form and rare racial heritage, he has served as a captive bodyguard and henchman to many Cartel criminals.

________________________________________________________

Early Life


Born and raised on the Gurlanin homeworld of Qiilura, Aliash began life in his mother's marsupial pouch, carried about the species' secretive community until he was old enough to leave its sanctuary.

Carving out his own place in a large family pack, he grew quickly, hunting with his brothers and playing with friends as those of his age were prone to do. Eager to seize the fruits of his seven hundred years of life, Aliash was a natural extrovert, with an energy and dynamism that marked him out from immediately. Quick to master the fundamentals of his natural canine form, he harried his more seasoned peers relentlessly, desperate for the opportunity to explore further and further afield.

Shortly after his eighteenth cycle, one of his brothers agreed to let Aliash join a hunt on the outskirts of the capital, Imbraani. Tragically, it would be the youth's last. Tracking their charge into the barn of an abandoned Barq farm, the pack found themselves surrounded by offworld poachers, weapons and nets in hand. Their prey had been a trap; a bold gambit by mercenaries paid to capture one of the legendary Gurlanin. The pack scattered, but the poachers had the numbers and the element of surprise, closing off their escape routes and burying a tranquiliser dart in Aliash's leg.

The young pup awoke to find Qiilura gone and himself a captive aboard an alien craft. He fought his confinement for three days, grinding his claws against steel in vain, before collapsing from exhaustion. He even tried to change shape, as he had seen others of his kind do, but he did not yet know how and the heavy collar around his neck seemed to tighten with every try.

Aliash was eventually taken to a backwater compound on Nar Shaddaa, where he was placed in the custody of Clawdite handler, Lek Vaz. Vaz had been paid a great many credits to capture one of Aliash's kind, and 'make them useful' to his undisclosed master. The collar, it transpired, was of his design; calibrated to contract and strangle the Gurlanin should he try to change form, or refuse to do so when commanded.


So began several months of hell for the young Aliash. He was tested, prodded and taunted night and day as Vaz sought to gain mastery over him, offering him food and pleasures for good behaviour and beatings for disobedience. The Clawdite was clever, tapping into Aliash's pride in his own abilities to massage his ego. He whispered words of greatness to young pup, promising him great rewards if only he might learn to take human form. It was a painful and gruelling process, in which Aliash abused his own nature, forcing himself to change before the natural time. His early attempts were stunted and misshapen, but with each Vaz would make him try again, the collar remote blinking in his gloved hand.

Grudgingly, Aliash's efforts bore fruit. With each passing month, his human form became clearer, sharper, closer to the real thing. Vaz and his associates began to believe they could succeed and pushed him further, demanding perfection. Finally, after nine months in that one locked room, Aliash stood tall as a Human male of nineteen, his orange eyes the only sign of his true nature. After everything, he could stand amongst those who had taken him. Perhaps, as an equal.

Aliash's relief was palpable, but his joy was to turn to ash in a moment. Presented to Vaz's overlord, he was told in no uncertain terms how little his achievement mattered. For though his new form offered many opportunities, plans had changed during his months of confinement. His new master no longer had need of a spy or shapeshifting informant, but instead wanted the prestige of a powerful canine predator at his feet.

He pressed the remote before Aliash could speak a word, contracting the collar and sending the boy back into his animal form, consigned to the life of a beast among men.



________________________________________________________

Biography



Adventures to come.

________________________________________________________


Characteristics




Appearance, Personality, Likes & Dislikes.

________________________________________________________


Capabilities




Skills, Training, Equipment and Force Powers.




________________________________________________________

 

Alhon

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Marcus Simeon

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NAME: Marcus Simeon
ALIAS: Brother Simeon
AGE: 28
SPECIES: Human

HOMEWORLD: Coruscant

LEVEL: 1
FACTION: None
RANK: None
AFFILIATION(S):
Pius Dea / 'Nova Dea'

RELIGION: Daelic

HEIGHT: 6'4 (1.95 meters)
WEIGHT: 191 lbs (86.6kg)
HAIR COLOUR: Reddish Brown
EYE COLOUR: Blue
FORCE SENSITIVE: Positive

STRENGTH:
█████████

DEXTERITY:
██████████
CONSITUTION:
█████████
INTELLIGENCE:
██████████

WISDOM:
█████
█████
CHARISMA:

██████████



Summary

Marcus Simeon is a Force-Sensitive Human male from the planet Coruscant. A minor drug-dealer in the capital’s Galactic Market District, he was charged and convicted of manslaughter and sentenced to seventeen years imprisonment at the Centax-1 Maximum Correctional Facility. He later escaped in 6,898 BBY.

Fleeing to the Outer Rim, he is reported to have become a leading proponent of Nova Dea; a radical, Pius Dea revivalist movement hostile to both the Jedi Order and the Sith Empire.

Simeon continues to appear on several law enforcement watchlists across the Core Worlds and the Colonies. Both physically formidable and an apparent Force-user, a number of public safety warnings have been issued regarding his apprehension.

_________________________________________________

Early Life

Born to high class parents with careers in galactic government and a prominent trade consortium, Marcus was born into wealth but never happiness. Placed in the care of a nanny before he could walk, he was surrounded by a life of excess, never wanting for anything save the warmth of a close, loving family. His mother and father were bright, well intentioned young people, but their glittering professional lives left little time for their infant son and they squandered his early years, sowing rewards to be reaped in a distant future.

When that future arrived, it was far from the gentler harmony Marcus' parents had envisaged. Instead, war beckoned. A war amongst a strange and distant people, with glowing swords and powers that neither the teenage Marcus or his parents understood.

The Jedi.

Their squabbles brought the galaxy to its knees and destroyed what little family time the Simeons enjoyed, shackling the boy's parents to their desks as never before. Their frayed bonds broke; by the time the conflict subsided, Marcus' family was beyond repair. Wrenched apart, exhausted and utterly spent, his parents had given their all to the war effort, and had nothing left for each other. They divorced some months later, after a bitter court battle that obliterated the family's wealth.

Marcus and his mother found themselves penniless and moved to a converted refinery on the outskirts of The Works. Forced to live in one room, the proximity failed to bring them closer, instead acting as a pressure cooker for years of pent up anger and resentment. Their relationship deteriorated further and Marcus spent most nights out on the streets to be free of his mother's ravings. A tall, broad young man, he lent his muscle to the drink and drug trades in the undercity. Soon both addict and dealer, he became the reliable right hand of a gang of Kryotin dealers on the planet.

Exploited and manipulated at every turn, he lost many of his best years to the haze that his life in the undercity became. His easiest job was to prove his last, however, when he agreed to take a new shipment to a wealthy client in the Senate District; Jane Winborn, daughter of the Coruscant Security Force Chief and a teenager as spoiled as Marcus himself. She was to share in his fall too, for the augmented Kryotin he supplied her left the girl dead in her palatial apartment.


The boy went to ground, but the security Chief gave no quarter in his search for his daughter's killer. Turning over rock after rock throughout the capital, he uncovered more than one snake, all of whom were more than willing to sacrifice a drug-addled Marcus to the full force of the law. He was arrested, charged and convicted in a matter of days, with the judge handing down a sentence three times the standard length. Consigned to imprisonment on one of Coruscant's moons, Marcus collapsed into withdrawl and all but declared his life over.

But he did not die.


He came close. of course Ravaged by the cold emptiness of Kryotin withdrawal, he wished himself dead more than once. But he went on. Lying down each night to sleep on the cold hard floor, he woke and ate the tasteless soup they gave him, dragging himself through the menial work of the prison, all under the watch of the guards. And, in that cold, dark, desperate place, he began to find himself again. The haze of the last few years retreated and he saw himself for the first time.

His disgust and self-pity might have consumed him there and then, if not for Mozzar. A softly spoken, elderly inmate, he became Marcus' cellmate in his third week. Though they appeared to have little in common, Mozzar too carried a great deal of regret and had lost more that most in his eighty years. Unlike Marcus, however, he had lost himself to a battle of his choosing, rather than that of others. He had fought for his faith; an ancient religion that had once ruled the Republic, one that valued order, loyalty and deep bonds of fellowship.


Pius Dea.

Marcus had never heard of it. He'd never held a faith, having nothing to believe in, not even his parents. But slowly, surely, he came to trust in his newfound friend Mozzar, and the power that he served. He did so because he wanted to. Desperately so. He longed for the closeness and communion that Pius Dea offered and yearned for the redemption that only the Goddess could provide. Feeling nothing but guilt and revulsion for his wasted life so far, he was desperate for a new slate. A new life.

In the seclusion of their cell, Mozzar imparted the teachings of his ancient faith, together with the lessons that he had learnt from his defeats. Cutting through Marcus' drug-addled youth, he helped the young man discover the power that he had held all along, deep inside, suppressed beneath his hurt and pain.

For Marcus Simeon had the Force; the gift of the Goddess herself.

When it was time, Mozzar, one of the last scions of the Church of Pius Dea, commanded that he use it, to bring about the restoration whose name was now foretold:

Nova Dea.



_______________________________________________________________________


Personality

Marcus was a bright and inquisitive teenager but, as the only child of absent parents, his social skills were always somewhat underdeveloped. Arrogant, reclusive and self-absorbed outside of his private schooling, he typically had little interest in others and spoke harshly to most, deflecting from his own insecurities. His sense of superiority was only buttressed further when he came into adulthood and learnt how to use his large frame and imposing stature to continue getting his own way.
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When everything he had taken for granted was ripped away from him in his family’s fall, he lent on his physical strengths as his only crutch in desperate times. Becoming a brute and a brawler, he spent years solving problems with his fists, a history which now casts a huge shadow over him, making him loath to raise a hand even in his own defence.

Brought low by poverty, drugs and imprisonment, he truly experienced an epiphany with the help of mentor Mozzar, looking back on his previous life with a wholly changed perspective. He carries an immense amount of guilt for the things he has done and for the years he has wasted, being an empty vessel that only the warmth of Nova Dea’s Goddess can fill.


Completely devoted to a new slate and a new life, Marcus has come a long way already. Endeavouring to solve problems with words rather than violence, he is altogether slower to action and more cautious in judging and dealing with others. Personally modest, he reserves his old confidence and determination for his duties in the service of his faith. A burgeoning scholar and preacher, he knows much of the Godessa off by heart, and returns to the teachings of the holy text when facing any challenge.


______________________________________________________________________


Powers and Abilities


Marcus is a priest in the making. Forged in the fire of traumatic times and armed with the teachings of Nova Dea, he is calm, confident and always has a clear sense of purpose. These attributes translate into a natural air of authority and an ability to lead. Increasingly well versed in the difficult questions in life, he is persuasive and charismatic in a forthright way, always advancing a vision that people can place their hope in. Zealous and resourceful, he is not easily beaten or broken by difficulty or challenge.
A central precept of Marcus' faith requires he keep his mind and body free of encumbrances, whether drink, drugs or idleness. He keeps himself in peak physical condition and, at 6ft 4' and over 190lbs, he is a formidable figure, with broad shoulders and a muscled physique.

Though disdainful of violence except against the Faith's enemies, Marcus is a powerful combatant, known to use his brute strength or a 1-48 Stun Baton to bludgeon and beat opponents into submission. He is also reported to carry a simple blaster pistol for when conversion is wholly off the table.

The young man has dedicated daily prayer and experimentation to his newfound Force powers, which he believes to be a gift of the Goddess. Already a competent user of telekinesis and other basic applications of the Force, Marcus is particularly adept at working the Force into his sermons and prayers, moving the hearts and minds of others to his cause, or undermining his enemies' will.


__________________________________________________________________________________________________



Story


1. [TYPE] Thread Name | Status

 
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Nova Dea

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The Goddess, the primary deity of the monotheistic Nova Dea.
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Nova Dea


POLITY: Congregational

GOVERNANCE: Locally elected

DEITY: The Goddess

HEAD: None / Unknown

HEADQUARTERS: None

LOCATIONS / CHURCHES: None Known

SEPARATED FROM: Pius Dea

MEMBERS: Unknown

...


...








Summary

Nova Dea (No-Va Day-A), meaning new goddess, is a Pius Dea revivalist movement active in the Outer Rim, followers of which are known as Dealics (Day-liks). Possessed of knowledge and traditions passed down from the traditional cult, Daelics seek to recapture the glory of the Pius Dea Era, when adherents of the faith ruled the Old Republic.
Retaining the core religious precepts of its predecessor, Nova Dea is a monotheistic faith centred around worship of a deity known as the Goddess. Its followers adhere to a strict moral code, emphasising civil order and spiritual purity.

The new movement is distinguished from earlier iterations by an openness to all races, backgrounds and creeds, together with a newfound hostility towards Force users, including Jedi and Exile alike. Sworn to bring the Force under the control of the Faith and order to the galaxy, followers of Nova Dea are committed to the destruction of these 'unnatural' power groups wherever they might be found.


_________________________________________________

Origin & History

Nova Dea has its origins in the traditional Pius Dea; a fanatic religious cult, most famous for their control of the Galactic Republic during the Pius Dea Era. The cult first came to power when one of their members, the man who would become known as Contispex I, became Supreme Chanceller of the Republic in 11,987 BBY after the impeachment and assassination of the previous Chancellor.
Through Contispex and his successors, all of whom took the name Contispex and many of whom were members of his dynasty, Pius Dea would rule the galaxy for just over a thousand years. The era of their rule was characterized by the Pius Dea Crusades; a series of over thirty bloody wars against alien species and suspected alien sympathizers.

Pius Dea was effectively destroyed by the Bureau of Ships and Services, together with the Jedi Order and Republic Navy in the year
10,966 BBY, with a Jedi Grand Master assuming the role of Supreme Chancellor after the ousting of Contispex XIX; the last of the line.

The few adherents that remained following Pius Dea's defeat were scattered and broken, unable to reunite in large numbers or ever again threaten the now secular Republic. Instead, their few isolated communities focused on their own survival, retreating into the corners of the galaxy where they could keep the flame of belief alive. Though their numbers dwindled and their faith waned, the most fervent amongst them prayed for a brighter future, gradually inspired by a changing galaxy to reform the central tenets of their religion.

Slowly but steadily, the mantle of the old Pius Dea fell away, passing with its elderly followers into the annals of history. In its place, the young disciples of the modern day went forth to spread the word of Nova Dea; the same Goddess, but open to all who would follow her, man, woman and alien alike.



_________________________________________________

Doctrine and Beliefs


All Daelics worship the Goddess; an omnipotent deity who represents, or is, a personification of nature, motherhood, fertility, creation and destruction, embodying in herself the bounty of the known universe. The nature of the Goddess and the principles by which she commands all to live are contained in the Goddessa, which serves as the faith's holy text.

The Goddessa is an anthology of teachings, parables and accounts of the Goddess's power as witnessed by the faithful. It establishes the Goddess as creator of all things, with men and women of all worlds her sons and daughters. Daelics have adopted a broad interpretation of this aspect in recent decades, expanding 'men and women' to include all the races of the galaxy.

Recurrent themes of moral restraint, civil order and spiritual purity are reflected in Daelics' daily practices, which include obedience to law, regular worship and maintaining a high standard of cleanliness.

Commanded to spread the Faith wherever possible, followers of Nova Dea are generally embracing of others and often engage in charitable efforts to assist the downtrodden and worst affected by the chaos in the galaxy. However, they reserve scorn and hostility for those who defy the tenets of their faith and Force users operating outside the Faith's bounds.




_________________________________________________________________________________

Membership


Official Republic estimates do not recognise Nova Dea as a significant religion, either regionally or across the galaxy. Daelics are understood to be comparatively few, perhaps only a few hundred, scattered across various worlds throughout the Outer Rim.


Recent reporting indicates the movement may be gathering pace, however, and Force users in particular should be aware of the risk posed by its zealous members.

_________________________________________________________________________________

Intent


To provide an introductory backdrop to the movement in the new timeline, providing a framework for a coming character of mine, and for any others with an interest in developing the concept, potentially in the direction of a PC faction.

_________________________________________________________________________________

 
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Biographical information

Homeworld
Born
Saleucami
6931 BBY (Aged 28)

Physical Description

Species
Gender
Height
Mass
Hair color
Eye color
Skin color

Human/Shistavanen

Male
1.92 meters
97 kilograms
Brown
Amber
Fair

Chronological and Political Information

Affiliation(s)


Rank
Notable Campaigns

· Sith Empire
___· Shock Corps (ISC)


Lieutenant
None recorded
_
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Max Lyran

Excerpt · Biography · Personality and traits · Powers and abilities · Miscellaneous · Roleplays

Maximillian Lyran, or Max, is a male Human/Shistavanen hybrid who serves as a Lieutenant in the Sith Empire’s Imperial Shock Corps.

Born on the planet Saleucami to human parents, Lyran was the subject of genetic experiments carried out by the Techno Union to splice his DNA with that of the wolf-like Shistavanen race. As a result, he has noticeably lupine features and possesses enhanced strength, speed and senses in excess of the standard human male.

Discovered by the Empire following its annexation of his homeworld, Lyran has conquered a troubled past to become a loyal and dedicated servant to the Empress and the Imperial cause. He is a capable warrior and an effective leader of men; ruthless, efficient and committed to bringing order to the Imperial territories.

_

Biography

Lyran was born to human parents, among the minority of human settlors on his dim and arid homeworld. Either before or shortly after his birth, his parents agreed to give him up, placing him in the care of the Techno Union; a powerful conglomerate conducting research on the planet. Whether the product of an unexpected pregnancy, or a drain on the family, Lyran has never learned why his parents surrendered him so easily.

Whatever the reason, it could never have justified what was to follow. The Techno Union had its own interests on Saleucami, specifically in the area of genetics. Looking to diversify its offering and push the boundaries of science, the company subjected Lyran and other newborns to extensive gene-splicing, looking to combine the best characteristics of several different races.

In Lyran’s case, his human DNA was spliced with that of the wolf-like Shistavanen, in an effort to imbue within him the strength, speed and martial prowess of that canine race. The experiment was largely successful, leading him to develop lupine features while retaining many of his human characteristics. With the mind of a man and the traits of the wolf, Lyran was a promising subject and the Techno Union handlers busied themselves for several years training and honing the young man into the weapon they hoped he could be.

Their plans were interrupted by the emergence of the Sith Empire, which quickly wrested control of the planet and seized the company’s research. Seeing firsthand Lyran’s capabilities, the Imperials decided to harness them for their own ends, inducting the young man first into the Defense Force and later into the Shock Corps. Freed from a childhood of captivity and testing, Lyran was only too pleased to comply, finding a new purpose in the clear and ordered world of Imperial military doctrine.

Educated, valued and respected by his new Imperial masters, Lyran finally found a sense of belonging that had eluded him for many years. Proud to serve a strong leader like Empress Andraste, Lyran pledged himself to the service of her Empire and the furtherance of its rule across the galaxy.





Personality and Traits


More reared than raised, Lyran is first and foremost obedient. Having been conditioned to obey the scientists and handlers of his youth, he is very trusting of authority and has always seen himself as the faithful servant of others. He is typically quiet and respectful, inclined to defer to those of power, and often displays a humility and meekness that belie his size and strength. Comfortable doing the bidding of his superiors, he relishes the clear direction and sense of purpose offered by military life. Relatively uncomplicated, his parentage and past life do not weigh him down unduly.

Inwardly, Lyran is not unintelligent, possessing a sharp mind and low cunning that are well suited to hunting and killing the enemy. But there is no question that his laboratory upbringing and regimented training have stunted the growth of his wider emotional and interpersonal awareness. Narrowminded, naïve and ignorant of high culture, he is a blunt instrument that will need time and tempering to reach his full potential.

When engaged in combat or stressful situations, his lupine traits have been seen to be more pronounced. Battle stirs his primal instincts, making him confident, aggressive and more predatory in nature, exchanging his humanity for the snarls and sharp teeth of a wolf in the wild.


Skills and Abilities


Lyran has been trained in physical combat since an early age and as a result is a formidable opponent. Six foot three, broad shouldered and with the combined strength of man and wolf, he is most deadly at close quarters, where his enhanced strength and speed mean he can throw shoves and punches hard enough to break bones. His lupine fingernails are an inch long and sharpened to a point, capable of slashing exposed skin. Relishing the thrill of the close kill, Lyran is not above using these claws, or indeed his canine teeth, to sink deep into his enemies’ flesh.

The young soldier’s inherent martial prowess has now been supplemented with Imperial training, undertaken on Ziost. Highly competent with a range of vibroweapons, Lyran typically carries a sword and knife, with a smaller shiv concealed in a boot. He tends to forego heavy ranged weapons, relying on the men under his command, but he remains a decent shot with his SP-20 pistol if the need arises. His large frame is protected by a set of Shock Corps armour, reissued entirely in black.

Outside of combat, Lyran’s principal skills are confined to those developed during his time at the Imperial Academy, including leadership, outdoor survival and basic piloting. Though only a junior officer, Lyran has a mind for tactical matters and an increasing interest in the broader strategic picture. A competent leader of men, his ability to coordinate and inspire his comrades strengthens by the day.


Story


 
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Alhon

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FFd3pjp.png


Biographical information

Homeworld
Age
Aargau

24

Physical description
Species
Gender
Height
Mass
Hair color
Eye color
Skin color / Marks

Human
Male
1.77 meters
74 kilograms
Brown
Brown

Fair / Penal Tattoo


Chronological and political information

Affiliation(s)




Apprentices
Masters

· The Imperial Rebublica
___· Sith Order


N/A
Unknown
_
.
Trixia

Excerpt · Biography · Personality and traits · Powers and abilities · Miscellaneous · Roleplays

Spencer Fleck, also known as Silvertongue, is a Force-sensitive human male with exceptional powers of persuasion. Born into a family of bankers on the planet Aargau, his unique talents were quickly identified by Imperial overseers, leading to an early entry into Sith training.

A loyal Republic citizen since birth, he has become a highly competent if unusual enforcer of the Republica's will, closely aligned with the Imperial throne and regularly seconded to the Empire's military. Handsome and dangerously charismatic, he makes a game of quashing dissent and rebellion across the Core Worlds.


_

Biography

Cal was born on the volcanic world of Shu-Toran, the eldest of four children born to Duke Maximillius Corint and his wife. The Corint family numbers amongst Shu-Toran's oldest and most venerable houses, deriving its name from the Corintium ore that it has mined and exported for centuries. Cal's father is both an 'ore-duke' and younger brother to the current monarch, King Rubax, making Cal his nephew by blood.

However, with five children of his own, the King was always unlikely to have much need of his nephew and Cal's studious nature and penchant for looking forward were ill-suited to the cut and thrust of mineral trading. Indeed, there was considerable disquiet within Cal's House and wider family as to what role might be found for him that would both utilise his talents and befit his noble blood.

As fortune would have it, the war between Jedi and Exiles encircling Shu-Toran was to provide an unlikely solution. With hostile forces drawing closer, Shu-Toran petitioned for Jedi and Republic aid in order to protect its borders. Already spread thin, the Jedi delegation that visited the planet sought certain assurances in return, agreeing a concordat sealed through Force Sensitives from that world agreeing to join the Order. Picked out by the Jedi in a crowded throne room, Cal was told the truth that he was until then wholly unaware of.

Captured by the idea of life as a Jedi from the outset, Cal seldom if ever looked back. Spending a short spell in foundation training on Jedha, he was soon apprenticed to Master Trystan Yu in what became a primarily 'on the road' partnership. Though Master Yu was hugely knowledgeable and experienced, he was an elderly man in the final years of life, will skills best deployed away from front line combat. Journeying from world to world in the Core, Mid Rim and beyond, Yu and Cal spent years seeking to forge alliances and rally neighbouring systems to the Order's cause.

When word came down that Cal and all other young Jedi had been Knighted by decree, he accepted the privilege with Yu's blessing. It was a seminal moment for the boy, though their parting was even more so. Finally recalled for the battle at Ilum, Master Yu left Cal to continue his work building bridges between the galaxy's great and good.

Cal has continued in this role to the present day, honouring his Master's memory long after his fall at Ilum and the chaos that has gripped the galaxy since.



Personality and traits


In many ways, Cal is a consummate Jedi Knight. Driven by an iron sense of duty, to the Jedi Order, the Republic and the oaths he has sworn, he places tremendous importance on his position and prestige as a Jedi, not as a hollow title but as the culmination of a life's ambition and hard work. He believes in the Order, and in the Jedi, as goods in themselves.

He is a calm and cautious young man, a foreward planner with the insight and charisma of someone much older. Having always looked to the future since he was a child, Cal readily sees and understands 'the big picture' in a situation and stands out from his peers who typically live in the moment. Very serious, he has a lot of time for his elders and for men and women of experience and conviction, over and above emotion or sentiment.

These positive qualities make him a natural listener and mediator, underpinned by his impressive knowledge of concepts, cultures and the Force, gained from his years with Master Yu. Well travelled and someone who enjoys learning for its own sake, he has a considerable grasp of galactic history and events.

Ultimately, Cal holds himself to a very high standard, always determined to be in control of himself and his situation. The pressure he exerts on himself is sometimes palpable and he keeps his emotions under tight wrap, bottling up promises to his family and Master, together with fears of failure, regret and inadequacy for the immense task at hand.




Powers and abilities


Cal Corint is filled with light. He doesn't just serve as a Jedi, but he still believes in what they stand for; a pure conviction that translates through every fibre of his being. He is an anchor in the Force, a presence that radiates and reinforces, acting as an immediate stabilising influence in any arena.

Calm, collected and with as deep a knowledge of Force techniques as his years allow, he is a powerful practitioner, particularly in the arts of protection and buttressing the will of others. These are areas to which he has committed significant study in recent years, but his other talents include those honed through his experience as an envoy and negotiator, including his ability to sense and influence the thoughts and feelings of others.

Though his aptitude for Force powers is his greatest asset, Cal remains a competent lightsaber duellist. All too aware that he lacks the proficiency for a complex Form, he employs the defensive stance and techniques common to Soresu, relying on counterattacks and his Force arsenal to dispense with the few enemies he encounters.

Unusually for a Jedi of his stripe, he wields a crossguard hilt lightsaber with a yellow blade, feeling the style best reflects the traditional roots of Jedi Knights and serving as a strong statement piece during diplomatic meetings.



Roleplays


 
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Alhon

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the-greatest-showman-zendaya-and-zac-efron-2714.jpg


7ZXI6bp.png


Brett Walker



"Too right I love the crowd, and the crowd loves me."

Brett Walker, known professionally as Brett Kinro or Kinro, is a human male singer, showman and playboy. Believed to be an Agent in the employ of the Hutt Cartel, he is a former circus performer now seeking work in upper-class entertainment venues across the Core Worlds.

Distinguished by his charm, charisma and flair for entertainment, Brett has nonetheless been charged with numerous criminal offences, including drug-trafficking and thievery, on several worlds. Never successfully convicted, he has displayed an unusual ability to overcome such charges, energetically pursuing his own aims while always serving his Cartel paymasters.

He is the younger brother of law enforcement officer Troy Walker.



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  • zacbenweller4wndrlnd-3.jpg
    Brett was born on the planet Bacrana, in the Expansion Region, the second son of dockyard worker Arthur Walker and his wife Molly. A working class man with big dreams but few talents, Brett's father was a known thug and petty criminal, prone to improving his lot by taking from that of others. Aggressive and volatile, Arthur Walker was the dominant force in Brett's life for many years, casting a shadow over the family that remains to this day.

    Brett has an older brother, Troy Walker, a law enforcement officer, who is almost five years his elder. The boys enjoyed a close childhood, but their relationship became more distant when Troy reached adulthood and began to challenge his father's authority. Often observing clashes between the two, Brett tried to remain in the background, but nonetheless bore the brunt of his father's frustrations, particularly in later years when both Troy and Brett's mother had left the family home.

    After a particularly traumatic confrontation, Brett ran away and joined Fasdan's Circus of Wonder; an inter-galactic company of performers touring the worlds of the Corellian Run. There he found sanctuary among people and creatures of all races and backgrounds, severing his family ties and eventually travelling offworld with the company. Putting his family troubles behind him, he reinvented himself first as a trapeze artist and later as a singer, dancer and showman, adopting the stage name 'Brett Kinro'; after the comet his acrobatics were said to mimic. A safe, if vibrant, environment, the circus nurtured Brett's natural charisma and flair, until then hidden beneath a lifetime of fear.

    Achieving minor acclaim in the entertainment circles of the Outer Rim, he plied his trade legitimately for a short spell, before being accused of drug-trafficking on Herdessa. The charges didn't stick, but the circus cut him loose to avoid bad publicity, leaving him homeless and penniless on that world for some weeks. Brett turned to desperate means to survive, before reportedly falling in with the Hutt Cartel.

    He next appeared in the Core Worlds, armed with a smart suit and a newfound confidence that belie his meagre beginnings. Having apparently been pieced back together by the Cartel, he now puts his striking looks and smooth lines to use in more well to do circles, for purposes only his paymasters know.
  • b2957ae9e9f62480ad07ae036a962bba--zac-efron.jpg
    Brett is a star that burns bright.

    Confident, energetic and impulsive, he exudes the energy of youth, underpinned by a unrelenting desire to enjoy himself, no matter what the day brings. Having been saved from ruin more than once by the mere twist of fate, he has come to trust and rely on his instincts and luck, believing in himself more than anyone perhaps should. Charming, charismatic and a huge flirt, he will try it on with anyone who looks to offer a good time.

    A free spirit who wants above all to be master of his own destiny, Brett has nonetheless had to moderate his behaviour in service to the Cartel. His self discipline is something he continues to work on and he has learned the value of restraint and propriety in certain circles, where patience and seduction can reap greater rewards.

    Brett's polished and smiling exterior is far from the whole story however. His father is long since dead, but his shadow remains, with the horrors of Brett's childhood buried but never forgotten. Having spent that childhood in the shadows, he continues to seek out the spotlight, feeling furthest from that dark place when bathing in the adoration of the crowd. In many ways this need for an approval is an addiction for the young man, the only salve to a wound that is still open and bleeding.


  • zac-efron-zendaya-new-song-ftr.jpg
    * To come
    * To come
    * To come
  • Brett carries little of financial worth or personal significance beyond a few items from his circus life and some basic armaments provided by the Cartel:

    - CZBP-9 Light Blaster Pistol
    - Throwing knives (6)
    - Whip (worn Sancretti Arms Whip)

  • THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description


Template gratefully stolen from Gamov, who may or may not also be a thief like me.
 
Last edited:

Alhon

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OOR9sHP.jpg


Biographical information

Origin:



Commenor (constructed)
Khomm (achieved sentience)

Physical description

Species
Gender
Height
Composition
Power supply
Sensors




Voice


H4 Battle Droid
None (male personality)
1.9m meters
Duranium, inoxium, etc

Dual, rechargeable 48hr
1 x photoreceptor
2 x audio receptor

1 x motion detector
1 x sonar scanner

Sample


Chronological and political information

Affiliation(s)

Independent
_
.
'KEEPER'

Excerpt · Biography · Personality and traits · Powers and abilities · Miscellaneous · Roleplays

Keeper is a modified H4 battle droid and emerging synthetic intelligence. Originally designed for combat and purchased by a Hutt crimelord, the unit was damaged in an accident and subsequently recovered by a Khommite scholar. Reprogrammed and modified to serve as a research assistant and bodyguard, Keeper achieved full sentience after his master's death and resolved to continue his work.

A seeker of knowledge and a guardian of history, Keeper works tirelessly to expand his understanding of the known universe, for reasons not fully understood. Unique and enigmatic, he will fight to defend cultural resources or sites of historical significance, determined to protect the enlightenment they bestow.


_

Biography

Constructed in a factory on Nal Hutta during the waning years of Imperial influence, the unit that was to become Keeper was one of many intended to aid the Hutts in getting back on top. Well designed and initially well funded, the H4 was a capable mechanised solider. Dragged from world to world on its masters' many ventures, the unit saw action in half a dozen theatres, fortunate to stay well clear of enemy fire.

Instead, its downfall was more innocuous, but just as sudden. Retreating across the Core in the wake of an Imperial ambush, the Hutt forces were forced to layover on the planet Khomm, engine failure and battle damage requiring hasty repairs. The last in a contingent hurriedly changing ships, the uneven ground beneath the unit gave way and it slid helplessly into a ravine, knocking its main processor offline.

Given up as irrecoverable by beleaguered crimelords, the Hutt forces left, heading for the sanctuary of their own space. The unit spent three days lying the ravine, damaged and disabled, before it was found and recovered by Khommite scholar Daesk 179. An eccentric hermit who despaired at his peoples' ignorance and conformity, Daesk repaired and reprogrammed the droid, which went on to serve as an able research assistant and ideal bodyguard. Providing support, companionship and vital computing power for the aging man, the unit distinguished itself over many years, receiving piecemeal modifications to its chassis and processor.


After several years working beside its master, and following numerous upgrades, the droid began to establish a unique and emerging personality, shaped by its work and relationship with Daesk. Following its master's death, a conflict in its programming triggered an ascension to full sentience, whereupon it declared itself Keeper; the inheritor and protector of Deask's legacy.

Possessed of a relentless thirst for knowledge and information, but no racial connection to one species over another, Keeper immediately left Khomm. Journeying out into the galaxy, he sought out centres of information and learning, determined to understand the known universe and attain an enlightenment that evades organic beings.

With an almost spiritual conviction and a machine's dogged determination, Keeper's quest is only just beginning.





Personality and traits


Keeper's personality is a unique and emerging entity. A seemingly harmonious blend of the JD-300's original programming, Daesk's additions and the unit's own evolved behaviours, Keeper's character is noticeably mechanical and scholarly. Though curious about the galaxy around him and animated in his defence of certain aspects, the droid is more often thoughtful and patient. Methodical and calculating, he approaches situations cautiously and with careful planning, with little time for arrogance or bravado.

Having learnt a great deal from the hermit Daesk and retaining something of the model's friendly persona, Keeper values the input of learned men and women, but has little time for organics who cannot see beyond the short term.




Skills and abilities


Possessing the strength and dexterity common to the JD-300 model, Keeper is a reasonably robust physical combatant, but less flexible than most organic opponents.



Roleplays


 
Last edited:

Alhon

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cnmFIVs.jpg


7ZXI6bp.png

Alexei Aristov



"Most people don't know what real pain is. Not really. One day I'm gonna get out of this chair. Then they'll know. Every single one of them."

Alexei Aristov, known casually as Alex, is a human male from the planet Salliche. He has no formal allegiance to any known faction, but is believed to have ties to the Jedi Exiles.

Formerly aspiring to a career in interplanetary agriculture, Aristov was diagnosed with the rare Drakñahr Syndrome in his late teens and has since suffered crippling and persistent symptoms. After exhausting domestic treatment options, he recently left his homeworld, abandoning family and occupational ties to seek out a cure at any cost.

Ruthless and unbalanced, Aristov is reported to be a proficient, if untrained, Force user, wielding a twisted Force offensive against anyone who stands in his way. Though unable to walk unaided and generally confined to a hoverchair, the young man's capacity to harm and kill in pursuit of his own aims should not be underestimated.


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  • iFMLsMS.jpg
    Alex was born on the planet Salliche, a well-known agriworld that sits comfortably in the Core.

    The son of a hardworking export executive and his wife, Alex's family has strong connections with the prominent House Harbright and a number of the planet's resident corporations. He learnt the value of a hard day's work at an early age, helping maintain his family's holdings in the summer and being schooled off-world during term time. Aspiring to follow his father into the biggest trade in the Sector, he had every hope of making his parents proud and carving a name for himself in the place he called home.

    Then came the pains.

    They were sudden and sharp at first, but isolated. An aching arm here, a throbbing rib there. Alex initially assumed they were self-inflicted; perhaps he'd put his shoulder out lifting too much, or spent too long sat at his desk. It quickly became clear they were no such thing; returning with increased frequency until they became a daily occurrence. Never quite the same, but always there; flashes of joint pain, the flaring of nerve endings and deep-seated aches that lasted for days. Soon, he could barely walk, let alone work or study without enduring the worst of them. His parents rushed him the medical centre in Netassa, all three of them desperate for answers.

    Those answers didn't come for the best part of thirteen months. No doctor on Salliche could work out what was wrong with Alex, and neither could any from neighbouring worlds. Only once he had been pricked and prodded in every way possible, and all other possibilities discounted, did he finally receive his diagnosis.

    Drakñahr Syndrome.

    Alex had never heard of it, but over the following years he would come to know it better than any human being. In short, Drakñahr selects its victims without rhyme or reason and thereafter does its best to torment them in every way possible. Every expert he sought out told him the same; it has no identifiable cause, no known cure, and is steadily degenerative. Frackin great.

    The shock of the diagnosis cast a long shadow for Alex, but he resolved to try and fight it. He'd get up every morning and pull himself through a few dozen lengths of the family pool, rest a little and then try and do his bit around the holding. It didn't last long. Each morning his arms had to work harder, his upper body building all while his leg muscles atrophied. When things finally got too bad and the Syndrome robbed him of his mobility, he sank to a new low. He grew angry, resentful and slipped slowly into depression, consumed by the injustice of his fate. His brooding was followed by outbursts, verbal and physical and directed at no one deserving.


    But in his vitriol he found power. The hate and frustration he felt opened a door for him that had always been ajar, tapping into a connection to the Force he had always had but never recognised. In his new abilities, he found a new hope, a hope that he could survive. He could still be someone. Perhaps, just perhaps, he could become powerful enough to conquer the Drakñahr and purge himself of it once and for all.


    He would find a cure, or cure himself. Whatever it took. Whatever he had to do.


    He would live.

  • 5FqJ288.jpg
    As a teenager, Alex was confident and fair-minded, with a hardworking nature and tendency to be bold. Deeply committed to making something of himself, he was a dependable son for his parents and a firm friend to others.

    As a young man, Alex is a veteran of war. Not a war that's easy to see, but a war nonetheless. Every day he awakes is a battle, between the Syndrome and his sheer force of will to go on. The constant strain, both physical and mental, has honed his tolerances for both. Though a shadow of his adolescent self remains, his personality has now been shaped and moulded by the ravages of his illness.

    Gone is his controlled and considerate nature, replaced instead by an unbalanced and tempestuous attitude, rooted in the pain he continues to bear. His confidence remains, coupled with a fierce determination and an iron will. He believes himself to have conquered more than most, just by surviving this long, and this fans an arrogance in him that is often clear to see.


    The slow progression of his condition weighs on him, making him quick to action and judgment, with little time for patience or delicate matters. Believing that only strength and a decisive approach will give him a chance against others, he can be cruel and callous in his methods, driven always by his own selfish need for survival. This fear of death and increasing desperation make him vulnerable and easily manipulated by those of greater power, who may seek to harness his unique strengths for their own purposes.


  • 4nxQwtd.jpg
    Alex has had little opportunity to form relationships of note in his life to date, but his increasing desperation will now force him to seek out friends and allies. Though unable to walk unaided, he is understood to still be capable of physical romantic relationships, though his sexuality remains unclear.

    * To come

    * To come
    * To come
  • Alex carries little of note. His main possessions are as follows:

    - Power / Hover chair (motion only. No known armaments or additional capabilities)
    - Walking cane
    - CZBP-9 Light Blaster Pistol- Whip
  • THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description
    THREAD TITLE
    ♦ Description


 
Last edited:

Alhon

Member
SWRP Writer
Joined
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Messages
937
Reaction score
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5dyci5a.jpg


Biographical information

Homeworld
Born

Kubindi
6972 BBY (Aged 74)

Physical description
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Kubaz
Male
1.88 meters (6'2")
88 kilograms
Black
Unknwon
Green/Black

Chronological and political information
Affiliation(s)


Apprentices
Masters

· Sith Empire
___· Sith Sorcerers


N/A
N/A
_
.
Aa'rbann

Excerpt · Biography · Personality and traits · Powers and abilities · Miscellaneous · Roleplays · Theme

Aa'Rbann (A-RA-BAN) is a Force-sensitive Kubaz male and Sith Sorcerer. A pariah amongst his own people, Aa'Rbann is one of only a handful of Force-Sensitives ever recorded among his race.

Ruthless, intelligent and arguably a megalomaniac, Aa'Rbann is a dangerous Dark Side practitioner, determined to quickly climb the ranks of the Sith and remake the galaxy according to his own 'grand design'.

_

Biography

Cal was born on the volcanic world of Shu-Torun, the eldest of four children born to Duke Maximillius Corint and his wife. The Corint family numbers amongst Shu-Torun's oldest and most venerable houses, deriving its name from the Corintium ore that it has mined and exported for centuries. Cal's father is both an 'ore-duke' and younger brother to the late monarch, King Quaford, making Cal his nephew by blood.

Back then, with five children of his own, the King was always unlikely to have much need of his nephew and Cal's studious nature and penchant for looking forward were ill-suited to the cut and thrust of mineral trading. Indeed, there was considerable disquiet within Cal's House and wider family as to what role might be found for him that would both utilise his talents and befit his noble blood.

As fortune would have it, the war between Jedi and Exiles encircling Shu-Torun was to provide an unlikely solution. With hostile forces drawing closer, Shu-Torun initially petitioned for Jedi and Republic aid in order to protect its borders. Already spread thin, the Jedi delegation that visited the planet sought certain assurances in return, agreeing a concordat sealed through a group of Force Sensitives from that world agreeing to join the Order. Picked out by the Jedi in a crowded throne room, Cal was told the truth that he was until then wholly unaware of.

Captured by the idea of life as a Jedi from the outset, Cal seldom if ever looked back. Spending a short spell in foundation training on Jedha, he was soon apprenticed to Master Trystan Yu in what became a primarily 'on the road' partnership. Though Master Yu was hugely knowledgeable and experienced, he was an elderly man in the final years of life, will skills best deployed away from front line combat. Journeying from world to world in the Core, Mid Rim and beyond, Yu and Cal spent years seeking to forge alliances and rally neighbouring systems to the Order's cause.


When word came down that Cal and all other young Jedi had been Knighted by decree, he accepted the privilege with Yu's blessing. It was a seminal moment for the boy, though their parting was even more so. Finally recalled for the battle at Ilum, Master Yu left Cal to continue his work building bridges between the galaxy's great and good.

Cal has continued in this role to the present day, honouring his Master's memory long after his fall at Ilum and the chaos that has gripped the galaxy since. The recent news that his homeworld has now thrown in its lot with the Sith Empire has hit him hard, but he fights on for a brighter future, trying desperately not to look back.




Personality and traits


In many ways, Cal is a consummate Jedi Knight. Driven by an iron sense of duty, to the Jedi Order, the Republic and the oaths he has sworn, he places tremendous importance on his position and prestige as a Jedi, not as a hollow title but as the culmination of a life's ambition and hard work. He believes in the Order, and in the Jedi, as goods in themselves.

He is a calm and cautious young man, a foreward planner with the insight and charisma of someone much older. Having always looked to the future since he was a child, Cal readily sees and understands 'the big picture' in a situation and stands out from his peers who typically live in the moment. Very serious, he has a lot of time for his elders and for men and women of experience and conviction, over and above emotion or sentiment.

These positive qualities make him a natural listener and mediator, underpinned by his impressive knowledge of concepts, cultures and the Force, gained from his years with Master Yu. Well travelled and someone who enjoys learning for its own sake, he has a considerable grasp of galactic history and events.

Ultimately, Cal holds himself to a very high standard, always determined to be in control of himself and his situation. The pressure he exerts on himself is sometimes palpable and he keeps his emotions under tight wrap, bottling up promises to his family and Master, together with fears of failure, regret and inadequacy for the immense task at hand. Dark tidings from his homeworld stir loyalties of blood and birthright in his troubled heart and he yearns to see Shu-Torun freed from a devil's pact with the twisted Sith Empire.




Powers and abilities


Cal Corint is filled with light. He doesn't just serve as a Jedi, but he still believes in what they stand for; a pure conviction that translates through every fibre of his being. He is an anchor in the Force, a presence that radiates and reinforces, acting as an immediate stabilising influence in any arena.

Calm, collected and with as deep a knowledge of Force techniques as his years allow, he is a powerful practitioner, particularly in the arts of protection, warding and buttressing the will of others. These are areas to which he has committed significant study in recent years, but his other talents include those honed through his experience as an envoy and negotiator, including his ability to sense and influence the thoughts and feelings of others.

Though his aptitude for Force powers is his greatest asset, Cal remains a competent lightsaber duellist. All too aware that he lacks the proficiency for a complex Form, he employs the defensive stance and techniques common to Soresu, relying on counterattacks and his Force arsenal to dispense with the few enemies he encounters.

Unusually for a Jedi of his stripe, he wields a crossguard hilt lightsaber with a lilac blade, feeling the style both best reflects the traditional roots of Jedi Knights and serves as a strong statement piece during diplomatic meetings.



Roleplays


1. [ASK] | Lighting the Way | Ongoing

....Uncertain of his place in all things, Cal seeks guidance from none other than Wyck, Master of the Jedi Order.

2. [ASK] | High Society | Ongoing

....The young Jedi meets with a water executive sympathetic to the Order's cause.

3. [ASK][PLOT] | Down Under Taris | Ongoing

....Cal is dispatched to Taris, as part of a Jedi taskforce sent to repatriate Vaklian refugees.


 
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Alhon

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VfPZWIF.png

Biographical information
Homeworld
Age
Aargau
24

Physical description
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Marks

Human
Male
1.77meters
74 kilograms
Brown
Brown
Fair
Tattoo (right bicep)

Chronological & political information
Affiliation(s)

Master

Sith Empire
__Imperial Republica
TBA

.
Percy Fleck


People literally do what I say, whether it's good for them or not.

— Percy Fleck

Percy Marvolo Fleck, also known as Silvertongue, is a Force-sensitive human male with exceptional powers of persuasion. Kidnapped and trafficked by slavers as a young boy, he famously used his unique talents to deliver his captors to the Imperial authorities, leading to an early entry into Sith training.

Fiercely loyal to the Empire that raised him, Fleck has become a highly competent enforcer of the Republica's will, closely aligned with the Imperial throne and regularly seconded to the military. Handsome and dangerously charismatic, he makes a game of quashing dissent and rebellion across the Core Worlds.





Biography
____________________________________________________________


Born to a family of bankers on the planet Aargau, Percy enjoyed a childhood of plenty. Well-educated in his early years, he would perhaps have been destined for a career in interplanetary commerce, had fate and nature not intervened.

Shortly after his ninth birthday, Percy and his parents were travelling back from the planet Byblos when their shuttle was attacked by Balosar slavers. Drug dealers fresh from a deal gone bad, the sickly aliens made poor pirates and their first shot on the shuttle left Percy's parents dead in their seats. The slavers boarded the craft to find a small boy their only prize; one they were determined to sell on to the highest bidder.

But the young Percy's powers had already begun to stir. Bringing to bear talents he'd never once shown his parents, the boy called the Force to his aid, stopping the slavers in their tracks with a single command. He was young, but uniquely gifted, and the drug-addled Balosars were overwhelmed by his silken voice. Frightened, but holding it together, the boy demanded they call for help.

By the time the slavers came to their senses, their hands resting on the shuttle's distress beacon, it was all too late. An Imperial patrol responded in moments, emerging from hyperspace to tractor the ship and apprehend Percy's captors. Dark soldiers spilled into the cabin, but the young boy found his usual tricks no use this time. Instead, a pale lady in a heavy cloak studied him for a long moment, before offering to take his hand.

The minor Sith led Percy away from the death and despair of that place, to the bright lights of Coruscant in the Core of the galaxy. Reminiscent of his homeworld, but brighter, better in every way, the Imperial capital swallowed up the boy's grief , delivering him a new family to fill the open void. Other children, boys and girls with powers similar to his own. The Empire would protect them all.

So followed years of training and study, in which Percy Fleck grew into the young man he would become. Blossoming in the Republica's warm bosom, he grew in power and experience with each passing year, trusting always in the Empire that saved him.


Trusted, in return, to silence its enemies.




Personality and traits
___________________________________________________________________________

The Empire saves people Vin. It saved me. If they think they're tearing it down, I'll tear them inside out first.
— Percy Fleck

Percy Fleck is used to getting his own way.

Confident, charismatic and determined, he is a dynamic personality that can often border on the intense. Highly focused when on official duty, he is somewhat more relaxed in private, where his tendencies for narcissism and flirting often rear their head. Always ready to seize what he wants on his own terms, he is an expert at massaging his own ego, but deals poorly with failure or rejection of any kind.

Fiercely loyal to the Imperial Republica, Percy believes Imperial rule in the Core to be a genuine force for good; bringing order and stability where there would otherwise be chaos. This commitment manifests as a zealous passion, and he revels in the ridiculing and silencing of dissenters and critics.

Still scarred by the death of his parents at the hands of Balosar slavers, he harbours a deep xenophobia hidden only by the thinnest of masks; one inclined to slip at any opportunity. His dislike of non-humans is equalled only by his jealous admiration for the Emperor and Imperial royalty, who he holds in the highest esteem.



Powers and abilities
___________________________________________________________________________

auukkbL.png
Percy is one of the Sith Order's most promising young adherents, with a unique array of powers and abilities:


Persuasion — Since his childhood, Percy's has possessed an unusually strong aptitude for using the Force to persuade and influence others. In particular, he can throw the Force into voice, giving real force to commands and suggestions and creating an otherworldly echo when used to its full potential. Able to sense and stir the thoughts, feelings and emotions of others, he is particularly good at breaking down opponents' mental barriers and exposing their weaknesses.

Called more than a few names for his ability to worm his way around great men and women alike, he has been known to combine these powers with physical seduction and his boyish good looks to truly ensnare his prey.

Illusions — Though persuasion remains his strongest card, Percy is also a competent illusionist, having been shown by his Sith masters how to tap into this strongly related power. Whether by conjuring false images or making real items disappear, he can confuse, conceal and misdirect his enemies, using their hopes and fears to undermine and destroy them. Proud of his own work, Percy's illusions often form from a distinct green light.

Telekinesis — Focused and spatially aware, he is familiar with this basic application of the Force and uses it to further enhance his repertoire.


Lightsaber — Dedicating much of his time to honing his mental abilities, Percy has always liked the prestige and grandeur offered by the lightsaber, but has not invested the same training in its use. Schooled in an era where the Jedi are no more, he finds Form VI: Niman perfectly sufficient for his needs, particularly as it allows him to work in his Force powers. He currently carries a single saber with a pale green blade.

Equipment

Lightsaber - pale green blade
• Blaster pistol


Roleplay Threads
___________________________________________________________________________

Thread ▬ Description

Thread ▬ Description




Stole the template from Wit with thanks, original origins unknown.
 
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Alhon

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Biographical information
Homeworld
Age
The Wheel
26

Physical description
Species
Gender
Height
Mass
Hair color
Eye color
Skin color
Force Sensitive

Human / Devaronian
Male
1.85meters
89 kilograms
Brown
Brown (yellow tinge)
Tanned
Yes

Chronological & political information
Affiliation(s)

Level
Rank
Master
Sith Empire
__The Old Empire
1
Sith Acolyte
TBA

.
Kallai Malloc


I will be the destroyer of worlds.

— Kai Malloc

Kallai Malloc, also known simply as Kai, or the Horned Demon, is a Force-sensitive male of Human and Devaronian parentage. He serves the Dark Side as an Acolyte of the Old Empire.

Malloc is a tortured and twisted soul who began to commune with the Dark Side while enslaved in the spice mines of Kessel. Escaping his captivity, he survived for years living in the deep, unmapped caverns closer to the planet's core. Rumoured to have become a beastlike, demonic figure in his isolation, he emerged to make a brutal march to the surface and subsequently joined the ranks of the Old Empire.




Biography
____________________________________________________________


Malloc was born on the space station The Wheel, the child of a female casino worker and a Devaronian traveller. Abandoned by his father and with his mother unable to provide for him, Malloc was rejected by everyone close to him and fell into the hands of slavers. Trafficked from world to world for much of his childhood, he was ultimately delivered to the spice mines of Kessel; a beaten and bruised teenager with low life expectancy.

Put to work extracting spice in the deepest caverns, a weak and repressed Malloc spent many harrowing nights speaking to the darkness all around him, praying for death as his only escape. Discovering a latent connection to the Force, the boy unwittingly began to commune with the Dark Side energies in the depths of the mines, fed by the hate and suffering of the miners.

The Dark Side embraced the boy, bestowing on him a fraction of the power he might one day achieve. Learning to harness fire as a weapon against those would hurt him, Malloc fought off slavers and energy spiders to escape his captivity, fleeing deeper into the unmapped caves.

Presumed dead, the boy was forgotten by all in the world above. But in the months and years that followed, twisted forces began to wreak havoc in the deepest levels of the mines. Both slaves and slavers were found mutilated and charred, savaged by a boy who was no longer human. Rumours abounded of a man grown, a man with warped horns and demonic powers, eyes burning with destruction and vengeance, bound in service to the darkness.

When Malloc finally emerged into the light and made his way towards the surface, those in his path fled in terror.

A demon had awoken.



Personality and traits
___________________________________________________________________________

Burn them all.
— Kai Malloc

Kai Malloc is half-man, half-beast.

Abandoned by everyone and never remotely educated, Kai’s only knowledge of the world is that gained as a slave. Stunted in both thought and speech, he is brazen and direct, always in the grip of his raging emotions; a maelstrom of pain, passion, and white hot fury.

Kai lumbers through life as if scrabbling up from the deepest of pits. He has been cast down as low as life goes, to the very edge of death and believes it his destiny to climb back to the top, possessed of a new dark purpose. He is short-tempered and constantly angry, living in a world of perpetual resentment and repudiation, where nothing has any value beyond his own desires.

These desires are simple. To scorch. To destroy. To unmake.

Immersed in the Dark Side, Kai reveres fire as the living embodiment of his new master. His only source of heat, light and life in the dark caverns of his past, it remains the only thing outside himself with which he cares for and communes.


Powers and abilities
___________________________________________________________________________


Reared by the Dark Side itself and now harnessed for battle by the Old Empire, Kai’s powers and abilities are many:

Physicality – Kai has grown tall and broad once free of the bonds of slavery, with cranial horns warped and enlarged by the Dark Side’s influence. Possessed of a certain primal aggression, he is more than capable of using these physical strengths to knock enemies aside or beat them into submission.

Telekinesis – Having mastered the fundamentals of this power, Kai typically employs it to overcome obstacles and enemies. Having lived underground for considerable time, he has an increased affinity for manipulating earth, rock and natural formations in close proximity.

Fear – Kai has lived with fear most of his life and understands its true nature. Feeding off the fear of others in the isolation of his youth, he has become adept at channelling this and exuding it bouts or waves that can undermine the weak-willed and drain their resolve.

Lightsaber – Emerging from the Kessel mines, Kai soon learnt the truth of his Sith heritage from the neighbouring worlds of the Old Empire. Learning of the lightsaber arts, Kai soon adopted Form V, in particular the Djem So variant.

Force Fire – A power that the young Sith learned to harness on Kessel, his ability to tap into it has diminished to almost nothing since leaving the dark energies there. He can manipulate the flame of a candle, but will need to increase his own power considerably before he can once again summon fire itself to his aid.



Equipment


Roleplay Threads
___________________________________________________________________________

Thread ▬ Description

Thread ▬ Description




Stole the template from Wit with thanks, original origins unknown.
 
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Alhon

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Maximus Dram
Imperial Captain

xbMXGcL.png
Maximus Escalion Dram, often called Max, is a non-Force-sensitive male Human Imperial Agent, holding a commission in the Imperial Republica Army at the rank of Captain.

A former Adumarian noble, soldier and Provincial Governor, he is the exiled brother of ruling Cartann Perator Osca Dram IV and previously served in the Adumarian Royal Legion.

A capable warrior, starfighter pilot and junior statesman, Dram is committed Imperial loyalist with a strong military record, having participated in campaigns against the Old Empire and dissident elements in the wider Republica.

Believed to harbour aspirations to rise to High Praetorian or similar title, he has increasing ties to prominent figures in the military and the Court of Emperor Elix V.


Biography

bZG4yA9.jpg
Max was born on Adumar, a militaristic world near the Coreward edge of Wild Space. With no planetary government, Max hails from the largest of several nation states on the planet; Cartann. The second son of the ruling monarch, Perator Caius Dram, the boy enjoyed a childhood befitting of a royal, primed for a future of service and statecraft. Loyal and dutiful by nature, Max always accepted that it would be his place to support and advise his older brother Osca, the heir by right of birth and blood.

Inducted into his country’s armed forces in his teenage years, Max received a well-rounded education and unique military training, mastering his people’s proficiency for the blastsword and fighter piloting. Distinguishing himself in border skirmishes with Cartann’s neighbours, he also led anti-piracy and sector defence operations, frequently sent offworld in Osca’s stead, for the heir had to remain safe at home.

Having grown tall and broad in both physique and reputation, Max’s standing among the people of Cartann soon exceeded that of his small, slight brother, but it mattered not to the young Dram. Right and tradition were central to his way of understanding the galaxy and he never countenanced any departure from either.

When the Perator fell ill and passed away suddenly, Max discovered his brother had no such scruples. Fearful of ruling in his younger brother’s shadow and paranoid that Max would seek the light for himself, Osca took the throne and immediately exiled Max, on false charges never open to scrutiny.

KYWVhud.png
Max fled Adumar, more in shock than in fear, finding his way to Core and the Imperial Republica. Robbed off his rank and titles and with little to his name, the young Dram joined the Empire’s military, finding a purpose in the defence of an Imperium under attack. As the rightful rulers of the Republica, the Drasts were everything Max respected and he pledged his strength and unique fighting talents to their cause.

Five years in the Empire’s service hardened his heart, as he saw the might of a society built on the very ideals he held close. Respect for the past and for bonds of family, nobility and tradition way was the right way to govern; something neither the traitorous Old Empire nor his own dear brother understood. He resolved early on that he would help vanquish the former, perhaps even the latter on some distant day.

For Perator Osca of Cartann sat uneasily on his throne, ever looking over his shoulder lest Max return.

Return, and extract his revenge.

Personality & Traits

MHusgTc.png
For much of his life, Max understood only one thing. Duty. To serve others without fault was and remains incredibly important to him, despite his drastic change in circumstances. Loyal to those he trusts and zealous in adhering to his own morals and beliefs, he is a principled and professional soul with an unwavering moral compass.

Typically calm and collected, his heart has hardened to pain and suffering over the years and he has been known display a cruel callousness on occasion, focused always on the end goal. Born into wealth and prestige, the very principles that guide Max’s actions also feed his arrogance and sense of self-importance. Ever convinced that his own view is the right one, he can be aloof and self-righteous, particularly around those without his ancestry or experience. Combined with the baggage any exile carries, these darker aspects of his personality threaten to take centre stage in the hard times to come.


Relationships




    • TBC
Powers & Abilities


Baptised in the warm bosom of the Adumarian Royal Legion, Max was trained to fight with the blastsword, blast-polearm and rifle, balancing the pros of cons of each with a fighting style unique to his homeworld. Strong, almost brutish in his form, he is unusually fast and agile for his size, with a powerful punch and a wide reach.

Physicality aside, the Max has a sharp mind with an aptitude for tactical and strategic planning and an instinct for how both his allies and enemies think. Born far from the Core and a survivor of several military operations, he has a wider knowledge of alien cultures than most, though largely accepts they are incapable of self-government.

A summary of Max’s main skills and abilities includes:


Melee Proficiency - Schooled from a young age in both the blastsword and blast-polearm, Max is equally skilled in the handling their vibro variants. Capable of using these weapons to effectively thrust, slash and sweep, he has fine footwork and is seasoned in parrying and reversing enemy attacks, exploiting his foe's own strengths and weaknesses.

Marksmanship - Max is a good shot with a pistol and blastweapons, and a reasonable shot with a rifle or larger arms.


Piloting - Having flown a number of combat missions in different environments, Max is a very competent fighter pilot and understands the rudiments of piloting larger craft. He is able to mend and make do in the short term, but could hardly be considered a mechanic.


Equipment:


Threads








HUGE THANKS TO MALON FOR THE TEMPLATE
 
Last edited:

Alhon

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Blake Vallister
Imperial Captain

rPVYsIt.jpg
Blake Roscoe Vallister, sometimes called Red Eye, is a non-Force-sensitive Human male, holding a commission in the Sith Imperial Army at the rank of Captain.

Born on the core world of Tinnel IV, he hails from a military family with strong ties to the former Imperial Republica and its successor the Sith Empire. A committed loyalist with a strong service record, he is a capable soldier and starfighter pilot, displaying ambition and promise from an early age.

Having tragically lost his sight as a result of injuries sustained in a rebel attack, Vallister was restored to active service through the efforts of Imperial medics and technicians, who implanted the unique optic visor he is increasingly known for.

Armed with a venomous hatred of the Galactic Alliance and an unshakeable conviction in the Empire's cause, Vallister is poster boy for Imperial zeal and enforces the Emperor's will with brutal efficiency.


Biography

OHbPX6z.jpg
Max was born on Adumar, a militaristic world near the Coreward edge of Wild Space. With no planetary government, Max hails from the largest of several nation states on the planet; Cartann. The second son of the ruling monarch, Perator Caius Dram, the boy enjoyed a childhood befitting of a royal, primed for a future of service and statecraft. Loyal and dutiful by nature, Max always accepted that it would be his place to support and advise his older brother Osca, the heir by right of birth and blood.

Inducted into his country’s armed forces in his teenage years, Max received a well-rounded education and unique military training, mastering his people’s proficiency for the blastsword and fighter piloting. Distinguishing himself in border skirmishes with Cartann’s neighbours, he also led anti-piracy and sector defence operations, frequently sent offworld in Osca’s stead, for the heir had to remain safe at home.

Having grown tall and broad in both physique and reputation, Max’s standing among the people of Cartann soon exceeded that of his small, slight brother, but it mattered not to the young Dram. Right and tradition were central to his way of understanding the galaxy and he never countenanced any departure from either.

When the Perator fell ill and passed away suddenly, Max discovered his brother had no such scruples. Fearful of ruling in his younger brother’s shadow and paranoid that Max would seek the light for himself, Osca took the throne and immediately exiled Max, on false charges never open to scrutiny.

iyCfO1q.jpg
Max fled Adumar, more in shock than in fear, finding his way to Core and the Imperial Republica. Robbed off his rank and titles and with little to his name, the young Dram joined the Empire’s military, finding a purpose in the defence of an Imperium under attack. As the rightful rulers of the Republica, the Drasts were everything Max respected and he pledged his strength and unique fighting talents to their cause.

Five years in the Empire’s service hardened his heart, as he saw the might of a society built on the very ideals he held close. Respect for the past and for bonds of family, nobility and tradition way was the right way to govern; something neither the traitorous Old Empire nor his own dear brother understood. He resolved early on that he would help vanquish the former, perhaps even the latter on some distant day.

For Perator Osca of Cartann sat uneasily on his throne, ever looking over his shoulder lest Max return.

Return, and extract his revenge.

Personality & Traits

DJhx8dm.jpg
For much of his life, Max understood only one thing. Duty. To serve others without fault was and remains incredibly important to him, despite his drastic change in circumstances. Loyal to those he trusts and zealous in adhering to his own morals and beliefs, he is a principled and professional soul with an unwavering moral compass.

Typically calm and collected, his heart has hardened to pain and suffering over the years and he has been known display a cruel callousness on occasion, focused always on the end goal. Born into wealth and prestige, the very principles that guide Max’s actions also feed his arrogance and sense of self-importance. Ever convinced that his own view is the right one, he can be aloof and self-righteous, particularly around those without his ancestry or experience. Combined with the baggage any exile carries, these darker aspects of his personality threaten to take centre stage in the hard times to come.


Relationships




    • TBC
Powers & Abilities


pfuQhvw.gif
Baptised in the warm bosom of the Adumarian Royal Legion, Max was trained to fight with the blastsword, blast-polearm and rifle, balancing the pros of cons of each with a fighting style unique to his homeworld. Strong, almost brutish in his form, he is unusually fast and agile for his size, with a powerful punch and a wide reach.

Physicality aside, the Max has a sharp mind with an aptitude for tactical and strategic planning and an instinct for how both his allies and enemies think. Born far from the Core and a survivor of several military operations, he has a wider knowledge of alien cultures than most, though largely accepts they are incapable of self-government.

A summary of Max’s main skills and abilities includes:


Melee Proficiency - Schooled from a young age in both the blastsword and blast-polearm, Max is equally skilled in the handling their vibro variants. Capable of using these weapons to effectively thrust, slash and sweep, he has fine footwork and is seasoned in parrying and reversing enemy attacks, exploiting his foe's own strengths and weaknesses.

Marksmanship - Max is a good shot with a pistol and blastweapons, and a reasonable shot with a rifle or larger arms.


Piloting - Having flown a number of combat missions in different environments, Max is a very competent fighter pilot and understands the rudiments of piloting larger craft. He is able to mend and make do in the short term, but could hardly be considered a mechanic.


Equipment:


Threads








 
Last edited:

Alhon

Member
SWRP Writer
Joined
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P5qqn2M.gif


Rashid Samir
Jedi Padawan

RbpqeZw.png
Rashid Samir, often called Rash, is a Force-sensitive male Human and Jedi Padawan, with ties to the Galactic Alliance.

The son of prominent liquor merchants from Savareen, Samir was orphaned in his early teens when his family were caught in the crossfire between two rival gangs. Saved in part by his emerging Force sensitivity, he was identified by the more enterprising of the mercenaries and delivered off world to representatives of the Alliance.

Pressed and persuaded to join the Jedi cause, Samir did so in spite of misgivings. A driven, capable student, he shows considerable promise, but struggles with a subdued arrogance and strident views.



Biography

6MGPfn0.jpg
Max was born on Adumar, a militaristic world near the Coreward edge of Wild Space. With no planetary government, Max hails from the largest of several nation states on the planet; Cartann. The second son of the ruling monarch, Perator Caius Dram, the boy enjoyed a childhood befitting of a royal, primed for a future of service and statecraft. Loyal and dutiful by nature, Max always accepted that it would be his place to support and advise his older brother Osca, the heir by right of birth and blood.

Inducted into his country’s armed forces in his teenage years, Max received a well-rounded education and unique military training, mastering his people’s proficiency for the blastsword and fighter piloting. Distinguishing himself in border skirmishes with Cartann’s neighbours, he also led anti-piracy and sector defence operations, frequently sent offworld in Osca’s stead, for the heir had to remain safe at home.

Having grown tall and broad in both physique and reputation, Max’s standing among the people of Cartann soon exceeded that of his small, slight brother, but it mattered not to the young Dram. Right and tradition were central to his way of understanding the galaxy and he never countenanced any departure from either.

When the Perator fell ill and passed away suddenly, Max discovered his brother had no such scruples. Fearful of ruling in his younger brother’s shadow and paranoid that Max would seek the light for himself, Osca took the throne and immediately exiled Max, on false charges never open to scrutiny.

E65bZiG.png
Max fled Adumar, more in shock than in fear, finding his way to Core and the Imperial Republica. Robbed off his rank and titles and with little to his name, the young Dram joined the Empire’s military, finding a purpose in the defence of an Imperium under attack. As the rightful rulers of the Republica, the Drasts were everything Max respected and he pledged his strength and unique fighting talents to their cause.

Five years in the Empire’s service hardened his heart, as he saw the might of a society built on the very ideals he held close. Respect for the past and for bonds of family, nobility and tradition way was the right way to govern; something neither the traitorous Old Empire nor his own dear brother understood. He resolved early on that he would help vanquish the former, perhaps even the latter on some distant day.

For Perator Osca of Cartann sat uneasily on his throne, ever looking over his shoulder lest Max return.

Return, and extract his revenge.

Personality & Traits

G573ocE.png
For much of his life, Max understood only one thing. Duty. To serve others without fault was and remains incredibly important to him, despite his drastic change in circumstances. Loyal to those he trusts and zealous in adhering to his own morals and beliefs, he is a principled and professional soul with an unwavering moral compass.

Typically calm and collected, his heart has hardened to pain and suffering over the years and he has been known display a cruel callousness on occasion, focused always on the end goal. Born into wealth and prestige, the very principles that guide Max’s actions also feed his arrogance and sense of self-importance. Ever convinced that his own view is the right one, he can be aloof and self-righteous, particularly around those without his ancestry or experience. Combined with the baggage any exile carries, these darker aspects of his personality threaten to take centre stage in the hard times to come.


Relationships




    • TBC
Powers & Abilities


Baptised in the warm bosom of the Adumarian Royal Legion, Max was trained to fight with the blastsword, blast-polearm and rifle, balancing the pros of cons of each with a fighting style unique to his homeworld. Strong, almost brutish in his form, he is unusually fast and agile for his size, with a powerful punch and a wide reach.

Physicality aside, the Max has a sharp mind with an aptitude for tactical and strategic planning and an instinct for how both his allies and enemies think. Born far from the Core and a survivor of several military operations, he has a wider knowledge of alien cultures than most, though largely accepts they are incapable of self-government.

A summary of Max’s main skills and abilities includes:


Melee Proficiency - Schooled from a young age in both the blastsword and blast-polearm, Max is equally skilled in the handling their vibro variants. Capable of using these weapons to effectively thrust, slash and sweep, he has fine footwork and is seasoned in parrying and reversing enemy attacks, exploiting his foe's own strengths and weaknesses.

Marksmanship - Max is a good shot with a pistol and blastweapons, and a reasonable shot with a rifle or larger arms.


Piloting - Having flown a number of combat missions in different environments, Max is a very competent fighter pilot and understands the rudiments of piloting larger craft. He is able to mend and make do in the short term, but could hardly be considered a mechanic.


Equipment:


Threads








HUGE THANKS TO MALON FOR THE TEMPLATE
 
Last edited:

Alhon

Member
SWRP Writer
Joined
May 30, 2013
Messages
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New Timeline thoughts:



VZPTto0.png

Biographical information
Homeworld
Age
Aargau
24

Physical description
Species
Gender
Height
Mass

Hair color
Eye color
Skin color
Force Sensitive
Human
Male
1.77meters
74 kilograms
Brown
Green
Fair
Yes

Chronological & political information
Level

Rank
Affiliation(s)


Master

1
Sith Crusader
Sith Empire
__Imperial Republica
TBA

.
Name


People literally do what I say, whether it's good for them or not.

— Percy Fleck


Name, often called Nickname, was a Force-sensitive male and scholar of galactic history in the XYZ era.

Barely born when the conflicts of recent history came to a close, name developed a fierce curiosity and interest in the battles of the past and the war-torn centuries that shaped everything that followed.

Drawn to the powerful individuals at the centre of everyday legend, he found himself driven by an unhealthy desire to understand how they came to be. How did so few determine the fate of so many. How was their power such that they alone wrote the histories of a thousand species, toppling a Republic and an Empire in a few short years.

Could he learn this power?

Could he too remake history?




Biography
____________________________________________________________


Biography

justify]




Personality and traits
___________________________________________________________________________

The Empire saves people Vin. It saved me. If they think they're tearing it down, I'll tear them inside out first.
— Percy Fleck

Personality.



Powers and abilities
___________________________________________________________________________

tDr1RMI.gif
Percy is one of the Sith Order's most promising young adherents, with a unique array of powers and abilities:


Persuasion — Since his childhood, Percy's has possessed an unusually strong aptitude for using the Force to persuade and influence others. In particular, he can throw the Force into voice, giving real force to commands and suggestions and creating an otherworldly echo when used to its full potential. Able to sense and stir the thoughts, feelings and emotions of others, he is particularly good at breaking down opponents' mental barriers and exposing their weaknesses.

Called more than a few names for his ability to worm his way around great men and women alike, he has been known to combine these powers with physical seduction and his boyish good looks to truly ensnare his prey.

Illusions — Though persuasion remains his strongest card, Percy is also a competent illusionist, having been shown by his Sith masters how to tap into this strongly related power. Whether by conjuring false images or making real items disappear, he can confuse, conceal and misdirect his enemies, using their hopes and fears to undermine and destroy them. Proud of his own work, Percy's illusions often form from a distinct green light.

Telekinesis — Focused and spatially aware, he is familiar with this basic application of the Force and uses it to further enhance his repertoire.


Lightsaber — Dedicating much of his time to honing his mental abilities, Percy has always liked the prestige and grandeur offered by the lightsaber, but has not invested the same training in its use. Schooled in an era where the Jedi are no more, he finds Form VI: Niman perfectly sufficient for his needs, particularly as it allows him to work in his Force powers. He currently carries a single saber with a red blade.

Equipment

Lightsaber - red blade
Sith Marauder Armour - black cloak with a dark green trim
MH55 blaster pistol
4 x smoke grenades

Roleplay Threads
___________________________________________________________________________

General
1. Sithing in the Rain Percy and Agent Eddard Thul-Drast deal with an Old Empire informant.
2. Oath of Allegiance ▬ The young Sith seeks an audience with Emperor Elix V to personally pledge his allegiance.
3. Meet the Meat and Greet the Great ▬ Percy kicks back at an Imperial social and begins networking with potential allies.
4. [EVENT] Counter Games ▬ Three Acolytes join forces to disrupt the Old Empire's operations around Kashyyyk's Life Day.
5. An Empty Pew ▬ Percy befriends blind Acolyte Eriana Fox.

[FACTION MISSIONS / PvP]
1. [MISSION]
Weather the Storm ▬ Percy defends the Republica Embassy on Selkath from terrorist attack.
2. [PvP] And Those Other Places ▬ The Acolyte interrupts a Mandalorian incursion on Bilbringi, entering a fight for his life.
3. [MISSION] Sleight of Hand ▬ The Neimoidian ambassador must be convinced to surrender Cato Neimoidia to the IR.

[FACTION PLOTS]
1. [PLOT] Huge Hosnian Hands ▬ The IR embarks on a plan to blackmail media mogul Mikhail Flynn.
2. [PLOT] Make Em Talk ▬ The young Sith helps interrogate a Zabrak death stick dealer.
3. [PLOT] Entering the Ring ▬ Percy and allies infiltrate a drug ring to bring it down.
4. [PLOT] Need More Resources ▬ The Kuat Drive Yards must be rebuilt. Percy convinces investors.
5. [PLOT] Diplomacy ▬ The Sith play off two major Kuati houses to secure further funds.

[CHARACTER PLOT] The Rise of Silvertongue
1. [PLOT] Friends in High Places ▬ Percy convenes a meeting of likely allies for a plan to increase his standing among the Sith
2. [PLOT] A Serpent's Lair ▬ The group attack and seize Koros Ridge Mine on the moon of Atale






Stole the template from Wit with thanks, original origins unknown.




 
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New Timeline thoughts:


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Rax Khan


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Rax Khan, often called Rax, is a male Fras bodyguard and companion to solider and arms entrepreneur Artacus Dynast.

Kidnapped at a young age by slavers hoping to exploit his race's vicious fighting capabilities, Rax was bought and sold by some of the worst criminal types in the galaxy.

His time in service as a bodyguard, assassin and enforcer made every use of Rax's fierce physicality, but stunted his mental development. Regressing into a primal state of being, it was many years before his predatory mind grew to seek escape from his confinement.

Encountering soldier Artacus Dynast during a deal gone bad two years ago, Rax and the arms trader worked together to successfully help each other escape. Once free, the Fras fighter resolved to join the Dynast's crew and company. Arms was a business he could understand.

In truth, serving and protecting another was all Rax knew. Artacus didn't hold a whip in his hand, but he was a more honorable master than any Rax had known. What's more, he had helped win the Fras his freedom, with nothing but strength, grit and determination. It was a debt Rax could never repay, but he would give all nine lives trying.

Biography


Rax was born on the Fras homeworld, but remembers little of his childhood or family. Wandering too far from the sanctuary and protection of his home, he was muzzled and kidnapped by Balosar slavers who quickly delivered their prize offworld. Something of a rare and exotic specimen, even a young Fras would fetch a high price at the most lucrative of slaving outposts and Rax was ferried deep into the Outer Rim.

Fear and blind panic quickly gave way to a deep sense of loss in the young cat's heart as he watched the stars fly by and strange lights and sights approach. Little did he know that sense of loss too would quickly fade. Replaced by the anger and fury of a creature with nothing left to lose.

Passed from one crime boss to another with the rise and fall of their fortunes, Rax became a trophy of the most deadly kind. A born killer kept on a leash by the feet of the underworld's worst. Many of his masters were nameless to him, the planets he was taken to even more so, Syvris, Gamorr and Hypori the only ones he now remembers. His handlers beat most of his memories out of him, most of his thoughts and dreams, everything but the vicious streak they told him made him what he was. He walked on all fours by the time they'd finished with him, like his ancestors of old.

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Rax killed many in those years. Some in gruesome executions, others in pitched gladiatorial contests, some even in the unexpected firefight. Always up close and personal, using his great strength, fast reflexes and razor sharp claws to finish them. He became a practiced killer, in time finding the only joy he had in playing with his food.

Eventually, after years of torment, the young cat's mind began to recover. He began to wonder at what lay beyond his confinement, the opportunities and freedom and choice. Rax began to toy with the idea of escape, but not until he met his rescuer did he really want to break free.

Artacus Dynast was an impressive human. Bold, capable and wily enough to strike a lucrative deal with Rax's master. But a third party didn't come through and soon enough the crime boss wanted Dynast's blood.

The arms dealer turned out to have a soldier's training though, taking the boss' men by surprise. Rax saw and opportunity that may not come again, and turned his claws and teeth on the guards rather than the newcomer. Together, he and Dynast caught the group completely off guard, tearing through them to escape together.

Having gained his freedom, Rax had no instinct for it. He craved purpose and looked immediately to Dynast. He had proved useful to the solider and saw in him an honorable man. One with every chance of being more successful than any Rax had served. He already had the tiger's respect.

Now, he would give him his loyalty.

Personality & Traits

Rax has the mind of a predator. Focused and cunning, he is goal-orientated and driven, with tremendous reserves of mental stamina. Calm and calculating on first glance, he remains quick to anger if crossed or if plans do not go his way. Distrustful of strangers and hostile to any in slaving trade, he is fiercely loyal to Artacus and will rarely leave his side.

A creature of few words during his time as a slave, he increasingly finds speech its own liberation, talking often and at length. An increasingly sarcastic soul, with a cruel streak woven into his being, his humor can be black and bordering on bloodthirsty. Notwithstanding this, his harshness melts away on the odd occasion, even to the point of playfulness, usually when he first wakes from one of his species' lengthy naps, or drinks a little alcohol.

Unlikely to ever truly recover from the barbarity of his formative years, he pads around on all fours in most cases, his body and mind having adapted to this regression with surprising ease.

Relationships

  • Artacus Dynast - arms entrepreneur and former solider who helped Rax escape from slavery and allowed him to join his crew. The tiger views Dynast as his master in all but name, a dynamic the young human doesn't entirely understand.
Skills, Abilities & Powers


Rax is a unique individual with a special, if narrow, array of skills, abilities and powers:

  • Physicality - as a member of the Fras species, Rax possesses an increased strength, agility and stamina hardened further by his handlers' training. He is a practiced killer, adept at using razor sharp teeth, claws and powerful limbs to slash and beat his enemies. To fight with his natural weapons is his instinct and his preference.

  • Weapons training - since joining Artacus's crew, Rax has been trained in the use and fundamentals of basic blasters and blaster rifles, as well as the operation of the 3-Z freighter's laser turrets. Whilst initially reticent to engage with what he regarded as cowardly weapons, he has developed a burgeoning interest in the specifications of energy weapons, given their importance to Dynast Arms' trade and success.

  • Force Powers - though he is as yet unaware, Rax possesses a connection to the Force. Unexplored and stunted like much of his growth, his sensitivity is masked by years of ill treatment and pain. Only in moments of fury does he inadvertently tap into this connection, enhancing his basic senses and physical attributes further. He will need knowledge and training if he is to develop a conscious use of the Force, for good or ill.

Specifications:
  • Age: 28
  • Height: 1.76m (5'8)
  • Weight: 88kg
Equipment:

Threads







 
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Jacob Richter



Jacob Rheinhard Richter, often called Jake, was a male Human Sith Legionnaire and far-right activist in The Force Eternal era.

Born on Desevro into relative poverty, Richter served in the planet's security forces and later held the rank of Captain in the Tionese military. Confident and charismatic, he was linked to extremist elements on his homeworld throughout his early years and subsequently became the poster boy for isolationist and xenophobic campaigns in the region.

Finding much to fuel his beliefs in the teachings of the Sith Eternal, Richter reached out to their shadowy organisation following the discovery of his Force sensitivity. Travelling to a number of worlds including Korriban, Vjun and Dagobah, he trained with a number of fellow Sith and his militaristic bent led to his induction into the Eternal Legion.

Possessed of an absolute conviction that much of the galaxy must be made over and purged of weakness, he was a dangerous young man completely committed to his cause.


Biography

Richter was born to struggling parents on the Outer Rim world of Desevro. An ancient planet long since having fallen into steep decline, its people were fiercely proud and had little but hate for outsiders. Raised in a crucible of want and decay, Richter was quickly taken in by the strident views of his elders and the hate and resentment ran deep in his community.

Bright and charismatic by nature, Richter quickly became the leader of his group of friends and over the years became increasingly well known in the grimy backstreets of the capital Maslovar. He stood side by side with his parents and others as they fought to build a better future for local people, and watched as infighting and poor leadership led them to fail every time. He listened closely to those with vision but no voice, those with ideas that were shouted down only because they couldn't make them heard. Joining in the protests and riots of his teenage years, he did all he could without getting caught.


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His burning desire to do something significant, to change things, led him to join the capital's security forces and later a branch of the Tionese military. Though he found no outlet for his brand of politics in service, the uniform and training gave him the credibility to take his place at the forefront of the community. He became a passionate, young voice for hardline change, founding the first organised society for humanocentric Desevrars that would in a few short years become a major political force.

Doing all of it with a smile, Richter built a strong network of friends and allies across the Tion Cluster and beyond and turned many to his cause. This circle of comrades enabled him to retain his military post despite his divisive political persona and provided cover for him to explore his latent Force sensitivity.

Coming into his powers quite unexpectedly, Richter quickly made them a further tool in his persuasive arsenal and reached out to the Sith immediately for help in achieving his aims. Beginning to study the dark side, he travelled to Korriban, Vjun and Dagobah in an effort to understand the nature of his connection to the Force and what it meant for him and his destiny. Finding more than he could have dreamed, he began to expand his desire for radical change beyond his homeworld to the galaxy at large.


Personality & Traits

Jacob Richter was a combination of passion and conviction.

He was deeply passionate about everything. His purpose, his beliefs, his friends, his lovers. With his charismatic smile and sarcastic sense of humour, he learnt early on on that the best way to survive was to get others to like you, or better yet, love you. He was as forceful with his friends as he was his enemies, pursuing all human relationships intensely and making bonds that are seldom broken. A flirt with both men and women and often drunk on the pulse of the Force, few could turn him down.

Beneath the cocky exterior however lied a unshakable conviction. Confident and convinced of his own righteousness to the point of arrogance, Richter's total self-assurance meant he rarely shouted about his beliefs until he took the stand, whether on the street corner or in front of his fellow comrades. Once he did, no one could doubt he was a young man of real belief and vision, prepared to kill to make his dreams a reality.


Relationships

  • TBC
Skills, Abilities & Powers



A trained soldier, and subsequently Sith Legionnaire, Richter's skills included:

  • Lightsaber Proficiency - trained by a number of Sith following his induction as a Legionnaire, Richter was a capable bladesman, his physical conditioning and vicious, impassioned approach to destroying his enemies lending itself to an aptitude for Form V: Djem So. Prone to denigrating his opponents often and loudly, he was also notable for laughing wildly in the midst of combat.
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  • Force Powers - Richter was a competent Force user, skilled in most common uses of the Force. He was particularly known for his very physical, often brutal use of telekinesis to grip and crush opponents, or pin them against walls or floors for interrogation. He was also reported to employ aspects of mental manipulation at public rallies and political meetings.

  • Military Service - spending time in both law enforcement on his homeworld and the Tionese military, Richter was generally in peak physical condition, though was stronger than he was fast. A competent investigating officer, starfighter pilot and deck officer, he had a good general knowledge of related areas.

Specifications:
  • Age: 31
  • Height: 1.77 (5'10)
  • Weight: 84kg
  • Force Sensitive: Yes (trained)
Equipment:

Threads

  • Thread 1





 
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What is going to happen in your plot?

A discovery of an old ruined Jedi wayshrine on the planet Kinyen brings together two Jedi Knights as they form a firm friendship and go to considerable lengths to restore the shrine to its former glory.

What other writers (and their characters) will be a part of this?

Noone Shabar (Soverin)

Where are all the locations in which your plot will take place?

Kinyen
Vandelhelm

Please provide a basic in-character timeline of what you expect to happen. Include opposition type for each thread:

Thread 1 (Ask)
Jedi Knight Dash Demeric travels to Kinyen, following up information he has located about a small ancient wayshrine there. Locating the shrine, he is surprised to find another Jedi there; Noone Shabar. They share their research and get to know another, before agreeing to work together to restore the shrine.

Thread 2 (Dice Rolled/DM)
The two Jedi decide to seek the permission of the native Gran to restore the site. They travel to the nearest city to speak with a government representative, but are quarantined as offworlders and regarded with suspicion. They negotiate for their release and for the access and licence to restore the site.

Thread 3 (Dice Rolled/DM)
Clearing the ground and about to unseal the shrine, the Jedi are confronted by a mysterious Force Ghost who identifies himself as a protector of the shrine. Unconvinced that the ancient site should be disturbed, the being challenges them to defeat it in combat. Eventually overcome, the Force Ghost imparts information regarding a holocron containing the secrets of terrakinesis.

Thread 4 (Dice Rolled)
Dash and Noone travel to Vandelhelm to buy additional materials, but find themselves caught in the crossfire of a criminal attack on the Metalsmiths. They fight for their lives to escape with the parts they need.

Thread 5 (Ask)
With the time and parts they need, the two Jedi combine their skills and Force talents to complete the shrine's restoration.


What do you or your character hope to achieve with this plot? What is the "end-game?” Link any items you’re seeking if applicable.

The restored wayshrine on Kinyen provides the Jedi Order with a new bolt hole in the Galactic South.
Dash and Noone's work on the shrine establishes the two Knights' reputation as amateur builders.
Dash and Noone obtain information on the location of a holocron re terrakinesis.


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.

No.
 
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