EvE

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Empirical Vanguard Expedition

Overview

EVE (Empirical Vanguard Expedition; formally known as Operation: EVE, and periodically stylized simply as EvE) is a clandestine splinter faction within the Galactic Republic military forces that experiments with secretly training and utilizing Force-sensitive black op agents in their efforts to preserve the existence of the Republic and tilt the scales of the ongoing Hutt War in their favor. To this end, EvE's methods are predominantly the assassination of major political, military, judicial, or independent figures that may threaten the Republic's survival, be they Hutt figures of even Republic. Included methods extend to kidnapping, sabotage, terrorism, and espionage, virtually any task believed to further EvE's goals.

Chronicle

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The true origins of the organization EvE can be traced back to as far back as some seven decades before the outbreak of the Alsakan Crisis, and began with the rise of a Dark Jedi by the name of Alex Vaor and a brief event known as the Ailon Rebellion. Years before the war, Alex Vaor, an Ailon Jedi Padawan, had been exiled by the Jedi Order for his near fanatical obsession with battle and slaughter. Stripped of his lightsaber, and without a stable grasp of the Force, Vaor refused enrollment in the other Jedi corps and was cast back to his homeworld of Ailon, where he remained for many years onward. Against all odds and via unknown methods, Vaor managed maintained his use of the Force over the course of some forty years.

Vaor fell off the radar after his exile, but it is known that during that time period, with no direction, no teacher, and an inborn lust for combat, Vaor inevitably fell to the Dark Side of the Force. Being psychologically corrupted by his own inner demons, Vaor rallied his people and began to seek conquest to sate his thirst for battle, in line with known behavior of unsound Force users. With his species sharing identical sentiments, Vaor seized rulership over the Ailon, and founded his own personal army - the Ailon Nova Guard. With that, and all of Ailon under his command, Vaor began a small scale attack of nearby Inner Rim worlds, brutally attacking them. Being so near to the Core Worlds, the Galactic Republic quickly sent an intervention force to quell the uprising, which, while ending as quickly as it began, left scars on many.

The end of Vaor came some four months after his rise to power among the Ailon, during the Battle of Atapap I. The Republic bolstered the defense of the Duros inhabitants, and both sides engaged in battle, and marked the first true battle between the Ailon following Vaor and the Republic. A decorated soldier led the battle against who they believed was simply the Ailon, unaware of Vaos' existence as their warlord. The war hero's name was Nicodemus Fenix, an admirer of the Jedi, and a descendant of a long line of military men. With Jedi Order matters usually being dealt with internally, the mention of Dark Jedi had almost become non-existent, a faded memory in the eyes and ears of most Republic citizens. The reappearance of Vaor, a dark Force wielding individual, left an unnerving impression on many, as the Jedi were then viewed as incorruptible by the greater galaxy.

While Nicodemus Fenix only suffered minor injuries in the Battle of Atapap I, he witnessed the power of the Force firsthand, and saw many horrific and gruesomely scenes. Since that day, Fenix's faith and trust in the Jedi had been shaken due to his misplaced assumptions, and over time, began to crumble into blatant distrust and suspicion toward them. Believing that since one could fall, many more would follow, Fenix believed that the Jedi and their religion - which he saw the prime focus of their folly - were too unpredictable and dangerous to serve the Galactic Republic, or the galaxy, in the long run. Although it would be some fifteen years later before it came to fruition, and twenty five years before the Alsakan Crisis, it was this distrust and change of heart that motivated Fenix to secretly enact, with other figures within the Republic who shared his sentiments, the Empirical Vanguard Expedition; Operation: EVE.

Structura

EvE's purpose is, and always has been, the preservation of the Galactic Republic by any means necessary. Formed entirely (with the exception of the hierarchical leadership divisions and research divisions) of Force-sensitive operatives, Fenix distrusted the Jedi and became antagonistic of the concept of the Force. Because of that, the operatives of EvE are trained to use the Force in a unique, materialistic fashion, much like the Jal Shey. Thus, in EvE, the Force is not mentioned in it of itself, but is known as the Quantum Psionic Wave, or the PsiWave. Instead of Force Powers, EvE operatives' abilities are called Psionic Abilities, usually abbreviated to simply Psionics. Those possessing sensitivity to the PsiWave are called Psionically Attuned or Psions as opposed to Force Sensitives or Force Users. In addition, Force Sensitivity is referred to as Psionic Potential, or simply as Psi or Ψ, which is measured by their concentration of midichlorians. EvE operatives are called Scryers.

Scryers are found and raised from childhood by EvE, and are essentially trained to become supersoldiers, mixing the highest caliber of military training with psionic powers. Because the PsiWave is viewed in scientific terms and much of the deeper philosophically-derived knowledge is forsaken, Scryers - while still powerful - are often not capable of performing feats, regarding their Psionics, on equal terms with the Jedi. Even the most elite of the Scryers could only match a very seasoned Jedi Knight in ability (not to say an exceptional Scryer may be able to battle a Master-level Jedi on equal terms). This status of inferiority verses the Jedi Order largely stems form inferior knowledge and the building process of founding their own concepts and manifestations of the Force, as opposed to simply being weaker in the traditional sense. Knowledge is passed from the older to the younger in a militaristic fashion, which permits them to build on the knowledge from the past generations. Thus, it is suspected that within the current or next generation, the Scryers S-Class will possess enough experience and knowledge to be able to combat Master-level Jedi on even terms. In order to weed out the liabilities and cull the weak, only children with an indexed psionic potential rating of five or higher (in an index of 0 to 12) are considered eligible. Scryer children were typically taken from their families in manners similar to Jedi procedure, although unlike the Jedi, EvE strategically kidnaps their children to preserve their secrecy, often make it appear as if the children die in accidents to cover up their disappearances.

ADIM
Artificial Deus In Machina

In addition to the Scryers, EvE is reinforced with an advanced artificial intelligence system known as ADIM (pronounced as Adam) - Artificial Deus In Machina - which creates droid mediums in like, called Machinas. Unlike any other system utilized by EVE, ADIM is the personal force of Director Fenix. By the majority, most notable the Scryers, ADIM is viewed as an observation and evaluation program, and the Machinas are seen as units designed for security and training purposes. However, unknown to the majority of EVE, the true extent of ADIM's purpose extends even to surveillance and also functions as an inspectorate division, able to customize Machinas fitted to tactically defeat Scryers in addition to possessing the ND activation system for whichever Scryer is being pursued.

ADIM's true locale is on Obroa-skai, and its supercomputer functionality allows it to store massive quantities of information on the Force, or PsiWave, as well as the numerous cults designed around it, from the vast libraries located on the planet. This also provided vital information in training the Scryers. The Machinas of ADIM can also function as infiltrators and executors of Director Fenix's will, and on its own, is constantly retrieving and providing information of various levels to aid EvE, as well as perform multitudes of other tasks.

Personnel

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The hierarchy of EvE is very calculated and precise, with Scryers possessing virtually no positions of leadership aside from seniority and prestige among themselves. In addition to leadership roles and the non-leadership positions, there exists a large number of researchers and scientists, as well as various educative instructors. Aside from the agents and personnel, the AI system ADIM also manifests droids called "Machinas" as mediums in order to physically interact with the world around it. In total, the number of those with administrative privileges are eleven, those among the supervision branch are thirty, the psionic phenomena researchers are roughly forty, the psionic biology researchers number some forty as well, the security staff number approximately two hundred, the Machinas are some several dozen on base, and the Scryers number to approximately one hundred.

Leadership

Director

At the top of the leadership is the Director of EvE; Director Nicodemus Fenix. The Director is responsible for managing and overseeing the entire EvE operation, including evaluating the quality of its operatives.

Overseer

The ones who takes the lead in directing the tutelage of the Scryers are the Overseers. Although not Force sensitive (or psionically attuned, as their terminology goes), the Overseers take the lead in the military and combat training, from battle tactics, to unarmed combat, to weapons specialization, to melee training. In addition, Overseers educate Scryers in the more traditional sense, such as history, mathematics, and other subjects. There exist only ten Overseers beneath the Director at any given time.

Curator

Whereas the Overseer might be the class teacher, the Curator is the personal trainer or tutor. Acting beneath the Overseers, the Curators act as direct tutors to the Scryers in their combat and military training. In many ways, Curators act much like Overseers, although they train Scryers much more personally, addressing individual flaws and problems in a Scryer's work, training, or skills, or pressing them to advance in areas they show an affinity. Unlike most other leadership ranks, the amount of Curators existing beneath the Overseers at any given time is always equal to the amount of Scryers, thus placing the number of Curators in existence at roughly one hundred.

Machinas

Drown

The Drown is a humanoid-type Machina, produced by ADIM. A prototype of the next three, it used two processors known as Mirshe in a neurological fluid. Drowns are non-combative, and tend to remain in the Exodus Base 2814.

Egrigori

The Egrigori is a humanoid-type Machina designed for combative purposes. For infiltration purposes, Egrigori will disguise as Iridonian. Template used for security guards. ADIM uses an Egrigori Machina under the guise of a Phantom named "Adam" to observe Phantoms from a non-Hawthorne effect-slurred standpoint.

Aliik

Aliik (Mando for "sigil") is a humanoid-type Machina, generally considered a Taung-type. Aliik is designed for combative and espionage purposes. For infiltration purposes, Aliik will disguise as Taung or Near-Human. Electric emitters added to Aliik's hand to simulate electrokinesis.

Non-Leadership

Scryers

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Scryers are Force sensitive (or psionically attuned) individuals that combine their abilities in the Force with military training and combat techniques, making them elite assassins and commandos. Unlike the leadership hierarchy, Scryers are not divided by rank, but by skill, or class. At the highest of the echelon are the Class-S Scryers, which are usually the oldest and most skilled of the Scryers, and at the bottom are the Class-E Scryers, which are usually young children.

While Scryers often possessed nicknames, all Scryers were officially nameless, and possessed only designations relating to their generation; Generation Lambda were the oldest and most elite, whereas Generation Omegas were the youngest and least skilled; in total, it descended as Lambda, Alpha, Delta, Zeta, Epsilon, and Omega. A Scryer's designation was their generation, their identification number among their generation, and then their class. For example, one Scryer's designation would be ZETA-184/C.

To control Scryers in the event that they rebel, all Scryers are, from the moment they are "enrolled", implanted with a modified Neural Disruptor located inside their craniums. Unlike other neural disruptors, the modified disruptors used for Scryers are dormant until activated by either an Overseer, often used in controlling a wayward Scryer, or by Fenix himself. However, in addition to inhibiting the senses of the Scryer, the neural disruptors placed within the Scryer releases minuscule amounts of a specialized corrosive acid compound that attacks the cerebral cortex of the brain, scarring brain tissue and causing wracking pain, and eventually death, if the disruptor is left active and the acid continues to disperse.

Novus

In the formerly rare event that an indepentant Force user draws special attention from EvE, the Scryers may be dispatched to capture the person of interest for conscription into the Scryer Program. These individuals, who are either adults or adolecents, are called the Novus. The Novus are a select group of Scryers that greatly differ from their other brethern, for unlike the Scryers, who are virtually entirely forged together from young children and infants trained from their earliest youth upward, the Novus are brainwashed Force users, people that had been captured and mentally re-educated by EvE via Mind Scourging. The Novus group is comparatively small compared to the Scryer bulk, and are completely unaware of their unique status, due to having their memories purged and rewritten. The Scryers involved in the capture of a Novus is also subjected to a comparatively limited Mind Scourge procedure, so as to prevent a Novus from reading the mind of the Scryer and discovering their status or identity.

Nevertheless, suspiscion often shrouds the Novus, despite the pretense that they were simply isolated and specially trained combined with the granting of typical designations. Due to their former training, often by organizations more experienced and knowledgeable in using the Force, or PsiWave, the Novus are very often noticably more powerful than their other brethern (usually able to rival the Class-A, or Jedi Knight level, with only a fraction of the training), which garners significant attention from other natural Scryers. This occasionally causes some Novus to either be unduly idolized by some, or outcasts by others. This higher-than-normal strength also causes them to be watched very carefully by ADIM and EvE Command. Because the Novus are a new corps of Scryers, their reaction to the Mind Scourging process, concerning the confirmation of its permenant nature, is unknown over extened periods of time. Thus, the Novus are indeed carefully watched, by EvE and often Scryers alike.

Mind Scourge

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In extreme cases, if a mutinous Scryer is considered too valuable or powerful to allow to die, they may undergo a technologically induced psycho-alteration procedure, known as Mind Scourging (also called Memory Wiping in a derogatory sense). If a Scryer displays a rebellious spirit, is uncontrollable, or possesses some detrimental characteristic flaw, they are subjected to have their memories wiped until a certain point, in order to rid that individual of the undesirable traits, purge portions of their personalities, and then have their memory gaps filled in with flash-reeducation programs, to allow EvE to more easily control how a Scryer thinks, acts, and responds. Sessions of Mind Scourging are extremely expensive and delicate procedures which require high levels of technological finesse and endurance and strength on the part of the Scryer. If a mistake is made, or if a Scryer is not strong enough to bear through the procedure, a Scryer's mind may become lost, broken, or destroyed (ie. insanity, mental retardation, or comatosic brain-death). Thus, only Scryers viewed with great potential or powerful enough to survive the first stages of re-education are considered eligible for Mind Scourging.

Mind Scourging, much like virtually all of what the Scryers may have to go through, is done almost always against the will of the Scryer being processed, as consent among the Scryers is considered inconsequential. Although no Scryer recalls a Mind Scourge, the process is revealed to be excruciatingly painful, so much so to such a degree that many Scryers lose consciousness during the procedure. Even without memory of the procedure, most Scryers still recall the pain at the forefront of their new "memories". As few as they are, most accounts display only one "normal" Mind Scourge procedure per individual as the ideal and usually the limit. Repeated procedures, while almost non-existent, carry extreme dangers, and most have shown signs that the individual's brain matter scars and erodes from the second process onward, causing significant risk of brain damage and early manifestations of brain-related diseases. Mind Scourges, while predominantly used for controlling powerful and wayward Scryers, have also been applied in the even more exceedingly rare cases of EvE abducting older-than-infant sapients with the intent of drafting them into the Scryer program. Since the second outbreak of the Hutt War, however, EvE has utilized these methods more often in targeting independant Force sensitives. All in all, Mind Scourging is so rare that less than 5% of all Scryers have ever undergone the process.

However, not all forms of Mind Scourging is so destructive. Indeed, Mind Scourging exists in three levels. The weakest form of Mind Scourging is know as a Genesis Mind Scourge, and wipes only small portions of the person's memory, at maximum restricted to a month, although usually is set for weeks or days. Unlike the latter two, a Genesis Mind Scourge is primairly painful and less so damaging, due to the relatively small scale of the operation, and can be undergone several times without damage. The most common form of Mind Scourging is called a Nexus Mind Scourge, and eliminates significant portions of the person's memories due to the fact that some memories are linked to one another. This is utilized most commonly for controlling Scryers that are valuable but becoming liabilities, and allows enought of the Scryer's memories to be erased for the new memories to impact their personality and eliminate the unwanted traits EvE disdained. The strongest and potentially most damaging form is called the Ultimus Mind Scourge, and wipes away either the bulk or entirety of the individual's mind, reforming it was a false memory and life. This form of Mind Scourging carries the greatest risks due to the extensiveness and lengths of processing involved, and is almost exclusively reserved for the Novus.

Class-S

The elite of the elite, Class-S Scryers are the most skilled (and usually the oldest, generally ranging from forty standard years of age onward) of the Scryers, are of in charge of teaching the younger and less skilled Scryers how to best utilize their psionic powers. One member of Class-S Scryers serves as a personal bodyguard of Fenix himself, constantly watching over him at all times. Class-S Scryers are extraordinarily powerful Psions, able to wield their powers on par with highly seasoned and advanced Jedi Knight.

Class-A

The best EvE has to offer among the new generation of Scryers, Class-A Scryers are highly proficient and skilled, and typically become the future Class-S in time. Because Class-S Scryers take the primary role in teaching with the exception of unique or especially difficult or important missions, Class-A Scryers are the ones most often dispatched to take care of the most difficult of EvE's missions. Class-A Scryers are usually some thirty standard years of age. Class-A Scryers can utilize their powers on par with a typical Jedi Knight.

Class-B

The rising talents among the Scryers, Class-B Scryers are the most skilled of the "young generation", as the majority of Class-B Scryers are past twenty standard years of age, yet generally are not as old as Class-A Scryers. Class-B is unique in that Scryers of this class experience the most casualties, due to EvE's leaders testing the capabilities of the young, and the eager and sometimes reckless ambitions diving the young Scryers. Class-B Scryers possess older Padawan-level mastery over their powers.

Class-C

Class-C Scryers are the moderately trained or somewhat capable Scryers that either have yet to grasp their full abilities or have yet to mature for them to understand their powers. Generally, Class-C are not dispatched from the Praxeum due to lack of sufficient abilities. Class-C Scryers are usually adolescents. Class-C Scryers are comparable to young Padawans in terms of their ability to use their powers.

Class-D

The children of moderate years, Class-D Scryers are pre-adolescents, often ranging from years five through twelve. Class-D Scryers are the class where training, both military and psionic, are intensified by being brought under the wing of Curators and Class-S Scryers. Class-D Scryers are never dispatched into the field, and remain at the Praexum at all times. Class-D Scryers can wield their powers identically to a youngling.
(Class-D Scryers are NPC)

Class-E

The youngest of the Scryers, Class-E Scryers are always extremely young children usually not over the standard age of five. Virtually helpless, Class-E Scryers are nonetheless rigorously drilled and trained, albeit in a much less intense degree than higher classes. The primary action of Class-E Scryers is a listening role, taking advantage of the information-absorbing years of very young children lives. Class-E Scryers generally cannot access their latent powers.
(Class-E Scryers are NPC)

Psionic Abilities

Scryers are trained from their youth to combine advanced military training and tactics with paranormal psionic abilities, effectively turning them into supersoldiers. Due to their scientific outlook on the Force, Scryers develop their Force powers differently (and often less efficiently and effectively) than more rooted Force organizations, such as the Jedi or the Bogan. However, this approach also allowed the Scryers to execute Force techniques - either in manner or in nature - unique to themselves, distinguished from the Jedi or the Bogan. This non-philosophical outlook on the Force, or Quantum Psionic Wave (often hyphenated to PsiWave), has also allowed Scryers to engage in using the Force without succumbing to the moral dangers of the Dark Side or delusions of the Light Side, as the PsiWave has become merely a directed tool they can manipulate with their minds.

While the Scryers are currently neither as skilled nor as powerful as the Jedi or Bogan, it is the belief of Nicodemus that the Scryers will become a formidable power, able to rival any Jedi - light or dark - within a few generations. Initially, the Scryers were considered to weak to even combat a Jedi Padawan of late adolecent years. Within the next generations, Scryers were able to pass on their knowledge and experiences to the new generations, and in doing so, were able to combat seasoned Jedi Knights. It is thus the belief that the current generation, those of Class-B and lower prior to the second outbreak of the Hutt War, would eventually be able to wield their powers against a Master of the Jedi or Bogan.

Quantum Psionic Wave

The Quantum Psionic Wave, or QPW and most commonly referred to as the PsiWave, is EvE's premier scientists and researcher's moniker for the fundamental universal interaction field more commonly known as the Force. By EvE's research, the PsiWave is a psychoactive energy field that binds the universe, and is often considered to be the Fifth Fundamental Force of the universe. A field of unmeasurable energy and power, the PsiWave is a force that pervades all space and acts upon it at all times. Unlike other forces, the PsiWave does not decrease in power with distance, and is the only known force that can manipulate or even dominate the others, affecting the course of the sub-atomic and elementary particles in-throughout the known universe.

The PsiWave differs from the other four fundamental forces in other ways as well, as for one, the PsiWave is neither concentrated around, nor created by matter. In addition, while the PsiWave is able to and does guide particles of the universe, it is not generated from them. Perhaps the most distinguishing facet of the PsiWave is that it has no known physical source in the universe. Violating locality and independence, the PsiWave is instantaneous as it is ubiquitous, conveying alterations and happenstances throughout all space of the entire known galaxy. To the Jedi, these are often recalled as "Disturbances". This occurs because of the fact that the PsiWave permeates all space; thus distance is a negated factor.

Most sapient consciousnesses are unable to detect the PsiWave, although mutations and evolutionary developments allow certain individuals or entire species to become sensitized to its existence. The connections of the PsiWave interconnect with the quantum structures of the complex neurons of most sapient brains. Thus, certain sapient brains are evolved enough to project the energies of the PsiWave, and manifest supernatural powers through it. Individuals able to connect to the PsiWave are noted as having "metaconscientious minds", which in turn, allows them to perceive metaphysical aspects of the universe. Most sapient minds are neurologically incapable of interacting with the metaphysical PsiWave. Metaconscientious individuals are able to have their metaconscious and subconscious interact with each other, which often gives them signs of uncanny intuition or clairvoyance of sorts. When trained, such individuals, such as Scryers, are capable of exhibiting extensive, and sometimes vast in terms of power, psionic abilities.

Psychokinesis

Most Scryers , with various degrees of strength, are able to move, lift, agitate, vibrate, spin, bend, break, or impact matter. This allows Scryers to levitate objects individuals, or use their minds as weapons via harming someone, internally or externally, psychokinetically. Although generally not Jedi-level masters of psychokinesis, skilled Scryers are able to use their psychokinesis to perform atypical functions, such as remotely chocking an individual, or even inducing cardiac arrest or a stroke (via lack of oxygen) or a even heart attack (via constricting arteries to the heart) or something even more subtle. However, advanced psychokinetic feats are almost non-existent among most Scryers, save for Class-S and some of Class-A, and most even prefer using their psychokinesis to produce tactile impulses over remote strangulation. Class-S Scryers could even psychokinetically bend and deflect energy without using their hands as a medium.

Telepathy

In the most basic of terminology, telepathy involves the ability to control of manipulate the mental functions of the brain, ranging from read minds, to emphatically sensing emotions, to the scanning of general surface thoughts of sentients, and extending to telepathic messaging and communication and delving into the memories of other sentient beings. As in the case of all Force sensitives, virtually all Scryers possess telepathy, although they wield it far less effectively than Jedi. All Scryers can sense surface thought when the emotion behind it become enhanced, although fewer are able to directly enter the mind of another, in the manner of invading their most private thoughts. However, utilizing telepathy is considered dangerous when reading the mind of someone in emotional distress.

Unlike Jedi, Scryers cannot filter the emotions from thoughts, which can cause especially strong emotions to be transferred to the Scryer during a mind-read, effectively making another person's anger, love, fear, or hate, for example, becoming that of the Scryer's. In addition, Scryers cannot shield their thoughts, as all Scryers can easily read the minds of each other, preventing secrecy or deception. This once made Scryers extremely vulnerable toward other Force users reading their minds and uprooting their secrets. To prevent this, Scryers are trained to build mental walls when their minds are being invaded against their will. While they cannot prevent the invasion, they can fabricate walls of faux thoughts to deceive the enemy and prevent their true thoughts from being discovered or mix their false thoughts with true ones, so as to prevent them from knowing which thoughts are real. Alternatively, they can simply use the walls as a defense to make the "digging" process difficult for telepaths. This defense is based on - not psionic ability - but on will and natural strength of mind.

However, these lack of true telepathic defenses make telepathic messaging a vital strength among Scryers, as telepathic communication is second nature to Scryers, and the metaphysical nature of telepathy combined with their fairly open minds makes their range of communication extraordinarily vast. It should be noted, though, that as the Scyrers grow more powerful with each new generation surpassing the old, it is believed that Scryers will eventually discover such a method to shield their thoughts. In addition to conventional powers, advanced Scryers are also able to use telepathy offensively, which is the telepathically overwhelming the brain of another sentient, which causes the other's mind to crash and cease all mental activity within the brain, albeit temporarily and without lasting damage. Scryers often use this as a form of subduing a target they are not specified to, or directly ordered not to, execute. Outside Class-A and S, very few Scryers are capable of telepathic suggestion, such as something similar in nature to the Jedi Mind Trick.

Clairvoyance

A form of extrasensory perception more common among the higher skilled Scryers. Also called remote viewing, clairvoyance enables Scryers to extend their consciousness to freely view distant places or their own surroundings, sometimes as far as several hundred meters away or in radius, or more. Clairvoyance takes concentration, and many Scryers must find cover in order not to leave themselves exposed.

Psionic Negation

A basic psionic power taught early to Scryers, psionic negation is the trained ability to neutralize the effects of psionic powers - offensive or otherwise - against or upon the individual utilizing the power. For most Scryers, this begins as a simply resistance as opposed to actual immunity, but gradually, the psionic negation become more potent as the user become stronger in wielding their powers. Psionic negation is a passive reflexive ability trained into Scryers to become second nature to them, and is particularly vital advantage for them when combating other Force sensitive opponents or in sparring matches.

Electronic Manipulation

An ability usually learned by Scryers among Class-B and up, electronic manipulation, also called technokinesis or cyberpathy, is the psionic ability to interfere, alter and control the electromagnetic energy within a technological device. In doing so, Scryers are able to bend electronic devices to their will, enabling them to open doors, bypass security measures, or even generating an EMP from the electromagnetic energy of the machinery around them. Electronic Manipulation is often seen as a lesser manifestation of the significantly rarer Elementism.

Elementism

A rare ability among Scryers - even within the Class-S - elementism is a psychokinetically-derived power that enables a Scryer to exhibit alternative kinetic abilities. These include pyrokinesis, electrokinesis, cryokinesis, and agrokinesis. Even in the event that a Scryer develops elemental powers, they rarely, if ever, develop more than one aspect. Of these, electrokinetic power develop as the most common (although some Scryers can extend this to the much rarer electromagnetic manipulation), with agrokinesis as second, pyrokinesis as third, and cryokinesis considered to be the rarest.

Spectral Sight

Spectral Sight is a fairly common ability among Scryers, although it is inferior to the Jedi's Force Sight. Scryers are able to "psionically" see the world through via cycling through different frequencies of the electromagnetic spectrum, such as the infrared, ultraviolet, x-radiation, and radio wavelengths. While this does allow a Scryers to see their environment in an augmented fashion, Scryers can also psionically isolate a person's "trail", usually in the form of a heat signature, and track their prey across miles. As well, Scryers can also intercept and interpret electronic communications, allowing them to eavesdrop on electronic communications. In addition, Scryers have limited telescopic sight, which allowed them to see kilometers off into the distance. However, Scryers were unable to perceive the universe around them through the Force, nor did it provide them any resistance against any Force techniques of physical ailments; a Scryer that was blinded naturally or through the Force, for example, was blinded when using Spectral Sight as well.

Psionic Strength

Advanced Scryers are able to psionically fortify their skeletal structural integrity, augment the density and efficiency of their muscular systems, increase the resilience of their fleshy tissue in order to exert physical strength far beyond what is natural. Extending to their physical strength and durability, skilled Scryers, rare even among Class-B, are able to exhibit feats of incredible physical prowess, such as tearing through natural steel walls, lifting landpseeders, or punching through duracrete.

Psionic Speed

More common than its counterpart, psionic strength, many Scryers are capable of psionically speeding up their metabolism, slowing their perception of time, augmenting their reflexes, and physically move at incredible speeds. The majority of Scryers are only able to use psionic speed in bursts, allowing them to get from point A to point B, before they can no longer maintain the speed. Thus far, only Class-S Scryers are able to maintain their speeds in a manner akin to a Jedi. Regardless, however, Scryers are still nonetheless able to move at comparable speeds, able to scale up vertical surfaces, run faster than the natural eye can see, or over across small unstable bodies, such as water.

Psionic Propulsion

The most common of the three physiology-altering psionic powers, psionic propulsion is the ability Scryers utilize in order to jump significantly beyond the limitations naturally possible. Common to all Scryers, this ability psionic propulsion enables a Scryer to perform feats of vertical and horizontal leaps of awe-inspiring magnitudes. Free from impunity and natural physical limitations, Scryers are able to navigate in nearly any terrain, and psionic propulsion remains one of the only powers they are able to perform at approximate Jedi-esque level on a general basis.

EMT

EMT, or Electromagnetic Traction, is the psionic ability available to Scryers of nearly all classes, save for those below Class-C. EMT refers to a Scryer's ability to supercharge and manipulate their natural bio-electromagnetic field that they generate. By psionically augmenting its effects and directing it, Scryers are able to psionically scale surfaces of all kinds, be it wood, stone, metal, or any other forms of matter. This is due to the fact that all matter in the universe is, to one degree or another, magnetic, and thus affected by electromagnetic energy. Scryers are thus able to control the relationship between the electromangetic particles and create a polarized interaction, thus allowing them to gain traction on and scale any surface.

NSS

NSS, or Neurosynaptic Synchronization, is a psionic ability usually taught to adolescent Class-C Scryers, and is their mental ability to psionically expand their consciousness and synchronize the bioelectric synaptic processes within the brain that enables intelligent comprehension. In doing so, Scyrers are able to listen to other sapient species speaking in any language possible, no matter how exotic, and comprehend it as naturally as the speaker. Their ability to "extend" their consciousness in addition allows Scryers to listen to sounds or speech from a distance as well as isolate particular said sounds or voices.

ESP

ESP, or Extrasensory Perception, is a psionic power universal among Scryers, and refers to their ability to sense other psionically attuned individuals around them, psionic abilities being used, and psionic resonances (or disturbances in the Force). It is this power, the ability to sense psionic energy, that Scryers employ which allow them to build up their mental blocks, due to having no telepathic defenses. ESP is a power every Scryer possesses, although it varies in range, potency, and clarity; usually older Scryers will possess the strongest ESP. ESP is considered an umbrella term for a series of psionic powers, such as clairvoyance, precognition, telepathy, and spectral sight.

Precognition

A prized ability that is often considered to be the life-preserver when in the field, precognition is the psionic ability to foresee future events with varying accuracy. Unlike the Jedi, Scryers are unable to sense the future of others, distant futures, or future events, and are limited only to seeing their own futures should their lives enter a state of jeopardy, and to a lesser degree, an occurrence - usually significant - happens in their vicinity. This spectacular ability to foresee the future makes it appear that Scryers have inhuman reflexes and instincts. Because of its vital function, precognition is most often considered a danger sense, and Scryers are often pushed to the edge in order to develop it as effectively as possible.

Cellular Regeneration

Commonly taught to Scryers, although it is generally not mastered until a Scryers reaches Class-B or Class-A. Cellular regeneration is, true to its name, the rejuvenation of damaged organic cells via the manipulation of their own biofield. Scryers do not heal passively, and thus, a Scryer must be conscious in order to repair damage to their bodies. Unlike the Jedi, Scryers are only able to accelerate the healing process within themselves, not others, and it can take anywhere from mere moments to several minutes to many hours for a Scryer to heal themselves, depending on the extent of their injuries.

Spectral Invisibility

The signature ability of all Scryers is their ability to become invisible to the naked eye and all frequencies of the electromagnetic spectrum. By bending all frequencies of energy, radiation, and light around their proximity, Scryers are able to nigh-perfectly cloak themselves, even from each other. Only careful discernment of their surroundings (ie. movement in the dirt, grass shifting, dust bouncing off of them, etc.) can allow one to see them. Unlike the Jedi's Force Cloak, the Scryer's spectral invisibility veils their sound as well as their appearance. The single weakness in this ability is that Scryers are unable to veil their presence or life force; a Jedi's Force Sense or Force Sight could easily perceive a hiding Scryer. However, as Scryers become more powerful with each passing generation, it is the belief that new Scryers will come to surpass this weakness.

Base of Operations
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The primary, and sole, base of operations for EvE is on the world of Troxar, an overly-aquatic planet located within the Expansion Region. As such, the base of EvE is located on the ocean floor, within a series of trenches, nearby dozens of underwater caves. The base of EvE is called Exodus Base 2814. The outer structure of Exodus Base is layered with a pressure shield, to protect it from extreme aquatic pressures, and because sensors cannot detect ocean-floor point locations, it is virtually impossible to identify Exodus Base without real-time descend guidance.

Within Exodus Base, however, is the Scryer Installation, also nicknamed the Praxeum, which is where EvE enrolls its psionically attuned members into the Scryer training program. The Praxeum is located within the deepest center of Exodus Base, and Scryers are often past the age of 15 before they are allowed to exit the inner installation. The Praxeum is the most heavily guarded section of Exodus Base, as Fenix's slight paranoia toward his very own creations causes him to endlessly suspect Force sensitives of betrayal. Only the Class-S Scryers, ones who have earned his trust by their display of commitment, are able to move about freely.
 
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Armaments



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Scryers are armed with some of the best military-grade weaponry available in the Republic, and are trained to use them with deadly expertise. This extends from various battle armors, to melee weapons, to blaster and slug rifles and carbines (majority designed for the purpose of sniping) and HUDs. Scryers have even been known to customize their armor over time, fitting it toward their preferred combat engagement styles. Despite the finesse of the armor the Scryers have access to, many Scryers also choose to forsake armor for more specialized attire, such as for blending in with a specific culture.

War Suits



The most widespread and standard choice armor among all Scryers, the ASTIEN battle suit is the default protection for EVE's agents. Largely a sleek suit with sparsely placed armor plates for maximum mobility, the ASTIEN battle suit is most often chosen for general tasks a Scryer is given. It offers little in the way of protection, but has many holsters for various small weapons, most popularly knives and short blades. However, it still is capable of carrying a military-grade rifle mounted on the suit-wearer's back, albeit with weight-balance issues. The ASTIEN battle suit is made from armorweave fibers, with superdense Desh alloy to act as flex-mesh and skin-tight polyfibe.


The most commonly utilized battle armor, next to the ASTIEN battle suit, the UTTM6 battlesuit is the preferred war suit utilized for urban warfare, specifically within the Core Worlds and Inner Rim, past to the Expansion Region, due to the Republic's stricter security in war times, and the increased attention heavy armaments would bring. The UTTM6 battlesuit is lightweight, and carries upon it lightweight armor plating - only slightly heavier than the ASTIEN's - and a location for mounting a detachable mini shoulder cannon. The suit's armor material is made of an alloy blend of Farium, The UTTM6 battlesuit intentionally mimics customary mercenary garb and stylization, so as to derail attention and more easily blend in with the less scrupulous crowds of the Republic's busier worlds.


Suited with apertures for holding heavy weaponry without significantly disrupting the weight balance of the overall suit, the MB44v Tactical Guerrilla war suit is battle armor specifically designed for urban warfare, such as on an ecumenopolis world, such as Taris or Nar Shaddaa. Scryers that utilize the MB44v Tactical Guerrilla war suit generally do so on Hutt Worlds, were heavier armaments may be needed and would attract less notice. The MB44v was made of a hybridized Duralium-Lanthanide alloy, making it superbly fortified against slugs, blasterbolts, and debris.


Sleek, chrome, and fitted with magnetic hardpoints, the A4/B66 Daemon-class battle armor is, next to the Heavy HOSTEN-V war suit, the heaviest armor usable by any Scryer. Specially designed for marine warfare, the A4/B66 Daemon-class battle armor is purposed for operating upon space faring warships, space stations, and other metal machines and structures. However, the A4/B66 Daemon-class battle armor has the most advanced HUD system of any of the suits utilized by the Scryers, fully equipped with such systems as remote facial recognition software, galactic databank uplinking, ID profiling, and the like. The A4/B66 is predominantly crafted from ultrachrome and reinforced with laminanium alloy, which allows the armor to self repair against thermal damage. Being ultrachrome, it is able to reflect blaster bolts, slugs, and because of its superconductive nature and the laminanium reinforcement, is able to withstand lightsaber damage. The A4/B66 is vacuum sealed and is fitted with a rebreather and produces its own supply of oxygen for up to seventy two standard hours, to allow a Scryer to operate in space.


A heavily modified version of the HOSTEN war suits used by SOLAG's Republic Commandos, the Heavy HOSTEN-V war suit is specially designed for combat in hostile environments, battling the enemy as well as the land. Scryers utilizing the Heavy HOSTEN war suit are often dispatched to extremely hazardous environment, ranging from toxicity-plagued worlds like Nal Hutta or Raxus Prime, to lava worlds Shola or Mustafar, dangerous jungle planets like Felucia or Vendaxa, or other terrain with equal dangers. The Heavy HOSTEN-V war suit is by far the heaviest armor available to a Scryer. The HOSTEN-V is forged from Tydirium-Neuranium alloy, making it superbly durable.

X9-1 ECHO (Electromagnetic Cardiovascular-Harmonizing Optimizer) Exoskeleton

The X9-1 ECHO Exoskeleton is a quadri-fold hybridization of Terenthium-Desh-Agrinium-Quadranium alloy. As such, the ECHO is exceptionally lightweight, remarkable durable, and is able to absorb and dissipate thermal, kinetic, and radiative energies. The X9 has the same HUD system as the A4/B66, magnetic hardpoints, and can has a built in electromagnetic field destabilizer, which allows the suit to act as a mobile miniature static field pulse. In addition, the ECHO also synchronizes with the user's body and manages the body's chemical functions, allowing the Scryer to be at the peak of mental awareness, alertness, balances the chemicals in the body to prevent adverse judgment on the part of the Scryer, stimulates adrenaline to keep the Scryer from dulling physically, and more. The ECHO is the most advanced and powerful exoskeleton of EvE, and thus far, only Class-S Scryers have been permitted to utilize them. Only six ECHO exoskeletons are in existence.

Weaponry


A more powerful blaster weapon in the same category line as the Ulysses, the JL-122E is a semi-automatic dual-barrel blaster carbine, and the preferred weapon of Scryers that face the threat of continuous combat in semi-distant spaces, such is within closed perimeters, like buildings, as opposed to out in the open. Unlike the Ulysses, however, the JL has no sniper setting.


The primary weapon of choice for the Scryers is the Ulysses. Semi-automatic with superb balance and rate of fire, the Ulysses is standard issue for EvE, and finds most usage with Scryers due to its sniper setting, which can zoom a target from a distance of roughly one kilometer.


Regulation for all Scryers, the Ripper is a blaster pistol with a permanent rechargeable cell. Thus, it never runs out of ammo, but has a fairly slow rate in a fire fight, and shoots progressively weaker bolts if not given a few seconds to recharge. While not loved because of its shortcomings, all Scryers carry at least one on their person at all times, making so that they are never unarmed.


One of the most coveted weapons bought by EvE, the Volker is a rocket launcher with considerable zooming capabilities and homing features. In addition, it possesses its own operational signal, making immune to electronic interception, and has a penetration head, which allows it to pierce through fortifications, such as duracrete walls, before detonating. Because of its size and firepower, the Volker is only permitted to Scryers that operate on the Fringes, particularly Hutt Space.


Although the Volker is often considered too cumbersome and conspicuous for typical use within the Core Worlds and Inner Rim, the Bekfhir is often seen as an acceptable substitute. While its range comes no where near to rivaling the Volker, the Bekfhir is able to project a grenade up to four hundred meters at its maximum setting, making it an optimal ambush weapon.


A prototype "stealth" sniping rifle and the secondary weapon of many Scryers, the Perion is a dual-setting blaster rifle with a slug and blaster setting, both of which are designed for long-ranged combat. The slug setting is able to be fired at greater range, making for increased stealth properties, whereas the blaster setting has nearly twice the range, some 3 kilometers, as opposed to the slug's 1.5 kilometer range. In addition, the blaster setting had a "stealth" protocol, which silenced the blaster bolt and utilized refined Tibanna gas as the ammunition, which allowed it to fire bolts invisible to the naked eye and light spectrum. However, this refined Tibanna gas was extreme volatile, and only one shot could be fired every several seconds without the blaster barrel exploding.


Long-bladed swords forged from lightsaber-immune Songsteel, Songsteel Blades were standard issue for Scryers that were expecting to operate in close quarters with the enemy. This was especially so if there were other blade-wielders about, and in the case of Class-S and Class-A Scryers, who may be sent on missions that would risk them encountering lightsaber-wielding enemies.


An experimental device originally developed for the enabling of non-Force users to develop mental abilities, all Scryers carry a psychic augmenter on their persons at all times as a secret weapon. Due to their inferiority against Jedi and other experienced Force organizations, Scryers are implanted with psychic augmenters in order temporarily boost their psionic abilities to hyper-sensitivity; for example, a Scryer psychokinetically powerful enough to lift only a person, could become powerful enough to lift a tank. However, the psychic augmenter possesses adverse side effects on Force-sensitives, which is why a Scryer will use it only if faced with the inevitable threat of conflict with another, more powerful Force user.

The psychic augmenter works via releasing a steroidal cocktail into the user's body, and effectively supercharging the biofield generated by the user's organic cells, thus incrementing the sensitivity of the user's midichlorians. However, once the psychic augmenter has become exhausted, the Force-sensitive user will crash and burn out, causing their force abilities to weaken dramatically, or become negated. This remains so until the steroidal cocktail runs its course through the body and the user's body has the opportunity to recover. As so, in exchange for a few hours of increased power, the Scryer is left psionically defenseless and mentally unstable, and in worst cases, mentally incoherent. As such ,the psychic augmenter is a last resort if no other options are available.

Starfighters

While EvE does not possess a formal naval military force, they do provide their agents with capable military-grade starfighters, which are forged from the pinnacle of Republic's scientists. As such, EvE possesses starfighter crafts formerly only utilized by the Republic's commando regiment, SOLAG.


A formerly experimental starfighter recenty commissioned for military usage, the Ragnarök-class Starfighter is a formidable space faring vessel. A starfighter of the interdictor category, the Ragnarök-class Starfighter specializes in rapid transit and maneuverability over firepower and durability. As such, the Ragnarök-class Starfighter is designed as a recon vessel, able to transport the pilot to its destinations as quickly as possible. However, the Scryers of EvE utilize these features of the Ragnarök-class Starfighter to quickly take them to their destinations, and then set the autopilot to return to Exodus Base on Troxar. The Ragnarök-class Starfighter is seven meters in length, four meters in width, possesses minimal shielding and armor, and can generate 200% engine propulsion output, making it a vessel of speed and maneuverability. The Ragnarök-class Starfighter carries a compact Hyperspace sail to enable it to enter Hyperspace.

Roster

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The Leaders

Director


Overseers

(Classified)

Curators

(Classified)

The Omnimind

ADIM


The Scryers






 
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Extrafactional Relations

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In some rare events, EvE will have limited interactions with other organizations in the galaxy. These interactions are seldom, and are often done if the outcome is seen to further the goals of EvE, or if it serves to benefit the greater good from their viewpoint. Even without collaborating, however, EvE profiles their stance toward other factions in the galaxy, major and private.

Relations and Collaborations

Galactic Republic
No doubt, EvE's most easily defined relationship is toward the Galactic Republic, which is has sworn to protect - even against itself, should the times require it. Fanatically loyal to the Republic, and willing to do anything necessary to preserve it alive and well through the galaxy's darkest times, EvE's entire existence was created around the purpose of preserving the Republic. EvE views the Republic like a precious life, however, this is not to say that EvE will not inflict "necessary evils" should it be deemed fit, such as internal assassinations or "benevolent" terrorism, in order to "open the Republic's eyes".

Hutt Empire
There is little question that EvE despises the existence of the Hutts, what they stand for, and their saturation of crime and filth in the very fibers of their government. EvE sees the Hutts and their empire as a cancer, slowly killing the galaxy unless they are cut out or cut off. To that end, EvE's hostilities have by majority been focused on the Hutts, ranging from brutal terrorist acts, to assassinating military or political figures, to the infiltration of the Hutt Empire via their spynet.

Jedi Order
Nicodemus Fenix, the founder and leader of EvE, has made sure to "bleed" his distrust and disdain of the Jedi Order into the essence of EvE. As such, EvE and its agents, the Scryers, view the Jedi as misguided, unstable, and dangerous. However, due to a number of factors, such as inferior numbers, strength, and the undeniable usefulness of the Jedi during the war effort, EvE does not stand against the Jedi. If anything, EvE is taught to respect and fear them, if only for their powers, which are more expansive and advanced than EvE's Scryers.

Independent Force Adepts
Much like the Jedi, although far more antagonistically inclined, independent Force Adepts are seen as extremely dangerous elements within Republic boarders, and are watched over very carefully. In an effort to prevent the rise of a second Vaor, independent Force Adepts are the second highest target priorities beneath anything associated with the Hutt Empire, as they are carefully observed in case they should fall into committing evil acts, or are considered too near into temptation. As such, Force Adepts believed to be going down the path of becoming a "Darksider" are marked and targeted for elimination.

In the years since the second outbreak of the Hutt War, however, independant Force sensitives have come under fire in a much different manner. As the benefits of the Novus has become more apparent, due to the addition of knowledgeable Force users, the number of the Novus has swollen greatly. As such, Force sensitives formerly marked for death have become marked for abduction.

Bogan Empire
The Bogan Empire is considered to be the ultimate abominations of the galaxy, and the greatest potential blight of the Galactic Republic. The Bogan Empire is seen by EvE as the most dangerous element in the entire galaxy, even more so that the Hutt Empire. However, EvE does not, or rather, cannot take an active stand against the Bogan Empire for identical reasons that they cannot stand against the Jedi. Their understanding of their supernatural powers are underdeveloped when compared to the Bogan Empire or Jedi Order, and they possess far inferior numbers as well. For that reason, EvE grudgingly leaves battle against the Bogan Empire to the Jedi Order, although is constantly seeking a way to undermine them in their own way.

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