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GABA

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GABA

Legendary Fun Killer
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FORCE POWERS

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Technical information
Category
Alignment
Type(s)

·Site lore
·Neutral
·Energy manipulation

Historical information
User(s)

Affiliation(s)
· Nora Grazioso
· Other Force Users
·Jedi Knights & Exiles
_
.
Force Flash

Excerpt · Applications · Limitations & Drawbacks · Learning · Intent

Force Flash is the ability to focus the energies of the Force in order to create a blinding burst of light from him or her persons or from the palm of their hand. A common ability seen with Force users, it allows for the user to create a temporary distraction in order to attempt to regain their ground on the battlefield. The ability is not known to just the light or dark sides of the Force and does not require a large amount of stamina to perform.

_

Known Applications


A passive maneuver, the flash of light is bright enough to disrupt the visual senses of organic beings. The user may concentrate on focusing the energies of the Force in a manner that allows for a sudden and burst of bright light that will cause temporary blindness to those without protective eye covering or in least those who are unprepared for the offense. The blinding light affects the visual senses of both Force Sensitives and non-Force Sensitives and its easily distinguished once the command is performed. Users must also be weary to close their eyes in order not to blind themselves in the process.

The blinding light may also cause a slight disruption in electrical devices near the individual producing the energy, causing static for a few seconds if not EMP protected. However, this disruption is only temporary and it is known for comms and holo-cams to return to working order after the instance has past. This may allow the user to slip by security in either a passive or aggressive manner or be able to get away from their opponents when they are in a tight situation.

Limitations and Drawbacks

The use of Force Flash does not require much stamina from the user and requires as much concentration as any other basic force abilities performed by Jedi Knights or Exile Apprentices. However, once the ability is performed, the element of surprise to evade opponents may dwindle if the user attempts to use it again.

The effects are described by non-Force Sensitives similar to that of a flash-bang grenade but only affects the visual senses. Droids may experience a few seconds of shock if not EMP protected, but otherwise may recover more quickly as their visual sensors are similar in how organic vision is produced. Those at the mercy of a Force Flash may rely on other means of detecting direction such as smell (Wookiee's for example) or hearing. Force Sensitives at the receiving end of a Force Flash may still be able to see their surroundings through the aid of the Force.

Learning

The technique can be learned by anyone and is a good little trick to know in a galaxy where Force Sensitives are being hunted relentlessly.

Intent

To add to the non-canon Force powers list and describe the power in detail in its application, limits, and drawbacks. It is based off two two versions of the ability Force-Flash and Force-Blinding.


1000


Technical information
Category
Alignment
Type(s)

Site lore
Neutral
Energy manipulation

Historical information
User(s)

Affiliation(s)

· Eivor Vivas
· Other Force-users
· Jedi Order
· Jedi Exiles
_

.
Cryokinesis

Known applications · Limitations and drawbacks · Learning · Intent

Cryokinesis was a Force power that allowed a Force-user to draw heat away from organic and inorganic objects, causing the temperature to drop rapidly. Heat energy that is drained from the victim cannot be used to transfer to the practitioner or any other source. The practice allows the user, depending on the Force User's strength in the Force, the ability to cool objects to more devastating offenses such as freezing beings or creating large blasts of ice and snow. Cyrokinesis is not limited to one side of the Force or another, but it is exercised with more caution among members of the Jedi Order due to its potentially damaging effects.

_

Known applications

The application of Cryokinesis is rarely seen still in practice with users of the Light and Dark Side of the Force. The ability to cool and freeze takes time, commitment and practice in order to fully master in its more deleterious effects on individuals and objects alike. Practitioners first learning the ability must be cautious in their practice to not receive adverse effects on themselves by cooling their own body too quickly and causing hyperthermia or frost bite in addition to common overexertion when first experimenting with the limits of one's own physical abilities. However, the success of accomplish such feat in power just shows the limitlessness of the Force.

Undisciplined learners of cyrokinesis may start off by cooling their target; they may also be able to develop frost on their own finger tips or on objects to their touch. Further practice will lead to rapid cooling and eventual freezing, which can damage organic targets if left exposed for too long. Novice users may find ease in cooling and freezing with areas of high moisture and more temperate environments as compared to dryer, warmer climates.

As the users grow more experienced, the versatility of cryokinesis shines through. Master practitioners are able to generate ice crystals in any environment, arid or moist, with little exertion. Stalagmites of ice (though prone to easy breakage depending on their thickness) can be deadly to those who fall in range of the attack and walls of ice can be formed to create temporary protection of incoming projectiles. Practitioners also may welcome opponents with blasts of frost, snow, or ice, overwhelming those who are unprepared for the drastic temperature change and environment. Their abilities can also encompass large areas and multiple individuals as compared to novice users. Cryokinesis on a larger scale can manipulate the environment such as turning raindrops into sleet or snowfall.

Exceptionally few of the most power Force Users in the galaxy are only limited to their imaginations. They are able to generate icing over large areas, freezing lands and causing cataclysms and turmoil in environments foreign to the concept of cooler climates. Blizzards of ice and snow may canvas villages, cities and armies who are caught in the devastation and large scale freezing of oceans and lands can send planets into ice ages to last decades.

Limitations and drawbacks

A powerful tool to have at one's disposal, it can also be dangerous. Its practitioners may experience adverse effects on themselves by cooling their own body too quickly which could lead to hyperthermia and frost bite within minutes. Apprentice and Knight level Force Users may require additional training and concentration in the field in order to render more debilitating affects on individuals and their environment. Even Masters are prone to their own arrogance and can find themselves caught in their own offenses if they are not vigilant about their environment.

Members of the Jedi Order are more adapt to using cyrokinesis in passive and defensive maneuvers such as cooling burns or causing obstacles in one's environment to slow down opponents. Though, with the corrupting nature of the dark side, the application may be applied to more horrendous and catastrophic effects to prove their power to others.

Those on the receiving end of the Force power, more specifically other Force Users, can counter by drawing warmth to their own bodies or counter by distraction to break focus or concentration. Those who are not attuned to the Force may be better off seeking distance from Force Sensitive opponents or counter with distractions that could cause severe consequences of the practitioner if they do not protect themselves.

Learning

Generic and basic applications of cooling do not require much training. However, those looking to cause a more impactful effect on others and their environment must dedicate time and have discipline in order to use the ability to its full potential. Those looking for a more fulfilling, yet darker applications must look to outside sources such as a teacher or text in order to achieve this.

Intent

The purpose is to add more material to a vague non-canon ability that can be just as useful as those seeking to use pyrokinesis. Its literally a snowflake power (Punny!)

Other comments
Originally submitted by @The Matt, I made some adjustments to make it more applicable to SWRP and the story. @Malon
 
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GABA

Legendary Fun Killer
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8th Timeline Write-Ups

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Arda's Lightsaber


AFFILIATION
Arda Breaux/Jedi Order


MANUFACTURER
Arda Breaux


SIZE
Hilt piece: 19.5 cm
Emitter shroud: 10.5 cm


WEIGHT
1 kg


COMPOSITION
Durasteel hilt base; lightsaber materials

WEAPON TYPE
Lightsaber


DAMAGE TYPE
Melee


AMMUNITION CAPACITY
N/A


FIRE SELECTOR
N/A


MAX RANGE
1 meter blade length


DESCRIPTION

In order to disguise Arda's lightsaber was designed to mimic other known items seen across the galaxy, in particular, for the Jedi, taking a more intimidating approach, her saber hilt is made to look like two other weapons seen in the galaxy. The hilt base and grip, modelled after stick grenade, is stored on her belt along the small of her back. The second piece, the emitter, is stored on her left side on her belt also; designed to look like a flash grenade, the two pieces are joined together in a twist-lock mechanism to give a full lightsaber hilt. The saber contains all the necessary components needed to create a potent weapon such as a power cell, modulation circuits, emitter matrix, activation switch and an additional knob to adjust the length of the blade. The blade could also be adjusted for a non-leathal setting for training purposes.

Like all lightsabers, Arda's saber contains her lightsaber crystal collected on her journey to become a Jedi Knight.


LEGALITY
Illegal; only the Sith are permitted to have lightsabers.

INTENT
Specific write up for the saber's characteristics.

ADVANCED TECH
YES. In order to be obtained, it has to be crafted by its owner as a member of the Jedi Order.


Arda's Personal Armor

Becoming more actively involved in Rebel operations, Arda acquired armor that would satisfy her need for protection while not hindering mobility. Using armored duraplast plates that can be slipped beneath her clothing, her armor consists of duraplast plating to cover the chest and abdomen portions of the torso as well as protection for the back. She wears a duraplast pauldron over her left shoulder and a phrik gauntlet on her left forearm. In addition, duraplast plates cover the top of her feet, shins, and knees.

LEGALITY

Legal, unless otherwise specified by galactic or local jurisdiction. Like most rebel armor, it does not draw attention and is frequently seen as a common option for those looking for additional personal protection.

INTENT

Specific write-up for Arda's armor option.

ADVANCED TECH

None.​


Type and Coverage

Type: Medium

Coverage:
  • Torso: Duraplast plating that covers the chest and abdomen.
  • Back: Duraplast plating that covers the upper and lower back
  • Upper Left Arm: Duraplast pauldron
  • Lower Left Arm: Phrik plated gauntlet
  • Lower Legs: Duraplast plating that covers the top of the feet, shins and knees.


Functions

No Functions​



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The Hugo


AFFILIATION
Galactic Alliance

MANUFACTURER
Rebel Shipyards

CLASS
Gunboat

ROLE
Combat Ion Support

COMPOSITION
Durasteel and transparisteel.

DIMENSIONS
Length - 30m
Width - 45m

CREW
2 minimum, 6 optimal

PASSENGER CAPACITY
5

CARGO CAPACITY
5 standard tonnes

HANGAR CAPACITY
N/A

CONSUMABLES
2 standard months

SPEED/MANEUVERABILITY
70 MGLT at top speed, Decent manuverability


ARMAMENT

  • 1x Dual Medium Ion Turret
  • 2x Fixed Dual Heavy Ion Cannons
  • 2x Fixed Single Medium Laser Cannons

EQUIPMENT
  • 1x Class 4 hyperdrive
  • 2x 3-being escape pod
  • Medium military shields
  • 1x Long-range communication suite
  • 1x Long-range sensor suite


DESCRIPTION
The Hugo, as it's creators jokingly christened it, is a gunboat designed to work alongside packs of GA fighters and bombers in a support role. With it's ion weaponry, The Hugo can do a lot of damage to shields very quickly, making it ideal for breaking down the shields of capital ships to allow the fighters and bombers to strike for maximum effect.

In line with the increasing focus on hit-and-run space tactics used by the faction, The Hugo is meant to act as a step between the fighters and bombers and capital ships such as corvettes and frigates. With a frame and speed closer to a freighter, The Hugo is designed to be able to hit much bigger ships before they can lock onto it.

However, Ion weaponry is expensive and so numbers of The Hugo are relatively low due to the Galactic Alliance not having the sheer resource base that other factions have.

LEGALITY
Restricted. Made exclusively by rebel shipyards, it is not illegal in itself but it is very obvious that anyone flying it is a member of the GA so expect to be flagged by law enforcement and searched due to probably cause.

INTENT
The intent is to provide the Galactic Alliance with a ship that can hit above it's weight - specifically it is designed to damage the shields of capital ships to better leave them open to attacks from the multitude of Galactic Alliance fighters and bombers.

ADVANCED TECH
YES. A plot of no less than FOUR threads is required.



Padawan Training Guide

The Darkness has shrouded this galaxy for over five centuries, it has been far too long since the Jedi Order has earned back their title as guardians of peace and justice. We are no longer legends or whispers told to younglings as bedtime stories or the dreams of those in face of helplessness against the Empire. The Jedi of the past have waited too long, sat by as they allowed the followers of the darkside dictate their path, but now, we are not waiting any longer, you have been given an opportunity to bring hope and change, and that starts with your training.

– Jedi Knight Arda Breaux

The Jedi are still small in numbers, but done are the days that they hide in the veils of myth and run from the darkness they had created. We are unable to rely on the paths of the old, this is a different time and we must make changes if the Jedi are to survive for centuries to come, this includes how we train. To become a Jedi Knight, you must fulfill five qualities:


  1. Self-Discipline: A Jedi must be competent within their abilities without being overconfident. There is still much in the galaxy to learn, it is a journey that should be accepted in order to grow both in self and the Force. Additionally, Jedi must exercise self-control, to understand their limits physically, mentally and emotionally; if you’re unable to know yourself, then you will struggle to help anyone else. Be open to experience and do not deny or submit to your emotions, work through them and come out stronger in the end.

    • Overcome your fears by facing them, find yourself in a situation where you have to confront what you do not like and walk out stronger even if you fail at your task. This can be done alone or with the support of others.

    • Anger and aggression can be valuable in motivating one to do the right thing, too much can lead down the path of the dark side, too little can cause harm to yourself and others around you. You have been tasked to motivate a village in taking a stand against raiders who steal everything from food reserves and crops, but lately they have begun taking people too.

    • Visit one of the Jedi temples in order to challenge yourself in developing a new skill that will push yourself and test the limits of your abilities.

    • The dark side manifests itself in many ways: passion, control, desire, these are all traits a Jedi must be mindful; though it is not in the nature of a Jedi to search for trouble, trouble always seems to find a Jedi. Place your Jedi in a situation where the dark side would be tempting and demonstrate how your Jedi will overcome this obstacle.

  2. Responsibility: A Jedi should hold compassion for all walks of life from allies, friends, and family to enemies, criminals, and the ignorant. Approach with an unjudgmental attitude, be honest and be the example for others to lead by, earn respect and do not coercive others to your will.

    • Encounter an anti-force sensitive group of individuals and demonstrate patience and understanding in their values while accomplishing your goal for a mission.

    • Anti-Alliance sentiment has risen on some worlds under the Galactic Alliance's influence. Visit these areas and ease any tensions and misunderstandings civilians may have.

    • Find yourself working with an unlikely ally in order to finish a mission successfully.

  3. Failure: Failures are opportunities to learn and to grow, you have gone through life with trial and errors, sometimes you have been held back, other times you have moved forward, for that is the natural lesson of life, mistakes will happen. As a Jedi you will make mistakes, you will face the impossible, you will not have the answers or the solution and that is fine. Carrying a chip on your shoulder will not solve the problem, nor ruminating over your failure make you wiser, a Jedi learns and continues forward on their path, knowing how to better the next time.

    • Search for an artifact that turns out to be nothing more than a personal trinket, leaving of no value except for the journey it took your Jedi to discover its purpose.

    • A mission doesn't go as planned and more lives were lost than predicted as the result, decide how your Jedi moves on from this encounter.

    • Sometimes problems are not always recent and can be from the past, if there is something holding your Jedi back from the past, confront it and resolve it.

  4. Service: A Jedi should humble themselves to others and stand against the darkness as a guardian of peace and justice. We can offer a voice to those who are burdened and become the sword and shield that pushes back the darkness.

    • Participate in a PvP against the Empire.

    • Aide a town in an epidemic outbreak infecting its people.

    • Provide assistance in recovery efforts before or after a natural disaster.

    • Rally others in the fight against the Sith and the Empire in order to gain more allies.

    • Take a more diplomatic approach to gain allies of worlds that have yet joined the Galactic Alliance.

  5. The Force: It is more than just a power to lift rocks and read minds; the Force is balance, an energy created by all living things as they experience life and death, warmth and coldness, peace, violence, the light, and the dark. Though gifted with the ability to perform great feats with the Force, as Jedi we serve to restore and preserve the balance. Trust your feelings, trust in the Force, it will not lead you astray.

    • Build your lightsaber.

    • Lead newer students in a training exercise that can help them practice their abilities in the Force.

    • Discover or recover former Jedi enclaves, temples or artifacts that can benefit others in the Jedi Order.

    • Restore balance by defeating a Sith or stopping a dark side cult from corrupting and spreading their influence.


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Alliance Faction Rewards

While the Galactic Alliance's rebellion against the Sith Empires does not have the funding nor the vast resources either Empire wields, it will recognize members for merit. As such ,the coalition is willing to reward such service by means deemed appropriate. Also given increased responsibilities means a high-standard will be imposed upon anyone given any amount of leadership.

(Note: Some of the items here cannot be obtained outside of this system or by taking them from a member who already has them.)


Basic Rewards

  • After three (3) successful completed missions or one (1) PvP win, members of the Alliance may claim:

    A single advanced piece of tech or armor function.

    AND

    The Medal of Initiation.​

  • After five (5) successful completed missions or two (2) PvP wins, members of the Alliance may claim:

    A single advanced ship* + 10 Alliance NPCs.

    OR

    A piece of advanced tech or armor function.​

  • After eight (8) successful completed missions or three (3) PvP wins, members of the Alliance may claim:

    A single advanced ship upgrade + 20 additional Alliance NPCs.

    OR

    A piece of advanced tech or armor function + 10 Alliance NPCs.​

  • After ten (10) successful completed missions or four (4) PvP wins, members of the Alliance may claim:

    The Medal of Honorable Service.

    AND

    Two (2) advanced ship upgrades + 30 additional Alliance NPCs

    OR

    Two (2) advanced pieces of tech + 30 additional Alliance NPCs

  • Every three (3) completed missions or one (1) PvP win after this last bracket, members of the Alliance may claim:

    A single advanced ship upgrade + 50 Alliance NPCs.

    OR

    A piece of advanced tech or armor function + 50 Alliance NPCs.​

*If you select a ship, it cannot be a capital class ship, nor can it be a ship that would not be available for purchase for Alliance. For example, faction-specific ships to the Mandalorians or the Sith would be disallowed.

Special Rewards


  • Alliance Combat Bracer: The Alliance Combat Bracer was designed to give their most experienced and loyal troops more versatility on the battlefield. Can be earned once per character. Obtaining one consumes one (1) armor function in exchange for granting two (2) armor functions. They can only be earned once per soldier and are a sign of leadership and loyalty to the Rebel Cause (Given to Soldiers who have created and led three (3) successful mission packs for the Rebellion that resulted in the gaining of territory or some kind of asset)

  • Call Sign: Alliance call signs are unique names (i.e., Red Leader, Red One, Red Two) used in communications, most commonly during space missions, to identify special members of the Alliance—particularly pilots, however, call signs may be used in part of a rebel cell to mask identities. The Alliance Commander, Jedi Masters, Rebel Commanders, Squadron creators, and Rebel Captains all are able to automatically use a "Leader" call sign. Other rebels can show their relation to these leaders by claiming a call sign and joining their squadron or cell. (Create a PC starfighter squadron of at least 5 members OR establish a rebel cell safe house on an Imperial world.)

  • Capital-Class Ships: Alliance members who have earned rank beyond Rebel or Padawan have proven themselves leaders in the Galactic Alliance by leading rebel missions that benefit the whole of the faction. In order to continue efforts, these members may be granted command of a capital class ship**. (Given to officers and Jedi who have created and led (3) successful mission packs for the Rebellion that resulted in the gaining of territory or some kind of asset. These missions must be created and completed after moving past the Rebel rank.)

  • The War Hero: Recognized for their dedication to achieving a greater good to the galaxy, Alliance members who have earned the rank Captain/Commander, Jedi Knight, or Jedi Master and completed twenty (20) missions or eight (8) PvP wins, may claim the Medal of Rebel Glory, be granted command over a small fleet of Alliance warships for official Alliance business only,** and the option of taking on the rank of "Rebel Admiral/General".

**This ship still belongs to the entire faction; your character only has the command of it in battle or on missions.

Jedi Rewards


  • Knight Title: Jedi Knights who have completed five missions following their promotion to Knight may pick one of the following specialized titles. Specialized Knights have demonstrated their expertise in their abilities and are sought by others for their knowledge and competence. Having a specialize title does not limit a Jedi to that area, but only serves as an opportunity to utilize their strengths. Specialized Knights may also get first pick on missions that pertain to their field of expertise.

    • Jedi Ambassador: These Jedi hold skills in diplomacy, compromise, negotiation, and speech. They are able to read individuals and know when to push their line in order to come to an agreement. Jedi Ambassadors will often serve as liaisons for the Galactic Alliance at the Alliance Commander's discretion in order to engage talks, treaties, or alliances.
    • Jedi Healer: Once renowned by the galaxy several centuries ago for their skills, Jedi Healers are able to return health, mend bones, stop bleeding in those who are in dire crisis. Now the art has enlightened some in the Order to embrace their talent and serve those not only in the Alliance but across the galaxy. Their undiscriminating nature is respected by many.
    • Lore Keeper: These Jedi trek through the harshest and most isolated places in the galaxy if it means to locate lost Jedi artifacts. The Order's history and knowledge is limited from centuries of repression and members dedicated to finding these lost artifacts are critical for the preservation and survival of the Jedi. Lore Keepers may also replicate the knowledge from holocrons and texts in order to preserve copies if the originals are ever destroyed.
    • Jedi Ace: Committed to the art of space combat, navigation, and flying, Jedi Aces are some of the best pilots in the galaxy. Combining their Force abilties with their natural aptitude for piloting, Jedi Aces are able to to turn the tides of space combat if given the opportunity. Their knowledge and skills are often seen as a standard of excellence within the Alliance's squadrons.
    • Jedi Artisan: Some Jedi paths take a more peculiar journey and individuals involved in artistry may use their Force abilities to create masterpieces to share within and outside the Jedi Order. Not limited to just one art, many artisans are known for the creations of lightsaber hilts and holocrons, bringing a beauty to otherwise banal pieces.
    • Jedi Watchman: The path of the Jedi can take a more subtle one, blending in with the local populations in order to provide balance either by direct confrontation or aiding in the guidance of a peaceful resolution. Watchmen also assist with Alliance activity in Empire influenced worlds, often leading the fight against the Sith through interworkings of rebel cells.

  • Memory Crystal: After completing 10 (ten) or more successful missions following their promotion to Knight, Jedi may obtain a memory crystal that can be used in building a holocron. The crystal is needed in order to hold the information, but the Jedi is responsible for creating the device through relevant plot threads.



Please note: This section may receive updates at any time from Rebel leadership as they deem it necessary or create specialized tech.

Master Trials

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Grandmaster Arda Breaux and Jedi Master Eisa Swan will hear from Jedi Knights who are ready to attempt the trials for Master-hood. Being a Jedi Master is not an easy task, it demonstrates you have committed to a lifetime of dedication to the Order, to serving others, and upholding peace and justice for all life in the galaxy. You must be ready to answer honestly during the trials, the questions present by Master Breaux and Master Swan will bring discomfort, it will expose your vulnerabilities, and allow for the two Masters to decide if you are truly ready to hold such a prestigious title.

If you believe your Knight is ready, please sign up below using the following format -

Character Name:
Profile Link:



May the Force be with you!
 
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GABA

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8th TIMELINE CHARACTERS

Arda Breaux
Street Scum Vandel

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NAME: Arda Breaux
ALIASES: Oranie Naquin, CUR
AGE: 22
SPECIES: Human

FACTION: Galactic Alliance
RANK: Jedi Hopeful
XP LEVEL: 1

HEIGHT: 5'7"
WEIGHT: 130 lbs
HAIR COLOR: Natural - Black, Dyed often
EYE COLOR: Dark Brown
SKIN COLOR: Tan
DISTINGUISHING MARKS: Multiple ear-piercings in both ears; though not visible, Arda has complete hearing loss in her left ear.
FORCE: Yes






Personality
Arda was a cheerful child growing up, agreeable with the elders, well mannered, and always helpful with the younger children in the village, especially with her younger siblings. Arda was allowed many responsibilities in her village and prided in knowing she could tend to the herds while her father worked on other tasks. Curious and creative, Arda frequently dedicated her time to beadwork, translating her elder’s stories into mosaics of colored beaded patterns. Though she was outgoing in her village, she was never comfortable with the different spacers they would trade with, regressing in her sociability, but it was never concerning to her parents.

The decay of her village begun to change Arda, who struggle to understand what was happening. Fear became a motivator to stay safe, to stay quiet and not draw attention to one’s self as she and her parents arrived in the core to start their new lives. Arda’s role as the child begun to shift as her father succumbed to grief and her mother eventually disappearing on the streets; maturity was stunted by her anger until she found her outlet, expressing herself with colorful collages on the side of buildings and beneath bridges. Quickly she discovered the only person that would care for her survival was her own self; she often comes off as critical to others and her skepticism is a habit. However, good at heart, Arda believes in what is right and wishes to join other like-minded individuals in their cause.




Biography
Most of Arda’s life involved learning the traditions of her family’s tribe. Unbothered by the rest of the galaxy, the small village of nomads and farmers made their way of life through archaic means compared to the rest of the galaxy. Her family relied on the land, the livestock, and ancient gods for fortune and health. At times, Arda would help with trade at the spaceports for metal and other goods, introducing the girl to the bigger galactic society that existed beyond the stars of her homeworld. However, going anywhere beyond the stars was far from Arda’s interests. Instead, Arda valued the honor of carrying on and preserving her family’s traditions as the oldest child in the family. She spent most of her time watching over her twin siblings and the livestock, filled her free time with embroidery and beadwork, and deciphering the folktales of the stars, beasts, and gods that were told by the elders.

When Arda was fourteen, her village received visitors wishing to compensate for their land in the neighboring mountains. The elders refused the offer, but the visitor’s stayed, opening a mining facility to supply the Imperial regime. Unable to move their livestock to the mountains during the summer months, Arda witnessed and experienced a slow unravel of livelihood. The heat of the foothills were too much for the creatures and slowly they begun to die off; their crops survived, but the food was scarce. The elders protested, calling a meeting to negotiate a deal, but their request was denied and when winter came, people begun to perish. The village became a problem and mercenaries were hired to take care of it.

Though Arda escaped with her mother and father, she lost her younger siblings in the attack and in a way, lost her parents that evening too. Along with some other survivors, Arda and her parents were moved to the core worlds by a charity, offering them a home in order to readjust to their new lives. It was an almost impossible adjustment for the teen as she begun to learn the ways of life around her, finding her old traditions did not always work, but she was bound to survive. Arda had to learn to take care of herself on the streets; no longer could she rely on her parents, as her father never recovered from the grief and her mother fell into the addiction of spice.

Arda began working, earning credits by taking jobs as a courier and finding an outlet for her anger and her own grief by creating art on the sides of buildings. Though illegal, Arda received her fair share of tickets being a vandal in the eyes of the Empire, but it taught her how to improve her skills as she continued to defy the reign of the Sith and Imperials in her own way into a new era.




Skills & Gear

Street Artist: Giving up her beadwork taught to her by the village elders, Arda found a new outlet to express herself, creating graffiti art on the walls of the slum homes and businesses. Her tag name became CUR, an insult she was frequently given by Imperials on Corellia.

Combat: Living in the slums, Arda learned quickly a good blaster got her way when trouble followed. In addition, Arda also learned to defend herself without a weapon. It has been a useful and common skill for the girl to keep others from pushing her around.

The Force: Arda has an innate and sensitive intuition that she is unable it interpret or make logical sense of their purpose.

Languages: Galactic Basic Standard is not Arda’s first language and spoke a dialect of it growing up. Arda is literate though and can also speak and read Huttese.

Gear: Street clothes, blaster, knife, comm device, datapad, and backpack to carry couriering goods and tagging supplies.



Relationships
Person: Isn't a loser and has friends




Threads


Pre-TL: It's a Statement


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Solone Wren
Mandalorian

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NAME: Solone Wren
NICKNAME: N/A
AGE: 26
SPECIES: Human


FACTION: Mandalorians
HOMEWORLD: Krownest
CLAN: Wren
RANK: Marauder
XP LEVEL: 1

HEIGHT: 5'8"
WEIGHT: 140 lbs
HAIR COLOR: Dark Brown
EYE COLOR: Dark Brown
DISTINGUISHING MARKS: Scars somewhere, who knows
FORCE: Negative






Personality
Solone puts her clan before herself, growing up in a collective society has taught her the strength of her contribution to the survival of her clan and the way of life. Solone is straightforward and blunt in her opinions and would rather have others be the same way instead of beating around the bush. With this attitude, her sense of humor is dry and not well-received by many in the galaxy who find her rather too aggressive. However, Solone values loyalty as she is loyal to her clan and family and expects the same, foe or friend. Realistic in her beliefs, Solone has a hard time getting along with idealists and dreamers and prefers the harsh truths than fantasy. However, beneath her soldier exterior, Solone can have a soft spot for some as she would go to the ends of the galaxy to help in any way she can.



Biography
Solone was the only child to survive the several miscarriages and stillborns by her parents. Joyous in having a child to survive their first year after birth, Solone's parents were wrapped in paranoia something terrible would happen to their only surviving child. Her father, in particular, believed it was the gods testing their family and instead setting Solone's life of comfort, her mother and father agreed they needed to make her stronger as she would be forever in a fight with the immortal beings that governed their fate.

Even from a young age, play carried lessons on how to be victorious in battle, how to hold her weapon, and the honor in wearing her armor. Solone was taught to build on her weaknesses, to strive to do better not just for herself, but to ensure the survival of the clan under the Sith rule. She was introduced to other children in her Krownest village where together they learned to improve their skills in combat and learn the lessons of their ancestors in the centuries prior. Solone in this time grew in pride and soon lead to defiance of the elders in her clan; the concern that her naive attitude and ego would be punished by the gods, her mother agreed with the clan leaders to allow her to be tested on survival.

Solone failed terribly and knew if no one had been looking after her in this process, she would have lost her life to the elements of the unforgiving mountains. Embarrassed and angry, Solone seemed to have learned her lesson, humbling herself to the wisdom and the knowledge of those in the clan who came before her. Her training intensified as she begun to learn to how to hunt, specifically those who were trained in the Force, she was tested time and time again until she completed the trials of her clan in order to earn her armor. Solone didn't continue to reside on Krownest as she continued to build her skills and eventually picked up jobs as a bounty hunter, but the growing animosity toward the Sith overlords has been building and Solone would soon find herself back home.




Skills & Gear
Combat: Solone has trained all her life in combat, she is competent in battle without a weapon as she is with a weapon. However, Solone has a preference for melee and the authenticity of engaging in physical combat with her opponent.

Tracking & Hunting: Solone was also taught several skills in learning to hunt what does not want to be found which once has been useful in hunting Jedi centuries prior is now a valuable skill in collecting bounties on beings.

Languages: Solone's preferred language is Mando'a, but is also fluent in Galactic Basic, Bocce, and Huttese

Gear:
  • Vibrosword
  • Durasteel dagger




Relationships
Person: Isn't a loser and has friends




Threads

SOON



 
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9th TIMELINE CHARACTERS

Thalia Windraider
Aspiring Adventurer

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NAME: Thalia Windraider
NICKNAMES: -NONE-
AGE: 18
SPECIES: Human

FACTION: Indie
RANK: -NONE-
REPUTATION: Unknown

HEIGHT: 5'5"
WEIGHT: 125 lbs
HAIR COLOR: Blonde
EYE COLOR: Blue
DISTINGUISHING MARKS: -NONE-
FORCE: Latent





Personality
Thalia has always believed herself to be ambitious, when she knows what she wants, she will seek all opportunities until she reaches her goal. In her determination and ambition, she is adaptable, moving with the flow of the worlds around her and the people she interacts with, Thalia is able to read and emphatically relate to them, giving her a charisma that many enjoy, she also knows it is how she is able to get what she need and even her wants through sheer will, luck, or even manipulation. She has never seen it as malicious though, but as a form of survival that a majority in her position would have to endure and demonstrate if they wanted to survive.

However, her age and inexperience still shows, though she tends to cover with confidence as she pursues in her endeavors. In her newly earned freedom, Thalia is beginning to discover the limitations of her own self and has to fight her own self-doubts as she looks for new purpose in the wider galaxy. The microcosm of The Collective has been nothing like the wider galaxy and though she is curious to what lies before her, the discomfort of the unknown holds who she can truly become.




Biography

Thalia was born and raised in unusual circumstances that were meant to keep beings forever tied to repaying their debts. Her parents had struggled to pay back credits they owned and were forced to move to the space station, The Collective, where they would work for the rest of their lives in the mines. In this time, Thalia was born, but unable to care for their child, her parents did like most who lived at The Collective and sent their children to live with caregivers who were too old to work in the mines. From a young age, Thalia had captured the attention of a few with her imaginative tales of adventure, love and tragedy and became the favorite among many, including other younglings who lived in this community. This favoritism gave Thalia more permissions and leeway in what she could do around the station, taking advantage of the enormous structure which offered many opportunities for the girl to explore areas not seen by many.

As Thalia grew older her dread to work in the mines increased, but her charm among some landed her an apprenticeship in repairing droids and mining equipment. This skill allowed her to pick up side jobs for passing pirates and smugglers, as well as others who lived in the station from fixing droids and finding unusual gifts. The odd jobs here and there gave her minimal credits, but she remained ambitious and determined to save enough to get herself a ship and leave. It seemed like an impossible task as more than one occasion she found herself robbed of credits, but her stories kept her hopeful. Many years passed, and prior to her 18th birthday, after selling all that she held valuable, Thalia managed to buy her ship and leave The Collective. Within days of her freedom, Thalia suddenly found herself purposeless in the greater galaxy, her freedom, though now her own, seemed suddenly burdensome. Not everyone enjoyed her stories as they did on The Collective and not many vendors were as wiling to buy her finds from her explorations.

However, Thalia never lost her ambition as she decided to cross the galaxy in search for the greatest treasures.




Skills & Gear

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Combat: Not formally trained in any style, Thalia can shoot a blaster and make a scene if trouble comes. Though Thalia tries to avoid trouble by remaining out of sight and keeping quiet.

Engineer: Thalia has worked years as an apprentice under other engineers. Her skills can be applied to droids, ships, and equipment.

Storyteller: Most of the stories come from the treasures and unusual objects she finds from The Collective and the rest of the galaxy. Some ideas are vivid, others are vague, requiring her to fill in the pieces, regardless, she enjoys sharing her stories with people she comes across.

Force: Strange quirks might be more than Thalia realizes.

Languages: Basic, Huttese, & Bocce

Gear: Blaster, vibroblade, datapad, comm, & The Cheap Vo



Relationships
People: Blah Blah Blah Words




Threads

SOON



Amarante Proulx

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NAME: Amarante Dana Proulx
NICKNAMES: Mara
AGE: 22
SPECIES: Human

FACTION: Indie
RANK: -NONE-

HEIGHT: 5'7"
WEIGHT: 130 lbs
DISTINGUISHING MARKS: -NONE-
FORCE: Latent





Personality
Confident and charismatic, Mara holds an outgoing visage when interacting with others and an adaptability that allows her to conform to the vocabulary and behaviors of those from different walks of life. She is able to read beings, basing her decisions off instinct and her intuition when in pursuit of a story. Her eagerness can be seen as a nuisance to others, especially officials in the FWA. Relentless, Mara has a hard time accepting denial and refusal and may use underhanded tactics to get the story she wants.

Outside her journalist persona, Mara is quiet, taking in what she is observing and processing what is not necessarily seen by the amateur eye. There are moments when Mara can loose her cool generally when she feels she needs to be more heavy handed with those who she thinks are pushing her around. Her passion to make her work known drives her to always pursue the next big story, curiosity overturning stone after stone to find it.




Biography
The youngest of many brothers and sisters, Mara grew up on Chandrila with her mother, a homemaker and her father, an officer of the Chandrilan Navy in the family home outside of the capital city. Mara was tutored until she was able to attend private schooling and was quick to decide she wanted to follow in her father's footsteps. Proud of his daughter, Mara began her schooling at the academy, excelling swiftly with her classmates as quickly as she excelled with her tongue. Unable to keep her mouth shut, Mara's behavior was confusing, but typical, as the instructors passed it off as growth. Though Mara wished to honor the same path her father followed, she dropped out of the academy a year before graduation in the pursuit that best fit her own dream.

Mara finished the last year of her schooling with disdain by her mother and father, who both clearly unhappy and embarrassed by their daughter's decision. The girl picked up new interests and hobbies as she favored her holocam, which meticulously recorded her progress through the academy, she began to turn to other genres. Soon, she would find her passion for passing on stories with the pictures she collected; starting as a free-lancer, Mara became self-taught in reporting and journalism, listening closely to her critics and even closer to her appraisers. Eventually her work caught the attention of a Corellian news reporting agency where she acquired an apprenticeship as she pulled in pictures and rumors about officials of the FWA.

Her restlessness eventually parted from the Corellian paper and took her from system to system, looking for the story that would not be overlooked.


Skills & Gear

Combat: Mara regularly practices firing her blaster and has trained in methods of self-defense.

Writer: Mara has been refining her passion to be a journalist and learning to twist vocabulary in a way to draw in readers and fans.

Photographer: A long time love, Mara has always found some way to record something that is happening around her. Now Mara ventures through the galaxy looking for her next story, bringing a variety of images to the stories she reports.

Languages: Travels across the galaxy has prompt Mara to refine her Basic and learn Huttese, & various trade languages.

Gear: Blaster, vibroblade, datapad, comm, holocam device, & holorecorder


Relationships

People: Blah Blah Blah Words


Threads

SOON




Maeve Byrne
Sith Guardian

Once upon a time, there was a girl who became lost in smoke and flame. It was nearly too late by the time she was found, her mother and father begged and pleaded to the gods for a miracle. As their child took her last breaths, a Stranger of Shadow appeared to offer a deal. He promised to save her life in exchange for three gifts. The parents, desperate to save their child, agreed, and the Stranger of Shadow saved her life as promised. Not knowing what the payment would be, the father offered the Stranger all the luxuries they had, but the Stranger declined and informed he would be back one day to collect his first gift.

Relieved their daughter survived, every moment with her was savored. She was reminded every day how much she was loved and every day, her parents would remember less about the Stranger. However, years later the Stranger returned. He told the girl's parents one will come with him, but they had to decide. The mother protested to this demand, but the father made his decision. The Stranger would leave satisfied, reminding the father and his daughter that he would return one day for the second gift. Fearful, the father would try to outrun the Stranger. He took his daughter from system to system, teaching her everything he could with a power they shared and a weapon that only existed in myth. The Stranger of Shadow would find them eventually, demanding for his second gift and instead of offering himself, the father gave the Stranger his daughter. Satisfied with this gift, the Stranger took the daughter and reminded the father he would be back one more time for the third gift.

Devastated by the betrayal of her father, the daughter accepted the Stranger's offer to become his apprentice. He gave her the things her father could not. Eventually the time came when the Stranger had to collect the last gift and sent his apprentice back to her father. The bittersweet reunion was short, but the apprentice was successful, pleasing the Stranger of Shadow with the third gift. However, the girl was not pleased. She had grown wise and more powerful under the Stranger's teachings and presented him with a gift of her own. Freed from the bind of another's debt, the girl would become a disciple to her one true master of shadow and darkness-

The Dark Side.​





  • NAME: Maeve Byrne
    ALIAS: -NONE-
    AGE: 20
    SPECIES: Human
    FACTION: Sith Eternal
    RANK: Guardian
    REPUTATION: Unknown
    HEIGHT: 5'8"
    WEIGHT: 123 lbs
    HAIR COLOR: Black
    EYE COLOR: Hazel
    DISTINGUISHING MARKS: Extensive burn scars
    FORCE: Yes, trained.



  • Acadamia: Not only was Maeve a talented student of the Dark Side, but she was also talented in academics. Excelling in her studies, she graduated early and was given scholarship to the University of Bar'leth where she currently studies astrophysics.

    Charisma: Though Maeve had a relatively unnatural upbringing, she managed to carry a charm that tended to draw in the curiosity of others. Maeve is able to see through pity some may give her for her deformities and gravitate to the genuineness of others. However, pity does serve a purpose and may serve Maeve in some greater manner.

    Force: Maeve's first lessons of the Force came from her father who was well versed in the practices of the Dark Side. Her lessons continued under tutelage of the Stranger, leading her further on a path not meant for the faint-hearted or weak. Maeve's ability to manipulate and command the Force rival the best of her opponents. Her abilities also span into the realms of the unnatural as she utilizes lesser known facets to grow in her power and influence.

    Combat: Maeve is trained to use a lightsaber in combat as her greatest foes will be those on the opposite end of the spectrum: the Jedi. Her techniques are unorthodox, but devastating, ensuring her opponents have no further opportunity to advance.



  • Vibroblade
    Red-Bladed Lightsaber
    Sith Robes & Mask
    Comm
    Datapad



  • Person: words words words



  • SOON



Mariel Deery
Jedi Padawan


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DETAILS

NAME: Mariel Deery
NICKNAMES: None
AGE: 16
SPECIES: Human
FACTION: Jedi Order
RANK: Padawan
HEIGHT: 5'3"
WEIGHT: 110 lbs
HAIR COLOR: Blonde
EYE COLOR: Blue
DISTINGUISHING MARKS: None yet
FORCE: Yes, novice


SKILLS

Herbologist

Mariel has had a fascination of different plants and their uses to help aid in healing, harm, and nutrition.
Combat

A novice at combat, anything hands on Mariel does best to just scream and maybe cry.
Force

Mariel is still developing her Force powers, but shows potential in healing, altering, and illusions.

GEAR


Common
  • Journal
  • Padawan tunic
  • Various braided bracelets made of different materials
  • Small blade
  • Nalphone


NETWORKING

Friends: Some day




THREADS


Prelude
Mariel was born into a small merchant family consisting of her mother, father, younger sister, and her grandmother. At a young age, Mariel begun to notice strange things happening around the family home, wisps and whispers that would draw her curiosity. Her mother and grandmother passed off these senses as their ancestors visiting the family, giving the girl no worry as to what she was experiencing. Other children she played with considered it weird when she spoke about it, soon becoming the target by other kids and their bullying. It wasn't long after that Mariel and her family had to leave their homeworld due to the rapidly spreading AMS virus.

Displaced to one of the refugee worlds, Mariel received firsthand the challenges of what the galaxy offered. Her senses grew stronger, feeling what she considered instinct predicted much ill-will to her family. Her father saw it as a curse and left the family; her grandmother died shortly after from the stress, and soon there was outrage and panic that spread through the camp for anyone labeled as 'abnormal' after the emergence of the Killiks and their Joiner followers. Mariel's mother knew it would not be safe for them to stay and were able to seek aid from a Jedi who were able to relocate the small family to a new home. During this transition, it was then that Mariel learned her abilities were not mere luck or ancestors visiting and was offered to learn more and apply her skills with the Jedi Order.

However, in her short time with the Order so far, contact with her family had stopped, her mother and sister possible causalities on Commenor. Now Mariel must navigate with her trust in the Force, new challenges on an uncertain path in a chaotic galaxy.


Padawan


Violet Esposito
ISC Ranger


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A space-born child, Violet was abandoned as an infant and placed in a orphanage on Naboo. Life was mostly normal for the Zeltron growing up and was surrounded by other children who arrived in similar fashion. She attended school and participated in extra-curricular activities, complained about chores, fought and forgave her brothers and sisters at the home. She was often fond and proud of her family, frequently bragging to her peers about having the largest family in her class. The nuns who ran the taught Violet and the others the value of service and the Zelton contemplated about joining the nuns, dedicating her life to helping others. However, opportunity came during the formation of the ISC and she was introduced to the Ranger Program. When Violet graduated high school, she enrolled to become a Ranger and has found a new purpose in the service to others and the protection of the people.





  • NAME: Violet Esposito
    ALIAS: -NONE-
    AGE: 20
    SPECIES: Zeltron
    FACTION:
    HEIGHT: 5'6"
    WEIGHT: 110 lbs
    HAIR COLOR: Purple
    EYE COLOR: Light Blue
    SKIN COLOR: Pink
    DISTINGUISHING MARKS: None
    FORCE: Negative



  • Charisma: Violet seems to attract attention no matter where she goes; she blames her pink skin and stigma for Zeltrons. However, Violet is charming, polite and enjoys the company of others and does not need to rely on her pheromones to persuade others in a conversation.

    Archery: Violet has been practicing archery since she was a child and has entered numerous competitions to show off her skills.

    Combat: Training to become a ISC Ranger required a specific skillset to handle the roughest and toughest parts of the galaxy. Violet underwent the physical and mental training to defend and unarm her opponents who threaten the safety of the ISC and its citizens. As a Ranger, Violet is required to undergo quarterly PT evaluations and therefore keeps up with regular conditioning.




  • Blaster +2 Ammunition Packs
    Energy Bow
    Stun Baton
    Blast Vest
    Wrist Comm
    Speeder



  • Person: words words words



  • SOON



Croia Than
Jedi Knight


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BIOGRAPHY

Croia knows little about her parents, her earliest memories always returning to the Jedi Order who found the orphan when she was displaced after the AMS virus ravaged her homeworld. Croia found new family within the Jedi and thrived in her studies, excelling at everything but listening. Despite her rambunctious and curious attitude, she was last in her youngling clan to be able to pass her padawan trials, and it would not get any easier from there. Going through several masters, her last and final master seemed to best understand her strengths and skills, guiding her on the Path until she obtained her knighthood.
DETAILS

NAME: Croia Than
ALIAS: -NONE-
AGE: 20
SPECIES: Human
HEIGHT: 5'8"
WEIGHT: 127 lbs
HAIR COLOR: Black (Natural)
EYE COLOR: Blue
SKIN COLOR: Olive
DISTINGUISHING MARKS: None
FORCE: Yes, trained

SKILLS

FORCE: Fully trained Jedi Knight, Croia is able to handle her own in most situations.

COMBAT: Croia is trained in blade work and unarmed combat, she prefers to "negotiate" before resorting to her blade.

GARDNER: Croia had found peace and calm in natural surroundings.
GEAR

  • Lightsaber
  • Wrist Comm
NETWORKING

PEOPLE: Friends?


Vida Harp
Jedi Padawan


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BIOGRAPHY

Vida only knew her mother, mostly. A street urchin, Vida spent most of her time away from home often due to her mother being away for days at a time. She learned early how to defend herself and looked to others in similar circumstances to help her survive. Eventually she was picked up by local gangs and used for stealing speeders, to which she became quite proficient. Her Force sensitivity begun to show through as she reached her teen years; of course not believing it was real, accidents were occurring more frequently, almost frightening until she was able to meet a Jedi who brought her to the Order. Even though she is skeptical, Vida is willing to see what she can make of it.
DETAILS

NAME: Vida Harp
ALIAS: -NONE-
AGE: 16
SPECIES: Human
HEIGHT: 5'3"
WEIGHT: 110 lbs
HAIR COLOR: Black (Natural)
EYE COLOR: Green
SKIN COLOR: Light
DISTINGUISHING MARKS: None
FORCE: Yes, untrained

SKILLS

FORCE: Unrefined, has to focus.

COMBAT: She can fight you dirty.

TECH: Vida does well stealing speeders.
GEAR

  • Snacks
  • Few crowns
  • Vibroknife
  • Comm
NETWORKING

PEOPLE: Friends?


 
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GABA

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Lyra Durand
Galactic Neophyte

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DETAILS

NAME: Lyra Durand
ALIAS: -NONE-
AGE: 15
SPECIES: Human
FACTION: Teen Force One
RANK: Galactic Neophyte
HEIGHT: 5'6"
WEIGHT: 120 lbs
HAIR COLOR: Red
EYE COLOR: Blue
DISTINGUISHING MARKS: Freckles
FORCE: Yes, untrained

SKILLS

Teen Mood Swings: You wouldn't understand.

Force: Lyra calls it her intuition, though there may be other forces at play when she interacts with others and trusts her gut.

Combat: Lyra knows how to shoot a blaster and may start trying to fight anyone who puts their hands on her.

GEAR


  • Backpack with personal belongings.
  • Any weapons or electronics may be stolen.
NETWORKING

Person: words words words


Life in recent years for Lyra had spiraled into uncertainty. An only child, Lyra was the focus of her parent's love and affection. Family life was not always easy for the Rangers and their daughter, but they made it work, settling on Corellia to give their daughter as normal life as they could provide as a cop family. Lyra thrived with her schooling and friendships even when her parents faced the dangers in their line of work. The chance that they would not come home had always existed and it when it came time that they did not come home, Lyra was not ready for the hurt, pain and sadness she would experience.

After the Corellian station execution, Lyra was sent to live with relatives, but never felt she was accepted into their family. Bullied by her cousins, she one day fought back. Easily overwhelmed and out-strengthen, she earned a trip to the emergency room and was barred from returning. Instead, Lyra was sent to live on a world far from what she knew in an orphanage on Andara where she has not adjusted to her new life. Running away is a frequent problem for the teen, but in a galaxy that has seemed to take everything from her, there is little regard for the rules of others.



Threads

Tiamat/Anat Asteria
Chief Astro-Engineer of Asteria Industries


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DETAILS

BIRTH NAME: Lyra Durand
SITH IDENTITY: Tiamat, formally The Eternal
ALIAS: Manat, Hot Trouble, Anat Asteria
AGE: 33
SPECIES: Human
FACTION: Consortium/Asteria Industries
RANK: Chief Astro-Engineer
HEIGHT: 5'6"
WEIGHT: 119 lbs
HAIR COLOR: Red
EYE COLOR: Blue
DISTINGUISHING MARKS: Freckles, whip scarring (back), Lightning scars on abdomen, Shoulder scar
FORCE: Yes, Master-level

SKILLS

Petty AF

She can be 100% intentional to get under your skin.
Combat

As Darth Raze's apprentice, Tiamat was trained to be efficient. Not wasting time on long speeches or melodrama, Tiamat enters combat with one goal: victory. Over the years, Tiamat has blended her techniques as a dancer with her unarmed as well as lightsaber training to create a startling, but yet breathtaking execution. Tiamat is not shy from battle, taking up assignments from small skirmishes to large scale invasions. However, she takes greater pleasure in preparations that can turn the tides of war. Despite her backdoor approach, the woman is still dedicated to her ability as a formidable opponent.
Dancer

Prior to her time with the Sith, Tiamat had been a classical ballet dancer with organizations of the Corellian Ballet. One of their top dancers, Tiamat's aspiration was to become principal soloist in Corellia's well recognized performances. Though she has left that life behind, she still finds time for her drills and routines which are incorporated into her katas; often blending the skills to adapt with her opponent, Tiamat creates a sensuous, albeit deadly, performance.
Engineer

What was once just seen as a talent quirk, Tiamat has expanded beyond the galaxy's basic and most complex coding seen with droids, ships and computers. The puzzle of algorithms and language led Tiamat to the re-engineering of ancient technology by the Gree Civilization. After discovering a hypergate and access codes to activate the gates, Tiamat set out to find other gate access points to reactivate and utilize for the Sith Order. Tiamat's work has led to a new level of understanding within astro- and stellar-engineering and navigation and has advanced her interests in creating and altering coding that either enhance or create havoc for others. Tiamat continues to expand her skills by blending ancient technologies with the modern as she re-engineered the Instance XIII data-plague with Newton and searching for remnants of the Nihil path engine ships. Much of her research is done under her lab: Asteria Industries. Her work has been recognized by Scientific Galactica. Tiamat's latest work had lead her to the resurrection of the Path Engine. Able to fill in the unknowns with her own knowledge of alternative travel from ancient civilizations, she was able to bring back the Path Engine in her continued effort to revolutionize hyperspace travel.
Force

Tiamat has refined her abilities in the dark side of the Force from simple manipulation and altering of her environment, to more detrimental and invasive power to corrupt the minds and bodies of her enemies. Tiamat has continued to grow in her power by incorporating the Force in nearly every aspect of her life from how she carries herself to her engineering work and the redevelopment of the hypergates and astro-travel. Some more specialized techniques where the Sith woman excels include navigating ships through space and technological manipulation; Tiamat was also taught Force of Will by Emryc, that has only been broken so far by the Entity and the Eternal. Now as she breaks from the dark creature's grasp, her mental walls are refortified to withstand mental attacks at her strength. However, the stain of the Eternal still remains with the woman.
Secret Baker

Despite her eating habits, she does very well at baking.
BELONGINGS


Common
Less Common
NETWORKING

Emryc Throne/Darth Raze: Trained her, smells good, cares greatly for him, and one of the only few who she trusts fully.
Jaikus Throne: Maybe wants to kill him on her bad days, however, he is able to serenade her with science and she forgives him for his (unreal) transgressions.
Ezra & Jayna Throne: Watched them grow up and deeply cares for them as though they were her own children. She is known as "Auntie Tia" and would do just about anything for them.
Renfry/Darth Andruil: Literal Warrior Queen and Sith Empress, feels some inferiority in her presence, holds sister-like admiration for the woman.
Arla: Frequently referred to as Renfry. Tiamat knows those eyes.
Byron Ryker: Missing 1/16th of body, went dark side, now extra crispy and dead.
Artorigas Wessex/Darth Caelestis: Fancy pants with fancy parties, but now he's dead too.
Morgan Ali/Darth Stolas: Unfriended and unalived.
Lord Draugr: Respected Warrior. But didn't call her back, so def not respected in other ways.
Crix Aran: Did not like how the Jedi used him on the Holonet; liked to pretend she wasn't a sith for his coffee dates, but turned out to be like everyone else, judging her after he learned about her Eternal connection. Possibly Mommy issues, now crispy and dead.
Newton Arden: Likes geek things too, finds trouble easily.
Deva: She's cool.
Vahliri Kahtal: A hot headed Sith Master that Tiamat respects for her finesse, but probably enemies now.
Wodan: She knows about his acolyte dare, can tolerate him. Probably an enemy now.
Altair Din: Beat up his master for giving him wildfire, turned her down to finish his training. Doesn't turn her down for an adventure and is genuine. Has feelings for him, but tries to deny attachment, especially now that she is with the ISC.
Varyn Atrix: He's chill, 10/10 will adventure with again, jk, he will probably kill her for traitoring.





THREADS

Prelude
Prelude

Life for Tiamat (Lyra) had spiraled into uncertainty during her early teens. An only child, Lyra was the focus of her parent's love and affection. Family life was not always easy for the Rangers and their daughter, but they made it work, settling on Corellia to give their daughter as normal life as they could provide as a cop family. Lyra thrived with her schooling and friendships even when her parents faced the dangers in their line of work. The chance that they would not come home had always existed and it when it came time that they did not come home, Lyra was not ready for the hurt, pain and sadness she would experience.

After the Corellian Station Execution, Lyra was sent to live with relatives, but never felt she was accepted into their family. Bullied by her cousins, she one day fought back. Easily overwhelmed and out-strengthen, she earned a trip to the emergency room and was barred from returning. Instead, Lyra was sent to live on a world far from what she knew in an orphanage on Andara where she did not adjusted to her new life. Running away was a frequent problem for the teen, but in a galaxy that has seemed to take everything from her, there was little regard for the rules of others.


Teen Angst

Empire


The Acolyte


The Marauder


Sith Lord


The Eternal


Sith Master
ISC

New Beginning



Tiamat's Armor

Refitted after facing combat situations, Tiamat's armor consists of several components to protect her from minor inflictions that get through her defenses. The fabric tunic is laced with armorweave that would protect from scratches and minor pieces of shrapnel. A duraplast plate protects the chest and upper-torso region from more serious damage from blaster bolts. The armor also has cortosis plates on the forearm and the wrist of both arms to give protection from a lightsaber blow. The left wrist specifically contains the computer spike to allow her to slice through locked doors and computers. There is also a black tight fitting head cover to contain her red hair, and a hood in addition to further cover her face.

The armor's duraplast HUD helmet contains a voice scrambler to further protect the identity of the Sith while allowing to see in low-light environments. Boots are element resistant, made from common materials and coated to protect from wet, cold, or undesirable conditions. Furthermore, the armor plates are etched with gold along with the hems and corners of her fabric tunic to make the armor personalized to Tiamat's tastes.


LEGALITY

Legal. Wearing a fully-enclosed helmet may draw attention from authorities in some systems.

INTENT

To provide a write up for Tiamat's personal armor.

RESTRICTIONS

As Tiamat's personal armor, no other known copies are in existence.



TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Head: Enclosed duraplast helmet with removable rebreather
  • Torso: Lightweight durafiber tunic with a duraplast chest plate to protect chest and upper abdomen
  • Lower arms: bracers made from cortosis plates to protect wrists and forearms
  • Neck, torso, back, arms, legs: Armorweave underlay (see "Function 1")


FUNCTIONS

Function 1: Armorweave Accessory (Default; not removable)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Vision Modes (Removable with helmet)
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes

Function 3: Voice Scrambler (Removable with helmet)
  • For the unusually paranoid, this helmet function can scramble a person's voice to unintelligible garbage, while allowing commlink conversations to continue as normal. Alternatively, it can be used to "digitize" a voice into a deep bass tone.
  • Force User Compatible?: Yes

Function 4: Computer Spike (Default; not removable)
  • Computer spikes are used to forcibly decrypt or unlock computer terminals. Most civilian systems can be cracked in one posting round, while most military or hardened systems take two or more.
  • Force User Compatible?: Yes

Tiamat's Armor

Refitted after facing combat situations, Tiamat's armor consists of several components to protect her from minor inflictions that get through her defenses. The fabric tunic is laced with armorweave that would protect from scratches and minor pieces of shrapnel. A duraplast plate protects the chest and upper-torso region from more serious damage from blaster bolts. The armor also has cortosis plates on the forearm and the wrist of both arms to give protection from a lightsaber blow. The left wrist specifically contains the computer spike to allow her to slice through locked doors and computers. There is also a black tight fitting head cover to contain her red hair, and a hood in addition to further cover her face.

The armor's duraplast HUD helmet contains a voice scrambler to further protect the identity of the Sith while allowing to see in low-light environments. Boots are element resistant, made from common materials and coated to protect from wet, cold, or undesirable conditions.


LEGALITY

Legal. Wearing a fully-enclosed helmet may draw attention from authorities in some systems.

INTENT

To provide a write up for Tiamat's personal armor.

RESTRICTIONS

As Tiamat's personal armor, no other known copies are in existence.



TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Head: Enclosed duraplast helmet with removable rebreather
  • Torso: Lightweight durafiber tunic with a duraplast chest plate to protect chest and upper abdomen
  • Lower arms: bracers made from cortosis plates to protect wrists and forearms
  • Neck, torso, back, arms, legs: Armorweave underlay (see "Function 1")


FUNCTIONS

Function 1: Armorweave Accessory (Default; not removable)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Vision Modes (Removable with helmet)
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes

Function 3: Voice Scrambler (Removable with helmet)
  • For the unusually paranoid, this helmet function can scramble a person's voice to unintelligible garbage, while allowing commlink conversations to continue as normal. Alternatively, it can be used to "digitize" a voice into a deep bass tone.
  • Force User Compatible?: Yes

Function 4: Computer Spike (Default; not removable)
  • Computer spikes are used to forcibly decrypt or unlock computer terminals. Most civilian systems can be cracked in one posting round, while most military or hardened systems take two or more.
  • Force User Compatible?: Yes

m5eLaec.png


Manat


AFFILIATION
Tiamat

MANUFACTURER
Tiamat

SIZE
29 cm hilt
1m blade length, 2m maximum

WEIGHT
1.1 kg

COMPOSITION
Titanium & Chromium, lightsaber parts
WEAPON TYPE
Dual-phase Lightsaber

DAMAGE TYPE
Melee
Training Mode

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
Reaching Distance


DESCRIPTION
Built during her acolyte training, Tiamat constructed her saber from materials selected by her teacher. Crafted in the Tatooine desert, the saber hilt is slightly heavier than average, but the weight is evenly distributed throughout the hilt making it easy for either a single or double-handed hold. The components are made from durable materials, mainly chromium and titanium which the Sith is familiar with in her work with hyperspace technology. Using dual-phase technology, the blade of the saber can remain at the average meter in length or with a toggle of one of the switches, it can extended up to two meters. The blade also offers a low-power mode for training purposes.

What distinguishes Tiamat's saber from others is the source of the weapon's blade. In defeating a Krayt Dragon, Tiamat retrieved her prize, a valuable crimson pearl. Using the same ritual to bleed kyber crystals, Tiamat completed the task of tuning the pearl's alignment to the darkside. The bled pearl rings distinctly in the Force, its pain is shared with Tiamat's own pain connects the weapon and its Master, creating a deadly duo.

LEGALITY
Legal where ever lightsabers are permitted.

INTENT
Introduction to Tiamat's lightsaber.

 
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Asteria Industries

The Future is bright under the light of the Stars.

Description

Asteria Industries (AI) was established during the Force Eternal Era by Anat Asteria (@Tiamat) as a research and developer of astro- and hyper- navigation systems. Revitalizing lost and ancient technology, Asteria Industries looks to propel the galaxy into a higher standard of transportation by revisiting the ideas and theories of early hyperspace travel. With a diverse group of researchers and developers, AI has returned the hypergate to the galaxy, allowing near-instantaneous space travel with designated coordinates.

Asteria Industries’ dedicated team currently challenges the stagnation of hyperspace navigation development by major shipwrights and their developers as it offers an alternative: Path Engines. An unique coordination system for an ever treacherous and changing galaxy, the path engine eliminates the need for constant reliability on established hyperspace lanes.

Asteria Industries is committed to the evolution of space travel and continued work to update and improve hyperspace technology.

Founder

Anat Asteria grew up with humble roots, but had big dreams. Ever fascinated with the stars and lightspeed travel, Anat has dedicated her life to uncovering and learning more about hyperspace travel and the anomalies that impact spacefaring vessels. Anat currently serves on the board of directors, and dedicates her time to research and development as the Chief Astro-Engineer of AI at their laboratory on Corellia.

Partners

Asteria Industries has partnered with some of the brightest and most talented minds to continue to bring technological advances to hyperspace travel. From companies to individuals, AI prides itself in the diversity of experts who come together to advance sentient-kind.

 
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Hypergate Activation Codes

Affiliation:
Formally Gree,
currently Tiamat

Manufacturer:
Ancient Gree Civilization

Type:
Specialized Coding
Power Supply:
N/A

Sensors:
N/A

Size:
Digital Code

Composition:
Digital Code


DESCRIPTION
The ancient Gree were masters of their technological trade, creating machines and travel that surpass tens of thousands of years of hyperspace technology. The Gree kept their technology under secrecy, never revealing its contents or ability to outsides even within their own species. Eventually that knowledge would die with the last of those who held its secrets. This technology that could set the galaxy ahead, was no longer accessible until a few decades earlier when Blackwell project researchers found a hypergate on uncharted Gree world. Seeing that it was possible to reverse engineer the technology, Blackwell set out to do so, but with codes missing, the program ended in disaster, killing all the researchers.

With their site rediscovered and the fate of the researchers uncovered, the gate, while giving hope to the existence of more throughout the galaxy, could be accessed but only through a complete code. The access codes discovered were just a piece of the puzzle. A multi-tiered algorithm is needed to override and submit coordinates for travel. The original codes are designed with ancient character patterns that make a distinct output of information that only fit in an input system that follows the design of the hypergate technology. Once entered into a gate computer portal, the traveler would be able to move from one gate to the next within seconds of stepping through the portal. Without these access codes, the traveler is at the mercy of the last entered coordinate, and with a changing galaxy, the accuracy of thousands of millennia prior could give rise to great errors.


LEGALITY
Restricted, this is unregulated technology in early re-engineering and testing stages.


INTENT
The purpose of the access codes is to add to the discovery and accessibility of hyperspace gates and utilize their potential for travel, exploration, and exploitation within the Sith Order.


RESTRICTIONS
Codes were obtained through The Great Treasure Hunt Event and currently in possession by Tiamat.


 
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Hypergates

Affiliation:
Tiamat/Sith Order

Manufacturer:
Originals: Ancient Gree Civilization
Re-engineered: Tiamat

Type:
Hyperspace Technology
Power Supply:
Natural and synthesized materials

Sensors:
Specialized gravitational stabilizers
Quanta regulators

Size:
Varies from 2m - 145m, access points may be freestanding or natural formations

Composition:
Stone, durasteel alloys, organic materials


DESCRIPTION

Overview
At the height of the Gree civilization, hyperspace travel was considered obsolete thanks to their advances in quanta and stellar engineering, giving rise of an interconnected system of hypergate access points. With an entire civilization based on near-instantaneous travel, ship travel was only necessary for moving outside their territory of systems. Like many ancient civilizations, the Gree eventually crumbled. Their rampant xenophobia and secrecy kept the Gree from sharing their technology with others and it is speculated that the knowledge on how the hypergates functioned died with the last of their crafters. Through the tens of thousands of millennia, the galaxy seemed to be content with the current hyperspace technology. It has been reliable and though not well understood, has still been sufficient while advances in faster-than-lightspeed travel has been slow to progress.

Recent Events
The Eternal’s interest in finding these hypergates sparked curiosity by those in the Sith Order but the lackluster effort left the project null. Coincidently not too long after, acolyte Lyra Durand and Blackwell Manager Newton Arden would eventually find evidence of a Hypergate after discovering a botched special project by Blackwell Industries. Located in the uncharted reaches of wild space, System Theta hosted a large hypergate; but any other remnants of the gate and its technology were eroded beyond recovery or repair following a catastrophic malfunction. It was here that Lyra Durand found access codes to activating hypergates and completing the code to make them fully functional.

A project kept under the secrecy of the Sith learner, Lyra, or more commonly known as Tiamat, the Sith learner worked years to decipher the code and algorithms in a language that could be interpreted by current technology. The technological components are comprised of a complexity of several engineering specialties including, but not limited to quanta engineering, stellar engineering, and dimensional space travel commonly seen in astro-navigation in current hyperdrive technologies. However, what differentiates Gree technology and current hyperspace technology are several synthesized materials that could be described closely related to what biological theorists believe aid the movement of Purrgil through hyperspace.

Hypergates stabilize gravitational folds between magnetic fields that naturally occur on systems and through the galaxy. This results in the creation of knots that allow travel move from point A to point B until the knot is released and the thread between portals is broken. Terra-travelling allows for the avoidance of interdiction fields and gravity wells, which can result in delays, sometimes catastrophic to spacefarers when it comes time to jump. However, further research gave evidence of controlled wormholes (high gravity points similar to readings in hypergates) in space, seen more specifically in the Dragon Void Run, where current scientists are unable to explain the mechanisms of the portal that transports ships to different systems without hyperspace technology.

Gate Access Points
In order to travel by hypergate, one must have access to a physical gate. The gates are not just resurrected anywhere and must be specifically placed where gravitational and magnetic fields are the most stable. These structures are either freestanding or built into natural forming curves and archways. Gates that have survived against time have been in areas of least favorable conditions such as on Vrogas Vas and Planet Theta but have also been found in the cave systems of Dantooine and the plains on Lothal. It is speculated more naturally formed gates can be found closer to the territory once believed to have belong to the Gree. It is likely more access points exist in the galaxy, but a larger expedition team would be needed. Currently, successful attempts to recreate a gate access point has not been accomplished and the current existing gates are the only ones available. With further research and development, it may be possible to resurrect new gate access points.

Travel
There are two types of travel: one-way and two-way. Gate access points need a specific set of coordinates to make the jump as it measures multi-dimensional space to allow the traveler to move from one system to the next or on a small scale, from one point on a world to another. These coordinates must be compatible and generally do not allow individuals to just jump anywhere on a system. Two-way travel is the safest and tends to be more stable, opening a tunnel from one gate to an exit point of another gate. The one-way jump is when one uses a gate access point to a terminal destination elsewhere. The traveler is unable to go back to the access gate once they exit through the dimensional portal.

Limitations
More risks are to be noted when travelling one way through an access gate; miscalculations or fluctuations in gravitational and magnetic fields can result in catastrophic outcomes. Errors in calculations overall can result in arriving less-than-desired or hazardous situations that could threaten one’s life. Mishaps in jumps may also result in never arriving to one’s destination and perishing between destinations, as well as the entire gate malfunctions resulting in deadly explosions. Gates needing reactivation may need to go through extensive repair and reprograming to make them functional again.


LEGALITY
Restricted, this is unregulated technology.

INTENT
This was created to offer story opportunities on the site and create technology that would hopefully create a threatening scenario by the Sith without using a classic superweapon approach.

RESTRICTIONS
There is limited knowledge on hypergates; this knowledge is confined to a small handful of individuals within the Sith Order. As story progresses, this will obviously change. The gates cannot just appear anywhere, meaning, if one where to jump, though successful, you may be far from relevant destinations at times. With that in mind, they cannot be used to gain advantages when engaged in PvP, nor should they be used to portal directly into bases, homes, offices, etc., that is a quick way that we lose nice things.


 
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Tiamat's Contact Lenses

Affiliation:
Tiamat

Manufacturer:
Tiamat

Type:
Camera
Power Supply:
Magnetic Induction

Sensors:
Visual

Size:
15mm

Composition:
Duraglass, various conductive metals


DESCRIPTION
A basic set of contact lenses that have been modified to record as the user wears them. Their charge lasts for 72 hours and are activated once they lay on the user's cornea; the feed is transmitted and recorded on Tiamat's holopad. They contain an overlay pigmentation to blend with the user's iris.


INTENT
These were created to cover up the red in Tiamat's eyes when in public and to assist her in her work.

 
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Path Engine

Affiliation:
Tiamat/Sith Order

Manufacturer:
Tiamat/Asteria Industries

Type:
Hyperdrive
Power Supply:
Starship Power-plant

Sensors:
N/A

Size:
Larger portion: .75m x ((Hexagonal).40m x .40m x .65m)
Smaller portion: .3m diameter

Composition:
Durasteel, Conductive Components


DESCRIPTION
First recognized by the galaxy during the High Republic Era as the Nihil Marauders conquest through the galaxy, the path engine is a technological phenomenon that has baffled the brightest and greatest astro-navigators. Little is known about the engine's origins, but it is known to allow hyperspace navigation without relying on conventional hyperspace routes. The Path Engine re-emerged briefly by De'Rruyet Industries, though the engine was incomplete and research was halted after misleading their shareholders about the success of the engine.

Nearly a century later, Tiamat (Anat Asteria of Asteria Industries) has made progress in creating the Path Engine. With the combination of her knowledge of ancient technologies, Tiamat has expertly built and re-engineered the Path Engine for use.

The Path Engine is attached to the ship's hyperspace engine. It is made of two components and must have both to work. Having just one or the other of these components can lead to catastrophic disasters. The Path Engine works in a form of astro-navigation and proportion system that calculates hyperspace "Paths" in real time, offering a quicker jump that does not rely on current hyperspace lanes. Path Engines may still use hyperspace lanes, but it may also move between and across. The engine has been modified with safety features to avoid cataclysmic hyperspace mishaps and collisions. These safety features will also prevent the ship from utilizing microjumps if the path is not clear of ships or other astronomical objects. The system consists of multiple components with a hexagonal frame and inserted in the center, a half-spherical metal lattice that glows blue when activated. The Path Engine connects to the hyperspace and sublight engines, and to the navigational computer. Due to its size and weight, the Path Engine is limited to capital ships.

In addition to accessing unconventional hyperspace routes, normal jumps and microjumps (hyperspace jumps made within the system) to hyperspace are 50% times faster (dividing hyperdrive class ratings by half). Ships equipped with a Path Engine may also jump from within a planet's gravity well, but much like hyperspace gates, it is from a specific point.

LEGALITY
Travel with such hyperspace technology may be restricted and possibly illegal in large government territories due to it being unregulated technology, as well as the limitations of the Path Engine being on capital ships.

INTENT
To create a hyperdrive engine that would hold leverage to be competitive against large shipwrights.

RESTRICTIONS
Research and development of the Path Engine is limited to Tiamat and to any who she shares the technology. The technology is limited to capital ships, which must go through the technology approval process.


 
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trBc1Ob.png

Overview
The holocron was constructed by Tiamat during the Force Eternal era.

First Layer
General

Second Layer
Hyperspace Tech

Third Layer/Center
The Eternal


 
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Ottilie Teresi
Nomad with Some Skills


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DETAILS

NAME: Ottilie Teresi
ALIAS: -NONE-
AGE: 16
SPECIES: Human
HEIGHT: 5'4"
WEIGHT: 116 lbs
HAIR COLOR: Ashy Brown
EYE COLOR: Grey
SKIN COLOR: Olive
DISTINGUISHING MARKS: None
FORCE: Yes, some training under Sith

SKILLS

FORCE: Ottilie has trained under the guidance of the Sith and the Empire, and knows how to use the dark side of the Force. Her skills are adequate, but without continued guidance, her skills remain unrefined and sloppy.

COMBAT: Ottilie is proficient in hand-to-hand and unarmed combat from her training at the former sith academy on Serreno. The girl has also trained in lightsaber combat and dual-wielding arms.

ROGUE: The girl has needed to steal and break into things and places in order to survive.
GEAR

  • Slicing Tools
  • Few crowns
  • 2 Vibroblades
  • Nalphone
  • Armor
NETWORKING

PEOPLE: Friends?



BIOGRAPHY & THREADS


Prelude

"I am hoping telling my story out loud will lead to someone finding it and knowing what it is I am feeling. I certainly came from nothing and absolutely believe now that is where my path will take me, it always seemed to lie with uncertainty and I don't know who I am anymore. My earliest memory is resting my head against my mother's back as she worked in the factories. I was told she was a slave, and I, I was born to eventually replace her because she was sick. I don't remember the moment she died, but I when I was pulled from the children's group, I knew what had happened. I was placed where she had stood, long hours of shifting through junk. I would grow so angry, and one day I questioned our purpose when droids could easily do this work. Despite the hushes from others, I was punished for my defiance.

When I was 10, I encountered a crueler figure than those who owned us. As everyone ran in the slaughter, I stood and watched, enjoying the pain created by the Umbaran Sith, it was as though the galaxy decided its vengeance upon them. I was to go with him he told me and it had felt right and so I did. I begun my training under him as an acolyte and studied at the Serreno Academy for other lessons to fulfill my new desire for knowledge. He was an unforgiving master, but I respected his power, his knowledge, and his experiences, because I knew he would make me stronger.

Everything seemed okay but change would come again, drastic ones as the Warmaster Din assumed control of the Empire. The friends I had made, we created a vow to stick together, but when the Warmaster banned us from being Sith, some joined him, others left with the Dark Lord, and I, well, I couldn't decide. It has now left me in this spiral of unknowns as I try to keep myself out of trouble while just trying to survive with what I know. Where it will take me, I hope it will never just be nothingness."


Nomad




 
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Ottilie's Armor

Refitted after facing combat situations, Ottilie's armor consists of several components to protect her from minor inflictions that get through her defenses. The fabric tunic is laced with armorweave that would protect from scratches and minor pieces of shrapnel. A duraplast plate protects the chest and upper-torso region from more serious damage from blaster bolts. The armor also has cortosis plates on the forearm and the wrist of both arms to give protection from a lightsaber blow. The left wrist specifically contains the computer spike to allow her to slice through locked doors and computers. There is also a black covering to pull over her nose and mouth and a hood in addition to further cover her face.



LEGALITY

Legal. Wearing a fully-enclosed helmet may draw attention from authorities in some systems.

INTENT

To provide a write up for Ottilie's personal armor.

RESTRICTIONS

As Ottilie's personal armor, no other known copies are in existence.



TYPE AND COVERAGE

Type: Light Armor

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)

  • Torso: Lightweight durafiber tunic with a duraplast chest plate to protect chest and upper abdomen
  • Lower arms: bracers made from cortosis plates to protect wrists and forearms
  • Neck, torso, back, arms, legs: Armorweave underlay (see "Function 1")


FUNCTIONS

Function 1: Armorweave Accessory (Default; not removable)
  • Most often in the form of a heavy cape, skirt, or underlay beneath armor, armor weave provides some protection against the penetrating effects of shrapnel from explosives and other unpowered high velocity impacts, with only a small amount of bleed through damage (bruising or very minor wounds). It offers no protection against kinetic impact or energy, vibroweapons, or similar "powered" weapons. Having more than one accessory (example: Cape + underweave) provides no additional effect.
  • Force User Compatible?: Yes

Function 2: Computer Spike (Default; not removable)
  • Computer spikes are used to forcibly decrypt or unlock computer terminals. Most civilian systems can be cracked in one posting round, while most military or hardened systems take two or more.
  • Force User Compatible?: Yes
 
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Tzila Vizsla
Mandalorian


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BIOGRAPHY

Born to Mandalorian parents, Tzila was a twin and lived a very competitive life with her brother. Her parents were devout followers of The Way and both her and her brother lived and breathed everything their parents taught them in following their path as Mandalorian warriors. However, unlike her brother, Tzila was more free-spirited and her laissez faire attituded often conflicted with much of The Way. The young Mandalorian did well to follow the rules but skirted on the barrier as to what she could get away with on a regular basis. When she became of age and finally earned her armor, Tzila did not hesitate to break away from the family and nearly from tradition to outline her own journey as a Mandalorian.
DETAILS

NAME: Tzila Vizsla
ALIAS: -NONE-
AGE: 21
SPECIES: Human
HEIGHT: 5'7"
WEIGHT: 130 lbs
HAIR COLOR: Blonde
EYE COLOR: Blue
SKIN COLOR: Fair
DISTINGUISHING MARKS: None
FORCE: Negative

SKILLS

FARMER: The family though nomadic had a homestead they would return to after earning enough credits to allow them to settle for a bit. This was a time for learning other valuable skills such as growing crops and forging, as well as tending to one's family.

HUNTER: Tzila's family often earned income from hunting others and large game for credits. Her skills in tracking continue to grow and evolve for an ever changing galaxy.

COMBAT: As part of her family's tradition, Tzila had been taught to fight and grapple as soon as she was able to walk. Early training started with physical training in the form of games and ingrained into every day activities. As she grew older, she learned to engage in the fight with weapons ranging from melee such as using the beskad to blaster weaponry.
GEAR

NETWORKING

PEOPLE: Friends?


 
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Tzila's Mandalorian Armor

Although heavy armor is the preference for many Mandalorians- especially front line shock troopers- many Mandalorian Bounty Hunters and other loners make use of lighter armor that allows them more mobility and flexibility for completing their tasks, while still offering reliable protection and the intimidating presence of their signature t-visors. With the increasing rarity of pure Beskar, many Mandalorians have turned to lighter armor styles that allow them more flexibility and maneuverability to make up for their decreased defensive properties of inferior armor materials. Like all Mandalorian armor, every one of these suits is unique to their wearer, and the range of customization options is huge.

LEGALITY

Mandalorian armor, though rare, is not illegal in most places. That said, wearing a full face helmet in public spaces is frowned upon, and often illegal in many core worlds, especially in or near government facilities- not to mention that many identification cards in various systems require a full face photo. This drives many strict adherents of "the way" to operate exclusively on the fringes of the galaxy.

INTENT

This provides a standard issue medium armor for Mandalorian characters.


Type and Coverage

Type: Medium

Coverage: (Coverage regions for Light armor is 1-3 regions, Medium is 4-5, Heavy is 6-7)
  • Head: A full coverage duraplast helmet with transparisteel t-visor
  • Torso: Segmented beskar-alloy plating over bantha hide undersuit covering most of torso
  • Back: Solid beskar-alloy plating over bantha hide undersuit, covering upper back
  • Upper Arms: Duraplast pauldrons and elbow protectors
  • Lower Legs: Armored Boots with duraplast shin plating and knee pads


Functions



Function 1: Scout HUD
  • Scout HUD - Contains a 4x magnifier and Compass.
  • Force User Compatible?: No
Function 2: Repulsor
  • Grapple lines are capable of supporting the weight of 1-2 people and can launch up to ranges typically up to 15 meters away. Once no longer in use, they are detached from the launcher and left behind. While hand-held grapple guns are capable of auto-winching, armor or wrist mounted devices lack this ability. Grapple lines must be manually activated and controlled by a button or switch.
  • Force User Compatible?: No
Function 3: Grapple Line
  • Grapple lines are capable of supporting the weight of 1-2 people and can launch up to ranges typically up to 15 meters away. Once no longer in use, they are detached from the launcher and left behind. While hand-held grapple guns are capable of auto-winching, armor or wrist mounted devices lack this ability. Grapple lines must be manually activated and controlled by a button or switch.
  • Force User Compatible?: No


 
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GABA

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Theia Durand
Redhead Terror II


ikkHiEw.jpg


DETAILS

NAME: Theia Durand
ALIAS: -NONE-
AGE: 15
SPECIES: Human
HEIGHT: 5'4"
WEIGHT: 108 lbs
HAIR COLOR: Red
EYE COLOR: Grey
SKIN COLOR: Light
DISTINGUISHING MARKS: Freckles
FORCE: Yes, some awareness

SKILLS

FORCE: Untrained, knows of it; often will refer to the Force when she lacks words to describe something or when she needs ideas.

DANCER: Theia attends the Naboo School of Ballet where she practices and performs classical ballet.

NERD Theia is excited to be taking university-level courses next year.
GEAR

  • Candy
  • Crowns
  • Ballet shoes
  • Books
  • EZphone
NETWORKING

PEOPLE: Friends?



BIOGRAPHY & THREADS


Prelude

Daughter of Tiamat (Anat Asteria, Lyra Durand), Theia was given everything and more by her mother. She spent her early years on Corellia at their seaside home before they moved to Naboo, where Theia begun school. She excelled academically, often becoming bored in class until she was given extra projects to complete to fill her time and interests. Theia, like her mother, found natural grace and skill with ballet and dance. Despite sharing her mother's interests and talents, once Theia reached her teens, she decided her mom was too cringe and tries to be different from her. Theia is outgoing, friendly, and caring, but also carries a flair for drama and theatrics when she is displeased.


Hahahaha...oh no, threads...




 
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GABA

Legendary Fun Killer
SWRP Writer
Joined
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Messages
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Theia Durand
Jedi Padawan


ikkHiEw.jpg


DETAILS

NAME: Theia Durand
NICK NAMES: Thee, Red, Starlight
ALIAS: -NONE-
AGE: 16
SPECIES: Human
HEIGHT: 5'6"
WEIGHT: 116 lbs
HAIR COLOR: Red
EYE COLOR: Grey
SKIN COLOR: Light
DISTINGUISHING MARKS: Freckles
FORCE: Yes, novice

SKILLS

FORCE: Under the guidance of Ezra Thorne, Theia continues to train and strengthen her innate skills with the Force. She isn't as fluid in her ability as more experienced padawans in the order but curiosity keeps her motivated to be as good as a Jedi as her master.

DANCER: Theia was one of the top dancers at the Naboo School of Ballet before leaving to train with the Jedi. However, her natural talent in movement, agility and strength has greatly aided her in skills in armed and unarmed combat. She is swift and nimble and often can keep up with the fastest beings in the galaxy.

ACADEMIC Already taking University courses, Theia inherited her mother's natural genius in physics, engineering and mathematics. Despite her love for the sciences, Theia had chosen to seek a path in the fine arts as she applies her own genius of the sciences to color theory and design.
GEAR

  • Vibroblade
  • Crowns
  • Sketch Book
  • EZphone
NETWORKING

PEOPLE: Friends?



BIOGRAPHY & THREADS


Prelude

Daughter of Tiamat (Anat Asteria, Lyra Durand), Theia was given everything and more by her mother. She spent her early years on Corellia at their seaside home before they moved to Naboo, where Theia begun school. She excelled academically, often becoming bored in class until she was given extra projects to complete to fill her time and interests. Theia, like her mother, found natural grace and skill with ballet and dance. Despite sharing her mother's interests and talents, once Theia reached her teens, she decided her mom was too cringe and tries to be different from her. Theia is outgoing, friendly, and caring, but also carries a flair for drama and theatrics when she is displeased.


Hahahaha...oh no, threads...




 
Last edited:

GABA

Legendary Fun Killer
SWRP Writer
Joined
Jun 17, 2008
Messages
12,716
Reaction score
2,490
-SOON-​
 
Last edited:

GABA

Legendary Fun Killer
SWRP Writer
Joined
Jun 17, 2008
Messages
12,716
Reaction score
2,490
-SOON-​
 
Last edited:
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