Mr. Teatime's Mad Lad Laboratory

Mr. Teatime

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TO BE FILLED

Article and characters ideas. Ignore the mess.


T̷͍̫̘̣̉ȩ̸̖͙̺͓͗̿̈̃s̵̢̛̲̞̖̝͆̚t̵͖͓̘͆̚͝į̸͇͔̜̻̓̌́͆n̵̘̟̜̣̔̿g̸̛̮̈́ ̷̯͙͉́̈̍̏͜͠g̶̲̹͓͍͂̏̾͝l̷̛͎͑̾͠i̷̧̖͂́̆̊͘ͅţ̸̲̬̿͊̄͋͋c̶̭̍́̿̓̈́h̷̠͓̩̬̣͐̓ ̸̧̝̼̞̯̃͆̑͂f̷̫̝̱͐̿͋͜ô̴̯̺n̷̨̤̿̐͘t̷̡̮͝ ̴̙͔̏̍̐ỏ̸̫͚́́͜ǹ̷̳̬ ̸̤̥̙̽͒͋̾̇s̶̱̩̝̠̱̔͆ẉ̸̩̑̌̉̕ṟ̸̏̽͑p̴̠̫̪̓͌̚̚͝ ̴̩͖̕͜ͅp̵͖͖̦̱̚ͅạ̴̳͎͐̀͠y̵̬̫̬͝ ̴͔͚̄̔̚n̶̞͉̲̍o̷̙͌͌̽͂̇ ̶̨̝͒͂̽͝m̶͍͇̀͂ḯ̸͈n̷͎̎̀̌̓d̵͍͎͙́̕
 
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Mr. Teatime

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The Witchblade
Crafted from the shards of an old and forgotten Sith sword from centuries past, [INSERT NAME HERE] was forged with a mix of traditional Sith bladecrafting, Nightsister magick, and innovative formulae tweaks by Morgan Drast. Designed to replace lightsaber as primary weapon and aid in securing his legacy in the Drast annals, even his lightsaber style is designed around how this weapon is used.


Description

SPECIFIC DESCRIPTION OF WEAPON AND ABILITIES

Intent

To create a neat sword for Morgan.
 
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Mr. Teatime

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TITLE GOES HERE

NAME
► Bio Tem-Plate
TITLE
► Standard Issue
AGE

► #
SPECIES
► Meat Popsicle
HEIGHT
► -cm/'-"-
BUILD
► 3.5e
EYE COLOR
► Rainbow
HAIR COLOR
► Black
HOMEWORLD
► Decent game
GENDER
► Social construct
FACTION
► Kekkery
RANK
► Super Saiyan 3
FORCE SENSITIVITY
► Mild allergy





H I S T O R Y


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WORDS

A T T R I B U T E S


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  • Tea-making
    x
  • Snark
    x
  • One For All
    x
  • SWRP
    x


A S S E T S


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  • Keyboard
    x
  • Dry humor
    x
  • Some stuff
    x
  • Fine China (for tea)
    x


N O T E B O O K


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  • Enemy/hates Dislikes Neutral Likes Friends Family

    Romantic interest Admires

    Some
    BODY once
    Told me that
    The world was gonna roll me
    And I ain't
    The sharpest tool
    In the shed



    x
  • ⬤ Lover
    ⬤ Close relationship, friends
    ⬤ On good terms
    ⬤ Neutral
    ⬤ On poor terms
    ⬤ Enemies and/or rivals
    x
  • Other stuff goes here man idk


T H R E A D S



  • x
  • ⬤ Completed
    ⬤ Finished w/o completion
    ⬤ Ongoing
    ⬤ Contains PvP (combat, etc.)
    ⬤ Mission, etc.
    ⬤ Stalled or abandoned
    x




QUOTE​

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QUOTE


 
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President Emryc Thorne Appreciation Committee


The President Emryc Thorne Appreciation Committee, or PETAC for short, was an organization during the Force Internal Era. It formed around the rising stardom of the half-Sephi Emryc Thorne, who through his own efforts and casual charisma created not only the Independent Systems Consortium but was voted its very first President. His unquestionably handsome face, unmatched charm, and sheer masculine prowess have attracted an endless number of fans even among people who don't entirely agree with his political policies.

Primarily composed of lonely middle-aged folks and young teens, PETAC is a rabidly supportive group that have professed their undying love and support of Emryc Thorne. Many have even signed legally binding contrasts to take action in the event of his being in danger or distress.

They also handle sale of Emryc Thorne merchandise, including but not limited to: Blue Suit Body Pillow, Emryc Thorne Sephi Ear Headband, Ryloth Rancors Emryc Thorne Action Figure with Official Audio sourced "Hmm" action, and "I ❤️ Emryc" shirts, crop tops, hoodies, boots shorts, flags, and other paraphernalia.

More than anything they believe Emryc is the epitome of Absolute Manliness and will defend his honor at any opportunity. They'll flip speeders, burn effigies, compose badly-written lewd poetry on government buildings, and anything else to prove their absolute devotion to Emryc Thorne. Many, however, are too afraid to talk to him in person. PETAC is even responsible for approximately 1% of the total holomail influx to the ISC central government as a result of many members sending daily fan mail. They meet once a week to discuss how they can best support and show their appreciation for Emryc Thorne.

Their official charter includes the statement that Emryc Thorne is, tall, dark, handsome, dashing, exquisite, strong (but tender), commanding, brave, charming, intelligent, absolutely ripped, and debonair in exactly perfect mix previously unseen in the galaxy. The most common debate at meeting is what his greatest quality is.

All members are completely vegetarian excepting only species with a protein requirement.

This organization has branches across the galaxy. Rumour even has it they have private ownership of a single corvette.


_____Intent


To expand on Emryc Thorne's most insane fanclub.





 

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Qo Jen Asha


DESCRIPTION
[OVERVIEW]
DESCRIPTION OF STYLE

[OFFENSE VS. DEFENSE]
DESCRIBE

[STRENGTH VS. AGILITY] <- Possibly edit header
DESCRIBE

[JAR'KAI]
DUAl-WIELDING METHODOLOGY

[OPENING STANCE]
INCLUDE SEVERAL STANCES OF POSSIBLE

[MENTALITY]
MINDSET

[LEARNING]
HOW HARD TO LEARN?


INTENT
The way of hidden victory
 

Mr. Teatime

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MORGAN ALI

NAME
► Morgan Ali Drast
TITLE
► Darth Stolas
AGE

► 24
SPECIES
► Firrerreon
HEIGHT
► 180cm/5'11"
BUILD
► Svelte athletic
EYE COLOR
Bright Gold
HAIR COLOR
► Black
HOMEWORLD
► Firrerre
GENDER
► Male
FACTION
► Sith Empire
RANK
► Sith Council
FORCE SENSITIVITY
► Yes



B I O G R A P H Y

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Morgan was born to his parents on the planet Firrerre during the Force Eternal era. He was trained from an early age in the ways of Force by a man he only referred to as Dyab, a demon in mortal form, and always with a tone that implies a joke. Time was spent on his homeworld as well as some isolated years on Phatrong along with a bit of wandering, though he tends toward vague details and evasiveness when asked about his past. He arrived to the Legions of Lettow barely a year before the Sith revealed themselves to the galaxy, making absolutely no name for himself whatsoever.

He blended in with the rank and file and was quickly forgotten by most other Sith, just another run of the mill Acolyte with a military response to following orders on the job and no notable ambition, taking a more or less average number of tasks and duties. Even the details of his promotion to Marauder aren't easy to come across, as if it happened in the dead of night while no one was paying attention.

The MIA status of some elements considered troublesome by higher-ups shortly beforehand is unrelated.

A R M O U R Y

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S K I L L S + T R A I T S

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Goes universally by Morgan Ali. His lineage is unknown, and his species is uncommon knowledge. Firrerreon with mixed human blood, passes for human. Smokes regularly. Speaks languages, including Basic and Firrerre.

As a Firrerreon, he possesses greater speed and strength than a baseline human, with significant stamina and the ability to recover from even grievous injury given enough time. He can also view both ultraviolet and infrared wavelengths, has sharp hearing that can detect into the upper spectrum, protective nictitating membranes that can cover his eyes, highly developed canine teeth, and five clawed fingers that are trimmed to the human norm. Skin is very subtly silver tinted.

Trained in the use of the Force, lightsabers, hand to hand, blasters, and bladed weaponry. Versatile general skillset. Specialization not widely known.

Morgan can be very patient, but sometimes his temper runs thin. He is often reckless in pursuit of his personal goals. Ruthless, merciful, or even charitable as mood and context dictate.

His memory recall is near-perfect, with all the good and bad that entails.

O T H E R

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T H R E A D S

  1. Liquor, Lust, and Luck
  2. Cloud Nine ?
  3. Magic Words
  4. A Good Day's Aftermath
  5. Roof-corner Breakfast
  6. Big Iron
  7. This Ain't a Scene
  8. Killer Queen
  9. Choose Your Pain
  10. For a Better Galaxy
  11. The Annexation of Eiattu ⚔️
  12. Sheer Heart Attack
  13. Thorne Campaign: Helping Hand
  14. Take Five ?
  15. The Real Truth ⚔️
  16. Across the Universe

Ours is the Fury
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Unbowed, Unbent, Unbroken
 
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General information

Judge, Jury, Executioner
_

.

Imperial Security Bureau


Imperial Peacekeepers · Sith Intelligence Network · Covert Operations · Blackout Fleet · Inquisitorius


_
Description
This article details the structure, assets, and training of the Imperial Security Bureau. It operates all the behind the scenes in the Sith Empire. Not everything it does is well known, or known at all, by all but the highest ranks in the Sith Order. Once a mix of disparate groups from within and without Sith space, the ISB is an amalgamation of intelligence and law enforcement organizations originating on different planets. With the formation of the Empire proper they were brought together under the Lord Magistrate's office.




Origin

Any civilized planetary government has intelligence and law enforcement groups of their own, such as the Taris Security Force. With an Empire forming and need for a unified authority to command these different organizations, the Imperial Security Bureau was created. Different branches handle aspects that must run smoothly for an Empire to thrive. Law codifying and enforcement, foreign and domestic surveillance, diplomacy, investigation, intelligence, sabotage, and assassination.

Through this unification, standardized laws of the Sith Empire may be maintained throughout their territories.


Recruitment and Composition
While the vast majority of its membership are non-FS, Sith themselves are welcome in most groups. Organizations like the Peacekeepers are public knowledge and recruit from local planetary groups as well as those who want to join up. Others, such as the Intelligence Network or Blackout Fleet, recruit proven individuals from other Sith agencies and operate in secret.

A career in any position of significance within the ISB requires security clearance and background checks by default. Over time Imperial Peacekeepers are fully absorbing local planetary law enforcement groups, offering better pay and benefits with the backing of the entire Empire. The Peacekeepers are also an alternative to those who can't or don't want to join the armed forces.


ISB Structure
The Imperial Security Bureau is an umbrella organization broken down into five separate branches: Imperial Peacekeepers, Sith Intelligence Network, Covert Operations, Blackout Fleet, and the Inquisitorius.

While all under the overarching umbrella of the ISB, each agency uses different ranking structures and specializations. Peacekeepers keeps to a military ranking while SIN prefers less specific terms starting at simple Agents. Generally speaking the command structures are separated, meaning one branch can't command another. Exceptions do exist, notably if orders from above specify otherwise.

Each branch handles different aspects of the Empire's behind the scenes activities. Daily law, criminal investigation, internal affairs, and special operations in the name of Imperial security and prosperity are all their purview.

The ISB itself has its own agents and employees that work for the Lord Magistrate more directly. They may be sent to another branch as needed.



Ranks in the ISB are as follows:
  • Affiliate
  • Asset (trainee PC rank)
  • Trial Agent
  • Agent (starting PC rank)
  • Operative
  • Hand (second PC rank)
  • Assistant Director
  • *Director
  • Lord Magistrate (Imperial Council)
  • Empress



*Each of the ISB subgroups has a single individual in command, usually with different titles.



IMPERIAL PEACEKEEPERS

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Peacekeepers operate within Imperial space, charged with maintaining morale and loyalty among members of the Imperial military and government as well as policing its citizens. They handle law enforcement, court systems, investigation, local security, anti-piracy, and so on. Branch offices exist on every civilized Sith planet, serving as the nerve center for local law enforcement agencies. Sector Officers command and coordinate operations within their designated sector.

The ISB is at its heart an intelligence organization, with the Peacekeepers fulfilling this role within Sith borders. They enact secret works including surveillance, investigation, interrogation, and making troublesome elements 'go away'. Peacekeepers not only commit to their name by maintaining order, but by ensuring no internal or external force can disrupt it. Counter-espionage groups ward off and disrupt foreign intelligence networks while internal affairs keeps watch on the Empire's own people and institutions, eyes open for treasonous or seditious activity.

Keeping an ear to the ground for the beat of the people is an important aspect of their job as well. Domestic trouble is best handled pre-emptively. Teams of slicers and analysts keep watch over electronic and holonet sources.

By far the most public-facing branch of the ISB, their officer's uniform is designed for visibility and respect. When an Imperial citizen is in danger, they should have no trouble spotting a Peacekeeper to lend them aide. When someone pictures an ISB Agent, it's usually a Peacekeeper they're thinking of.

Force-using members or Sith are most commonly used for investigation or counter-intelligence.

They report to to the Commandant, usually located at ISB Central Command on Serenno.

Ranks in the Peacekeepers are as follows:
  • Officer
  • Detective (trainee PC rank)
  • Sergeant
  • Lieutenant (starting PC rank)
  • Captain
  • Commander (second PC rank)
  • Sector Officer
  • Commandant
  • Lord Magistrate (Imperial Council)
  • Empress




SITH INTELLIGENCE NETWORK

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Sith Intelligence operates outside Imperial territory. They observe foreign systems, organizations, or individuals, gather data from the perspective of neutral or enemy governments, and infiltrate organizations for deep cover operations. While their operatives get the most internal 'fame', most of their number are ordinary jobs such as data analysists and skilled slicers. They make frequent use of third-party assets to get what they need, most of whom aren't aware they're being paid by Sith. They frequently work with the Imperial Army's ISA in preparation for invasion.

An agent can be expected to sit in neutral or enemy territory for weeks or months gathering data on the local culture, defense forces, people and organizations of note, and any other pertinent information. Operations are carried out quietly with the knowledge anyone caught will almost certainly be disavowed by the Empire.

SIN includes subgroups that specialize in analysis, infiltration, assassination, foreign surveillance, destabilization, and counter-intelligence. Negotiators, blackmailers, instigators, and propagandists frequently work with the Diplomatic Corps to alter foreign perception of the Empire in their favour and lean on politicians in positions of official cover. It also has its own internal security branch, a notably difficult to infiltrate agency that provides both physical security for SIN locations and watches for suspicious activity within the spynet.

Force-using members or Sith are most commonly used for any operation that needs an extra magic touch.

All report back to the Intelligence Director, usually located at ISB Central Command on Serenno.




ENFORCEMENT/COVERT OPS

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Covert Operations, or Enforcement, is the direct action group of the ISB. A mix of their own assets, third-party hires, and people
pulled from anywhere else in Sith government, they form specialized units to complete any task that needs boots and guns on the ground. Hunter-killer squads find and and eliminate specific targets, saboteurs engineer 'accidents', Black Hats train and arm local forces into "freedom fighters" to fight their oppressors, and other such work.

Serving as the "big stick" of the more subtle branches, when violence is called for they're the ones who answer. While military personnel are the most common pulled into covert ops, any individual they deem needed can and will be recruited, or voluntold if necessary. An eclectic mix of people, it includes specializations such as sniper, scout, and demolitionist. Bounty hunters and mercenaries are common additions, not often aware the job they're pulling serves Sith ends.

Most infamous among non-FS are the Black Hats. An elite group pulled in part from the Imperial Armed Forces, their sole job is to land on enemy planets and rouse rebel groups into taking action against their government. Black Hats will provide training and are expected to familiarize themselves with native weaponry, tactics, and culture.

Force-using members or Sith are most commonly used for more immediately violent direct action or under-cover support roles for deniable operations.

All report back to the Enforcement Director, usually located at ISB Central Command on Serenno.






BLACKOUT FLEET

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Blackout Fleet is the ISB's specialized naval branch. Composed of ordinary freighters and yachts, shipping agencies, surveillance vessels, and rapid-attack squadrons, they handle anything below the table that needs doing through the galaxy's winding space lanes.

Many of their number are ordinary ships operating mundane jobs. Smugglers, traders, and freight-haulers travel hyperlanes and do what they do normally while gathering intelligence on market trends. Where goods go, the where and why of supply and demand, and any other information one can pick up. While some are full ISB agents, many are ordinary workers paid extra to pass along intel to "anonymous buyers".

Surveillance vessels keep watch on the space lanes and potential targets. Often freighters modified with surveillance equipment, they'll travel and land in spaceports to record ship traffic in the system. More specialized craft sit still and silent far away from patrols, scanning for anything of note.

The infamous Storm Squadron was also folded into Blackout Fleet, a collection of the Empire's most skilled, decorated, and well-funded pilots. Entrance into this squadron is extremely competitive as it reports directly to Darth Stolas. Other military craft are part of Blackout Fleet as well, mostly Corvette size or smaller. Rapid attack groups designed to strike a target and get out as quickly as possible are most common. If a space station or orbiting installation needs to not be there anymore, Blackout is the branch to call.

Force-using members or Sith are welcome in the fleet or Storm Squadron.

Blackout Marshal is the highest rank in the fleet, usually located at ISB Command.

Common Blackout ships by classification:


INQUISITORIUS


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The Inquisitorius is perhaps the most feared and mysterious branch. Few know it even exists, but when they appear it's usually an ill omen for someone or some thing. Most common to have Sith operatives, known as Inquisitors, they are frequently inserted into other groups and often have authority to give orders outside their immediate command structure.

Potential Inquisitors are put through a rigorous selection process to test their skill aptitudes with mundane and Force-related tasks, psychological profile, and command of the Dark Side. No unreliable Sith is accepted.

Each Inquisitor is a Sith given a new concealing uniform, codename, title, and even lightsaber to avoid any form of identification between the Inquisitor and their usual self. If needed, training is undergone for proficiency in stealthy usage of the Force. Inquisitors may be taught how to alter everything down to how they speak, walk, and fight while in uniform.

More than any other branch, this one keeps order within the Sith Order itself. Individual Sith who threaten the stability of the Empire are watched and, if deemed necessary, eliminated. Pointless cruelty or destructive outbursts at detriment to the Empire are liable to draw their most displeased attention. If they or another branch catches wind of Jedi involvement in an operation, especially within Sith territory, Inquisitors are tasked with hunting them down.

Most Inquisitors specializing in using the Force to assist the other ISB branches. Veritates, or Truth Seekers, conduct interrogations, mind-reading, blackmail, and espionage. Sicarii, or Black Hands, focus on assassination, sabotage, bombings, and other direct action. Venatores, or Hunters, act as Sith Order internal affairs, making sure no one is causing the Empire as a whole any trouble and "gently discouraging" those who do.

All report to the Grand Inquisitor, a position held by the Lord Magistrate themselves.



 
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MALLEUS HEAVY GUNSHIP

AFFILIATION
Sith Empire

MANUFACTURER
Drommund Kalakar Shipyards

CLASS
Anaxes War College System
Heavy Gunship/Sub-corvette

ROLE
Patrol
Anti-starfighter/bomber
Rapid assault transport

COMPOSITION
Duranium, Impervium and Transparisteel

DIMENSIONS
75m length

CREW
1 captain, 2 bridge crew, 6 turret gunners, 9 support staff

PASSENGER CAPACITY
40

CARGO CAPACITY
400 tons

HANGAR CAPACITY
N/A

CONSUMABLES
3 standard months

SPEED/MANEUVERABILITY
The Malleus Heavy Gunship has a top speed of 75 MGLT with decent maneuvering characteristics.

ARMAMENT
  • 6x quad medium laser cannon turrets. Two port, two starboard, one dorsal, one ventral aft.
  • 6x quad missile tubes, one per turret, 4 projectiles, 24 total
  • 4x missile racks, 8 projectiles, 32 total

EQUIPMENT

DESCRIPTION
A heavy assault gunship design concept pioneered by the Drommund Kalakar engineering teams, the Malleus-class is yet another break from traditional ship concepts by the new Sith Empire. Armed with six quad laser cannons spread across its hull, this large gunship contains the firepower of a fighter squadron all on its own. In addition, the bridge has control of its four missile launchers, capable of carrying a variety of ordnance. These missile racks can be reloaded from storage during flight, but not while actively in use.

Each gimble-mounted turret is armored in durasteel and reinforced glasteel and contains a control seat for the gunner within. When a turret is at rest it connects to the vessel facing outward to allow gunners to get into position. Once active, a turret's full articulation grants it a massive arc of fire that overlaps with other turrets'. The port and starboard pilon's positioning and turret mobility allow all six guns to fire forward at a large target if needed. Each has its own warhead launcher and local ammunition, giving the gunner full control over how to handle targets. In the event of a catastrophic emergency, turrets may detach and launch free from the ship itself as escape pods.

Furthering the unusual design, the bridge is recessed on the ventral side, forcing enemy craft targeting the bridge to enter the line of numerous turrets in the process. Heavy deflector shields, impervium armor plating, and a slim forward profile give it staying power for its primary battlefield duties; either flying straight toward the enemy with all guns blazing or guarding large craft against strike wings.

Its powerful dual ion engines have been upscaled from single models similar to those used in the Impetus and Aquilae, giving it impressive thrust and agility for its weight class. Frequently used as the head of strike wings to guard fighters, bombers, or boarding craft, a Malleus excels in its role.

While it has the armament to brawl with ships of similar size, it generally relies on other craft to ward off proper capital ships. If forced into a corner under significant threat, its reinforced bow allows it to ram the bridge or other structural weak points of enemy capital ships as a last resort. The Malleus class carries aboard basic facilities for crew and passengers and can shuttle a full platoon. Its bow docking port can be used with breaching tools to board enemy craft through their docking ports.

Perhaps the most feared appearance of the Malleus, according to ground troops at least, is as an assault transport. With five turrets and all four warhead launchers capable of firing on ground targets, this heavy gunship can quickly clear a landing zone for extraction or platoon delivery. It uses a lowering cargo elevator for rapid loading or unloading of crew, soldiers, or supplies.

Most commonly seen patrolling around vital systems or along hyperspace lanes accompanied by two wing-pairs of Aquilae, the Malleus-class has proven to be an excellent deterrent to pirates and other groups that rely on smaller craft to strike at the Empire.
LEGALITY
Restricted. As a heavy assault gunship, they are subject to extra licensing requirements and increased scrutiny by authorities. Additionally, they're specific to the Sith Empire and draw attention for that alone.

INTENT
To add a dedicated gunship to the Sith faction ships with a neat design.

RESTRICTIONS
These assault starfighters are exclusive to the Sith Empire faction. Malleus cannot be modified with after-market modifications to weapons, shields, engines, or hyperdrive.


 
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AUBERON CORPORATE

ENTERPRISES




Auberon Corporate Enterprises is a multinational technology conglomerate holding company based on Epicant, with additional offices on Corellia, Byblos. Formed originally by part of the Drast family's Auberon branch, it was quietly passed down to Morgan Ali after the death of his father, Coburn Auberon-Drast. Using their status as Free Worlds citizens, it was created as a front company for the purpose of legally owning and operating assets outside unattached to the Drast name. Morgan himself owns majority shares in ACE stock. In neutral space it operates out of the Corporate Sector planet of D'ian and Cloud City on Bespin.

History​

What became ACE was a mix of Auberon family business assets and what was once just another of D'ian's administrative companies, absorbed and restructured for new purposes. It was originally a holding company for Drast interests, using their skill and acument to gain wealth through galactic stock markets. Revenue was used to invest in other businesses, from manufacturers to service providers, to the degree that ACE functionally runs most media within and around the Pacanth Reach.

Wielding further profits from holonet services, video and mobile games, web portals, payment systems, datapad models, music and video streaming, social networks, and other software, ACE invests into other businesses to gain influential interest. When Firrerre was glassed, ACE quietly invested in some Firrerreon businesses trying to set up shop on other planets or purchased at auction assets and intellectual properties of others.

With stocks crashing, war, and sanctions against the Sith Empire, it was determined additional measures needed to be taken to secure any properties outside the Sith Empire. Some stocks that plummeted in value were snatched up, including controlling interests in NovaPlex. It absorbed an administrative company on D'ian through hostile takeover and uses that branch to influence and coordinate with the Corporate Sector.

The seeds of its current form were planted by Morgan and @Emryc Thorne years prior on Cloud City, leverage used to pull the Exex and Baron Administrator into ACE's pocket. Teams of experienced stock analysists and cutthroat negotiators that previously worked on behalf of other companies now for the growth and benefit of their new employer. Stratus Industrial, a Bespin subsidiary, legally owns the Cloud City station and handles all aspects of its tibanna business. As a result his original efforts with Morgan, Emryc Thorne has received 50% shares in this subsidiary and a private, anonymous suite courtesy of NovaPlex.

It possesses business license in both FWA and NR space and those facilities comply with required law.

Structure​

ACE's current CEO is a data analysis droid while the CFO is Baron Administrator Antoine Hierogrant of Bespin. It employs a wide variety of people, from simple desk workers to cybersecurity experts.

It's primary outside business consists of data analysists, negotiators, representatives, stockbrokers, and administrators. Other workers handle the day to day work of coordinating with subsidiaries and growing real estate. Holonet operations are of particular importance, keeping track of market trends and stock changes for the slightest opening, potential leverage, or promising up and coming companies.

Programming and design teams work on new games or other mediaservices to sell virtually across the galaxy, while engineers design new datapads, personal computers, and smart comms.

Currency from Drast and Sith holdings can be laundered cleanly through the system to end up in ACE's hands.

They also run different tax-free charity groups. One of which is for the refugees and survivors of Firrerre, both remaining in the Pacanth Reach and those abroad in the ISC.

Products​


ACE is most known for producing Holonet services. However, it also operates by buying out and absorbing other companies to turn them into subsidiaries or shell corporations under its umbrella.

While nothing stops ACE from producing its own products, it mainly focuses on holding controlling interests in other company's securities and virtual goods. In its own name the company runs real social media and technologies. Real estate, venture capitalism, investment, and other industries are generally run through acquired subsidiaries. Since it's partly headquartered in the Corporate Sector, much of what it owns and operates in neutral space is beyond Free Worlds or New Republic law.

It does possess legal license to operate and own assets within Free World and New Republic territory, leaving those properties under that jurisdiction. With the acquisition of Cloud City itself, ACE makes a hefty profit off of the tibanna gas sold from Bespin.

ACE Interactive is its entertainment media division. As a subsidiary it controls Rampage Games, the producer behind popular MOBA game Alliance of Champions.

Intent​

To create a holding company that allows Morgan and the Sith to purchase and run property or businesses outside of Sith Space.

 
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AZHI DAHAKA

NAME
► Azhi Dahaka
TITLE
► N/A
AGE

► 17ish
SPECIES
► Barabel?
HEIGHT
► 1.7m?
BUILD
► Lizard idk
EYE COLOR
► Green
HAIR COLOR
► Black
HOMEWORLD
► Barabel Planet
GENDER
► Male
FACTION
► Sith Eternal
RANK
► Acolyte
FORCE SENSITIVITY
► Yes



B I O G R A P H Y

8774822344fd2e698ca3d08dc9f51302.jpg


WORDSWORDSWORDS

A R M O U R Y

84159a6fcf0c1dcd627ba90b8aed79b6.jpg

  • GEAR
S K I L L S + T R A I T S

dan-iorgulescu-dan-iorgulescu-dos2-keyart-faces-lizard-01-small.jpg

WORDS WORDS WORDS

O T H E R

9ba0cc641d7b2005fca5ba8976004418.jpg


  • Misc
T H R E A D S



All things Change
f0410e659906a998d19fb9d9d7c37a26.jpg

Evolve or Die
 
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SOLEIL ALTAN

NAME
► Soleil Altan
TITLE
► N/A
AGE

► 9
SPECIES
► Near-human
HEIGHT
► 128cm/4'2"
BUILD
► An actual child
EYE COLOR
Ocean Blue
HAIR COLOR
► Ink black
HOMEWORLD
► ?
GENDER
► Male
FACTION
► Sith Eternal
RANK
► Acolyte
FORCE SENSITIVITY
► Yes



B I O G R A P H Y

607bf1b01e05ecf8385ba45f1c1fe535.jpg


Soleil Altan was a Force-sensitive near-human who trained as a Sith Acolyte during the Force Eternal era. Quietly discovered and picked up as a prospect by the Sith Order, Sol was found to possess talent but little prior training. What made the young boy different was others was his apparent willingness to go along at such a young age.

A R M O U R Y

1e7c89f2958275c96bb4d94a6c683d34.jpg

  • GEAR
  • A KNIFE
  • Art supplies
  • Oversized hoodie
  • Backpack w/ stuff
S K I L L S + T R A I T S

d5062275d599647e1fb4950422742741.jpg

While Sol is somewhat expressive and frequently gestures he isn't known to speak.

Has only very basic training with the Force and no real combat training. Highly sensitive to Force impressions.

His specific species isn't known and no one cared enough to check.


O T H E R

2fe1baae21be011de71f7d92d74cab07.jpg


  • Datapad/Comm
T H R E A D S



I wake up to the colors in the sky
a4c223eb15fcaa89e24c82985f50b5ad.jpg

The day is new, the sun is bright
 
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GABRIEL

NAME
► Gabriel Drake
TITLE
► N/A
AGE

► 16
SPECIES
► Near-human
HEIGHT
► 165cm/5'5"
BUILD
► Slim athletic
EYE COLOR
► Bright blue
HAIR COLOR
► Auburn
HOMEWORLD
► Recopia
GENDER
► Male
FACTION
► Jedi Order
RANK
► Padawan
FORCE SENSITIVITY
► Yes



B I O G R A P H Y

ce46159a080dc4fe832f28fda60e0fd3.jpg


Gabriel was a Padawan during the Force Eternal era. Kidnapped by the order of Seyugi Dervishes at a very young age, he was indoctrinated and subjected to extremely harsh training with the goal of turning him into a Force-wielding assassin. At 15 years old he was sent on his first assassination, a trial of death to ascertain his ability. Success would mean being fully inducted into the Seyugi.

An especially mocking Jedi got in his way. The Knight took pity on the young Gabriel and offered him the choice to escape the life he'd been forced to lead, previously convinced he no longer had that choice on his own. Gabriel accepted.

Now he lives as a Jedi Padawan, trying very hard to be better than he was made to be.

A R M O U R Y

5440453192186a61fd3541fea00ddfd0.jpg

S K I L L S + T R A I T S

1e131dfd9c14e5c325aceb32560036a8.jpg


Aside the obvious scars on his face that Gabriel makes no attempt to hide, he rarely removes his other clothes around others. Quicker with a sharp comment than a genuine compliment, his face mostly shows smaller expressions.

Skilled with the Force, although he shies from calling on it overmuch since joining the Jedi. Trained in mixed combat methods. Better with knives or his bare hand than traditional lightsaber forms. As a result, much of his saber style is supplemented by knife fighting techniques.

Still struggles with the Dark Side's call. Works every day to be worthy of his rescue. In some ways, a bad person trying very, very hard to be good.


O T H E R

eea41545758dae4249a2b1948fe278d3.jpg


  • Datapad/Comm
T H R E A D S



Dark things feed on our transgressions. Corruption, obsession, deceit, rage.
E1W6eZNVkAYGpIu

I must face these demons
 
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Vishwakarma

NAME
► Dalair Zahid Solus
TITLE
► N/A
AGE

► 23
SPECIES
► Firrerreo
HEIGHT
► 188cm/6'2"
BUILD
► Wiry Athletic
EYE COLOR
► Amber-Gold
HAIR COLOR
► Black
HOMEWORLD
► Concordia
GENDER
► Male
FACTION
► Clan Solus
RANK
► Armorer
FORCE SENSITIVITY
► Formerly/No
THEME
Iron
FACE CLAIM
Here
VOICE CLAIM
► TBA



B I O G R A P H Y

e449405ae34774aa510d88d324d6acc9.jpg


Dalair Zahid Solus was a Mandalorian Armorer born during the Force Eternal era. A Foundling discovered outside Mandalorian space during an expedition by a traditional Solus family, he was taken in and taught from an early age what it meant to be Mando'ade.

Although near-human, his kind was known to be fierce fighters and persistent hunters. It was thus unexpected when he made the choice to train as an armorer instead of a warrior, taking quickly to the beat of hammer on metal and the heat of a forge. Clan Solus has a long history of craftsmanship and their armorers are expected to be able to handle many varied tasks on their own. Because of Dalair's adopted nature, there was even more pressure on him to take to the role 'properly', and he worked hard to prove himself.

Armorers don't just work with armour and weapons, but also with technology, leather, and cloth. They remember old stories and myths, telling tales and singing songs as old as the Mando'ade. They are the learned people who support those who march to war, and Dalair sank himself into these things to repay the found family he was always grateful for.

Flying his family's old Kzellis freighter, the Sky Forge, he traveled across Mandalorian space to ply his trade to any of their nomadic people in need of his services before returning again to the ancestral forge on Concordia. At times he worked for Mandalmotors, but for the most part he kept up his traveling career.

Until a new Mandalore was chosen under pressure from a Sith and several Solus joined the crusade. Now he has decisions to make.



A R M O U R Y

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S K I L L S + T R A I T S

0275e4b9c42f0e327a5ebb91c53aced1.jpg

Dalair's appearance beneath the helmet is uncommonly known as he rarely takes it off. He usually wears classic armorer's gear when working or traditional Mandalorian clothing when in a casual setting, only donning his full Beskar'gam when it's time to march for war. While the armorer's attire has been passed down through his adopted family for generations, much of the Beskar'gam he forged himself as a right of passage.

Not afraid to show his anger, but doesn't hold grudges. Once got into a scrap with another Mandalorian and fixed up their armour afterward.

Aside from his mixed skills as a Solus armorer, he's also known for tattooing on request. His greatest passion is creation and innovation, using his skills to make something new and interesting. A decent enough pilot, capable with first aid.

Trained in combat as any other Mandalorian. Armorers are expected to defend their home and forge from invaders.

Speaks Basic, Concordian Mando'a, Firrerreo, and Huttesse.

An adherent of the trickster god Hod Ha'Ran for their purview of cleverness, wisdom, change, ingenuity, and fortune. Fond of jokes.

Fairly amiable aside from a surprisingly sharp tongue, he abruptly becomes taciturn and blunt when he's working. His family calls it Eoa a karyatr, or 'becoming a hammer.'

Friends may call him 'Dal'.


O T H E R

Mandoarmorerequipment.webp


T H R E A D S



brian-matyas-img-5693-b.png

When I hammer that steel, it sings
When I hammer you, will you sing too?
 
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Dalair's Battle Beskar'gam

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 personal medium armor for Dalair Solus.


Type and Coverage

Type: Medium Armor

Coverage:

  • Head: Bes'kar helmet, front, and back of the head, down to the neck.
  • Torso: Duraplast armored chest and abdomen.
  • Back: Duraplast armored upper and lower back.
  • Lower Arms: Bes'kar hands, wrists, forearms.
  • Lower Legs: Duraplast armored Feet, shins, calves, and knees.




Functions



Function 1: Jetboots

  • Miniaturized jetpack technology, jetboots (also called "rocket boots") are essentially boots to which small jetpack thrusters have been attached. The wearer must activate/deactivate the thrusters modes via wrist-mounted controls. Like an average jetpack, jetboots permit a maximum speed of 35kph and can maintain this speed for two minutes of continuous flight (flight mode). In combat (mode), they can be used in short bursts to propel the wearer up to seven (7) meters. Jet boots are much smaller, lighter, and less vulnerable to attack and damage than jetpacks, but are also very difficult to utilize effectively, and wearers can be easily thrown off course.
  • Force User Compatible?: No
Function 2: Right Wrist Repulsor
  • Originally designed to counter combat with force sensitives, this tool is able to project a strong repulsor field replicating a Force push. It projects up 10 meters and its limited power cell only allows for 3 uses before it needed changing. The repulsor has significant recoil and the wielder must carefully brace themselves before use- both to ensure accuracy and to prevent the user from being knocked over themselves or having their arm torn from its socket.
  • Force User Compatible?: No
Function 3: Left Wrist Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide, and have a maximum range of 3 meters. The weapon must be manually activated via a button or switch and must be disassembled to be reloaded.
  • Force User Compatible?: No
Function 4: Vision Modes
  • This Allows a Helmet HUD to cycle to low-light OR thermal vision modes.
  • Force User Compatible?: Yes
Function 5: Right Wrist Rocket
  • Wrist rockets have a flight range of 100 meters and have a blast radius of 3 meters. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, and do equivalent damage to a frag grenade. The must be manually fired by button or trigger.
  • Force User Compatible?: No

 
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PICTURE HERE​
DETAILS HERE


Intent

This is intended to be a classic and well-known romance holofilm based off a short story.

Art credit: TBA

 

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DURAN DURAN

CORE NAME
► Zhaan Duran
FULL NAME
► Zhaand'ura'narud
TITLE
► N/A
AGE

► 23
SPECIES
► Chiss
HEIGHT
► 180cm/'5"11
BUILD
► Slim athletic
EYE COLOR
► Crimson
HAIR COLOR
► Jet-Black
HOMEWORLD
► Copero
GENDER
► Male
FACTION
► Crimson Dawn
RANK
► Scoundrel/Bounty Hunter
FORCE SENSITIVITY
► Formerly/No
THEME
Slipper Sleaze
VOICE CLAIM
► Johnny Depp?


Fortune favors the infamous.
And I want it all.



B I O G R A P H Y


b885f67e8c72f3c1b7b3f58ce185724b.jpg

One: Duran Duran was a Chiss member of Crimson Dawn during the Force Eternal era. Formerly one of the few male Chiss 'Skywalker' navigators, he ended up part of a pirate crew. Circumstances eventually brought him to the wider galaxy far from wild space. With new territory came new opportunities to ply his trade for the Syndicates.





A R M O U R Y


a4c15315f40d1d864fb2b0659aad7a77.jpg

S K I L L S + T R A I T S


d11d31ef728bcc9769dc877b561b6d80.jpg


Despite no longer able to access his second or third sight, Duran still has a sharp intuition and mundane talent in handling hyperspace travel and starships in general. He speaks Cheunh, Minnisiat, and Basic fluently and is actively learning more Huttese.

A mix of Chiss military and outlaw learning have given him a versatile skillset and a problem-solving attitude. He wasn't technically military himself, but he learned a lot from those around him and his Caregiver.

Zhaan's a crack shot with a pistol, the smaller weaponry often his only real defense against attack. Inspired by tales of quick-draw artists rising to fame. Learned quite a lot of hand-to-hand and continues to practice, favoring the Forbelean Defense.

Practiced at mundane sleight of hand and 'magic tricks'.

Smuggling, trafficking, racketeering, bounty hunting, there's little he wouldn't do for pay.



O T H E R


3ec90b8e6fa08c0e9cde5ae830004f41.jpg


T H R E A D S



"Take my love, take my land,
take me where I cannot stand."

caitlin-clark-jack.jpg

"I don't care, I'm still free,
You can't take the sky from me."
 
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justifier-main_a0650300.jpeg

JUSTIFIER PATROL CRAFT

AFFILIATION
Open Market

MANUFACTURER
Razalon/Koensayr

CLASS
Gunship

ROLE
Patrol
Prisoner Transport

COMPOSITION
Durasteel and Transparisteel

DIMENSIONS
34m in length

CREW
1-2

PASSENGER CAPACITY
4 passengers
2 brig cells

CARGO CAPACITY
50 tons

HANGAR CAPACITY
N/A

CONSUMABLES
3 months

SPEED/MANEUVERABILITY
The Justifier has a top speed of 80/90 MGLT with decent/average maneuvering characteristics.

ARMAMENT
  • x2 Medium Laser Cannons
  • x2 Medium Ion Cannons
  • 2x concussion missile launcher, 6x projectile in magazine, 12x combined total.

EQUIPMENT

DESCRIPTION
The Justifier-class patrol craft was a ship with an unusual history first seen during the Imperial era. An attempt by relatively small speeder manufacturer Razalon to contribute to the starship market backed by Koensayr, the Justifier presents many design elements typical of their bikes. Made to resemble a predator from the front, this patrol craft was marketed mainly toward bounty hunters and law enforcement agencies across the galaxy.

Its primary thruster is located on a hinged rearward tail that faces downward when at rust, allowing for rapid takeoff and landing. The bridge is large, with open sightlines and thick, reinforced transparisteel windows. Dual seats for pilot and copilot can swap controls as needed, although only a single pilot is needed to fly. For weaponry, it's armed with both laser and ion cannons as well as dual concussion missile launchers.

Proprietory Razalon maneuvering jets grant it a swift turn and mobility in flight at the cost of raw potential speed. It comes in-built with a system to transfer more power to direct thrust, increasing speed and reducing maneuverability.

Long-range sensors help in its intended role as a patrol or hunter craft, while a redundant hyperdrive and reinforced armor sections ensure a measure of survivability. Capable of chasing down and disabling ships in a similar weight class, the Justifier was once the prized ship of those who could find one.

Unfortunately for Razalon, their manufacturing capabilities were limited, and most large buyers stuck with their tried-and-true companies rather than a breakout model. Still, even into the modern era, they're considered a reliable vessel for those who use them. Some infamous and successful bounty hunters of legend swore by the design in the past.

Seen most often in the hands of bounty hunters or outer rim law enforcement, refurbished Justifiers are a rare find out on the galactic space lanes.

LEGALITY
Restricted. Though considered a transport under most jurisdictions, the Justifier's armament earns it more careful scrutiny in civilized systems.

INTENT
To introduce a neat Canon ship to the forum.

RESTRICTIONS
The Justifier can't safely accept any thrust de-limiter modification. Attempting to use one will inevitably result in catastrophic, and explosive, engine failure.

 
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Experimental OP template






Planet, Time


Lucas ipsum dolor sit amet binks antilles windu dantooine skywalker antilles yavin skywalker mandalore calamari. Windu kashyyyk lobot chewbacca. Wookiee jabba calrissian leia luuke jade vader kenobi sebulba. Organa ahsoka yoda droid r2-d2. Coruscant antilles tusken raider endor mon antilles obi-wan. Jar ackbar fett hutt amidala mara. Grievous grievous skywalker binks windu dagobah jinn jar skywalker. Palpatine moff bothan padmé yoda calrissian ponda. Antilles hutt skywalker baba greedo fett kenobi organa.

R2-d2 watto ponda darth moff yoda ben. Wicket moff darth moff. Hutt lars antilles jar. Lobot yoda antilles wedge. Skywalker kit luke padmé antilles. Jar ewok palpatine dagobah darth aayla ackbar yoda. Obi-wan hutt thrawn skywalker tatooine moff. Greedo lando solo luke. Chewbacca wicket fisto skywalker antilles. Solo mustafar watto obi-wan tatooine. Mace jawa lars cade qui-gonn skywalker owen. Darth solo mon qui-gonn organa windu. Moff hutt zabrak dagobah maul chewbacca. Ewok moff darth ackbar lars binks.

Jawa k-3po droid moff kenobi calamari yoda aayla. Moff organa wookiee padmé. Dooku darth skywalker darth. Ponda owen jar antilles dantooine obi-wan jar vader. Dantooine solo amidala skywalker sith lando. Solo darth kessel moff wampa endor organa. Amidala vader antilles skywalker jango moff solo moff. K-3po jade droid solo jar. Kit hutt yoda jabba. Maul qui-gonn coruscant jar skywalker mara. Yavin yavin biggs coruscant grievous fett. K-3po darth anakin chewbacca binks skywalker kit darth darth. Hutt jabba wedge yavin calrissian jabba.


 
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HK-74

NAME
► HK-74
TITLE
► Assassin Droid
AGE

► Heckin' old bro
SPECIES
► Machine
HEIGHT
► 180cm/'5"11
BUILD
► Composite, Durasteel plating
EYE COLOR
► Yellow
HAIR COLOR
► N/A
HOMEWORLD
► TBD
GENDER
► Masculine
FACTION
► Independent
RANK
► Auxiliary
FORCE SENSITIVITY
► N/A





H I S T O R Y


c913e42e856876584ddd479c50f6056e.jpg

WORDS

A R M O U R Y

hk47_wip_by_uncannyknack_d9vcagf-fullview.jpg


  • THINGS
S K I L L S + T R A I T S

64271bed7a65b5dfe2a96e625eb35e69.jpg



SKILLSn.

O T H E R


c49f3a6e263f73a62e419ea2664d7ece.jpg


  • Tea
T H R E A D S



QUOTE​

hkart.webp

QUOTE​
 
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En8QUtyWEAUi4Nc

HK-87 Assassin Droid

Affiliation:
Is your device made by, or used by, a faction?

Manufacturer:
Czerka Corporation

Class:
Assassin/Bodyguard droid

Locomotion:
Wheeled, tracked, legged, or repulsors?
Power Supply:
What kind of power source does your device have?

Sensors:
Does it have or need Sensors?

Size:
How big is it?

Composition:
What kind materials is your device made out of?

Tools and Equipment:
  • Stuff
  • More Stuff

DESCRIPTION
Describe your device in good detail here. What is its function? What can it do? What can't it do? Who makes it? Put in as much as you can. You can only use features you've written down, so include everything you intend to use.

LEGALITY
Is this a device that merits being restricted or illegal in some places? If so, describe where, how, and why. If this doesn't seem applicable, you can omit this section.

INTENT
What did you create this? What is its purpose? Is it for personal use? Are you making it for the sake of making it? Do you intend to sell or market it? What makes this different from other similar tech? This will influence any ruling made on your technology, so please explain at length what your intentions are!

RESTRICTIONS
If any, explain what the relevant restrictions are. This could be anything from being restricted to faction use (like capital ships), NPC/PvE use only for certain overpowered weapons, limited to use during approved plots, only available via event rewards, or whatever else seems appropriate. If none, omit this section.

 
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