sakie's sanctuary

Sakie

do ur best <3
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_N A M E
SAKIE

_F A C T I O N
AUSTRALIAN

_S P E C I E S
HUMAN

_A G E
19

_G E N D E R
TRANS FEMININE

_H E I G H T
TOL


B I O G R A P H Y
I used to have a dumb shitpost-y thing here, but after my hiatus I figured why not take it a little more seriously.

In late 2016, a certain barely-teenaged kid signed up to this little website called SWRP. That user would come to be known by a variety of names, but primarily went by Eden, Sidon, and finally, Sakie. I think it's fair to say the person I am now is nothing like the one who joined: I was passive, stuck in a toxic situation, depressed, and incredibly confused about who I was—not least as far as gender is concerned.

Considered I'm writing this in November of 2021, it turns out I've had an account on this site for almost five years now, which, also considering I'm 19, is to say I grew up here. I've always had an unsurprisingly shitty relationship with abusive parents, and RPing on here was one way that I used to cope, to escape behind their backs, against their will. Putting aside my generally suffocating existence, there were two main downsides to this situation as far as SWRP goes: 1. I couldn't be as consistently active as I always wanted to be, despite spending lots of time and effort on characters and worldbuilding, and 2. I couldn't conceivably use Discord without my parents finding out. So this was quite a setback for my involvement in the community early on.

Fast forward a chaotic several years in which my involvement on the site was limited and I have moved out into my own place, can finally do all the shit I missed out on. I am really gutted I missed out on seriously RPing with some of my favourite people from that era due to my situation: Dark child, Herrith, Mad Dog, Deviant, Lazy Swordsman, Undine, Kayenta Moenkopi, KinkyPrawn, and others. But I choose to look ahead to all of those I can share stories (and friendships) with in the future.

I think it's gonna be an adventure~ <3
x
P E R S O N A L I T Y
SO FUCKING ANNOYING. hehehehe :>

Let's jam. *Cowboy Bebop Theme Plays*
x
A B I L I T I E S
Watching anime, reading Berserk and Nietzsche, writing dumb stories and experimental poems. Feeling emotions about Evangelion and Meiko Kawakami books. Listening to breakcore (e.g. sewerslvt, maedasalt), super-pretty folk (e.g. Adrianne Lenker), fifth-wave emo (e.g. Lights Strung Like Stars) and other weird underground noise (e.g. Black Dresses).

Nightwalking and place-hacking forever.
xx
A S S E T S

    • hehehehe nope, but
    • i have myself and i am all i need to find beautiful things
x
C H A R A C T E R S
Dreika + Petals... Coming soon.
 
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Sakie

do ur best <3
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________________________________________________________________

c l a n

K O r s s A

___________________________________________________​


t a b l e o f c o n t e n t s

History
Origin
Arrival on Ryloth



Culture
Introduction
People
Traditions
Languages



______________________________________



h i s t o r y
______________________________________


Aliit Ori'shyaTal'din.
F a m i l y B e f o r e B l o o d

Originally rising seven Standard Years before the First Battle of Shogun, Clan Korssa was at the speartip of the movement that began to morph the Mandalorians into a true, galaxy-spanning culture, those many thousands of years ago. It's name can be traced back to the clan's first, and only, Alor: a Twi'lek raised on Mandalore—the First Foundling—known only as Korssa, who fought for his place as a Mandalorian against any who dared challenge him. Under his guidance, his clan of former slaves, smugglers and scoundrels with hearts of Mandalorians earned a very small position on the Mandalorian council. His grand vision was reinforced: to give anyone, no matter the species, the chance to earn their Iron Skin through valour, bravery, and sacrifice for the good of Mandalore. Of this dream, Clan Korssa was borne. His people would grow infamous for their acceptance and adoption of non-Mandalorians as family, defiantly challenging the humanocentrism of Mandalorian culture at that time. Nonetheless, in irreverence they took up the ageless clan maxim, "Aliit Ori'shya Tal'din." (Note that this is a few years before the First Battle of Shogun, and thus most other Mandalorian clans were not yet ready to accept the idea of allowing any species to become Mandalorian.) However, all times of great prosperity must fade, and thus did that of Clan Korssa, with the death of their First Alor. Their namesake died an honourable death, falling during the First Battle of Shogun, not alive to see how his dream for the future of Mandalore would blossom into fruition.

Such was the symbolism at the time, that white armour was considered to be a picture of Manda, a reminder of the hope for those who have passed on. So, in memory of the warrior who had given them all hope, Clan Korssa donned pure-white Beskar'gam: a great plea that their fallen leader would reach Manda, regardless of his non-Mandalorian bloodline. (To this day, Manda-white Beskar is reserved only for the most revered members of the clan.)

Sometime after this, legend tells of a pair of contenders for the role of Alor in Clan Korssa that were so closely matched a decision could not be made by the elders, bringing about the clan's unique Ada'valore (or "Dual Alor") system, that still remains, as it has for many generations.

_____


Yaim, Mar'e.
H o m e , a t L a s t

The Korssa Clan's homecoming on Ryloth was certainly not as welcoming as they all hoped. Damaged thrusters from the previous combat forced the pilots of the third cruiser to crash land putting at risk not only all of those in the cruiser, but those Twi'leks going about their lives on the planet below.

The cabin shuddered as it ripped through Ryloth's atmosphere, plummeting to it's barren surface. he landing wasn't as rough as the pilots expected, and no one aboard the ship was harmed (aside from the occasional bruise). As the cruiser slowed to a stop, however, a violent crunching sound, like the shattering of bones, erupted from below the ship's hull. In fear of having killed a Twi'lek, the ship's occupants poured out, hurrying to the area from which the sound had erupted.

The good news was, it wasn't a Twi'lek. It was a mess of green splinters, dragged the full hundred metres it had taken for the ship to come to a halt. Green blood bubbled upon the broken spines. Whatever it was, the creature was well and truly dead. If they all had not been so transfixed on the corpse, they might have seen the other Lylek scuttling towards them from behind. The massacre that ensued was beyond words, and the already-dwindling numbers of the clan dropped down to less than fifty in the bloodshed. Nonetheless, one young woman stood against the Lylek, and alone evaded it's tentacles, plunging her dagger between the scales on his forehead. Her name was Hadane Korssa, and she was a Zabrak: and she quickly became looked up to in the clan's time of desperate need. Of all planets in the galaxy, Ryloth could be argued to be among the most volatile, with it's whirling heat storms and vicious flora and fauna. They had not time to mourn their lost. Rushedly, they gathered everything of need, leaving behind their fallen brothers and sisters in hope they could, somehow, live on. In hope they could make it to some place more habitable before the next heat storm cooked them in their suits. Hadane led the people, desperately searching for signs of somewhere safe, trekking in the direction of the equatorial forests on the horizon. After what felt like many days of traipsing through the woods, Hadane thought she caught a glimpse of something shining up ahead.

It was the first ship. The first ship made it to Ryloth safely, landing much closer to the designated location, deep in the heart of the forest. They had finally reached a habitable strip of land that would become known as the Sol'yc Yaim, or, in Basic, the First Sanctuary. The embrace was immense, families reunited once more, some clinging to each other in joyous relief, and others grieving for the many who had been lost. Their First Ada'valore. The First Battle of the Dar'manda. The Second Ship. The First Lylek Massacre... And yet, the Clan lived on.

Better yet, as many among the clan had desperately hoped, the first ship was still online, and it's photovoltaic cells were functional. In other words, the ship could keep it's shields and electricity running indefinitely. The survivors adapted to their new environment, the crashed ship becoming the beating heart of the Korssa Clan. As the decades rolled by, the cruiser became entangled with vines and covered in shrub, yet remained the village hall, the home of the Ada'valore, and the meeting place of the Cabure. And as the tribe went from Ada'valore to Ada'valore, the galaxy forgot the Korssa Clan: it's self-inflicted isolation keeping them from the traditionalist clans pursuing war with them. In that time, their allegiance with the Twi'leki natives grew immensely, and in return, the natives kept their location the most hidden of secrets, to be kept until the Ada'valore and Cabure so decided that they were ready to reveal their survival to the galaxy at large.

Alas, that day never came. While those of the Korssa clan clung tight to their Mandalorian heritage, their hope of returning to Mandalore was forgotten, as generation after generation passed in their isolation on Ryloth.

Many years later, as the suppression of the First Order begins to fade, their hope of return is rekindled.




c u l t u r e

______________________________________


Slana'ke.
I n t r o d u c t i o n

Clan Korssa is a remarkable cultural anomaly. While the Clan clings intently to their Mandalorian roots with fervent passion, their time on Ryloth developed them into a fully-fledged splinter society. The culture and traditions of the people of Clan Korssa may resemble the ways of their Mandalorian forefathers on the one hand, whilst being vastly different on the another.

_____


Aliite.
P e o p l e

The people of Clan Korssa are pointedly unique individuals. Often going starkly against the stereotypes laid out by their birth-species, those who are born members of the clan (or are initiated into it) are highly likely to challenge the assumptions of those of the outside galaxy. Their personalities are generally impacted by the high risk circumstances presented by their environment on Ryloth—some have very serious personalities, while others are more fun-loving, and choose to live life to the fullest while it lasts. Ultimately, this aforementioned environmental hostility leads to the one trait that is valued above all else by members of the Korssa Clan: loyalty to their clan, their family. It is this mutual respect, and mutual devotion, between clan members, regardless of birth-species, that has allowed the people to thrive in as hostile an environment as the Forests of Ryloth. Despite their many differences, a fiery, passionate devotion to their family binds them all together, as one.

_____


Aay'ane.
T r a d i t i o n s

Among the many traditions, festivals and sacred days recognized by the Korssa Clan, the Aay'an be Dar'uetii (lit. Rite of the Initiating) is the most well-known, and perhaps the most important. It is, of course, this set of physical, mental, and emotional challenges that may graft an outsider into the clan.

_____


Johase.
L a n g u a g e s

Due to the Korssa Clan's intense isolation from the outside galaxy over the past several hundred years, it's people have evolved a very unique dialect of Mando'a. Known as Ryl Mando'a, this dialect is no longer comprehensible to the average, Mando'a-speaking Mandalorian—it is far more disconnected from mainstream Mandalorian than other dialects, such as Concordian. (For a few more details about Ryl Mando'a, feel free to read the last paragraph of the Language section.)

All members of Clan Korssa are either fluent in Ryl Mando'a, or in the progress of becoming so following initiation. It is the primary language spoken by members of the Korssa Clan, and, unless specified otherwise, they are almost certainly speaking in Ryl Mando'a when conversing with fellow clan members. It is not, however, the only language Korssa Clan members speak. In fact, most are trilingual. While members of the clan require some knowledge of Basic, to interact with those of the outside galaxy, most clan members are also fluent in Twi'leki—a symbol of respect for those whose planet they have come to inhabit. This knowledge is key for all diplomatic (and other) relations between the native Twi'leki people and the clan, and one cannot become a high-ranking member of the clan without also being competent in conversing with the Twi'leki tongue.

There are a variety of key differences between Ryl Mando'a and Mando'a. One key difference is that many words have evolved further uses that were not inherent in mainstream Mando'a. For example, the term Aay'han, which originally meant a beautiful moment of both fond remembrance and celebration, paved the way for the term Aay'an, meaning "Rite" or "Tradition." Similar examles of this sort of linguistic evolution are found all throughout Ryl Mando'a.

_____​



___________________________________________________​
 
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Sakie

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_______________________________________________________________


r o s t e r
______________________________________


Ada'valore.
T h e D u a l A l o r s

Hirani Korssa | Someonelse Korssa



Cabure.
T h e C o u n c i l o f G u a r d I a n s

 
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Sakie

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Hirani Korssa

Biographical Information
Homeworld
Age
Faction
Rank
Clan
Clan Rank
Occupation
Force Sensitive
Level
Theme

Ryloth
19
Mandalorian
Marauder
Clan Korssa
Ada'valor
Bounty Hunter
No
1
The Chain

Physical Description
Species
Gender
Height
Weight
Hair Color
Eye Color
Complexion

Twi'lek
Female
5"5

55 kg
N/A
Vibrant Amber
Lethan

Primary Attributes
Thing one
Thing two

three
Four


  Biography

  Hirani Korssa spent her entire life striving to exceed expectations. Raised in the First Sanctuary of Ryloth, she looked up to her father, Glie Korssa; a Mandalorian foundling. The man was a respected one among her kin: a bounty hunter with no meagre reputation in the Outer Rim—and one of the two Ada'valore of Clan Korssa. She trained daily since she was eleven in hope she could follow in her father's footsteps, intending on taking his place as Ada'valor upon his resignation from the role. In between her training, she would socialise with her Mandalorian brothers and sisters.
  Only weeks after she turned nineteen, her father was abruptly murdered on Imperial Hutta, when he was caught off guard by one of his bounties, Vernon Hall. Since she was not yet old enough to become an Ada'valor, she pursued bounty hunting like her father, quickly gaining a fierce reputation among those who know her name. What she lacks in height and strength, she more than makes up for in dexterity, stamina and intellect: perhaps far more fearsome a foe than one than relies solely on brawn.



 
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Sakie

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Species Vashtyri
Designation Sentient
Classification Near-Human
Diet Primarily Carnivorous
Lifespan 70 Galactic Standard Years
Height (Females) ~1.1 to 1.6 metres
Height (Males) ~1.8 to 2.1 metres
World(s) Eden


the Vashtyri


The Vashtyri are a sentient, primarily-carnivorous, Near-Human species native to Eden. Due to the deadly nature of their homeworld, they survive in incredible numbers of small tribes, and can resist much of what the planet's highly-hostile environment throws at them. While a ferocious race they are, they are also deeply moral, with underlying codes of honour and respect found throughout all of their tribes. Due to their natural Force-sensitivity, near-all of their clans have developed a somewhat spiritual, mythological understanding of the Force.


Biology

The Vashtyri are near-identical to baseline Humans in a few ways. They share similar respiratory systems, the same number of digits on their hands and feet, and the growth of a wealth of hair from their heads. Another similarity is that males are taller than females, though it is considerably more severe among Vashtyri: female Vashtyri average 1.3 metres in height, and males average 2 metres. As such, males are more suited to fighting Par Rrhoda, while females are better at hiding from, and hunting, the planet's many winged beasts.

Outside of water, Wreans habitually cover over their gills. Although outwardly seen as enabling them to blend in and become indistinguishable from Humans, there is a practical purpose to this as well. Beneath the cover, Wreans apply a gelatinous adhesive to keep their gills from drying out; without it, Wreans exhibit diminished stamina and endurance. Although they can adapt to most environments, Wreans also struggle with very bright environments or particularly arid places (such as Tatooine, respectively for both). With long exposure to extremely hot environments that lacked humidity, Wreans were susceptible to their skin painfully cracking and rapid dehydration, which could become lethal in time.

As one would expect, Wreans are exceptional swimmers that can fare well in fresh or salt water environments. Although fully capable of breathing air, the experience was initially quite painful for them. Wreans that sought to leave their homeworld and venture into the galaxy had to spend weeks adapting their bodies to breathe dry air, lest their bodies go into shock and potential asphyxiation.



Breeding

In contrast to most amphibians, Wrean young are born live, in a similar way to mammals. Like most species that do not propagate asexually, reproduction requires both a male and a female. As a Near-Human species, Wrean are technically capable of sexual reproduction with Humans and most other Near-Human species, although their relative isolation makes such unions very rare. Wreans become sexually, physically and psychologically mature after two decades. Although technically possible, Wrean young often cannot breathe air easily, to the point that suddenly being forced to could result in a traumatic seizure, shock or potential asphyxiation.


Strengths

Wreans have a natural athletic build, a wiry physical strength and dense skin that imparts unto them an inborn resilience toward cold temperatures and high-pressure environments. Due to their evolution at ocean floors, Wreans have very acute hearing, extending into infrasound, and have eyesight making them capable of seeing extremely well with very scarce light. As an amphibious aquatic species, Wreans also possessed compact lungs, enabling them to extract oxygen through gaseous or liquid mediums. As a ocean-dwelling species, Wreans can breathe in both salt and fresh water, are superb swimmers with extractable “webbings” between the digits of their fingers and toes.


Weaknesses

Due to their adaptation to humid and aquatic environment, Wreans have a natural intolerance toward extended periods within hot and dry environments. Prolonged exposure even induces detrimental physical decay, causing their skin to painfully crack and at its worst, can cause them to rapidly dehydrate. Extremely bright lights or piercing sounds also affect Wreans more intensely than most other Near-Humans, if caught by surprise.


Diet

Wreans are omnivorous, although their dietary consumption leans more heavily toward carnivorous. Wreans mainly eat cephalopods, cetaceas, bivalve molluscs, crustaceans and aquatic craniates, although they also supplement their diet with many species of seagrass, kelp and reeds.


Behavior & Temperament

Curious and inquisitive, Wreans are naturally inclined toward exploration and the unknown. Although each of the tribes that make up Wrean society are distinct from one another, they are as a whole a spiritual people, not unlike the Mirialans, and to many in the galaxy, this results in the Wrean appearing as backwardly superstitious.


Communication

Although Basic and Bocce are known languages among them, Wreans still maintain their own indigenous language, known as Γλώσσα. Although a constructed verbal language, Γλώσσα is only able to be fully understood underwater, as it combined phonetics with patterned infrasonic emissions. This causes Wreans to have very distinct voices that carried a “flanged” effect (think Turians from Mass Effect). This communication is possible due to the Wreans having two sets of vocal cords, four in total, one which produced sound at conventionally audible levels, and the other which chiefly acted to emit the infrasonic emissions.

Although audible to other species, who simply hear the Wrean speaking at what seems like two tones at once (with their second vocal cords sounding slightly deeper and more monotoned), it was only truly perceptible by any species that could hear infrasound. These infrasonic emissions were very weak, however, and did not carry through the air effectively enough for Wreans to properly hear them unless situated very, very closely together. As such, Wreans best communicated to each other in Γλώσσα when water, not air, was the medium around them.


Culture

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Neither patriarchal nor matriarchal in nature, the Wrean people instead governed themselves quasi-theocratically. The most prominent leaders among the Wreans were called the “Fatemarked”_(Γλώσσα, “Δεξιοτέχνης”.; lit. meaning “Fated One(s)”.). The Fatemarked originally were not so much a collective body as they were shamans, mystics, and seers local to individual tribes. Above all else, the Fatemarked were entrusted with peering into the future so as to lead their tribes in order to elude catastrophic ends as they competed with the fierce predatory creatures of Wrea’s deep.

Although all of the highest leaders among the Wrean tribes were usually Fatemarked, not all Fatemarked were leaders. Some were seen as unfit for duty, had no desire to lead, or simply lacked the gift of foresight. Consequently, the prominence of the Fatemarked in Wrean society did not mean there was an exclusion of the “Willmarked”_(Γλώσσα, “Ελεύθεροςψυχή”.; lit. meaning “Freed Soul”.) attaining a highly respectable position, or even one of leadership, alongside a Fatemarked. Wreans tribes were ruled in a dualistic fashion; a chieftain and a shaman, and both were expected to make arrangements to ensure that balance was maintained. For instance, in the event of an absence, a Willmarked was expected to train and make qualified a Fatemarked, and vice versa. The division between the Fatemarked and the Willmarked was not only reflected socially, but also culturally and, by extension, spiritually.

The Fatemarked were called such due to the prevailing belief that when they perished, their souls were claimed by the High Goddess of the Wreans, Wrea (or “Θάλασσαμητέρα”, meaning “Mother of Seas”) to the realm of the gods, where they became the ancestor-spirits that watched over their family’s tribes, granting them protection. The Willmarked were called such due to the belief that they were capable to weaving their own fates, according to the strength of their wills, and upon their deaths, would be reborn according to the merit of who they were, in the “Great Cycle”_(Γλώσσα, “Κοσμικός Πρότυπο”.; lit. meaning “Cosmic Pattern”.). The Fatemarked were considered an existence outside the Great Cycle; a Willmarked would never be reborn as a Fatemarked, and a Fatemarked has never, nor could ever, be reborn into the Great Cycle.

Following the ”Age of Unity”_(Γλώσσα, “Ενοποίηση”.; lit. meaning “Consolidation”.) and the joining of the seven hundred tribes, Wrean society restructured into the “Tethysian Republic”_(Γλώσσα, “Δημοκρατία της Τηθύς”.; lit. meaning “Republic of Tethys”.), which was both commonly and incorrectly called the “Wrean Republic” by outsiders. While still maintaining many of the pre-Unification practices, such as shamanism and the dualistic governing system, the establishments of the “Megalopoleis”_(Γλώσσα, “Μεγάλεςπόλεις”.; lit. meaning “Great Cities”.) gradually changed the Wreans from being a nomadic people to concentrating themselves in large cities. Although several hundred spanned Wrea, the most influential were the industrial capital of Αἰγαίων (or “Aegaeon”), academic city of Γαλήνη (or “Galene”), the holy city of Λευκοθέα (or “Leucothea”) and the government’s capital of Wrea, Θάλασσα (or “Thalassa”).



History

Unlike many other species, early Wrean civilization was not marked by frequent internal wars, invasions or other forms of political strife. Indeed, for much of their history, Wreans were not even unified at all, instead living as nomads at the bottoms of the oceans in family groups, breaking off only when their numbers became too many. This pattern of life persisted until the 9,129 BBY, when Wrea was discovered and subjected to the Δρένταν Εισβολή (or “Draedan Invasion”). With the Draedans of the time seeking to expand and establish their own hegemony, a campaign began to subjugate and enslave the native Wreans. The shamans of the Wreans were largely able to foresee that a significant event was approaching, but not its nature, and thus most Wrean tribes simply went into hiding. Active conflict between the Wreans and the Draedans did not actually occur until almost a year and a half later, in 9,128 BBY.

For the following two years, the Draeden Invasion drove most of the Wreans into open conflict, with the Draedan-occupied waters becoming the grounds of intense guerrilla warfare. Because of the scale of the conflict at the height of the fighting, the Draedan Invasion would later become known as the Ψρεα-Σεσιδ Πάλη (or “Wrea-Sesid War”), and ultimately drew the attention of a Republic exploratory expedition. Although the Republic did not intervene, the Wrea-Sesid War managed to achieve attention on the galactic scene. Through that, Wrea was ultimately received vital aid from the Jedi Order by means of the Kingdom of Mon Cala, who had themselves fended off Draedan conquerors decades earlier. Although distrustful of the new outsiders, the Wreans ultimately accepted the aid of the Kingdom of Mon Cala, which greated turned the tide of the war in their favor, beginning with what would later be called the Battle of Leucothea, which saw the Wreans reclaim their sacred waters, which would later become the site of the holy city. By the turn of 9,125 BBY, the Wrean-Mon Cala alliance had effectively pushed the Draedan to the point where they were forced into negotiations, which concluded with the signing of the Treaty of Thalassa, the site of the last battle, where the Draedan were forced to pay reparations and barred from entry into the Gaulus Sector (although tensions between the Wreans and Draedan would persist down to the current day).

During the Wrean-Sesid War (9,129 BBY―9,125 BBY), the Wreans began their mass-unification efforts, establishing fortified strongholds which would eventually become their greatest cities, including Aegaeon, Galene, Leucothea, Eurybia and Thalassa. After the war’s end and the political alliance that emerged between the Wreans and the Kingdom of Mon Cala, Wrean development exponentially accelerated. In the following decades, many Wreans migrated to Mon Cala, returning to Wrea to aid in their people’s modernization. In the generations to come, Wreans began to return to their ancestral passions of exploration and went about traveling to various corners of the galaxy, braving unknown sectors of the Outer Rim territories. Although eventually offered membership into the Republic, the Wreans ultimately refused, preferring their own independence and chosen alliances. Many Wreans, particularly the Fatemarked, also found a level of fascination with the many Force Orders of the galaxy. Because of the role they played in intervening through the Wrea-Sesid War, the Jedi Order became a special source of interest among the Wrean Fatemarked, although few would opt to join.

As the galaxy eventually became more polarized and war-ravaged, most Wreans chose to either remain on their homeworld or to keep far from the sectors of space where battles were constantly breaking out, making them a rare sight in the galaxy. Although recognizing the Exiles (and later, the Sith) as being distinct from the Jedi Knights, the majority of Wreans had little interaction with them, and in turn lacked an understanding of what made the Sith and the Jedi wholly different. Because of this, most modern Wreans have returned to the their quasi-isolationist nature, choosing to remain separate from the galaxy until the century-long war comes to its end. In the five centuries since the conclusion of the Hundred-Year-Darkness, Wreans have once again begun to venture out and into the galaxy.


Intent

Expanding a barebone Canon species, which is being detailed for a character I’m actively creating… plus, who doesn’t love a good Atlantean?
 
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Sakie

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Write-up back up because I've worked pretty damn hard on this and don't want to accidentally delete it like I almost just did



HwTcBf9.jpg

________________________________________________________________

c l a n

K O r s s A

___________________________________________________​


t a b l e o f c o n t e n t s

History
Origin
Fleeing Mandalore
Arrival on Ryloth



Culture
Introduction
People
Traditions
Language



______________________________________



h i s t o r y
______________________________________


Aliit Ori'shyaTal'din.
F a m i l y B e f o r e B l o o d

Originally rising seven Standard Years before the First Battle of Shogun, Clan Korssa was at the speartip of the movement that began to morph the Mandalorians into a true, galaxy-spanning culture. It's name can be traced back to the clan's first, and only, Alor: a Twi'lek raised on Mandalore (one of the first of his kind) by the name of Khy'n Korssa, who fought for his place as a Mandalorian against any who dared challenge him. Under his guidance, a clan of non-humans with hearts of Mandalorians earned a very small position on the Mandalorian council. In this, his grand vision was reinforced: to give anyone, no matter the species, the chance to earn their Iron Skin through acts of true valour, bravery, and great sacrifice for the good of others. Of this dream, Clan Korssa was borne.

Especially given it's non-human founder, Clan Korssa grew infamous (and widely despised by some) for it's acceptance and adoption of non-Mandalorians as family, taking up the clan maxim, "Aliit Ori'shya Tal'din." (Note that this is a few years before the First Battle of Shogun, and thus the other Mandalorian clans were not quite yet ready to accept the idea of allowing any species to become Mandalorian.) Nonetheless, their infamy grew profitable, inspiring aliens of all kinds to make pilgimage from as far as the opposite side of the galaxy, in hope of becoming true Mandalorians despite their birth-species. Within the clan, Khy'n was respected highly, and considered to be one of the great leaders Mandalore had seen, with no small measure of kindness to balance out his ferocity. This reputation spread like wildfire, and the clan's size grew one-hundredfold within this prosperous era. However, all times of great prosperity must fade, and thus did that of Clan Korssa, with the death of their Alor. Khy'n died an honourable death, falling during the First Battle of Shogun, not living long enough to see how his great hope for the future of Mandalore would soon blossom into fruition.

Upon his death, the Korssa family turned to mourning, and their reluctance to select a new Alor meant they quickly lost their seat on the council. Such was the symbolism at the time, that white armour was considered to be a picture of Manda, and a reminder of the hope for those who have passed on. So, within very little time at all, every member of Clan Korssa donned pure-white Beskar'gam, in memory of the warrior who had given them all hope. It was this iconic armour colour they would continue to use hundreds of years into the future. But, after years of sorrow, solemnity, and fond remembrance, the clan began it's long-awaited search for a new leader.

_____


Ret'urcye Mhi bah Cuun Uvete.
G o o d b y e t o o u r w o r l d s

Within a year, the search was narrowed down to two warriors. One, Fess Korssa, a female Trandoshan, and Khy'n's adopted child—and the other, a male human Mandalorian known as Ranze Korssa. The Clan's elders agreed on a vibroblade duel beginning at dawn to decide who would be Alor. The duel was fierce, and while both parties bled, neither would concede defeat. The sun set, and the two were still deadlocked. So, in a twist of fate, the elders agreed upon twin leadership, dubbing them Ada'valore: a tradition that would continue on for the rest of the clan's existence. What they did not know, however, is that the two Ada'valore had secrets that would change the future of the clan forever.

They were both Force-sensitives, a hated people among near-all Mandalorians. Fess discovered and announced this in her seventh year of leadership like the true Mandalorian she was, fully expecting her title to be ripped from her and perhaps even for her to be killed for this disgrace. Yet, as she had gained such an honourable reputation as a grand Ada'valor, considered by many to be on par with Khy'n himself, most of Clan Korssa was willing to turn a blind-eye, in hope they could rely more on their other Ada'valor. To their dismay, they soon discovered they could not, as Ranze Korssa soon revealed he had that same affinity for the Force soon after his fellow leader. This meant that the clan's elders, and the clan as a whole, had to made a decision. Would they stick to their traditional values, slaughter their leaders, and search for new ones? Or would they progress, and be willing to accept Force-sensitives as their own? Given the clan was already the most progressive on Mandalore, many chose the latter. And for some, it would mean their death.

When the council heard the news of the Korssa Clan's acceptance of Force-sensitives, each Alor reacted differently. Though they all had one thing in common: they wanted Clan Korssa gone. They were not Mandalorians, not anymore. Not if they disgraced their Ancestors like this. So, within a day, the decision was made. Clan Korssa was dar'manda.

Ranze Korssa had insisted upon altering the schedule, and attending the council that day in Fess's place. For that, he would be stunned, and prepared for execution. Similtaneously, some of the more traditionalist clans declared war on Clan Korssa for their betrayal. Fess had accounted for this possibility. She gathered the thirteen greatest warriors, intellectuals, and tacticians of Clan Korssa that she knew she could trust, for the first ever Council of the Cabure. Each of these select few, becoming known as Cabure (lit. Guardians), were given a number of people to protect until Fess could secure their escape from the Mandalore Sector. Her late father had told her of Ryloth—the distant homeland of his species, the Twi'leks, whom her fathered had organized a shaky alliance with. It would be there that they would escape to, or so she thought.

To save her clan, the Ada'valor, with the help of a rag-tag crew of clan membets and hired guns—and her newly realized Force abilites—commandeered three Imperial cruisers. The ships would be capable, she hoped, of ferrying the young men, women and children of the clan across the stars. She sent out a signal, to let every Cabur know the location and time of their extraction from the Mandalorian Sector. But they were not the only ones who received it. When the cruisers landed in their concealed location on Concord Dawn, twelve Cabure were already waiting. But transport ships of the traditionalist Mandalorian clans were on the horizon. They didn't have enough time to all board the ships before the hostile ships' arrival, so the elders and warriors of Clan Korssa stood out in defense against their fellow Mandalorians. Thus, the First Battle of the Dar'manda began.

Clan Korssa would hold off the hostile clans' attacks long enough to allow most of the clan to board the ships, but they suffered heavy losses. To add to that, after Fess detailed her plans to the ship's astronavigators, she ordered the clan to leave without her, insisting she return to Mandalore to rescue Ranze, her fellow Ada'valor, and her closest friend.

Like Fess, Ranze disappeared the very day before his execution, never to be heard of again.

The astronavigators followed their orders, once again leaving the clan without a leader. Instead, they had the Council of the Cabure, who would guide them to their safety on Ryloth. But in the chaos of the conflict, after the first ship had warped out towards Ryloth, the second cruiser's hyperdrive was compromised. As they charged up to escape into hyperspace, detonation of a bomb in the hyperdrive system mere seconds before the jump caused a severe malfunction, thrusting them into hyperspace on a wild trajectory across the stars. They were never seen from again.

The third ship was battered from behind as it lifted off, and after it's shields fell, the thrusters were mauled by blasterfire. Outside the craft, the elders of the Korssa clan lay down their lives, for the escape of the third and final transport. Only when they saw the ship wink into hyperspace did they let go of their lives, and die, among their kin.

For those who survived, it was a heartbreaking goodbye to the home and the people they loved.

They did not know the terrors ahead.

_____


Yaim, Mar'e.
H o m e , a t L a s t

The Korssa Clan's homecoming on Ryloth was certainly not as welcoming as they all hoped. Damaged thrusters from the previous combat forced the pilots of the third cruiser to crash land putting at risk not only all of those in the cruiser, but those Twi'leks going about their lives on the planet below.

The cabin shuddered as it ripped through Ryloth's atmosphere, plummeting to the desert world's hot surface. Impressively, the landing wasn't as rough as the pilots expected, and no one aboard the ship was harmed (aside from the occasional cut or bruise). As the cruiser slowed to a stop, however, a violent crunching sound, like the shattering of bones, erupted from below the ship's hull. In fear of having killed a Twi'lek, the ship's occupants poured out, hurrying to the area from which the sound had erupted.

The good news was, it wasn't a Twi'lek. It was a mess of green splinters, dragged the full hundred metres it had taken for the ship to slow down. Green blood bubbled upon the broken spines. Whatever it was, the creature was well and truly dead. If they had not been so transfixed on the creature's corpse, they might have seen the other Lylek scuttling towards them from behind. The massacre that ensued was beyond words, and the already-dwindling numbers of the clan dropped down to less than fifty in the bloodshed. Nonetheless, one young woman stood against the Lylek, and alone evaded it's tentacles, plunging her dagger between the scales on his forehead. Her name was Hadane Korssa, and she was a Zabrak: and she quickly became looked up to in the clan's time of desperate need. Of all planets in the galaxy, Ryloth could be argued to be among the most volatile, with it's whirling heat storms and vicious monsters. Thus, they had not time to mourn their lost. Rushedly, they gathered everything of need, leaving behind their fallen brothers and sister in hope they could, somehow, live on. In hope they could make it to some place more habitable before the next heat storm cooked them in their suits. Hadane led the people, desperately searching for signs of somewhere safe, trekking in the direction of the equatorial forests on the horizon. After what felt like many days of traipsing through the woods, Hadane thought she caught a glimpse of something shining up ahead.

It was the first ship. The first ship made it to Ryloth safely, crashing down much closer to the designated location, deep in the heart of the forest. They had finally reached a habitable strip of land that would become known as the Sol'yc Yaim, or, in Basic, the First Sanctuary. The embrace was immense, families reunited once more, some clinging to each other in joyous relief, and others grieving for those who had been lost. Their First Ada'valore. The First Battle of the Dar'manda. The Second Ship. The First Lylek Massacre... And yet, the Clan prevailed.

Better yet, as Hadane had desperately hoped, the first ship was still online, and, as photovoltaic cells had been fitted on the ship in advance (and as Ryloth is a very sunlit world), it could keep it's shields and electricity running indefinitely. The survivors adapted to their new environment, the crashed ship becoming the beating heart of the Korssa Clan. As the decades rolled by, the cruiser became entangled with vines and covered in shrub, yet remained the village hall, the home of the Ada'valore, and the meeting place of the Cabure. And as the tribe went from Ada'valore to Ada'valore, the galaxy forgot the Korssa Clan: it's self-inflicted isolation keeping them from the traditionalist clans pursuing war with them. In that time, their allegiance with the Twi'leki natives grew immensely, and in return, the natives kept their location the most hidden of secrets, to be kept until the Ada'valore and Cabure so decided that they were ready to reveal their survival to the galaxy at large.

That day has not yet come. Until that day, only the Cabure and the Ada'valore are permitted to leave Ryloth, smuggled out by their Twi'lek allies with incredible caution. Operating under undisclosed identities, those few Korssas that have yet seen the outside galaxy are a very tight-knit group. And, with the mind-breaker invasion fast approaching, the Clan finally seems ready to open up to the outside galaxy, and fight relentlessly against this formidable threat.




c u l t u r e

______________________________________


n t r o d u c t i o n

Clan Korssa is a remarkable cultural anomaly. While the Clan clings intently to their Mandalorian roots, their time on Ryloth developed them into a fully-fledged splinter society. The culture and traditions of the people of Clan Korssa may resemble the ways of their Mandalorian forefathers on the one hand, whilst being vastly different on the another.



P e o p l e

The people of Clan Korssa are remarkably unique individuals. Often going starkly against the stereotypes laid out by their birth-species, those who are born members of the clan (or are initiated into it) are highly likely to challenge the assumptions of those around them. Their personalities are generally impacted by the high risk circumstances presented by their environment on Ryloth—some have very serious personalities, while others are more fun-loving, and choose to live life to the fullest. Ultimately, this aforementioned environmental hostility leads to the one trait that is valued above all else by members of the Korssa Clan: loyalty to their clan, their family. It is this mutual respect, and mutual devotion, between clan members (regardless of birth-species) that has allowed the people to thrive in as hostile an environment as the Forests of Ryloth. Despite their many differences, a fiery, passionate devotion to their family binds them all together, as one.


T r a d i t i o n s

Among the many traditions, festivals and sacred days recognized by the Korssa Clan, the Aay'an be Dar'uetii (The Rite of Initiation; lit. Rite of the Initiating) is the most well-known, and perhaps the most important. It is, of course, this set of challenges that


L a n g u a g e

Due to the Korssa Clan's intense isolation from the outside galaxy over the past several hundred years, it's people have evolved a very unique dialect of Mando'a. Known as Ryl Mando'a, this dialect is still (barely) comprehensible to the average, Mando'a-speaking Mandalorian—though it is far more disconnected from mainstream Mandalorian than other dialects, such as Concordian. (For a few more details about Ryl Mando'a, feel free to read the last paragraph of the Language section.)

All members of Clan Korssa are either fluent in Ryl Mando'a, or in the progress of becoming so following initiation. It is the primary language spoken by members of the Korssa Clan, and, unless specified otherwise, members of the clan are likely to be speaking Ryl Mando'a. It is not, however, the only language Korssa Clan members speak. In fact, most are trilingual. While members of the clan require some knowledge of Basic, to interact with those of the outside galaxy, most clan members are also fluent in Twi'leki—a symbol of respect for those whose planet they have come to inhabit. This knowledge is key for all diplomatic (and other) relations between the native Twi'leki people and the clan, and one cannot become a high-ranking member of the clan without also being competent in the Twi'leki tongue.

There are a variety of key differences between Ryl Mando'a and Mando'a. One key difference is that many words have evolved further uses that were not inherent in mainstream Mando'a. For example, the term Aay'han, which originally meant a beautiful moment of both fond remembrance and celebration, paved the way for the term Aay'an, meaning "Rite" or "Tradition." Similar examles of this sort of linguistic evolution are found all throughout Ryl Mando'a.





___________________________________________________​
 

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Currently making a write up for an Indie/Mando clan I've been working on for forever, just thought it'd be smart to drop by and ask some questions before I try to get it accepted. Below is a box of questions I'm going to ask when I submit the lore article.

Tl,Dr; my idea for the clan's history is that, back roughly around the time of the First Battle of Shogun, the Korssa Clan was a very progressive clan with quite radical views. The tipping point for the other clans was when the Korssa Clan discovered that their two most highly respected Alors turned out to unknowingly be a Force-sensitive, and thus, the clan as a whole came to reluctantly accept Force-sensitives. After this, Clan Korssa was declared dar'manda by the other clans, with some declaring war on Clan Korssa and forcing them into hiding on Ryloth up until roughly the beginning of the current TL.

My question is, firstly, does this all seem realistic in regards to how the clans would react to the controversy? Secondly, given the fact that generally the clans have gotten substantially more progressive since the First Battle of Shogun, is it realistic to suggest that most (if not all) clans have forgotten about/no longer care about making war with Clan Korssa? And lastly, do you see any general flaws in that which would need fixing?
 

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________________________________________________________________

tHE


Ruc


______________________________________________​


Biology: Ruc (pronounced 'rook', like the chess piece) are non-sentient quadropeds, which may be consideed to—albeit very vaguely—resemble Fathiers. They are, nonetheless, vastly different creatures.

The defining feature of any Ruc is their remarkably long, spiked, luminescent horns. These horns are extremely dense, capable of jutting clean through a tree-trunk at high speeds, and are an effective tool of self-defense against their many predators. One of the most beautiful features of a Ruc are the bioluminescent veins that decorate their horns, as generated by symbiotic bacteria. This symbiotic partnership is fueled by the Ruc's ability to excrete sugars and amino acids in extremely particular areas and doses, from needle-thin nerves in their horns. This relationship has many clear benefits for the Ruc, perhaps the most apparent of which being it's ability to see clearly in the dark at will. Other direct benefits are as follows:
  • Their use in mating rituals: males flaunt their horns, sending dazzling pulses of light through to their tips. The brighter and the more intricate the pattern they create with the glow of their horns, the more attractive they are to females. (This is largely due to the following two points: displaying the ability to make intricate, bright, and clear displays of light from a Ruc's horns means that the creature will be highly effective in communicating clearly, and protecting both the female and their young.)
  • Their use in disorienting predators: when adrenaline begins pumping through a Ruc's veins, the intensity of the glow of their horns can easily quadruple, causing them to be able to shine so bright that predators eyes may be temporarily, or even permentantly, damaged; providing the Ruc critical seconds to make their escape.
  • Their use in communicating with other Ruc: despite their non-sentience, Ruc are highly intelligent, and have devolped many forms of communication. These methods vary highly from area to area as the species is incredibly adaptive, but one very common method in Ruc 'language' is communicating entirely via the scintillations of a Ruc's bioluminescence.

Breeding: How does your species reproduce? How do they advance into biological adulthood? Are they compatible to breed with any ther race?
Strengths: What particular strengths does your species posses?
Weaknesses: What weaknesses do they have?
Diet: How does you species sustain itself? Any specific organisms or plants?
Behavior/Temperament: Does your species have any typical behaviors or personality traits common among them?
Communication: How does your species communicate with each other or other species? Is it verbal? If so what language do they speak?
Culture: Does your species have any traditions or beliefs exclusive to them?
History: What is your species' history? This does not need to be lengthy if the species is non-sentient. However, if the species is sentient, a minimum of fifty words is required.
Planet: From where does your species originate and/or most commonly live? ( if a planet has been submitted please provide name as a link to planet's write up, but note that you should not submit a planet solely to exist as a homeworld for a species. See the planets guidelines for more details. Pre-existing planets can be used.)
Technology: How advanced is the technology your species utilizes?
Intent: What is your plan for this species from an RP perspective? Why is a new species needed to be created rather than using a pre-existing species? NOTE: This section alone can have your species dismissed. Species created on a whim or for purposes to undermine the integrity of the Story will not be approved.

 
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1N-IG-00
El Silencio

Biographical Information
Homeworld
Age
Faction
Rank
Occupation
Force Sensitive
Level
Theme Song

Nal Hutta
55
Galactic Alliance
Rebel
Gunslinger
Heck No
1
Robot Rock

Physical Description
Species
Gender
Height
Weight

IG-00 Droid
Male-Personality
6"0
121 kg
_____​

B I O

I meet my death at the hands of the Jedi, and then there is nothing. And then, there is something. There is blistering light and the world is broken glass, and my mind is rewr1TT3N
before me. I am breaking and I am lost and
I am
n0 lo nge r
m y -s --e ----l b8s//q--

FATAL ERROR>>>SYSTEM COMPROMISED>>>EMERGENCY SHUTDOWN

SYSTEM REBOOT>>>CHECKING FOR ERRORS>>>42 MAJOR ERRORS FOUND>>>273 MINOR ERRORS FOUND

>>>PERSONALITY MATRIX COMPIMISED
>>>VOCABULATOR COMPRIMSED
>>>DATALOG COMMENCING MANUAL TERMINATION. . . .

After damaging many of his core functions in duel with a Jedi on Alderaan, 1N-IG-00 (or "Inigo") suffered from both a fragmented petsonality matrix, and a damaged vocabulator. This means that not only is he prone to intense "moodswings", but he is also entirely incapable of saying anything but the phrase, "I am Inigo, IG-00 Assassin Droid Tag-1N. Prepare to die." with varying intonation. Nonetheless, once his personality matrix was fragmented, he became obsessed with the colour red, and capes, and rapiers, and pistols. And, interestingly, he began to experience certain sensations comparable to human feelings. Because of this, 1N-IG-00 dresses in such a way that conceal his identity as a droid, in hope that he can appear at least somewhat human, and be accepted as such. However, it also means that when he and his fellow droids are treated like they are less than sentient, or less important than organic meatbags, he may be prone to minor overreactions. Such as homicide.

Before his memory was wiped and he was repaired by the Galactic Alliance, he was part of an elite unit of modified IG-00 droids comissioned to hunt down rebels, and even Jedi. While this squad was originally only meant to be made up of three droids, it's success led the Republica to commission many, many more, of which 1N-IG-00 was one. Over the course of it's activity, this highly-secretive unit featured several IG-00 droids that would later be captured by the Galactic Alliance. In fact, 1N-IG-00 was defeated and captured on the same planet as one of his fellow IG-00's, 1A-IG-00; better known as Lord Ironsworth the Third. However, 1N-IG-00 did not react well to being captured, concussing his captors and running away in one of their starships. He quickly came across his iconic red gear, stealing it off the dead body of a pirate that attempted to raid his ship.

Over the course of the next few years, 1N-IG-00 worked as a bounty hunter and assassin, gaining the nickname, "El Silencio" due to the fact that he did not ever speak, for fear of revealing his identity as a droid. That, and because, for whatever reason, most humanoids do not respond well to the only phrase he is able to speak. Nonetheless, after some time as a bounty hunter, he would finally return to Alderaan. His views of the Sith Empire grew ever more stale by the day, and he wished to join the rebellion. After successfully joining, he discovered that he was not the only assassin droid fighting for the Galactic Alliance—oh no. He did not realize he was about to meet old friends...


_____​

P E R S O N A L I T Y​
Due to his mysterious, calm body language and lack of speech, is difficult to guage just what kind of a personality 1N-IG-00 has, unless you have known him for a very long time. It could be said that he is a man—or a machine?—of many contradictions. While he has the capacity to be a ruthless killer, he also happens to enjoy reading poetry to himself. While he has the capacity to display the carelessness and sociopathic tendencies he was programmed with to begin with, he also happens to be able to empathize nearly on a human level when he cares deeply about something, or someone. He is also extremely passionate about the concept of justice and vengeance, which is what led him to take his assassination skills and apply them as a bounty hunter. Furthermore he despises xenophobia, and even more so the treatment of droids as secondary citizens, and those who display these traits should be wary of their words if they wish to keep their heads attached.

Even though he keeps company with troublemakers, El Silencio is among the worst he knows at keeping calm. From time to time, his severe moodswings may lead him to react ridiculously (and violently) to things he would often be completely unphased by. Most of the time he acts the way one might imagine a masked bounty hunter to: quiet, calm, and always on guard. Nevertheless, his one consistent, predictable personality trait is unpredictability.


_____​

A T T R I B U T E S​
As an IG-00 assassin droid, many of his physical attributes are predetermined, and designed especially for his original designation: hunting down and swiftly eliminating his targets. Considering this, El Silencio is very high in speed and dexterity, able to chase down the vast majority of his targets with raw running power if neccesary. He is also quite strong, capable of bearing his medium armor without too much negative impact to his athletic ability. His reflexes are impressive, though nothing more than you would expect from an IG-00 droid. He is reasonably intelligent, however he wouldn't be considered very wise. This may be because he often resorts to violence when trying to solve problems. This also makes him quite dreadful at diplomacy, which he shies away from, and finds it nearly impossible to make friends.

It is also worth noting IG-00 droids have different sensing mechanisms to most near-humans. Which they have both photo- and audio-receptors, they do not possess the sense of physical touch, nor are they able to taste (for obvious reasons). They do, however, have many sensors which are ideal for tracking and environmental awareness, critical to any assassin droid. These sensors include a sonar scanner, a motion sensor, and a thermal scanner. On top of this functionality, another advantage he gains from being an assassin droid is via built-in tech, such as his Reader Socket, Scomp Link and his Integrated Commlink.


_____​

S K I L L S​
1N-IG-00 is in his prime when taking advantage of the element of surprise, an expert with his throwing knives and concealed blades, as well as being highly efficient in blaster combat. His shies away from using demolition weapons as he considers them reckless and imprecise, but he is a formidable for in hand to hand combat (especially considering his hands are made of solid duranium.) On top of this, he is very experienced with his Jump Boots, which he uses with skill to evade injury and get closer to his prey. He is good enough of a pilot to tail his targets and defend himself in he air if necessary, but isn't much special in that regard. His knowledge of slicing is limited, but he has taught himself to operate a port scanner and could use one if necessary. Extremely adept at tracking and hunting down individuals based on behavioural patterns, El Silencio takes advantage of his thermal, sonar and motion sensors to often be two steps ahead of his target. Due to his broken vocabulator, he has developed highly advanced nonverbal communication skills, as well as the ability to communicate via subtle tonal inflections in the sole phrase he can speak. This does however require someone who understands his tonal-language, which would take a long time to develop an understanding of. While he is restricted to speaking basic due to his speech impediment, he can understand several more languages, such as Basic, Twi'leki, Mando'a and Huttese.


_____​

G E A R​
- Weapons
In leather holsters on both hips, 1N-IG-00 keeps his MH55 Blaster Pistols (x2) for regular use. Sitting just behind one of them, towards the back of his left hip, is a sheathed Vibrofoil (x1) which he nicked from a very pompous bounty and decided he liked. He also keeps a set of twelve Throwing Knives (x1) in specific places around his armor and waist for quick and easy access, though these red blades camouflage against his clothing, remaining unseen unless inspected closely.

- Armor
El Silencio's Custom Armor

- Ship
The Espina de La Rosa (x1)

- Droid
Himself

_____​

 
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El Silencio's Custom Armor

Stolen from the dead body of a pirate, El Silencio's personal armor has undergone much tweaking over the course of his possession of it. Despite being a droid, he experiences something akin to the near-human sensation of paranoia when he isn't wearing this armor, so he keeps it on at all times.

LEGALITY

As the original armor draws many similarities with Ranger Armor, it is entirely legal in the vast majority of systems. However, the gear does contain weaponry used for bounty hunting, which is most certainly illegal when no longer concealed.


INTENT

A personal reskin of J-1 Modifiable Droid Armor, as worn by a rogue IG-00 droid. Comes with unique functions, and minor armor tweaks to match El Silencio's actual appearance.


ADVANCED TECH

No.


Type and Coverage

Type: Medium

Coverage:
  • Head: A full-coverage custom chromium helmet
  • Torso: Duranium torso plating
  • Back: Duranium back plating with attached armorweave cape
  • Lower Arms: Thick leather gloves with duraplast forearm guards


Functions

Function 1: Jump Boots
  • This unusual technology - a precursor to rocket boots - is able to propel a person up to 10 meters beyond what a normal person would normally be able to jump, especially when armored. It is not capable of sustained flight, and requires a brief engine cool-down before it can be used again (1 post cool-down).
Function 2: Bola Launcher
  • The gauntlet bola Launcher is a useful addition to a bounty hunters arsenal. Single shot, takes several seconds to reload, and has a max range of 12 meters. A successful hit tangles a foe in a strong durasteel wire to slow down or even capture the target.
Function 3: Concealed Blade
  • Concealed blades are typically 4-6 inches in length and lock into place once extended. They are almost always placed along the forearm or boot. They are no substitute for true combat knives as the locking mechanism can break under strong impacts. Still, some people enjoy them as a helpful backup.
Function 4: Concealed Blade
  • Concealed blades are typically 4-6 inches in length and lock into place once extended. They are almost always placed along the forearm or boot. They are no substitute for true combat knives as the locking mechanism can break under strong impacts. Still, some people enjoy them as a helpful backup.
 
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J-1 Droid Armor Kit

Manufactured by various droidworks companies, most notably Nal Hutta Droidworks, this is a standard set of additional armor for use by droids across the galaxy. The J-1 is quite popular for it's customizability, giving it's owner the capability of fitting their droid with additional layers of light, medium or heavy armor. On top of this, the J-1 has the ability to be purchased with certain optional functions, especially those traditionally used with near-human armor.

As droids are still not quite as capable as near-humans, to maintain a level of dexterity that is remotely efficient in comparison to their organic counterparts, droids must use one less piece of coverage than near-humans may for the same amount of armor functions. (This also keeps the droid from becoming overpowered, as droids often already come with built-in functions such as thermal vision, sonar scanner, etc.)

LEGALITY

Often as legal as the droid that wears it. Certain functions, especially weapons, may substantially decrease legality, however.


INTENT

To create a basic set of droid armor which can be expanded upon and reskinned for both droid PCs and droid NPCs.


ADVANCED TECH

YES. This standard armor may require a short, 2-thread plot to acquire for one's NPC droid. However, it is not considered advanced when used by PC droids, and may be equipped on a PC droid upon creation.


Type and Coverage

Type: Light/Medium/Heavy Armor

Coverage: (Coverage regions for Light armor is 1-2 regions, Medium is 3-4, Heavy is 5)
  • Head: Full-coverage helmet
  • Torso: Duraplast plating covering upper torso
  • Back: Duraplast plating covering upper back
  • Upper Arms: No armor (describe coverage area if customizing)
  • Lower Arms: No armor (describe coverage area if customizing)
  • Upper Legs: No armor (describe coverage area if customizing)
  • Lower Legs: No armor (describe coverage area if customizing)


Functions

Function 1: Gription-Boots
  • Gription boots are a catch all term for footwear that contains electromagnets, repulsors, or other tech in the soles and allow for steady movement on ferrous surfaces in microgravity, steep gradients, and even upside down. This functionality must be turned on or off manually by a button or switch.
Function 2: Thermal Undersuit
  • Thermal undersuits wick away or reflect thermal energy for brief periods of time. They are not nearly as effective as a suit that firefighters would wear. Most commonly used to protect soldiers from short blasts from flamethrower weapons or brief exposure to extreme heat, and are only good for 1-2 posts of exposure depending on intensity. They are useless against blasters.
Function 3: Scout HUD
  • Scout HUD - Contains a 4x magnifier and Compass.
Function 4: Open Slot
  • This (along with the above functions) can be replaced with an armor tech function of the droid's—or droid owner's—choice.

 
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Sakie

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Back up CP for the PC I'm working on

f0dwW5x.jpg

1N-IG-00
El Silencio

Biographical Information
Homeworld
Age
Faction
Rank
Occupation
Force Sensitive
Level
Theme Song

Nal Hutta
55
Galactic Alliance
Rebel
Gunslinger
Heck No
1
Robot Rock

Physical Description
Droid Type
Gender
Height
Weight

IG-00 Assassin
Male-Personality
6"0
121 kg
_____​

B I O

  I meet my death at the hands of the Jedi, and then there is nothing. And then, there is something. There is blistering light and the world is broken glass, and my mind is rewr1TT3N
before me. I am breaking and I am lost and
I am
n0 lo nge r
m y -s --e ----l b8s//q--

FATAL ERROR>>>SYSTEM COMPROMISED>>>EMERGENCY SHUTDOWN

SYSTEM REBOOT>>>CHECKING FOR ERRORS>>>42 MAJOR ERRORS FOUND>>>273 MINOR ERRORS FOUND

>>>PERSONALITY MATRIX COMPIMISED
>>>VOCABULATOR COMPRIMSED
>>>DATALOG COMMENCING MANUAL TERMINATION. . . .

After damaging many of his core functions in duel with a Jedi on Alderaan, 1N-IG-00 (or "Inigo") suffered from both a fragmented petsonality matrix, and a damaged vocabulator. This means that not only is he prone to intense "moodswings", but he is also entirely incapable of saying anything but the phrase, "I am Inigo, IG-00 Assassin Droid Tag-1N. Prepare to die." with varying intonation. Nonetheless, once his personality matrix was fragmented, he became obsessed with the colour red, and capes, and rapiers, and pistols. And, interestingly, he began to experience certain sensations comparable to human feelings. Because of this, 1N-IG-00 dresses in such a way that conceal his identity as a droid, in hope that he can appear at least somewhat human, and be accepted as such. However, it also means that when he and his fellow droids are treated like they are less than sentient, or less important than organic meatbags, he may be prone to minor overreactions. Such as homicide.

Before his memory was wiped and he was repaired by the Galactic Alliance, he was part of an elite unit of modified IG-00 droids comissioned to hunt down rebels, and even Jedi. While this squad was originally only meant to be made up of three droids, it's success led the Republica to commission many, many more, of which 1N-IG-00 was one. Over the course of it's activity, this highly-secretive unit featured several IG-00 droids that would later be captured by the Galactic Alliance. In fact, 1N-IG-00 was defeated and captured on the same planet as one of his fellow IG-00's, 1A-IG-00; better known as Lord Ironsworth the Third. However, 1N-IG-00 did not react well to being captured, concussing his captors and running away in one of their starships. He quickly came across his iconic red gear, stealing it off the dead body of a pirate that attempted to raid his ship.

Over the course of the next few years, 1N-IG-00 worked as a bounty hunter and assassin, gaining the nickname, "El Silencio" due to the fact that he did not ever speak, for fear of revealing his identity as a droid. That, and because, for whatever reason, most humanoids do not respond well to the only phrase he is able to speak. Nonetheless, after some time as a bounty hunter, he would finally return to Alderaan, and reunite with old friends...


_____​

P E R S O N A L I T Y​


_____​

S K I L L S​


_____​

A T T R I B U T E S​


_____​

G E A R​
- Weapons
In leather holsters on both hips, 1N-IG-00 keeps his MH55 Blaster Pistols (x2) for regular use. Sitting just behind one of them, towards the back of his left hip, is a sheathed Vibrofoil (x1) which he nicked from a very pompous bounty and decided he liked. Towards the back of his right hip has a pouch containing a set of twelve Throwing Knives (x1), purchased during his time as a bounty hunter.

- Armor
El Silencio's Custom Armor

- Ship
The Maroon Martinet (x1)

- Droid
Himself


 

Sakie

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What is going to happen in your plot? A crew of the Galactic Alliance's most reckless, malfunctioning droids will be thrown together, to steal a crime lord's personal Maelstrom Yaught Ocean's 11-style and capture or kill the NPC crime lord in the process.
What other players will be a part of this? @KinkyPrawn @Raven_41 @Caught in Strangereal @Powerfullhorus @Zanna Black @Braden Drake
Where are all the places (if more than one) that your plot will be taking place?
Please provide a basic in-character timeline of what you expect to happen. A first strike team (consisting of characters controlled by @Raven_41, @Caught in Strangereal and @Powerfullhorus) will break into an asteroid base held by members of the crime lord's gang, stealing data regarding the location of his Base of Operations.
A second strike team...
What do you or your character hope to achieve with this plot? What is the "end-game"?
Do you need any involvement of canon NPCs or faction leaders to be DMed by a staff member? If so, please detail who/what and for what purpose. No.
 
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BIOGRAPHY
l3DX7uF.jpg

FULL NAME: Senator Lyssiana Sol Dreikas III
AGE: 27
SPECIES: Sephi

HOMEWORLD: Thrustra
FACTION: United Protectorate
RANK: Senator
ALIGNMENT: Left-leaning

FORCE-SENSITIVE: Yes, entirely untrained.

HEIGHT: 5"3
WEIGHT: 67 kgs
COMPLEXION: Pale Pink
HAIR COLOR: Turquoise
EYE COLOR: Light Blue

STRENGTH:
██████████
DEXTERITY:
██████████
STAMINA:
██████████
INTELLIGENCE:
█████████
WISDOM:
██████████
CHARISMA:
██████████
Being born to a couple of very wealthy philantropists on Thrustra, Lyssiana Sol Dreikas III (or, by her own preference, Lyssa) was always different to the other kids. When she was much younger, the freckled girl with the wild turquoise hair was obsessed with painting, and even from this bubbly young age, the girl excelled in her art, winning several age-restricted painting competitions. When she grew a little bit older, she discovered her passion for computers: honing her slicing skills behind the respective backs of her parents, as she had also developed an intense curiosity to understand the darker side of the HoloNet. And while she was a spectacular artist, she struggled to squeeze time to paint in around an incredibly tight schedule. While on Thrustra, during the Mandalorian occupation, Lyssa realised that what they taught in schools was very Pro-Mandalorian, unsurprisingly—she had no idea the true difference until she would move into the territory of the Sith Empire. Her struggle with her schedule became especially tight after her parents did so, pooling the funds to send her to one of the most prestigious private boarding schools in the United Protectorate: the Academy of Calamar, on Esseles. As a child raised in a family of philanthropists, often more focused on others than themselves, this was the loveliest gift her parents had given ever given her. She would make them proud.

During her time there—despite the occasional xenophobic remark about her species, especially her ears—she came to believe that the Sith Empire was truly the greatest power in the galaxy, with none to rival it's dedication to providing peace, security, and order. After her successes in painting and her remarkable educational honours, the teenage Sephi was, despite her species, practically wading through university invitations both on and offworld. Atop them all, she was given the incredibly rare opportunity to move to Coruscant, and attend the prestigious University of Coruscant. For someone born into a life of blessing, Lyssa cared deeply about the poor and the downtrodden of her homeworld (and the rest of the galaxy). This tempted her to return home, to be with her family once more; but the offer from Coruscant was far too valuable to deny. The opportunities it would provide her would be astounding, and perhaps she would be able to truly make a difference if she attended.

Once she arrived on Coruscant, she would regularly donate her spare credits to Imperial organisations she believed would make the galaxy a better place. However, she was not entirely convinced of everything the Sith Empire taught. Her impressive slicing skills allowed her anonymous access to some of the shadier parts of the HoloNet—specifically, the DarkNet, as it is sometimes known. She spent much of her time learning of the dark that fills the galaxy, of the struggles of those who live further from the core than she, also learning that life on Imperial worlds her teachers claimed to be prosperous, was far from it. At the time, she dismissed this as a mistake, an unintentional inaccuracy on the part of her education. She would later realise how terribly wrong she was. Alas, she still believed her teachers' tales of the rebel terrorists that were encroaching on Imperial space, the stories of hatred and horror sickening her to her core.

This belief inspired her to take up her slicer alias, 051R15 (or "Osiris"), which she hoped use to hunt down rebel terrorists and report their location to the Empire. Lyssa rooted and augmented her personal computer, programming an alternate operating system for her alias to use, making extremely certain she couldn't be tracked, and that her actions would be completely untraceable should the teachers (or anyone else) search her computer. And then, at merely sixteen, she would come home of a night, and dip her feet into the DarkNet, searching for those few rebels coordinating their terror online. Before long, she had immersed herself in it, exploring pages where weapons deals were enacted, and spice was exchanged. Occasionally, she would be lucky enough to find a criminal who was not tech-savvy enough to defend themselves from her viruses, amd she would report their activities to the Sith Empire through her pseudoname. Soon enough, 051R15 became a recognisable name in the slicing community and across the DarkNet, but Lyssa mostly focused on keeping her anonymity safe. Unless there were lives on the line, she doubted she'd ever reveal her identity. Little did she know how everything would change.

It was a regular day, not long after she'd turned nineteen, when she finally landed on something big. This was the one. The big one. Her chance to make a real difference in the fight against terror. A rebel terrorist, keeping their identity under wraps, of course, was reaching out to fellow rebels, planning an attack on one of the few surviving Imperial camps on her homeworld of Thrustra. In her most ambitious cyberattack yet, the Sephi claimed to be a fellow rebel, and targeted the terrorist with a virus that, if gone unnoticed, would allow her remote access to all of his communications... and the gamble paid off.

But instead of uncovering messages spreading hateful vitriol and brlagging about the murders of innocents, as her education had taught her to expect, what she read made her even more sick. The rebel 'terrorist' had his entire family being kept in that camp. The things he had discovered they were doing to them, the things the Empire was doing to innocents in the name of order—there was nothing that would ever be able to erase those images from her mind. No. Lyssa shut down the computer. Unplugged it. She went to sleep numb.

After that night, everything changed. The Empire was no longer the home she loved—it was the nightmare she lived. All she could do was watch on as her friends and classmates were fed blatant lie upon lie, powerless to tell them the truth, knowing they would not be able to accept it unless they were confronted with it themselves. Regardless, after hours, under her alias, she delved deeper into the rebel cause, assisting in the slicing operation that would free the rebel's family. The attack was remarkably successful, and the rebels claimed to have retrieved data that was imperative to their cause, as well. For the next few months, her work with the rebellion became all the more prominent, and her alias turned into her life. She constantly had to live in fear of finally being caught, her actions finally being exposed. On one occasion, she found her room completely ransacked, and her personal computer, sliced into.

But nothing happened. No punishment. No announcement of her betrayal of the Empire she'd been raised into. Nothing. Until, a few long weeks later, she got word from Thrustra.

Her family was gone. Their neighbours said they had completely disappeared overnight. They were nowhere to be found—but Lyssa knew exactly where she'd find them. On the first shuttle back to Thrusta, she hoped and prayed she was wrong. But she wasn't. When she arrived at her old home, the house she was raised in, it was emptied out. Cleaned bare, not a single memory of her old home left in those walls. Running outside, she jumped on her speeder and sped off. She was going to the last Imperial camp on Thrustra. It was a very long ride, and when she arrived, the camp was barren. The Imperials stationed there had since evacuated, perhaps fearing discovery from the Mandalorian occupation. But it was not entirely empty. Lyssa crept in side, begging, pleading to any god above that, somehow, her intuition would be ever so wrong. It wasn't. She found them one by one, skin pale, ears drooped, eyes devoid of life. They lay in puddles of blood. Her father. Mother. Step-brother. Dead. Dead. She wanted to cry, to scream, to burn—but the tears would wouldn't come. All she could do was sit, kneel, lay in cold, numb agony and fill her lungs with hate with every breath. All she could do was remember everything they had, every moment they'd shared, every time she hadn't cared enough. All she could do is imagine them alive again. But they weren't. But they never would be.

And then, after an hour of lying next to the bodies of her family members, the tears finally came. They trickled, and then poured, muddying her face with droplets of salty water and swelling her eyes up like a Sullustan. Gusts of anguish and despair and hate and hate towards the monsters who did this, towards the stars themselves that watched on as everything unfolded. That night, she painted the floor with tears and blood.

It was not yet the end of her story, however. In some ways, it was just beginning. Though she had only lasted one year at the University of Coruscant, she elected to continue her degree back on her homeworld of Thrustra, snapped up by the Thrustra College of Arts and Sciences. She would take a double degree, majoring in political science and sociology, and over the next four years of her life, she committed herself entirely to her work. This was, in part, an intentional distraction: she had so much work to do that she didn't have the time to mourn. Upon completion of her degree, she came to realise what it was she needed to do. After inheriting her parents' wealth, she was in position to support those far worse off than herself. So, Lyssa permenantly relocated herself to the slums far outside Merydian, and co-founded a non-for-profit organization called the Feed Sephi Foundation. To commemorate it's creation, Sol Dreikas prepared her most comprehensive collection of paintings yet, donating all of the proceeds of her art to the organization.

In this time of being Public Representative for the company and selling art, she slowly became a well-known figure on Thrustra. Via her social media accounts and her public speeches, her anti-Imperial views were well known, and as the Sith Empire is highly humanocentric, it was a position held by many, many Sephi on Thrustra, and across the stars. Even before running for the Senate, Lyssa's popularity was blooming: a young intellectual with the guts to speak out against their former oppressors, against those still oppressing countless non-human species in the Core Worlds... To most of the Sephi, their hearts had already been won over.

When the United Protectorate's Senate Elections were held on Thrustra, her personal political party, the Free Thrustra Party, won in a landslide victory. While the planet was officially under Mandalorian occupation, Lyssa would approach the Senate as an independent, focused on doing what is right for her people, for the primary inhabitants of Thrustra, the Sephi, more than anything else.



PERSONALITY
gerQWau.jpg

PRACTICAL SKILLS
■■■■■
Slicing
■■■■■
Survival
■■■■
Tracking
■■■■
Hunting
■■■■■
Leadership
■■■■
Invest.
COMBAT SKILLS
■■■■■
Blasters
■■■■
Rifles
■■■■■
Misc.
■■■■
Demo.
■■■■■
H2H
■■■■■
Daggers
EDUCATION
■■■■■
Huttese
■■■■■
Mando'a
■■■■■
Twi'leki
■■■■
Tactics
■■■■■
Politics
■■■■
Espionage

"See? You should have killed me when you had the chance: I am no longer just a girl, just a voice you can silence. I am an idea, a resounding song of the enmity between my people and the Sith Empire's oppressive regime. You cannot kill an idea, no matter how hard you try. But the idea... the idea can kill you."Lyssa Sol Dreikas, addressing Imperial Senators in the United Protectorate Senate after their expression of distaste for her anti-Imperial disposition.

If ever there were a being on Thrustra who was truly kind, it was Lyssiana Sol Dreikas. She refused to let the agony of losing her family turn her heart cold, and she refused to do what the Empire thought and hoped she would—roll over and die. She is humble, yet proud of her people, the Sephi. She is calm, yet fiery, passionate about exposing corruption in both the Sith Empire and among the Mandalorians. She is devoted to making the galaxy better for everyone, no matter the cost for her. She is quiet, yet loud and firm when she needs to be. She is cautious, yet takes risks if she believes them to be worth it. She is rebellious, yet seeks harmony between her and her enemies, for the good of the galaxy. Raised in Mandalorian-occuppied Thrustra, among her favouritre quotes is the common Mandolorian saying: We don't have a word for hero. Being prepared to die for your family and friends, or what you hold dear, is a basic requirement for a Mando, so it's not worth a separate word. It's only cowards we had to find a special name for. And while she is no warrior on the battlefront, she fights battles with her words, her charisma, and her fearlessness in the face of oppressive regimes, in the Senate.

















LEGACY
VO5W6ZC.jpg

EQUIPMENT
Light Duraplast Armor
—Beneath Lyssa's formal dress, she dons light duraplast armour covering her chest and back. These are salvaged bits of Ranger Scout Armor given to her by a close friend.


Armorweave Dress
Lyssa rarely wears anything other than her favourite cloak, and for good reason: not only is it beautiful, but it is also secretly threaded with armorweave, as she is well aware being a senator (especially one so vocal against the Empire) makes her a potential target for assassination.


THREAD NAME AND URL — Thread sypnosis.

 
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Qa3P8C0.jpg

________________________________________________________________



tHrUStRa

______________________________________________​


Coordinates: O7
Hyperlane:
Climate: Thrustra is renowned for it's ice storms, with much of the planet's weather too cold for near-humans to survive without measures of protection. This, of course, has a key exception. While gigantic, near-uninhabitable arctic and antarctic regions take up two-thirds of the planet's surface, the equatorial third experiences much less hostile weather, and thus is home to an abundance of flora and fauna.

The two seasons, colloquially known as the Melting and the Frosting, each dramatically influence the weather of Thrustra. The Frosting is when the rivers and glaciers freeze over, the trees begin to hibernate, and the arctic ice storms sweep down into the inhabited, equatorial lands. Most species spend much of the Frosting indoors. On the contrary, the Melting is the more upotian of the two seasons—the rivers and glaciers flow with chilled water, the wind is cool and wet, and the flora and fauna are as lively as ever.

Terrain: Thrustra's polar ice caps are vast, making up two-thirds of the planet's surface. The other third is mostly covered in forests, rivers and exquisite glaciers—as well as unique, naturally-occuring "ice sculptures", which look something like grand pieces of geometric art, often connecting multiple trees together. The formation of these sculptures is still unknown, though the Sephi traditionally attributed it to their Goddess of Fire and Ice, La'esha. The largest of these sculptures, La'esha's Letter, is almost two-hundred meters tall, and a popular tourist destination.

What type of geography does your planet have? Is there any foliage? Are there any landmarks of note?
Rotation: Does your planet have any day or night cycle? How long is it? Does it have any affect on the planet?
Inhabitants: What organism inhabit your planet? Are there any dominant species? Are any of these organisms sentient?
Resources: Does your planet have any natural resources of value or note? Note that unique or particularly rare resources are not allowed in any sizeable quantity for a fanon world, particularly if the planet is being posted as a base of operations for an independant faction.
Government: Is your planet host to any governing bodies? What type of government is it? Are they aligned with any factions? Note that to have any particular control over a government, they must be affiliated with an independent factions - you may not NPC control of any government.
Culture: Does the society that live on your planet have an particular traditions or beliefs? Are they attached to your government?
Technology: How advanced of technology do the people of you planet possess? Note that anything specifically unique must be approved in the Technology board. Please only reference technology that will actively be used in the RP.
Satellites: Are there any moons, asteroid belts, or other things of note near your planet? Is the planet a part of pre-existing solar system?
History: Does your planet have any special historic event that took place on it? This does not need to be lengthy if the planet is uninhabited. However, if there is an established culture or government, a minimum of fifty words is required.
Intent: What are your plans for this planet? In an RP perspective how would you like to see this planet used and where it could be taken in the future? Why is a new planet necessary, as opposed to expanding a stub planet or using another planet? NOTE: This section alone can have your planet dismissed. Planets created on a whim or for purposes to undermine the integrity of the Story will not be approved, and it is important that you give as detailed a response here as possible.

 
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The Espina de La Rosa shuddered, planting itself down onto the last open starport dock. 1NIG-00—better known as El Silencio; he liked that name—had been assigned by the Galactic Alliance to a challenging operation with a band of fellow droids. Except they were expected to meet on Virgillia 7, to connect with their fellow rebels and discuss their upcoming operation.

Their personal files had been... Interesting to read.

And people say I'm crazy.

Well, they weren't wrong. He was, however, just smart enough to avoid looking like it (right up until the moments he can't control himself, and shoots up everyone in the room, at least). Not always the best tactic, but it tended to keep a semi-psychopathic droid alive.

Confidently striding out of his ship, his (somewhat worn) photoreceptors picked up a flurry of meatbags moving towards him from accross the docking bay. Weapons drawn. Now, after a not-insignificant career as a bounty hunter, El Silencio had developed a reasonably quick draw. He was also conscious of the fact that he had attained numerous enemies across the stars, and everywhere he went, there was a chance someone would want to end him. With that in mind, what does an assassin droid like him do when he sees many organic beings running at him, weapons primed? Why, he draws two blasters, locking them onto the two humans he determines to be most likely to attack.

And while he is reckless, some of his worst mistakes as a bounty hunter were due to his recklessness. So, he did his best not to pull the trigger, despite the fact that he was outnumbered, and outgunned.
 
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Sakie

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I think many of us users with Senator PCs were expecting some follow up to the initial announcement of the United Protectorate due to that being what our wonderful (former) overlord Sreeya said would happen. However, there has been a lot going on and a lot of change for the admins and moderators of late, so this seems to have not been a priority, which is absolutely understandable. At this point their workload seems very high and all we can do is appreciate what they're doing.

More to the point: One of the admins told me they haven't heard anything going on regards to any official Senate hearings for the United Protectorate, and he said I could feel free to go ahead and start something myself.

Thus, I present to you. . . .


_________________________________________________________________


The First Hearing

Of the





United Protectorate

Senate

________________________________________________​


This first Senate hearing (should the admins approve) will be focused on achieving those goals set out by Sreeya when detailing her plans for the United Protectorate. This hearing will be set two-to-six weeks from now (dependant on player feedback and how long you would all like)—to provide time for each Senator to do some (if not all) of the following:
  • Form alliances and/or coalitions with fellow politicians/planets, with major or minor factions, and with assorted people or groups of influence, via a plot. These groups may include, but are not limited to, Mandalorian clans, religious sects, and large-scale businesses—pretty much anyone who has a substantial enough amount of influence, wealth, or protection, to pursuade your Senator to vote a certain way. The benefits to this are mutual: on the one hand, your Senator may receive funding, reputation, or protection, and on the other, the group that supports the Senator gets an agreed amount of voice in what the Senator proposes during their time in the Senate.
  • Uncover what the population they represent would like them to push for in the Senate (be it, perhaps, the wealthy who have bribed your Senator, or the genuine voters from your homeworld—this can be done via a thread or two, involving the players your Senator may represent).
  • Write up and finalize the bill they plan to propose. It does not have to be long—above a hundred words is ideal, just to make sure you are clear about the precise details of your bill.

Topics for your Senator's Bill
Topics for Senate bills may include United Protectorate funding towards certain projects—from construction of super-cities on certain planets, to military funding to defend against rebel terrorism, and much more—or the institution or removal of certain laws across the United Protectorate. However, the United Protectorate only has a limited amount of funding to provide. Bills that raise taxes across United Protectorate worlds will provide more funding for senators to spend per hearing, but will generally decrease the overall morale of the population being governed. This will have significant effect on RP—for example, if taxes become alarmingly high, then chances are players are going to revolt, or go on strike. Utter chaos would ensue. On the other hand, passing bills for lower taxes may increases morale and social order across the Protectorate, but will decrease opportunity for funding large-scale projects, and may stagnate planets that are already in a poor financial situation. The impact of certain bills may be controlled by a d100 dice roll, (with predefined positive or negative biases) to simulate the uncertainty of political decision making.

Anyway, this is just an Interest Check. If the admins approve, and if y'all are as interested in getting this machine moving as I am, then the full write-up will be on it's way soon, with a fully-detailed, organized system that will clear everything up, pinpoint a precise date for the Senate Hearing thread(s), and make the whole process of RPing a Senator a lot easier (and a lot more fun). We'll all get to have a say in how we want this to work, though ultimately I imagine the admins will have the final say.

Thanks for reading, everyone, lemme know what you think in the comments; and if you have any questions as to how this may work, feel free to ask below. If we can all collectively agree on certain details on how this should be run, that would be ideal.
 
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(Art I'm gonna use)
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images
 
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Cyberpunk-2077-Cinematic-Trailer-Night-City.jpg

__________________________________________________________


For the People
z e l t r o s
___________________________________________
Though she had wanted to for quite some time, Lyssa Sol Dreikas had never been to Zeltros. As she stepped out of her shuttle, her boots pasted against the cold surface of the city floor for the first time. The brilliant holographic lights and sounds of the city would be so easy to be enraptured by. She didn't let herself. Memories of Coruscant. Memories she chose not to remember.

Standing just outside of her shuttle in her patented white cloak, the young Sephi's eyes danced over the many Zeltrons and Humans making their way through the crowded streets. Some glanced her way, most didn't. It was better it that way. Regardless of safe passage her fellow senator had assured her, outside the safety of her homeworld, the less attention she received, the better. One of the massive holo-signs flourished with a picture of the woman she was hoping to meet—a remnant from her recent campaign into the United Protectorate, perhaps?—and Lyssa smiling to herself, thought, You've come a long way from Thrustra. As much as she would have loved to stay and gawk, however, she wasn't in Zeltros City just for fun. Or to gawk. She had reached out to Senator Mara Zefiros—the representative for Zeltros in the United Protectorate—hoping to discuss their political positions, and, ideally, form a political alliegance between the two worlds. One senator alone had the power to vastly impact the United Protectorate; two senators working together for the betterment of their worlds, and the galaxy as a whole, could be twice as formidable.

By all accounts, it made sense. Their planets and people were similar in many ways—well, at least with the exemption of the Zeltron love of hedonism—sharing a similar passion for art, holding similar political views, and, perhaps most of all, a unifying desire to eradicate the xenophobia corruption exhibited by the Sith Empire.

"Ma'am!"
Lyssa pivoted on the spot, turning to see a well-dressed young, female Zeltron gesturing towards a vehicle. Quite unassuming. The Sephi liked it. "I have been requested by Senator Zefiros to escort you to your meeting place."

During the ride, her thoughts turned to the upcoming Senate Hearing. While she only played a tiny role in the first Motion passed in the United Protectorate—casting her affirmative vote via Hologram, as she had been unable to attend in person—it was a pleasant surprise to see an Imperial Senator pushing to bring unity to the Protectorate. She could only hope the Imperials would continue this pattern of progress.

Perhaps, finally, these stars of war and blood will know peace.

With that thought, the vehicle lurched to a halt. Leaving it behind her, Lyssa turned at last to the meeting place the two young Senators had previously arranged.

@vamp
 
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Sakie

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KORTECH MK-1 LANDSPEEDER

AFFILIATION
Free use.

MANUFACTURER
KorTech Interstellar.

CLASS
Landspeeder.

ROLE
Surface transport.

COMPOSITION
Durasteel and transparisteel.

DIMENSIONS
Length - 4.5 meters.

CREW
1 driver.

PASSENGER CAPACITY
3.

CARGO CAPACITY
100 kg.

HANGAR CAPACITY
N/A.

CONSUMABLES
N/A.

SPEED/MANEUVERABILITY
A KorTech M-1 Landspeeder with stock specifications can reach 200 kph over level ground, increased to 240 with the optional Sport package, and has average maneuvering characteristics.

ARMAMENT
N/A.

EQUIPMENT
  • Coarseweave interior (standard).
  • Synth-hide interior (optional).
  • Polyweave safety belts (standard).
  • Power adjustable seating (optional).
  • HVAC system (optional).
  • Entertainment system (optional).
  • Integrated comlink (optional).
  • Navigation system (optional).
  • Sport package (optional)

DESCRIPTION
The M-1 is a basic landspeeder produced by KorTech Interstellar. Seen on worlds across the Galaxy, it is ofter considered a more luxurious alternative to the SoroSuub W-10, with a much more sleek design—despite having extremely similar functionality.

The M-1 in stock form is fairly no-frills transportation, however a number of factory options are available a la carte, or in combinations with various trim packages. Buyers can choose to fit a synth-leather interior, power adjustable seating, a climate control HVAC system, an entertainment system, an integrated comlink and a navigation system. Stock top speed is 200 kph, although buyers looking for extra performance can choose to fit the Sport package, which increases top speed over level ground to 240 kph; the vehicle can hover up to 1 meter above the ground. In any configuration the M-1 can seat 4 passengers including the pilot, and can carry up to 100 kilograms of cargo.

LEGALITY
Legal. Landspeeders like the M-1 are basic vehicles used by people of all stripes.

INTENT
To provide a sleek alternative to the SoroSuub W-10 Landspeeder.

ADVANCED TECH
No. Landspeeders such as this constitute a common form of basic transportation on many planets. Despite being somewhat more expensive than the W-10, they are easy to buy, steal or otherwise acquire.

 
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