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Baldr Ivarsson

NAME
► Baldr Ivarsson
AGE
► 22
SPECIES
► Part Sephi
HEIGHT
► 6'2
WEIGHT
► 220
EYE COLOR
► Light hazel
HAIR COLOR
► Brown
GENDER
► Male

ROLE
► Deucalian Bishop

FORCE SENSITIVITY
► Yes, but unknown







B I O G R A P H Y


Baldr was born on Sverend to a small Deucalian clan. Raised in a rigid warrior culture, Baldr adopted the principles common of Deucalian by going through his warrior trials. However, his father served as a religious leader within the community, blessing the warriors before their hunts and calling upon the spirits of Thrane Ironborn to bring them back safely. And if they couldn't come back safely, for them to die with pride and enter the halls to dine with their ancestors.

When Baldr was of age, part of his trials involved training to become a bishop in the name of Thrane. As a result, he was committed to the path of his religion, striking down any that would threaten the clans with holy vengeance. Eventually, it became time for him to venture out and bring the word of Thrane to other clans across the galaxy.

P E R S O N A L I T Y

Baldr has a reserved bearing. He is vicious in combat, and ties religion and devotion to every kill. He avoids many vices and walks a devoted path.
E Q U I P M E N T

-->Deucalian armor (writeup soon)
--> Twin swords
--> Deucalian bowcaster
---> Medkits
---> Trekking gear (utility items)


T H R E A D S


A section I'll never update but leave here so I don't break code.


 
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THE EXALTED

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S U M M A R Y


The exalted are humanoids - Force users or otherwise- that have been afflicted with the Gift of Raze. This 'Gift' is a curse placed upon an individual where Darth Raze has used Sith alchemy and fleshcrafting to morph them with the characteristics of an abomination. These individuals can then transform into grotesque, mindless beasts hellbent on destruction and devastation.



I N F O R M A T I O N


► Anatomy.
The Exalted present as humanoids as their normal form. However, with the Gift of Raze, they are triggered to transform into their abomination form once every month. This timing varies by the individual, race, biology, etc. Once they transform, they morph into an abomination that can vary in size and appearance. The size can range from 10 to 20 ft tall with a fleshy and monstrous appearance. The Exalted, when they are transformed, have skin that is resistant to most blasters. They do not perceive pain and are empowered by the Dark Side. They are capable of unnatural strength, able to crush and destroy most physical objects and charge through waves upon waves of individuals.

The transformation process is physically painful and agonizing every time. Bones and flesh are broken and reformed as the individual morphs into their abomination form. When Exalted return to their humanoid forms, they are left feeling drained, disgusted and weak.

The Exalted are always hungry in their transformed form and they must feed and devour on life forms. The transformed form can last from a few hours to a full day. After the cycle is complete, the Exalted returns to their humanoid corporeal form with a very hazy memory of their time as an abomination.

The Exalted have a mental, symbiotic connection to Darth Raze, though it is strongest when they are in their transformed form. Should the Anzat give the siren call, all Exalted will spontaneously transform and be compelled to answer his call. This is why Raze considers all Exalted his 'children'.


► Strengths

Exalted, even in their humanoid forms, are able to sense the presence of the Dark Side. This allows them to seek out Dark Siders easier and detect them. Their strengths come primarily in their transformed form where they have immeasurable power, a hide that can withstand most attacks (comparable to rancor hide), and the ability to be even more empowered by dark nexuses or any source of Dark Side presence. They are also enhanced in strength when in the presence of their master Darth Raze even in their humanoid form.

All transformed Exalted are able to use the Dark Side of the Force for certain powers. This includes Force Rage, Force Drain and Force Scream. These abilities are enhanced further if the abomination is near a Dark Side nexus, Darth Raze or are higher level.


► Weaknesses

While they cannot perceive pain in their abomination form, the Jedi power Force Light can drain them rapidly. It's a massive weakness and can easily implode them should the Jedi press the attack. The Exalted, in both humanoid and abomination form, are weakened in the presence of any purified Force nexus. They will be severely weak if they are to approach any Jedi temple - probably one of the main clues that a humanoid is actually Exalted. Level 1 Exalted, in their abomination form, will immediately retreat away from a level 3 or above Jedi simply by being in their presence.

The Exalted in abomination have no autonomy of their own and mindlessly devour and destroy. They answer only to Raze and their humanoid form has no say at that point.

The Exalted humanoid can accidentally trigger a transformation if they experience severe rage or anger.

Exalted are their weakest while they are transforming and directly after they transform back to their humanoid forms. During the latter, they are only strong enough to make an escape and are incapable of fighting.

► Behavior.

Exalted in their default form retain their individual personalities, but they lose all autonomy when they transform. Even as humanoid, they have a connection to Darth Raze. This means that he can summon them at will and they will be compelled to do so.

In humanoid forms, the Exalted are far more on edge in the days leading up to their monthly transformation cycle. They begin hearing the voice of their Master in their heads, they get cold sweats, nausea and a general sense of paranoia and distress. Their veins present as darker, their internal workings beginning to slowly turn black and tar-like.








OOC INFORMATION


If you would like to have your character turn into an Exalted or make a new character for it, please contact me @Sreeya via PMs or Discord. This will require a thread with @Darth Raze where he turns your character.





I N T E N T


To bring a completely new concept to the site that's similar to lycanthrophy and werewolves. Players will have a chance to write as an eldritch horror and navigate their characters keeping a secret and dual identities as they manage this curse.



***Credit to @lizziie for the epic template
 
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potion-bottle-with-ice-magic-love-elixir-poison-vector.jpg

Mutant Spider Venom

Dark Side — Potion


Origin:
A concoction crafted by @Darth Arcanos to paralyze his enemies.

Location:
In @Azar Kressh 's possession





Function.


Obtained from a mutant version of the knobby white spider in this thread, this venom was put together into a potion by @Darth Arcanos for nefarious means.

The effects of this venom, which has to be injected or consumed, is that it immediately paralyzes the victim. The venom is potent enough for all sizes, though the effects may wear off sooner for beings weighing over 250 lbs. The victim is aware of everything, but experiences full body paralysis. They can perceive superficial sensations, but they cannot move their limbs.

With Arcanos personally modifying the venom, the effects extend to add as a drug-like blocker to prevent Force use as well.

PVP Use: Characters over 250 lbs are paralyzed and stunned for one combat turn. Characters under 250 lbs are paralyzed and stunned for two combat turns.

PVE: Same rules as above, but there is more flexibility on how long npcs stay paralyzed.


Weaponizing the venom: This venom can be administered as coating on weapons, darts, even as fingernail polish.




Intent:
A devious new creation by @Darth Arcanos for no reason than to be a sketchy af dude that likes to torture his enemies. Come to him if you want some of this venom for your own evil plots :)

 
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Jace Kryze's Beskar'gam

Known commonly as the 'cavalry' or 'tank' or 'rancor in a gem shop', this is the armor of Jace Kryze, a prominent member of the clan. This armor is made for heavier coverage and to support Jace's lifestyle of being obnoxious and lethal in every engagement. Jace sacrifices agility for pure power and damage.

LEGALITY
Mostly legal. Mandalorian armor, though rare, is not illegal in most places. That said, wearing a full face helmet in public spaces is frowned upon, and often illegal in many core worlds, especially in or near government facilities- not to mention that many identification cards in various systems require a full face photo.

INTENT
A personal heavy version of Mandalorian armor for Jace for PVE and PVP.

Type and Coverage
Type: Heavy Armor (low maneuverability)
Coverage: 7


  • Head: Front and back of the head and neck.
  • Torso: Chest and abdomen.
  • Back: Upper and lower back
  • Upper arms: Front and back of upper arms, elbows, and shoulders (beskar shoulders)
  • Lower Arms: Hands, wrists and forearms (beskar)
  • Upper Legs: Groin, front and back thighs
  • Lower Legs:Feet, shins and calves, knees

Functions

Function 1: Jetpack (back)
  • Jet packs are back mounted units used by elite troops increase their mobility on the battlefield. The jet pack's maximum speed is 50 kph and it carries fuel for up to five minutes of continuous flight (flight mode), but can also be fired in short bursts triggered by jumping (combat mode). The wearer can control the system to switch between modes and/or disengage it from their armor via wrist controls. These packs are cumbersome, adding an additional 8kg for the average human (larger individuals will have heavier jet packs to support their weight). While the fuel is stable enough not to explode, direct hits from weapons can trigger the system inadvertently, after which it is rendered useless.
  • Force User Compatible?: No
Function 2: Wrist Rocket (left arm)
  • Wrist rockets have a flight range of 100 meters and have a blast radius of 3 meters. They are single-shot devices and require manual reloading after use. They are effective against lightly armored vehicles, moving parts such as gears or hydraulics, and infantry, and do equivalent damage to a frag grenade. The must be manually fired by button or trigger.
  • Force User Compatible?: No
Function 3: Flamethrower
  • Wrist flamers are rare, expensive, and dangerous armor attachments favored by mercenaries and soldiers more than bounty hunters, and are illegal in many systems. Wrist flamers are powered by small fuel capsules, and typically hold enough for 3 short bursts of flame. These bursts last 2 seconds, are one meter wide and have a maximum range of 3 meters. Must be disassembled to be reloaded.
  • Force User Compatible?: No
Function 4: Whipcord Thrower
  • The whipcord launcher was a personal weapon that fired a thin fibercord whip which then wrapped around and ensnared the target to restrict mobility up to 10 meters away while remaining attached to the mount point. It was detachable with a second use of the firing button. The whipcord launcher was favored by bounty hunters, as it was easy to carry and use and it virtually always ensured a live capture, though it could be cut by a vibro blade with ease.
  • Force User Compatible?: No
Function 5: Whistling Birds
  • Whistling birds are an extremely rare and powerful device for dealing with multiple assailants. Requires an enclosed helmet or visor for use. Can target up to four visible enemies within a 15 meter radius of the wielder and fires miniature seeking rockets at each. Each rocket deals light explosive damage and additionally causes a light concussion grenade effect (half effectiveness) within half a meter of detonation point. A whistling bird magazine typically carries 12 rounds before having to be replaced.
    Restricted: Yes. Can only effectively target NPCs.
  • Force user compatible? No
 
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[Placeholder]


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Blood Magic
By: Darth Arcanos

OVERVIEW
There is a lot of speculation on the mysterious use of the Force known as Blood Magic. It is a particularly Dark Sided method of using the Force that expedites corruption when used by races that aren't Sith Pureblood.

Because Pureblood are universally born with the Force with the 'Dark Side' as their default form, corruption from Blood Magic has less impact.

These articles were written by Darth Arcanos to help the Sith in the wider galaxy understand this school of Force and how to leverage the unique art form.

KRESSH BLOODLINE

BIRTHRIGHT
From the Pureblood standpoint, royal names among the Sith people are associated with powers that have persisted since ancient times. For the Kressh household, blood magic is an innate ability to anyone that is born within that line. Any child born with even a trace of Kressh blood will have the inherent ability to use blood magic.

This ability is used similar to other applications of Blood Magic, whereupon a Kressh can spill their own blood and mentally channel the strength of their ancestors. This can give them the tools to devastate their surroundings similar to what is described for Force Destruction. Additionally, if the user is particularly high ranked, they can cause severe blood hemorrhaging in their enemies and liquify their insides. The cost is proportionate to the level of devastation and lower ranked users have to draw more blood than higher leveled.

Blood magic can also be used to communicate with Kressh ancestors and seek their guidance through the plane of the Force.




BLOOD BINDING
If the individual is not born a Kressh, they can command the same powers if a Kressh performs a blood ritual to bind to another individual. This can be done to designate a partner for life or to bring an individual into the Kressh house. This is a painful ritual that cannot be undone, and it serves as a gift to those that receive it. They will then have the powers of the Kressh ancestors channeling through them.

The application of Blood Magic is no different than one that was born Kressh and no less potent based on the strength of the user.







LEARNED BLOOD MAGIC
THE ESSENCE OF SORCERY
Sorcery (often called Sith magic) and magick have much in common simply because all manifestations of the Shadow pull from the Spirit world beyond the Veil and both invoke Spirits and their ichor as the source of their power. The greatest difference between the two is the patrons they invoke and therefore the resultant powers they manifest.

While magick calls on the ur-spirits of nature, sorcery calls on the Primal Spirits as the source of its power. Thus, to understand sorcery, one must understand what a Primal Spirit is. At their core, Primal Spirits are fragments of the Force's energy given sentience, Force-entities, if you will. They most often come to embody emotions - rage, lust, fear, and more - and work tirelessly to spread their chosen emotion throughout the galaxy. While not all embody "negative" emotion, those that do are what is tapped by Sith sorcery.

Invoking Primal Spirits is a means of accomplishing much that stretches beyond the abilities of the average Sith practitioner to accomplish. These Spirits can amplify the powers of the practitioner and provide access to abilities that are otherwise beyond the scope of a mortal to perform.

As they are drawing from Spirits beyond the Veil as well, it is also most valuable for sorcerers to practice their craft at points where the Veil is weakened, which leads to not only practice at the sites of Force Nexuses but also has lead to many committing murder and sacrifices of individuals to weaken the Veil enough for the Spirits to pass through.

This, combined with the fact that the power of life is in the blood, means that sorcery has a much greater focus on the spilling of blood to achieve the most difficult of rituals. Often, practitioners will drain their own blood as a source of power in place of their own willpower. While spilling blood is not always necessary, particularly for simple incantations, it is a common component in the most advanced or potent of spells. Much has been written regarding the reason for malignant Primal Spirit's interest in blood, but even to this day, scholars are uncertain as to the definitive reason. What is known is that they respond to it as currency better than nearly anything else.

The true power of sorcery is in ritual. The things that the Primal Spirits can be called on to do is virtually limitless, but such pursuits always come at a cost. Often in the price of blood and death, more of each of these currencies can be used to summon more power from the other side - often either in the form of more Spirits or Spirits of greater power - and with this increased power comes increased potential. With this greater power, however, also comes a greater risk of losing control, and thus sorcerers are always walking a fine balance between gaining more for themselves and losing everything.

In truth, some sorcerers never even understand what they are actually doing. They simply learn the invocations and gesticulations, flailing around blindly in the dark and toying with power they do not understand. I have been shocked many times to find how many Sith use these abilities without ever truly comprehending the power they trifle with.



THE PROCESS OF SORCERY
As with magick, the study of sorcery is an academic pursuit that requires years of dedication, study, and practice. As magick requires fluency in Dathomiri, sorcery requires fluency in ur-Kittât. Though there are no records from the most ancient days of the Sith, it is speculated that ur-Kittât is a critical piece of the summonings because in the ancient days, malignant primal spirits were conditioned to respond to this tongue or perhaps the language itself was taught and molded by these Primal Spirits. Whatever the reason, it seems impossible to invoke and bind these Spirits without its use. Even Dathomiri does not seem to wield the same effect - though, it admittedly does hold some effect - that ur-Kittât carries when dealing with the Primal Spirits.

As with magick, sorcery requires incredible strength of will. The risk of losing control of the Spirits you summon is real and incredibly dangerous. It was one of the reasons that many choose never to pursue these arcane practices: sheer self-preservation.

Gesticulation plays a critical role in sorcery with speculation that certain movements may draw letters or symbols in the air that can be seen and carried through beyond the Veil. The Spirits then respond to these movements, and their power can be bound or channeled. Channeling this power requires "simply" the willpower to focus that energy, but binding it can be far more difficult.

Binding Primal power requires the use of runic magic. As in Shadow Magick, runes can hold the power of the Force. This power can either come from the Primal Spirits or it can come from the practitioner, amplifying their power in order to bind the Spirits to their will.







SUBCLASSES
INHERITED
Stuff that people inherit through the blood goes here teahee

LOOK AT ME ITS BLOOD MAGIC



WREAN BLOOD ARTS
An esoteric facet of Voudun-learned Wrean groups infamous for rumored 'witchcraft'. Referred to as Blood Arts in Basic and wielded by practitioners of the Strange/Internal Way who have bonded with local Wrean magic, it utilizes the metaphysical concepts and connections between blood, flesh, life, and death to enact complex spellcraft. These spells often cause a bending of the galaxy's natural rules while retaining a thematic bond to the materials used. All involve a blurring of the lines between life and death.

Known uses include the creation of short of long-term 'talismans'. A fang and liver from predatory species can be leveraged to powerfully ward off similar predators, while bones and bloody soil can create a subtler ward over a longer duration. A head can be decapitated and bewitched to track 'like kind' through the blood, acting as a macabre compass or dowsing rod.

Freshly spilled blood can be bewitched by a practitioner to bind or curse a target. A battlefield of blood, corpses, and negative emotions can be catalyzed to 'awaken the earth' and bury combatants. Some 'sea witches' have used a mixture of burned blood and herbal incense to commune with ancestral spirits or receive premonitions of the future.

While knowledge of Voudun in this treatise is limited, as is the mechanism of action, its sub-category of Blood Magic is undeniable. Owing to its aquatic origins and blood's liquid properties, some spells change in form or function underwater.



ALCHEMY
THE ESSENCE OF ALCHEMY
At its core, alchemy is simply the art and science of infusing objects with the power and energy of the Force. Although it is distinct from sorcery and magick, there is often an overlap in the disciplines. Few who practice sorcery or magick never dip into alchemy as well.

The means by which alchemy functions is diverse. From the totems and talismans of the Nightsisters to the weapons and armor forged by the Sith. Through use of Words of Power, sheer willpower, and runic inscriptions, alchemists are capable of infusing the energies of the Force directly into an item.

Not all spells and abilities in the Force can be maintained or used by an individual. These things are either stored or channeled into objects, allowing them to be released by the user with simple gestures, incantations, or sometimes even triggers in the Force.

Alchemy is not limited only to objects, however. Masters of the Force are capable of twisting creatures themselves. Most often, these take the form of abominations, but can be used to create beasts of war as well. Because the cells and Force-essence in these creatures resist the warping of their bodies, application in this form is difficult and can only be mastered by those who have great skill in the Force.

Contrary to popular belief, alchemy is not exclusively a Dark Side practice. While it is most commonly used by Dark Side sects, the early days of the Jedi Order forged swords infused with the Force and the Jedi have produced many craftsmen down through the millennia. Although they eschew the term "alchemist" for its connotation to the Sith, the function of what they do is not so dissimilar to that of alchemists. It is, however, forbidden to practice any such craft on the living as this is deemed as a "defilement of the will of the Force" but the Jedi Masters.



THE PROCESS OF ALCHEMY
As I have already mentioned, alchemy typically involves the inscription of runes onto the objects themselves, the instruments used in their crafting, or both. This power is then stored and directed into the item itself, enabling the alchemist to serve as both the well of the energy and its director at once. Without runes or Words of Power (runes inscribed with Force-infused inks on specialized parchment), the creation of any advanced items would be all but impossible.

Certain items - particularly crude ones - can be infused with the energy of the Force through sheer willpower, but their potential is severely limited and in the alchemical field would be more comparable to an infantile finger painting than an artistic masterpiece.

The transformation of warbeasts can be done through sheer willpower. While nonsentient creatures still have the strength to resist the changes, they are far less resistant than those of a sentient mind, and new and astounding creatures can often be produced.

The twisting of sentient creatures into abominations, however, is far more difficult. It was said that Darth Kravos and Darth Evandrus accomplished this through sheer willpower, but I have found that the use of an artifact is far more effective. The exact details of how to channel this power I will not share here as it is knowledge to be earned.





APPLICATIONS OF BLOOD MAGIC
I'll be frank in that I do not feel fully qualified to speak on this subject, but from the cursory studies I have made, I felt it would be negligent to neglect it from my discussion on the arcane. It is popularly said that the Jedi do not ever use magic or alchemy, but this is not wholly true.

While both have gone out of favor with the Jedi Order in the last several thousand years, there are definitive records of the Jedi dealing in alchemy that they call "craftsmanship" for generations. I have already briefly discussed this in the chapter on alchemy, so I will not discuss this further now.

As I understand it, certain sects of Jedi Seer and Consular have tapped into the power of Primal Spirits in the past. In contrast to the sorcery of the Sith, Jedi Magic calls upon Spirits that embody the aspects of the Force to which they cling: compassion, courage, knowledge, and more. As I understand they call on these Spirits in the Zeffonian tongue, allowing them greater skills in healing and driving back sorceries likely among other things.

It is thought that the ability Force Light may have first had its origin in Jedi Magic, summoning the Spirits of Light to aid them in combating sorcery, but that is also unconfirmed.

INTENT

There's bits of lore articles here and there, but I wanted to extend the information about arcane stuff. I will be continuing to flesh this out here and there over time. For reference points large amounts of this information came from "The Book of the Sith" with sprinklings from Wookieepedia, fanon, site canon, and more.

This write-up is largely banking on goodwill and common sense. Do not abuse the things in here. Not everything in this article is automatically PvP worthy.

Please also note that this is written from the perspective of Darth Andruil, and therefore may not all be 100% in-universe accurate. It is a good guideline for those interested in tackling some of these topics, but is subject to change, expansion, or disagreement. The Force is mysterious and complicated. Not an actual artifact that can be acquired at this time.

 
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frozen_planet_by_wopgnop_dg0cfe5-fullview.jpg
The Frozen Theater

@Darth Arcanos has mobilized to complete his takeover of the Stygian Caldera. With Korriban secured and Dromund Kaas underway, Ziost remains the last critical asset to win the Sith back their precious, lost territory in the Northeast quadrant of the map. The Sith Lord seeks to establish rule over not just a planet, but an empire. This is an opportunity for other Sith to choose a side in the upcoming schism that is inevitable.

Ziost is currently under the control of Mav'ar Xivousius Tyvosi iv-Sadow, the father of the late @Karys. The man has complete control over the planet and multiple steps need to be taken before Arcanos can take the fight to him.

Missions:
  • Ziost: Command Center —The Orbital Defense Command center is a strategic defense currently manned by operatives hired by the Sadow royal house. Roll a d20 to sneak in and disable the defenses to allow for the Sith forces to takeover. If you succeed the roll, please write out sneaking in and taking all systems offline. If you fail the roll, please write out fighting your way through the base to take everything offline. If you fail, you have limited time to fight to the end before reinforcements are called. Be clever about it.
    • Slots:
  • Ziost: Breeding Pens—The Ziost breeding pens have been repurposed to house massive and dangerous beasts forged through alchemy. Either killing these beasts or getting the beast masters to support the Sith cause are two options. Killing the beasts makes the final fight to take Ziost easier. However, getting them to help is a huge bonus. Roll a D20 to persuade the Beastmasters to join your cause and abandon Sadow. If you fail, you must find a way to slay them.
    • Slots:
  • Ziost: The Final Push—Once the above missions find success, Arcanos will lead the final charge to Mav'ar himself.
    • Slots:

Please stick to timely posting - 48 hours. The final push thread will happen only after the precursors are completed. Precursor threads don't need to be longer than 15 posts. If people slow down too much, I will DM some unfortunate things happening. Failure to keep posting for weeks may result in character death. This is a critical story point both for Arcanos and the Sith Faction so only sign up if you can see the threads through!!

Please sign-up below with a link to your character profile, ranks, and sub-account.
 
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