The DarkNet

Flying Blind

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Welcome to the DarkNet user. Glad to see you passed our initiation firewall. If you knew how to get in, then you're meant to be here. You just dug through fifty feet of Cyberspace crap to find us: the DarkNet. If you're interest, slicer, you too can become part of our underground network. The DarkNet is based on freedom of information, since it is more valuable than any currency. A government can make the most expensive of currencies, but it will never buy out the truth. That is our purpose.

The Galaxy is filled with groups of conflicting ideals and beliefs, some groups are formed in the belief that there are no beliefs. Some are formed simply to make money. And while money is all fine and dandy, it's not the main goal. The main goal is to ensure the Galaxy never becomes one sided. The reason there are so many groups, so many conflicting ideals, is because we are all unique individuals.

What would happen if a man who believes in peace is born into a galaxy ruled by cannibals? What if a baby is born to be a leader but is killed because the Galaxy around him is ruled by anarchy? We must allow the timeline to continue. With no one faction ruling all. We use the power of information to manipulate events to our favor. As long as the DarkNet stands, no secret is safe.

We will unearth whatever it is they hide, bring it to light, show its ugly face to the Galaxy, so all will know the truth this is our purpose, our goal, the reason we wake up in the morning and the reason we encrypt our datapads at night. We are the DarkNet. You are the DarkNet. Whether it be Sith, or Jedi, or Hutt, or Rebel, everyone has a dirty secret, a secret which we will find out. Screw the Force, May Slicer's Instinct be With You! Don't worry, we don't plan on making that a thing.

But of course, running all this isn't easy. There are many branches, when you're ready come to our base on Kal'Shebbol and see first hand what we do here in the DarkNet.

Again, no one should ever have total control, so DarkNet is not led, but supervised by three individuals. For sake of security, we will only mention code names. Helios, overseer of the S.A.R.L.A.C.C. Division, Punkyr, overseer of the F.O.R.C.E. Division. And Wraith, overseer of the L.O.C.K. Division. We'll get to what each of those are in a bit. But first, to delve deeper into the heart of DarkNet, you must know the DarkNet Codex, what every member must swear to with a witness present.

The DarkNet Codex:

I am one.
Yet I am all.
I can rise.
Yet I can fall.
This is life.
This is death.
The Galaxy will go on.
Yet I will not see her dawn.
This is how it goes.
But in my death throes, I know.
With me, my knowledge goes.
I am one.
And I have won.
Never shall this happen.
Information must live on.
So we share our knowledge,
So it will not be gone.
DarkNet is One, DarkNet is all.
Knowledge will never fall.
This is my pledge to DarkNet, at its beckon call.


Got that? Good. Now check out the divisions, they are each designed for certain tasks, and all are required for missions, there are no superiors, remember that. As you'll soon see, every branch checks the others, kind of like its own little government.

DarkNet Divisions​
S.A.R.L.A.C.C
Slicers And Raisers Located At Command Central
futuristic_scout_by_shenvei-d48t4w4.jpg
Members of this division are proven and professional slicers, those who can hack into any piece of equipment or terminal. Slicers are the heart of the DarkNet, the ones who make it run. Slicers are required to take down firewalls, hack terminals, wipe identities, and unlock doors, often working at headquarters to aid others in the field.

Ranks

Members of S.A.R.L.A.C.C. Are based on a three tier system. Basic, Advanced and Elite.

Basics usually start out in Command Central in the S.A.R.L.A.C.C. Wing. Their main goal is to help the field agents from home, guiding them and providing backup from a bird's eye view (we'll see that later on). Basics are mostly novice Slicer's or simply do not have the combat skills to work in the field, nicknamed Paddies (from Datapad).

Advanced members of S.A.R.L.A.C.C. have proven they have the skills to work in the field along members of the other divisions. Nicknamed Beetles for their ease of getting into places and buggy looking goggles, Beetles are the get in and get out operatives of DarkNet.

Elite members of S.A.R.L.A.C.C. are masters of cyberspace, nothing can be kept from them. Elite members serve wherever needed, whether it be on the field as a Beetle or at Command Central as a Paddie, they are counted on to get the most difficult jobs done when others cannot and are also expected to guide others less experienced.

Paddies
-Slice-proof Datapad
-Head Implant (Optional although preferred)
-The DarkNet Codex
-Personal Station in Command Central

Beetles
-Portable universal security interface (Goggles)
-Supply of security spikes (10-15 depending on mission)
-DarkNet Codex
-Assigned to aid a certain F.O.R.C.E. agent

Elites
-All of the above
-DarkNet medallion of achievement (Small medal given at a local gathering on the Hill)


L.O.C.K
Legion of Organized Clairvoyance and Kvetching
latest
Yes, kvetching is a real word. It means 'to crush'. Now that that's out of the way, let's continue. The L.O.C.K. division is exclusively for Force-sensitive individuals only. Using the Force to hide their presence and complete especially difficult tasks in the field, Clairvoyants of L.O.C.K. will be utilized in nearly every mission. Specializing in stealth and trickery, Clairvoyants are the hidden operatives of the DarkNet.

Ranks

Clairvoyants follow the same three tier system as the other two branches, with Basic, Advanced, and Elite. Basic Clairvoyants are more silent assassin types, mostly utilized for taking out a person of interest or getting past armed guards. Basic Clairvoyants, or Hoodies, named after their typical attire, are most at home in the darkness, using their control of the Force to hide themselves until it is time to strike.

Then come the Advanced Clairvoyants. Advanced Clairvoyants are Force sensitive Slicers who can use both sets of skills at once, making them ideal field agents. Advanced Clairvoyants are also required to own a lightsaber, making them even more dangerous if confronted. Advanced Clairvoyants, nicknamed Blades, are probably the most elusive and deadly agent of DarkNet.

Then come the Elite Clairvoyants. These agents are not to be messed with under any circumstances. To the point where they aren't given a nickname. Elite Clairvoyants are experts in stealth, but even more so they rely on combative ability. When a battle ensues or stealth is no longer an option, the Elite Clairvoyants are there to ensure victory at whatever cost.

Hoodies
-Two hold out blasters (Clairvoyants are hired on a BYOL basis, bring your own lightsaber)
-Shroud (Ordinary shroud to conceal appearance)
-DarkNet Codex

Blades
-Sith Assassin Pistol
-Standard built lightsaber (Clairvoyant must provide crystal)
-Custom ordered shroud
-DarkNet Codex
-Stealth oriented RZ-5 A-Wing Interceptor

Elites
-All of the above
-DarkNet medallion of achievement


F.O.R.C.E
Field Operatives Requisitioned to Clairvoyant Eker
424cb02127b3ebbae064eff8f4c5181f.jpg

These field operatives are the brawn of the DarkNet. When a clairvoyant needs backup, an escape route, a distraction or just pure firepower, they turn to members of the F.O.R.C.E. division. Members of F.O.R.C.E. Division, nicknamed 'Ekers', are weapons specialists utilized in the field when stealth is no longer an option. Their job (usually) is to get the clairvoyant out alive.

Ranks

Like the other branches, F.O.R.C.E. agents are divided by the Basic, Advanced, and Elite tier system.

Basic Ekers are the standard infantry of the DarkNet. All that is required of these agents is to know their way around a blaster and, most importantly, not get caught. When a battle does occur, or Command Central needs protection, the Ekers are there to help. Basic Ekers are usually housed at the DarkNet headquarters. Side note, Basic Ekers are given the nickname Pistols.

Advanced Ekers go a step above, usually leading a mission if multiple agents are present. Advanced Ekers have proven to be proficient in marksmanship and have proven themselves in the field. These agents are nicknamed, can you guess it?, Rifles. Finally come the Elite Ekers. Best described as the commandos of DarkNet, when all else fails, call in an Elite Eker. Provided with armor and heavy weapons, these Elite agents are the only ones with nicknames, known by everyone in DarkNet as Tanks.

Pistols
-Standard BlasTech Rifle plus 2 grenades per mission
-Ekers uniform (Jacket and khakis)
-DarkNet Codex
-Pazaak deck

Rifles
-Customizable rifle, same grenades
-Advanced Eker uniform, moderate armor plating (protects against small melee weapons)
-DarkNet Codex
-Pazaak Deck

Tanks
-Heavy Repeating Blaster
-Heavy Eker Armor (Possible blaster deflection, not guaranteed)
-DarkNet Codex
-Pazaak Deck
-DarkNet medal of achievement


The Guard​
This division is so elite, it doesn't need a cool acronym to be cool. These elite swordsman (a maximum of three) are specialists at taking down non-cooperative Force-Adepts and/or jedi/Sith that get in the way of the DarkNet's operations. When one of the overseers is in the field, the Guard(s) are always present. Guards are also a requirement on Red Level Missions.

Equipment

-Amethyst Lightsaber (given once becoming a guard)
-Lightweight fiber armor
-DarkNet Codex
-RZ-5 A-Wing Interceptor
 
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Flying Blind

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DarkNet Assets

Command Central

The heart, and mind, of DarkNet. Located on Kal'Shebbol, Command Central serves as the hub for all activity in the DarkNet. Originally an attempt to create a Jedi outpost, the station was abandoned after the order needed to retreat; the outpost was never completely finished and they had favored another location. Discovered by the Stargrave twins in 1,021 ABY, it soon became their base of operations; much of the facility was already laid out but some parts, specifically the electronics needed to be repaired and repowered. Over the past two years, it has expanded into two sections known as The Pit and The Hill.

Command Central has seen better days, but over time DarkNet has molded it to fit their needs. Complete with landing pad, shield generator, private cantina, Pazaak studio, training area, armory, and more. Command Central constantly serves as a rallying point, where agents return to after missions and afterwards hang out and relax, after all, we know that near death experiences can stress a person at times. So when agents need anything, anything at all, they go to Command Central; DNCC – the home away from home.

The Pit
The Pit is the militarized section of Command Central, named for its obvious trait, meant to be an underground bunker, the Pit was transformed into the combined armory, communications, training, and landing area. Upon descending into The Pit from The Hill you're greeted by a large common area, this area consists of a holomap (defaulted to display Kal'Shebbol) in the middle of the room on a platform; in each corner is a door leading deeper into the base. The entrance (corridors) can be found through the (true) North door, scattered about this room is various plants and several news feeds from across the galaxy, there is one larger screen above the South door, the DarkNet's personal feed containing updates specifically about DarkNet. At the base of the large HoloMap is a large console (split into section) running the lengths of platform, accessing this terminal will bring up a holographic screen (in sections above the console) which displays all available operations. Available, completed, in-progress, assembly.

The south door leads to a small staircase leading to the landing pads (2 larger pads for bigger ships 1 smaller pad for shuttle sized ships) just slightly above ground where one of DarkNet's two corvettes has become a permanent resident. Having been severely damaged and left behind when the outpost was abandoned, this corvette lies on the landing pad receiving several repairs a day, but is still decommissioned, a small hanger is built into a hill, this contains mostly supplies for repairing.

The south-west door leads into the armory; The Armory houses all the weapons, spikes, stimulants, and other supplies an agent may need. Inside the Armory you can also find a small repair shack manned by the pit droids Dumb & Dumber. Do not be frightened by their names, they know what they're doing (just don't tell them to fix grenades. We don't want the Armory to explode). And please remember to log what you take and return on the terminal before you go.

Across from the armory's entrance (the south east door) lies the communications centre; while some communications can happen in the main chamber, this area is isolated and sound-proofed to keep distractions to a minimum. Here, “Paddies” are stationed with their personal consoles that serve both as a personal computers and a mission computers; a ramp descends from the door way, beside the entrance is a raised platform that has an enclosed (with large transparisteel windows) station/office that overlooks the room with the word OVERSEER on the door; the room contains several monitors and consoles, an empty desk beside the consoles, as well as a conference table. A single large view screen sits on the furthest wall, directly across for an open space to walk around. As expected, this is the nerve centre where S.A.R.L.A.C.C. Agents communicate, guide, and support field operatives.

The north-west door leads into a training centre, contained within is a large room with a door just off to the side, this door leads to a single flight simulator for pilots, it may also be used to upload individual challenges. The large room however contains a couple of training dummies, an encryption station rests in the far corner. To the side of the entrance is a console that maybe used to activate the few drones as required.

Across from the training centre (the north east door) is a smaller more circular room which serves as a meditation chamber, the room is simple, dimly lit and only contains a less-than comfortable mat.

The Pit is protected by a refurbished shield generator above ground capable of protecting the base from cannon fire but if stressed will collapse easier than most generators. Thankfully, DarkNet keeps their location secret, reducing the need for the generator.

The Hill
To anyone passing overhead the Hill, the only above ground buildings of DarkNet would seem like just another small settlement on Kal'Shebbol. But it is here where DarkNet agents go to enjoy themselves and unwind, away from all the troubles of the Galaxy. The Hill is shaped like a circle, in its center is Jecht's Cantina, created by Jechtral a year after establishing their base on Kal'Shebbol. Over a short period of time the 'settlement' has grown to include a spacious speeder garage, a Pazaak Tournament House, The Junk Pile, a few single family dwellings, small apartment complex. Finally, attached to the cantina is a spa.

Jecht's Cantina is set out in a more functional manner, there are two doors one serves as the front door and the other serves as a back door; just before exiting the cantina is a locked power house generating power for the cantina. The cantina serves all manners of life, including droids. Upon entering the front door door you are greeted by a small foyer – an area where one might get a little peace from the music within. The actual cantina is fairly spacious, the bar is directly ahead is often manned by a droid shaped after a protocol droid – or one of the Stargrave brothers, to the left of the bar is a stage protruding outward with a small dressing room hidden by walls and curtains; the stage is equipped with holoprojectors allowing for the holograms and special effects to bedazzle it's spectators. Just slightly away from the stage is a table that stretches the length of the stage with a set of steps and the furthest point (providing a gap between the secondary bar and stage). On the right side of the bar is several private booths, each with seats in a crescent moon and could typical fit 4 – 5 people comfortably; several tables are scattered about and two additional booths are available on either side of the stage each are enclosed with transparisteel should the patrons request it. Directly behind the bar is a door that leads into the store room with a refrigeration unit available. At the far right corner is another door locked by keypad and hand scanner, beyond the door is a private office used for typical management, however under the desk is a switch that sinks a portion of the floor into a stairwell that leads into one of two entrances to The Pit. The most famous feature is the 'secret fizz' concocted by Arvid Stargrave and kept secret for the family; a drink only crafted properly by the hands of a Stargrave and not the droids.
The cantina offers basic appetizers but they are considering developing a proper restaurant.
Gambling tables are another thing being considered.

The Pazaak Tournament House is basic in design. Various tables are scattered about and are open to the public, in the middle of the room is a small bar manned only by droids and offer various beverage – alcoholic and non-alcoholic – and a few snack items. On the far side of the bar are locked doors that lead into the VIP and official tournament tables; these tables can be broadcast to the cantina or the tournament house for spectators. Open to the public and DarkNet for practice and fun.

On the far side was the Junk Pile; a storage and repair hut for the droids. The building is poorly lit most of the time but the lights can be brought on if desired. Droid parts have been tossed haphazardly around the room with a few charging station on the closest wall. In the top left corner is a work bench, with tools laid out ideally beside it – hanging above is a directional light someone could use to get a closer look or better illumination on a concentrated scale; on the far right is a storage area for dangerous materials and fuels for the tools. This is Kannick's sanctuary if you will – the master of the droids.

Attached to The Junk Pile is a spacious garage with enough room to house 20 speeder bikes, 15 swoops and 12 smaller landspeeers. A portion of the garage is dedicated to the repair of the vehicles, a few fuel and fluid stains are scattered about, obviously from previous repairs.

There are several dwellings scattered about in the form of makeshift streets. This dwellings are small, single family homes and none are massive estates or mansions. Each dwelling was different depending on the owner of the property, most contained 1 - 3 bedrooms and 1 - 2 bathrooms, kitchen/dining, and living room.

Finally, directly across from the back of the cantina is an exclusive spa, affectionately named the 'Lekku Lagoon' – in honor of the very first twi'lek settlers to Kal'Shebbol many years ago. Upon entering the main door you are greeted by a calming atmosphere with soft ambient music, the lobby contains a single desk and various plants to liven up the environment. As you check in you're given some robes with the men's change room to the left and the woman's to the right of the desk. Each change room contains 3 refresher booths to wash away the day's worries. Beyond the change room is a small co-ed pool with attached hot tub filled with natural hot spring waters, there are three doors on either side of the room (including the back wall) each leading to treatment rooms, some are attached and offer typical amenities and is suited for many races; there is a hidden turbo lift in one of the back rooms which may grant DarkNet members access to The Pit.
While DarkNet members are given exclusive rights the spa is a public area – by appointment only and is privately run by a business tycoon located in Kal'Sebbol's capital and not managed directly by DarkNet's assets.

The Spider
An old C90 corvette refurbished and purchased by the DarkNet to be captained by Astra Iviin, The Spider is the only acting Navy of the DarkNet and is rarely used but it's looks betray the power hidden underneath.

List of NPC's:

The Pit
Garry Griffel- Resident slicer whose sole purpose in life as of late is to maintain order in the Pit. His strict rules and constantly grumpy demeanor has given him the not so affectionate nickname of Grim Griffel

Manik Oll- The most talented, and oldest, slicer who is a permanent resident on Kal'Shebbol, the 79 year old is an old friend of the Stargrave twins and never hesitates to help a fellow member of S.A.R.L.A.C.C.

Itho Dum- Friendly janitor and caretaker of the Pit, Itho is usually seen with his handy dandy mop, which doubles as his 'weapon' of choice. Many slicers come to Itho for advice on things other than business. His motto is 'Clean pit is a happy pit'.

Arrina Melian- Arrina is the youngest 'member' of DarkNet, Arrina is the niece of the Stargrave twins, ten years old who also has a passion for slicing and often gets into trouble in The Pit for childish pranks she plays on the older slicers.

(30 other anonymous maintenance workers and other slicers)

The Hill
Lol Xett- Prominent Pazaak player and smuggler who knows of the DarkNet and occasionally helps on missions and other errands. He can usually be found in the Pazaak house and Jecht's Cantina.

Whan Offil- When Jecht isn't in town to run his Cantina, Whan is present to serve the regulars and other patrons that visit the establishment. Whan is young, flirtatious, and dim-witted. Although sometimes annoying he makes some of the best if not the best drinks on Kal'Shebbol.

Illia My- An elderly but kind woman who helps around the Cantina, she is nearly always present, but her physique hides her dueling skills, and is a faster shot than most who visit the cantina, and never hesitates to show others that age hasn't caught up with her yet.

Guun Stargrave- Not always present, Guun is Jecht and Kannick's cousin who visits from time to time. Although his visits are few and far inbetween, when he does visit all will know since his main hobby is arranging parties that usually get out of hand.

Jeanine Fann- Twi'Lek waitress in the Cantina, just as flirtatious as Whan, she can be found in the Cantina and is a occasional player in the Pazaak tournaments.

Bubba Futt- A skinny mechanic. Bubba is a fan of puns and lame jokes who works with the pit droids Dumb & Dumber in the Droid Shack.

Kyx Nikko- A former Zabrak warrior, Kyx is missing his left arm and is retired. Nowadays he is in charge of the Pazaak house and ensures there are no cheaters in his hall.

(Miscellaneous patrons and random players also fill the Hill)

The Spider
Liel Xett- Mechanic and engineer onboard the Spider, he rarely interacts with others since he is mute, and uses Sign to communicate. Despite this disadvantage, he is a more than competent member of the Spider's crew

Phellix Nakion- Mandalorian commando and friend of Astra Iviin, if any boarding party wants to take the Spider, they'll have to go through Phellix. Despite his threatening appearance, he is surprisingly friendly and talks about his exploits often

Nuni Nakion- Phellix's pre-teen daughter. Although she is normally forbidden to follow her father, she is always finding new ways to sneak onto the ship to help in any way possible. Most of the crew accepts her presence and so,e treat her as one of their own.

Worrazz- Wookiee rescued from slavery by The Spider's crew on a trip to Kashyyyk, Worrazz is as dedicated to the DarkNet as the rest of the crew, the only exception being he does not care for motives, only if he gets to kill Imperials.

Cyal Masif- Newbie to the Spider's crew, he is the greenest member of DarkNet and has yet to prove his worth in battle.

(20 anonymous crew members and technicians that also serve on The Spider along with the others)
 
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Flying Blind

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Zigara

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Sierrien

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Placeholder post -> this is just a placeholder for missions to be posted in if/when the Darknet is approved. ^^
 

Khivas

The Swashbuckling Knight
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I'll be around thinking about this. I'll keep in touch.
 

SuunKotor

The one, the only...
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So many F.O.R.C.E. operatives 0.0
 

Zigara

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It's been such a rapid growth, I'm very happy and excited and can't wait to dive deep deep within the stories.

I am personally happy to carry out any recruitment threads you guys might want to do, please send me a PM if you'd like to go there.

... I've got so much catching up to do, I haven't had a chance to read everyone's bios.
 

Flying Blind

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I'm just as excited. SilentWind I believe is currently working on some Missions, my first jab at making them were a little 'uninspired'. Can't wait to put those up as soon as we're official.
 

Pyromaniac

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YAAAAAAY my Neepo has become apart of this faction! :9:
 

Zigara

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He's gonna be our mascot.

:P

No! Absolutely not! I'm not letting a little yellow bugger run around cheering D-D-D-D-DAAAAAAARKNET! While doing handstands!
I'd rather crash a Sith ship and be badly burned in the wreckage resulting in drastically changing my life... oh wait, I already did that.
 

Flying Blind

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No! Absolutely not! I'm not letting a little yellow bugger run around cheering D-D-D-D-DAAAAAAARKNET! While doing handstands!
I'd rather crash a Sith ship and be badly burned in the wreckage resulting in drastically changing my life... oh wait, I already did that.

^^ Lol! Been there done that, right? Hey it's not like it changed their lives that much. Sure, one quit being a jedi, nearly died, had asthma for a year, depends on an implant to breathe, can't to anything exerting for more than 10 minutes, and the other went underground, became a cyborg, and together they formed a secretive organization... See? Nothing changed.
 

Zigara

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^^ Lol! Been there done that, right? Hey it's not like it changed their lives that much. Sure, one quit being a jedi, nearly died, had asthma for a year, depends on an implant to breathe, can't to anything exerting for more than 10 minutes, and the other went underground, became a cyborg, and together they formed a secretive organization... See? Nothing changed.

Actually you're right. Just everyday stuff.
 

Pyromaniac

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Better than a Neepo Sith Lord...

Oh sweet Mother, could you imagine that?
Neepo Sith stands before his apprentice, despite being a third of his height, and says lowly, "Zap-zap." The apprentice is confused, until the Neepo unleashs Force Lightning and fries him within an inch of his life.
 

Flying Blind

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I think a Neepo and a Jawa having a baby would be interesting. Just a random thought. Is there any record of a Jawa above 4 feet tall?
 

Zigara

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This post is literal just to appease my own tidiness.
I helped elaborate on the command central asset information; basically just a better tour. Things were formated and references were made, I guess there was an issue with getting the code right when I sent it over. Wrapped in this spoiler tag is the formatted version.

Just call it a quirk of mine or whatever you'd prefer.

Command Central

The heart, and mind, of DarkNet. Located on Kal'Shebbol, Command Central serves as the hub for all activity in the DarkNet. Originally an attempt to create a Jedi outpost, the station was abandoned after the order needed to retreat; the outpost was never completely finished and they had favored another location. Discovered by the Stargrave twins in 1,021 ABY, it soon became their base of operations; much of the facility was already laid out but some parts, specifically the electronics needed to be repaired and re-powered. Over the past two years, it has expanded into two sections known as The Pit and The Hill.

Command Central has seen better days, but over time DarkNet has molded it to fit their needs. Complete with landing pad, shield generator, private cantina, Pazaak studio, training area, armory, and more. Command Central constantly serves as a rallying point, where agents return to after missions and afterwards hang out and relax, after all, we know that near death experiences can stress a person at times. So when agents need anything, anything at all, they go to Command Central; DNCC – the home away from home.

The Pit
The Pit is the militarized section of Command Central, named for its obvious trait, meant to be an underground bunker, the Pit was transformed into the combined armory, communications, training, and landing area. Upon descending into The Pit from The Hill you're greeted by a large common area, this area consists of a holomap (defaulted to display Kal'Shebbol) in the middle of the room on a platform; in each corner is a door leading deeper into the base. The entrance (corridors) can be found through the (true) North door, scattered about this room is various plants and several news feeds from across the galaxy, there is one larger screen above the South door, the DarkNet's personal feed containing updates specifically about DarkNet. At the base of the large HoloMap is a large console (split into section) running the lengths of platform, accessing this terminal will bring up a holographic screen (in sections above the console) which displays all available operations. Available, completed, in-progress, assembly.

The south door leads to a small staircase leading to the landing pads (2 larger pads for bigger ships 1 smaller pad for shuttle sized ships) just slightly above ground where one of DarkNet's two corvettes has become a permanent resident. Having been severely damaged and left behind when the outpost was abandoned, this corvette lies on the landing pad receiving several repairs a day, but is still decommissioned, a small hanger is built into a hill, this contains mostly supplies for repairing.

The south-west door leads into the armory; The Armory houses all the weapons, spikes, stimulants, and other supplies an agent may need. Inside the Armory you can also find a small repair shack manned by the pit droids Dumb & Dumber. Do not be frightened by their names, they know what they're doing (just don't tell them to fix grenades. We don't want the Armory to explode). And please remember to log what you take and return on the terminal before you go.

Across from the armory's entrance (the south east door) lies the communications centre; while some communications can happen in the main chamber, this area is isolated and sound-proofed to keep distractions to a minimum. Here, “Paddies” are stationed with their personal consoles that serve both as a personal computers and a mission computers; a ramp descends from the door way, beside the entrance is a raised platform that has an enclosed (with large transparisteel windows) station/office that overlooks the room with the word OVERSEER on the door; the room contains several monitors and consoles, an empty desk beside the consoles, as well as a conference table. A single large view screen sits on the furthest wall, directly across for an open space to walk around. As expected, this is the nerve centre where S.A.R.L.A.C.C. Agents communicate, guide, and support field operatives.

The north-west door leads into a training centre, contained within is a large room with a door just off to the side, this door leads to a single flight simulator for pilots, it may also be used to upload individual challenges. The large room however contains a couple of training dummies, an encryption station rests in the far corner. To the side of the entrance is a console that maybe used to activate the few drones as required.

Across from the training centre (the north east door) is a smaller more circular room which serves as a meditation chamber, the room is simple, dimly lit and only contains a less-than comfortable mat.

The Pit is protected by a refurbished shield generator above ground capable of protecting the base from cannon fire but if stressed will collapse easier than most generators. Thankfully, DarkNet keeps their location secret, reducing the need for the generator.

The Hill
To anyone passing overhead the Hill, the only above ground buildings of DarkNet would seem like just another small settlement on Kal'Shebbol. But it is here where DarkNet agents go to enjoy themselves and unwind, away from all the troubles of the Galaxy. The Hill is shaped like a circle, in its center is Jecht's Cantina, created by Jechtral a year after establishing their base on Kal'Shebbol. Over a short period of time the 'settlement' has grown to include a spacious speeder garage, a Pazaak Tournament House, The Junk Pile, a few single family dwellings, small apartment complex. Finally, attached to the cantina is a spa.

Jecht's Cantina is set out in a more functional manner, there are two doors one serves as the front door and the other serves as a back door; just before exiting the cantina is a locked power house generating power for the cantina. The cantina serves all manners of life, including droids. Upon entering the front door door you are greeted by a small foyer – an area where one might get a little peace from the music within. The actual cantina is fairly spacious, the bar is directly ahead is often manned by a droid shaped after a protocol droid – or one of the Stargrave brothers, to the left of the bar is a stage protruding outward with a small dressing room hidden by walls and curtains; the stage is equipped with holoprojectors allowing for the holograms and special effects to bedazzle it's spectators. Just slightly away from the stage is a table that stretches the length of the stage with a set of steps and the furthest point (providing a gap between the secondary bar and stage). On the right side of the bar is several private booths, each with seats in a crescent moon and could typical fit 4 – 5 people comfortably; several tables are scattered about and two additional booths are available on either side of the stage each are enclosed with transparisteel should the patrons request it. Directly behind the bar is a door that leads into the store room with a refrigeration unit available. At the far right corner is another door locked by keypad and hand scanner, beyond the door is a private office used for typical management, however under the desk is a switch that sinks a portion of the floor into a stairwell that leads into one of two entrances to The Pit. The most famous feature is the 'secret fizz' concocted by Arvid Stargrave and kept secret for the family; a drink only crafted properly by the hands of a Stargrave and not the droids.
The cantina offers basic appetizers but they are considering developing a proper restaurant.
Gambling tables are another thing being considered.

The Pazaak Tournament House is basic in design. Various tables are scattered about and are open to the public, in the middle of the room is a small bar manned only by droids and offer various beverage – alcoholic and non-alcoholic – and a few snack items. On the far side of the bar are locked doors that lead into the VIP and official tournament tables; these tables can be broadcast to the cantina or the tournament house for spectators. Open to the public and DarkNet for practice and fun.

On the far side was the Junk Pile; a storage and repair hut for the droids. The building is poorly lit most of the time but the lights can be brought on if desired. Droid parts have been tossed haphazardly around the room with a few charging station on the closest wall. In the top left corner is a work bench, with tools laid out ideally beside it – hanging above is a directional light someone could use to get a closer look or better illumination on a concentrated scale; on the far right is a storage area for dangerous materials and fuels for the tools. This is Kannick's sanctuary if you will – the master of the droids.

Attached to The Junk Pile is a spacious garage with enough room to house 20 speeder bikes, 15 swoops and 12 smaller landspeeers. A portion of the garage is dedicated to the repair of the vehicles, a few fuel and fluid stains are scattered about, obviously from previous repairs.

There are several dwellings scattered about in the form of makeshift streets. This dwellings are small, single family homes and none are massive estates or mansions. Each dwelling was different depending on the owner of the property, most contained 1 - 3 bedrooms and 1 - 2 bathrooms, kitchen/dining, and living room.

Finally, directly across from the back of the cantina is an exclusive spa, affectionately named the 'Lekku Lagoon' – in honor of the very first twi'lek settlers to Kal'Shebbol many years ago. Upon entering the main door you are greeted by a calming atmosphere with soft ambient music, the lobby contains a single desk and various plants to liven up the environment. As you check in you're given some robes with the men's change room to the left and the woman's to the right of the desk. Each change room contains 3 refresher booths to wash away the day's worries. Beyond the change room is a small co-ed pool with attached hot tub filled with natural hot spring waters, there are three doors on either side of the room (including the back wall) each leading to treatment rooms, some are attached and offer typical amenities and is suited for many races; there is a hidden turbo lift in one of the back rooms which may grant DarkNet members access to The Pit.
While DarkNet members are given exclusive rights the spa is a public area – by appointment only and is privately run by a business tycoon located in Kal'Sebbol's capital and not managed directly by DarkNet's assets.
 

KrakenDaWhip

Slaaneshis do it better
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If you guys end up needing help with missions or something let me know, I'd like to see this become successful.
 
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