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Charles

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NAME: Zakarri "Zak" Argon
FACTION: Five Syndicates
RANK: Scoundrel
SPECIES: Near-Human
AGE: 20
GENDER: Male
HEIGHT: 6'0"
WEIGHT: 180 lbs.
FORCE SENSITIVE: No
HOMEWORLD: Nar Shaddaa

APPEARANCE:
Zak stands at an average six feet and weighs around one hundred and eighty pounds. He has brown eyes and messy jet-black hair. When he's not on the job, Zak likes to wear t-shirts and jeans of all manner. He usually has a smile on his face and carries himself with an upbeat attitude. Zak's most notable physical trait is his cybernetic right arm.

ATTRIBUTES:
Zakarri is fairly intuitive and clever and always seems to have good enough grasp on his surrounding to have a back up plan. Though he isn't as good of close-quarters fighter, he's decent enough to hold his own. Zak prefers using blasters during combat and relies on his smarts to out maneuver his opponents so he can get a clean shot, a clean getaway, or both. His abilities as a slicer make him a valuable asset on covert missions though he could work a bit on stealth. As far as piloting goes, he's decent enough, but not anything special.

STR: Mid
DEX: Mid
CON: Mid
WIS: High
INT: High
CHA: Mid


PERSONALITY:
Zakarri doesn't ever pretend to be something he's not. He's a loyal friend, fun at parties, and always seems to have a rational, yet optimistic, outlook on life. Whenever Zak get's nervous, he'll try to break the tension with his arsenal of dad jokes, which occasionally gets him into more trouble given how serious the situation can be. He's also an unintentional source of random knowledge and will always take any chance to explain the historical significance of the A280, the biology of a Krayt Dragon, or the reason why R2 units will always be the superior astromech droid.

BIOGRAPHY:
Growing up as orphan on Nar Shaddaa was rough. But, he kinda struck out lucky with his strange mentor. He learned how to slice and handle a blaster from this mentor and even learned how assemble and tinker with his own set of armor. His mentor gave him a place to stay and eat and Zak will always be grateful for that. When it was time for Zakarri to set out on his own, he decided to take his mentor's name, Argon, as his surname to pay homage to the man who helped him survive on the Scoundrel's Moon.

Since then, Zak has been trying to make a name for himself, which ended up with him working for the Syndicates. Primarily, the Hutt Syndicate. So far, he's barely scratched the surface on being an outlaw, but he's more than excited to take chances that'll roll his career into motion.


SKILLS:
- History/Investigation
- Perception/Insight
- Slicing/Espionage
- Marksmanship/Sleight of Hand

- Athletics/Endurance
- Acrobatics/Stealth
- Martial Arts/Melee Combat
- Piloting/Engineering
- Persuasion/Deception

- Intimidation/Performance

GEAR:

- Civilian Clothes
- Security Spikes (3)
- Personav (1)
- Dataphone (1)
- Signal Tracer (1)

ARMOR:
- Bounty Hunting Armor (1)

SHIPS:
- T-65B X-Wing "Red III"

- N/A

DROIDS:
- R2-series Astromech "Bubba" (1)​
 
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Charles

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NAME: Skolas
FACTION: Indie
RANK: Mercenary
SPECIES: Yuatkan
AGE: 40
GENDER: Male
HEIGHT: 7'0"
WEIGHT: 220
FORCE SENSITIVE: No
HOMEWORLD: Umbara

APPEARANCE:
Skolas stands at seven feet and weighs around two hundred and twenty pounds. His glowering bright yellow eyes along with his speckled green reptilian skin give him an intimidating appearance. Skolas is in peak physical condition and rarely goes anywhere without his traditional armor. His prized collection of trophies (humanoid skulls) are adorned at his hips.

ATTRIBUTES:
Skolas is a vicious warrior and an unrelenting force of fury in battle. His strength and speed is far greater than that of a typical human and he is well versed in hunting and tracking. Skolas prefers being up close and personal, but is more than capable of striking his opponents from a distance. While Skolas is a ferocious hunter on the ground, he is not the best pilot and prefers someone else to fly if possible. Even with his size, Skolas is stealthy enough to preform silent takedowns with percision.

STR: High
DEX: Mid
CON: High
WIS: Mid
INT: Mid
CHA: Mid


PERSONALITY:
Skolas is quiet, cold, and calculating. He believes King Horvux is a coward and that the old ways of the Hunt should be reinstated. This hate for his fellow kin was what drove him away from them in the first place. Skolas appears bitter and harsh to others, and has little respect for those that are not trained warriors. Skolas also believes that the Yuatkan are superior to all and should be ruling the galaxy through the Hunt.

BIOGRAPHY:
Skolas was raised on Umbara to be a master hunter and warrior. However, during his upbringing, his father had betrayed the King and had illegally hunted a humanoid from a civilized world. As such, he was publicly executed for his crimes. Ever since, Skolas has vowed to have his revenge and replace the King, reinstating the long lost tradition of the Hunt, and to expand the Yuatkan's influence as well. Now, he is a simple mercenary, biding his time and sharpening his skills so that one day, he can behead King Horvux.

SKILLS:
- Martial Arts/Marksmanship
- Hunting/Survival
- Athletics/Endurance

- Stealth/Acrobatics
- Intimidation/Persuasion
- Perception/Insight
- History/Investigation

- Piloting/Engineering
- Slicing/Espionage

GEAR:

- Personav (1)
- Towel (1)
- Civilian Clothes
- Comlink
- Datapad

ARMOR:
- TBA

SHIPS:
- Wayfarer-class Medium Transport "Trophy Hunter" (1)
 
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Charles

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NAME: Faen Akatosh
FACTION: Jedi Order
RANK: Jedi Knight/Seer
SPECIES: Morellian-Annfyn
AGE: 30
GENDER: Male
HEIGHT: 6'2"
WEIGHT: 202 lbs.
FORCE SENSITIVE: Yes/Trained
HOMEWORLD: Denon

APPEARANCE:
Faen is stockier for a Half-Annfyn, which he gets from his mother's side. He has long wavy black hair and dark eyes. Thanks to his Morellian side, he is able to maintain a neatly kept goatee. His ears are slightly pointed, but not as definitive as his Annfyn kin. Faen likes darker clothes, regardless of how the Jedi Order feel about it, because he thinks black is rather slimming. Faen is in great physical condition, and he seems to have a bit of RBF.

ATTRIBUTES:
Faen is well versed in the Force and has studied the more mental aspects of the Force. Along with the Force, Faen has always had a way with nature and it's flora and fauna. His knowledge on the wilds of the galaxy is hard to beat, and he is probably the best kind of guide you'll get. Faen has a natural insightful perspective and he's good at noticing things that most wouldn't think twice about. When it comes to technology, Faen is a good pilot and knows his way around a cockpit. Droids are definitely not one of his specialties, however.

Whether it be a mental game of who cracks first, or physical fight for victory, Faen is an admirable warrior. Practiced in the art of Vaapad, Knight Akatosh is a force to be reckoned with on the battlefield. Quick thinking and natural intuition make him a good leader as well. However, it is Faen's mental fortitude that he prides himself in the most. In some ways, the Jedi has literally mastered mind over matter.

STR: High
DEX: Mid
CON: Mid
WIS: High
INT: Mid
CHA: Mid


PERSONALITY:
Faen is a gentle and kind man who enjoys the quiet and being outside. His is not easily stoked and always does his best to remain serene and tranquil. Though he's more of a traditional follower of the Jedi Code, he is not opposed to making attachments with animals- specifically the more canine-esq creatures of the galaxy. Knight Akatosh can be a stern and firm mentor, but always sees to it that his pupils understand the importance of personal growth.

However, beneath the calm mystic lies a deep unfettered hate for the Sith. After the destruction of Denon, Faen has really never been the same as his old self. His beloved Massiff, Boy, is the last token and memory that he has of his family and holds the guard dog very closely. If anything were to happen to Boy, he would probably lose all love for those around him. Though he is not easily angered, you don't really want him to be mad anyway.

BIOGRAPHY:
When Faen was five, he was sent to Yavin IV to learn the ways of the Force. As a youngling, he became more proficient with the more natural aspects of the Force. It was here that he learned to connect with the wildlife- both the plants and animals. Upon returning to his family back home, he enjoyed helping his mother and five older brothers work on the many starships sent to their workshop. With his father, he learned more about nature and the importance of keeping a quiet and focused mind as well as a few forms of martial arts.

Faen was very close to his family, and it shook him to his core when he returned to find his home in ruins after the Sith incursion. He only found the bodies of his parents but his brothers were nowhere to be found. Stuck in the wreckage of his home was a stray Massiff, which Faen decided to take care of and named the creature 'Boy', because it just stuck. Faen decided that his energy would best be used helping those who had been afflicted by the struggle on Denon. However, he was surprised to find that most of his people- even close neighbors and friends -wanted nothing to do with the Jedi.

With his home gone, his family dead or missing, and his friends turning against him, Faen felt pain like no other. He closed himself off from the galaxy and placed himself in isolation in the Unknown Regions with Boy. It was out there that through deep pondering and meditation that he found peace with himself. Now, as a returned Jedi Seer, he is determined to help others through their pain and sorrow and help those who have been misguided to find a better path.

SKILLS:
- Athletics/Martial Arts
- Insight/Perception
- Survival/Animal Handling

- Marksmanship/Sleight of Hand
- Stealth/Acrobatics
- Piloting/Engineering
- History/Investigation
- Nature/Medicine

- Slicing/Programming
- Intimidation/Performance
- Persuasion/Deception

LIGHTSABER FORMS:
Form VII/Vaapad (Primary)
Form III/Soresu (Secondary)


GEAR:
- Single bladed Dual-phase lightsaber [Emerald blade] (1)
- M3 Stun Pistol [Ascension Mod] (1)
- Vibro-Greatsword (1)

- Towel (2)
- Comlink (1)
- Dataphone (1)
- Personav (1)
- Jedi Utility Belt (1)
- Signal Tracer (1)

ARMOR:
- Jedi Wanderer Robes (1)

SHIPS:
- UT-60D U-Wing "Number II" (1)
 

Charles

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NAME: Reddick Vanguard
FACTION: ISC
RANK: Governor of Tatooine
SPECIES: Pantoran-Orcolan
AGE: 33
GENDER: Male
HEIGHT: 6'6"
WEIGHT: 265 lbs.
FORCE SENSITIVE: No.
HOMEWORLD: Tatooine

APPEARANCE:
Reddick got lucky with his genes, or at least by his standards. He has his mother's beefed up bod but his father's blue hue gave Reddick more of a purple-ish tone. Reddick does not have any Orcish tusks, but he does have a very Orcish resting bitch face that can scare off the biggest Gundark. Reddick doesn't go anywhere without his custom ISC Specialist armor or at least one of his weapons.

ATTRIBUTES:
Reddick is a soldier first. During his time as a Ranger for the ISC, he has had more than enough experience on the field to take care of himself in a fight. He is proficient with all manor of weapons, including his bare fists, and knows how to throw down with a blade if it comes to it. Reddick's Orcish strength allows him to accomplish feats that the average person cannot. His capabilities as a leader are also worth mention, as it was his talent as a natural leader that led him to politics.

STR: High
DEX: Mid
CON: High
WIS: Mid
INT: Mid
CHA: Mid


PERSONALITY:
Reddick is a stern and firm believer that no one is above the law and no one ever should be. He can always be counted on to follow the rules and makes sure that others do the same. Though Reddick is a capable, strategic leader, he is also very rigid and orthodox. He is up front and blunt when it comes to politics and cares more about taking action than talking about taking action. His stubbornness makes him an extremely loyal friend but also a dangerous enemy to offend. Reddick's hatred for his enemies is blind and unreasoned with.

BIOGRAPHY:
Reddick grew up on the sandy dunes of Tatooine with his Orcolan mother and Pantoran father. They lived on the outskirts of Mos Espa where Reddick helped his mother take on construction jobs and aided his father in taking on small local bounties when he was twelve. When he was eighteen, his family was taken hostage by Hutt Slavers who were after his mother. Reddick's father fought the slavers off the best he could but was killed in action.

Reddick vowed to get his revenge and picked up his father's old blaster. He soon became a Ranger over Tatooine and that's where his hunt for his mother began. Reddick was relentless when it came to punishing the evil doers of the galaxy and his tenacity brough the attention of the people of Tatooine. He fought for them, and they respected that. When he was twenty-two, Reddick finally found his mother, but she was gravely ill and died later that day. Since then, Reddick has vowed to hunt the Syndicates to extinction along with Humanoid-Trafficking, which ripped his family apart.

It didn't take long for the good people of Tatooine to align their beliefs with Reddick and his friends and colleagues asked that he speak for the planet if he ever got the chance. So, at age twenty-eight, Reddick Vanguard ran for Governor of Tatooine and won with his final statement, 'The Syndicates are a Dying Breed, and I'm going to Poach them to Extinction.'

SKILLS:
- Athletics/Endurance
- Marksmanship/Martial Arts
- Intimidation/Debate

- Acrobatics/Stealth
- Investigation/History
- Piloting/Engineering
- Perception/Survival

- Slicing/Espionage
- Deception/Sleight of Hand

GEAR:

- Dataphone (1)
- Comlink (1)
- Security Spike (2)
- Towel (1)

ARMOR:
- ISC Specialist Armor (1)

SHIPS:
- Ordalos-Class Assault Ship "Nightfall I" (1)
 
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Charles

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Lonely Horde Incorporated


PurposeGambling, Marketing
OwnerSloan Maifus
LocationWorlport City
PlanetOrd Mantell


Lonely Horde Incorporated is a multipurpose grand casino based on Ord Mantell in Worlport City. It is owned by a Falleen business man named Sloan Maifus (NPC) and run with the help of his councilmen, Malus Creed, Kipo Loz, Yul Reech, and Xur Grunseit. Malus Creed is a strange diminutive green species with long pointed ears and is the head of PR and commercial photography. Kipo Loz is a Gungan acting as the treasury and head of finance. Yul Reech is a Trandoshan acting as the head of security. Xur Grunseit is a fellow Falleen who acts as Sloan's second in command.

Lonely Horde Incorporated is just as fancy and lively as it's competitors and is primarily used for gambling and hosting local partying events, Huttball tournaments, and the like. It has several bars, slot machines, Sabacc tables, and several other means of wasting one's hard earned credits. The central levels function as a huge trade hub, fitted with multiple small business stores like a mall. The main attraction of the central levels is the stock market exchange room that is primarily used to help kickstart start-up companies like Tonica Corp.

However, behind the scenes, Sloan Maifus uses this casino as a social hub for the criminal underworld- primarily for Black Sun.

The casino's lower and central levels are open to the public but the upper are reserved only for private investors, criminal contacts, and Black Sun itself. The upper levels hold encrypted datahubs for slicers and hackers to use to observe the patrons below as well as sound proof and technologically secured meeting and screening rooms for both in-person contact and discreet hologram meetings. Each office and screening room has a secret 'Backdoor' that directly leads to a fire exit incase of an incursion. If the Backdoor is ever used, any and all files downloaded in said room are automatically destroyed to assure any plausible deniability. It also holds a basic lounge area fitted with smooth musical ambience and professional bars and diners.

Two of the primary investors of the business are @Bel and @Cheriss Ktrame who have earned their own screening rooms in the upper levels. Any member of the Black Sun Syndicate is allowed in the upper levels as well as visitors from Crimson Dawn, but only members of Black Sun can own an entire office and security team while private investors are only aloud a screening room.

Intent
This is a site lore article I wanted to introduce to give my PC more reach within Ord Mantell as an undercover SIN Agent. It is also a place that can be used for public RP and possibly host future events like Huttball. It can also dually function as a place for interested PCs to organize their own businesses and attempt to franchise a bit. I also wanted to give Bel something to kick-start his career and build a little empire of his own. (It's also just a larger scale version of this.)


 
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Charles

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Sloan Maifus

AGE

► 50
SPECIES
► Falleen
HEIGHT
► 6'0"
WEIGHT
► 210 lbs.
EYE COLOR
► Green
HAIR COLOR
► Black
HOMEWORLD
► Ord Mantell
GENDER
► XY
FACTION
► Black Sun/Independent
ROLE
► Ringleader/CEO of L.H.I.
FORCE SENSITIVITY
► No
BIOGRAPHY
Sloan grew up.


Skills and Abilities
Intimidation/Persuasion [****]
Perception/Insight [****]
Close Combat/Makrsmanship [***]
Piloting/Engineeering[**]
[/abox3]
 
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Charles

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Character Name and Subaccount Link: @Bel
Character Profile Link: Bel
Character Age: 18 (Age up to 19)
Current Rank: Agent
Rank Seeking: Operative/Scoundrel
Notable Deeds: Bel earned his place among the Maifus-Grunseit family of the Black Sun. I'm hoping to do more Syndicate related things with him in the future. Stopped a Killik sabotage on Dromund Kaas and exterminated a Spider threat on Felucia. He also recently helped take over Tonica Corp with Cheriss Ktrame.
 
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Charles

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:|:The Ring of Ovas'goth:|:

The Ring of Ovas'goth was said to have been an extraordinary artifact created under the dark powers of a nameless Sith lord.
He was simply called the 'Overlord' or 'Ovas'goth' in a more primitive and darker tongue of the ancient Sith.
Through dark Sith Alchemy and other heinous rituals, the Ring was formed for the purpose of destroying the Sith Lord's rivals and enemies.

But in an ironic twist, it was the very ring he created that ended his life...
Description

The Ring was forged from strange and very rare lightsaber-resistant metal ore that took a more golden hue. It was plain and looked like just another ring for the purpose of keeping it's powers secret and discreet. There is an indentation in the ring meant to hold a memory crystal belonging to Ovas'goth himself, but it is missing. However, if one were to draw blood from another creature (or themselves) while wearing it, an inscription engraved in High Sith will glow reading, 'Suffering shall feed the Shadow, Death shall never sate it's Hunger, Hunger shall give it Power, Power shall bring more Suffering'. However, if a Force User aligned with the Dark Side becomes the rightful owner of the Ring and draws blood or kills another being, the inscription has an added verse to it's dark parable;

'Suffer until you become Shadow, O Master Mine.'

The artifact also seems to have a bit of it's own personality that follows the ideals on it's inscription. Those that refuse to wear it will find that it grows heavier to carry for every day it goes without being properly worn on the finger. This weight has been described to feel as heavy as carrying half the bearer's own body weight. As it grows heavier, the whispers grow louder and more overwhelming, goading for the bearer to wear the Ring and use it's power. It only wishes for it's Master to bask in the blood of their fallen enemies, though it is not opposed to the spilling of it's own owner's blood.

Another strange quirk worthy of note, is that the Ring only bows to the one who killed it's previous Master. It will simply refuse to work under someone who merely stole it and it is very covetous of it's master's use. However, if the Ring is in the possession of someone other than it's Master, it will still continue to grow heavier and heavier until it is returned to it's rightful Master. This weight has been known to be so severe that it makes it very tiresome to exert one's self after seven days.

The ruthless taunting and temptation that comes from the ring also carries a toll over the bearer's soul. The longer it goes without using the ring, the more easily it becomes for the bearer to fall to the Dark Side. This would lead to a chaotic and gruesome lineage of fallen owners and new Masters, as it has been passed down from one bloody hand to another.

It is said that the only way to destroy the Ring is for the Master to willingly destroy it in a ritual using Sith Alchemy.


Usage and Abilities

Offensive Property: The Ring, as a whole, has two charges per PvP and/or PvE thread. One charge can give the Master the benefits of both the Strength and Durability powers that come with using the Force Enhancment ability without the physical and mental strain that comes with it. This charge lasts for two posting rounds. Once a charge is used, it takes one posting round after a recovery post to use another charge, making it two rounds before one can use the Ring again. Once all charges have been used, it functions like a normal ring.
Drawbacks: After using a charge, the Ring will begin to drain the Master's might, mind, and soul by means of the Force Drain ability equal to the Master's power level. This will result in the Master wasting one posting round directly after the charge is expended to recover from the Ring's appetite. This effect can only be bypassed if the Master kills someone before the charge is expended.

---

The Ring requires minimal concentration through the Force to use, and as such, carries a very small and easy-to-miss trace. It should be dually noted that only PCs of the rank of Sith Lord or higher can unlock the Secondary or Passive Properties. These effects can only be utilized by the Master of the Ring if they are wearing it. It must be stated before a fight that the Master is wearing the Ring. If the Master of the ring falls at the hands of another PC/NPC, that PC/NPC becomes the new Master. If the Master dies without their life being ended by another PC/NPC, the ring waits for someone to kill another being while wearing it. That being will then become the new Master.

Intent
This is a Site Lore article that I wanted to create to slowly force my PC ( @Faen Akatosh ) to succumb to the Dark Side that was acquired in this thread. He doesn't know of the properties of the Ring yet, but will slowly find out more about it as he plunges deeper into the Dark Side. I also wanted to make a fairly powerful artifact with a High-Risk and High-Reward playstyle that can lead to lines and lines of old bloodied Masters with the rising of new ones. It also takes a bit of inspiration away from both the Elder Wand in Harry Potter as well as the One Ring in The Lord of the Rings.
 
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Charles

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:|:The Cult of the Nine:|:

~The Lords of Ren~
During the rein of Ovas'goth Ren, it was said that he had manipulated and corrupted nine major Lords to serve him like puppets.
One by one, they each fell to the Dark Side, corrupting the realms and planets they swayed in the Unknown Regions.
Each was gifted a sliver of Ovas'goth's power, but were doomed to serve him for as long as he lived.
Now the cult searches for their Black Lord- the Master of the Ring -or to become the Lord of Shadow themselves...

History
The Cult of the Nine, also known as the Lords of Ren, was founded somewhere around 7,000-6,500 ABY in the Unknown Regions by a mysterious Dark Lord by the name of Ovas'goth. Ovas'goth was a near-human race blessed with long life that has been considered extinct and of legend. With this long life, he devoted himself to his previous' master's studies, who's name has been lost to time, of the Dark Side of the Force. He learned quickly and mastered the arts even quicker, following a simple philosophy that would later become the motto of his soon-to-be kingdom. The name of this philosophy was 'the Ren', and it meant becoming the very embodiment of the Dark Side itself.

Though there were many who were appalled by Ovas'goth's morals, not all were brave enough to go to war with him alone. Nine human leaders banded together in hopes of destroying Ovas'goth before he destroyed them. However, Ovas'goth was cunning, and laid a trap for the nine realms to fall under his sway.


Thus, Ovas'goth gifted the Lords each a ring with marvelous power, as a treaty for peace, congratulating the wise Lords for cornering the Black Lord. Each Lord was flooded with pride, deciding to let Ovas'goth live out of pity. With the power of their rings and their united systems, who could challenge them? The Nine Lords expanded their reach, invading other worlds in a violent crusade filled with bloodshed like no other. Thus, their greed for more power could never be sated and they found themselves crawling back to the Black Lord, himself.

The trap had been laid, and the Lords of the Nine had fallen to the Dark Side, begging for Ovas'goth to grant them another great boon. With a crooked smile and a hoarse chuckle, Ovas'goth simply asked why these powerful leaders needed his help? They had a growing regime- a growing empire! They did not need Ovas'goth's gifts. But as the Lord of Shadow suspected, they cared only for their own desires, and that desire was to be immortal. The Nine Lords were not gifted with the same lifespan as Ovas'goth, and they believed that they needed to heirs to their thrones, seeing themselves as the only rightful rulers.

So, Ovas'goth asked for each of the Nine Lords' rings, so that he may bestow such a gift. However, by this time, Ovas'goth had already forged his own ring of power, and through a dark ritual, he bound the nine rings to his own. When gifted back their rings, the Nine Lords left Thaator, Ovas'goth's own planet, and continued their rein of terror. But, Ovas'goth had servants placed within the hold of each Lord, and each servant murdered their Lord the very night they received their new power.

The Nine Lords were summoned back to the land of the living by Ovas'goth, but they were neither living nor dead. They had become shadows of what they once were, bound to the Ring of Ovas'goth- bound to the will of their new Master. In this twisted irony, they had become immortal servants who would only rest if the Ring could be destroyed. The kingdom of the Lords of Ren was formed and became the primary form of worship for those worlds in the unknown.

With the Nine Lords under Ovas'goth's command, he would terrorize the Unknown Regions with his philosophy of becoming the Shadow itself. But, as the Nine Lords fell to pride, so did Ovas'goth. Though his defeat is still heavily debated, every scholar has agreed that Ovas'goth took something small for granted that would end his long life.

---

In the present day, the Cult has been made up of fanatics who search tirelessly for their true Lord of Shadow and hold precious to his philosophies. Most of the Cult soon splintered away and became what would be known as the Knights of Ren, as the history of the order's origin has been forgotten to shadow. However, a few zealots of the Cult still worship the original Ren and his Nine Lords of Shadow, pursuing any of the ten rings Ovas'goth created, hoping to find the Master of them all.



Philosophy

The Cult of the Nine follows the same principles as the Knights of Ren. Respectively, their views on the Dark Side being an unforgiving force of nature that consumes all without remorse. However, what is referred to as the 'Shadow' is believed to be an actual person, or personage, of the Dark Side itself. The Shadow led the followers of Ren, guiding the gruesome chaos to become a refined knife instead of shards of glass. The Shadow took on the name of Ren, as well as the Black Lord or Lord of Shadow. Ovas'goth created a code in a dark language for all the followers of Ren to obey;


'Suffering shall feed the Shadow,
Death shall never sate it's Hunger,
Hunger shall give it Power,

Power shall bring more Suffering,
Suffer until you become Shadow'

This code, named the Ren-Logic, accurately represented their idea of what the Dark Side was, and that it was necessary to inflict pain upon others or even to end a life. The strong were meant to survive and rule while the weak were either killed or enslaved for that was the natural order of the Dark Side. But this created opportunity for cultists to rise above their masters by slaying them in any manner they saw fit. While many may think this way of life was chaotic, the Shadow always made sure to keep their bloodlust sated by giving it purpose.

As such, cultists do not see themselves as evil, and if they do, the see it as 'Necessary Evil'. They believe that if they do as the Dark Side wishes, the Dark Side will give them more power. They care not for balance, and only for the mighty, and the mightiest of them all is believed to be the Shadow. To become a fully fledged member of the Cult, one must end the life of someone close to them, a tradition that the Knights of Ren still managed to carry on.




Structure
The Cult’s original structure before its fallout was considered more militaristic, but due to the lack of numbers, the ruling structure is as follows...

The Shadow: The Leader of the Lords of Ren.
The Nine: The Council of the Shadow.
The Fel: The devoted foot-soldiers of the Cult.
The Damned: Newer worshipers who have yet to be counted among the devoted.


Intent
This is a site lore article that goes a bit into the origins of the Knights of Ren that I thought would be neat, while also giving a bit of lore behind the future artifacts, planet, races, and weaponry pertaining to this order that I plan on making. It is an organization/sub-faction of the Sith I plan on my own PC ( @Faen Akatosh ) to discover as he finds more about the Ring's power, eventually becoming the Shadow of Ren, himself. It was also made for PC/NPC use and to inspire more extremist Dark Side activity on site. It takes inspiration away from the Sword Logic of the Hive from Destiny, aesthetic from Lord of the Rings Ringwraithes, and The Tale of the Three Brothers from Harry Potter.

 
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:|: Grimlyns :|:

"You want someone butchered in their sleep? With nothing left of the bugger but their half-eaten maggot-infested corpse? Their limbs, ears, and nose all torn off? Grotesquely scalped with weird insults carved into the body?
Yeah... Hire bloody Grimlyns."
- Unknown

Designation: Sentient
Classification: Mammalian humanoid
-
Height Range: 5'0"-5'8"
Weight Range: 100-160 lbs.
Lifespan: 60 standard galactic years

Skin Colors: Various
Hair Colors: Black
Eye Colors: Various

-
Homeworld: Thaator (Write-up Inbound)
Habitats: Various
Language: Grimish
---


Biology and Appearance
"We may not have much in stature, but we make up for it in sheer numbers! Ever seen ants swarm a grasshopper? You're the grasshopper."

A Grimlyn's defining characteristics are their long pointy ears and noses, large eyes with slitted pupils like a cat's, sleek black hair, and their apposable toes. Their skin is usually speckled and mottled with darker splotches of their main skin hue. They even have elongated toes with one apposable big toe on each foot. Their eyes give off an eerie reflective light in the dark. Their teeth were usually sharp and pointed, able to easily tear through flesh. They also had a very high pain tolerance that allowed for the species to continue acting on adrenaline after receiving bodily damage without going into shock. Some Grimlyns could lose entire limbs and still fight like a ferocious animal.

Though they are usually smaller than your average human, they are vastly more agile and quick. Their finger and toe nails are not long or sharp enough to be used as natural weapons, but they do give Grimlyns the advantage of being able climb most surfaces with ease. Their feet also helped them with this, as they could grab with them like normal hands if they chose to. Grimlyns were designed for darker terrain, with their large eyes being able to see in a lowlight night vision. A pair of long sensitive ears and a large nose also gave them keen hearing and smell.

However, Grimlyns had a strange reaction to natural UAV rays. When exposed to sunlight, it nearly blinded them as their eyes were meant for the dark and they easily burned under prolonged exposure to sunlight, even if the heat and light wasn't extreme. To cope with this, Grimlyns usually covered themselves when traversing by day, wearing helmets with tinted visors to aid their eyes.


Reproduction and Matabilism
When it came to reproduction, Grimlyns produced sexually, with the female gestation period lasting about six months. Grimlyns always gave birth to at least three offspring, which has aloud for their species to multiple fairly quickly. A strange quirk in their DNA allowed for many Grimlyns to be born with nanism or giantism. However, Grimlyns that hailed from Grimlyn parents were more likely to be born with nanism while hybrids with one Grimlyn parent were more likely to have giantism. Because of this, Grimlyns were not opposed to pairing with other species. Especially if it meant producing even stronger and smarter hybrids. In this case, most hybrids received the long ears and night vision with a slight sensitivity to sunlight without the major drawbacks stated above. They wouldn't receive the elongated toes for climbing either but did take the Grimlyn's natural pain tolerance.

Grimlyns matured much more quickly than most other races and were considered adults by around twelve to fourteen years of age. Grimlyns, however, did not have the longest lifespan either, only being able to reach about fourty years of age before their physical condition began to diminish. The oldest Grimlyns lived to be a little over sixty but few ever made it that far.

Grimlyns were omnivorous but they always preferred meat. Their stomachs were strong enough to eat raw meat without risk of getting sick. In fact, raw edible material was easier for them to digest than processed and cooked meals.



Behavior and Culture
"If one of us doesn't like you, we all don't like you. Talk backwards? Dead. Annfyn or Sephi? Double dead. Don't eat meat? Fuck you!"

Grimlyns have been known to be very opportunistic and cruel folk, using their cunning for their own and their clan's gain. Because of the harsh environment of their homeworld, they value survival above all else. Whether it be through intelligence, strength, or something in between. They are all naturally aggressive and short tempered, usually the ones to start or join a fight rather than break one up. Subtilty, to say the least, is not their strong suit.

When it comes to the pecking order, they pick on the weak and obey the strong. The strongest usually leads an entire clan of goblins while the weakest sit at the bottom of the totem pole with little hope of climbing up. However, Grimlyns always seek to be led- despite being quite capable of being self-sufficient. The leader, or Grimlord, of a clan always searches for some sort of master, weather vile or gracious, to give their people purpose. As such, the actual leader of a Grimlyn clan is usually not a Grimlyn.

There are at least fifty separate Grimlyn Clans that run rampant, but there are three clans larger than all the rest. It is said that they come from the noble line of the old House Umbra Dalhaeros and each is especially competitive with one another. The three Clans are called the Great Clans of Umbra, Da'hl, and Hiiroos.


Grudges and Leadership
Regardless of how pathetic one might be considered to one clan, they are all intensely loyal to each other and will fight to the death if someone challenges their honor. This, mixed with their high aggressivity, was what made them such a force to reckon with in combat. No Grimlyn is ever completely by itself, and seldom do they ever prefer solitude over numbers. Crowded spaces give them comfort and empty places make them fairly uncomfortable.

However, Grimlyns harbor deep unreasonable hate for both the Sephi and the Annfyn. Grimlyns were said to have been Annfyn once, but had been exiled for reasons still disputed to this day. But, what all Grimlyns can agree on is that they were left for dead, and because they were left to rot on Thaator, they lost the grace and longevity they once had. They blame both races for their primitive decent and that hate is unquenchable.

Grimlyns do have a common ranking system for each clan and it goes as follows;


Master/Grimmaster: The undisputed leader of a Grimlyn clan, usually not a Grimlyn at all.
Grimlord: The spokesman/leader over an entire Grimlyn clan.
Grimhook: The warriors and sentries of the clan.
Grimshank: The hunters, healers, and farmers of the clan.
Grimlock: The craftsman, builders, and engineers of the clan.
Grimbles: The lesser-most members of the clan, usually elderly or the ill conditioned.

The Force
Grimlyns revere the Force as a source of strength, therefore the gifted are usually made Grimlords or Grimhooks when they're old enough. They call the Force sensitive members of their society 'Goblyns' which translates closely to 'God-like' in their native language. Sometimes, a Goblyn will have no desire to be led and will become the undisputed leader of a clan, shunning any past non-Grimlyn away, whether peacefully or viciously. However, if the master of their clan is Force sensitive, usually they offer any Goblyns up to be trained by the master. Very few Grimlyns are gifted with the Force, and because of it's rarity and their naturally angry nature, they don't view the Force as having two sides (that being the Light Side and the Dark Side). It simply just is.


Coming of Age
When it came to raising offspring, they were usually taken care of the clan's healers instead of the parents, and were raised communally. Most Grimlyns do not care about who they pair with, only seeing reproducing as a necessity and way of survival. Children were expected to become proficient in at least one productive skill before the age of fourteen when they would be considered adults. There was no ceremony or rite of passage held for those coming of age, and were expected to do their part within the clan or suffer being left behind.

Cannibalism
One fairly controversial subject that has caused many to look down on Grimlyns as no more than mere savages, is their delight in cannibalism. To Grimlyns, anything made of flesh would be considered food- and that included their own kind. When one Grimlyn clan went to war against another Grimlyn clan, the winners would eat the fallen losers. Not out of some ritual or strange belief- they just ate one another. This is primarily due to the fact that their homeworld is so barren and food is hard to come by. If one clan began to starve during a harsh winter, they would eat the weaker members of their cast or even devour other clans if it meant their survival.

However, Grimlyns never ate children of their own or other species, seeing as they aren't mature enough to fend for themselves yet. Though they may seem gruesome, they have some standards to say the least.


Skills and Trophies
Grimlyns made sure to always adorn themselves with piercings, self-inflicted scars, or brandings, for each major feat one accomplished. Everything else would essentially come down to clan preference. Some groups shaved their heads while others grew their hair out until was longer than their own body, dragging behind them like a tail. Grimlyns usually wore colors that represented their clan and even had trade mark war paint and tattoo styles affiliated to that clan.

Grimlyns were also a fairly intuitive species, able to create kit-bashed starships, weaponry, and armor out of scavenged scraps. However, the shinier and more expensive something looked, the more they wanted it. This greed and ambition would lead to the many clans always being at war with one another over who's hoard and food supply was bigger. The need to win these skirmishes motivated most goblins to come up with bigger and better machinations. Essentially, given the resources, a Grimlyn could forge what they would call a 'Bad-Day MK 2' and it would preform just as well as what we would call an 'E-11D'.


Language
They way Grimlyns communicated was through their own strange dialect called Grimish. It is a very harsh and guttural sounding language that uses overenunciated consonants that resulted in lots of spit and an intimidating sound. While Grimlyns would hear a simple 'I love you' the uneducated would probably think they've just received a death threat.

History
13,000 BBY: House Umbra Dalhaeros banished from Annwfyn.
13,025 BBY: Colony crash landing on Thaator.
12,000 BBY: House Umbra Dalhaeros divides themselves into three main Clans.
2,000 BBY: First arrival of explorers, believe the de-evolved Annfyn to be a new race and name them Grimlyns.
1,000 BBY: Individual Clans splinter from the main three and establish trade with other planets, but are still too chaotic to establish a capital and planetary government.

5 BBY: Still unable to stop warring with one another, leads to subjugation under the Galactic Empire.
0 BBY: The Galactic Empire pulls assets off Thaator, leaving them to govern themselves.
1 ABY: The Clans begin warring with each other again.
130 ABY: Shamans of the Great Clan Umbra prophesize of peace under a mighty ruler.
140 ABY - Present Day: Clans still at War, primarily between the three Great Clans of Umbra, Da'hl, and Haeros.

Grimlyns were believed to once be Annfyn themselves, derived from the House Umbra Dalhaeros. However, this House had a fanatical worship of the Dark Side that let to their banishment. This led to a colony crash landing on Thaator. They sent out a distress call for help before the colony ship was destroyed, but for some reason, no one answered the call. So, the colony had to survive Thaator on their own, and it wouldn't be another thousands of years before the planet would be visited by other sentient life. Because the surface world was usually too rough to live on, they moved underground and built their cities in the bases of mountains, cave systems, and caverns. During that time, the race slowly evolved with each generation to better survive their new rugged homeworld, and thanks to the planet's natural affinity with the Dark Side, it only further progressed this aggressive evolution. This rapid warping of biology would soon lead to what we now know as Grimlyns.

In the present day, Grimlyns are still quite rare to find away from their homeworld, even more so by their lonesome. But, a few braver Clans have traveled away from Thaator in search of some new found purpose, whether it be as pirates, mercenaries, or a very strange security team, they are always willing to serve under strong leader that pays and feeds them well. However, a few zealous Clans hailing from Great Clan Umbra are in search of the one foretold to one day unite the Grimlyn people. If a Grimlyn is separated from their Clan for whatever reason, they usually find comfort in joining bands of mercenaries, pirates, or other like-minded individuals that give them purpose and a family or sorts.


Intent
To create a sub-species of Annfyn, with permission from both @LouJoVi and @LilyNion , that's more evil-inclined than good. Also to create a fun species for future character ideas that brings a goblin-esque feel next to the already approved elves, orcs, and tieflings. It takes inspiration from the Falmer, in Skyrim, the stereotypical Goblins from Dungeons and Dragons, as well as the Orcs from Lord of the Rings.
"The Age of Elves/Orcs/Tieflings is over, the Age of Goblins is Nigh!"

 
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"Fine." Reddick grunted, disgusted by everyone's distaste of the idea of stopping slavery. "I won't press on a galactic law that punishes rapists and slavers. But, your comments on ignoring the religions and customs of other planets intrigues me, Chancellor. I hope you don't condone cultures where rape and slavery are aloud, as some would see that going against the liberties and rights of the free people of the galaxy." The Governor snarled, holding his grim expression and straight posture with pride.

"Liberty was never meant to be comfortable, ladies and gentlemen. It was meant to improve ourselves and our society. I will continue to see to it that this organization of mine is built up and I will fund it myself, and will allow for public donations for those that want to see change in the galaxy."

"And, it doesn't matter if we simply label something 'illegal', but we have to act upon it. It is a disgusting problem that dwells throughout the entire galaxy. Not just the outer rim. Zaa Fenn's headquarters dwelled on one of your own planets without any of your own knowledge. It was the ISC who took care of that problem. It is heartbreaking to see all of you call justice a tyranny. Would you defend cultures and society where women are treated as second hand citizens? Where children have no right but to be used for pleasure? How disheartening it is to see everyone confuse the vile with purity and the foul with 'cultural appreciation'."

"Concerning your statements about the Sith and Jedi, however, I do not think those that have destroyed entire systems, ruining and glassing entire societies with their own unique 'cultures and customs', should be allowed to speak. That is evil. The slaughter of innocence is evil. Why should the Sith sit here and complain about their vast and growing Empire that has committed countless of what you consider to be 'tyrannies' over billions when the Jedi made one foul mistake that could have easily been amended? If we have no jurisdiction over other peoples but have the right to exclude other peoples whom we have no jurisdiction over, then I am unsure where you stand."

"As such, I am resigning as Governor over Tatooine effective immediately."
Reddick would no longer stand for this insanity. The rest of the senate could all go fuck themselves. Except Aezz. Vanguard liked that Wookiee and what he stood for. "Good luck, ladies and gentlemen." And good riddance. "May those with love fight on and prevail, and my the corrupt find their well deserved doom." And with that, the EX-Governor would take his leave. He had to weave his way through hundreds of reporters, refusing to say a word thinking what he said was enough. After making it to his shuttle, he sent word to his administrators to return any and all ISC material he had previously owned back to the ISC. Now it would be time to go and do what everyone couldn't; Take bloody action.


Being silenced isn't fun.
 

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:|:Remembrance of Ovas'goth:|:

The Remembrance of Ovas'goth was a kyber memory crystal created by the Lord in Black himself.
It glows an ominous red as it whispers in the dark, awaiting for someone to heed it's words.
Ovas'goth asks to summoned back to the land of the living, that he may rend his foes again...

Description

The Artifact appears as a small red kyber crystal that gives off a faint glow of the same color. It seems to be chiseled in such a way that it might have been meant to fit in some sort of ring or crown. It's memories contain visages of Ovas'goth's life from the day he bled the crystal to the day he died. However, the key reason Ovas'goth created it was to keep the an aspect of himself alive. As such, a Dark Sider who attunes to the crystal can summon a spectral wraith of Ovas'goth. However, this version of the Overlord is incomplete and is only capable of fighting for the caster, though he is capable of basic conversation.

Usage and Abilities

Primary Property: Force Summon creates the spectral warrior of Ovas'goth to fight for the caster. Upon doing so, the caster is unable to access the other aspects of the Force while the summon is active. This lasts for five posting rounds and can only be used once per thread. Ovas'goth has the power of a standard Sith Champion and cannot be summoned by anyone below the rank of Sith Lord. In PvE, they may be summoned for flavor. In PvP, they may only be summoned if it has been discussed OOC to be allowed. Only those in possession of the memory crystal can learn Force Summon.

Intent
This is a Site Lore article to expand upon the different relics that belong to the Cult of the Black Order. This is mostly for flavor, but can prove to be a useful tool in the field of combat.
 
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:|:Demorah Ren:|:

The home planet of Ovas'goth, called De'Moro by Hetton Demici, was once a barren desert riddled with fortress dedicated to the Black Order.
After the fall of the Shadow, the planet had been abandoned, allowing for plant life to grow over the many ruins of old.
Upon it's rediscovery, cultists of the Black Order tried reclaiming the capital city.
But without a Shadow to sit on the Throne of Shadows, they began preparing the world for the return of their Salvation...

Description

Demorah Ren...

History

The history of...

Intent
Yada...
 
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3c2bcdfb09289e736acef178a2515e1a.png


SUPPRESSOR ATTACHMENTS


AFFILIATION
Arcane Hunters Association, Outer Rim markets

MANUFACTURER
Various

SIZE
5"-8"

WEIGHT
0.36-0.42 kg

COMPOSITION
Durasteel/Duraplast
WEAPON TYPE
Slugthrower Modification

DAMAGE TYPE
N/A

AMMUNITION CAPACITY
N/A

FIRE SELECTOR
N/A

MAX RANGE
N/A


DESCRIPTION
Suppressor attachments were usually an extension screwed onto the end of a muzzle of a slugthrower, adding a thick cylinder of metal that would silence the weapon's fire. Though these attachments did not fully silence the loud shots of a weapon, it did reduce them considerably so that all that could be heard was no more than a light 'THWAP' sound. This also suppressed any light that would flash from the end of the muzzle allowing for more stealthy take downs without worrying about giving away one's position.

Several different kinds of silencers and flash suppressors were made for the various types of slugthrowing weapons. However, they all functioned the same essentially, reducing both sound and sight of the user. These attachments could only function on slugthrowers, however, and would tend to melt away into slag when being used on blaster weapons. Not only that, but they did nothing to suppress the sound of blaster fire nor the light of the laser bolt being flung through the air.

Today, silencers and suppressors have found their way in the hands of Outer Rim mercenaries and frontiersmen, but have been especially utilized by the Arcane Hunter's Association.

LEGALITY
Legal throughout the Outer Rim, but will still draw unwanted scrutiny from both civilians and officials. Heavily illegal throughout the rest of the galaxy. However, one would need to be able to pull up the proper credentials for usage of a suppressor regardless of what planet the user is on.

INTENT
To create an effective attachment for slugthrowing weapons. They haven't gotten a lot of love on site due to the amount of super cool blasters, so I wanted to give them a neat exclusive that has a nice niche function.

RESTRICTIONS
These can only be used on slugthrowers. Light blasters are still incapable of using these if they fire blaster bolts instead of projectiles.

 
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}:{Phantom Company}:{

506th Airbourne Battalion of the 101st Infantry Regiment
"Screaming Devils"


Description
Phantom Company was apart of the Imperial Armed Forces, led by Captain Brynjolf "Gorr" Baan, in the Force Eternal era. They served under the 506th Airbourne Battalion in the 101st Infantry Regiment led by Imperial Commander, Altair Din. Most notably, they entire Company consisted of Non-Forcer users.

Their operations primarily consisted of the tactical use of jetpacks during their ground raids and foray strikes. Those that served in the Company were considered some of the most elite special ops units to serve the Empire and are only deployed on missions that require their 'special touch', especially against Force users.


All of the soldiers wear an insignia worn on one of the shoulders that resembles a pack of wolfish phantoms defending a horned demon. This resembles Gorr's loyalty to Altair Din and the Empire.

The Company is divided into four Platoons that each specialize in a sub-division of combat;

- Whiskey Platoon: Led by Lieutenant Shiloh (NPC), they specialize in defensive and support fronts, establishing and securing a perimeter for the rest of the teams to begin operating or to create a fallback point for the other soldiers to regroup at in case of a bad push. They wear all-black armor with distinguished red markings resembling a steadfast wolf.
PC Members:
N/A


- Tango Platoon: Led by Lieutenant Maverick (NPC), they specialize in offensive and reconnaissance fronts, usually working directly with Gorr himself to commence stealth and blitz attacks against an enemy to strike quick and quietly. They wear all-black armor with distinguished gold markings resembling a feral wolf.
PC Members:
N/A


- Felon Platoon: Led by Lieutenant Jackal (NPC), they specialize in ordinance use and breaching fronts, usually working closely with Tango Platoon to open holes in the enemy's defense for Tango to do their job, while watching Tango's back. They wear all-black armor with distinguished amethyst markings resembling a howling wolf.
PC Members:
N/A


- Sierra Platoon: Led by Lieutenant Gibs (NPC), they specialize in medical and slicing fronts, usually working closely with Whiskey Platoon to mend the injured and to guide and watch over the other squads through hacked surveillance. They wear all-black armor with distinguished white markings resembling a skeletal wolf.
PC Members:
N/A



Arms and Equipment
Each Platoon uses their own specialized equipment to ensure they preform their duties efficiently and expertly. Whiskey Team usually utilizes anti-infantry and anti-tank weaponry for defense, Tango Team usually utilizes easy-to-use anti-infantry weaponry for quick offensives, Felon Team uses breaching and explosive weaponry to break enemy defenses, and Sierra Team uses special support weaponry to protect the injured and working slicers.

- Whiskey Armory:
[*] IAF Armor
- Jetpack function
- Gauntlet Buckler or Armorweave function
[*] Mw-65 Electrohammer
[*] FMWB-10 Repeating Blaster OR NT-242 Modular Longblaster
[*] BR8-A1 "Wolverine" Blaster Rifle
[*] Merr-Sonn Power 6 Blaster Rifle


- Tango Armory:
[*] IAF Armor
- Jetpack function or Jet Boot function
- Vision HUD or Scatterweave function
[*] BD-1/BD-2 Electrostaff
[*] Assassin's Rifle OR RPS-6 Rocket Launcher
[*] BR8-A1 "Wolverine" Blaster Rifle
[*] DA-34 Blaster Pistol


- Felon Armory:
[*] IAF Armor
- Jetpack function
- Pneumatic Fist or Jetpack Missile function
[*] Electroripper Staff
[*] Shatterbeam Rifle OR MPL-57 Grenade Launcher
[*] BR8-A1 "Wolverine" Blaster Rifle
[*] BW-713 Blackhand Heavy Blaster Pistol


- Sierra Armory:
[*] IAF Armor
- Jetpack function or Jet Boot function
- Computer Spike or Whipcord Thrower function
[*] Neuronic Whip
[*] BT-X42 Flame Projector OR T-7 Ion Disrupter
[*] BR8-A1 "Wolverine" Blaster Rifle
[*] DA-34 Blaster Pistol


Assets
Ghost Company doesn't currently hold a set base of operations, but they do utilize four Imperial Malleus-Class Gunships and corvettes for quicker dispatch. However, that does not mean that they are unwilling to take up a fortress in the future.

- Corvettes:

- Gunships:

- Starfighters:


Intent
This is a Site Lore article for an Imperial military division made for my PC ( @Gorr ) to lead and reference to. It is also open for other non-Force user PCs to join as well to join the ranks of one of the platoons and eventually lead one. I love the individuality of the different Clone regiments and wanted to implement something similar on site.
 
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The Drunken Herd


PlanetKuat
LocationOutside the Drive-Yards
OwnersAlfie Shepherd & Skelgok Desiligic (Unknown)
PurposeLeisure


The Drunken Herd was a saloon established by @Alfie Shepherd and @Skelgok Desilijic on the planet of Kuat. However, the Hutt's involvement in the business is only known to Alfred. It was strategically placed as a resting stop just outside the Drive-Yards, drawing in popularity quickly with vast amounts of workers stopping by to relax before or after work and even on break. As such, the saloon is fairly large, meant to compensate for the crowds of workers who just want some peace and quiet from work. There are two main bars with holo-TVs that stream between the news, sport programs, hit holo-television shows, and more. The servers are all repurposed 501-Z Police Droids that can alternatively act as bouncers if needed.

Though it is meant to accommodate the average worker, the design and interior are fairly fanciful to reflect Alfred's outlook on life. Just because you don't own a million credits doesn't mean you can't act like you do. It's that same mindset that he hopes to share with his newer compatriots that stop by for a drink. They are all treated like VIPs by the servers though the food and drink isn't too crazy, it is still served with the same respect and honor that Alfie would have others treat him with. This makes the saloon fairly popular as the workers enjoy the services and vices provided.

However, behind the scenes of this otherwise hospitable upstart is something a little more sinister. Below the bars and kitchen lies the lair of the new gang Alfie has started. There is a large planning room with no windows and only one entrance, a simple living room with fancy couches, bookshelves, and expensive drinks. For the members of the gang, there are individual offices to hold business in while Alfie and Skelgok's are both the largest and most prestigious. Each office has a secret backdoor that acts as a quick escape route in the event things get dicey. The lower level is guarded by Hutt-hired thugs, mainly being Gamorreans, Weequay, and Nikto. Access to the lower level is strictly forbidden to all except those with an invitation from either Skelgok or Alfie, or those apart of the Pahneke Baha Gang. All information that takes place in the lower level is relayed to Skelgok to keep the Hutt in the loop.

Intent
This is a site lore article to help establish a decent business styled criminal enterprise lead by both my PC and Xorism's Hutt PC. It can be used as a place for Alfie and others to hold business as well as to have a homebase for his gang to operate under. I totally stole the template from @Eccles guilt-free. Mostly.

 
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:|:The Pahneke Baha Gang:|:

~The Horned Flock~
Many would say that Alfie Shepherd's looks were all that kept him from truly becoming a Hutt...

History
The Pahneke Baha Gang was a sub-criminal organization of the Hutt Cartel led by @Alfie Shepherd and @Skelgok Desilijic on Kuat. Pahneke Baha is Huttese for 'Horned Flock' which pays homage to both Skelgok and Alfred. After the Grimlyn-hybrid and the Hutt made a deal to become business partners, they set their base of operations in The Drunken Herd on Kuat. Given the New Republic's recent fallout, taking Kuat from under the galaxy's nose seemed like quite the win. They are a new and young organization that plans on one day running Kuat entirely, with Alfie as it's governor.


Philosophy
Alfie's 'higher and finer' outlook on life has led to the gang functioning more like a corporate mafia than your typical biker gang. They wear nice clothes, use nice weapons, and drink nice drinks. All of it's members are required to hold a high sense of professionalism, whether it be taking out bounties, dealing with rival gangs, or running simple errands. However, no matter how criminal one's talents may be, all are welcome to try and join the fold. However, tryouts are all but simple; Alfie himself, or a trusted Uoweu, will take someone of interest on any sort of mission and will carefully analyze how they perform. If they like what they see, they invite the prospect to join the Pahneke Paha.



Structure
The Gang's ranking structure and list of members are as follows...

Cochketh - Crime Boss: @Alfie Shepherd & @Skelgok Desilijic
Cochketh translates to 'Shepherd' and likewise, they are in charge of the Flock and where it goes. They carefully watch over both their own prospects, while keeping a close eye out for any would-be wolves that dare to prey upon their sheep.


Uoweu - Ring-Leader:
Uoweu translate to 'Sheepdog' and are treated as such. They are responsible for directly carrying out any orders given by the Cochketh and are tasked with relaying any information about the Flock to the Cochketh. If they find lost 'sheep' they are to gather them to the flock.


Uop - Scoundrel:
Uop translates to 'Sheep'. The Flock is only strong when they stick together, and with the guidance and protection of the Uoweu and Cochketh, they can prove to be a feral force to be reckoned with. Unity is key to keeping the Gang together, and trust is key to unity.



Intent
This is a Site Lore article for a criminal organization led by my PC @Alfie Shepherd and Xorism's Hutt @Skelgok Desilijic . It can be used to further interest in the Hutt Cartel as well as building a more unified group of PCs that is open for anyone who is interested to join it.

 
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SPECTRAL SUMMON






DESCRIPTION
Spectral Summon was an ability that could be utilized by both the Light and Dark side to summon a spectral spirit to fight at the side of the caster. The process was usually extremely taxing for the caster, draining them of most of their Force pool depending on the caster's strength, but the technique required an average amount of focus regardless. It's primary usage was to even out a fight in which someone found themselves outnumbered.

This technique can only be used if taught how to use it by someone who has previously mastered the technique. While you may create a Level 1 Character that can use this ability, they cannot teach it to others until they reach Level 2. Characters that are Level 2 or higher that don't already know this ability cannot use it until they have learned it from someone else.


USAGE
Each summons takes on the general physical appearance of the caster. Light Side users will find their spirit to be white and cloudy while Dark Siders will find their wraith to be made of a black smoking flame. The summon mimics the caster in terms of skill and fighting prowess at the cost of temporarily severing the caster's connection to the Force while the summon is active.

For example, if the caster is proficient in Matukai, so is the summon. If the caster is proficient with Form III, so is the summon. The summon does not come equipped with any armor or weapons, but can utilize and wield anything the caster can normally utilize. For this reason, most users of this technique carry a second weapon for the copy to use in combat. Summons can physically interact with the world around them during the time they are active, but upon their dispersal, the drop whatever they were previously holding.

Every summon is equal in power to a Jedi Knight or Sith Champion and cannot increase it's power past that regardless of the caster's rank and power level. Characters of Level 0 cannot use this ability accordingly. The spirits are smart enough, however, that they do not require to be controlled like a puppet. They perfectly understand the caster's intentions and act accordingly, allowing it to fight by it's summoner's side.

The summon, while active, must remain within 30 ft./9.1 m. of the caster as well and any substantial damage to the summon disperses it. This damage is equal to Two Light-Damage hits, Any Medium-Damage hits, and Any Heavy-Damage hits.


The summon lasts up to two rounds of combat, but this time increases as the caster increases their power over the Force. The caster must use one posting round to summon the spectral fighter, which can be interrupted if the caster is forced to do anything other than summon the spectral ally. The ability can only be used once per thread, though if discussed otherwise, can be used for flavor.


PvP/PvE TABLE
Level 1 Characters: Two rounds of combat
Level 2 Characters: Three rounds of combat
Level 3 Characters: Four rounds of combat
Level 4+ Characters: Five rounds of combat

INTENT
To create an interesting ability for Force-Users to utilize in the event they are outnumbered, giving them temporary back up. While it does create a copy of the Character, the Character in question cannot utilize the Force while the summon is active. It can also be a fun 'tradition' of sorts for higher level characters to pass down to their apprentices.

 
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lfUTKQX.jpeg




Boden Wills​
(/BOW - din/ /wills/)

Age. 36
Species. Anzat
Gender. Male
Faction. Crimson Dawn
Rank. Enforcer
Homeworld. Unknown
Height. 6'8"
Weight. 212 LBS
Skin color. Pale
Hair color. N/A
Eye color. Gold
Languages. Basic, Binary, Huttese, Zabraki, Anzati, Sith
FS? FS


...B I O G R A P H Y​

Boden Wills, or subject 130D3N, was brought up through the Cadre Project where he was tortured and trained to become a superior Sith warrior. However, Boden proved to be a troublesome student, using his words to rouse the others against their masters. So, the teachers took Boden's voice, cutting off his jaw, neck, parts of his shoulders and chest, replacing them with mechanical parts. However, Boden's "Iron" will resulted in him earning another punishment- an Aj^6 Cyborg Construct implant, making him more machine than man.

Soon after the surgery, the students of the Cadre Project revolted against their masters. Another subject, 00L1LY, or Lily, aided Boden in their revolution and escape. The two grew close to one another as they had lived through similar torture together. Lily was even able to rewire Boden's cyborg throat to give him his voice back. The pair would eventually come into contact with the Crimson Dawn Crime Syndicate, joining them to put their vile training to good use. However, during one of their recent jobs, Lily perished in an explosion that took Boden's legs as well. For the first time in a long time, Boden felt true grief and devastation at the loss of the woman he loved.

However, these raging emotions proved troublesome for the Syndicate, who later removed his memories of the event and his past as a Cadre, implanting a SHIFT Animator to make him more useful. With his self-destructive habits gone, Boden quickly rose in the ranks as an esteemed Enforcer for the Crimson Dawn. However, Boden still dreams of his past with Lily, which are forgotten and fragmented when he awakes. This new kind of torture created a longing to know who Boden "Iron" Wills really was.


...A S S E T S + I N V E N T O R Y​

  • - AZ-17 Blaster Carbine
    - RSKF-44 Heavy Blaster Pistol
    - Nalphone
    - Signal Tracer
    x
  • - Aj^6 Cyborg Construct
    - SHIFT Animator
    - VT-49 Decimator
    - Personal Armor
    x


...R E L A T I O N S H I P S + F A M I L Y​

  • ▪ Name — (status)
    Desc desc desc.
    x
  • ▪ Name — (status)
    Desc desc desc.
    x
  • ▪ Name — (status)
    Desc desc desc.
    x
  • ▪ Name — (status)
    Desc desc desc.

    ▪ Name — (status)
    Desc desc desc.
    x


...T H R E A D S​

  • thread 1
    thread 2
    x

 
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Mobile time.
 
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