Star Wars Roleplay: Chaos

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The Slave's Laboratory

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OUT OF CHARACTER INFORMATION
  • Intent: To bring to life a planet full of horros and flavor, for the many to RP if they so wish.
  • ​Image Credit: Various Sources.
  • Canon: N/A
  • Links:
    Image 1 Credit
  • Image 2 Credit

GENERAL INFORMATION
  • Planet Name: Barbatos
  • Demonym: Barbatian
  • Region: Outer Rim
  • System Name: Astarte
  • System Features:
    Astarte (Class K) & Belial (Class M)
    Astarte is what is known as a Twin Sun system, off kilter in balance by the two vastly different sized suns at the center of their system. The larger of the two being a Class K named Astarte, burning yellow with a molten glow that gives its name to the system as a whole; trailed by its far smaller twin known as Belial, a class M star that forces the former start into a unbalanced orbit visible from any of the planets on the system.

    For many on the planets, these two are referred to as the 'Brothers' with the size corresponding incorrectly to the age of each. They are often regarded as being in an eternal battle, fighting with one another as punishment for killing their father; a completely separate entity far outside the local system known only as 'Vuall'.

[*]Azeban Asteroid Belt
  • Billions of varied rocks float in a semi-perfect circle around the two massive reactors at the center of the galaxy, and they are no stranger to life. Historically, the asteroid belt is thought to have been a single large planet destroyed by some unknown force, though scientists in the region believe it may have been caused by a comet from outside the galaxy, a stranger that visited the system for nothing else than destroying whatever was here before.

    Resource wise, the asteroid belt is well endowed with minerals; though most mining projects have been abandoned due to economic stress, mismanagement, or any other reason written down in the books. Many abandoned mining facilities, both automated and otherwise, lay dormant within its depths. These were most known for mining ionite, neutronium, carbon, gold, even many crystals of both known and unknown make. Although heavily untouched, these have helped bring much business to the region off hope alone, and a strong influx of resources imported for that exact purpose.

    Presently, the asteroid belt is well known by those travelling the end of the Hydian Way as a haunted site most smugglers and naval vessels simply refuse to go near. Often times this is disregarded as superstition, but some sources on the Holonet have shown a surprising spike of missing ships, causalities, and reports of SOS and corrupted signals coming from its varied rocky depths. Opponents to these theatrics believe it is not frequent enough to constitute anything but the standard loss of life for asteroid belts; citing numerous other Search-And-Rescue dossiers to back these claims.

    Lastly, the area holds the more grounded rumor that a shadowport from the Old Republic has sat quiet within its turbulent nexus. As legend serves, the station was well known for housing some of the raunchiest criminals in the galaxy; those with enough gall to move past the 'haunted' rumors and find refuge where bounty hunters often refused to traverse. However, despite the well given attention, the location is now abandoned for unknown reasons, though conspiracies theorize anything from an unsanctioned assault by the Republic prior to the Great Galactic War to the release of the Rakghoul plague, to some ritual bringing about a group of Starweirds to decimate the entire port. None of these have been substantiated however, as the port itself hasn't been confirmed by historians or explorers as of yet.

[*]Pursan (Celestial Body I)
  • Closest to the suns and shrouded in the rocks of the Azeban Asteroid Belt, Pursan is a tomb world known almost exclusively for its reported 'cries' through the force, and long range communications that have yet to be translated. The world doesn't show up on historic records for the area, and in itself is often regarded as a myth by skeptics, but explorers are fervent of its existence. There have been no dedicated exploration missions to the planet to map its surface, and if there has been there have yet to be any to return.

    The planet, for those who believe in it, is reported to be habitable with a Type II atmosphere. Gravity is notoriously low, though some suggest localized gravitational anomalies that account for an increased amount of crashes on the surface. Others state some form of ancient technology is on the surface in the form of temples or sensor stations, and many more claiming to have orbited the planet have reported witnessing the land move 'like a turtle', though the latter have been regarded as insane by most.

[*]Barbatos (Celestial Body II)
  • The system's seat of power, and major source of both population and resources. Off planet, it is less a place for tourism and more making a life for one's self, though that hasn't changed the fact that much of the planet's reputation for being run by cultists of varying degrees. Speculations on the holonet state everything from murders to entire settlements are covered up to keep the influx of workers inbound for the planet, some even citing census data being falsified to hide the fact so many disappear on the planets surface; though these rumors have been not only dismissed by the planetary government, but often proven wrong.

    More statistically based however, the planet itself has an orbital period of 381 days and a rotational period of 19.5 hours. Considered pleasing in temperature, many have found a life with its generally standard features and beautiful landscape; most notably a research center dedicated to fringe technology and provide analysis into the many local anomalies. In many aspects, scientists make up a large portion of the population when compared to most of the galaxy.

    Keres (Celestial Body II.I)
    The moon around Barbatos, the satellite is considered barren of most minerals besides an excessive amount of surface Anthracite, enticing a number of deep mining operations to scour the surface of the notorious starship fuel. Quality wise, the resource is considered rather pure, amplified by high tech refineries on the surface below. Some mines on the surface also report the presence of Phrikite, though in comparably low amounts to the other minerals in the system.

    Religiously, the moon is thought to be alive; and many of the cults have pushed numerous legislative demands to cease the mining of the moon lest it awaken and attack the planet. These have yet to pass however, as the influx of money to the system is well worth the risk of a planetary attack; especially since no reputable scientist on the planet has yet to find any sign of 'life' from the massive celestial body.



[*]Ipes (Celestial Body III)
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  • Compared to the rest of the system, Ipes is not as notable, though well documented for being split down the middle by some massive force. The surface is barren, no atmosphere to speak of, with nothing but a horrifying large crack exposing its core and mantle, and with it a large amount of common metals found throughout the galaxy. If not for its heavily fluctuating gravitational field and difficult to predict rotations, the planet would provide a grand source for those willing to mine it.

    Some companies have found luck here however, and landed mining colonies on either surface, taking the safer route than risking ships trudging between to the halves of the planet to pick resources. These send resources back to Barbatos, which are further refined or exported off planet to the rest of the galaxy at large through the Hydian Way.

[*]Krishna (Celestial Body IV)
  • A barren planet with no obvious features, its surface is riddled with craters from various asteroids and comet impacts. The most notable of these is a massive crater known as "The Ardasa Basin" by locals, thought to have been created by the impact of a planetoid millions of years before. Measuring nearly 3,150 km across, the crater could often be considered a natural wonder by the galaxy at large.

    Mining colonies are present on the surface of Krishna as well, with its largest export being rock ivory and iron; making it a very profitable satellite. However, just as much of the system, reports of 'shadows living within the walls' cause the worker turnover rate to be extremely high; making a secondary economy in psychiatric services on a small station orbiting the planet.

[*]Vuall (Celestial Body V)
  • The largest of celestial bodies 'within' the system is Vuall, a massive black hole mined by automated energy refineries to produce a much of the galaxies subatomic knots, used mainly in gravitational devices. This export is by far the largest and most well established export of the system, and is currently nationalized by the local government of Barbatos for its own export; ensuring some balance from the 'boom bust' cycle notorious of other large exporters of such materials. The black hole itself, and station, is far enough away from the system to almost not be considered apart of it; however as it is the closest thing to receive the materials produced it is generally considered well within the rights of the local government to mandate, and to date has not been contested by many outside sources.

    Religiously, Vuall is thought by the cults on Barbatos to be the ancient and rotting corpse of the original creator; killed by Belial through trickery and mischief. It is thought that, because of how large the father was, that it would eventually force much of the system to simply rot with it; something substantiated by scientists as the black hole continues to grow every year, though it would still be many more thousands of years before it begins to pose a danger to the local planets.


[*]Coordinates: [AL,16] Along the Hydian Way Hyperlane.
[*]Major Imports:
  • The system at large imports excessive amounts of labor, more than any other resource. This influx of people helps provide the substantial force utilized in keeping the planet's all consuming economy on a roll, and exports keeping much of the planet's various groups well endowed in monetary forms. With this labor, the planet imports additional large amounts of food, medicine, and other requirements for life, as there is an almost exclusive focus on the industrial sector of the planets; that and its large research economy.

    Additionally, the planet imports the majority of low cost fabrication products, such as clothes. Luxury items and more recreational items are also imported, though under the table there is a serious spice problem amongst the working class. Few measures have been implemented to maintain this addiction rate, and there are entire slums of people forced to deal with criminal elements to get their fix due to this.

[*]Major Exports:
  • As a whole, the system is well known for its exports of minerals and refined matierals, as that is its largest export. In its entirety, it makes up nearly 60% of the economy, meaning that with its 'boom town'-esque nature, there are few who can directly compare with its exceptional exports besides the more industrial areas of the deep core. It has garnered a strong reputation in the outer rim as an excellent source because of these minerals purity. These minerals include:
    Ionite
  • Neutronium
  • Quadranium
  • Durasteel
  • Carbon
  • Iron
  • Gold
  • Various Crystals (Sapphire, Emerald, Diamond, etc.)
  • Anthracite
  • Rock Ivory
  • Subatomic Knots of Space-Time
  • Scientific Research
  • Cultural Artifacts (Illegal to Export)


GEOGRAPHIC INFORMATION
  • Gravity: Standard
  • Climate:
    Temperate / Alpine

    Barbatos is notorious for its temperate climate, being realistically comfortable for the majority of the galaxy. This means that no matter the species involved, the planet is home to a wide variety so long as their greed is good enough for it. Months go by of comfortable spring like weather, as the humidity on the planet can be the largest complaint those make of its summer months, though the real danger can appear during winter.

    Winter on Barbatos is unnaturally cold and hostile, though not to the point of planets like Hoth. More importantly the mixture of high humidity and the cold winds moving down from the various mountains and barren mining fields means much of the planet is absolutely covered in snow for a good portion of the year, or otherwise frigid. Blizzards of varying size are as common as they are deadly in these times, and is one of the greatest causes of death for new comers to the planet; meaning warm clothes are a necessity for the field workers.

[*]Primary Terrain:
  • Beautiful mountains and badland like valleys litter the surface of the planet Barbatos, notorious not only for its weather and mining, but for its exceptional nature as well. Much of the planet is full of hills, mountains, and oceans to offer its inhabitants hundreds of locations to live at. However, despite much of the planet's natural beauty and ever rolling hills, the other half has been turned into a massive cosmopolitan city aptly named 'Barbatos'.

[*]Atmosphere: Type I (Type II when pollution storms arise.)
[*]Major Locations:
  • Barbatos -

    Established thousands of years prior following the discovery of large amounts of minerals in the region, Barbatos is the capital of the Astarte system and governmental chair holder for the surrounding region. The planet is notorious for excessive prices, with an inflated local economy some blame on corruption and others blame simply on the amount of credits involved; though just as it is infamous for its crime and corruption, so too is it renowned for its high average wage and chance at a good life for those who wish to make a life there. So much so, many younger generations from all areas of the galaxy find a temporary home here to collect savings or otherwise work themselves to make a better life wherever it is they wish to settle.

    It's not unheard of for men and women to leave their families in other parts of the galaxy while they work a ‘tour’ in Barbatos, leaving only after they breach the hundred thousand credit mark in their bank accounts. Due to this, the area contains an excessively high single population, and an even higher crime rate as drugs and more are smuggled onto the planet to allow these overworked individuals some sort of time off. That is not to say however the entertainment districts in the city are underdeveloped.

    In terms of absolute infrastructure, the planet holds on its everything from welfare and wellbeing districts, governmental districts, housing and entertainment districts, and almost anything else a massive city such as this would. Poverty in the city on paper isn’t large, however the many who fall through the cracks into crime and spice are often removed from census data; making it appear to outside sources that the planet is much better off than it is, helping to bring in more workers and personnel to man the many mining facility through the system.

    Although Barbatos is safer than much of the system at large, despite its exceptionally high murder rate, many attribute this to the fact that the local religious folk are progressively more hostile than they were years prior. Dozens of attacks are covered up or otherwise swept under the rug every year as bombings, shootings, and outright kidnappings take place weekly. This has led to a strong sense of ‘community monitoring’ amongst immigrants to the city, as residents often oust each other for being ‘religious nuts’, killing or brutalizing them in the street when they see fit.

[*]Cykranosh

  • Often referred to as ‘Camp Nerf Herder’ by the immigrants to the planet, the area more formally known as ‘Cykranosh’ by locals is by far the largest gathering of natives on the planet. With a population just under a million, it is hardly the rolling metropolis of Barbatos, though it does hold its own distinct culture and style. Shrouded in the hills near the ‘Valley of the Gods’, the environment itself seems enough of a hindrance to those who would consider the population a threat. The entire city is built into massive cliffsides, straddling a large river beneath it that rolls with enough energy to provide the city with power.

    Updating itself with technology was not achieved until just undered a century before, however the locals have used the situation to their advantage. Trading for handmade quality goods for the larger Barbatos, and in turn receiving everything they’d otherwise need, the many inside the traditional society enjoy a comfortable yet conservative society that is otherwise completely isolated to outsiders. Only the most trusted traders and contacts are allowed access into the city, and they carry with them horrific legends as they leave.

    The most infamous of which is the legend that in the waters beneath the city lies a massive creature that chooses to slumber; and has done so for eons. Priests and Priestesses claim that this creature is the next sun, that it only need to grow more to challenge its far larger brothers. Although there has never been any actual evidence of the creature, monthly sacrifices are made to it in the form of children and volunteers willing to sacrifice themselves to feed its slowly engorging form. One trader has even claimed seeing it come close to the surface during noon; noting that it was so large that it could have easily ‘destroyed Barbatos in an afternoon’; though this was later in the man’s career, and he was subsequently put into a sanitarium for mental illness.

    Other legends remark that some priests and priestesses have been the same ones for centuries, that they have aged only a few days since the beginning of contact with the city. Explanations such as ‘Time Dilations’ in local areas, to immortality given to them by their underwater god, are popular; though generally disregarded. The common explanation is that due to inbreeding within the community, it is very often possible that the children of these older societal leaders simply look alike; even going as far to claim the same name and mannerisms to keep up some act for their people.

    Although eccentric, the city seems to mind much of its own business and is generally protected by the Triumvirate in Barbatos; though that doesn’t stop the occasional incursion from drunken criminals fighting with these cult members. The youth amongst Cykranosh have slowly become more radical as a result, and have even been rumored to have made militarized insurrection groups against the migrant population invading their planet.

[*]​Valley of The Gods (Celephais)
  • Far outside the cosmopolitan metropolis, there lies a series of valleys and rivers that cut deep into the surrounding rock formations. Millions of years of geological evolution is visible by just a glance at the sheer cliff sides; topped by trees and vegetation old as the valley itself. Known as ‘Celephais’ by natives, the area is exceptionally beautiful from the outside; most notably at dawn and dusk when the twin suns cast a watercolor painting over the sky, as shadows play out their dances before their call to slumber as night encroaches.

    This seeming paradise lacks, however. Where some might find surface level beauty and awe inspiring sights, the entire area has been cordoned off by government officials under the guise of it being a nature preserve, something mining companies have been attempting to overturn for decades, if not centuries. It is this seclusion for development that protects not only the region itself, but those who would see to do it harm.

    The real reason the place has been kept restricted to public access is due to numerous temples and ancient cultural sights in the area. Locals regard these as the birthing place for the system at large; claiming it is the literal womb of the mother Barbatos, and that disturbing it would force a response the planet could not resist. An apocalypse on nothing but rumor, though the temples have been disturbed, once upon a time.

    Centuries before the current boom nature of the planet, when immigration had just started and smuggling was just taking off; a number of aspiring criminals looked to raid the temples for their internal wealth. Documents on record can neither prove, or disprove, their existence though there is a common regard of the story being strictly legend.

    Ten men went in, zero came out; with nothing left but the reports of men moving through the trees at night that look vaguely similar to the era’s criminals. Crying, the mimicry of voices of visitors in the treeline, and the constant smell of blood plague the area with horrendous experiences for those who visit. While much of the system is regarded as myth, it is the Valley of the Gods that carries with it the fear of men in its hearts; at least those who have witnessed what Astarte holds.

[*]Lomar Station

  • Situated far above Barbatos, a massive civilian station orbits the planet for the many needs of the ground. Its imposing nature is often the first thing visitors witness, with two massive statues on its exterior of men with heavy chains on their back; a nod to the working class that come to Barbatos for this or that. Numerous hangers, dry docks, and fabrication facilities make the station not only a renowned shipyard, but more notably a city all on its own.

    With half a million on board at any given time, the space port contains within trade districts, entertainment districts for the wayward visitor, customs districts, immigration centers, and even housing for those who wish to live off planet. All imports and exports are forced through the station for both clearance and protection of the planet’s ecosystems, but also to often skim and bribe to get the planet’s goods.

    It is here the Triumvirate finds its first source of income, as anyone who pays the tariffs directly lines the three’s pockets with credits, be it righteous or not. These tariffs are not at all legal in a traditional sense, but with the excessive amount of corruption on the planet it isn’t up to anyone but its standing leadership to decide where these funds are put to use; more often than not being used to subjugate the rising crime lord or monopoly forming.

[*]​The Ocean
  • ​Seemingly endless, the ocean’s of Barbatos are heavily unexplored but by the few areas known to be rich in underwater minerals and resources. Thousands of offshore mining rigs are erected as a result, some forming minitare cities in themselves; with much of their connection being pathways between each surfaced platform. However, thousands more find refuge in massive underwater facilities dedicated to the refinement of what is mined, or otherwise research into the local area.

    Utilizing the currents as an energy source, these almost self sufficient research and mining centers house hundreds of thousands at any given point; however most are contracted on term limits meaning that someone only need to do a cycle underwater to receive their pay. It does well too, as many in these facilities find a serious mental condition arising after only a few months. Many sources have cited the causation of this being seclusion from the surface, however the general consensus blames what lies just beyond visible range, and off sensors.

    Reports speak of black creatures always on the limits of visibility; never closing the distance but forever watching. Rightly so, they’ve been nicknamed ‘Watchers’ and often resemble varying humanoid creatures, though there haven’t been pictures of them taken. However, the superstition surrounding these are strong, and crashed vessels are never recovered at fear they would bring about the wraith of whatever it is that sits on those waters.

    However, as prevalent as the legends are, many simply never see the odd creatures; choosing to work their job, drink their alcohol, and move onto the next job with little to interfere. These rumors are generally kept to the seamen themselves, and rarely make it back to the mainland without some sort of stir.

[*]​Mount Orobas
  • The mountain known as Orobas is a legendary figure for much of the planet, as it stands the tallest and most well regarded structure on the planet to date. At an almost astronomical 36 km high, the mountain breaches much of the troposphere, and threatens the stratosphere with its few peaking tips. Settling itself in the Volac Mountain Range, itself spanning almost 9,300km, it sits as the throne of the world. Aerial pictures of the mountain have considered as a natural wonder of the planet, though many scientists are convinced its creation is synthetic; sighting the fact that it threatens to breach the planets atmosphere and could not naturally have done so without disturbing the layers of ozone above it.

    Beneath it however, is the more notorious dwellings one should be wary of. Hundreds of thousands of kilometers of cave networks keep the mountain a mystery to all but the most intrepid of spelunkers and explorers, but its depths are riddled with unknown predators and eldritch terrors. From being followed by shadows, to previous exploration teams still calling out for help with no known source, the mountain is a horrifying example of what can come to those who delve to deep into curiosity itself.

    These ‘defenses’ keep what lies at the core secret, it would seem. Unknown to the majority of the world, the deepest portions of the caves cut deep into the mantle of the planet itself. A place where no sound, no sensors, nothing can truly get to it without knowledge of its entrances and paths. Within lies the now empty laboratory of a Sith Lord eons in the making; her very nature unknown, with only his creations and markings allude to his presence at all.

    Stony, full of ancient sith alchemic items and documents long past the point of recovery, it is here much of the planet’s legends have found genesis. Thousands lie dead, never to know peace, as experiments were done for the search of immortality; even ‘ascension’ as the sith lord had called it. It is unknown what the eventual fate of the lord was, but her sanctuary at the bottom of Mount Orobas has yet to be breached, and lies as a nexus that lashes out to various lay lines of the planet itself.

    Size: Planet
    Although it can be felt across the planet, the Orobas Nexus finds a strength in its central mountain; deep in the core. With an extremely unstable force at its core, force related horrors have spread across the planet in many aspects; most notably in both illusions and wraiths, dragging the souls of those who died on the planet to be twisted and reformed into malignant entities hardly recognizable to what they once were before. Those of a light sided affiliation who die on the planet can often retain their traditional appearance, but would be plagued with the screams of a thousand dead before them; giving them little solace.

  • Intent: To give reason to much of the force based haunts that litter the planet; most notably the ghosts, the fact few souls can find peace, the innumerable disappearances.




POPULATION

  • Native Species: Human
  • Immigrated Species: Highly Varied
  • Population: Heavily Populated (245 Billion Permanent Residents)
  • Demographics:
    Due to the import of workers to maintain the factories and innumerable mining facilities, the planet doesn't have the luxury of species segregation nor picking and choosing the groups that come and go. Although specieism is certainly present on the ethnically diverse planet, there is little systematic racism that would keep one group of people down compared to others; though there is a certain preference to humans and human like people, most notably in the upper class and other echelons of Barbatos society.
    Humans: 39%
  • Mammalian Species: 37%
  • Reptilian Species: 18%
  • Insect Species: 5%
  • Varied: 1%


[*]Primary Languages: Galactic Standard Basic
[*]Culture:
  • Overview -
    Barbatos is a planet shrouded in the rawest aspect of nature; that of survival of the fittest. With an engorged economy where almost all present are paid nearly six figures, and none of the intelligence or class to carry that cash, the planet has fell into a cesspool of fear, paranoia, and crime. Only the upper class, and some middle, are able to escape the mundane cycle of work and hedonism; choosing to stick to the upper areas of the massive metropolis, far outside the reaches of the dreaded religious fanatics stories below.

[*]Daily Life -
  • Routines are kept simple on Barbatos;

    Work for your credits. Spend them at the bar. Get out before something goes wrong.

    For those who live on Barbatos and take it in with little inhibitions, they work in ways that would put much to shame. Weeks of 18 hour days just to have another week to binge off the stress, and do it all over again; something that proves time and time again how simple it is to keep a man happy. This is the most common aspect of people on Barbatos, the simple willingness to abide by the societal routine; spend your credits and don’t ask questions.

    Others find joy in establishing a family in the nicer parts of town, albeit they are slim. On the outskirts of the high end districts, security patrols help maintain just enough order to ensure the proper raising a family if they so wish; although Barbatos is hardly a friendly environment regardless. Many choose instead to work and bring what they’ve made home for savings, hoping to one day make it off planet and live a life of freedom with the nest egg they’ve earned.

    For those on the top of the societal echelons, they spend their time performing research of new and demanding technology; most notably of the mining variety, pushing its use to get ahold of deeper and deeper mineral clusters. Others manage their respective business before inevitably retiring to their own home, or the numerous entertainment districts of the city to provide some relief from the drivel of day to day.

    That last however, are the religious. Infamous for their secret nature, little is known about just what those that live in Cykranosh actually do. Some say human sacrifice, others say the care of crops and herds, but nobody is truly certain; not even the local traders who actually speak to them on a daily basis. This mystery has festered in the hearts and minds of many who stay on Barbatos, forming cruel opinions of them off nothing but rumor.

[*]Society -
  • The planet of Barbatos carries a culture of work ethic, appreciating the harsh environment capitalism cultivates. When one comes to Barbatos, it is for the exclusive purpose of working, at least most often. Almost 65% of the population is either seasonal, migrant workers, or otherwise serving a corporate ‘term of duty’ with whatever the contractual agreement allows for, while those that live in the system spend most of their free time indulging in the darker side of life.

    Outside of the worker’s culture, there is a stark contrast in poverty to the planet’s higher ups, with glistening buildings and well kept streets. Its here that most of the CEO’s and Researchers for companies live day to day, letting the paid off security form the backbone of their confidence. Between the high end shops, apartments, and massive towers housing everything from mansions to labratories, there is virtual no lack of luxury to be had.

    Lastly, outside the city sits the religious group known as the “Chorazos”; the outsiders to Barbatos all consuming economy. They trade, they communicate, but their isolationism precedes them as it creates a stark mystery about their very nature. The people are not friendly to outsiders, and few ever make their way into either the city itself, or vice versa.

[*]Arts -
  • Although the city specializes in industry and the advancement of the almighty credit, there is some that choose the city to appease the upper class for their art. Of course, there are also those that would dance for the workers, offering closer engagements for credits, though some would arguably declare this anything less than actual art. For those that actually make it, they find a mild profit depending on their fame and resourcefulness, though they pale in comparison to local artisans.

    It is the religious groups that make the ‘best’ art, or at least the most coveted. Few pieces have escaped into mainstream Barbatos society, and any that do are quickly swept into this private collection or that museum, most often closed to public access. Often, the pieces carry with them a fragmentary description, being bald and prosaic with a pervasive undercurrent of persistent strangeness. Alien in nature, there is a certain unearthly beauty that is carried with them, appreciated by only the rich and divine.

    Although heavily sought after, there is little that offers the supposed descriptions any credence, only that they exist and that authentic sources are heavily sought after. This makes counterfeits just as common, though they are generally regarded fake very quickly by dedicated collectors.

[*]Sports -
  • Although traditional sports are common on Barbatos as a passtime, such as Gooth Ball, Ubardian Oil Wrestling, Repulsor Skiing, Motosurfing, and even Limmie, sports are relatively ignored on a mainstream level when compared to much else. That is, except blood sports like Dinko Fighting; where Shockboxing was by far the largest grossing sport on the planet. Notable players such as Russ Vane and ‘The Fist’ are practical legends amongst the community; though rumors state there are preplanned fights and dives are common.

    This of course is a result of numerous syndicates getting involved and paying off the contenders to maximize profits and bets. Because of this, Shockboxing on Barbatos is by far the highest grossing, and most watched event; netting just over a hundred billion credits annually in total revenue. This makes it a prime target for other criminals groups, however the amount of collusion has been cut down by larger criminal organizations and the notorious Triumvirate that rules over the planet.

[*]Religion -
  • Far larger, far greater, Astarte and Belial were not only the greatest of Vuall’s children but in turn the closest to his own form. Creation had given the two many gifts, and they utilized these to fight Azeban, crushing their oldest brother with great effort. It was only the combined effort of the two that took the grand warrior down, and with his dying words he would instill divine aspiration into Belial.

    Astarte took the words as the annoying prattle of a dead man, and moved onwards to assist Ipes in turning on Krishna. Belial saw this, and behind his brother’s back brought Azeban back to life through creation’s magic. Although reduced to no more than a child, Azeban was grateful and remained in his own corpse to ensure safety.

    Belial moved forward to meet the group as they fought, watching as the cornered Krishna cut their brother Ipes in two before being taken down by Astartes. Tired, the larger of the two sons stood high and grew annoyed with Belial, questioning where he had been during the conflict. Belial plead ignorance to the fight; letting Astarte calm himself before looking over his father.

    Vuall had grown weak, drained from the millennia of war with what he created, and Belial could feel the thoughts the aged god carried. When all was said and done, and Vuall regained his strength, he would take down each of which he created and reabsorb them. It seemed Vuall had learned from his mistake, knowing isolation was better than conflict, yet even still Belial could not stand for this with the gifts he had been given.

    Belial brought his sword down upon his father, killing the crippled general with no emotion. Self preservation brought the murder about, and far too late as Astartes heard the dying cry of his father. Witnessing his final breath, Astarte turned on Belial with all his remaining might and took to the offensive.

    Belial however, had already consumed the life essence of their father, turning his corpse into a rotting husk of what it once was; though the hunger was retained. Moving to match his brother in mortal combat, the two moved through existence in a perpetual dance as they were forced to experience the exact conflict their father had created eons before.

    As the two fought, it was Azeban who rose from his corpse and saw his kingdom for what it was. Rechristening himself as ‘Pursan’, The Divine. With the two greatest warriors now stuck in perpetual combat, he took his time to enjoy his new status as god; turning to create two sons for his own joy. The son never learned from the mistakes of his father, and pushed for the creation of Barbatos and its divine brother; Keres.

    Underestimating the creation in his new body however, Pursan fell quiet and sick, falling back into his primordial corpse. It was here he began to sleep; letting darkness envelope the god once more as he hoped to recover his strength.

    Barbatos and Keres awoke to a strange world, one where nothing seemed to make sense; as they were surrounded by the carnage of war and corpses, leaving them immediately scorned to this new environment. To stave their attention, they turned their attention on the two brothers who fought; letting their moves hold their attention as the dance continued.

    It was Barbatos however, that would look away, creating art on his skin in the form of children. Far smaller than himself, and certainly not a threat; he enjoyed watching the grandest creations walk across his body and find their own places to slumber. This entertained Barbatos, but his attention always seemed to fall back to the sons who fought before.

    As their creation myth comes to an end, the Chorazoans believe that there will be a time where the brothers will absorb one another and war will come once more. They seek salvation through sacrifices to Barbato’s children, and the worship of their many elder gods, hoping that when the inevitable end comes that they will be saved by the leniency of their many gods.

    This apocalyptic belief has in turn been stigmatized by the immigrants to the island, though there are notable few who choose to be indoctrinated into these beliefs. Some claim that the strangeness of the system as a whole gives credence to the religion and its many myths, yet others detest such conspiracies. With no word from the religious isolation centers, it is often up to anyone who might guess what the causation of the mass terror could be related to.


GOVERNMENT & ECONOMY
  • Government: Triumvirate
    The governmental body of Barbatos is one made of a very powerful group of people known simply as ‘The Triumvirate’, a group notorious for keeping the peace on Barbatos in any manner they think is best. Murder, protection rackets, and bet manipulation are all crimes the Triumvirate is guilty of; even still only one of the three members is related to criminal syndicates.

    Starting with Aar Haaz, he is a rodian in charge of the Ardasa Syndicate; most known for its near monopoly on the Shockboxing tournaments. More notably however, they deal with underground security and the otherwise dedicated response to rising issues with the various families and criminal groups that inhabit Barbatos, letting no stone go unturned should something threaten the peace.

    Aar has been known to force peace between cartels when they grow to the level that might adversely impact the economy, or the planet’s already low stability. These constant turf wars are often settled with the Rodian as the mediator, with no individual party being brave enough to stand up to him nor his many forces. Doing so would likely end in suicide to all but the larger companies.

    The other two Triumvirate members as it stands is Aria Sendai, the founder and CEO of Astartes Mining Corporation, and a man known simply as ‘Human’. The former is one of the wealthiest on the planet, owning much of the resource rights to the planets in the system and outsourcing said mining operations to various other companies while still managing all exports through the Lomar Station; something they own in its entirety. Most taxes are ran through Aria, who in turn takes a cut before putting the rest to the Triumvirates collective bank accounts.

    It is Aria who all businesses must go through to get business licenses on the planet, meaning that all large economic choices must be preapproved by the heavily restricted economic system. That is to say, only large corporations that can prove threats to the standing order are under the constant prying eye of the Astartes Mining Corporation; while others can go under the radar with little concener.

    The last however, known simply as ‘Human’ is a man that hides his face, and is heavily unknown through the grapevine; though his reputation is well feared. No known companies are under his pseudonym, and crime syndicates working for him only mention that he paid for their actions, meaning that there is almost no trail to him. His greatest power is his ability to attain information, some even referring to him as ‘The Broker’ for the omniscience of his information network; often selling to the highest bidder.

    Although unknown in all general capacities, ‘Human’ along with his peers can be found through the capital building of Barbatos; a massive tower with the full force of syndicates, mercenaries, and the standing army to defend it. High priority people are allowed access to the building, and some even rumor that it is entirely self sufficient if the rest of the city were to fall; though these are unsubstantiated.

[*]Affiliation: N/A

[*]Wealth: High
  • ​Due to the major focus on exporting much of the galaxies needed resources, Barbatos and the system as a whole has found serious profit. This doesn't mean however that products are priced well off, as the serious need for workers and high paying jobs found on the planet means all products in turn have inflated in price. Rent can be hundreds of credits a day, food is double or even triple what it might be on other planets, and overall the planet is extremely expensive; though those that live there are notoriously rich from their jobs.

    This wealth transfers to all forms of society, as the upper governmental body is notoriously made up of many businessmen and renowned figures. Corruption is heavily prevalent, as any who aren't direct business owners on the planet but still wish to be 'rich' find their freedom in crime, something that is extremely difficult to keep up with, since the population is almost seasonal and rotating depending on the economic cycle.


[*]Stability: Low-Medium
  • Due to the excessive amount of immigrants, temporary workers, and criminal elements within the planet at large; there is a dangerously low amount of stability to rely on. Although it is not unheard of to hear of families being raised on Barbatos due to the pay one might receive from a mid level management position, it is not unheard of to compare Barbatos to planets like Nar Shaddaa in terms of outright crime and criminal elements. However, it is not to the degree of the Smuggler's Moon or Coruscant's undercity, it is dangerously close to being entirely run by syndicates. These outside elements have created a dangerous environment for the general working populace, and their drug smuggling has created a pandemic few in the government wish to deal with.

    In addition, the native population that lives outside of the city, and occasionally inside, is progressively perturbed at the industrialization of their home planet. These groups believe that it is a threat to not only their way of life, but to the very planet they live on. As it stands, their religion worships the celestial bodies as a family, and the excessive mining that has been taking place for untold eons has begun to stir them. These religious groups often protest and riot, however fanatics are reported to murder and enact terrorist attacks on the migrant workers. This in turn has created a severe divide in migrants and local populations, well outside the usual drivel of spice and crime.


[*]Freedom & Oppression:
  • Governmental wise, the Triumvirate that runs the city does little to truly subside the concerns of its populace, choosing instead to rely on the local businesses and syndicates to bring order where needed to protect their own assets. Although a federal military is present, it is under the control of the highest bidder more often than not; meaning that anyone with the money to pay for it can have criminal charges pushed on whoever they wish with the planetary military to back them. This leads to flaring tension, but something both the workers and rich have come to regard as 'status quo', as its something many take advantage of when able.

    The one saving grace of the planet and its people is the fact that there is an exceptional amount of social and political freedom, so long as it doesn't directly effect the standing power players. That is to say, so long as you don't step on toes, you will never have to see the face of a military police member; and could very well live your life in comfort working your job. Freedom to come, to go, there is almost nothing you can't do if you wish on Barbatos, making it many criminal elements dreams, and even more for the rising man of the household looking for the perfect chance at moving up in the world.

    With so little against the rules, general laws do apply about murder and the like. However, despite a standard set of laws in order, they are more 'suggestions' than anything else. While the military will get involved when needed, and the few justice minded officers in its corps look to curb the growing problems the planet faces, there are many more who are willing to be bought off. This creates a crippling fear of both the military and its Triumvirate leadership, though keeping ones nose clean is the easiest way to avoid their prying eye.

MILITARY & TECHNOLOGY
  • Military:
    ​Due to the riches on the planet's surface, the planet itself has a notable planetary navy and fleet consisting of about 100 km total. Army wise, it has enough to keep billions of people in line despite the chaos that threatens to reign on the planet; though its major downfall is its management. While many of its officers have years of experience as military men throughout innumerable conflicts in the galaxy, most are easily bought off for the sake of money rather than straight loyalty. While the highest bidder might be where their loyalty lies, the current Triumvirate has enough in the banks to maintain plenty of cushion against the military should it need.

    In addition to a decent military force, the planet has billions of well armed criminals looking to maintain their comfort and freedom. Although defending the planet isn't their real goal, many have such a dedication to their way of life that they'd be willing to die should anyone really threaten that. This applies to both the ruling party and any other external source; making a dangerous population should it ever rise up in full force.

[*]Technology:
  • To get to much of the ores and minerals within the system, the planets have imported millions of scientists to help maintain their superiority in refinement, processing, and otherwise dedicated collection of resources. Although this was the original purpose, and its mining equipment is sought after by much of the galaxy, the excessive amount of scientists has led to many more offering research grants either privately or through the govermental body to research other aspects in varying categories.

    This means that compared to much of the galaxy, the planet itself has a higher technology base; though most of this is exported to other areas where it might serve better. Some stays in innumerable forms, and the pocket of high grade scientists has helped create an influx of large entities looking to hire these various groups to research this or that; creating a strong location of outsourcing outside more notable scientific locations such as the Deep Core.

HISTORICAL INFORMATION



Much of the history of the Astartes system is unknown, and as such there is little to go on before the year 4989 BBY, where the first explorers came across the system. A ragtag group of imperials from the Old Sith Empire, led by a woman known simply as Darth Niona, managed to find the station while searching for a home outside of the crumbling infrastructure of the dying empire they once knew. It was here that they discovered Barbatos, and the first of its many strange occurances.

While moving along the Hydian Way through hyperspace, numerous alarms began to sound as the many aboard were awakened to a blood bath. A seeming swarm of beings akin to starweirds had manifested within their vessel, their intangible cries echoing through the void of the ships interior as hundreds were killed in only a few minutes. Emergency crews moved to save what they could, but losses were stacking quickly.

As their course slowly diverted from the traditional path of the Hydian Way into unknown space, they were ripped from hyperspace as black hole sized mass shadow tore them from speed, propelled solely by the propulsion they maintained from the jump they’d made a few days before. With alarms going off, and the ships internal systems quickly damaged by the intense power of the starweirds, options were running thin.

Darth Niona, in her great wisdom, strapped a strong force artifact to her apprentice, letting him draw much of their attention before jettisoning the young boy from the vessel; ensuring a premature hyperspace drop long before their target location. Although it saved the vessel from immediate danger, new found issues arose as the Harrower-Class Dreadnaught slowed into the unknown system.

Initial scans were hard to come by, as there was a natural electronic smokescreen present in the dense nebulae of the system but did show that minerals were extremely rich in much of the asteroid field near the twin stars; something that intrigued Niona more than anything else. With the loss of her apprentice quickly overcome, the Sith Lord commanded her ship to the single planet near its core; known as Barbatos.

Soon in orbit, Darth Niona felt on the planet what had developed through unknown means many millennia before; and something she could not help but see potential in. Declaring it the next colony of the Sith Empire, work quickly began to bring infrastructure to the forlorn planet. It was during these initial attempts to found the city of Barbatos that the sith met the natives; those that referred to themselves as the worshippers of Vuall.

The Sith Lord, following her appointment as governor of the system, took a heated interest in the local religion of these groups; turning her curiosity into science as further and further studies brought about a new alchemic concoctions and spells. What Niona seen in these people was the answer to mortality itself, in the form of their gods and creation; more notably in the way their priests stayed alive for so long.

Her curiosity would reap fruit as she too would slow in age, splitting her attention between the massive infrastructure projects of the Lomar Station and hundreds of mining ships to provide resources for the growing Sith Fleets; making her extremely rich in the process. It was here much of the foundation was laid for the inevitable billions who would live on Barbatos, though it was still relatively minor in history besides its strategic value.

Over the course of nearly a thousand years; Darth Niona had began to perfect the art of immortality through the time dilations formed near the religious cities. Although the source hadn’t been publicly known, there was the belief that whatever lived in the rivers below the city truly did lengthen the life through these seemingly random orbs of oddity. Aging slowly still, Niona was no match for the Eternal Empire as it made its way towards the planet.

As the Eternal Empire began to surge forth through the galaxy, Barbatos was no different than many others. With a few billions living planetside, a star fortress was constructed in its orbit and the once governmental leader moved the entirety of her research deep underground Mount Orobas, where the sith had identified the planet’s genesis seemed to come from. Now resided to the life of a hermit, the sith lord fell into obscurity as her research was disbanded and her life was forfeit to the annals of history.

Not much is known of her fate, though signs around the cave seem to say she perfected eternal life; through her lack of presence within and lack of sign of leaving make for a hard statement to be made. Many of the notes left are unintelligible, broken thoughts and inane ramblings of a person who lost their minds; making almost none of them useful. However, the notes still offer the key to eternal life, if you’re to believe the myth.

Much of the history past this point seems to be lost, as after the Eternal Alliance destroyed the Starfortress in orbit about Barbatos, the economy went through the first real boom it had. The population surged, where billions settled the planet in a matter of centuries; forcing infrastructure and construction companies to keep up. Additions were built onto the Lomar Station, and for a long time, things were going well for the planet.

However, as growth continued, tensions rose with those religious on the island, claiming that the large presence of people was disturbing the gods; that it would bring punishment down. Many disregarded these rumors, but the many mining colonies that had formed began to report more and more instances of dementia, paranoia, and eventually very serious diseases like schizophrenia. Although mining was the tradition for the sector, psychiatrics soon came into play as a leading medical field; even if most blamed it on the high stress industrial environment.

Centuries would pass as galactic events played out, from the various remnant forces of the Confederacy of Independent Systems finding refuge deep in the metropolis, to the Empire holding down what authority it could in the distant region. Yuuzhan Vong had moved past the planet for unknown reasons, sparing its population the fate of death.

It was only until the Gulag plague that the planet was forced to pull back from its extroverted trade; as mass riots formed and brought its governmental body to its knees. As the galaxy went dark in the aftermath of Zero’s attack, so too would Barbatos and its people. Sometime in the dark era of history, a new government body would form and bring about the next golden age for the tingel arm residents; that of the Triumvirate, led by none other than a man known simply as ‘Human’.

Many assume the mantle has been passed down generation by generation, however the seeming immortality of the Triumvirate leader ensures fear of the government in all aspects; helping to pull the mining system up by its bootstraps and enacting reforms that brought its goods to the galaxy at large. Now, in the coming age of a galaxy at conflict, prices go up and everyone looks to make a profit.

Its the people of Barbatos that are hardy enough for such a war, with hands filled with repulse hammers and another waiting for a paycheck.


 
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OUT OF CHARACTER INFORMATION

  • Intent: To sub a gift for Darth Maliphant's Emperor.
  • Image Source: Here.
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Los Muertos
  • Affiliation: [member="Darth Carnifex"]
  • Model: Selaphiel, The Blade of Kings
  • Modularity: N/A

  • Production: Unique
  • Material: Alchemized Impervium Blade │ Leviathan Leather Handle Wrap │ Svolten Ryholite Treated Devaronian Edge
TECHNICAL SPECIFICATIONS
  • Classification: Sith Sword
  • Size: Very Large
  • Weight: Very Heavy
SPECIAL FEATURES
  • Ghost Sword Reflection
  • Heavily Augments Force Powers
  • Consumes Force Energy (To Increase Power)
  • Consumes Life Energy
  • Must Be Bonded
Strengths:
  • Multi-Front Assault -
    With every strike of The Blade of Kings, brings forth a compelling and destructive power; no matter the form utilized, Selaphiel brings with it a manifestation of the darkside with every strike, sharing every aspect of the source assault. Most often a scissoring action, though alterable by the bonded, when a strike it performed a second blade is constructed as an exact mimic to the blade itself, effectively making every strike resulted from the blade doubling itself to a second direction; taking much inspiration from the common moves of double lightsaber users, without the static direction of the blades.

[*]​Chosen King -
  • In addition to the subservient sword that lashes out in unison with its bonded, The Sword of Kings doubles as an effective and downright terrifying amplifier of dark side powers and energy. In the same manner as scepters of ancient Sith, the weapon multiplies the strength of its user in the metaphysical in all aspects; a danger to all but the most profound force sensitives. This in itself makes the weapon an unruly destroyer of the uninitiated, though as a gestalt whole the sword brings with it a demanding respect and hegemony.

[*]​Ravenous Gluttony -
  • With the power of a king, comes too the overhead of managing such power. Although not as much of a combat oriented ability relative to the many other aspects of the blade, to maintain such strength in the weapon requires the sacrifice of both blood and energy; through the consumption of force sensitives and their littered energy. In a duel, this constant feeding can drain an opponent in proximity, slowly tearing them down from where they stood to be nothing more than a prostrated subservient to the righteous chosen. Because of this, the weapon is unable to be held by any other than its chosen recipient; consuming all that attempt to wield it without the proper knowledge or know how of its enigmatic ritual.

Weaknesses:
  • Ravenous Gluttony -
    While a power when engaged in the endless warfare of a King, at times of peace the nagging hunger of the sword can be as much a burden as it is a boon. Left to nothing but the cold blanket of a scabbard, the blade will turn on its bonded recipient and begin to drag them to the Netherworld through the slow destruction of their body, mind, and soul. If not them, than a constant influx of prisoners must suffice as a sacrifice; dependent heavily on its power. The stronger the weapon becomes, so too does it require multiple blood quenches a day to satiate it for the next. An endless cycle, until another King is chosen or the sword meets its end.

[*]​Regicide -
  • While the weapon is a formidable weapon of the dark side, and one of the magnum opus of its creator; just as all creations like it, it finds a exceptional weakness in the fact that it can be not only disabled by directed light side force abilities, but outright destroyed should a significant strike of ‘Force Light’ or any other dreaded cleansing ability come within its path. The weapon has no inbuilt defenses to this, and without proper care and protection; it is impossible to protect it from such an atrocity.

[*]​Fit For a King -
  • The blade is glorious in fit and form; yet despite its aggrandized nature, it is just that, too large and exceptional for the common man to hold. Its alchemized weight make for an extremely heavy and dense weapon capable of denting a starship’s hull with enough force, but to move it with such intent is reserved for only the most eccentric built and powerful. Lengthwise, it can be disturbingly difficult to use in tight and confined areas, easily bumping and prodding the outskirts of the arena if ones not careful.

    This makes the weapon slow when wielded, unruly and tiresome to maintain, and a burden to anyone not well versed in the wielding of such a large and imposing blade.


DESCRIPTION
In the furnaces of the mind, a question arose on how to prove one’s alchemic ability and exceptional help for the empire at large; to bring about the approving gaze of its Emperor, and cement one’s self as a man to be trusted and held dear. With this, the first embers were lit in the eventual forge that would temper the blade soon to be known as Selaphiel, The Blade of Kings; the proverbial Magnum Opus of its creator; the less than well known Darth Maliphant.

Utilizing a team of heavily trained alchemists, Maliphant used what resources he held to bring about a strong foundation for the craftsmanship that would soon go into the blade. Men and Women of all aspects, notorious Sith from across the galaxy, and the growing prowess of an organization not known to the day of light; pure ore was taken from much of the galaxy, criminals appropriated from the execution chambers so many sat in, and the influx of rambunctious Jedi taken from the short but brutal combat with the The Rebel Alliance; all taken and categorized as nothing but the menial products of labor and resources. Humanity was not an aspect of the weapon as these cattle were dragged through an assembly line of torture and gruesome displays of power to incite the dark side in their very souls; only to be cut down and turned into mineral.

With Jedi, rebels, prisoners, and more all brought to their knees after weeks of grievous care; their pain, fear, and anger were drained through precise cuts in major arteries. Hundreds of souls were brought to bear to form a strong but temporary pool for the eventual quenching of the sword, while dedicated craftsman led by Darth Maliphant worked through the sorcery required to give form to its power. These alchemists began work in shifts, a month long effort of constant spellwork, sorcery, and outright rituals to achieve what was to come; with Impervium molded into its core and edge, treated with both the infusion of Devaronian Blood-Poison, and grinded down by the Svolten Ryholite of old. This combination made for an exceptionally strong base, yet the work was not to be done.

With its husk formed, the soul was to be imparted and bonded through another many weeks of constant sorcery. Settling the blade into the blood pool formed through the many force sensitives and righteously tortured, its womb had formed through sacrifice. It was here that its many powers were formed, welded into its metaphysical parts, and given life through hunger. This was the power of the dark side pressed dense into a singularity the likes few had ever witnessed. The soft whispers of the many dead cried out in agony in its presence, littered whimpers of the ever forgotten, now no more a portion of themselves as the whole of the blade.

Selaphiel, after weeks bathing in morbid water, eventually consumed the entire pool. Hundreds of dead, all concentrated in its metal frame, its creation a finale to all the work put into its unsanctioned creation. Through a small spike within the hilt was the bonding formed, with the chant to tie one’s soul to its core, allowed for it to be wielded with indiscretion; where its many powers would begin to form. The first is its ability to create a clone of the strike sent out, a proverbial liege that could strike out with as much force and power the conventional strike would; in the same fashion as a use of Jar’kai, though instant and forceful. This ghost blade would prove to be its most iconic feature outside its hunger, and the hallmark for its nickname as the ‘Ethereal Conqueror’; as time would soon show. Next came its power of the darkside, the many within its core nothing more than a conduit and focusing lens for the wielder to impart whatever injustice they see fit. It was these two powers that the sword was given to maintain its exceptional reputation as the sword of a king.

With these many things in mind, it was Darth Maliphant who had taken the weapon; seeking out his liege with an excitement festering in his heart. To gift him its prowess through gleeful joy imparted on him by nothing more than the pride a master takes in his work. Soon, it would find an a new home in the sheath of a man who reigned over much, and its creator an almost nameless slave to imperialism.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create an organic SSD.
  • Image Source: Here.
  • Canon Link: N/A
  • Restricted Missions: TBA
  • Primary Source: TBA
PRODUCTION INFORMATION
  • Manufacturer: Blackwell Industries │ TBA
  • Affiliation: Faction Name(s)
  • Model: The Nameless Hunger
  • Production: Unique
  • Material: Summa-Verminoth Genetic Base │ Sith Alchemized Genetics
TECHNICAL SPECIFICATIONS
  • Classification: Sith Dreadnaught
  • Length: 10,000 meters
  • Width: 10,000 meters
  • Height: 10,000 meters
  • Armament: Extreme
  • Defenses: Extreme
  • Hangar: None
  • Maneuverability Rating: Low
  • Speed Rating: Average.
  • Hyperdrive Class: Average: 1
STANDARD FEATURES


[*]Enviromental Systems / Life Support:


[*]Sensor And Targeting Systems:

[*]Internal Security Systems:

[*]Reactor System:

[*]Interior Rooms:
  • Bridge
  • Main Hold
    Contains Armory
  • Single Docking Bay

[*]Conference Room w/ Holotable (Holonet Uplink Optional)
[*]Medical Quarters
[*]Crew Quarters
[*]Engineering Bay


ADVANCED SYSTEMS

  • Sith Meditation Chamber

Strengths:
  • Gnaws At The World -

    It is he who slumbers and consumes that finds no equal, the ultimate creation of sith alchemy and an affront to the universe. This behemoth is known as The Nameless Hunger because of its destructive prowess, its never ending persistence on the battlefield to quench such a massive appetite. In this, it is ravenous, deliberately laying carnage with each mighty throw of its tentacles, and the literal embodiment of Chaos.

    The beast works through its hunger by the consumption of massive vessels, whatever it can pull deep into its endless maw. Thrashing darkness ends the lives of many a crew member as the last thing they are to ever see is an almost immeasurable mouth tear away at the assumed indestructibility of their star destroyer.

[*]
​Force Hierophant -

  • With no mind of its own, it's hard to say why the creature is able to manipulate the force in any capacity, yet even still a passive force conjuration surrounds it. A cloudy, lightning riddled nebula that serves as a shield for the beast; striking at anything the comes to close, and it is this mist that hides the true nature of its form. Only its creator, and those cursed, ever bore witness to what it was; with all but the former losing their minds as a result.

    This connection to the force is limited almost entirely to protection, however, and in no way is the creature capable of directly augmenting force powers or enacting any of its own beyond the passive barrier around it. It holds only the ability to pull and consume, and a singular titanic lightning blast formed in its gullet. This secondary strike is its only means of long ranged engagements, as a beam of pure energy is sent out from its teeth lined mouth to cut into enemy ships with extreme prejudice; akin to that of a proton beam cannon found on many other version of the dreadnaughts that roam the galaxy currently.


Weaknesses:
  • Beware Of Spawn -
    Although the beast of the cloud is shrouded, hiding its entirety in a dark side nebula; the actual reality of its power is limited to relatively close range. Long range destroyers rain hell down onto the cloud, landing indiscriminately across is blackened leather hide with little response from the beast itself. Although able to hold up to excessive amounts of damage, lasting skirmishes in these conditions will end the Armageddon before it begins; killing the harbinger of chaos long before it ever reaches the surface of a planet.

    In this same sense, dedicated hyper velocity cannons for long range combat can decimate the omen of dark times with far less response than the more energy based assaults of turbolasers and more. More laser based weapon's stability can be run rampant by the dark side shield that surrounds the formless leviathan, making their eventual hit useless. Physical rounds however, are not so easily destroyed despite this semi-permeable shield, making a glaring weakness.

[*]Control, Above All -
  • Where many ships may have issues defining where one might be the captain, everyone aboard the unnamed horror of space understands only one thing; The only master of the creature is hunger. Aboard there is a group of Sith Lords with the sole, dedicated purpose of maintaining a connection to the creature to hold onto it's will, to keep it chained for the sake of protection, yet every passing moment they risk losing it to its more primal desires. The creature does not think as a mortal, nor could it truly be regarded as sentient, for it holds no identity nor allegiance. Where many create sith spawn with a master in mind, it is the abyss walker that knows only gluttony; the literal embodiment of the emotion.

    Should the force connection within be disrupted, should the council utilized to maintain control of the beast ever be sundered, the creature would begin to lose all control and consume until it was no more without chains implemented to hold it down. It has no understanding, and would only feed until the creature bursts its gargantuan belly open; spilling durasteel plates and quadrandium frames mixed with a disgusting ichor of stomach acids and pure dark side energies.

Description:

The Beast of the Unknown, Scourge of a Thousand Planets; over time the beast will collect names from the hearts and minds of those who have lived to witness it. Its very nature an abomination, the simple fact it exists and affront to any god man has thought of so far; and yet it roams. Endless, slow, wrapped in black undulating clouds as snaps of red lightning hide its coiled mass; the terror of every man’s dreams. No man can understand what lies behind the clouds, only that its very embodiment is one of non euclidean nature, seeming to shift and pulse, grab and tense, all for the sake of unseen manipulations.

Even in genesis, the creature is surrounded in mystery as rumors persist the creature was found and conquered more than made; yet the truth of the matter is that it was the sole creation over many months of sacrifice and the backing of an empire to bring it to fruition. The blood of millions, the corpses of untold leviathans, and the best and brightest minds unaffiliated with the grandest of empires led to its very birth. On the seventh day, man rested, and what rose from his rest would never sleep again.

Its primary designer, creator, was a man known simply as ‘Los Muertos’; the nickname given to a man far outside the reach of any established government. His alchemical creations kept him famous in the well connected rings around the galaxy, and the fear of what he was truly capable of kept many coming back; those on the receiving end of said creations looked on the name with horror. This exact horror was not unfounded, as this ‘Los Muertos’ utilized one of the darkest creations in his repertoire to flesh form and create the bioship; The Darkstaff.

Months of constant rituals, blood sacrifices, even the very knowledge of some of the first Leviathans was put into its total amalgamation to make a ship capable of sundering an empire off presence alone. To take down the feared creations of Lotek’k and other extra-galactic destruction; yet it was not to be controlled, something that is unknown if it was truly intended to ever be held down by chains or not.

The beast in every sense, is a conduit of the Force; pushing and prodding, pulling and wafting as it’s formless mass is sent through space with a cruel nature. Every system it is in, it strikes fear on all who witness it, every battle it is a nightmare that can cause a route simply on sight alone; the act of seeing such a behemoth hiding with the clouds makes it a terrifying sight for any who’s minds have flecks of cowardice or fear. Only the stalwart can maintain their control, only the bravest of men face down the demon of the void.

In itself, the creature has rarely ever been seen but by its creator and those unfortunate enough to bear witness to its forming carcass during its creation. Its nature is a thick leathery hide that holds almost no color, sickening grey flesh that would find its place more on a corpse than on a living creation; yet it moves like any, tugs and pulls for the sake of hunger. Most describe it as a creature of a thousand eyes, millions more teeth, and an unending ashy mass of tentacles so tangled within themselves that it would take a man a millenia to map its nature out; yet all of this is hidden away deep within the core of its ever shifting shield, that which keeps it protected and safe.

This black miasma, often referred to as ‘The Scarlet Plague’, is a force generated forcefield, one of crimson lightning and an almost overbearing nature; many shots that ring into it a simple means of dissipation once it meets the outskirts of its form. Only the heavier assaults are capable of busting through, to strike at the leathery form beneath. In turn, this cloud serves the secondary purpose of shrouding its very nature from any force sensitive looking to peer into it; seeing only the rolling abyss, and the sensation of hunger not dissimilar to that of the Ravager, the flagship of the late Darth Nihilus.

When this hunger is directed, the creature is capable of lashing outwards with massive tentacles in the hopes of dragging in ship after ship, to consume their metallic bodies and feed on the junk yards that surround the battlefield. It carries with it the strength to snap a lesser vessel, or tear off sheets of durasteel and matrix armor; the primary means of attack. While terrifying, the lack of range makes the target extremely susceptible to long range assaults such as that of the artillery class vessels once utilized by the fleets of the Primeval, or other creations. The only other power of the creature is a singular titanic perdition beam that shoots out one every day; a horrendous amount of energy concentrated into a strike not dissimilar to other super star destroyers main cannons; capable of sundering a vessel should it not be prepared.

Past this, the creature is nothing without its crew. A small capsule was created and inserted into the creature’s lower neck to allow actual control, to ensure the beast was not to be lost to its singular motivator. Within is a crew of only a few hundred men and women, all equipped with force blocking masks and secondary training should the situation ever become dire. This is supplemented with a stream of constant rotations to ensure the crew never truly suffers the extent of its mentalist damage; making species such as Epicanthix a very popular choice to board it, assuming vetting controls go through.

On board, the ship holds a variety of rooms; the first being the bridge. Unlike most others, the bridge on this ship is almost exclusively for communication with the fleet using extremely specialized and expensive equipment to get through the harsh clouds that surround the rolling behemoth. Communication special forces teams are on site within to relay any emergencies or otherwise dangerous maneuvers back to the fleet as a whole, the hope to be that should it lose control it never turns on the fleet that wanders with it.

A main hold offers both a docking bay for a singular vessel, to help transport on and off the ship to make sure supplies never run out; though no dedicated hanger wing to offer any other resistance. The creature is entirely incapable of holding anything, through rumors persist unknown creatures walk through its would be massive veins; though these are not confirmed and certainly not capable of flight. Next to the docking bay is the armory and main hold, capable of holding up to thirty thousand tons of equipment and non perishable supplies should the need ever arise; though a constant influx of supplies is given regardless.

As all traditional ships, things such a conventional conference room are given for the ship to deal with emergencies, while a limited holonet uplink is available to contact homebase should it ever be required. Medical quarters, crew quarters, and engineering bays are all also present, each with high grade luxury systems to help ensure the maintained relaxation and mental fortitude of its brave crew.

However, a secondary area of the ship restricted to the Officers alone is what truly controls the bioship at large. An area of Sith specialized in mentalism and beast control sit in a Sith Meditation sphere towards the rear of the facility, with a constant group of thirteen at any given point combining their strength together to maintain control. Numerous replacements are around should the need arise, but the very nature of the creature requires either the combined efforts of the group, or the efforts of one so exceptional in its manipulation that there would be no question as to who the master of the vessel is. This was first designed with the Darkstaff wielder in mind, as it is capable of steering the vessel in any which direction, but to compensate the council and quarters was created.

Past this, the bioship known as a terror of the void moves with imputence wherever it ends up. From the far reaches of unknown space to the core regions, it is a sight to be feared on a level outside the traditional dreadnaught, for unlike those metal incarnations;

It is truly the weapon of a fear and resignation to the unknown.
 
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Telosholocron.jpg

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OUT OF CHARACTER INFORMATIONPRODUCTION INFORMATION
  • Name: The Telos Holocron
  • Manufacturer: Ajunta Pall & The Exiles
  • Affiliation: Ashin Varanin[member=Dissero][member="Darth Adekos"] │ [member=Darth Maliphant]
  • Modularity: No, but information can be added to it.

  • Production: Unique
  • Material: Unidentifiable Crystal
TECHNICAL SPECIFICATIONS
  • Classification: Holocron
  • Size: Average
  • Weight: Average
CONTENTS
  • Records of major events in Sith History
  • The Code of the Sith
  • Lessons on Sith Weaponry
  • Lessons on Force Powers
  • Transcriptions from Darth Revan's Holocron
  • Various Sith Lords KnowledgeAjunta Pall
  • Naga Sadow
  • Darth Bane
  • Darth Revan
  • Darth Sidious
  • Darth Adekos
  • Darth Maliphant
  • Numerous Unnamed Sith
Strengths:
  • Gestalt of an OrderThe Telos Holocron has the combined knowledge of over eight thousand years of Sith and their history; with many of the most notable practitioners in history imprinting themselves within the holocron, becoming a gatekeeper for their various transcriptions. This massive reservoir of knowledge makes the holocron an unbelievably dangerous object; feared by as many Jedi as it has been sought after by Sith. It is the full culmination of Sith teachings, and everything that has made the Sith as powerful as they are up until now.
Weaknesses:
  • With Great Knowledge, Comes DangerAlthough an extremely potent source of knowledge, the holocron itself is able to corrupt those who aren't ready for it. As with many Sith Holocrons, that which is taught is often given with little restriction, many times leading the students down dangerous paths they can not control. Gatekeepers often gave information that was too advanced and dangerous for the user, allowing them unlimited access to its entire dark side repository; often ending in the death of whoever was immature enough to attempt such powers or lessons.

DESCRIPTION


"All that we know, we shall share freely with you. All we ask in return is that you keep an open mind, and use this knowledge for only one being; Yourself. It is not out of greed that we ask this of you, but out of respect. Of all those that would have stumbled across this device, no one is more deserving of this knowledge, than you."
- The Gatekeepers

The Telos Holocron was of a highly atypical design, defying the conventions of both Jedi and Sith holocrons. Where most holocrons created by the Sith were pyramidal in shape, the Telos artifact was amorphous, characterized by an asymmetrical base of red matter surrounded by spiky protrusions. Set within the base was a vertical formation, the apex of which held a clear crystal. The device appeared to eschew the intricate crystalline matrices of other holocrons, and lacked the glyphs and outward markings that so often characterized Sith holocrons. Despite its unconventional appearance, it was obvious to members of the New Jedi Order that the Telos Holocron was an artifact of the Sith.

Like all holocrons, the Telos Holocron was a storage device imbued with the power of the Force. As a repository of protected information regarding the Sith Order and its teachings, the Telos Holocron was both guarded and overseen by gatekeepers—manifestations of the thoughts and personae of previous users. These gatekeepers were more than simple virtual intelligences—they were able to interface with and react to users in real-time, responding to their queries as if they were true beings. While most Sith holocrons only manifested their gatekeepers audibly, the Telos Holocron provided a visual simulacrum of its guardians as well. The contents of the device were only accessible to Force-sensitives; however, unlike other holocrons, the Telos Holocron was capable of detecting the persuasion of those who attempted to use it and deny access to Jedi who would possibly use the information within to undermine the goals of the Sith.

"No, I am not the first keeper of this Holocron. It has been passed down through the ages by many Sith Lords, most of whom left records for your erudition."
- Darth Sidious

By 40 ABY, the Telos Holocron contained information and testimonials from over five thousand years of Sith history, as well as almost all force powers pertaining to the dark side. The various Sith Lords who possessed the holocron over the ages contributed to its knowledge base, leaving records of historical events, analysis of Sith practices, or lessons on the manipulation of the Force. In 10 ABY, Darth Sidious, Dark Lord of the Sith and Galactic Emperor, added his persona to the Telos Holocron to become the gatekeeper of the device. Sidious's simulacrum appeared as the Dark Lord did in his youth, under the pretense that elderly teachers can seem antiquated and condescending.
The gatekeeper greeted users with a statement encouraging them to explore the powers at their disposal, regardless of any warnings issued by past teachers, and praised them for being strong enough to access the information within the holocron. It went on to state that while the information within the holocron was freely available to the user, the contributors' wish offered it under a single stipulation—that the learner use the information for the benefit of only themselves. The simulacrum closed the greeting by claiming that the first priority for any student looking to comprehend the ways of the Sith was understanding the history of their order.

"The Jedi Knights intended to let us fall like a single raindrop into an endless desert, but they only sent us to a greater glory. While they decay in their stodgy trappings and power-inhibiting rules of conduct, we grow stronger every day. It is only a matter of time before we shall thank them in an appropriate manner."
- Ajunta Pall

One of the earliest contributors to the Telos Holocron was Ajunta Pall, who, as Sidious noted, was one of the earliest Sith Lords and a combatant in the final battle at Corbos during the Hundred-Year Darkness. Pall addressed his record to his descendants and those of his comrades, who had taken up the title of Sith Lords and established an empire around their newly-forged religion. In the entry, the Sith Lord advised listeners on how to govern the Sith Empire, urging them not to only rely on superior power and the Force, but also ambition. He continued into an extended explanation of the Empire's origin, in which he stressed that the rulers of the Sith should be thankful not only to their forefathers, but to the Jedi Order as well.
As Pall explained, the Sith Order and its empire was born out of the Jedi Order and the schism it suffered in the Hundred-Year Darkness. After discovering methods of twisting lifeforms through the use of the malignant side of the Force, a sect of the Jedi Order came to be known as Dark Jedi, and were persecuted by the orthodox Jedi Knights. After the defeat of the Dark Jedi at Corbos, Pall and his comrades were exiled from known space and purged from the records of the Jedi Order. After being loaded onto unarmed vessels and sent to uncharted regions of space, the Exiles landed on the Outer Rim world of Korriban, home to the primitive Sith species. Pall provided a first-hand account of how the Exiles used their sorcery to oppress and dominate the natives, eventually earning the title "Lords of the Sith."
Pall closed his entry with an anecdote on an attempt by some of his fellow Sith Lords to exact revenge on the Jedi and his opposition to the plan. After leaving the space that had been organized into the first Sith Empire, the activist Lords were never heard from again. Nevertheless, Pall stated his belief that the day would come for a renewed Jedi-Sith conflict.

"The tenets of the Sith are more than just words to be memorized. Learn them, understand them. They will lead you to the true power of the Force: the power of the dark side."

A Dark Lord of the Brotherhood of Darkness known as Qordis added a short entry to the Telos Holocron in which he recited and explained the Sith Code. According to Qordis, the tenets of the code were more than simple phrases for memorization and recitation; indeed, understanding them was the key to unlocking the deepest powers of the Force. Qordis indicated that the Code had been in use since the Exiles took up the title of Lords of the Sith, and included a copy of the text. Sidious added an addendum to the Dark Lord's entry, noting that Qordis was one of the more powerful Lords of Kaan's Brotherhood of Darkness, yet still fell to Darth Bane during the latter's purge of the Sith Order at the close of the New Sith Wars.

"Despite my own cautions, I acknowledge that the Telos Holocron might contain information that will help the Jedi during any potential future dealings with the Sith, and support Luke Skywalker's decision to let Tionne study it."
- Jedi Master Kam Solusar

The holocron was discovered on Telos IV by the New Jedi Order in 40 ABY, shortly after their rediscovery of the Great Holocron. Nearly half of the Master's Council argued that the Holocron should be destroyed due to the threat of it falling into the wrong hands.
Kam Solusar was suspicious of the device, but studied it with his wife Tionne Solusar with the support of Luke Skywalker. Four Jedi were assigned to watch over Tionne as she delved into the Telos Holocron, watching for any signs of potential corruption or manipulation of the user.
One of the Holocron's Gatekeepers was Darth Sidious, who obtained the Holocron at some point during his reign and left his dark legacy to future generations.
 
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OUT OF CHARACTER INFORMATION
  • Image Source: Edited by me. Original here.
  • Canon Link: N/A
  • Development Thread: N/A
  • Primary Source: N/A
CORPORATION INFORMATION
  • Corporation Name:
    Blackwell Industries

[*]Headquarters:
  • Bastion

[*]Locations:
  • Barbatos
  • Brentaal IV
  • Coruscant

[*]Operations:
  • Fringe Technologies
  • Infrastructure / Heavy Industries
  • Military Manufacturing
  • Starship Manufacturing

[*]Tier: III (TSE Corporate Mandate)
DESCRIPTION

Created for the purpose of profit, Blackwell Industries is a regional power of a company situated on Bastion, with notable locations around the galaxy. The company is well known for its heavy industries, research department, and newly found power under Sith control. Overall, the company show’s extreme promise, and is founded on years of past mistakes and the successes of others.

Notably, the company does mostly private manufacturing requests, however its very nature involves a number of government contracts with not only local entities but ones as large as The Sith Empire; performing everything from warfare asset creation to something more mundane as resource acquisition. Limitations on what the company is capable of is generally restricted to what can’t be afforded rather than what can’t be done, as it is well known for pushing the envelope on existing and non existing technologies.

Politically the company holds no public stances, though to say it isn’t more inclined to assist the Sith and their intentions would be folly. Founded on Bastion, and owned by a Sith, the company is highly regarded as a ‘Dark Side’ orientated business, though with no public stance in any direction. Generally, the company holds no issues with pressuring smaller organizations or businesses into falling in line; and could be referenced as the farthest thing from benevolent. It is this very reputation that has led to its current stance, though it certainly changes face when need be.

Its ‘Public Relations’ department is well funded for a reason.

RATIONALE

Blackwell Industries is a company with moderate history, finding itself the original property of a well known businessman in the Outer Rim; well on its way to become the first trillion credit corporation with a foundation on Bastion. However, when the Sith first declared Bastion its newfound capital during the reign of the Sith Ascendancy, the businessman disappeared under oddly suspicious circumstances. Although many credits and months were spent attempting to find the aging CEO, no concrete explanation was ever met.

Following this, the Board of Directors took the reigns and began to work the company into its next fiscal years; though this was met with poor results. Between corruption, miscommunications, and downright poor management, the company began to lose much of what it had built under the golden age of its founder. A near constant outpour of money was the norm, and only after a few years of constant drops on the intergalactic stock exchange did the company finally get pulled for poor performance.

It was only then, that under billions of credits of loans and the strapping weight of every subsidiary of its company, was an opportunity found. The company was contacted by a Sith known as ‘Darth Maliphant’, or signed as Dorian Harper, who offered to buy the company and all its shares for an exceptional price; unknown to them it being stolen from half a galaxy away though less than legal means. Of course, the Board accepted, though the ramifications were unknown to them just yet.

As soon as Maliphant took control of the company, an almost immediate liquidation of both assets and personnel occurred. Every aspect of the company was either melded into the primary entity, such as mining, starship design, and fringe technology, or simply destroyed and sold off to the highest bidder to pay off the excruciatingly high debt. This was an almost immediate relief for the strained heart of the organization, as every aspect of the company was quickly turned into something semi-profitable, though with it came the prying eyes of the board of directors. It was only then they realized what came of their new boss;

Each and every member of the company was either fired, quit, or simply disappear in the coming months. Financial reports showed that as soon as the company had begun to take in additional income, they had begun an attempt to skim from it, essentially hoping to milk the company to death with no chance of recovery. This didn’t sit well with Maliphant, and his combined efforts helped cut the biggest cancer out of the company; Its leadership.

Now, with full control of the rebranded ‘Blackwell Industries’, Maliphant seeks to completely overhaul the entire company with profits in mind. Stocks have been accounted for, the budgets have been balanced, and the debt has been paid off for the time being, now the only concern is where he might push the company now.


Subsidiaries:
  • N/A

Parent Corporation: N/A


 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a robust and flexible training droid for Sith / Jedi / NFU's.
  • Image Source: Here.
  • Canon Link: N/A
  • Primary Source: Sith Training Droid
PRODUCTION INFORMATION
  • Manufacturer: Blackwell Industries & Aegis Systems
  • Affiliation: Closed-Market
  • Model: TD-21 "Misini" Class Training Droid

  • Production: Limited
  • Modularity: N/A
  • Material: Durasteel Frame / Plates
TECHNICAL INFORMATION

[*]Misc. Equipment:

SPECIAL FEATURES
  • Training Module
    Information On:
    Body Zones
  • The Three Rings of Defense
  • Marks of Contact
  • Ready Stances
  • Moves & Maneuvers
  • Form Specific Maneuvers
  • Sequences
  • Dulon
  • Velocities
  • Twin Suns
  • Faalo's Cadences
  • Trial of Skill

[*]Lightsaber Forms
  • Form I: Shii-Cho
  • Form II: Makashi
  • Form III: Soresu
  • Form IV: Ataru
  • Form V: Shien / Djem So
  • Form VI: Niman
  • Form VII: Juyo / Vaapad
  • Three Forms: Strong Style / Medium Style / Fast Style
  • Unorthodox/Hybrid Forms: Sokan / Jar'Kai / Trakata

[*] Unarmed Combat
  • Teras Kasi
  • Echani
  • Hosnian
  • k'Jtari
  • Prismatic Self Defense
  • Traditional Boxing


Strengths:
  • Robotic Battlemaster -
    More than anything, the purpose of the droid is to teach an extremely comprehensive understanding of light saber forms and stances to all ages and skill levels of force users, with many non force users fully able to take advantage of the well rounded learning plan instituted by the droids. With such an in-depth understanding of melee forms, the droids adjusts its difficulty at a prime level to push the user to their limits whenever possible, while not completely overwhelming them. It is this deeply rooted tutoring program that stops the droids from being excessively dangerous, or even lethal, though some causalities have been known to happen when in a manual override mode.

Weaknesses:
  • Non-Lethal -
    The droid in no sense is meant for actual combat, it is simply not built for the harsh reality of a battlefield. Surely the droid is certainly able to attack someone, but there are distinct limitations in its operating system to stop any intentional causalities. This means that utilizing the droid as some form of security would be useless, without somehow altering its very foundational programming; and even then it simply doesn't have the construction quality to be considered ready for war in any measure. A lack of Ion protection, no dedicated dust prevention measures, the very basics of power consumption technologies, all add to make the droid suitable for the training room in one's personal backyard and no more.

[*]​​​Skill Ceiling -
  • ​Despite the droid's excessive knowledge, there is a distinct limitation in its ability to stand. No matter how fast the servo-motors push the droid, and no matter how well versed it is in the various forms of combat, the droid simply cannot stand up to the apex of Masters; meaning that any Sith Lord or Jedi Battlemaster may find the droid lack luster despite its intended purpose. The droid can help to maintain that skill level, but to say it can push someone beyond their already extraordinary limitations would be silly.

DESCRIPTION
--OVERVIEW--

Through the combined efforts of Blackwell Industries and Aegis Systems, the hopeful pinnacle of training droids was developed; crafting through their combined means a droid capable of teaching most aspects of lightsaber combat at an accelerated rate without the taxing use of slaves, or even the time of Master’s. This helps to ensure the very nature of the droid’s expedited combat training for the many in the galaxy, with no innate restriction on Jedi, Sith, or Non-Force User.

--DESIGN--

Originally designed as a protection droid on par with the likes of the aging Magna-Guard, it was quickly figured that through a more dedicated effort Blackwell Industries could fill a more niche market in training droids for the galaxy; as the ‘personal protection’ droid market had become more and more saturated through innumerable companies. Turning its ‘Fringe Technology’ department to tackle the issue, the first steps were taken to create a droid capable of teaching someone to master melee combat.

Interviews were done on innumerable sections of the galaxy, paying for the expertise of retired Jedi, willing Sith, and even Echani Masters; each set up with motion capture devices to accurately match their moves in a synthetic environment. This was by far the most time consuming process, and the most expensive, and many of the secrets regarding these techniques cost the company hundreds of thousand of credits, pushing well past a million in some cases just to collect everything required.

What truly saved the company was getting much of the lightsaber forms and more from an unknown donation following a raid on a Lucrehulk in the Unknown Regions. It was this specifically that allowed the project to be completed within budget, through the secondary concern was the company's lack of knowledge in advanced robotics.

In this, a consultant was hired from Aegis Systems, a well known and respected robotics company also situated in the Outer Rim. Discussing this with them, they helped to design the droid for prolonged combat in controlled environments for the sake of all those interested. They added a number of features not previously considered, including the extremely adaptable training protocol that truly keeps the droid as an outlier when compared to more traditional training droids.

Aegis helped add things such as the heuristic processor to actively monitor and learn the current skill level of the trainee in question, even establishing numerous profiles for the sake sectionalizing that information to stop the chance of an acolyte accidently ending up the training regime of his extremely well versed Master. In addition, a personality matrix was added to help teach the users information, either through direct hands on training, or through the discussion of forms and target locations, something helped to be achieved by discussing result-oriented techniques from dedicated tutoring firms from the Core.

Still, while the droid has numerous features that help to set it apart, it’s extremely expensive knowledge and set up forced the very nature of the droid to be restricted to those who could afford one. The excessively high cost and relatively low grade materials used in its construction forced the droid to be used exclusively in controlled environments, and not the traditional warfare one might hope the droids would be good for.

In addition, while the droid is capable of elevating padawans and knights up to their peak; the droid does have a limit to where it can teach someone. Even overclocked, with illegal modifications, the droid simply will not be able to stand up to the apex of sword masters; most notably because the Force Users expertising in these forms have far faster reactions, prediction methods, and can overpower the likes of even the droid. It simply cannot teach a master any more than they know, but can help to maintain that knowledge should they wish.

Last, the droid is completely unable of teaching the user the important art of ‘Hybrid’ combat; meaning it cannot teach a knight how to mix a telekinetic strike into the middle of a lightsaber cadence no matter how much one might wish to learn such. There simply is no way for the droid to replicate the power of the force, and as such requires field training for the knight or trainee to actually understand how to effectively perform such an art.

--SUMMARY--

Overall, the “Misini” Training Droid is one that is highly sought after by every dedicated section of the galaxy’s force sensitives, partially because it fills a market niche that has been rarely touched, and it does so to an excessively well level. With few to compare the droid to, it has pre-orders already committed in places like Barbato’s training academy, and numerous other sources. It is a droid that teaches, but does not kill, and it is excessively well versed in all that it does.


 
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OUT OF CHARACTER INFORMATION
  • Intent: To better encompass Darth Maliphant's rise in wealth.
  • ​Image Credit: Here.
  • Canon: N/A
  • Links: Darth Maliphant
SETTING INFORMATION
  • Structure Name: Harper's Respite
  • Classification: Personal Estate
  • Location: Bastion
  • Affiliation: Darth Maliphant
  • Accessibility:
    While most of Bastion is regarded as a Fortress World with its numerous cities and well established power, Harper's Respite contrasts this industrialization and protection by situatating itself far from civilization as a whole; even going as far to bury it in a deep canyon far from the prying eyes of any satellites or orbital sensor equipment. The location itself is virtually impossible to get to with a large force, or even by land, largely impart due to this seclusion. However, it does carry with it a dedicated platform for ships, with both a 'public' and 'private dock, with automated hanger features to store these vessels until they must be sent off once more, meaning almost all company to the estate comes from the air.

[*]Description:
  • As one comes up to the area, the only thing they will see at first is the red rock canyons and greenery that surrounds the facility. Nature seems to control everything for hundreds of kilometers, yet as the transport would move into the canyon they'd begin to see the rounded structure of the estate, with numerous modules built onto the last with a very futuristic avant-garde styling, each slightly larger than the last as it pushes into the mountain itself. While the structures themselves draw the eyes, the area around it is exceptionally beautiful with a waterfall almost beneath it, and an oasis below even that, full of every animal imaginable.

POINTS OF INTEREST
  • Main Living Area

    While the estate as a whole holds a number of facilities for very specific purposes, the central hub of the main module serves as the main living quarters for the entire facility. It is here that one will come to for breakfast, as massive windows wash the entire area in the warmth of natural light; something designed into its very nature. This natural lighting falls in line with its open aesthetic and design, carefully set out to allow a very clean and minimalist design for its interior. This doesn’t stop here however; as there are a number of rooms connected through the central hub.

    The first of these is likely the kitchen and robotic servant quarters, an area designed to supply the house’s master with various needs at a minimal expenditure. Various protocol droids move between the kitchen, dining hall, and additional rooms for the sake of ensuring it is ready at a moments notice, mostly cleaning the dust off as Maliphant and his ‘family’ rarely utilize such extravagences. In addition, a large pantry is present that allows its residents to simply ask one of the droids for a meal which they are more than happy to make and serve for them, most meals in the household taking place in the living room’s bar, where a large selection of alcohol is kept all while overlooking a large holoscreen and well places furnishings.

    In addition to every traditional room known to most architects, higher within the facility is the guest wing; a place that holds more than a dozen rooms specifically dedicated to guests to stay at for a prolonged period of time, or one night guests that got far too intoxicated to leave from the night prior. Each room has what many would consider a master bedroom, a large refresher, walk in closet, and secondary connected study for any need one might require. This was originally put in for the Moff’s of the Fel Empire, when the facility served as a Moff’s home, though now finds its place as a home to serve for Sith and Imperials who stay with Maliphant.

    Towards the bottom of the facility, a large recreational area is present, the central portion being a swimming pool with connected spa and steam rooms. While both the spa and pool are taken care of by advanced human replica droids to better make the recipients comfortable while engaging within the facility. These rooms tend to be Maliphant’s favorite, as there is a distinct comfort while getting massaged by someone that won’t talk if you don’t want them to.

    Past this, the facility carries numerous other rooms such as exercise rooms that would make a herglic proud, or a conference hall once designed as a backup area for the Moff’s should Bastion’s palace ever fall. Now generally unused but by Maliphant himself, the facility does offer a long range communication device and more than a few encryption methods to ensure safety of messages.

[*]Library

  • Within Harper’s Reach is Maliphant’s personal collection of Sith Tomes and a vast collection of not only Sith Knowledge, but general understanding of the galaxy at large. With notable genres such as Languages, Galactic History, Force Theories, various Fictional and Nonfictional stories, and autobiographies from various notable members of galactic history; it serves as one of his most prized possessions, superseding even that of the compound itself. Holobooks, datasticks, and innumerable modern and ancient storage devices allow understanding of a nearly endless amount of subjects; many of which Maliphant himself has yet to read.

    The only section of the library not allowed to be traversed to is the ‘Didact’ Section, restricted by various biometric scanners and a master code held by Maliphant himself. Within is held the most exclusive and expensive tomes Maliphant owns, some such as ‘The Proper WAy to Corrupt a Jedi, By Velok of Toola’, or even his own personal copy of ‘The Chained Tome’. Various iterations of rare documents and data storage devices exist behind those locked walls, and as such not even his apprentices are allowed access without his presence.

    In addition, special alcoves with noise dampening shields were built into the walls surrounding the library itself, allowing for anyone willing to come in and study with impunity and without distractions. The entire facility was designed once to show off wealth and likely to impress, but now is utilized almost daily by the likes of [member="Thesh"] or [member="Nilia Saavilin"], both actively taught by Maliphant himself. Besides the two most notable students, various droids keep the facility well organized and clean at all times, while a few air scrubbers keep the air cleaner and well humidified to ensure the older documents are well maintained, anything too broken to be held quietly copied by droids in the rear of the facility before being put out in showcases to be viewed, specialized plaque’s explaining their nature and contents while providing a number to get ahold of the actual book itself.

[*]Armory

  • Despite the very restrictive gun laws within The Sith Empire, a small armory is kept on site for the sake of collection and hunting more than arming guards around the facility. Various custom weapons are present, such as engraved revolvers made by the notorious ‘Rusty’, or a number of weapons created by the recently refugee’d Jaeger Solutions. All weapons present are locked within biometrics in addition to a key logged transparisteel cover, to ensure no one who enters the facility is able to get ahold of the weapons or their corresponding ammunition without the direct authorization of Maliphant himself, ensuring the safety of everyone within the facility at all times.

    In addition to the armory, a virtual reality room and shooting range are provided to help simulate light battle conditions, going as far to monitor accessory, shooting techniques, and provide active feedback to ensure not only the attention of the user, but the continued acceleration of their learning. This applies to both the VR and the shooting range, as both have the ability to simulate ranges up to two kilometers should the need arise, without ever physically going back the few dozen meters the facility actually is.

[*]Artifact Room / Workshop

  • Nestled deep into the mountain itself, is the vault otherwise known as ‘The Artifact Room’. Its very nature isn’t mentioned on the blueprints of the facility, but it exudes a darkness through the very rock that surrounds it, able to be felt anywhere within the facility. Hidden behind a series of secret passages and additional matrix made vault doors, the eventual result is the Artifact Room, which carries innumerable objects of both ill repute and power discovered by Maliphant over years of collection. Each is held behind thick transparisteel covers, while electrum lines everything; a more aesthetic choice than a practical ones, but one that finds a pleasant nod from Maliphant whenever he sees it.

    Next to the Artifact room is that of the Artificer's Workshop, that of Maliphant’s personal artistry. It holds every unfinished alchemic project, every sword yet to be infused with darkness itself, and every scabbard yet graced with its corresponding sword. It is here that various runes line the wall, helping to funnel the darkness of not only the planet but the very nature of the artifacts next door to manifest various incarnations of The Dark Side. It is here he finds most of his comfort, as there is nothing that calms the Sith as much as his next invention.

[*]Hanger / Docks
  • Outside of the facility, near the mountain itself, there is a dedicated dock for anyone coming or leaving the facility. Monitored by an AI, the facility as a whole keeps a steady focus on keeping incoming and outgoing ships safe; while one landed the ship is quickly clamped and brought into the dedicated, and automated, hanger facility for the home. Capable of holding up to twenty vessels up to 100 meters at largest in a large cylindrical garage.

    Once docked, automated droids unload any cargo and refit every vessel that comes aboard, assuming the AI allows for such to be done.

[*]Training Grounds

  • Within the facility, somewhere near the Armory, is the training facility specifically implemented for the various apprentices Maliphant has taken on. Constructed using the finest techniques, taking cues from the Sith Academy’s on Bastion, Dromund Kaas, Korriban, and even Barbatos; the facility contains the likes of a dueling chamber with optional droids, and an outside arena where students are allowed to project themselves more fully without damaging the facility itself. The former offers a very bright floor and ceiling, while vocal codes allow the user to control the various droids within; specifically for the purpose of establishing theoretical situations.

    The second however, is a large open area with nothing but dirt to protect from falls, while large energy fences surround it to ensure nobody within can escape. Various beasts can be released, as the facility can hold up to the massive Gorog, if one is put within. Overlooking this is a large dedicated observation deck that allows Master’s to watch their apprentices go to work against one another until a victor is decided; to the glee of the Sith that watch, the dismay of the one who is witnessing their own apprentice lose.


SECURITY



HISTORICAL INFORMATION
Created long before the Primeval held Bastion, the then named ‘Imperial Retreat’ was built during the Imperial Remnant’s reign over the planet; once a facility for high ranking Moff’s that chose to reside on Bastion itself. With luxury in mind, the facility was built up to standard of an unnamed member of the Goverment-In-Exile, only to be abanonded following the Gulag Plague and the following darkness. It was only after The Sith Empire rose to power that the facility was bought by a Goverment agent once more, brought from the depths of ill-repair to a reasonable facility once more.

However, during the invasion of Coruscant, the head of the household was killed during the various operations, forcing the estate to go up for sale due to a lack of funds to pay for its excessively large maintence. It stayed this way for a long time, until eventually the price dropped to an almost excessive level, where it was bought by the up and coming Sith known as Darth Maliphant. Maliphant promptly redesigned much of it to fit his needs, and began to move in his newly founded family for the sake of ensuring their continued training.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To expand The GenoHaradan / Darth Maliphant's influence.
  • ​Image Credit: Here.
  • Role: Overseer of The Sith Academy of Barbatos, and Agent of Darth Maliphant
  • Links: Sith Academy of Barbatos
PHYSICAL INFORMATION
  • Age: 41
  • Force Sensitivity: Master
  • Species: Epicanthix
  • Appearance:

    Wrought of war torn iron and a life of hardship, the sith know as Mia Seki shows her age with stride; beautiful despite the lines that form around her eyes, the marks around her lips formed through laughing and smiling. Yet despite this, she carries her own experimental style, an avante-garde demeanor that is well founded in the high society of the Core, rather than the Outer Rim, though her exotic nature only adds to a faint alluring nature she carries.

    Born on Panatha, Mia carries a very oriental styling heavily in part due to her Epicanthic heritage, something she takes pride in. Black, straight hair is kept often up in a loose bun, with a straight edge of bangs wrapping her brow from ear to ear, accenting the well groomed eyelashes centered above her nose. Hard features help to define her aging complexion, with only the lines of age truly giving a hint at how long she has been walking the galaxy.

    She is fit, despite it all, with an athletic and lithe form, few curves to speak of. Carrying soft shoulders, her femininity is still heavily pronounced in everything from the way she moves to the fully embodied stare she gives off. What betrays her darkness however, is hard to miss despite her every effort to appear beautiful.

    Unlike most Sith who show their darkside corruption in their very skin, Mia gives no hint at such, partially due to her lack of outright power in the dark side. Instead, her corruption in the dark side has been shown through reactionary actions of others; a failed assassination attempt taking the primary use of her hands and arms long ago. Each is blackened from lightning, the cruelty imparted by a scorned lover buried in a shallow grave. The only efforts to offer these any chance of aesthetic was the soft grey tattoos put near their edges, while much of her prowess in the dark side is now utilized to maintain her failing limbs.

SOCIAL INFORMATION
  • Name:
    Mia Seki
  • Darth Eros
  • Overseer Seki

[*]Loyalties:

[*]Wealth:

  • Born of little means, Mia does not carry the wealth of a family, but only what she has been able to carve out of years of struggle. Although not rich, she is certainly well off enough to enjoy her position as Overseer and Sith Lady of the Barbatos Academy, with many choosing to pay her for her influence over such. It is this exact political presence that gives her any credence of wealth, as the general position of Overseer is actually worse for wear on her finances than she cares to admit; the sole purpose being to give her daughter, a member of the academy, the fullest life possible within.

    Following her agreements and subsequent induction into The GenoHaradan, she has seen a slow growth in wealth since the early days teaching within the academy. Most of which has been set aside as inheritance, though she does take some to pay for certain students to experience trips abroad or otherwise new equipment for them. This in addition to the control over the entire Academy’s budget allows for a hefty sum of a few million in the bank should she ever wish to run with it; though that isn’t exactly in her plans.

[*]Notable Possessions:

[*]Skills:

  • Through years, Mia has formed a strong foundation in various dark arts, leading to her current title as Dark Lord of the Sith and in turn the Darth name she carries. Although not specializing in any specific category, she carries the ability to match most with a saber, and can exert a very refined control over the Force as a whole; something few could compare with her, though much of that effort is now used to maintain the failing form of her hands and arms.

    Specializing in Form VI, Niman, Mia has spent a lifetime perfecting the art of moderation in combat; though her practice of such falls more in line with that of Exar Kun than any jedi teachings. She very much so pushes an emphasis on force based attacks in line with her assaults, with a very relaxed focus on actual bladework. Generally, she carries just enough pressure in combat to keep their opponent focused on where the lightsaber is moving, but never so much as to make it her entire focus.

    In truth, her real focus lies in utilizing the force in conjunction with her lightsaber flurries. From lighting, to telekinesis, to things such as force choke and more; she has spent far more time perfecting her ability to strategically utilize the force in a variety of ways, but with limitations. Despite a lifetime of training, and the dangerous title of Sith, she does not have the same force energy or midichlorian count as many other sith; meaning most of what she is able to do is meant to be decisive and not used without care, playing into her years of experience.

[*]Personality:

  • Age has done much for Darth Eros, as a lifetime of hardship and betrayal has crafted the finely tuned personality that most see today. From childhood, Mia has been forced to pull herself up by her bootstraps, taking everything she has known for the sake of a better future, never knowing love until her late husband; but it is what came of that marriage that made her soft. The once primed assassin and warrior fell to love after her daughter was born.

    To her daughter, Mia would do anything, hoping to bring the very worlds to their knees to ensure she has a good life; something few Sith have been known to do. This is kept very secret however, as even Darth Eros knows that should anyone discover her righteous love, they would do everything in their power to leverage it against her, and she could not bear witness to such an atrocity against her own flesh and blood. It is because of this exact reason she requested The GenoHaradan to assassinate her prior instructor, as he had begun to take note of such a weakness and blackmailing the late Sith into obedience.

    For outsiders, the Sith Lady of Barbatos is known for her cool, collected demeanor. She walks with a grace unfound in the often barbaric halls of the academy, and an exceedingly ostentatious mannerism often interpreted as a egotist’s nature. In truth, she does look down on any that are not her kin, as that is all that matters to the Sith; and it is this refined behavior that allows her to command respect from all that enter her halls.

COMBAT INFORMATION
  • Weapon of Choice: The Force
  • Combat Function:

    War is something Darth Eros knows well, and is no stranger to such areas. Her specialization in Niman combined with her ability in The Force makes for her a very dangerous opponent, though only when pushed to such violence. In truth, she has weakened far more than she cares to admit from the time of her youth; rarely partaking in actual combat or duels, excusing it to maintaining a reputable nature and above the common rabble.

    Mia does not fight often, for the constant struggle with pain in the slow necrosis of her arms and hands takes much of her attention. It bars her from even the casual cadence, as the pain in her grasp restrict anything of direct control, forcing the Sith to telekinetically control her lightsaber such as that of Darth Traya long before her. With this in mind, she able to very strategically perform force attacks between strikes, though her endurance for such is limited.

    To maintain control of the necrosis of her arms, she does not allow her body to fall into excessive emotion, meaning that only if someone were to claim the life of her daughter would she be forced to push herself to the limits; likely ending in her death. Knowing this, Mia does not partake in combat when able, restricting herself to the finer things in life and the teaching of young disciples.

HISTORICAL INFORMATION

Born in the year 811 ABY on Panantha, the girl known as Mia Seki was born to a dying mother and an alcoholic father. Without the credits to pay for a proper medical facility, Mia’s mother was forced to give birth to daughter in a run down slum, with nothing but the kindness of a back alley doctor to give her any sort of medication. Stuck with strict painkillers and no access to kolto or bacta, Mia’s passed in her sleep only a few nights after her birth, never allowing her to meet her mother, or witness the unadulterated love she would have offered.

In part due to the death of her mother during childbirth, her father formed an unnatural hate for the child at a very young age. This never ceased, as the loss of the love of his life created a downturn in his life that left him with nothing but a daughter he hated and the bottle he sought refuge in. Mia was never graced with a formal education, partially due to her father’s unrequited love, but mostly in part due to a severe lack of credits in the theoretical bank account they never actually had.

Independence became a staple point of her growth, backed by her exceptional intelligence and unsatisfied curiosity. Years of living as a street urchin allowed her a decent education despite all her father had done to stifle such growth; spending years stealing from libraries, studies, and eventually even coming into control of Sith Tome’s that helped to teach her the first points of knowledge she would have in The Force. In these teenage years, she found her power, and used it to influence others in her neighborhood to bring a small sum of wealth beneath her. This nestegg was then used to leave the planet and her father behind, leaving behind all she had known for a planet by the name of Barbatos.

It was here she began managed to press her way into the Academy, learning within a very dark side oriented environment doing wonders with her already established intelligence. A mixture of want, dedication, and an outright frightening ability in combat made for a quick tenor within the ranks of the students, becoming a Knight by the young age of seventeen. Graduating her acolyte class within the top five made her heavily sought after, but was eventually given as an apprentice to a somewhat unheard of master on the planet; one by the name of Darth Nekus.

Mia spent years under his further tutelage, turning her from a well off Sith graduate into a terrifying example of how far Sith are able to go. She was deadly, quick, and more than anything efficient in her use of The Force and its abilities within combat; becoming the personal assassin of her master before shortly becoming his lover. The two spent years in a loving embrace before they were gifted with a child at the age of 22. It was this that became her love, as the unknown nature of her own maternal figure became the fuel for her ambitions to be a young mother, turning weak in the eyes of her lover and master.


Years passed in this growing limbo of tension before Darth Nekus decided he had far too much of the weakening of his apprentice, and at the age of 30 he demanded Mia kill her firstborn child. As any loving mother, Mia found it impossible to even consider the idea despite the love she held for her husband, and in her denial of killing her daughter her master attacked. Surges of lightning rampaged through the air, caught by her own hands as it blackened her flesh and slowly pushed up her arms, killing cell after cell with an astonishingly level of power. As the thought of her daughter’s death flashed before her eyes, she was filled with anger and sadness at the loss of her husband’s love, igniting it all in a single bellow from the throat.

Sending her lover back, the dark side roar that erupted from her sent her master to the wall with extreme prejudice. The master she had known for so long, loved for so long, fell limp against the wall with little movement, but the Sith Lady knew she could not cease yet, using the last dexterity in her hands to ignite her lightsaber and stab her’s daughters father to ensure he couldn’t come back. With her lightsaber buried in his heart, he offered her a final sentence she keeps close to heart, never to be repeated.

After the destruction of her arms and hands, she turned back to being a teacher at the Academy she had known as a home for so long, knowing that without her ability to kill she could do little more than teach the next generation to become what they wished. She became a teacher in not only Niman, but the various aspects of the force she understood well enough to pass on; growing old as generations of students moved past her.

Eventually, her daughter came into the academy to be taught, though publically she never showed a bias in favor of her daughter for the sake of safety. Despite this intention, the love she held for her daughter was found when she influenced a duel she was in to ensure her safety, witnessed by that of the Academy’s current Overseer. Using this against the aging Sith Lord, he attempted to blackmail her daughter in exchange for various favors and loyalty, but the use of her daughter as a bargaining chip was far too much for the love of a Mother.

Looking outside the academy for help, Darth Eros turned to the likes of The GenoHaradan for the sake of an assassination; leading to the Overseer’s death in exchange for her filling the role of Overseer and giving loyalty to the GenoHaradan. This has led to her current situation, as an agent funded by The GenoHaradan and the enigmatic ‘Tiamat’ to ensure a steady influx of recruits and Sith with potential, should the need ever arise they must move their ranks.

Although not enjoying being indebted to any group, she appreciates the pay she is given and works diligently to increase a wealth of her own to one day give to her daughter, with the hopes of eventually giving all she owns to her flesh and blood. This Matriarchal bond gives her a strength unfounded amongst Sith, using Love itself as her power rather than hate or anger, and ruling the academy with an iron fist.


Her reputation exceeds her, however, as the prying eyes of the looming Sith Empire watches her daily.

 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Akure Interstellar Solutions │ Los Muertos
  • Affiliation: The GenoHaradan
  • Model: The Jkiti Greatcoat
  • Modularity:
    Size Changes
  • Aesthetic Changes

[*]Production: Limited
[*]Material:
  • ​Exterior: Alchemized Terentatek Leather
  • Interior: Alchemized Synth-Leather w/ Ballistic Mesh Underlay
  • Metal Features: Quadanium Steel

TECHNICAL SPECIFICATIONS
  • Classification: Alchemized Greatcoat
  • Weight: Light
  • Resistances:
- Blasters (And other plasma type weapons): High
- Kinetic: Average
- Lightsabers: Very High
- Force Powers: Extreme
- Temperature: Very High
- Sonic: Very Low
- Blunt: Low

SPECIAL FEATURES
  • Extremely Resistant to Force Powers
  • Strong Resistance to Lightsabers
  • Strong Resistance to Temperatures
  • Minor Augmentation of Force Powers
Strengths:
  • Stalwart Defense -
    To meet the needs of The GenoHaradan's agents abroad, each coat is made with a strong foundation in defense against Sith and Jedi alike. Utilizing the renowned quality of Akure, and the more precise works of 'Lost Muertos', the general build quality allows for a number of repeated blows from the likes of Blasters and Kinetic rounds due to the ballistic mesh underlay layered between the outer and inner layers. More importantly, the exterior of the coat is completely immune from force abilities that would threaten the wearer, while the coat itself can sustain a number of direct strikes from Lightsabers will little damage.

[*]Mustafar to Hoth -
  • In addition to a strong resistance to combat techniques often utilized by force users, the coat itself is infused with sith magic that allows it to compensate for temperature extremes often found on planets such as Mustafar or Hoth, as an active connection to the user helps create the optimal comfort for any enviroment, protecting the skin even uncovered from the damage of frostbite or extreme burns; regardless of the source.

Weaknesses:
  • Loud Noises -
    While the coat itself is capable of defending against almost all assaults outright, it suffers an exceptional weakness in that it can not by itself stop sonic weaponry or gadgets, partially due to it simply not covering the ears, and in part because there are no sonic compensators built into its flexible nature. Most will go past the leather, or straight through it, if unable to traverse any other direction.

[*]Big Hammers -
  • Blunt weaponry as a whole has a very minor resistance from the device, meaning that anything heavy hit against the coat will not be stopped. This includes fists, hammers, many large kinetic rounds, and anything that is telekinetically thrown from outside the coat's resistance, meaning that there is very little one can use to block these besides simply moving aside or otherwise dodging the incoming projectile, something not always viable when in combat.

[*]Indirect Interference -
  • Force powers that don't directly strike at the coat are not affected by its resistances. That means Mentalism, indirect force manipulation, force enhanced strength, telekinetically thrown objects, anything that targets exposed features, and more are all not possible to block. Much of the coat's size comes to an advantage, but anything affecting the areas outside of this are completely viable for damage in every capacity.

DESCRIPTION

Born from the mind of the man known de jure as ‘Los Muertos’, the very first designs of the coat were made with a number of features in mind. From temperature control to protection from Jedi and Sith, the coat is the pinnacle of protection from the force sensitive, built from the ground up to counter much of what the Master’s of the Galaxy often choose as their weapons of choice. Few other creations in the galaxy have compared, though a certain love was given to the likes of other Akure leatherwork designs, the exact company utilized in the later creation of the coats on a far larger scale.

Built from the notorious Teretatek and its durable hide, each strip was handpicked and alchemized through teams of well endowed sorcerers for every scenario. Lightsabers found themselves to skim off its durable exterior, while force powers were almost entirely negated when applied following the full sorcery. This imbuement allowed the coats to shrug off some of the strongest force powers known, but only as long as the strikes hit the leather rather than more uncovered areas such as hands or face, or the chest should the coat be open.

The additional ability was added to allow the coat to resist extreme temperatures, even a strong blizzard in the midst of Hoth’s coldest regions. This ability was implemented to help the operational range of the coat, to help allow it to resist areas that would otherwise force the user to remove the coat or wear additional layers, both lightening the load and creating a certain flexibility for the user not often found in heavier environmental protection equipment.

As any coat however, no additional protection was implemented to resist strong assaults from things such as hammers, or any blunt instrument or strikes; meaning someone hit with a power hammer for example would find their bones crunched and muscles bruised heavily. Kinetic rounds might not pierce the leather, but are completely able to crack ribs and bruise muscles like that of a rubber rounds; depending on the power of the assault that is.

Overall, the coat is designed exceptionally well for its purpose, but will never see the true light of day due to its highly exclusive nature to the likes of The GenoHaradan and its agents. Anyone outside of that may seek the coats, but very few will ever come into the hands of anyone but those loyal to the organization; a safety implemented through a number of assassination protocols if an agent goes rogue.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create an armor that helps contain Maliphant's power, and assist in force endurance.
  • Image Source: Here.
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Los Muertos
  • Affiliation: Darth Maliphant
  • Model: Eurydice
  • Modularity: No.

  • Production: Unique
  • Material:
    ​​Exterior: Alchemized Terentatek Leather
  • Interior: Alchemized Leviathan Leather w/ Ballistic Mesh Underlay
  • Metal Breastplate: Alchemized Phrik

TECHNICAL SPECIFICATIONS
  • Classification: Training Armor
  • Weight: Light
  • Resistances [background=#1e1e1e]([/background]For each category choose from:
- Blasters (And other plasma type weapons): Average
- Kinetic: Average
- Lightsabers: Very High
- Force Powers: Extreme
- Sonic: None

SPECIAL FEATURES
  • Double Front Force Resistance
  • Passive Dark Side Regeneration
  • Stalwart Breastplate
  • Flexible & Light
Strengths:
  • Strong & Flexible -
    The armor itself is on par with many more traditional arms and armor, very established against duelists and the like through a very high resistance to both force powers, lightsabers, and by proxy to foot soldiers more common weapons. These various defenses allow for a reasonable protection against Sith and Jedi, through most of the hard protection is situated in a multiplate breastplate made of Phrik, that's joints allow for flexibility without sacrificing protection; while the rest of the armor simply does well enough with alchemized leather.

[*]Hunger -
  • Able the absorb incoming force powers, the armor can turn an opponents strength against them by harboring all but the strongest attacks into its folds and slowly repurposing it for its own ends. This has a small aura, however it does have the limitation that it does not effect exposed areas; the arms or face for examples. It also can not stop things such as mentalism, or indirect force powers in any capacity.

[*]Like Sion, But Worse -
  • Utilizing any excess force energy from the user and any power enacted upon it, it cannot not just get rid of such; choosing instead to build up in itself and heal the user quickly should they come under any damage. This is extremely limited to how much energy is given off, and prolonged healing will slow the rate until it is barely above that of a traditional person depending on the amount of damage. While it makes the wearer far harder to kill, it is not by any means a way to viable immortality.

Weaknesses:
  • Beacon of Darkness -
    Unless acted upon by a secondary force power, the armor itself will slowly build up force energy until it can be seen like an ember on an all black backdrop. This means that while worn, the armor can be seen from much of an area; meaning that the user can not hide once combat has begun and the force draws to them in droves; soon to be absorbed for its re purposed power.

[*]Exposed Flanks -
  • While the armor itself carries a Phrik breastplate, and the pants and straps are alchemized to resist lightsabers, the arms are fully open to strike, and anywhere but the chestplate will lack a serious resistance to anything extreme. This means that a dedicated assault to either flank, arm, wrist, or anything else could very well end a fight before it began.

[*]Sonic Annoyance -
  • While the armor offers a plethora of defenses against a number of weapons, it contains no such resistance to sonic weaponry or the like. There are no sonic compensators, nor gel to resist direct assaults from sonic rifles or grenades. This creates a glaring weakness, especially if for any reason the user is suprised by an assault.

[*]Weighted Vest -
  • The real 'power' of the armor is to help contain the excessively large reserve of force energy held within its original creator, Maliphant. Its does this by slowly sapping away whatever excessive force energy he has at any given moment, effectively robbing in excess of 80% of his force potential at any given time. The reason for this is three fold;

    First is that the armor is meant to contain the exceptional power reserve Maliphant has, something he has trouble controlling often.

    Second, to act as a means of a 'weighted vest' often utilized by physical training regimes. Not only will it force Maliphant to utilize what force powers he can muster strategically, but it will help build a strong 'endurance' and control for when he eventually takes the armor off. This harsh mixture of deadening his own sensitivity to the force will serve as a long term engagement, rather than a short one.

    Last is the fact that he understands he has a severe lightsaber weakness, and as such wishes to utilize the armor to force him into conquering at least one lightsaber form before switching to a more traditional armor. Utilizing artifacts like The Skull of Mythos, he has begun to push into more forms like that of Juyo for the sake of being less reliant on the force as a whole.

DESCRIPTION

Created for a very simplistic purpose, that of weakening its user, the ‘Eurydice’ is a lightweight dueling armor meant to enhance Maliphant’s ability in more physical attributes while simultaneously controlling his exceptional prowess in the force, something he has spent years avoiding without the assistance of The Dolos Necklace and Art of The Small. A long term solution, the Eurydice serves as a prison for any excess power Maliphant holds; turning it into a power, with a strong defensive design.

This ‘weighted vest’ training was simple to make, though was quickly upgraded following its predecessors destruction by that of [member="Alexandra Feanor"]; with the addition of a phrik breastplate and stronger alchemized resistances to force powers. A direct result of a force blast that decimated the prior, nearly killing Maliphant in the process; his only saving grace the sudden release of force power he had been holding onto up until that point. The second addition to the armor was the utilization of the force energy held, allowing it to heal the user like an electric capacitor does a system with less voltage than it needs. This sudden and violent healing is both painful, and efficient in how it is utilized, but will slow if done too much in a single battle.

A limitation is found in that it can not stop someone from dying, and will never put someone back together if they are torn asunder or missing a limb. This restriction is only reasonable, as the artifact has no ability to turn someone into a walking juggernaut, despite its strong dark side foundation; however it does still take cues from that of Darth Sion, helping to turn strong emotions in a greater durability.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION


SPECIAL FEATURES
  • Manual Override w/ EWAR Compensation
  • Inertial Override w/ Computerized Assistance
Strengths:
  • Like A Top -
    The single purpose of the C-31a is to allow the ship to turn off its flight path, taking away the traditional 'atmospheric' fighting need, and to make the ship pivot while at speed without altering its course. This advantage multiplies the effectiveness of a fighter, allowing it to shoot without flying at its target, and alternatively making the vehicle itself become far more maneuverable in the hands of a well endowed pilot.

Weaknesses:
  • Novice Need Not Apply -
    ​While the device is certainly a strong asset in starfighter production, it simply can not be used safely by novice pilots or militias. The use of the C-31a is more a detriment to the lesser pilots of the galaxy than it is the far more experienced one; making it a tool of the Ace than of your traditional moisture farmer turned X-Wing pilot.

DESCRIPTION


Designed by Blackwell Industries for use in their upcoming starfighter and freighter line, the C-31a "Dog Fight" is a tool utilized to allow fighters to turn on a central pivot without altering their actual trajectory. This act can be used for both shooting targets around the target, odd strafing runs, or for increasing ones mobility at a rate not possible by traditional starfighters. Rather simple in purpose, the device is extremely difficult to control despite this and is reserved for the more skilled pilots in the galaxy; though can be put on any for the purpose of emergency maneuvers or otherwise impossible dodges.

This can look something like this, for those confused.


 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION


SPECIAL FEATURES
  • Massive Power Output w/ Minimal Waste
  • Various Anti-Hacking Measures
Strengths:
  • Singularity -
    ​Utilizing specially designed hyper-dense fuel rods, the "Minerva" is a reactor capable of more than just the traditional output of even a large scale hyper-matter reactor. Highly efficient, with an extremely high output, the reactor is a testament to a new era in not only ship design, but infrastructure as a whole for factory's and planets alike.

Weaknesses:
  • Random Apoptosis -
    While the reactor as a whole is safe, the reactor utilizes the creation of a singularity to harvest zero-point energy. This hyper-dense black hole created within the reactor is extremely dangerous, as should the innumberable systems within the reactor lose control of it for any reason, it would be able to destroy much of the vessel before the integral stability of the singularity is breached and it collapses in on itself in a massive explosion.

    Suffice to say, it will kill everyone in a very large radius if for any reason it fails, is shot, or even hacked.

DESCRIPTION


Created by Blackwell Industries after the study of various reactor designs through the galaxy, bringing the reactor in house was required to lower not only costs, but establish a well endowed reactor market with the added benefit of owning the creation of the fuel. This overall design was built in the fringe department before eventually being passed off to that of the Heavy Industries department, and the starship depart for the sake of ensuring its flexibility with current and future designs.

The reactor works off utilizing numerous hyper dense fuel rods inserted by specialized droids, where once inside they are moved through a series of controls and gates before being eventually combined in the center of the reactor. This can vary in size from the size of a person in rare cases, to extremely large stations such as that of a 80km shipyard, depending on such of its purpose. Once inside the reactor, each fuel rod is combined through a similar process as that of a Dovin Basaal, and how it generates the initial singularity. While the rods themselves are highly durable, if not extremely heavy and dense, once they are put through the process of combination they become highly dangerous.

After they are put into the initial stages of a singularity, numerous repulsor 'arms' rapidly encircle the newly formed black hole, helping to contain its materialistic hunger while ensuring its size and safety. Within this extremely dense center, various devices harvest the true fuel of the device, cups of 'energy' found exclusively in these hyper-dense areas. Zero-Point energy, that which exists in the very nature of every particle, is made so active in this environment that it is far easier to harvest it; effectively allowing a very long lasting and extremely powerful reaction within.

These devices are expensive to install, and often to be maintained with a required response from a specialized technician of Blackwell Industries itself. Its complicated nature makes it a liability if it is damaged, though the real concern can be that if damaged while in naval combat or sabotage, the device has an extreme likelihood of losing control of its singularity and consuming the entire vessel, if not a good portion of a fleet. Numerous safety and contingencies were put in to reduce this possibility, but it is still the most prevalent and dangerous aspect of the reactor as a whole.

 
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OUT OF CHARACTER INFORMATION
SETTING INFORMATION
  • Structure Name: The Harper Center
  • Classification: Laboratory (Publically) │ Sith Testing Facility (Secretly)
  • Location: Barbatos
  • Affiliation: Blackwell IndustriesLos Muertos
  • Accessibility:
    Taking up the equivilent of a square block, the facility is accessible from not only the air for ease of transportation and offloading supplies on a personalized docking facility, but the additional support of loading bays on street level; along with general walk in areas. While in the middle of the city and readily available to access, getting in can be a bit more of a worry, as the security for the facility is extreme. Biometric scanners, ID cards, and numerous biological scanners to ensure no synth get through all serve to protect the secrets inside, meaning only those with permissions are allowed to reside within.

[*]Description:
  • The Harper Center is a large complex, though not the largest on Barbatos by far; falling perfectly in line with its urbanized horizon and smog filled skies. Its general aesthetic is rough, industrial, and well established to impose a sense of intimidation on a world otherwise known for its cartels and booming economy. Massive pillars support the building, as its nature slowly tapers towards the top, various jagged edges and seemingly disconnected staccato instances of beauty forming a rudimentary aesthetic that on a macro level is pleasing to the eyes, without betraying its attention.

POINTS OF INTEREST
  • Main Research Facility -
    On street level, and some levels beneath the facility, its primary concern is the innumerable laboratories capable of pumping out research into the study of entire genomes. Hundreds of scientists man the laboratories, filled with the absolute most advanced technology available on the galactic market to not only study genetic sequences, but alter them accordingly; with the additional benefit of a supercomputer designed specifically to predict and account for every possible response from the genetic code should a change be made.

    This mixture of both digital and physical attributes helps to create one of the leading laboratories in the galaxy for genetic augmentation and research, very much so in part due to the technologic premeasure to save the company millions in possible experimentation costs. On the upper levels of the facility, various offices also exist, including some of the higher echelons of the Fringe Technology Division of Blackwell Industries.

[*]Underground Sith Laboratory -
  • Beneath the entire structure, lies the true secret of the facility. Deep beneath the earth, on a single well guarded turbolift, is a massive sith laboratory for the express purpose of creating new and innovative sith spawn, and the legendary 'Perfect Form' so many have attempted to achieve before. Dozens of meditation chambers, conduits and sith runes, all for the purpose of pulling from the planet its dark side power that ripples both across its surface, and beneath the mantle for unknown reasons.

    The additional strength of the nexus on the planet makes for the entire facility to push the envelopes far more, manned by even more Sith from the likes of the Sith Academy on Barbatos, and key trusted officials from Blackwell Industries scientist section; with the hope of one day bringing much of this technology to the forefront of the galactic standard, pushing force based technology to the next level.

SECURITY

[*]Blackwell Security Forces


HISTORICAL INFORMATION


Although a long standing plaza in the high end district of Barbatos, the facility itself was abandoned for many years before Blackwell Industries took an interest in the facility. Scouted out originally by the enigmatic 'Human', a member of The GenoHaradan, his word came back to Maliphant who quickly put the work into getting the titles and permission from the municipal government to completely renovate the building. The initial investment was substantial, most notably to bring the facility up to date; forcing Blackwell to take a number of loans from the local cartels to pay for it.

As construction went through, many of the cartel members made the mistake of putting pressure on Blackwell Industries to pay the loans prematurely, lest damage come to the building or their construction crew. As common as the tactic was to get as much money out of weak companies, the same would not be had with Blackwell Industries; a company backed by some of the strongest underworld connections in the galaxy. Almost as soon as the threats began to ramp up, the cartel leadership for the numerous loans taken soon went missing or disappeared, never to come back. Within a week, the heads had been cut off half the cartel's, and the agreement was made to forgive the loans on 'the good will, and extended cooperation' of the local gangs and their new neighbor.


With a suddenly far lessened initial investment, the facility was finished with haste before hiring numerous biologists and organic chemists from the high end districts of Barbatos, bringing them in with promise of high pay and excellent working conditions. Both were fulfilled, and in turn the scientists were able to pump out the next generation of genetics work done throughout the galaxy, quickly garnishing a strong standing reputation for advanced and reliable technologies; helping to raise Blackwell's galactic reputation and hegemony seemingly overnight.

 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a dedicated personal security force for Blackwell Industries, and its various facilities.
  • Image Credit: Here.
  • Role: The primary backbone to all security measures on Blackwell Industries facilities.
  • Links: Blackwell Industries
GENERAL INFORMATION[*]Misc. Equipment:COMBAT INFORMATION
  • Availability: Rare
  • Deployment: Minor
  • Strengths & Weaknesses: The Blackwell Security forces are trained from a variety of sources, through there is a certain affinity for the position found in non aligned Mandalorians, Firrerreo, and even the occasional Barabel; making for a varied and colorful cast within their ranks from most notable warrior races. This natural tendency towards combat allows those within the force to be well accustomed to the situations they're likely to face without the costly training involved, though classes are a constant regardless.

    This strength of inherit combat experience allows each to have a wide understanding of not only tactics, but the environment of combat they are in. Blackwell Industries, for these gentlemen, is easy in this regard, however the elite of them are set out to protect the facilities from security threats, breaches, and the occasional loss of prototype devices. These various traits allow them the ability to go toe to toe with most other forces, out doing most that lack the training.

    Despite this however, the men are ran on nothing but credits. Morale only goes as far as what it means to be paid, and the risk of death often outdoes these simple needs for the next paycheck, meaning many of the forces when facing completely deathly odds are willing to retreat to fight another day whether their security commander allows them to do so or not. This can become extremely precarious in situations of complete liquidations of facilities, should a government decide to purge one of Blackwell's facilities.

    The other danger is that of force sensitives. While many within the group have the know how to at least attempt to take one on, the general consensus of the group as a whole is that they are not to be engaged if possible, leaving them to more skilled units or well equipped teams. Between the equipment they carry, and the training of those involved, they simply do not have the ability to take on the average Sith or Jedi Knight, especially if they have backup.
[*]Description:
  • Born from the necessity of protection following the Raid on [Redacted], The Blackwell Security Force is a way to not only cut costs in the grand scheme of the company by making it all in house, but the additional benefit of securing some loyalty amongst its staff. A sub division beneath the administration was tasked with the creation of said forces, quickly moving to hire the more veteran aspects of the galaxy as soon as possible.

    Various Mandalorians not aligned with the current standing unification of the clans, Firrerreo, and even Barabels were brought in to help protect the various facilities the company has throughout the galaxy; most notably on high tension planets such as that of Barbatos, where raiding groups and pirates are far too common to be neglected or ignored. Equipment was quickly developed to ensure a standard amongst them, followed by their combined deployment throughout the galaxy.

    The effects of The Blackwell Security Force was felt almost instantly, as mining exports from Barbatos were met with little resistance, and large convoys were given the ability to have onboard protection from the pirate who got too close for comfort. Profits quickly rose throughout the company at this quick retaliation to crime, despite the costs of licensing their arms and forces within empires like The Sith.

    Further development went into utilizing the group to retrieve lost or stolen technology before a satisfaction was met within them. Their continued support was almost required for the companies continued infrastructure, allowing the ex-Colonel Bren Marr to be employed as their new foundation head; helping to secure Blackwell Industries in its entirety.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Blackwell Industries
  • Affiliation: Closed-Market
  • Model: SA-17 "Disturbia" Class Combat Armor
  • Modularity:
    The suit has a variety of tactile options for mobility, protection, or environmental sake that while don't change the major aspects of the armor and its durability or weight, allow for a variety of comfort options and preferences. The replacement of a helmet for something of mandalorian design, or losing it entirely for the sake of a baklava, all are options; including aesthetic changes to allow individual customization of the armor as a whole.

[*]
Production: Minor
[*]Material:
  • ​Plates: Duraplast
  • Fabric: Duralumin
  • Misc: Various Computer & Power Components

TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose Combat Armor
  • Weight: Average
  • Resistances:
- Blasters (And other plasma type weapons): Very High
- Kinetic: Very High
- Ion: High
- Sonic: Average
- Lightsabers: Very Low
- Blunt Force: Very Low

SPECIAL FEATURES

[*]Duraplast Hardpoints w/ Duralumin Softpoints
[*]Reflec Coating
[*]Power Pack

[*]Helmet -

[*]Sonic Dampeners
[*]K-64 Targeting System

[*]Hands/Wrist -

[*]Shoulders -
  • N/A

[*]Boots -

[*]Combat Harness/Misc -

Strengths:
  • Tactical Approach -
    As combat armor, the "Disturbia" is capable of providing a very well established defense for any high security area required of Blackwell Industries, in addition the collection and securement of lost technologies, including prototypes and other fringe technologies, this being done through a number of advanced systems to allow for a variety of approaches, assaults, with a strong arsenal in defense and mobility. From jet boots, to droids for active protection, to even the holster located on the armor capable of aiming on its own.

[*]Stalwart -
  • Between the strong Duraplast hard points and soft duralumin layers, the armor itself is very strong against most conventional forms of combat, even a mild defense against sonic weaponry. This is done through the 'Vishnu' shielding, effectively serving as a force multiplier for each unit, to protect and serve in every aspect. The specialized design of it allows this strong level of defense without sacrificing mobility, and no addition of exoskeletons or other devices.

Weaknesses:
  • Laser Sword -
    While the armor itself is very strong against most conventional forms of modern combat, it can not stand against the likes of lightsabers or other large blunt weaponry, such as a power hammer. The lightsabers, while they might grace off the thin duraplast layers one, will easily cut a soldier in half at the behest of a strike with force behind it, most notably due to a lack of mobility within the suit. It is not meant for dueling, and as such can not stand up despite the reactions of its user, leave alone the speed accounted for in the modern Jedi and Sith of the galaxy.

[*]Blunt Force Trauma -
  • While lightsabers can cut through the armor, blunt weaponry can kill whatever is inside with minimal effort. Due to a lack of an overarching skeleton structure to provide support, and the thermal gel lining meant for falls and last ditch lockdowns, the suit as a whole offers very little protection from the likes of a power hammer or otherwise large scale strike; able to handle the damage of a small kinetic round, but not a Dravar's fist barreling down into its helmet.

DESCRIPTION


Designed for internal use by Blackwell Industries, the ‘Disturbia’ platform was built around the ideals of what would serve as a strong special forces armor. Should the unthinkable happen and one of various Blackwell Industries locations come under siege or infiltrated, the only viable response to such a coordinated assault would be that of versatile quick response teams on each planet; each trained with every viable scenario in these situations. From the inevitable strike of fellow companies, or the raid of a faction transgressed by some yet to be made deal, every situation was planned for within the armor.

Carrying a number of powerful aspects from companies such as Jaeger Solutions, the ‘Disturbia’ was built from the ground up off current Imperial Legion designs and previous Jaeger Class Combat Armor; each in their own right some of the most exceptional examples of armor on the current market. This serves just as well within the ‘Disturbia’ as it carries everything from personal protection droids, ISR drones, heavy shielding, to more applicable tools such as grappling lines, flamethrowers, and wrist mounted vibroblades.

The exact limits of the armor come in the form of a lack of response to force users carrying their well appreciated lightsabers, or blunt weapons. Lacking a general superstructure, the armor isn’t able to resist either of these, as it is such a rare instance that putting the effort into adding such defenses would prove too costly compared to the returns, finding a foundation instead in highly advanced materials that would help resist what is already commonplace by raiding teams.

Overall, the armor is a very strong defensive measure, utilized not only by Blackwell’s security teams, but the dark division known simply as ‘Recovery and Repossession’, for all the needs the company has outside of the known and accepted.


 
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OUT OF CHARACTER INFORMATION
  • Intent: To expand on the depth of Blackwell Industries.
  • ​Image Credit: Here.
  • Role: Head of Blackwell Industries newly founded Security Division.
  • Links: Blackwell Industries
PHYSICAL INFORMATION
  • Age: 56
  • Force Sensitivity: Non-Force User
  • Species: Firrerreo
  • Appearance:
    A man of stature, Bren carries himself with an almost unnatural confidence; the result of years within military service. His face shows signs of wear, weathering an innumberable amount of storms before settling on the other side. Wrinkles, occasional warts, discolored skin, the man shows his age, but doesn't do without grace; his ashy grey hair speckled with enough color to give a sign of not only his age, but the excellent amount of experience he has. A beard covers most of his face, with thin lips and deep sunken eyes always seeming slightly exhausted despite the almost uncanny piercing stare he offers to anyone.

    The Colonel often wears comfortable, but dignified clothing. White undershirts and a black coat carrying Blackwell Industries symbol are common; its sword a striking hint at what exactly he does for the company. A wedding ring sits on his finger, despite losing his wife many years ago. Overall, he is a very distinguished, seemingly experienced man that would fit well within any Moff Council or aging veterans club.

SOCIAL INFORMATION
  • Name: Colonel Bren Marr
  • Loyalties: Blackwell Industries
  • Wealth:
    While Bren Marr is certainly not poor, it'd be folly to claim he is beyond approach in riches. The man serves dutifully as the head of security for the entire Blackwell Industries command, his overarching experiencing allowing him to bring in well over six figures on an annual basis. This, combined with a hefty insurance and numerous benefits packages, puts his total worth just above 1.6 Million Credits; much of his otherwise established income given to his twin daughters, though much is kept in solid assets capable of being liquidated at a moments notice.

[*]Notable Possessions:

[*]Skills:
  • Bren Marr is a reputable commander, despite his armchair status now, as he led a number of high risk operations during the tenure of The One Sith; a time when he was far younger. His skill in leading soldiers was superb during his tenor with the Sith, leading them to a number of victories against the Galactic Alliance under the leadership of men like [member="Isamu Baelor"] before eventually abandoning the empire as whole during its violent collapse. After such, he found a strong independence in running mercenary crews through much of the galaxy; serving this outfit and that for the sake of giving money to his family.

    While an excellent shot, he is far past his prime ins straight combat prowess. He serves no more on the front-lines as he does in the armchair in the back; effectively making him only viable for overarching command roles rather than direct confrontation. Although no stranger to combat, his age wears heavy on him, enough so that prolonged combat would see him likely to fail or falter, though he could certainly put a strong fight for a time, should the need be required.

[*]Personality:
  • Although not overly friendly, Ben Marr holds a soft spot in his heart for those close to him. Family, friends, he's long past his days of anger and resentment, pain and sorrow guiding his path to the next battlefield. Now, his family receives much of the love he holds, although often difficult for him to express even to them. He is a stalwart man with strong ideals, and even a passive conversation will offer that to any stranger who speaks to him.

    To the public however, he knows full and well how to play the part of power. When men come to speak to him, he makes them wait, watch him finish whatever it is he needed to do; knowing full and well that by making the other wait, they know they are on his time, his schedule. He waits to speak when stood up against, letting his enemies fester on the thought of wronging him, and in all senses he demands respect off form alone. It is an almost striking, completely separate personality than the one he carries with his family; the combined experience of years dealing with politicians and enemy commanders.

COMBAT INFORMATION
  • Weapon of Choice: Tactics & Custom Verpine Shatter Gun
  • Combat Function:
    While Marr is no stranger to combat, he certainly doesn't hold up to the once legendary status he held. To shoot down his enemies, stab, maim, and destroy was his occupation; however as age took him, he lost much of his ability to strike with impunity. Now, exhaustion riddles him, prolonged physical activity tears at his muscles far more than they ever had before, and everything that he was is little more than a passing memory. Perhaps if pushed to the limits, he would able to fight just once like he had before, but that would be the end of his life no doubt.

    No, instead of combat Marr finds a specialization in holding off his opponents with a strong tactical thought. After years serving the One Sith, rising to the rank of Colonel, he has become a fiery tyrant of war capable of outpacing fellow commanders through years of fire forged experience and an iron will. Marr makes no illusions, never seeking glory, or becoming some silly butcher, but the demoralizing erudite of wars years past.

HISTORICAL INFORMATION


The man known as Bren Marr was born to a poor family, choosing to join the Imperial military as soon as he could to pay his way into a better future. Pulling himself up by his bootstraps, the soldier moved through battlefield and battlefield collecting heads, medals, and enough credits to support some semblance of a stable life. Between serving in the standard legions, and eventually special forces, he not only made a name for himself but the One Sith as a whole before the eventual fall; by this rising to the rank of Colonel.

Marrying at the age of 26, Bren Marr had three children. Two daughters and a son, to which he experienced love in its most unbridled form; though this happiness would not last long. Shortly after his youngest childs birth, it was found their mother had cancer. Spending half his acclaimed fortune to attempt to cure her, their journey eventually took them to the Outer Rim, where to pay for such medical expenses Marr formed a mercenary group meant for the highest bidder. Despite the income, the cancer was not stopped and eventually killed his long time wife, and mother of his children.

To this day, Marr continues to wear the wedding ring of his beloved; though his profession has shifted. To help support his children without the risk of death, he offered his services to the rising 'Blackwell Industries' to allow benefits and more for his family. Taking a home on Bastion, Marr now serves to hold up the entire security force of Blackwell, with little stress of ever falling victim to raids or assaults; taking comfort in a life of peace and security.

 
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_________________________________

OUT OF CHARACTER INFORMATIONPRODUCTION INFORMATION[*]Refit & Update:[*]Affiliation: The Sith Empire
[*]Model: Nihilus-Class Star Dreadnaught, "Acerbitas"
[*]
Production: Unique
[*]Material: TECHNICAL SPECIFICATIONS[*]Heavy Military Grade Tractor Beams
[*]Dedicated EWAR Suite w/ HUBRIS REED
[*]Mine Ejectors:[*]Defenses: Extreme[*]Defensive Weaponry[*]Electronic Defenses[*]Countermeasures[*]Internal Defenses[*]Hangar: High - 29 Squadrons[*]Auxillery Hanger [*]Ground Auxillery[*]Maneuverability Rating: Very Low
[*]Speed Rating: Very Low
  • Custom Fabricated Large Ion Drive w/ Overdrive Functionality & Electromagnetic Thrust-Vectoring Panels
  • Quad Auxiliary Small Ion Drive w/ 5 Degree Thrust Adjustment
[*]Hyperdrive Class: Average: 1 STANDARD FEATURES[*]Enviromental Systems / Life Support:[*]​​Sensor And Targeting Systems:[*]​Reactor System:[*]Misc Systems:ADVANCED SYSTEMSStrengths:
  • The Prodigal Son -Once a flagship of a bygone era, the new refit of the Acerbitas has crafted it into a well versed machine in absolute destruction. From its massive weapons, able to take down fellow ships with impunity, to its deplorably stalwart defense, the Acerbitas has come to the galactic playing field with a vengeance; ready to show the new age of vessels what it means to be a flagship.

    In the weapons, it contains a number of axial mounted heavy cannons and broadside lasers capable of shelling an area far larger than itself. The front cannons, between the two kilometer long hypervelocity cannons and the legendary Hellbores, are what is used on the approach to a battlefield, easily decimating off guard vessels, and even those with steady bulwarks of defenses. However, once close the exterior of the vessel bristles with far closer ranged weaponry readily available to lay swaths of destruction across the hulls of unsuspecting vessels. It is this heavy armament that allows it to strike out with an unmatched wraith, while the defenses keep the vessel impervious.

    Plated in Impervium, the vessel is capable of shrugging off all but the most extreme damage; leave along its ramped up shield generator known as 'The Aegis'. In combination, the combination of defenses creates a colloquial immortal on the battlefield, shrugging off much before failing to exterior assault. Few ships of similar size can compare, shadowing many ships that wander the galaxy today.
[*]Immortal Disciple -
  • While the aging AI of the Acerbitas has served generations of soldiers, it was far too out of date to continue its works. As a redesign was in order with the rest of the vessel, the legendary framework of the AXIOS was altered and updated with the MACA; a series of neural networks capable of transforming the AI into something far more than it ever was before. While traditional AI offer a near endless stream of data processing, command and control, the newly formed AI aboard the Acerbitas is capable of pushing all of these to the extreme, at the same time. It serves as a level far above and beyond what anyone could call sentience, with innumerable systems to process faster, more efficiently, and with deadly precision.

    As the original AI every AXIOS past it was based on, it had years of information to process and compile, utilizing all of this to create the strongest framework capable; pushing the upper echelons of artificial intelligence within the galaxy. Add this with its dedicated hacking sweet make it as dangerous a weapon as that of a proton beam cannon; though with far less explosive results. Most of the time.
Weaknesses:
  • Make Way -The absolute size of the beast has made it slow and burly, a sight for all to see as they watch it orbit above. Its impossibly high weight class made even massive thrusters strain to push it forward, meaning it can barely outpace ships twice its size. It simply can not adjust fast enough to protect its open rear, nor can it avoid large strikes such as that of kyber cannons or other capital grade weaponry. This makes it a floating target, and should its engines ever be taken out, then it suffers the further shame of being a sitting target, forced to be towed back to port to be repaired and refit once more.
[*]The Old Ways -
  • While the ship as a whole is well balanced, the numerous axial mounted cannons force it to suffer as some of its strongest weaponry can only be shot forward. Take this into account with the fact the ship as a whole can barely turn makes them very situational, and rarely effective at but the longest ranges and assault vectors. Once close, the cannons can be avoided simply by moving to the side of The Acerbitas; becoming little more than massive power drains for the innumerably reactors.
[*]All or Nothing -
  • To power the vessel, extremely dangerous reactors were chosen to power its accelerated AI, massive weapon systems, and even more gargantuan defensive measures. All of this created the struggle of tackling the power situation, before the solution of the Daedalus reactors were put on. To power the ship, a total of three are required to manage its insane power consumption; meaning each one is a serious failure point. If hacking, internal sabotage, or even a stray round enters any one of these reactors, it can force it to go hypercritical, annihilating the entire vessel and everyone on board; leave alone the nearest ten kilometers of space.
Description:


From The Original Submission

String-pulling was the name of the game, and in the wake of the Dark Harvest crisis, the Imperial military had woken up to the fact that their vessels had, one for one, been unable to overcome the infected Vong ships they had engaged. With a little prodding from Pandeima, one of the captains who had personally ordered her fleet to engage the Vong with a Tulak Hord, then the most powerful warship in the Imperial navy, an order was issued for a Star Dreadnaught prototype to be developed, one capable of strategically annihilating a Star Destroyer-type warship or larger, and one capable of successfully engaging, with support, multiple Star Destroyers.

Always attempting to prove itself to the Sith Empire, the engineers at Subach-Innes, Kuat Drive Yards, Sienar Fleet Systems, and Lussk Logistics fervently got to work, designing a starship to meet the specifications the Imperials had put forth. The result was the Nihilus-class Star Dreadnaught, a vessel superior to the Tulak-Hord one-on-one, but like a typical Star Dreadnaught, more expensive. Despite this, and despite its armament being rather standard for that of a ship of its size, it does have some unique features.

The first is the pair of antimatter reactors. Utilizing a more stable 2:1 ratio of matter to antimatter, significant power for the Star Dreadnaught's shields and engines can be produced without worrying about possible antimatter surges breaking magnetic containment and vaporizing the ship itself. Safeguards are in place to increase the matter flow to 5:1 if the reactor becomes unstable. The entire purpose of the second generator was added entirely with the purpose to power the unique feature of the Nihilus.

The Nihilus Dreadnought boasted a shipborne Central Artificial Intelligence System. This system was dubbed AXIOS by the current Emperor, Dranok Lussk. Following the design and construction of the prototype AI cores and many tests, most of which failed, but soon followed with major successes. AXIOS CAIS is purposed for managing all technical functions of the vessel including: navigation, tactical analysis, security monitoring, fire control, encryption, and expert advisory for its commander. This particular unit was nicknamed "Aegrus" and can be communicated with verbally or through a computer terminal. It, however, only carries out orders issues by the ship commander.

Combining all of these unique features and a massive armament to couple a good sized complement, the Nihilus was constructed. It boasts a mix of weaponry along with attack craft support to create a nicely balanced vessel capable of undertaking standalone missions as well as serving as a flagship when augmenting fleets. Strengths of this craft lie in its weaponry, complement, and AI abilities. Boasting an AI core helps reduce the need for crew and allows re-allocation of these men to passengers for combat or combat support role.

Weaknesses are many, even considering it's a balanced capital ship. It's hulking size offers a very massive target and outline, commanding the attention of many opposing fleets to attempt to strike this first. This size also comes with a comparable weakness: slowness. It lacks proper speed and maneuverability skills to dodge incoming attacks. The AI core even has a weakness, requiring an entire generator to power it. While the core will be heavily guarded, the second generator can be taken out to disable it, but the crew can also switch to manual control to fly the vessel with much less efficiency.

All in all, the Nihilus became the pride of the Imperial Navy. As a unique ship, it had to be named. Acerbitas was bestowed upon the first of its race by Emperor Dranok Lussk with the meaning of bitterness or harshness.


While the ship has seen and unbelievable amount of history, after its collection by Maliphant and the GenoHaradan; it was refitted using Maliphant's influence over a number of companies, creating an updated, more powerful version of the once legendary flagship known as The Acerbitas. Many millions of credits were dumped into its creation, adding onto the original design while maintaining almost every aspect of its once righteous strength; and in turn its weaknesses. The ship holds an exceptionally large interior, built to hold many thousands of active soldiers, engineers, scientists, and even Sith when required.
To begin, the Acerbitas itself was heavily based off ships such as the SD-584 from Jaeger Solutions, most notably in armament, but with a strong foundation in Sith technologies. Following similiar designs, such as that of The Behemoth, the ship was modeled to become a far smaller, more economical, dreadnaught of The Sith; serving in every aspect as its own progenitor. This dedication to the art of war makes the a deadly, potent enemy on the field of battle; able to siege down entire planets by itself.
Housing the crew however, is just as important as warfare. This is why The “Acerbitas” splits its applicable areas into various separate decks, with the first designated as ‘00’ for all cargo, engineering, and hangers. Second comes the crew quarters, with the designation of ‘01’ and the last as the bridge with the designation ‘02’. These levels each contain different security parameters with ‘00’ being the lowest, and ‘02’ being the highest, respectfully; though there are a number of other facilities outside the main ship designations, taking cues from Jaeger Solutions exceptional interior design.
The lowest level, in both security and elevation position, is the Deck 00. This ‘industry’ deck lacks much of the refinement of its higher levels, but is absolutely required for the operation of the vessel in all aspects. From the holds to the cargo lifts, there is very little that comes aboard the ship that doesn’t first come through here; and that which doesn’t is likely paraphernalia and needs another look over by the officer.
First, the Main hold; a large area hold that is capable of holding over a few hundred thousand tons of supplies, enough to keep the vessel floating through deep expeditions for up to ten years without a resupply; allowing an extreme amount of independence behind enemy lines. With intelligent compartmentalizing done by dedicated droids and robotic trams, there are entire sections of the hold dedicated to a certain SKU or chemical, all with the corresponding SDS sheets to meet galactic standard. In addition to this, the section also holds a well stocked armory for the numerous crew aboard, with hundreds of weapons for boarding action and more; all sealed by a quartermaster and a number of biometric locked blast doors. In the center of it all however, lies the cargo repulsorlift tram that runs towards the forward hold.
The forward hold is where all incoming freight is kept for initial scans, secondary investigations, and final checks before being passed towards the main hold. This area has a number of security measures first and foremost, in addition to the ship’s primary air lock for crew departure, high mass loaders, and a number of repulsor based freight elevators to bring aboard large shipments of supplies. Just off this, lies the first hanger, tho not the largest.
The hanger on the vessel is massive, holding a few hundred ships ready to zoom off and swarm, defending the Acerbitas with their life. The combined efforts of droid driven swarm drones, extremely powerful starfighters, and even a few dedicated bombers for destroying enemy capital ships; the hanger holds a serious repertoire for destruction whenever required, with automated systems to help expedite the arrival and departure of all ships, most notably any combat related ones. This is quadrupled, as four behemoth sized hangers hold the entirety of the ship's hanger storage, each covered with massive ray shields and impervium lined blast doors capable of closing whenever the risk for such assaults is too high.
In addition to the main combat hanger, auxiliary hangers exist to project power over planets. The auxiliary hangers offer nothing in terms of space combat, and require far more dedicated measures to get the ships out of storage; meaning they can not be used in space combat for any reason. Once in orbit however, the measures to unlatch and deploy the ships and transports is opened, allowing the entire vessel to lay siege to even fortress worlds; all enhanced by a number of orbital cannons capable of decimating a world's surface, from cities to islands, a true swath of destruction can be carved out through both the Legion on board, and the weapons it can fire with.
Last on the Double-Zero deck is the engineering core; likely the most advanced place aboard the entire ship. Even less luxurious than the cargo holds and their automated organization protocols, is the deeply industrial engineering section filled to the brim in cooling pipes, computer modules, and advanced stealth technology. With some of the brightest minds in the galaxy walking its halls, the engineers of the Acerbitas find themselves often among the best to ever fly through space, and equally understanding just how important they are to the everlasting life of all those on board. Balancing the prowess of the ‘Daedalus’ reactors, ensuring constant power output by them in all areas of the ship, while simultaneously monitoring the active shielding fields to ensure they aren’t caught with their pants down, despite their bulwark armor; the life of an engineer isn’t easy, and can often stress those aboard out.
That is why Blackwell took from Jaeger, taking no cuts in offering perfect amenities for each of the scientists aboard, starting with their own crew quarters. This dedicated wing allows almost instant responses from the engineering team in the case of damage or emergencies across the vessel; but despite the tactile prowess of its repair crew, there also is the comfort of their own sound proofed hall. This ‘Engineer’s Club’, as some aboard the vessels have come to call it, contains a dedicated refresher, galley, and conference hall for personal and military use; effectively allowing a well oiled machine at all times. Even more than that, Blackwell understood that many engineers prefer a more solitary lifestyle, so no expenses were missed in terms of their cot. Each is offered and even more dense soundproofing to allow for complete impunity to the outside hustle and bustle of the ships churning heart, a durasteel privacy shutter that seals the cot to allow for dedicated downtime, and an environmental converter strictly for the purpose of the bed, allowing optimum sleeping potential at all times. In addition to this, each contains a small holoscreen for viewing of both personal holovids, and pulling from the onboard server with thousands of intergalactic hits from all aspects of life, effectively allowing endless hours of entertainment on an otherwise boring vessel. Secondary additions include alarms for shifts, emergency alarms that bring all crew awake and ready, and life support monitoring to alert medical staff if a crew member begins to behave abnormally in either physical or mental conditions.
Just as with the Engineering Core, Deck 01 holds the rest of the crews dedicated quarters, only with more additional room for activities and fitness. While the regular crew quarters shares the same style of cot as the engineer’s quarters, additional thought was put into the accessory facilities that were not able to be put in the lower levels. This includes a full scale Mess Hall, kitchen staff and all running hundreds of crew through the paces with a few daily choices in meals, while there is also a large assembly hall for group meetings and get-togethers. A massive holoscreen and holotable allow for both mission briefings on the large scale, and movie nights for the entire crew should the need ever arise to raise morale. In addition, a small Gym was added to help ensure no muscle degradation on long space flights for the more physically focused members of the crew. With localized gravity augmentation, and virtual reality pods for training purposes, the gym is built to keep its users at maximum peak condition at all times.
On the same level lies the Medbay, as well, as all areas with crews such as this require such a facility. With rows of bacta tanks and at least a small army of dedicated doctors trained in emergency medical procedures, the vessel is fully able to pull together the medical knowhow to fix up to a few hundred soldiers with concurrent fatal injuries. Having such an advanced medical facility is a must when considering how far behind enemy lines these soldiers usually are, and the risks involved with not treating injuries immediately.
Next is the Brig, conventionally standard for most ships of its size. Smaller than some perhaps however, as the ship was never meant to carry a number of large scale prisoners, only a few Universal Energy Cages for high priority VIP’s with force sensitivity, and more numerous RPC-12’s or advanced force cages for all others. These in combination to an interrogation room utilized by officers allows for completely autonomous prisoner management, with even the option of purging the various cells should the alarm ever reach a high enough defcon.
Last is the Officers Quarters, a group of studio style apartments for the various high ranking officials on the ship. With much of the same cots as all the other crew, the Officers see an upgrade in the fact they get their own miniature galley, refresher, and desk with integrated computer for personal work. This integral system allows for the management of the vessel equal parts rest and relaxation on their ‘days off’ aboard the vessel, and even a dedicated VPN between the other officers computers. Sizes and comfort can change depending on preference, but predominantly the only room with an actual size difference is the captain's quarters; a topic covered better in a moment.
Deck 02 is the top of the ship, and the highest area of the ship in both position and security. Here is where the officers engage each other aboard the bridge, send down commands through all the networks aboard the vessel, and guide her through combat at any given instant. This is the brain of the vessel, and in more ways than one it would seem. With the addition of the SADS to actively protect the entire ship, the high security core was placed behind sealed blast doors with a biometric scanner that allows only the Captain and the Head Engineer through at any given point. Should the SADS ever fail or be taken out, so too would the rest of the ship’s automated defenses.
Past any of these however, lies the entire section of the ship dedicated to Sith such as Maliphant himself. The foremost area of this is the captain's quarters, perceived luxury in the emptiness of space. Coming with dedicated living areas, his own gym and dueling arena lined with training droids, and a bar for company; the quarters relies heavily on the comfort of its master. A master override switch lives within, should the extremely powerful AI turn on the ship, along with various other biometric controls to lock down the vessel if all else fails. This is where Maliphant spends most of his time; though it is not the only thing in the section.

Various other rooms exist, though they are best related to the officer's quarters. Dedicated closets, studio apartments for the Sith who are tasked with coming along for whatever campaign the Acerbitas was set out on; it is in its entirety established for the study of the Sith. Workshops, dedicated cafeteria, inboard library and more; all of which is to assist in the training and perpetual honing of a dark siders skill, with various meditation chambers to enhance one's ability in the Force at all times. The ship is a massive example of The Sith's prowess in the galaxy, and it is only fitting that it hold within its depth the additional infrastructure to serve as even a small scale academy.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To expand on Barbatos and Blackwell Industries's continued expansion within the system.
  • Image Credit: Here.
  • Canon: N/A
  • Links: Blackwell IndustriesBarbatos
SETTING INFORMATION
  • Mine Name: Azeban I Mining Facility
  • Material: Neutronium
  • Location: Astarte System - Azeban Asteroid Belt
  • Affiliation: Blackwell Industries
  • Size: Medium
  • Accessibility:
    Tucked neatly away from sight, the Azeban I Mining Facility is nearly secret from the passive sensor or idle scout; blending in with a few dozen radio signals given off by both the asteroid field itself and the various other automated and manned mining facilities throughout the entire belt. This, matched with the fact that the facility itself has hundreds of sensors monitoring the drift charts of the entire debris field means it is nearly impossible to get to without explicit permission from the facility itself; which is easy enough should the vessel have an SOS Signal or a Barbatos Customs Authority.

[*]Description:
  • As one approaches the facility, its jagged and industrial edges are the only indication of what is within. Lights blink, and if air was present the constant churn of mining equipment would provide only the vaguest of comforts. While the station itself floats, numerous massive asteroids are held against its various mining docks to unload their Neutronium, refine it, and then load it up to the export dock before being exported for profits back on Barbatos itself. It is conventional in every sense of the word when regarding tractor beam based mining facilities, and is certainly nothing to write home about.

POINTS OF INTEREST
  • Loading Dock -
    ​With two docks, one for large freighters and one for private docking, the facility itself has a number of automated features to ensure that any docked ship isn't there for more than 36 hours. Even the largest exports, in excess of many hundreds of thousands tons, will take no more than a few days. The private dock holds enough room for four light freighters, while the facility itself holds enough fuel to restock most traditional corvettes.

[*]Main Facility -
  • ​Within the main facility, there are a number of facilities to help appease the men within. Various barracks, a dedicated cantina, reactor facilities and more, all for the sake of maintaining a well adjusted facility. To ensure the facility doesn't suffer as it had from previous failures, a holonet connection has been established to ensure contact to the outside world at all times; and when the connection is down an onboard server holds a number of media files for worker consumption.

[*]Asteroid Docks -
  • ​While the facility itself is built into the core of an asteroid for protection, there are a number of heavy grade tractor beams that pull other asteroids in after a number of collision calculations. This allows the facility to bring in each, mine them, then release what is left in a controlled and established manner. A number of robots bore into each, various sonic mining devices allow safe break downs of the asteroid before extracting the minerals from each. These are further refined, despite the system having an unnaturally high quality and pure form ore to begin with; all before being shipped off on the next freighter.

SECURITY




HISTORICAL INFORMATION



While the facility itself has been in use for over a thousand years, it was only until recently that it was kept maintained and upheld through a number of security measure meant keep the populace aboard happy. From worker rotations out of the system, to on board media files to ensure a distraction is available; for the first time since the facilities creation has it had any sort of profit being made, though despite even this, there is a strong effort to automatize the facility; once Blackwell Industries has such resources.

Being the first of many, the mining facility helps provide the massive amount of resources required by the Barbato's refineries; effectively allowing it to bring a large nest egg of a profit to Blackwell Industries, leading to an excellent addition to its infrastructure and heavy industries market. This continue profit makes for a strong foundation to expand further efforts in Barbatos as whole; elevating the future of Blackwell as a whole.

 
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OUT OF CHARACTER INFORMATION
  • Intent: To expand on Blackwell's cybernetic division.
  • Image Source: Here.
  • Canon Link: N/A
  • Primary Source: Cybernetics
PRODUCTION INFORMATION[*]
Production: Mass-Produced
[*]Material: SPECIAL FEATURES
  • Structural ReinforcementReinforced Duraplast Bone Replacement (Cranial)
  • Adjustable Duralumin Reinforcement (Neck)
  • Bonemer Teeth Replacement
  • Neck/Facial Muscle Rybcoarse Enhancment
[*]Cybernetic Additions[*]Audio/Visual Recorder w/ Playback
[*]Polarized Anti-Flash Lenses, Low Light Imaging
[*]Aural Amplifier
[*]Annunciator
[*]Multi-Frequency Targeting and Acquisition System
[*]Multi-Spectral Target Assessor
[*]MacroBinoculars (x5, x10, x20)
[*]Multi-Range Encrypted Internal Comlink
[*]Rebreather / Reserved Oxygen Salt Capsule
  • Lasts up to 6 hours without backup.
[*]Dedicated Hacking Package[*]Knowledge Cartridge Slot w/ Onboard Memory Uploads
[*]Motion Interface Package
[*]Internal Nueral Band
[*]Internal Advanced Aural Amplifier
[*]Mental Boost System
[*]Advanced Bio-Stabilizer Implant
[*]Misc AdditionsStrengths:
  • Slicer's Wet Dream​The real purpose of the 'Cyberpunk' is to allow those integrated with it a fundamental 'swiss army knife' of hacking when required, filling every possible area with equipment meant for military grade operations. Everything from biometric scanners to computer systems the user can't even touch, they are all covered with some connections; including a secondary computer that works far faster than the mind to run subroutines and allow the user to 'Jack In' to the holonet at will, or even visualize the hacking efforts over their own vision, though this can cause some blinding complications.
[*]Always Wear A Helmet
  • The second purpose of the device is to replace the bone, muscle, and nerves with something more resisilient. To reduce weight, light matierals such as Duraplast were chosen to compensate for the excessive amount of equipment put into the device itself, meaning while thinner than bone it certainly protects on par if not better. Internal compensators even cushion brain impacts to prevent the user from being prematurely knocked out, and an electrically toggled duralumin layer beneath the skin of the neck that allows it to stiffen a moments notice to prevent chokes, or in rare cases even decapitations; however none of this is a complete replacement from conventional armor, and should not be taken as such; they are simply mild reinforcements to the form. Skin damage is still completely viable, as it has been completely ignored in the augmentations.
Weaknesses:
  • ProsthophobesThe amount of replacements done on this will pull away from a Force User's ability to draw on the force substantially, as every cell the user in question replaces with metal will stop them from manipulating that which connects the galaxy. This means that while a Non Force User might not be that much at a loss to use the cybernetics, any force user who wished to would find a signifigant trade off facing them for all the benefits that come with such a device.
[*]Grease Lightning
  • While the device itself has some built in deionizers, the overall nature of the augmentations are extremely dependent on power. That means that anyone with a knack for ion weaponry, or even the accident discharge of a larger than normal source of electricity, all have the chances of shutting down various electrical components of the device; blinding the user, shutting down a portion of their brain, muscle control, just to name a few of the possible outcomes.
[*]Mechu Deru Vitae
  • While most weaknesses are an always given, the greatest threat to any cyborg or cybernetic augmentation is someone trained in Mechu Deru, or its ultimate form. Should someone have access to these, they have the possibility to blow up the internal powerpacks of the device, or otherwise altering the mechanisms built in. Any of these can lead to devastating effects, the most dangerous of these is the death of the cyborg utilizing the device.
DESCRIPTION

Created by Blackwell Industries and Jaeger Solutions, the 'Cyberpunk' as it has been come to be known was designed around the major philosophy of bringing both the wounded veterans of our turmoiled time within the galaxy back to the forefront of combat, and to allow those with a certain affection for cybernetic augmentations to find yet another power in the form of military grade hardware. These various aspects have led to a very sought after reputation for cybernetic enthusiasts, leading to an almost excitable amount of purchases from planets such as Nar Shaddaa and Coruscant for their exceptionally large slicer populations.
Much of this can attributed to the internal microcomputer and the dedicated hacking package. Containing everything from biometric bypasses, internal subroutine options, and even voice box manipulation, the 'Cyberpunk' allows a constant 'swiss army knife' approach to almost any computer system, with anything more complicated than the upper echelons of high security usually requiring a secondary slicing measure and the skill of a very well establish slicer. These numerous systems are additional reinforced by a number of protection materials to stop everything from the casual debilitating blow to the head, to the often feared death choke many attempt on someone they just found hacking into their holonet history.
While all of this is great, the constant issue is the fact the cybernetics do rely on electronic and robotic replacements of otherwise working (sometimes) biological systems. This means force users lose a proportional skill in feeling the force, ionic weaponry is doubly effective against such a person, and while there is integrated virus support, even the careless application of ransomware could keep a loved one locked in a 'dream' for weeks. Even worse, if a Mechu Deru specialist ever faces down a user of the 'Cyberpunk' they'd find it exceptionally easy to alter, destroy, or otherwise install any amount of fear into the person without question.
Overall, while the device is certainly great for rudimentary protection and excellent slicing features, it is still the sum of its parts and suffers equally for each. It consolidates a slicer's need to carry equipment, while making much of it far easier to access on the run from security forces and more; making anyone capable of hacking simple doors, and more specialized slicers left to break into everything from AI cores to dedicated security measures.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create storage containers for exceptionally dangerous, or otherwise rare artifacts.
  • Image Source: Here.
  • Canon Link: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION[*]Affiliation: Closed-Market
[*]Model: The Black Box
[*]Modularity:
  • ​Optional Material Changes
  • Interior Cushioning
  • Various Aesthetic Changes
  • Personalized Inscriptions or Inlays
  • Various Sizes & Shapes
[*]Production[background=#1e1e1e]:[/background] Limited
[*]Material:
  • Standard Structure: Alchemized Quadranium Frame
  • Interior: Alchemized Terentak Leather Cushions
SPECIAL FEATURES
  • Extremely Sturdy Construction
  • Force Based Locking Mechanism
  • Contains / Hides Force Based Artifacts
Strengths:
  • What's In The Box?​The box itself is extremely sturdy, built of alchemized quadranium and the blood, sweat, and tears of a number of well trained alchemists. This allows the container to hold up against all but the strongest of blows, ensuring whatever is within remains safe and sound regardless of who attempts to open it. Add on the force based locking mechanism, and you have a storage container that is not only difficult to break, but nearly impossible to 'hack' through conventional means, and even most force means.
[*]​Birthday Present
  • ​While the device is certainly a very viable storage container for an aging dirty magazine collection, it is more well focused as a transportation measure for deadly or otherwise powerful artifacts of all types. Absorbing the force energies of anything up to the legendary Darkstaff, the container can not only nullify their aggrandized power, but hides any force measure of them for the prying eye. No sensory data of what is within gets out, only what can be assumed from its exterior and shipping list.
Weaknesses:
  • With Great Storage, Comes Great WeightUnless you get a box the size of a small ring, meant to hold exclusively that, any of the containers are extremely heavy. The mixture of their already sturdy construction, matched with the alchemization that adds to such a weight makes them nearly impossible to simply lug around without some sort of load bearing equipment. For instance, a regular footlocker might weigh only a few kilograms, but a 'Black Box' equivalent will weigh upwards of twenty, with ease. Any higher, and it will only increase exponentially.
[*]Complicated Key
  • While the Force Lock is certainly a very strong feature, the actual elements of the lock revolve around a very personalized ritual that can take upwards of a minute to perform; occasionally asking for the blood of its recipient. This means that should someone be ambushed while their infamous 'super sword' is in the box, it isn't very likely they'll have the chance to get it out in time to actually use it. This means it is almost exclusively used for high risk transportation where you couldn't afford anyone knowing of the artifact within.
DESCRIPTION

As force creations, artifacts, and every manner of force sensitive items became common place, there is an ever pressing desire for some form of artifact hauling device to be made; one that will not only keep Sith Lord's present safe, but to help transport the exceptionally dangerous ones that might possess everyone around it at any given moment. This was where the creation of 'The Black Box' was started, in solving one of the rising issues within the Galactic Market.
By speaking to one of the largest corporations in the galaxy, and one of the foremost experts on large scale production of alchemized items; a design was built and handed off by the hands of Darth Maliphant himself, heavily in part for his own need to transport extremely dangerous artifacts such as The Telos Holocron in secrecy. This need to protection and secrecy made the storage container;
The first and foremost aspect of the box is its ability to nullify the effectiveness of force related items. By utilizing its own force alchemization, it draws upon the theoretical styling of Ysalamiri; taking what makes them great and doing the same. By creating an internalized 'force nuetral bubble' active only when the device is closed, it effectively disables any artifact within it. This is done so long as is required, before being opened once more.
The second aspect of it, is its dedication to security. While the device can be open and closed by anyone, an established ritual actually locks the device; effectively melding the metal at its opening and activating what lies within. The ritual to open and close these vary on the lock, and what is established by its owner; however they can have an almost innumerable amount of variations and options, residing most predominantly in the Force.
All together, this makes for a very strong, sturdy design capable of holding even the most dangerous artifacts in relative security, with only the most dedicated thiefs able to actually steal from one, often taking entire warehouses of dedicated machinery to get into the alchemized metal exterior. Filling a niche market, The Black Box has quickly become a favorite amongst Sith Lords, and Jedi who don't care where it came from, leave alone the rising needs of Cartels specializing in laundering artifacts.
 

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