Star Wars Roleplay: Chaos

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Approved NPC Castle Morpheus Knights

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The Mother of All Psy-Pires
Intent: To create a personal combat Unit of Psy-Pires to both guard Nine's vessel, assist when possible in faction roleplays and guard or fight for others under Nine's protection.

haven_trooper_03_by_blackbutterfly007-d5h5lk9.jpg

spirits_of_arsenal_gear_by_redustheriotact-dbpja42.jpg

Image Credit: RedusTheRiotAct.Deviantart
(https://mgs-fans.deviantart.com/art/Spirits-of-Arsenal-Gear-708017906)

si3art.Deviantart
(https://si3art.deviantart.com/art/Haven-Trooper-03-331145577)

Role: The Unit will serve as a Protective detail and, where necessary, strike team.

Links:

(http://starwarsrp.net/topic/129671-castle-morpheus-the-leviathan-tantive/#entry1788101)

(http://starwars.wikia.com/wiki/Magna-glove)

(http://starwars.wikia.com/wiki/Magno-grip_boot)

(http://starwars.wikia.com/wiki/Powered_light_battle_armor)

(http://starwars.wikia.com/wiki/Sound_dampening_belt)

(http://starwarsrp.net/topic/126341-psy-pire/)


GENERAL INFORMATION
Unit Name: Castle Morpheus Knights.

Affiliation: @Nine Lives. (http://starwarsrp.net/topic/128818-nine-lives/?p=1778126)

CIS
(http://starwarsrp.net/forum/4042-confederacy-of-independent-systems/)

Atrisian Commonwealth
(http://starwarsrp.net/forum/4433-the-atrisian-commonwealth/)

Classification: Infantry/Recon Hybrid

Equipment: The Knights are equipped with light weight powered combat suits that function exactly like the ones of old, though their suits come equipped with mag gloves and boots Their helmets are equipped with both night and thermal vision. They are equipped with Vibroswords, SMG's, assault rifles, pistols, and sniper rifles of their own make. Same as standard equipment with no fancy features Their model of powered armor, since it functions exactly like the models of old, also give them resistance to sonics. The only real difference is appearance. They are also equipped with old school Aratech SD belts.

COMBAT INFORMATION

Availability: Minor

Deployment: Limited

Strengths

I'd pay it gladly: The Knights are fanatical about defending their "Mother" and any she deems in need of protection. They will fight until they drop. Or their enemy does.

Children of the Night: The Knights are masters at night operations and inflicting maximum damage and terror in the dark. In special cases, they will take advantage of the darkness that Castle Morpheus projectors induce over a wide area.

Freak Agility: The knights are highly mobile, fluid, and dangerous fighters at melee combat.

Home Field Advantage. When the Knights work in conjunction with Castle Morpheus, only the greatest, cleverest, or most determined of threats have the best chance of seizing the castle from them.

Silent: They are equipped with belts similar in model and power limits to the old Aratech SD belt.

Melee: The Knights shine in sword combat, particularly with Katana-type swords, as they were trained by Nine.

Psy-Pire: Among the first ever created by Nine, they bare all the advantages of a typical Psy-Pire.
(http://starwarsrp.net/topic/126341-psy-pire/)


Weaknesses:

Small ops only: Don't expect them to fight and win a war, there are for protecting the castle, protecting Nine herself while aboard or abroad if she asks, and executing relatively small operations in the field, such as evacuations, security detail for VIP's and shipboard search and destroy. Though they are five hundred strong, ship resources and hanger size, means Nine can only afford to to send out a platoon or two at most. The rest must stay in Castle Morpheus.


Psy-Pire: They are Psy-Pires, and have all the weaknesses associated with that strain.
(http://starwarsrp.net/topic/126341-psy-pire/)

On the clock: Not truly equipped for extended operations in the field. More a 'React, then retreat' mindset. They are there to get in and out.

Confused by the new tech: The knights are from a different era, and while not stupid, have difficulty learning new technology. Subsequently, they have great difficulty picking up and using all but the most basic weapons to scavenge on the battle, as well lacking an understanding of more modern computer software, which can be exploited heavily against them. So many Special Forces groups have an edge over them in this regard, that it would be hard to find one who could not intercept or jam their transmissions, or exploit their lack of understanding modern software.

Conventional threats only: In addition to their tech weakness, the Knights came from an era where they simply didn't have to face down some of the more bizarre threats infesting the galaxy today, and when encountering something like, say, a Consumer, simply will not have a frame of reference with which to deal with. As they were never to be more than a highly trained, specialized security detail, even a singular, if exotic threat has a great chance of overwhelming and decimating their ranks, on or off the ship. They are best used at at fighting conventional threats, like infantry or well armed mercenaries, rather than threats like Force Users.

Over-Protective: Their fanaticism can be exploited if they think anyone they are guarding is about to come to harm. Their first, last, and only real priority is making sure Nine or their VIP stays alive, and when set solely on guarding someone, will ignore situations that would give them a tactical advantage over the enemy in favor of protecting Nine or a VIP as long as possible and escorting them to safety. They could presumably be tricked into giving up a defensive position or making some other tactical mistake to protect Nine or a VIP. Since losing Nine or a VIP would be a great dishonor for them (Losing Nine would be the greatest) they are so paranoid that might abandon an extremely advantageous tactical position over a foe just to make sure their ward is kept safe a moment longer. In addition, while they are genuinely serious about defending whoever Nine asks them to defend, if they have to choose between Nine or the VIP, they will pick Nine every time, even abandoning their other ward in the field if they are aware of imminent danger to Nine. This fact can be brutally exploited by an enemy.

Lacks vehicles: The knights, beyond the ship they come to a planet on, have no other vehicle support whatsoever if its destroyed.

Lack of sustainance: It is important to remember that these are Vampires.

You don't belong in this world!: In addition to supply issues, anyone who figures out that you have an entire cadre of vampires protecting you will likely try to summon the authorities. This would make their job (security) difficult, especially if they are operating in unfriendly territory. Even in friendly territory, ordinary people would run from them. Even the VIP if they were ignorant beforehand might not want their help. Even friendly authorities would take all measures to keep a band of vampires under tabs. Unfriendly might have them executed on sight.

How much is too much sword?: Though they are able to use military ranged weapons, they prefer to protect and engage in melee combat, even if shooting would be more practical. This is a weakness that can be exploited heavily.

How much is not enough sword?: Their Vibroswords work like any other, but lack reach, only eighty percent the length of a standard vibrosword, and has only a straight, single edge. In addition their fighting style is very aggressive, almost Ataru like in application, but leaves very little room for mistakes.

Double vulnerability to Ion. The Psy-Pires, due to effective, but base equipment, their armor systems are vulnerable to ion damage, the powered servos shutting down and also causing the Psy-Pire inside the armor intense pain due to their special vulnerability to ion damage.

Overspecialized defense: The knights possess a curious deficiency in their tactics. Due to their focus on guarding the inside of a specific vessel they are much worse at defending territory that isn't Castle Morpheus. They can defend an enclosure certainly, but they will never defend any area as well as they can defend the castle. Thus they restrict their operations there unless ordered to by Nine. If they must guard someone else, they prefer to do it on castle grounds.

Description: The Knights of Castle Morpheus are a five hundred strong, well equipped, well trained security detail meant to guard Nine's mobile Castle Morpheus. Among the first Psy-Pire's ever turned into such by Nine during her fugue state, she applied heavy cult leader tactics to indoctrinate them into a ferocious, fanatically loyal group that will lay down their lives for their "mother" or any she deems in need of protection. This was not especially difficult: Many of this group were once the foot warriors of the first iteration of House Li-Ves.

The knights were trained in sword fighting by Nine personally after turning them, and their training was supplemented by surreptiously training alongside special forces units in other militaries. They are quick, agile, and devastating in a short enough time frame but any longer and they could be overwhelmed. As they are best left as Castle defense, they tend to stay there, never deploying unless ordered. But when out in the field they can be dangerous if used correctly. But their lack of technological prowess, inability to deal with more exotic threats, and the dangerous risks of a Psy-Pire possibly needing to feed on active protection detail limit their ultimate utility. These were the men and women who overwhelmed Sawa Ike's men and stole Castle Morpheus to look for their creator.
 
[member="Nine Lives"]



Image Credit: RedusTheRiotAct.Deviantart
(https://si3art.devia...er-03-331145577)

si3art.Deviantart
(https://si3art.devia...er-03-331145577)

BlackButterfly007.Deviantart (unsure who gets credit for haven trooper
Those are both the same link, and only cover one of your images. Please include a source for your second image. Use reverse image search if you have to, or at least find a site where it exists even if the original artist can't be found.



Affiliation: Nine Lives, anyone Nine tells them to protect, CIS, Atrisian Commonwealth.
Please add links to your character bio, CIS, and AC

Now, some equipment issues:



Equipment: The Knights are equipped with light weight powered combat suits lined with Duraplast and kinetic weave and coated in Reflec. Their model of powered armor does not shield them from sonics.
If you want this armor, seeing as how it is clearly custom and not what is actually linked in the canon article you included, you will need to sub it through the factory. You can either use canon armor as is, or will need to create a sub, your choice.



They are equipped with Vibroswords, SMG's, assault rifles, pistols, and sniper rifles of their own make.
Are these the same as standard or do they have special features? If they are the same as standard, please note that here. If they have any special or hybrid capacities that you want that will also require a factory sub.



Cloakers: They are equipped with belts similar in model and power limits to the old Aratech SD belt.
I need a link to this and you need to list in in their equipment.



Gecko: Through a clever combination of conventional technologies, their gloves and boots mimic that of a gecko, allowing them to cling to sheer metal surfaces such as walls, take a position there, and fire.
You include these in the links but not in equipment, please add them to the equipment section.

We're going to pause here and I'm going to let you take care of these items before we continue.
 
The Mother of All Psy-Pires
Okay, I altered it so that their armor is just powered light battle armor with mag gloves and boots fitted on, but the appearance is really all thats different save for the helmet equipment now.

Edited to say their weapons are standard and dont have special features.

Your sentence at the bottom of the post confused me, I thought you meant strengths so I changed the gecko strength to melee strength. Also added links to nine, cis, and commonwealth, [member="Irajah Ven"]
 
[member="Nine Lives"]

Thank you, we can move on.

Please add a link to Psy-Pires in the strength and weakness section where it applies.

Strengths first:


Cloakers: They are equipped with belts similar in model and power limits to the old Aratech SD belt.
These belts only dampen sound and protect against some sonic, which is in no way 'cloaking'. Change the name to avoid confusion.



Lightning: They can do a relatively large amount of damage to catch a more numerous foe off guard depending on where they are.
Where are they getting the lightening from?

Weaknesses:


Limited: Currently only Five Hundred Strong, and only deployable from Castle Morpheus, leaving them mostly dependant on the very ship they are supposed to defend with their lives.
500 strong isn't really limited. Either drop the number of folks or raise the submission to 'minor'. It's also not a weakness- it's a base factor of the submission and is already taken into account when balancing. If you want to keep this number, add in an additional hard weakness to both account for the bump to minor as well as the loss of this as a weakness.



Small ops only: Don't expect them to fight and win a war, there are for protecting the castle, protecting Nine herself while aboard or abroad if she asks, and executing relatively small operations in the field, such as evacuations, security detail for VIP's and shipboard search and destroy.

Butcher's trade: While they can be used in the field, they are often best kept at Castle Morpheus itself.
These are basically the same thing. You can't count it as a weakness twice. It's a pretty soft weakness to begin with, but remove butcher's trade because it's just a slimmed down version of your 'Small ops' one.



Underpowered: While their weapons and defenses are not inconsiderable, what they are equipped with is mainly gear based off or simply related to proven technologies. They are meant to get the job done, and done well, but this is not a group that is going to be pulling out anything that has not been seen and bested.
Just because something is canon tech doesn't make it underpowered. Nothing in this sub actually reflects that these are under powered in any way. Their gear is normal with a couple of extra tricks, that is not the same as being under powered. Either remove this or change the sub to reflect it (I recommend remove as the easier option)

****
Right now, you have some very absolute strengths and some very soft weaknesses. Try to come up with at least one more hard weakness, and once these changes are made I will reevaluate for balance.
 
The Mother of All Psy-Pires
Okay, edited to show that they dont have true cloaking fields, added that they were vulnerable to airstrikes and could be stranded easily, and changed Underpowered to market value, and elaborated thhat they were not well supplied in the field and raised them to Minor, and added links to psy-pires in the strength and weakness section, and added a link to Castle Morpheus, [member="Irajah Ven"]
 
[member="Nine Lives"]

I didn't ask you to add the one to castle morpheus because it was already there- your first link. You can remove one of these.



Small ops only: Don't expect them to fight and win a war, there are for protecting the castle, protecting Nine herself while aboard or abroad if she asks, and executing relatively small operations in the field, such as evacuations, security detail for VIP's and shipboard search and destroy

Deployment Issues: Though they are five hundred strong, ship resources and hanger size, means Nine can only afford to to send out a platoon or two at most. The rest must stay in Castle Morpheus.
The second 'weakness' is just a part of the first, it explains *why* the first is the case but is not an additional weakness. Roll these together, it won't count twice.



Market value: While their weapons and defenses are not inconsiderable, what they are equipped with is mainly gear based off or simply related to proven technologies. They are meant to get the job done, and done well, but this is not a group that is going to be pulling out anything that has not been seen and bested. Their gear lacks some of the more impressive modifications common to modern market arms and armor. In addition, since their weapons and ammo come from Castle Morpheus, if their weapons break or they run out of ammo, they must scavenge weapons from new sources.

Vulnerable to targeted airstrikes: The knights have no starfighter support.

No cloaking: Beyond the sound dampening belts, they lack access to cloaking fields.
These are normal. Being normal is not the same as a weakness. Lack of a strength is not the same as a weakness.

Right now you have a group that is hard hitting, can ambush larger groups of foes, fast, excellent with both ranged and melee where the functional weaknesses are 'can't win a war by themselves/small ops' and 'don't have vehicle support'.

If you can't come up with additional *real* weaknesses then you need to remove some strengths. Please keep in mind that being normal or lacking a strength is not the same as a weakness while you are considering how you want to move forward.
 
[member="Nine Lives"]

We're getting there now.


Freak Agility: The knights are highly mobile, fluid, and dangerous fighters at melee or ranged combat

How much is too much sword?: Though they are able to use military ranged weapons, they prefer to protect and engage in melee combat, even if shooting would be more practical. This is a weakness that can be exploited heavily.
You can't have strength ranged combat and weakness ranged combat. If you want to keep this weakness (which is a better one than some of the previous), remove the ranged combat from your strength.


Lack of subtlety: It is important to remember that these are Vampires. Vampires who will guard the person they are told to guard without any regard really for how it gets done. This can lead to the Knights feeding on innocent people in the immediate vicinity...even if they are ostensibly allies or friends of the VIP in moments of desperation to stay nourished. It could be argued that even a VIP might be vulnerable to this scenario. Needless to say, the realities of being a psy-pire might make their job very difficult in the field.
I'm going to over look how this partly contradicts your psi-pyre species sub where they are specifically unlikely to feed on innocent, helpless people (" and often have a strong sense of honor, disliking attacking defenseless prey." from your sub). This is still a weakness that belongs within your Psy-Pyre weakness, not a slot of it's own as it is inherent to their race and you already list that as a weakness.
 
The Mother of All Psy-Pires
Thanks for catching those bits. Edited and removed subtlety weakness and replaced it with overspecialization and hostility from authorities should their nature as vampires be discovered it would make it difficult to execute their duties with that type of interference, as well as overspecialization at defending Castle Morpheus, and being worse at defending any other position [member="Irajah Ven"]
 
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