Star Wars Roleplay: Chaos

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Sean's Sub Sheets and To-Do List

EmKay

Well-Known Member
renderfin_by_adamkop-d9hqrny.jpg

ARTWORK BY ADAM KOPALA
COMMISSIONED BY YOURS TRULY

AFFILIATION
PERSONAL

MANUFACTURER
ARAKYD INDUSTRIES

MODEL
A/FRS-X

MODULARITY
NONE

PRODUCTION
UNIQUE

MATERIALS
ALUSTEEL-DURAPLAST ALLOY ; NIGHTSHADOW ; GLASTEEL ; OTHER STARSHIP COMPONENTS

CLASSIFICATION
PATROL/ATTACK STEALTH CRAFT
ROUGHLY USES GUNSHIP ARMAMENT STANDARD

LENGTH
23M

HEIGHT
7M

WIDTH
21.3M

ARMAMENTS
  • TWIN ROTATING PARTICLE-BEAM LASER CANNONS [2]
  • ION CANNONS [2]
  • FLEXTUBE WARHEAD LAUNCHERS [2, HOLDS 6 WARHEADS]
  • MINELAYER [1, HOLDS 6 CHARGES]
SPECIAL FEATURES
  • PROTOTYPE FIRESPRAY-CLASS TIBANNA-X ENGINES
  • NIGHTSHADOW COAT
  • SUBLIGHT ACCELERATION MOTOR [SLAM]
  • MANOEUVRING JETS
  • ANGULAR DESIGN TO REDUCE SCANABILITY
  • FIXED WEAPONS LOAD-OUT
  • GRAPPLING CLAW
  • TRACTOR BEAM
  • SENSOR JAMMER/ADV. COMMS ARRAY
  • LOW PROBABILITY OF INTERCEPT RADAR SYSTEM
  • FALSIFIED TRANSPONDER CAPABILITY
  • ONE-WAY SLAVE CIRCUIT
  • DISTRESS BEACON
  • REDUCED-LOAD QQ-45H/310T COUNTERMEASURES MODULE
  • SMUGGLING COMPARTMENTS [1 MEDIUM, 2 SMALL]
  • ADVANCED DEFLECTOR SHIELDS
  • PROTOTYPE LIFE SUPPORT SYSTEMS
  • "POOR MAN'S" THEFT FAILSAFE
  • BASIC QUARTERS AND NECESSITIES FOR UP TO TWO IN ONE ROOM
  • "THE DOGS" SOUND SYSTEM
  • CUPHOLDERS
    Thanks to Coren Starchaser for the last two.
MANOEUVRABILITY RATING
2

SPEED RATING
1

HYPERDRIVE CLASS
2, NO BACKUP

STRENGTHS
  • EFFECTIVE STEALTH SYSTEMS
  • ADVANCED/PROTOTYPE SYSTEMS
  • CANNOT BE EASILY STOLEN
  • QUICK AND AGILE
WEAKNESSES
  • NO BACKUP HYPERDRIVE
  • LIMITED NAVICOMPUTER CAPABILITY
  • SMALLER LIFE SUPPORT CAPACITY, NEEDS TO DOCK MORE OFTEN
  • WEAPONS CANNOT BE MODIFIED OR CHANGED WITHOUT CHANGING INTERNAL LAYOUT
  • PROTOTYPE SYSTEMS MEAN TEMPERAMENTAL SHIP
DESCRIPTION
A long time ago, Tachon Zur-Ksi stole the ship from a chief technician at a genetics research space station. That ship was a lightly modified Firespry-31-Class Patrol and Attack Craft. It was a temperamental ship with her quirks, but Tachon adopted the Night Avril as though she had always been his ship. She served him very well, but time passed and the Iridonian felt the need to upgrade. So he pulled some strings, got the ball rolling, and unveiled his grand design with the help of some professional shipbuilders.

The A/FRS-X Night Avril is the brain child of Tachon's vision and others' expertise. Built on the framework of the classic Firespray-31-Class ship and folding in tidbits from the legendary Slave-I, this ship was built with quiet mobility in mind, without sacrificing the firepower that give the whole Firespray-class family their reputation. To both ends, the ship is built around a slightly overhauled rendition of the galactic gunship vessel standard, and includes some under-the-hull goodies to make it really shine.

The first stand-out feature of the Night Avril is its armament suite. Rather than standard laser cannons, Tachon wanted something with a little more oomph and a distinct flair. As such, the more unstable particle-beam laser cannon was tuned and put in place of the normal load-out. Next, following the inspiration of the Slave-I, the Night Avril comes equipped with two standard ion cannons, and opts for a minelayer in place of a bomber chute. FlexTube Warhead Launchers punctuate the deadly ensemble, making this ship capable of handling itself in a dogfight if necessary.

The next highly noteworthy aspect of the Night Avril is its stealth systems. Since crystalline stealth field generators are not only insanely costly, but unrealistically space- and energy-consuming, that option was dashed off the drawing board from the beginning. Instead, the lead designers at Arakyd chose a Tibanna-X Engine platform and spun off the designs to fit and suit such a craft as a Firespray. With a coat of Arakyd-patented Nightshadow and an angular refit icing the proverbial cake, the Night Avril is invisible to all but the naked eye.

Moving on from the drool-worthy shiny, the Night Avril includes many prototype features such as compact life amenity, life support, and countermeasure (which have been reduced by half in size and load) systems. This ensures that the Tibanna-X platform and large armament fit inside the ship. The trade-off is the necessity to either catch a ride on larger ships with hangar bays for long trips or make pit stops more often along the way to distant destinations. Realistic expectations, and it makes sense anyway for any sentient to want to take a load off to refuel and get some real gravity after any long space travel. Cargo capacity is slightly lower than standard for a Firespray, but hauling was never part of the design plans. There were, however, included desire for hidden compartments lined again with Nightshadow to remove their existence from scanners. They consist of one medium-sized compartment that an average-sized sentient could curl up in, albeit uncomfortably, and two small compartments that could hold tools, uilities, weapons, and similar easy-to-store items.

Getting into the knitty circuitry of the design, the Night Avril has many pros, and one big con. On the plus side, an advanced communications and jammer array allows the A/FRS-X vessel to make extremely-long-range calls and allows the ship to jam hostile communications within a one hundred and twenty-kilometer (seventy-five mile) range. Next up on the roster is the LPIR system. This is a prototype inspired by other vessels that exist using the same feature, which uses modified-wavelength radar to reduce the probability that the Night Avril's scans and lock-ons will be detected and/or recognised by enemy craft. It's not impossible to detect, but the unconventional method renders it significantly more difficult to do so. Next, the one-way slave circuit is reminiscent of a modification noteworthy on the well-known Millennium Falcon. The afore-mentioned ship had no slave circuit, but the Night Avril has been tweaked so that it may take control of another ship's slave circuit, but no other ship may control the Avril. Following that, the ability to falsify transponder codes and a simple distress beacon garnish a delicacy of a systems suite. The one major downfall of the Night Avril is the one thing that pumps the lifeblood of most starships: a navicomputer. The ship's navicomputer is a small box with extremely basic programming features. There was so little room in the whole ship (there wasn't even room for a backup hyperdrive), that they removed the bulky, useful navicomputer. Instead, the navicomputer installed on the Night Avril is programmable for up to six coordinates and is otherwise useless. Marketed as a "Poor Man's Theft Failsafe", the limitations imposed by the substandard navicomputer allow the ship to be more easily tracked if stolen by any normal person. It's a blessing and a curse in a way, but an inconvenience either way. In addition to that, the navicomputer has no Astromech terminal, so the best astrogation droid in the galaxy couldn't input coordinates or take over. It just couldn't be done with the size constraints.

Away from the technical details again, the ship's interior aesthetic is similar to the minimalistic Kaminoan design. Everything is sleek, clean panels and angular, compact furnishings. It doesn't lack for comfort in limited space, but rather adapts to the constraints presented in a new way. There is one room with room for two, and basic needs such as a small galley and a refresher. There are interior and exterior sound systems, fondly referred to by one of the engineers who worked on the hip as 'the dogs', who frequently liked to listen to them 'bark'. Cupholders adorn all lounge areas and the cockpit, adding the final touches to the creature comforts of the Night Avril.

Final features include a SLAM on the engine for quick escapes, multi-directional dual-redundant shielding based loosely on Mon Calamari designs with obvious size limitations, pressurised gas jets for zero-gee manoeuvres without engines on, a grappling claw to mount the ship to asteroids, other ships, and other such surfaces, and a temper that rivals her owner's.

In the end, the A/FRS-X Night Avril is a one-of-a-kind ship, who would likely be the coveted gem of any ship enthusiast's collection. She's fast and quiet, knows how to punch another ship in the face, and has plenty on the inside where it counts. Despite some lackluster pieces and a temper to make a rancor heel, she'll do anyone good who knows how to treat her right.

DEVELOPMENT THREAD(S)
SOONTM
(Restricted Items require specific development threads. The more posts, the more powerful the submission can be. Links: Banned & Restricted Items)

INTENT
To provide Tachon Zur-Ksi with a personal vessel capable of getting him in and out of wherever he needs to go with around an eighty per-cent chance of impunity. Also to help with character development and provide a fun story-writing tool given its two would-be crippling limitations.

WHO CAN USE THIS
TACHON ZUR-KSI*
*Arakyd Industries is authorised to produce a significantly limited, non-stealth version of this vessel for alternate uses, such as pirate vessels or patrol/attack craft.
 

EmKay

Well-Known Member
t7-01.png
IMAGE SOURCE
STAR WARS: THE OLD REPUBLIC VIDEO GAME

INTENT
To provide Tachon Zur-Ksi with a support-role companion and assistant on his travels capable of filling in for his weaknesses, such as being unable to slice his way through a computer system.

DEVELOPMENT THREADS
IF NECESSARY

MENUFACTURER
[TBD]

MODEL
R/T-911

AFFILIATION
PERSONAL

MODULARITY
[TBD]

PRODUCTION
UNIQUE

MATERIALS
DURAPLAST, DURASTEEL, UTILITY DROID PARTS

CLASSIFICATION
SECOND DEGREE UTILITY

WEIGHT
35KG

HEIGHT
1.2M

MOVEMENT
TREADS, JUMP JETS

ARMAMENT
SOLDERING IRON, CUTTING LASER
(Not technically weapons, but can be used offensively.)
Misc. Equipment: (Sensors, scanners, shields, etc.)

Description: (Include some strengths and weaknesses here. Describe some of the history behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.) All droid characters must be approved through the Factory, if their droid models are not canon.

Primary Source: (Please link the source of another writer's submission that you are modifying for your use; only necessary for "Chaos Canon" submissions) [/size]
 

EmKay

Well-Known Member
commission__jedi_weaponmaster_by_chrispydee-d62jqlh.jpg

"WAWIZA", Sith for "Retribution"

ARTWORK BY CHRISPYDEE

INTENT
To provide Tachon Zur-Ksi his personal Lightsaber-based weapon for multipurpose use and effectiveness.

DEVELOPMENT THREADS
PENDING

MANUFACTURER
TACHON ZUR-KSI

MODEL
N/A

AFFILIATION
PERSONAL

MODULARITY
NONE

PRODUCTION
UNIQUE

MATERIALS
  • DURAPLAST BODY
  • CORTOSIS WEAVE
  • BRONZIUM FINISH
  • VT-DISRUPTOR LENS
  • PERMAFROST CRYSTAL
    The weapon can only be used by its creator.
  • PHOND CRYSTAL
    Produces a fiercely burning lightsaber beam, reminiscent of Kylo Ren's lightsaber.
  • PONTITE CRYSTAL
    Produces an extremely refined and focused lightsaber beam for exceptionally easy cutting power, with the added ability to more easily remain calm.
CLASSIFICATION
LIGHTSABER PIKE/HALBERDhttp://starwars.wikia.com/wiki/Lightsaber_pike/Legends

SIZE
TWO-HANDED

LENGTH
1.6M, 2.2 when active.

WEIGHT
1KG

SPECIAL FEATURES

DESCRIPTION


Special Features: (Is it resistant to certain weapons? Is it telescopic? Even if you've discussed your features at length in the Description line of the Base Template, this is a good place to list them.)
Description: (Include some strengths and weaknesses here. Describe some of the history behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 

EmKay

Well-Known Member
D8iB7Cg.jpg
IMAGE MADE USING RESOURCE PROVIDED HERE
NAME
KELOS BANETINE

REGION
OUTER RIM

SYSTEM
KELOS MAJOR

SUNS
  • ​KELOS MAJOR
    Red giant, Solar Mass of 3.5, Luminosity of 225, Average Temperature of 3200K

ORBITAL POSITION
16AU AT THE SEMIMAJOR AXIS

MOONS
  • ELA MINOR
    A small rock, with little else worth describing.
  • ELA MAJOR
    A larger moon than Ela Minor, but still no more than a cratered rock.
  • ATNI
    A very large moon with a delicate, developing savanna-like ecosystem. Home to a few native species, and largely untouched. Contains no cortosis.

SYSTEM FEATURES
The Kelos Major system is one of two sibling systems of the Tricular Nebula, found in the Outer Rim near the intersection of the Hydian Way and the Corellian Trade Spine. It features five planets and two asteroid belts.

Starting closest to the bright red star, the first asteroid belt, known as the Secondary Belt, is comprised of many large asteroids made mostly of common metals. Despite being so rich in resources, its proximity to the star makes mining difficult due to extreme temperatures and unpredictable surfaces. Some of the large asteroids are 'tidally locked' to Kelos Major, which means they are being slowly melted. Molten rock and metal sometimes float among the asteroids, which proves exceptionally problematic and hazardous for conventional mining operations.

Next from the Secondary Belt is the small world known as Kelos Jun. Jun is mostly formed of rock, and is no larger than the moons of most planets. Its formation is primarily comprised of mineral and crystalline deposits. Some unusual combinations often happen, including interactivity with particles of molten metal from the S.B., making the growth of some exotic crystals potentially worth the danger of traversing that close to Kelos Major.

At the border of the system's habitable zone, Kelos Refaas is a mid-sized gaseous world with several rings of cooled metal and rock surrounding it. The planet, rich and ideal for mining, has had a few private mining operations on it, but no major collection of resources has taken place.

Next down the line is the world this article of focused on, Kelos Banetine. After that, the Primary Asteroid Belt cloaks the world and inner contents from the outer reaches of the system and further space. It is a typical asteroid belt, with Mynocks, metals, minerals, and other common features. It is noteworthy in the fact that there are more very large asteroids than usual, capable of easily smashing unwary capital-sized ships.

The final two planets of the Kelos Major system are Kelos Fe and Kelos Po, both dwarf worlds with dangerous orbits that send them very close to Kelos Banetine and Kelos Refaas every ten Banetinian years. There has been no recorded history of impact, so the passing has become something of a local spectacle.

COORDINATES
5, 5 - AT THE INTERSECTION OF THE HYDIAN WAY AND THE CORELLIAN TRADE SPINE, NEXT TO THE "H" IN HYDIAN



ROTATIONAL PERIOD
48 HOURS

ORBITAL PERIOD
6246.55 DAYS

CLASS
TERRESTRIAL

DIAMETER
25520KM

ATMOSPHERE
TYPE II

CLIMATE
FROZEN

GRAVITY
TWICE STANDARD

PRIMARY TERRAIN
  • TUNDRAS
    The most common land-based terrain of Kelos Banetine are the Tundras and snowfields that reflect the red light of the sun.
  • MOUNTAINS
    Creating natural borders between regions of the planet, Kelos Banetine's mountain ranges are tall and mighty, riddles with caves and natural labrynths.
  • ICE OCEANS
    The surface of Kelos Banetine as seen from space is primarily oceanic. However, these oceans have been frozen over with over-a-kilometer-thick ice. Not much is known about what lies beneath the surface.
  • VOLCANIC CANYONS
    The volcanic canyons can be found practically anywhere, but are most common within the mountain ranges. These rifts in the planet's crust are dangerous gashes to the magma layer of the planet. These are the most ripe, and the most dangerous, mining locations

NATIVE SPECIES
  • "DEEP LEVIATHAN"
    More local folklore than a confirmed creature, the Deep Leviathan has no other name, and is said to be a large serpent-like creature. It has several rows of diamond-hard teeth that are designed to cut through and crush ice. Many who have grown up on Kelos Banetine will never go out into deep ocean for fear of its attacks.
  • ICE REEK
    A creature thought to have evolved from a long-ago immigrated species, the Ice Reek has shown enough physiological and behavioural similarities to its Ylesian counterpart to warrant its name.
  • MAK'ATA
    Similar to the Tuk'ata, the Mak'ata are a creature that have (theortetically) evolved from imported Tuk'ata an unknown number of years ago. They have settled down from their usual Dark Side influence, and instead are highly adapted to the cold. They hunt in packs, and prefer to live in the mountains.
IMMIGRATED SPECIES
  • GIZKA
    While they cannot survive long in the frigid climate of Kelos Banetine,
    Gizka have become a serious problem within structures and along the warmer rock faces of the volcanic canyons.
  • MYNOCKS
    Unfortunately, Mynocks have taken root in many areas of Kelos Banetine as well as the Primary Asteroid Belt due to high interstellar traffic.



PRIMARY LANGUAGES
  • GALACTIC STANDARD BASIC
  • TRADER'S ARGOT

GOVERNMENT
Kelos Banetine's government was born of the need to regulate the local mining operations. As a resource planet, it was sought after for its metals and minerals. The Jensaarai Order has long had a playing hand in the background of the Banetinian Government. They value the cortosis deposits for their armour, and do not wish to see it disturbed too heavily.

The Banentinian Government runs with a council of individuals ordained by ability and reason. They are to be rational, fair, and willing to lay laws to benefit the populace as a whole. None are to take power, or they will be impeached and replaced as soon as possible. Corruption is not tolerated, and while the system has gaps they don't often have to deal with crooked officials.

Outside of the government, everyone is very autonomous. Once they have their claim for mining, they answer to their private higher-ups than they do the governmental officials.

POPULATION
ROUGHLY 10-20 MILLION

DEMONYM
BANETINIAN

MAJOR IMPORTS
  • FOOD
  • MINING SUPPLIES
  • FUEL

MAJOR EXPORTS
  • METALS
  • MINERALS
  • ICE
  • ICE WRAITH PELTS



AFFILIATION
  • THE JENSAARAI ORDER
  • ANY TRADE-BASED FACTION

MAJOR LOCATIONS
  • THE BANETINIAN CAPITOL
    The Capitol City of Kelos Banetine is a hive of activity. Closed within several BioDomes, the atmosphere within is pressurised and given a slight boost to help make life more comfortable. These domes comprise different sections of the city. The central dome is the headquarters sector with governmental and business interests all holed up there. The other off-shoots are marketing, labour, storage, and residential. All of these work in tandem like a normal city. Each sector has its own power generator in an effort to prevent complete failure in the event of one malfunction or Gizka.

    The security measures are strongest in the Headquarters Sector and Asset Storage Sector. Next is the Marketplace, and finally the Residential Sector. All arrivals to the city must land at an external spaceport, where they are escorted on foot to the city proper. Despite obvious security advantages, this system exists because a hole in the dome large enough to fit large freighters would be unrealistic.

  • THE GREAT OCEAN
    Not so much a location as it is the majority of the world. Rather than labeling each semi-enclosed section of the water, the Banetinians found it simpler to just refer to the entirety as the Great Ocean of Kelos Banetine. It is a vast expanse, and is theorised to harbour rich deposits of potentially profitable export. However, the ice and frigid water has proven to be an extremely problematic obstacle to work around.
  • GODS' PILLARS
    The most glorious of Kelos Banetine's mountain ranges. It is clearly visible from space, and blocks out the sky if one were to stand at its base. No one is quite sure why or how these mountains came to be, and the Jensaarai never sensed anything mystic about them. They're merely a geological anomaly, and breathtaking to behold. Unfortunately, their beauty is marred by the few mining operations uncouth enough to pervert such a wonder.


CULTURE
Banetinian culture is based primarily around marketing, mining, and trade. The inhabitants are all shrewd businesspeople and are firm and well-versed in their knowledge of the local stock. There are also hunters who take down the Ice Wraiths and Ice Reek for their pelts and horns, respectively. Trouble is rare aside from the odd thief, and the people are content to live their lives. There is no centralised tradition or custom of holiday observance or religion. The world is exposed to so many different cultures at any given time that there is no room to get comfortable.

TECHNOLOGY
Banetinian technology is approximately up-to-date with the rest of the galaxy. It may fall behind sometimes, but it will always eventually catch up. They have no original technology, nothing can be branded "Banetinian Tech". It's all imported from somewhere else, usually on a ship carrying a mining crew.

HISTORY
The earliest recorded history of the Kelos Major system is only of its discovery back c.100BBY. It had never become a focus of attention until c.500ABY, when the Jensaarai Order scouted out star systems relatively close to Suarbi 7. When they stumbled through the Primary Asteroid Belt of Kelos Major and discovered Kelos Banetine, they were interested in the barely-habitable ice planet. With an atmosphere just slightly too thin to make breathing completely safe, they established small camps to scout from. A few years passed before the Banetinian Jensaarai discovered small Cortosis reserves. From that point, some Jensaarai chose to challenge themselves of the harsh terrain and climes of Kelos Banetine to gather the Cortosis necessary for their armour.

Some time later, c.650ABY, the first smugglers arrived at Kelos Banetine. Their intent was unknown to the secluded Jensaarai there, but they suspected things would only pick up from there. More smugglers used the world as a hideout, and slowly but surely prospectors came to survey the almost-uncharted world. Mining operations began, and the planet was quickly loud with machinery and drills. The Jensaarai knew that their wild yet peaceful sanctuary would be compromised, so they helped guide the local groups toward establishing both civilisation and government.

Through subtle influence and an invisible hand, Kelos Banetine had established the rudimentary mark-up of the current Banetinian governmental system. With the guidance of the Banetinian Officials Council, the massed people of Kelos Banetine either aided in a safe haven for miners and merchants against the harsh world outside, or they were evicted by contract or by force. c.800BBY, the Banetinian Government and the Kelos Banetine Capitol City had been fully developed and installed. Mining operations were booming, and the planet was a local trade hub, perfectly positioned at the apex of two major trade routes; and the Jensaarai retained the ability to carry out their traditions out of the public eye.



NOTABLE PCS
NONE CURRENTLY

INTENT
To provide this region of the Outer Rim Territories with an interesting, well-developed world from which to mine Cortosis, and to add to the collective history and cultivation of the Jensaarai Order by giving them a location of readily available Cortosis Ore.

The intent of the planet Kelos Jun is to provide a location for Phond Crystals to grow, which is not precisely explained in the Star Wars wiki.

The intent of the planet Kelos Refaas is to provide a location for gaseous substance mining. Fluff, really.

Also I like to make planets.



RESTRICTED MATERIAL SUBMISSION

MATERIAL
CORTOSIS

AMOUNT
MEDIUM

INTENT AND REASONING
As far as I am aware, there are no planets in this area that contain Cortosis. This is the primary intent for having the ore here. The secondary is to provide the Jensaarai Order, whose signature armour is told to be made using Cortosis weave, with a nearby world to harvest the metal. Overall I feel that I am attempting to add a valuable asset to this part of space, and hope it is approved.
 

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