Star Wars Roleplay: Chaos

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Tinkering with Ophidia


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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: The Sith Empire, Sith-Imperial Alchemists.
  • Model: Naya-pattern Service Dagger
  • Affiliation: The Sith Empire. (Need sub-section. Who?)
    Modularity: None.
  • Production: Limited
  • Material: Alchemised durasteel and brass, Devoranian Blood Poison, wood.
TECHNICAL SPECIFICATIONS
  • Classification: Dagger.
  • Size: Small.
  • Weight: Average.
SPECIAL FEATURES
  • Devoranian Blood Poison: Devoranian blood poison gems have been crushed and folded into the blade during the forging process. Simply touching the blade to one's skin will create a painful burning sensation, wounding with it creates a more intense pain. After wounding an opponent, traces of the poison may linger in the bloodstream and cause intense surges of pain long after the blade is removed. (See Strengths)
  • Miniature Sith Sword: Forged with the same processes as a Sith Sword, these daggers have the same properties in that they possess an impervious edge and may absorb Force Lightning (See strengths)
Strengths:
  • Sharp: Through the meticulous processes of Sith Alchemy, this dagger has been given an exceptionally keen edge that just does not give up.
  • Resilient: Through Sith Alchemy, this dagger is practically impervious to mundane damage. It can even taken on direct blows of a lightsabre and absorb Force Lightning (Like a small Sith-Sword).
  • Small: The dagger's relatively petite size makes it good for close-quarters combat. It is easy to carry and conceal without losing its lethality.
  • Blood Poison: The devoranian blood poison infused in the metal of this dagger causes intense pain in whomever it injures. Bits of the poison may remain in the wound after the weapon is removed, to a potentially lethal effect.
Weaknesses:
  • Force Light: Proximity to Force Light will dampen its alchemical properties. Exposure to a direct blast of Force Light will harm the dagger severely.
  • Force Voids: All alchemical effects (not the blood poison) are made inert when within a force-nullification field (such as that created by Ysalamiri or voidstone).
  • Reach: Compared to other common melee weapons, the dagger has limited reach. This is a serious disadvantage when one's life is on the line.
  • Weight: Due to the alchemical process, the dagger has an increased weight compared to similarly sized weapons.
  • Do Not Touch: The wielder is not immune to its poison. A careless wielder may easily find themselves nicked and poisoned by their own blade.
DESCRIPTION

During the days of the One Sith, alchemists produced the Blade of the Satvas as a reward for exceptional skill and military accomplishments in service to the Dark Lord of the Sith. Carrying on this tradition to the new Sith Empire, Darth Ophidia has enlisted a number of old and new alchemists to produce a dagger that will be carried by the young and promising members of the Sith Empire; A symbol of their dedication to the Dark Lord and the imperial cause.

The design is relatively easy to replicate, given contemporary means and provides a blade-shape that is thrust-centric and yet a capable cutter, a comfortable grip of wood painted with a matte black laquer, and a small guard of brass serving to keep the fingers from touching the blade as well as serving an ornamental function.

During its forging process, the blades are given a Devoranian edge by crushing blood poison crystals and baking the shards into the steel. This was done prior to the alchemical processing. This makes the blade painful to touch and worse to be wounded with. Upon wounding an opponent, some of the blood poison may detach and course through the victim's body. This is, as one can imagine, a very painful experience.

The alchemical process is fairly standard and done in bulk. It gives the weapon remarkable resilience against most materials and even absorbs force lightning, much like the archetypal sith sword. In essence, that is exactly what these daggers are: Tiny, poisoned Sith-Swords. Tiny as they are, they are also heavy for their size.

Alchemists tried to shave off this weight, but in the end they called it "A physical metaphor for the weight of the Empire" and called it a day. The production was since named "Project Naya", meaning "duty" in the language of High Sith, which was then used for the model name "Naya-pattern service-dagger"
 
OUT OF CHARACTER INFORMATION


SETTING INFORMATION
  • Structure Name: The Great Library of Krayiss II (short: The Library Temple) or Tsakwia iw Wtsia (Temple of Knowledge, I'Wtsia for short).
  • Classification: Library and Sith temple.
  • Location: Krayiss II
  • Affiliation: The Sith Empire, Sith, and the dark side of the Force.
  • Accessibility: The temple can only be accessed through an obelisk, the location of which is a secret kept by the Sith Order. Only those who are initiated in the Sith Order are given knowledge of its position. However, it is not out of reach for those who would spend enough time and resources searching for it.
  • Security: The Library Temple has three essential layers of protection:
    The Pilgrimage: The temple can only be accessed through the obelisk, the whereabouts of which is only known to those initiated in the Sith Order and versed in the dark side of the Force.
    Nestled between jagged mountains and arid wastes, searching for it is no simple task. In order to confuse enemies of the Sith, six fake obelisks are placed within a one hundred kilometer radius of the true obelisk. These fake obelisks are imbued with the dark side to look like the real deal, but they do nothing other than waste your time.
    At the end, upon reaching the true obelisk, one must recite the verse: "Taka zeech ma toka duuwaj" in order to reveal the secret door and deactivate the force-field that protects it (One could theoretically blast through the force-field with sufficient firepower).
  • The Sentinel: The true Obelisk is set over a vast sand-pit with no other path across. Buried in the sand pit is a beast dubbed The Sentinel, and its entire existence is based on protecting the Obelisk from un-rightful entry.
    One who knows that the Sentinel is there can appease it with a small blood-sacrifice. If your blood is tainted with the dark side, then it will let you pass (The blood of a dark jedi or sith).
  • The Guardian Court: Upon entering through the Obelisk, one is met with a court of guardian Sith Spirits. These spirits judge the intruder's intent and worth, and will attack any threat to the Library and its secrets. The three fundamental ways of gaining access are:
    1. Being deemed worthy by the Sith Spirits by facing their trial and answering their inquiries.
    2. Claiming one's right by show of force, defeating the sorcerous Sith Spirits in combat and forcing them into submission.
    3. Admission by recommendation of a spirit-court approved Lord of the Sith.
    Only when The Guardian Court is appeased or defeated will the path onward be revealed. Though, being given access does not mean you are allowed to ever leave. If the court deemed you unworthy to enter, then they will try to bar you from leaving as well.

[*]Description: From the ultimate exterior, the Library Temple is simply not seen. All one sees is the only way in or out: The Sith Obelisk, which is located across a sandpit with no apparent way to it on foot other than across the sand. The Sith Obelisk itself is a pillar of a square cross-section, topped with a pyramid and is actually placed on the precipice of the buried library temple. The Sith Obelisk is seemingly carved in black marble and inlaid with a pattern of red crystal and gold. Upon entering through the gateway opened by the obelisk normally protected by a force-field, one arrives in an enclosed room of black stone, lit with ambient light. That is the Court in which a newcomer's entry is judged. If granted access (one way or another) a passageway opens in the far end, leading down into the Library Temple itself. from inside, it is difficult to judge the size or shape of the structure. Its walls and pillars stretch far, far down and are criss-crossed with stairs and paths leading to and from the different areas of the temple.
POINTS OF INTEREST

The Journey: Krayiss II is an arrid world and the I'Wtsia is not placed for convenience. There are shortcuts for one who knows them, paths cutting through the mountains and secret landing points for a shorter journey. For the initiate or the uninitated? It is a long and arduous pilgrimage through the canyons of Krayiss, checking by several minor shrines, regularly traversed by monks of the Kissai caste or particularly faithful converts to the Sith. The path also splits up in several places, leading to false Obelisks alchemised to look and feel like the original. If in doubt? Ask the Kissai.

The Krayiss Obelisk: A tall and thick pillar of black marble, square in cross-section, topped with a pyramid. The obelisk is decorated with grooves filled with red crystal sealed with seams of gold and subtly engraved with Sith Runes that maintains the enchantment. Upon touching the Obelisk and focusing, one passes through to The Court, through which one must pass in order to enter the Library. If approached by a force-nullification field, the Obelisk becomes inert and will not open the gates. As long as it is active, a non-force-user can enter the temple.

The obelisk is placed on stone at the far end of a sandy pit with no apparent way across without stepping on the sand. In the sand rests The Sentinel.

When one wishes to enter, one must recite the words: "Taka zeech ma toka duuwaj" A door will then appear in the sand, giving way to stairs that lead to the Court and close upon entry. These doors are usually protected by a force-field.

The Court: The doors opened by the Obelisk lead into a square room of matte black stone, the seams of which run with the same red crystals and gold as the obelisk outside. The lines outline a path on the floor of the room, running straight across to a sealed stone door carved into the far wall. At the exact middle of the room, the path is crossed with a large square shape of the same red crystal and gold. Above the door are a two-tiered dais resembling the judge's bench, upon which the spiritual judges appear to new arrivals so that they may be deemed worthy or unworthy of entry.

The judges appear as thirteen Kissai Sith Sorcerers in formal robes of black, red and gold. Adorning their fingers, necks and wrists are pieces of precious jewellery resembling in shape as items of Sith Alchemy, though, these items appear inert. The Guardian Court is lead by a Kissai named Lord Yugai Mizthas who bears slightly fancier robes and a taller hat than the rest, he will lead the proceedings and cast the most powerful spells. In the event that the Guardian Court should not find the first-timer worthy, they will attack through bursts of force lightning and sith sorcery. They are particularly weak against Force Light and other Force based attacks.

If one is worthy, proved one way or the other, the square in the middle descends into the temple itself. If one tries to force one's way through the doors under the Court, one will find oneself back at the Obelisk, doors shut behind.

The Library: The library is vast. The main structure of the Library Temple is shaped as a buried pyramid, entered from the top. The library itself makes up 70% of the temple's bulk and consists of levels upon levels stacked floor to ceiling with information in various forms. The deeper one goes, the more ancient the medium. Some parts of the library have collapsed under sand and stone, burying secrets and ancient artefacts. Other parts have recently been reconstructed after one Kentarch tried to destroy it rather than let it fall into the hands of the Sith Empire.

As one descends into the library temple, one first arrives in an recently reconstructed, gallery of statues, artefacts, and banners emblazoned with the Sith Imperial insignia. Every statue and exhibition in this entry museum has a story and a significance.
Here are some samples:

The Dark Lord: A marble statue of [member="Darth Carnifex"] with extreme likeness. It shows the Emperor standing on a hill, lightsabre in hand, looking down at those who enter, with irises of corusca gems set in eyes of black crystal making his gaze immensely lifelike. His robes billow behind him as though frozen in motion.

The Zatitsis: One of the artworks in the library is a skull, on a simple pedestal. It wsas collected from Mandalore, and is believed to belong to Darth Kentarch who, during the fall of the Dominion, tried to destroy the Krayiss library rather than let it fall in the hands of the Sith Empire. His judgement is to watch his failure and betrayal against the Sith Order through eternity.

The skull is also something of an alchemical masterpiece, wrought by the master alchemist Cerbera. The skull is imbued with semi-sentience and, upon touch, will show an illusion of Chaos as a warning to all those who would follow in the footprints of the Zatitsis. On the pedestal is a plaque engraved with a poem:

Honourless, here I kneel.
A warning to he who
our treasure, would seal.
Nameless, here I lie.
He who betrays,
disgraced shall die.

The Lords in Conflict: Two statues of cast iron, laced with bright red crystal, each facing off the other with grim determination. Two great Sith Lords who reshaped the Sith and the galaxy:
One features Darth Bane, the founder of the Rule of Two. Under his statue is a plaque inscribed with:
"Two there should be, no more, no less: One to embody the power, one to crave it."
Opposite stands Darth Krayt, founder of the Rule of One. Under his statue is a plaque inscribed with:
"I have recreated the Sith; I have given it purpose. for what use is power without one?"
This mirrors the moment of Darth Krayt confronting the guardian in the holocron of Darth Bane and explaining the Rule of One, a major shift in Sith Imperial philosophy.

Emperor, Empire: The Sith Emperor Darth Sidious, one of the few Sith to successfully conquer the galaxy. He stands with arms extended towards the opening of the library as it opens up to the greater store of books.

Various busts: Including Darth Plagueis, Darth Vectivus, Darth Malgus, and many more.

The Resurgent: On a plaque on the left is an homage to [member="Vrak Nashar"] as a rebuilder of Pureblood Sith cities and culture, including his work on New Kaas City.

The Laboratories: Deep in the structure, separated off to the sides are four labs equipped for sithspawning and alchemical creations. The laboratories are not vast in comparison to a dedicated alchemy academy, but they are more than able to produce wonderous and despicable creations of the dark side.

The Dorms: High in the structure are simple rooms for students. The dorms are mostly self-sufficient and stock food and water for months in order to supply students for months.

The Hall: At the heart of the temple is a domed meeting hall for gatherings, lectures, and events. It is richly decorated with angular patterns of red crystal and gold on dark grey and black stone.

Ghosts! Throughout the temple wanders lost souls. Some are vengeful, tormented spirits of hatred with no sentience left in them, others are helpful and inquisitive, but all the more devious. Be wary of the spirits you meet.

HISTORICAL INFORMATION


Ironic, perhaps, but there is no record of when the Library Temple of Krayiss II was founded, but evidence suggests it was around since the founding of the first Sith Empire, back when Krayiss II was a much less arrid world. It was a testament to the power of the Red Sith and the dark side of the Force. As the original Sith Empires fell and the world was ravaged by war, the temple was sealed away, hidden from raiders. The wars nearly killed Krayiss and turned it into the arrid landscape we now know. The grand pyramidine structure was entirely buried in sand.

Decades turned to centuries, centuries to a millennium. All that roamed the halls were the ghosts of the trapped, the Sith went practically extinct, no one walked the pilgrimages any more, but the roads remained. Those who sought out the temple found themselves unworthy and shredded by the ghosts that lived there, or trapped within and driven mad by its secrets and labyrinthine bookshelves, but the temple remained.

New Sith Orders did not seek it, they had only eyes for the Core, not ancient secrets in the sand. The Jedi did not know it, so they did not come with their fire. It was largely untouched by the Gulag Plague and the 400 Years of Darkness, because no one knew it was there and out+most few ever visited the winding roads of the desert canyon. But the Netherworld brought something to life.

Or rather, un-life. The library was flooded with spirits and ghosts of different kinds, drawn to the temple's dark aura. Many of the ghosts that now walk its halls were pushed straight out of the netherworld, others who had walked that temple since its inception had suddenly vanished.

Then came a new dawn for the Sith Orders. The original Sith Empire founded after the 400 year darkness did not have the Kissai to show them. Its researchers located the obelisks and filed them, but no excavation was attempted nor research parties dispatched to find the temple. The One Sith did not concern itself with the ancient Sith and looked only to the Core. The Resurgent Empire re-established Kissai presence on Krayiss and the Dominion had evidently breached through to the temple, but done little to explore it, as evident in their attempt at destroying it.

Then, Darth Carnifex' Sith Empire came, they were the first to truly explore the ancient temple in all its splendor. Initally, they thought it was a small thing, filled with sand, but it only grew with their restoration attempts. As its splendor was revealed, so did the researchers' excitement. It was resolved that the temple were to be restored and protected, so that it would never fall again.

Krayiss II would once again join the other Sith worlds of the Stygian Caldera as the heart of a Sith Empire, and its temple would be a shining pearl in the Imperial Crown.
 

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OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION
  • Manufacturer: Andromeda Inc. with counsel from Darth Ophidia.
  • Model: SU-03 "Hunter" - Imperial issue Personal Cloaking Device.
  • Affiliation: Faction: The Sith Empire.
  • Modularity: External colours can be changed, otherwise, N/A.
  • Production: Limited
  • Material: Durasteel, duraplast, personal cloaking device parts.
SPECIAL FEATURES
  • Invisibility.
  • Superior range.
  • Combat de-ionizers.
  • Lightweight.
Strengths:
  • Invisibility: The cloaking device renders the wearer invisible to the naked eye*.
  • Superior range: Ever working to improve its span, the new range of cloaking devices guarantees coverage even in the ultraviolet spectrum.
  • Lightweight model: The SU-03 model cloaking device is designed to be light and un-cumbersome. This allows the wearer greater range of movement and makes it easier to perform in combat.
  • Ion/EMP-resistance: The SU-03 is fitted with combat de-ionizers and blast energy sinks to increase resistance against EMP and ion charges.
Weaknesses:
  • Target zone: Standard placement of the SU-03 is square on the upper back or chest; both are prime target areas. While solid enough to withstand wear and tear, the device's casing is not made to withstand blasters. One solid shot and it will break.
  • *Imperfect cloak: As with any personal cloaking device, the cloaking is imperfect and leaves an oscillation effect. This makes it possible to spot a careless wearer and it makes it practically impossible to maintain stealth while running, unless specifically trained.
  • Sound of silence: The cloaking device does nothing to cover the wearer's sound emission. One wrong step and you will be heard. Similarly, it does nothing to block sonar, magnetic, or force-based methods of detection (to mention only some).
  • Friendly fire: One downside of being invisible in a battlefield situation is the chance of friendly fire. How will your buddy know it's you under that cloaking?
DESCRIPTION

Personal cloaking devices, or stealth field generators if you prefer, are quintessential to anyone who wishes to play the game of stealth. In the contemporary age of mass surveillance, sticking to the shade simply does not hold. As such, any faction that wants to get the drop on their enemies needs access to a serviceable supply of these strange devices.

Brought together by contacts in The Sith Empire, Darth Ophidia colluded with Jaeger Solutions to make an accessible personal cloaking device for covert operations. Their goal; to design a reliable cloaking device to carry on through the wear and tear of combat, while giving the wearer the newest in cloaking technology. Through her experience of covert operations and the use of such devices, Darth Ophidia helped guide Jaeger to a highly functional design. The design was later transferred to Andromeda inc. along with blueprints and prototypes.

The SU-03 personal cloaking device is made to strap to the back or chest area, depending on the wearer's choice of armour. While this makes it prone to damage from accurately placed blaster shots, it helps minimise the oscillations and allows it to take a shape that is less cumbersome in combat situations.

While the ambition of the project is to supply as many as possible without lowering the device's quality, the prodction is limited to select groups who have great need and use of such clandestine coverage, such as special forces, agents, advanced spies and assassins.

Update with:
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Artist's illustration. Not actual footage.

OUT OF CHARACTER INFORMATION
  • Intent: To create a riding harness featuring a Personal Cloaking Device for Darth Ophidia's flying Sithspawn mount so it will be more in line with her ways.
  • Image Source: Reddit: "My favourite Skyrim glitch" in reply by QuotesUnquotes [Link] hotlinked through Imgur.
  • Canon Link: (N/A)
  • Restricted Missions: (Unique)
  • Primary Source: (N/A)
PRODUCTION INFORMATION
  • Manufacturer: Darth Ophidia, The Sith Empire.
  • Model: N/A
  • Affiliation: Darth Ophidia.
  • Modularity: No.
  • Production: Unique
SPECIAL FEATURES
  • Personal Cloaking Device.
  • Sound Dampeners.
  • Strapped Saddle.
  • Looks dashing.
Strengths:
  • Personal Cloaking Device: The harness' personal cloaking device can render the Kakdjis Zûta practically invisible to the naked eye. However, there are limitations*1.
  • Sound Dampeners: The harness is also fitted with a sound-dampening system that mutes a range of the beast's sounds.
  • Sturdy: In order to survive flight, the cloaking device and sound dampeners are coated in alusteel plating. They are sturdy, though far from indestructible.
  • Saddle: The harness features a padded seating area for the Kakdjis Zûta's rider, giving the rider the option of being strapped fast to the beast, thus allowing more areal acrobatics.
Weaknesses:
  • *1 Imperfect Cloaking: The stealth field projected by the personal cloaking device is not perfect nor impenetrable. It is easier to spot the oscillations of a pseudo-dragon than a person wearing a cloaking device. It is also perfectly visible in a wide range of scanners, including, but not limited to, magnetic, sonar, UV, and thermal scans. The cloaking effect does not affect the rider.
  • Imperfect Muting: While mostly inaudible to the average ear, scanning equipment can pick up residual sound waves. If the beast is exceptionally loud (e.g: Roaring), then it will break through the dampeners.
  • EMP: The personal cloaking device is not secured against EMP attacks. Such an attack will instantly dissolve the cloaking.
  • Stuck: A rider who decides to strap in will also be stuck to the dragon until unstrapped. Strapping and unstrapping is a process that requires both hands and a considerable focus.
DESCRIPTION
As a Sith Assassin and all around sneaky person, Darth Ophidia knows just how essential a good personal cloaking device is to one of her profession. It has been a permanent feature in her personal equipment since Acolytehood. When the Kakdjis Zûta was developed for the Sith Lords of the newborn Empire, the Rattataki fell in love with their reptilian form and powerful stature. However, one problem became apparent: They were very visible, and very loud. So Ophidia set out to find a solution while her mount was being grown.

It took a while for the first saddles to be developed and improved upon in order to give the rider the right mixture of security and opportunity on their mount, and began the development of her own variant. Making the a personal cloaking device large enough for the beast was a challenge, but not outside the Empire's reach. After months of work, the first prototype was complete.

While it cloaked the pseudo-dragon to an adequate degree, it kept breaking apart from the turbulence of flight. So, the Imperial engineers devised a set of alusteel plates, imitating natural scales, along the device.

After a few test flights in which practice drones were set to spot the dragon through audiovisual detection, one big issue became apparent: The Kakdjis Zûta are loud. They were loud enough to be detected. It seemed for a while that the project was a bust, until one of the assistants came back with industrial scale sound dampeners from speeder-bikes. - An idea he had while riding his own speeder on his way home - These were stripped down to the bare necessities and given the same fitting as the cloaking device.

While neither the cloaking nor the dampeners worked as well on the mount as they would on an individual, it was found that the beast could hide relatively well. Its flying speed and sheer size made many visible oscillations, and it has no protection against more advanced scanners. The sound dampeners only dampened the mid-range of its sound emissions, and did little to nothing against its deep roars and high-pitched shrieks. Yet, the project was deemed a relative success.
 
Zhelen [Approved]
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OUT OF CHARACTER INFORMATION
  • Intent: To flesh out and make use of Darth Ophidia's own fellbeast- I mean Sithspawn mount.
  • ​Image Credit: Imgur Gallery: Some Dragons by Zewzur. Original source: Lord of the Rings: Return of The King (Extended version).
  • Role: War-mount, pet, and guardian.
  • Links: Adramelech
PHYSICAL INFORMATION
  • Age: Young (1-5 years)
  • Species: Kakdijs Zûta (Sithspawn)
  • Height: 9 M.
  • Length: 11 M.
  • Weight: Roughly six tonnes.
  • Appearance: Just on the smaller scale of his brethren, Zhelen is sleek in his build and no less terrifying in his presence. His ink-black skin takes a faint, green shine to it in bright light. His snout is shorter and his face generally more rounded than many of his siblings, as well, but his fanged maw is just as enormous. Along the ridge of his neck grows a membrane fin, supported by thin spines that jut up and curve back, every few meters.
SOCIAL INFORMATION
  • Name: Zhelen - The Silent Horror.
  • Loyalties: Undying loyalty to Darth Ophidia alone.
  • Notable Possessions:
    Stealth Harness
  • Fergel: A sizeable tree trunk Zhelen often sleeps close to and occasionally gnaws on.
  • Training saddle.

[*]Personality: Zhelen is reserved and highly aggressive to strangers as a result of being pressed for food when young. He often seeks quiet places to rest, away from others of the litter. Even more so than most of his kin. He is particularly fond of gliding at height, and diving at his prey. After being bonded to Darth Ophidia, Zhelen became unquestionably loyal, but he will warn his master with pretend aggression if pressed into uncomfortable situations. Like many pets, Zhelen requires intellectual stimuli on a regular basis in order to maintain a good psyche. He is known to play with large items if he can dislodge them, and has taken a special liking to a tree trunk since dubbed "Fergel".
[*]Training: Zhelen is well versed in methods of flying that minimise sound emission. This is done by swiftly climbing and making a controlled glide from height, from which he will dive at opponents. He is also trained to fight other beasts of his own size and larger, using his flying-speed to his advantage, as well as making strafing attacks at masses of smaller bipeds. Most importantly, he is taught that Ophidia's command is greater than his own self-preservation; her word is law.
[*]Combat Function: Being a war-mount, Zhelen's primary combat function is to carry Darth Ophidia into battle on his back. Their synergy in battle tends to focus on strafing attacks either with breath or with claws. Together, they will often make diving attacks to surprise their opponents and deal a critical blow. If his master is not mounted on him, then he will likely make strafing attacks with his breath and use his aura of fear to thin out enemy formations. Against creatures of equal or greater size, Zhelen will likely try to dive down on them and, if possible, throw them off a ledge.
HISTORICAL INFORMATION
The Kakdijs Zûta were developed by Eldaah Aderyn to serve as the war mounts of Sith Lords in the Sith Empire. While other Lords of the Sith chose the biggest and strongest beasts they could lay their hands on, Darth Ophidia tried to find the cleverest.

Zhelen was not the runt of his litter, runts do not survive among the Kakdijs Zûta, but he was always slightly smaller than the norm. This put him at a disadvantage at the feeding trays, but he found ways around it. First of all, he learned to be more fierce and seize the initiative. He had to be faster, and he had to be smarter than the others.

That is to say, Zhelen is in no way as clever as a person, but he is clever for his kind.

The breeders expected Zhelen would not be picked out immediately, and it took them by surprise that he was claimed in the first batch by a Rattatai Sith Lord named Darth Ophidia. The ashen-skinned woman and the slender psuedo-dragon had an instant bond, it would seem. She could see the intelligence in his play and he could sense her power in the Force. They were ideal for each other.

During the first phase of their training together, Zhelen was kept in a pen where there was a rather solid tree in the middle. This tree supplied him with shade on warm days, and roots to chew on when his gums itched. When he grew larger and was moved to another pen, Zhelen unrooted the tree and brought it with him. It has since been a popular chew-toy. The tree-trunk's name, Fergel, simply refers to the kind of tree it was in the local dialect. Ophidia picked up the name during her visits and Zhelen has learned its meaning.

It took little over a year before Zhelen was large enough to ride, and a few more months for them to develop the perfect synergy. Once they became a seamless pair, Darth Ophidia brought him her new prototype cloaked saddle. It was put to the test during the Sith Empire's conquest of Malachor V
 
Satwasin [Approved]
Pictured below, Lt. Barlan Sucz,​
Satwasin Commander.​
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OUT OF CHARACTER INFORMATION
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]The intent for this submission is to create a special unit of The Sith Imperial Armed Forces that will follow Ophidia and her apprentices on campaigns.[/SIZE]
  • [SIZE=9pt]Image Credit: [/SIZE]Maven, uniform. Ghost in the Shell: First Assault concept art. Edited by me.
  • [SIZE=9pt]Role: [/SIZE][SIZE=9pt]Strike-team, personal guard. [/SIZE]
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt]Deployed during The Sith Empire's dominion of Kushibah.[/SIZE]

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name:[/SIZE][SIZE=9pt] [/SIZE][SIZE=9pt]The Satwasin.[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt]The Sith Empire, Darth Ophidia.[/SIZE]
  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Special Forces.[/SIZE]
  • Equipment:
    [SIZE=9pt]​[/SIZE]Armour: Sith Imperial Legionare MKI[SIZE=9pt] (Marked with six blue [/SIZE]rhombuses[SIZE=9pt] on the left shoulder).[/SIZE]
  • Out of Armour: Black uniforms made of Baffleweave.
  • Cloaking device: SU-03 "Hunter" Imperial Issue Cloaking Device.
  • Main firearm: SIF-141 Interchangeable Weapon System.*
  • Sidearm: SIF-57s Blaster Pistol.*
    *Note:Other weapons may occur depending on mission but these are standard issue for deployment.
  • Tertiary: Assorted melee weapons, often favouring vibroknives or stun batons, depending on mission.

Six blue rhombuses,
The Satwasin emblem.
satwasin_emblem_by_ebilmushroom-dbukq7d.png

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt]Unique.[/SIZE]
  • Deployment: Limited.
  • [SIZE=9pt]Strengths & Weaknesses:[/SIZE]
[SIZE=9pt]​+ Chosen:[/SIZE][SIZE=9pt] Hand-picked and tutored, the Satwasin hold a wider range of aptitude than the average Imperial Legionaire and exemplary skill in Imperial fighting methods.[/SIZE]
+ Loyalty: Indoctrinated with an extreme sense of belonging to the Empire and loyalty to the Sith cause, they will do as told, when told.
+ Tandem Fighters: Extreme levels of teamwork increase their chances of survival. These troopers are not likely to hold each other back.
+ Autonomy: Wind them up and let them go; these troopers need not a heavy hand to direct, but can easily self-govern based on their training and protocol.
[SIZE=9pt]- Limited numbers[/SIZE][SIZE=9pt]: [/SIZE]This is not a private army, but a singular squad: Their numbers are limited to approximately[SIZE=9pt] ten individuals at any given time.[/SIZE]
[SIZE=9pt]- Low deployability: [/SIZE][SIZE=9pt]While able to work independently, they are never deployed outside of Ophidia's directive are therefore not deployed as frequently as the average squad.[/SIZE]
- Difficult to replace: Given their extensive training, it is both expensive and time-consuming to replace one of the Satwasin.
- Zealotry: Given their loyalty to the Sith Imperial cause and ability to work independently, the Satwasin must sometimes be kept in check when dealing with more delicate matters, lest they light the wrong fuse.
  • Description:
The Satwasin were drawn from the ranks of the Sith Empire, hand picked for their fervour, their skill, and their willingness to remain discrete no matter what they saw in their service to the Empire; it takes a special sort of trooper to not flinch at the methods of a Sith.

After completing the training of a Sith Imperial Legionaire, the prospective Satwasin is first and foremost trained to follow the orders of Darth Ophidia, and in her absence, their commander; Lieutenant Sucz Barlan. They are trained in a buddy-system in order to improve teamwork. At the end of their training, the partners are pitted against one another, and lastly, asked to murder their friend and commit to the Empire. The winner is given the chance to join the Satwasin.

Until that point, they are trained in the use of personal cloaking devices and how to best utilise them in combat, as well as general covert operational skills and advanced combat tactics. They are tested physically and mentally in order to ensure that only the best of the best gain entry. They are also taught how to use team-work and composite attacks to fight Force-Users. While primarily a ground fighting force, members will be taught how to operate ships of various type and purpose.

Most of the Satwasin are drawn from veterans that have first-hand experience fighting enemies of the Empire, such as Mirial, Korriban, and Serenno. Some of them are veterans who gained their first experiences fighting for the One Sith years prior.

The six blue rhombuses mimic Mirialan tribal tattoos. Some say it is a symbol of solidarity with the people of Mirial, others say it has a secret significance to Mirialans and other initiates. Some say it is replicating the scales and head shape of a serpent. It is difficult to say if any one reason is correct.
 
OUT OF CHARACTER INFORMATION
  • Intent: To create Sith Knights with undying loyalty to Darth Filiae.
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Primary Source:
    Darth Mekhis' Sith Knights.
  • IG-100 Magna Guard.
  • Ascendancy Shadow Droids.

PRODUCTION INFORMATION

TECHNICAL INFORMATION
  • Classification: Fourth Degree.
  • Weight: 140 kg
  • Height: 190 cm.
  • Movement: Bipedal.
  • Armaments: (What weapons does the droid possess, if any?)
  • Misc. Equipment: (Sensors, scanners, shields, etc.)
SPECIAL FEATURES
  • Ultrachrome: In order to fight the Sith's arch enemies and better resist blasters, these Sith Knights have been fitted with an armoured ultrachrome chassis.
  • Stealth Field Generators: Fitted with personal cloaking devices and sonic dampeners, the Sith Knights are able to seemingly vanish from sight.
  • Sithspawn Twisted: Force users twisted and corrupted by Filiae and Sith Alchemy. They feel no pain, no fear, only obedience to their master. This principle has previously been explored by the Sith Empire in the creation of their Shadow Droids. However, it also gives them a weakness to the light.
  • Force Potential: Their organic core plants the potential for Force Sensitivity, and due to their alchemical make-up, a penchant for the dark side of the Force. However, they may never progress beyond a Apprentice/Acolyte level.
  • Creative Minds: A benefit of their organic brains is the uncanny ability to think creatively, which translates to a quick and potentially unpredictable opponent.
Strengths:
  • My Queen: Undying Loyalty and unquestioning obedience enforced through sith-alchemical brainwashing. They are not deterred by pain nor death as long as it serves their master, and will obey any order given by their master.
  • Ultrachrome Me: Thanks to their ultrachrome chassis, their bodies have a strong resistance against blasters, slughtrowers and even lightsabres to a degree.
  • Brain Powered: Rather than using a regular computer, they are powered by the brains and nervous systems, giving them a greater level of spontaneous and creative thinking than what you would find in most droids.
  • Dark Acolytes: Due to their organic core, taken from corrupted force sensitives, there are potential force users with a penchant for the dark side of the Force.
  • Ghost: Fitted with integral personal cloaking devices and sonic dampeners, the Sith Knights are able to make themselves practically invisible.
Weaknesses:
  • Bane of Alchemy: Force Light will dampen their potential force-sensitivity and harm the alchemical enchantments holding them together, often sending them reeling back. Enough Force Light will kill them outright.
  • Child of the Force: Any Force-nullification field (Ysalamiri, Voidstone, etc) will prevent them from using the Force. It will also leave them dazed and confused as the alchemical influence slowly fades. If trapped in such a field for several hours, they will literally destroy themselves.
  • The Flesh is Weak: If the outer shell is penetrated and the brain or nerves destroyed, then the droid will die. They can also be stunned by neural overload, unlike normal droids.
  • Weak Spots: The neck, eyes, and joints (shoulders, elbows, knees, wrists, ankles, hips, crotch) are less armoured and thus more easily damaged.
  • It's Alive!: Due to their organic core, they will register as life-forms on a scan, and their dark force presences can be detected by an adept in sensory abilities.
  • Limited Potential: Despite having a penchant for the dark side of the Force, these knights generally only come on par with an acolyte/apprentice.
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.
 
bellator105.jpg


OUT OF CHARACTER INFORMATION
  • Intent: To flesh out the features and use of the Saaraishash Darr Itah, Hand of Truth. To give the Saaraishash a mobile location and base of operations.
  • Image Credit: FractalSponge 3D Art: Bellator-Class Star Battle Cruiser [LINK]
  • Canon: [N/A]
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
    Factory sub: Darr Itah-class Battlecruiser
  • Factory sub: Hammer of Bastion
  • Factory sub: Blade of Fate
  • Codex sub: The Blade of Fate (Location)


SETTING INFORMATION
  • Starship Name: Hand of Truth.
  • Starship Model: Darr Itah-class Battlecruiser
  • Classification: Military (Inquisitorial).
  • Homeport: Yavin IV and Bastion.
  • Travel Route: [N/A]
  • Affiliation: The Sith Empire, Saaraishash (Sith Imperial Inquisition)
  • Crew Complement: Heavily Manned.
  • Notable Crewmembers: [Please link Codex approved NPCs or tag character profiles and their role on the ship. This section is optional - if not applicable, put 'N/A'.]
  • Accessibility: The Hand of Truth is far too big and far too splendid to keep hidden or isolated from the public eye. However, it is kept off limits to all but the Saaraishash, their superiors, and whomever they bring on board. The ship is always under vigilant guard.
  • Description: The Darr Itah battlecruisers are a staple of the Sith Empire's naval power: when they float overhead, one tends to notice. It retains the angular, arrow-shape of Imperial capital ships, and is largely indistinguishable from other Darr itahs at a glance except for one feature:
    [Provide a short paragraph that describes this location at a glance. More in-depth descriptions can be added in points of interest below.]

INTERNAL DEFENSES
[Does this starship have any internal defenses? This can be an additional protective detail of NPC Combat units, defensive droids, etc. Please link relevant tech/equipment to the SW wiki article, Factory-approved submissions, or Codex-approved submissions.]

POINTS OF INTEREST
[What areas within the ship are significant? Please give a description of each point listed.]

HISTORICAL INFORMATION
[Please include at least one paragraph on the ship's history. Include who commissioned it and why. Who supports it now? What purpose did/does it serve? For older starship locations you can include historical events such as the Gulag Plague, the 400 Years of Darkness, and the Netherworld event where appropriate.]



http://starwarsrp.net/topic/90210-great-river-type-tractorpressor-emplacement/
 
Akito Koushou - Her Toxic Majesty [Approved]
toxic_warrior_mouse_large.jpg


OUT OF CHARACTER INFORMATION
  • Intent: To make a nifty NPC that will accompany characters on missions. Also the image is too cool not to use.
  • ​Image Credit:
​​Upper image: Mousehunt: Toxic Warrior Mouse [LINK]
​Bottom image: Mouse Guard RPG: Cover [LINK]
  • Role: Assassin, agent, amusing company.
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
PHYSICAL INFORMATION
  • Age: Adult.
  • Force Sensitivity: Apprentice (Sith Acolyte)
  • Species: Nezumi (Subtype: Chairo)
  • Appearance: [Please describe the NPC in at least one paragraph. Any distinguishing marks? Do they show their age? What do they usually wear? For droid characters, link to their production model, either on Wookieepedia or as an approved tech submission.]
SOCIAL INFORMATION
  • Name: Koushou (clan) Akito (personal) "Giggles" "Prickles" "Her Toxic Majesty" "Betterthanthou" (nicknames)
  • Loyalties: The Sith Empire, Sith Assassins, [member="Darth Ophidia"]
  • Wealth: Average.
  • Notable Possessions:
    ​A very small jetpack.
  • A long-handled lightsabre (fitted for her size)
  • A plethora of toxic substances in relatively secure containers.
  • A shadowsuit.
  • Toxin-filtration mask (gas mask) with infrared goggles.

[*]Skills:

[*]Personality: Akito's personality is easily captured in her nicknames:
First she was giggles. Her laughter is as infectious as her poisons, clearly like a bell but as deceptive as a viper. She often giggles when nervous and only truly falls silent when it is time to do what assassins do best.
Later, she was known as prickles. This nickname was given to her after Akito' first interactions with the "Too Big". Initially scared, she acted quite defensively, and even now she has a tendency towards lashing out preemptively with sharp words and toxic promises.
In a parody of the "Too Big" Lords of the Sith and their infatuation with fancy titles, Akito styled herself "Her Toxic Majesty". Her quick tongue and reckless nature could easily have gotten her incinerated, but for her master's snide sense of humour.
Betterthanthou is a recent addition, one that came from her master calling her "Little miss better-than-thou". Akito decided to take this name as her own, in part because it matches "Her Toxic Majesty" and makes certain fellow acolytes stumble in their words, which amuses her.


Akito is snide, clever, and full of jest, but she takes her training seriously. She is used to being underrestimated, and makes up for it with recklessness rather than using it to her advantage.
COMBAT INFORMATION
  • Weapon of Choice: By priority: Poison; Running away; The Force; Lightsabre.
  • Combat Function: Akito will almost always be the smaller than her foes. Therefore, Akito's primary function in combat is to avoid direct confrontation. Her speciality lies in poisoning her enemies before they are aware of her and she will run away before attempting to engage.
    If she is forced to engage in combat, then she will rely on the Force to slow down her enemies or make herself quicker so she can escape, kill, or wound them before they can touch her. If she must, then she will use her tiny lightsabre and superior mobility to dodge, close in, and deal small, but fatal wounds to her opponents.
Strengths:
- Mobility: Nezumi are extremely quick and agile! Added on this, Akito has the Force to aid her in outmanoeuvring her opponents.
- Black Thumbs: Akito has developed a keen interest and understanding for the art of poisoning her opponents.
- Stealthy: Akito's minute shape and her natural aptitude for force concealment makes her difficult to spot.
- Tinkerer: Thanks to her upbringing in the Koushou clan, Akito has a keen understanding of how to make big things small.

Weaknesses:
- Tiny: One straight hit from a weapon meant to harm a humanoid would practically disintegrate her tiny form.
- Puny: While Nezumi are stronger than they look, Akito would be easily outmatched in a contest of strength against an averagely sized (e.g human) opponent.
- Reckless: Bravery is a staple of the Nezumi! But for Akito, this trait has transcended into plain recklessness and a spiteful attitude towards most of the "Too Big".
- Big World: A small thing, Akito will almost always find herself in places made for the "Too Big"-peoples. Every stretch of land is bigger to her. Every enemy is a giant. Even the cleaning droids are a hazard!

HISTORICAL INFORMATION

A fringe child of clan Koushou, on board the nest ship of the same name, she was inducted in their art and pride of miniature technology early on. She was not a masterful technician, but capable enough to not be an embarrassment. For some years, she could be considered to be happy, albeit somewhat discontent with her prospects.

Akito's discontent grew as her peers came into recognition and positions, while she was left behind. In a desperate attempt to make up for her falling status, she experimented with a new type of battery, using highly toxic, but potent materials. Rushed and poorly planned, it ended in disaster; her battery had a high energy output, but her stabilisers were too weak. One cracked, the battery exploded and knocked her unconscious while toxic fumes spread into the nest. Many died and even more were wounded and marred.

Deep down, Akito found herself fascinated by the effect of the gas. How silent, quick, and effective it had been at eliminating those who looked down at her. But these thoughts she guiltily did not reveal.

She was shunned, scolded, but the punishment was mild. Many would be grateful, but Akito saw only insult through her lenses of guilt. She left the nest and the clan, and she stowed away on ships. One day, she was found by the pale serpent. It took her to a woman of ashen complexion who recognised Akito's potential and offered her a place where she could explore the deadly and bizzare to her heart's content.

In this tutelage, she learned much.

snake_1_orig.jpg
 
Lt. Barlan Sucz [Approved]
Barlan_Sucz.png


OUT OF CHARACTER INFORMATION
  • Intent: To flesh out an important NPC in the Satwasin and frequent companion to Darth Ophidia and her apprentices.
  • Image Credit: Maven, uniform. Ghost in the Shell: First Assault concept art. Edited by me.
  • Role: Agent for [member="Darth Ophidia"], Commander of the Satwasin, Lieutenant in the Sith Imperial legion.
  • Links:
    Satwasin (Codex submission)
  • Invasion of Mirial (first appearance: [link])
  • TSE Dominion of Kushibah (Roleplayed through the eyes of)
  • GA skirmish of Muunilist (Barlan escorts Darth Filiae)

PHYSICAL INFORMATION
  • Age: 26.
  • Force Sensitivity: Non-Force User
  • Species: Mirialan.
  • Appearance: Barlan Sucz is a young Mirialan woman. Her skin has a lush green hue, and her eyes are a clear emerald colour. Barlan's head is topped with a mop of black hair, cropped short for practical reasons. Barlan's face, shoulders and hands are marked with the traditional rhombus shapes of her culture. Each pattern says something about the time and place she grew up, as well as detailing important life events.
    Barlan maintains a strict and steady appearance. Most often dressed in Sith Imperial uniform, she looks tidy and respectable at first glance. She keeps her composure when others would flee and tries her best never to show weakness in front of her troops or superior, though there are times when tragedy catches up with her.
SOCIAL INFORMATION
  • Name: Lieutenant Barlan Sucz (Pronounced "sass"), Commander of the Satwasin.
  • Loyalties:
    [member="​Darth Ophidia"] (and by order, her apprentices).
  • The Sith Empire, its legion, its armada, and its intelligence organ.
  • Satwasin, her troop. Each and every individual in it.

[*]Wealth: Average.
[*]Notable Possessions:
  • ​Standard Sith Imperial outfitting.
  • Black baffleweave uniform (Satwasin markings)
  • Shock Glove
  • Personal blaster (In addition to service arm)
  • Duelist Vibrorapier (Gift upon becoming Lt.)

[*]Skills:
  • Imperial Legionaire: Trained to fight in the Sith Imperial Armed Forces.
  • Satwasin: Trained in the arts of stealth and covert operations.
  • Gunner: Barlan's proficiency with projectile weapons of various size and shape is notable.
  • Engineer: Originally hired as a civilian contractor for fixing ships and speeders.
  • Commander: After graduating Imperial Legionare training and command courses, Barlan has taken well to command.

[*]Personality: Outwardly, Barlan appears extraordinarily balanced. She is disciplined and takes at tasks with tenacity, however, those who have seen war and know its victims can easily tell that she has seen some chit. She never speaks of her past, but does speak of Mirial if it comes up - and does so with a practised praise of her home and culture. She shies away from children if she can, and goes silent when they are around.
Barlan has an extraordinary drive towards defending the Empire against the Jedi.
COMBAT INFORMATION
  • Weapon of Choice: Blasters, most ranged weaponry. Particular preference for pistols.
  • Combat Function: ​In her unit, Barlan functions as a coordinator and leader. She makes sure everyone has a plan, a purpose, and a task at hand. As an aide or guard, she is adept at spotting threats and making sure they are dealt with. Her tactics are mostly inclined towards stealth and ambushes.
+ Stealth Training: Trained in the use of stealth and underhanded tactics to get the upper hand or preventing others from getting such.
+ Commander: Adept at inspiring courage in her troops and guiding them tactically.
- Fragile Psyche: Her trauma leaves her open to attacks on the psyche. There is much fear in her.
- Micromanager: While competent at guiding a small group, she would not know what to do with a larger force.

HISTORICAL INFORMATION

Barlan Sucz was just a child when the Primeval came to exterminate her kind. She does not fully understand what they were, or what they did what they did, but they were the monsters under her bed that very much came alive. They killed many of her greater family, and the rest fled into the desert. Her mother died of starvation in the cold, dry landscape. She was mostly raised by her aunt and uncle, while her father helped organise the refuge and tried to petition for Jedi aid.

None came.

The Dominion claimed Mirial and left it in squalor. While the Mirialan settled again, they did so with unease. The primeval had left some deep scars, and sown some terrible seeds. Soon, an order of Death Cultists grew into place in the wilderness. In the night, they would come and take men, women, and children for their sacrifices. Those who went out looking for the lost ones never returned. She remembered the night her cousin was taken, how she screamed and struggled, how father had protected Barlan. Her uncle convinced him to help look for her.

Neither came back, and years passed.

Barlan's aunt got her work at the repair shop and taught her much. She was shaping up to being a decent mechanic. Her little brother, Frenn, had read every treatise on the shelf by the time he was nine. It was not a big shelf, but he was an impressive sponge of information none the less. Then came the day of the dead: She woke in the middle of the night as screams filled the street and her house. Barlan saw her aunt fighting a figure, and her brother being dragged out of his bed. He reached out for her.

Barlan hid. She survived.

The Sith Empire came, and young Barlan Sucz signed up as a contractor. A year later, the Silver Jedi Order attacked Mirial, and Barlan saw the heroes of the Tingel Arm attack her city, her home, without provocation. She denounced the Jedi and proclaimed them a threat to galactic peace. After earning the favour of one Darth Ophidia, the Mirialan was conscripted to the Legion and given a military education. At the end of her military education, she was trained to be part of a covert operations unit under Darth Ophidia: The Satwasin.

Little did she know, she would lead them.
 
K2SO.jpg


OUT OF CHARACTER INFORMATION

  • Intent: To Finally flesh out the long standing companion and pilot droid of Darth Ophidia.
  • ​Image Credit: K-2SO, Rogue One: A Star Wars Story. Sampled through Google Image Search.
  • Role: Pilot, guardian of the ship, general aid, and tea-brewer extraordinaire.
  • Links: [Provide links to any relevant threads, characters, companies, locations, equipment, etc here.]
PHYSICAL INFORMATION
  • Age: 28 years since first activated.
  • Model: [Please link to either the Star Wars wiki article or an approved droid tech/model submission in the factory.]
  • Appearance: Tall, gaunt, humanoid in form. Darling has long arms and legs fitted on a small hunched body, with a round head fitted with white photoreceptors. His body has a matte black paint, covered in scratches from extensive use and only so much cosmetic repair. He has also been seen wearing imperial issue boots, softening his metallic steps.
SOCIAL INFORMATION
  • Name: K2-137 Aka: Darling.
  • Loyalties: Formerly One Sith, now only [member="Darth Ophidia"] and [member="Darth Filiae"]
  • Notable Possessions: [Does this companion droid keep or carry with it any items of note? Weapons and/or specialized things like tech mods or fittings that are not typical should also be listed here.]
  • Personality: [Not all droids are programmed with personalities, but some are! Please describe in a short paragraph what personality traits your droid companion has.]
  • Combat Function: [Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Please include relevant strengths and weaknesses. The Combat Function line also helps assure us that you won't be abusing this NPC.]
HISTORICAL INFORMATION
[Please provide at least one paragraph explaining the history of this droid and how it came to be a companion to your character/involved in your character’s story.]
 
Darth Ophidia's Holocron

sithholocron_cvd_by_ebilmushroom-dc7du4i.png


OUT OF CHARACTER INFORMATION

  • Intent: To create a final repository for Darth Ophidia's knowledge and experience.
  • Image Source:
    Holocron: Wookiepedia: Sith Holocron, top-right image. Edits by me

[*]Canon Link: N/A
[*]Restricted Missions: N/A
[*]Primary Source: Sith Holocron
PRODUCTION INFORMATION
  • Name: The Sith Holocron of Darth Ophidia or The Holocron of
  • Manufacturer: Darth Ophidia.
  • Affiliation: Darth Ophidia (And apprentices).
  • Modularity: No
  • Production: Unique
  • Material: Capstone, Crystal lattice, crystal matrix, holocron innards.
TECHNICAL SPECIFICATIONS
  • Classification: Holocron
  • Size: Average.
  • Weight: Average.
CONTENTS
  • Darth Ophidia's full intellect.
  • Lessons of The Dark Side - Introduction to the dark side of the Force, the Sith Order, and Sith Assassins
  • Civilised Weapons - About the lightsabre:
    Heart of the Sith - How to design and make your lightsabre.
  • The Heart of the Sabre - A guide to the bleeding of natural crystals and the synthesising of artificial ones.
  • The Way of the Ysalamiri - The Art of Makashi (Form II from basics to complete mastery).
  • Trakata - Utilising the secret dimension of your weapon. (Basic to Intermediate)
  • Jar'Kai - The use of more than one weapon. (Basic to Expert)
  • Form Zero - When to ignite and when to ignore.

[*]Extensive lessons in Stealth:

[*]Phasing: Transcending matter to pass through solid objects.
[*]Mentalism: Your mind over others'.
[*]Telekinesis: To control the world around you.
[*]Lessons in Sith Alchemy.
[*]Directions to Sith Temples and repositories of wisdom:

[*](Detail briefly in a list format actual contents of the holocron, known abilities, schematics, historical logs, biographies, etc - If these are notable enough to be strengths, please add them to strengths. )
Strengths:
(Provide, in list format, a minimum of 1 strength of this submission.)

Weaknesses:
(Provide, in list format, a minimum of 1 weaknesses of this submission.)

DESCRIPTION
(Describe the artifact / holocron / item and its history)
 
The Sentinel [Approved]
sarlacc_like_by_thedjib-d3a2hok.jpg


OUT OF CHARACTER INFORMATION

GENERAL INFORMATION
  • Name: The Sentinel.
  • Designation: Semi-sentient.
  • Homeworld: Krayiss II
  • Language: The Sentinel communicates through taste, feeling or smell.
  • Average Lifespan: Estimated 1000 Years
  • Estimated Population: Unique.
  • Description: The first thing you see is a bare, undisturbed pit of sand. Step into the sand, and a mass of barbs and black tentacles burst from the sand, grappling the intruders as a great, toothy maw gapes open and swallow them whole into a jagged hell. The screams are cut short and before you know it, the sands have returned to their seemingly undisturbed state.
PHYSICAL INFORMATION
  • Breathes: Type I
  • Average height of adults: 100 meters.
  • Average width of adults: 40 meters (tentacle reach of approx. 150 m)
  • Skin color: Black.
  • Hair color: [N/A]
  • Distinctions: The Sentinel is largely based on Sarlacc DNA and therefore emulates the shape of a full grown specimen thereof. The Sentinel is mostly submerged in a pit of sand, in which it hides its bulbous body and vital organs. A mass of sensory tails is nestled in the sand around the Sentinel, letting it sense every tremor in the sand and nearby rocks. Unlike the normal Sarlacc, the Sentinel can hide itself under a cover of sand rather than remain an open ditch. Long, powerful tentacles crest its enormous mouth, helping it perform some limited movement within the sandpit it resides and trap prey. Inside its maw are longer, thicker tentacles used to trap, entangle and crush enemies, as well as jagged teeth to pierce and pull prey into its similarly jagged gullet to be swallowed. Inside its gullet is a powerful corrosive matter that dissolves prey so that they may be slowly digested.
    The Sentinel was given ageing agents and growth hormones to reach adulthood at an accelerated speed. However, that has also shortened its life expectancy to 5% of the original. This is still 1000 years from conception to death.
  • Races: [N/A]
  • Strengths:
    Taozin Infusion: Infused with elements of the Taozin, the Sentinel has an innate ability to hide its presence in the Force, making it difficult to detect.
  • Tentacles: The Sentinel's tentacles can reach far past its body (150 meters at most) and possess a terrible strength, enough to crush and strangle unwary intruders.
  • Sensitive: Thanks to its many nerve tails extending through the sand, it can sense even the slightest tremor and change in pressure in the sand pit and its immediately surrounding rocks.
  • Longevity: Less than the proposed 20 000 years of a Sarlacc's life-span, the Sentinel is estimated to have a maximum life-expectancy of 1000 years, which is still... considerable.

[*]Weaknesses:
  • Immobile: The Sentinel cannot move past its sandpit and is generally quite stuck. It is not dodging any attacks soon.
  • Shuns the Light: Normal light is unpleasant to begin with, but Force Light will harm the Sentinel and bring it much pain. Enough Force Light will kill it.
  • Simple Mind: The creature is rather dumb. It will not perform any great actions past protect, attack, eat, wait. It will also eat just about anything.
  • Thin Skinned: The Sentinel has no considerable protection past the sand and its bulk. Cut it, it will bleed; burn it, it will hurt, blow it up and it will die.
  • One of a Kind: Unable to reproduce on its own, the Sentinel would have to be re-created to be replaced.

CULTURE
  • Diet: Omnivorous. It will try to eat anything it can get its hands on and most things will digest or at least pass through its system. Its favourite food is humanoid flesh.
  • Communication: The Sentinel hears sounds around it and feels even the slightest pressure in the sound, but it is not able of truly communicating past the point of eat or not to eat.
  • Technology level: None.
  • Religion/Beliefs: None.
  • General behavior: The Sentinel has three general modes: Eat, don't eat, waiting for something to eat or not eat. Its entire purpose revolves around protecting the Sith Obelisk on Krayiss II and the Library Temple within. As a rule, it will try to eat any creature that passes over the sand-pit by grappling it with its tentacles and pulling it down into its sandy maw to be digested.
    However, the Sentinel is not indiscriminate and can be pacified. It has been engineered and trained to accept the blood sacrifice of a tainted force user (Sith or Dark Jedi) and let them pass. The more tainted the blood is, the less needs be sacrificed. The sacrifice is simple; just drip the blood on the sand and wait for it to sink into the sand, then walk across.
HISTORICAL INFORMATION

Few things are as precious to the Sith as the secrets they accumulate in their unnatural experiments. When a zatitsis (false sith) tried to destroy the library temple of Krayiss II for his own selfish reasons, then Lords of the Sith stepped in to ensure that such tragedies would never again occur. One measure of security enacted was the creation of the Sentinel.

It was the pet project of [member="Darth Ophidia"] and [member="Cerbera"].The base of the sithspawning process was a sarlacc, a creature of such power and longevity that it has stepped into legend on the planets it inhabit. For the future or protecting Sith secrets? Nothing less than legendary would do. It was infused with the DNA of a taozin and some modified strands of Cerbera's own creative genius.

They started with 100 specimen painstakingly cloned from three precious Sarlacc eggs. Out of the 100, 30 died in the first trials, another 20 in the second round. The death-toll climbed as their demands became more and more complex. When all the original 100 were dead, they had nothing but frustration and one barely living specimen. They cloned it again and started over with twice the dilligence, leaving the original clone to die in peace.

But it did not die, it became stronger, meaner, but not smarter.

When the two alchemists noticed, they quickly put it through more tender care and infused it with growth hormones and age-accelerators. They had hoped for more longevity, but a thousand years optimum would just have to do. It was later stabilised when nearing adult size, making sure it would not outgrow its pit.

The Sentinel was planted outside the Library Temple of Krayiss II while it was being rebuilt, and its surroundings were modelled so that the Obelisk could not be reached without crossing the sandpit.
 
[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent: [/SIZE][SIZE=9pt]To flesh out a piece of my Library Temple of Krayiss II submission and give flavour to Sith traditions.[/SIZE]
  • [SIZE=9pt]Image Credit: [/SIZE][SIZE=9pt]How to properly source your images[/SIZE]
  • [SIZE=9pt]Role: Guardians of the Library Temple of Krayiss II, judges of worth for those who would enter.[/SIZE]
  • [SIZE=9pt]Links: [/SIZE][SIZE=9pt][Provide links to any relevant threads, characters, companies, locations, etc here.][/SIZE]

[SIZE=9pt]GENERAL INFORMATION[/SIZE]
  • [SIZE=9pt]Unit Name: The Guardian Court.[/SIZE]
  • [SIZE=9pt]Affiliation: [/SIZE][SIZE=9pt]Sith, Dark side of the Force.[/SIZE]
  • [SIZE=9pt]Classification: [/SIZE][SIZE=9pt]Elite Space Wizards.[/SIZE]
  • Equipment: [If your unit possesses any specialty equipment (weapons, armor, combat tools, etc.) Please list them and provide links here.]

[SIZE=9pt]COMBAT INFORMATION[/SIZE]
  • [SIZE=9pt]Availability: [/SIZE][SIZE=9pt][[/SIZE][SIZE=9pt]Choose from the following: Common, Uncommon, Rare, Unique.[/SIZE][SIZE=9pt] How many of this unit are there? Availability reflects a broad idea of how many of these units exist. Common are the main backbone units of the army using mainly mass produced items. Uncommon are unusual or less common units sometimes using minor production items. Rare are specialized units using limited production items. Unique are one off variants of the other types and have special features that makes them one of a kind. More powerful units are not as common, and specific named units are unique.][/SIZE]
  • Deployment: [Choose from the following: Mass, Minor, Limited. Originally referred to as "Strength," this reflects a general idea of how many of these NPCs are deployed at once as part of this unit. Mass units are deployed in larger numbers, like Stormtroopers. Minor units see more restricted deployment size, like Shadowtroopers. Limited units often appear in very small numbers, like the Imperial Royal Guard. More powerful units tend to have a lower strength designation and availability.]
  • [SIZE=9pt]Strengths & Weaknesses: [/SIZE][SIZE=9pt][What are the combat strengths and weaknesses of this unit? You may describe them as a list or in paragraph form.][/SIZE]
  • Description: [[SIZE=9pt]Please describe your unit, how they came about, any special features, their training, and their tactical and/or functional application. This must be at least a paragraph in length.][/SIZE]
 
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OUT OF CHARACTER INFORMATION


[*]Primary Source:

PRODUCTION INFORMATION
  • Manufacturer: Ancient Vahla Sorcerers
  • Model: N/A
  • Affiliation: Joycelyn Zambrano, Dark Side of the Force, Vahla, Ember of Vahl.
  • Modularity: None.
  • Production: Unique
  • Material: Steel, leather, wroshyr wood, alchemical components, the soul of an ancient Vahla sorcerer.
TECHNICAL SPECIFICATIONS
  • Classification: Sword
  • Size: Large
  • Weight: Heavy
SPECIAL FEATURES
  • Massive Size: Designed for a wielder of considerable size, this blade is large and heavy. It has reach and authority, but requires significant strength and endurance to wield.
  • Sithsword: The creation Sithswords is an ancient tradition, giving it the properties it needs to rival modern weapons. It can cut almost as well as a lightsabre, absorb lightning,
  • Spirit of the Sword: Imbued with an ancient dark spirit whose mind has set on a single purpose: Kill the Jedi. While it grants the wielder power, it also demands sacrifice. The more the sword is used, the more the blade will speak to the wielder.
    Tainted Presence: The tainted presence of the sword is obvious by proximity. It pushes the wielder deeper into the dark side of the force, making them prideful, envious, and obsessed with the element of fire.
  • Soul of Fire: The spirit of the sword strengthens its wielders physical capabilities and attunement with the Force.
  • Blessing of Fire: Makes the wielder more in tune with the element of fire.
  • Minions: Summons living fire to fight for the wielder.
  • Telepathy: Sometimes, the spirit of the sword will speak to its wielder's mind and is capable of holding short conversations. It will also understand a wielder who speaks (vocally) to it, but it can't hear anyone other than its wielder.

Strengths:
  • Size: The size and weight of this weapon increases its reach and hitting power compared to smaller weapons.
  • Sithsword: Imbued with ancient Sith Alchemy, the sword is impervious to much: It will hold up against lightsabres, retain a remarkable edge, and absorb Sith lightning like a lightsabre.
  • Dark Boons: The sword holds the vengeful spirit of an ancient dark entity that grants its wielder certain powers:
    Soul of Fire: The first boon, the sword grants its wielder strength a dark boost to their physical prowess and connection to the dark side of the Force.
  • Blessing of Fire: As its second boon, the sword gives its wielder a strong affinity with the element of fire. This makes the wielder able to wreathe the blade in fire and makes their pyrokinesis more effective.
  • Minions: The third boon, with some focus (one dedicated post), the wielder can summon living fire to fight by their side.

Weaknesses:
  • Spawned of the Dark: Being spawned of the dark side of the Force, the sword is weak to Force Light. Its presence and powers will decrease in proximity to Force Light and direct blasts will hurt it.
  • Child of the Force: Its powers are born of the Force. When trapped within a field negating the Force, the blade will become silent and inert, however it retains its resistance to lightsabres.
  • Size: While the sword has reach and strikes with considerable authority, it requires strength and endurance to use and can be challenging to wield in enclosed spaces.
  • Will of the Sword: The spirit of the sword grants boons, but it has costs as well:
    Touch of Corruption: The spirit of the sword is a dark influence on its wielder and will constantly push them towards negative emotions through whispers of power, pride and the envy of others.
  • Uncontrollable Rage: If the wielder of the sword refuses to align with the Spirit's ideals (Destroy the Jedi at any cost), it may send the wielder into a blind Frenzy to force their hand.
  • Pyromania: The wielder will become obsessed with fire, sometimes staring at it for hours on end, or resulting to burning the heretics more often than necessary.

[*]Dark Taint: As a dark artefact of some power, it can be immediately sensed and identified as a dark object within close proximity it and an experienced user of Sense may detect it at a distance. Stealth with this item is practically impossible.
DESCRIPTION

In ages past during the War of the Fittest, a great Vahla Sith Sorcerer by the name of Akrazopan the Fire Hand sought to create a weapon worthy of Ember of Vahl and its champion, believing fully that it was time the Vahla aided the Sith in vanquishing the Jedi once and for all, and found their way back to the Lost Home of the Vahla, where they would reign under the protection of Vahl, the Mother of Fire.

A massive blood ritual was set up, demanding the sacrifice of several captured Jedi Knights as well as Vahla Priests, their blood made the alchemical blade of the Zaudraka and their souls turned into the fire that would flicker over its blade. However, the ritual was not enough, the sword demanded more. One by one, the sorcerer's acolytes burst into flame and were consumed, until there was only Akrazopan left. he fought the draw of the sword, but could not abort the ritual. He too was consumed. However, as his last feat, he steeled his mind and fed on the captured souls in the blade. If he was not to be its wielder, then he would certainly become the sword itself.

Time encapsulated it in its long embrace while the spiritual energy in the blade drifted deeper and deeper into sleep. Akrazopan was forgotten, the ritual forgotten, the Ember grew thin, and in the end Akrazopan forgot even himself. Only one thing remained: A sleeping will to slay the Jedi and return to home. The centuries rushed past, the sword lay un-blemished on its altar as temple fell to run and the balance of the galaxy shifted. Inevitably, life stumbled upon the ruins once again: Hands reached out and clasped the leather-clad wroshyr wood hilt and drew the dark blade from its slumber. Zaudraka awakened for the first time and found himself in the hands of a pirate. Dissatisfied, the sword sought a new owner, fostering distrust and rage between friends. Rumours spread: Something dark in a pirate hold. Jedi came to investigate it and found the sword. They packed it away in their temple. There, it slumbered again.

After the Battle of Yavin, the blade was plundered from the Jedi vaults and gifted to the Ember of Vahl as part of swaying them to join the Imperial cause. It remained in their possession for centuries until the darkness returned and the Gulag Plague struck. Seeking to survive the great plague, a splinter cell of the Ember hid on the planet of Navrozh. The sword was displeased once more and tore their bonds asunder, then the vornskrs picked them apart piece by piece. Zaudraka slept again until he felt a new presence come close: Young, but strong, vahla blood, at least in part, and carrying such hate against the Jedi as he had not felt for centuries. He called to Joycelyn Zambrano and she listened.

-'-.-'-

The Zaudraka is a long, two-handed sword of considerable heft. While it is most effective two-handed, it can be wielded in one hand if the wielder is of sufficient physique. Its blade is singe-edged, seemingly made of a form of steel, and warm to the touch. The weapon as a whole has a useful design with a flame-like artistic touch. Its hilt is wroshyr wood wrapped in supple, black leather. Upon coming close, the weapon exudes a dark presence. Upon touch a silken voice spreads through the subject's mind

Are you to be my wielder?

The sword grants its wielder power in body and in the Force, and it strengthens their affinity with Fire to the point where they can even summon living flame to fight for them. However, it has a prize: The Zaudraka is bent on the destruction of the Jedi Order and will do everything in its power to make its wielder fulfil that goal. Its dark and twisted presence in the Force pulls its wielder down into the depths of the dark side of the Force as a means to control them and fulfil its goal

The longer one carries and wields the Zaudraka, the more the sword will open up to its wielder in words. While this will not increase its power, it may make it more understanding to long-term plans. However, it will still require a steady stream of violence to satiate its hunger for vengeance.
 
Fort Mekhis Approved

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OUT OF CHARACTER INFORMATION

SETTING INFORMATION
  • Military Base Name: Fort Mekhis
  • Classification: Fortress
  • Location: Rhen Var
  • Affiliation: The Sith Empire, [member="Darth Filiae"]
  • Population:
    Legion Personell: Typically 2500 (5000 at most)
  • Armada Personell: Typically 500 (1000 at most)
  • Civilian Staff: 100 at most.
  • Combat Droids: 1000 active (4000 inactive)

[*]Accessibility: Rhen Var is no population centre, and as such those who travel there do so with purpose. Fort Mekhis lays outside the centre of population, but paths to its doors are not difficult to find, and it makes no effort to hide its imposing physical presence. If anything it stands quite proud against the white blanket of snow and ice clinging dearly to Rhen Var's surface.
Despite being easy to find, gaining access is another matter entirely. The doors are locked and guarded, and only those invited, enlisted, or imprisoned are given entry. While the fortress' presence is immediately notable, its purpose is nondescript. Anyone can see that it is there, but why it is there is another question entirely.
[*]Description: Fort Mekhis is set in the sheer side of a mountain ridge of the snowy Rhen Var sierras. The castle's peak is surrounded by jutting with jagged rock formations overlooking a large, flat valley. Recent geothermic activity has lead to several controlled streams of lava near the fortress. The fortress itself is a multi tiered set of walls, growing in thickness and magnitude, beset with turrets to create a kill-box at its gate. Jutting from the top is a scaling congregation of towers, scouting out across the far-flung, frozen landscape.
POINTS OF INTEREST
  • Hangars: Embedded in the fortress' wall is a hangar space that can dock a number of fighters and transport shuttles. There is also a larger landing pad closer to the fortress' peak for larger shuttles and cargo transport. The hangars are protected by heavy, turadium blast-doors and ray-shielding.
  • Fortress walls: The walls of Fort Mekhis are thick and stacked one upon the other, forming a sort of simple maze of overlapping defensible positions and kill-boxes. The walkways are wide enough to accommodate a speeder, but they are usually traversed on foot. Heat is funnelled through the walkways to prevent ice from building up and making it slippery and snow from blocking the path/
  • The towers: There are three towers that make up the composite peak of the fortress:
    (First) Communications: The tallest, central tower houses a listening station made to observe movement in the nearby sector so they may be intercepted. It also contains a signal relay for catching and forwarding Sith Imperial transmissions in the region.
  • (Second) Shield generator: In order to protect the fortress from orbital bombardment, it has been fitted with a large shield generator position in the second tallest peak.
  • (Third) The Master's Tower: The personal residence of the master of the Fortress.

[*]Workshop: Ever on the forefront of science and its destructive applications, Darth Filiae made certain that the Fortress featured a workshop. It is equipped for most mundane constructions (within reason) and is most used for the creation of prototypes or small units. It also features, in a locked room, the basic equipment necessary for Sith Alchemy. However, only a proven Sith is given access to these materials.

[*]Armoury: A place to get your kit, the armoury is embedded in the bedrock and armoured with turadium walls to withstand outside pressure. Here you can find most types of weapons available to troops of the Sith Empire's Legion and Armada. It also features a considerable storage of droids for a variety of purposes.

[*]Barracks: Located underground, the barracks double as bunkers should the fortress be shelled. Thanks to an advanced recycling system, it is capable of sustaining itself for months on end without resupplying. The bunks are not comfortable, but certainly functional. The greatest comfort is perhaps the access to rooms of "fake sunlight", where denizens can get their exposure to light and feel as though they are outside. This measure helps keep the morale up even during siege.

[*]Vaults: At its deepest point, Fort Mekhis houses its vaults. Here they keep safe whatever the Sith Empire and the Saaraishash wish to keep safe, be it artefacts of the Force, materials of value, or skeletons in closets. The Vaults are buried in bedrock and sealed in a turadium box with state of the art locking systems.

[*]Power generators: Deep inside the mountainside, there are descending tunnels of power generators, powering the fortress' defences, research, and inhabitants. The tunnels are heavily reinforced to prevent collapse, but if they are lost, the fortress is vulnerable.
SECURITY
Security Rating: Maximum.

Artillery:
  • Anti-Orbital cannons: On top of the fortress, on the plateau from which the towers rise, there is a powerful artillery placement. This powerful piece of artillery draws immense amounts of power, but is able to strike ships in orbit. However, should something happen to the dedicated power generators, then the cannon would explode catastrophically.
  • Anti-Aircraft Guns: A set of four anti-aircraft guns surrounds the landing bay area and help cover the Anti-Orbital cannons from attacks by in-atmosphere crafts. They are partially covered by rocky outcroppings and painted to blend with the snow and dark stone.
Walls:
  • Parts of the structure is naturally covered in hard bedrock, ice, and snow, reinforced with armed duracrete to withstand as much impact as possible.
  • The outer walls surrounding the main entrance forms a series of "kill boxes" where manpower with embanked STA blaster cannons can dish out extensive damage against unshielded infantry and light crafts. Their power is maximised by giving the blaster cannons 75% overlap in their range of fire. A benefit of the STA cannons is the option of removing them should the forces have to fall back.
  • ​Smaller embankments of STA blaster cannons also protect the Anti Orbital and Anti-Aircraft guns, but do not have the same degree of overlap as the front guns.
  • The front gate and hangar bay is protected by heavy turadium reinforced blast-doors.
Shielding:
  • Deflector Shield Generator: A deflector shield is located in the second tallest peak, effectively protecting the fortress from orbital bombardment. The shield is linked up with the long-range artillery to allow shots going out while the shield is up. However, it can be passed through by slow moving vehicles, persons and objects and due to the rocky nature of the sierras, it may be circumvented from below.
  • Hangar bay: Ray shields protect the hangar bay from the elements and from enemy fire.
  • The path to the vaults and the power generators are both equipped with ray shield traps.

Manpower:
  • The denizens of Fort Mekhis are trained members of the Sith Imperial Legion and Armada. They are no pushovers.
  • SE-K9: Fang Wardroids are always stationed at the fortress.
  • Didact M1 Battle Droids: A defence-force worth of battle droids are stored in the fortress, ready to deploy in defence of Rhen Var and Fort Mekhis.

HISTORICAL INFORMATION
The foundations of the Fortress are old, dating back to ancient Sith Empires and the Sith Lord, Darth Mekhis, who used it as her lair and a central command post for the Empire until Darth Mekhis' fall at the hands of Satele Shan. It was a dark day for Rhen Var, since stripping it of much of its importance.

For a thousand years, the construct lay untouched before they were once again snooped in. Every now and then, someone would disappear and be found torn to shreds near the mountain. Efforts were made to restore the Fortress, but none were particularly successful. Another thousand years passed.

The Gulag Plague and the Five Hundred Years of darkness came and went, leaving little mark on the forgotten structure. The first Sith Empire of the new age pillaged it for its ancient secrets but did not move to restore it. The Silver Jedi Order investigated it, but left it be. The third Sith Empire would have left it be too, but the Sith Knight Darth Filiae had gotten wind of who once lived there. Searching the ruins, she found mechanical remnants still kicking about. And, after defeating them, found a space she could make her own in the name of the Sith Empire.

Through her dominant position in Andromeda Inc, Darth Filiae rebuilt the Fortress and equipped it with weapons from the Sith Empire's arsenal, then made it her own seat of power within the Empire: A dead and cold world, what better seat for a Chiss?
 
Imperial Bowcaster [Approved]
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OUT OF CHARACTER INFORMATION
  • Intent: To make a neat ranged weapon and reward members for participating in the Sith Empire's skirmish of Kashyyyk.
  • Image Source: Dishonoured 2: Collapsible crossbow. Found here: [link]
  • Canon Link: N/A
  • Restricted Missions: If necessary.
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
    Bowcaster.

PRODUCTION INFORMATION
  • Manufacturer: The Sith Empire, Sith-Imperial Corps of Engineers.
  • Model: IBc Mk:1 - Imperial Bowcaster.
  • Affiliation: Closed-Market; The Sith Empire.
  • Modularity: Special quills can be made.
  • Production: Limited
  • Material: Durasteel, worshyr wood, bowcaster components, alchemical components.
TECHNICAL SPECIFICATIONS
  • Classification: Bowcaster, hand crossbow.
  • Size: Small.
  • Weight: Average.
  • Ammunition Type: Metal quills (takes on a plasma coat).
  • Ammunition Capacity: Six (6).
  • Reload Speed: Very Low.
  • Effective Range: Average.
  • Rate of Fire: Very Low.
  • Stopping Power: Very High.
  • Recoil: None.*1
SPECIAL FEATURES
  • Powerful Limbs: Extra firepower compared to size. This will deliver a really solid punch.
  • One Handed: Smaller than the usual bowcaster, allows one-handed use, but requires two hands to cock and reload.
  • Draw Assist: An integrated servo helps cock the bowcaster, eliminating the wookie-strength requirement of the traditional wookiee bowcaster.
  • Modular Firing Rate: The quills may be shot one at a time or three at a time.
Strengths:
  • Stopping power: The limbs of the traditional bowcaster is significant, and through new technology, the Sith Empire has been able to make the limbs smaller while retaining the firepower. This, coupled with the traditional plasma coating is what gives the weapon it's significant stopping power.
  • Draw Assist: Normally, this would require a wookie's strength to draw back. However, thanks to the draw-assist, the average adult should be able to draw it repeatedly without practice.
  • *1No Recoil: Functioning like a crossbow, bowcasters do not have recoil. However, they can jerk a bit in the hands of an unprepared wielder.
  • Adjustable Bolt Output: Choose to fire up to three bolts in one action, trading precision for power.
Weaknesses:
  • Low Ammo capacity: Because of its reduced design, the bowcaster only takes six bolts. This is a very low amount compared to modern weaponry.
  • Low firing rate: Due to the draw weight of the powerful limbs, the firing rate is considerably lower than normal.
  • Long Reload time: Once your six quills are spent, it will take you a solid moment to reload. In the heat of the moment, it can put you at a disadvantage.
  • Accuracy: Increasing your output of bolts per shot decreases your ability to aim each bolt.
DESCRIPTION

The Bowcaster is a legendary weapon, most famous for its usage among the wookies of Kashyyyk. However, it is known to have made its way out of their furry hands. Given the chance, who would not take the chance to discover its design and technology? When The Sith Empire attacked the Silver Jedi Order's home base on Kashyyyk, they left they brought back with them samples of Wookie weaponry for future study.

The Imperial Corps of Engineers. Together, they came up with a new design that would make the weapon feasible to wield in humanoid hands, even one handed, and retain its impressive stopping power.

In testing, the Imperial Bowcaster retains incredible stopping power and adequate range compared to its size and lack of recoil, however the compact design allowing its one handed usage forced it to sacrifice ammunition capacity and increase the reload time. While possible to fire one handed, the Imperial Bowcaster is only semi-automatic as the draw-assist needs to reset, hence its slow firing rate. However, this is what allows the optional three-quill firing setting; it is engaged by holding holding the cocking mechanism back past the initial draw. One click signals the first quill. Two clicks should follow shortly after to signal the second and third quill. This mode of firing makes the weapon more effective against Force Users as three quills are more difficult to deflect than one. While each quill is more accurate if fired individually, you have a greater chance of one of them hitting something.

In the end, the Imperial Mk1 Bowcaster is a neat experiment in Sith Imperial weaponry and philosophy of war.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a heavy, imperial-style cargo ship for The Sith Empire
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Restricted Missions: (If your submission uses any Restricted Items link the threads you completed the missions in here)
  • Primary Source: (Please link and cite the sources which you are modifying for your use in your submission.)
PRODUCTION INFORMATION
  • Manufacturer: (Kuat Drive Yards, BlasTech Industries, [Insert Major Faction Name], [Insert Character Name], etc. You must link to any Company used as a manufacturer to their submission or canon article. For Manufacturing limitations on who can make what, please see For more details see the Star Ship rules)
  • Model: (Example: TIE (Twin Ion Engine). For submissions where a model wouldn’t be appropriate, such as a custom walking stick, put ‘N/A’ for ‘Not Applicable’.)
  • Affiliation: (Individual Character Name (an individual PC/NPC who is permitted to use this item), Company Name(s) (Companies authorised to use this submission), Faction Name(s) (Factions authorised to use this submission, Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase), Open-Market (May be used by any character without permission from the Manufacturer), other potential options include a submitted NPC unit, or another general organisation/group. Optional. If you chose Limited, Semi-Unique, or Unique in Productivity above please list what groups/characters can use this submission in role-plays. For Affilation limitations on who can field what, please see For more details see the Star Ship rules)
  • Production: (The scale is Unique (Only One Character), Semi-Unique (Only A Handful of Characters), Limited (Only A Select Group Of NPCs/PCs), Minor (Any Character, Only Select Groups Of NPCs), Mass-Produced. (Anyone. For production limitations on who can make what, please see For more details see the Star Ship rules)))
  • Material: (What is your submission made out of? Certain materials are more resistant, or vulnerable, to certain weapons. Example: 'Durasteel.' See pre-requisites for: Restricted Materials. Link: Manufacturing Compounds, Metals, Compounds)
TECHNICAL SPECIFICATIONS
  • Classification: (Cruiser, Assault, Anti-Starfighter, Escort, Exploration, Heavy Cruiser, Medical, Patrol, Transport)
  • Length: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 500 meters, Dreadnought-class Heavy Cruiser: 600 meters, Victory-class Star Destroyer: 900 meters)
  • Width: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 200 meters, Dreadnought-class Heavy Cruiser: 116.5 meters, Victory-class Star Destroyer: 450 meters)
  • Height: (Via Metric System. Max: 1000 meters. Examples: MC40a Cruiser: 130 meters, Dreadnought-class Heavy Cruiser: 250 meters, Victory-class Star Destroyer: 270 meters)
  • Armament: (You may provide your armament in list format and must provide your vessel an Armament Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Armament Ratings are scaled in relation to the class of ship, meaning a Starfighter will not equate to a Destroyer. For example an average 900m ship will outgun an average 600m ship. Armament Ratings provide only basic weaponry unless the ship also has a description of weapons. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology)
  • Defenses: (You may provide your shield and armor systems in list format and must provide your vessel an Defense Rating. (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. Where None is a man in a space suit hanging on to an engine, Average is typical defense, and Extreme is heaviest defense with heavy armor plating and multiple layers of powerful shields. Defensive Ratings are scaled in relation to the type of ship, meaning a Starfighter will not equate to a Destroyer. You should list particular systems under advanced systems. Please link to all Factory Submissions used. Links: Approved Technology)
  • Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of advanced systems should be. )
    500 Meters: [None: - | Very Low: 0 | Low: 1 | Average: 2 | Moderate: - | High: 3 | Very High: 5 | Extreme: 6]
  • 750 Meters: [None: - | Very Low: 0 | Low: 1 | Average: 2 | Moderate: 3 | High: 4 | Very High: 7 | Extreme: 8]
  • 1000 Meters: [None: 0 | Very Low: 1 | Low: 2 | Average: 3 | Moderate: 4 | High: 5 | Very High: 9 | Extreme: 10]

[*]Maneuverability Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How agile is your ship? Can it take tight turns? This is relative to the size of the vessel (e.g. a Corvette with Low Maneuverability will be more agile than a Star Destroyer with a Low rating.
[*]Speed Rating: (Choose from: None, Very Low, Low, Average, Moderate, High, Very High, Extreme. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? This is relative to the size of the vessel (e.g. a Corvette with Low Speed will be quicker than a Star Destroyer with a Low Speed.
[*]Hyperdrive Class: (The lower the number, the faster the ship. You may use decimals. [Very Slow: 10 | Average: 2 | Very Fast: 0.3] Going below 1 typically requires balancing out with other weaknesses. Links: Hyperdrive, Hyperdrive Comparisons)
STANDARD FEATURES
(Provide all of your submission's standard features, including non-combat items, here in a list. This includes all features that are common for vessels of this class. Please link to all Factory Submissions used. Links: Starship Weapons, Approved Technology, Shields, Engines)

ADVANCED SYSTEMS
(Provide all of your submission's advanced systems, including non-combat items and special weapons, here in a list. Please link to all Factory Submissions used. Stealth technology and other advanced systems may require other weaknesses or reduced ratings for balance. Ensure significant capabilities from systems are included in the Strengths and Weaknesses lists. Examples include: Stealth systems, Advanced ECM systems, Crystal gravfield traps, HIMS, Molecular shields. Links: Starship Weapons, Approved Technology, Shields, Engines)
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
Description: (Describing your submission's history is optional. Please provide a detailed account or link of each special feature that is listed in this submission. All miscellaneous descriptive elements go here, such as Cargo Capacity, Passengers, Consumables, Crew, etc.. There is no requirement for amount of words here so long as you meet the minimum requirements for your advanced systems.)
 

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