Star Wars: Odysseys
Staffed by: Basilisk, Kothra (Kottsu), Advent
“For agony and spoil
Of nations beat to dust,
For poisoned air and tortured soil
And cold, commanded lust,
And every secret woe
The shuddering waters saw—
Willed and fulfilled by high and low—
Let them relearn the Law.”
-Rudyard Kipling, Justice (Oct. 24, 1918).
“The first duty of a revolutionist is to get away with it. The second duty is to eat breakfast. I ain't going.”
The galaxy is a big place and it certainly isn’t getting smaller. The year is 42 BBY (Before the Battle of Yavin, an OOC method of judging dates in the SW universe), and the galaxy seems ready to fall apart at the seams. The Galactic Republic is deadlocked, corrupt and inefficient, their military, under-armed and thinly spread. This state of affairs has allowed a host of undesirables to flourish in the Outer Rim: criminals, pirates, smugglers and petty warlords hold sway there, and there seems little the Republic can do about it. Wars between planetary militaries often wage incessantly until the Republic’s famed “peace keepers” arrive to settle the matter. The Jedi Order, however, is still strong, and ruled by a decisive Council - while the Republic declines, the Jedi maintain their strength and vigilance.
But they are only one organization. They cannot be everywhere and in the shadows, on planets that have not seen a Jedi for centuries, business in the underworld goes on unmolested. The Jedi Order is not the only force in the galaxy; criminal syndicates, planetary militaries and other forces vie with each other for control. This is the end of an era. The Republic is collapsing under the weight of its own corruption and the fires of war dance in many sectors. It is not, however, the end of the galaxy - business is business after all. There are still profits to be made and there still those who seek to make them, be they bounty hunters, salesmen or soldiers. The fate of the galaxy hangs on the edge of knife, but there are those who openly mock fate every day, who taunt death and thumb their noses at the Force itself, and for them, life goes on.
It follows, in a scenario like this, that the future is not set in stone: the Battle of Yavin might never happen, the shadowy threat waiting to strike at the very heart of the Republic might never appear, or it might trip and fall onto seventy-six blaster bolts. No outcome is guaranteed. One thing is certain however, the galaxy is in for interesting times.
As you might have guessed from the introduction, this RPG takes place in the Star Wars galaxy. The entire galaxy is open to your characters. They can explore it, try to burn it down or simply try to live their lives. It’s completely up to you. The galaxy in this RPG is very organic and it will respond to major player actions, if you off a pirate lord on Hoth then you’ll have a few of his friends chasing after you for example.
There is no true main conflict in this RPG. It is made of many conflicts. Some wars are minor, and will never trouble more than a few rimward systems. Others will, if those pulling the strings are allowed to proceed as they wish, spread from one end of the galaxy to the other, bringing bloodshed and horror to every race, every planet, every home. You don’t need to concern yourselves with these conflicts, you can make your own well enough, but know that war, like many other things, is subject to inertia - the Colicoids, for all their violent tendencies, will not go to war just because some roguishly handsome smuggler landed on their planet and said a few rousing words. They'll just eat the fool, but the distinct absence of war-due-to-a-stranger's-speech is a common thing in the galaxy. Conflicts will flare up, the Huk War is just around the corner when we start this thing off, but you don't have to enter into it. It'll play out regardless. But if you involve yourself...well, the outcome can change. Canon conflicts will be explored in deeper detail in this RPG, and if things go differently, the staff will introduce new conflicts born out of these events. Peace is fleeting after all.
Overall, your character is being given the amount of freedom people have in real life. They’ll need a job or a good source of funds to survive and if they’re clever and quick they can really go places. But not everyone makes it in real life and not everyone will make it here.
There is no real limit to the types of character you can create, save for one. You can’t start out rich enough to build a gold-plated tower. All that power is worth nothing because you didn’t earn it, you started out with it, and what's more, those reading the RPG don't get to see all the wacky adventures you had in obtaining the wealth. That’s not fair to other players who started out with nothing and worked their way up. So anyone who tries submitting a character who’s the leader of the Techno Union is going to have that character rejected. They’ll also have to endure a lecture from yours truly, along with anyone else who wishes to chime in.
Each character is also assigned an income level, low and medium, high and very high. This is to give you a general idea of what you can buy. Low income means you’ll just have the basics…if that. Medium means you might be able to avoid a ship if you scrapped and saved and were very stingy. It’s middle-class basically. High means you can afford a very nice ship, a nice villa and such as. Very high is what Donald Trump would make, and is only the result of hard work on your part. You will not start out with a very high income. Some characters, such as bounty hunters, live job to job. So in this case every job you take will be assigned an income. Be warned, if your character gets ten high paying jobs in a row without a break between them then I will crack down on it. You won’t get the best jobs all the time. It’s a fact of life. Income is used to determine what your character can afford for the most part. I don't want people buying dreadnoughts right off the bat.
Your characters can, of course, own ships in this RPG - we aren't trying to leave you stranded on Hoth. The RPG does use a time system for traveling via ship. It takes two IC weeks to get from the Outer Rim to the Core with a class one hyperdive. For every number higher than one, add in six days to the travel time. MeUsing this core-to-rim as measurement system, if it’s half the distance then it’s half the time. So if you are traveling half the distance to the core, it’ll take one week at class one. If it’s a quarter of the distance then it’s a quarter of the time and so on and so forth. This time can be covered by a time skip. Type up a paragraph or a summary of what you did during the journey (be sure to manage your food supply wisely!) and then add the time to the day. If the RP was on day one when you left, and it takes two weeks to get there, you'll be on day fifteen. There will be time-skips on occasion so that we can keep things moving.
Combat works in a fairly simple manner, if it is PC versus PC, you will post until one of you outwits the other and forces them to flee or slays them. If, by virtue of being intelligent and a good planner, someone manages to force your character into a situation where they will die…I suggest surrendering. Your characters will likely die otherwise. It sucks, but it happens. Be careful and quick when dealing with untrustworthy folks and don’t let your guard down. I won’t be sympathetic if you blunder into a known crime lord’s lair, insult him and then complain when your character is fed to the Rancor. I really will not. NPC vs PC combat is much the same. Provided it’s not an official NPC, you’ll be in control of the battle. But you will do both sides justice or I will step in and make sure your enemies behave in a competent and intelligent fashion. That said, some people are quite stupid. Provided this is stated beforehand and provided they haven’t hired on someone competent, you needn’t worry about doing them justice. But be aware that stupid beings rarely get into positions of power and those that do normally have competent security.
Keep in mind that this is a story, this isn’t a game to be won. People playing to win will find that they will be viewed…less then favorably. Tell a good story, that’s worth more than trying to “win” something that cannot be won.
Most aspects of the canon are included, Palpatine is still plotting away, the Trade Federation still exists…but I will be changing some aspects of the canon as we encounter them. Sometimes SW canon is contradictory or would drag down the RPG and I reserve the right to change if it becomes necessary. This is just a general rundown of gameplay, more specific information on the powers and state of the galaxy is included under the “Powers of the Galaxy” heading below
Powers of the Galaxy
This is a primer on the major forces in the galaxy. Don’t consider it a to be-all end-all faction list. Such an undertaking would take months to complete. These are the major players, if you want to join a faction that’s not listed here but existed at this time, go right ahead. This intended to give you a general idea about the state of the galaxy.
The Galactic Republic
The Republic has stood for countless years and has stood through countless storms. It has stood through many Sith Wars, many civil wars and various other challenges and emerged victorious. Many thought this golden era would never end. That the Republic would remain a light of democracy and freedom for many years to come, that the Senate would remain dedicated to its cause and that the supreme chancellors would continue to rule with wisdom. This was not to be, the Republic has gradually slid further and further into corruption. The Senate is now a hopeless battlefield and any remnant of bipartisanship and cooperation has vanished. Differing political interests clash with increasing ferocity and hatred and all the while people die in wars, people are enslaved and many other atrocities are carried and due to the ongoing deadlock, the Republic can do nothing. Its institutions have decayed and their sense of purpose is being lost.
The Republic is massive and covers much of the galaxy, this made it difficult to administer in the best of times and the current chaos has not been kind to it. It is inefficient and slow and its military is slowly but surely aging and is quite small and overworked. Supreme Chancellor Kalpana is widely viewed as incompetent and ineffective. These problems are formidable but there is hope that the Republic will experience a resurgence. This is not the worst time the Republic has lived through and surely it will be able to withstand this challenge as it has withstood so many others. It is still large, there are still powerful economic forces that could be harnessed by it. All of its old resources are there but to utilize them one would first have to navigate the byzantine corridors of a corrupt and scheming senate.
The Jedi Order
The Jedi Order remains powerful, a beacon of order in these chaotic times. It has remained as stable and strong as the foundations of its temple. They seek to confront and destroy the chaos slowly consuming the galaxy in any way they can. Not only are they formidable warriors, but they maintain a powerful armed force (some would say private army) known as the Temple Security Force. The Temple Security Force consists of both nonforce sensitive’s and would-be Jedi that didn’t quite make the grade. They were originally used for simple security, but they have been deployed into battle with the Jedi with increasing frequency.
But this order has come at a price. The Jedi Order is ruled by a theocratic council whose rule is law, and while they might accept differing opinions, they decide how the Order runs and it is they who decide what happens to dissenters. If they wish to execute or exile a Jedi, then that is what will happen. There are no checks on their power. Understandably, many people are reluctant to join the Order because of this Council, so since its formation the Order has recruited/conscripted children, sometimes with the consent of the parents and sometimes without it. They believe they are doing the children a favor, that if they do not act then the children will destroy themselves with their force powers. Perhaps they are right, more then one Force Adept as gone insane.
The Jedi Order works closely with the Republic it often deploys its forces to enforce the will of the Senate and to maintain order and peace in the galaxy. Of course, one beings peace is another beings oppression…
The Sith Order
The Sith Order no longer exists in the traditional sense. It consists of small enclaves and master-apprentice pairs scattered throughout the galaxy. The Sith Order was once powerful enough to challenge the Jedi on the field of battle but that is no longer the case. They are remnant of their former glory and can no longer be said to be a truly united organization. If any Sith are even aware of the others they tend to keep silent about it. The Sith Order know takes many forms, a fellow who stumbled upon a holocron, an old master teaching his students in a deserted monastery, a shadowy plotter seeking the power he needs to rebuild his order…they are all of these and more.
Many consider the Sith to be evil, servants of a malevolent Dark Side. This is not the case, the Sith merely view the Force differently than the Jedi and use it differently. The reason for the continuous war between the two Orders has more in common with a cycle of revenge than anything else. The Sith philosophy is different from the Jedi’s in many respects, but the most important difference is an emphasis on freedom. The Sith do not believe they should restrict themselves to a life of kowtowing to a Council or the word of another. They seek their own way, this is not a philosophy without its flaws however, it attracts its fair share of psychotics and criminals who have killed many thousands of innocents and lit the galaxy afire with war many times in the past.
This is part of the reason the Sith are viewed in such a negative way, the other is the fact that few of their records survive in public databanks or outside the libraries of the remaining Sith. This means the Jedi Order, their dedicated enemy, has had centuries to preach their view of things while the Sith are in no position to contradict them. What’s worse, the remnants of the Sith are slowly but surely being hunted down by a force far more terrible then the Jedi. What’s left of them is vanishing at a startling rate. This, added with the fact the Jedi remain ever-vigilant for any sign of Sith activity, bodes ill for the future of the Sith Order.
This group includes everything from the Trade Federation, the Commerce Guild to a humble junk shop on Tatooine. Some are the masters of the galactic economy; juggernauts of commercial power wield immense influence in the galaxy. Their credits flow into the pockets of employee’s on thousands upon thousands of different worlds. Some are merely confined to one world and must scrap and save to get by and make ends meet. This is not a united group, corporations compete with each other fiercely for profits and resources and their weapons in this conflict are many.
Many pan-galactic corporations have their own representatives in the senate…many of whom are promptly bogged down and unable to do anything of worth because of the sluggish and corrupt nature of the place. Current senate policies on corporate power are contradictory at best and have given many a lawyer reason to spend a week crying into a drink at a popular pub. Transitioning from an efficient corporate atmosphere to the byzantine maze of galactic politics’ is not something most corporations manage with anything resembling ease. At times they use money to lubricate the wheels of power to push through a bill even knowing that the next time the corruption will be worse, the bribes bigger and the cost higher in the long run. They simply do not see many options.
Some corporations take advantage of this however, using the chaos and constant debates to crush their rivals and lure senators into their pockets. Some ambitious vice presidents have even use the senate to land their leader a prison senate so they can secure the top position for themselves. Many corporations are also taking advantage of the chaos…war means profit after all.
This is not a true power but I have included it as a catch-all for planetary militaries, security organizations, mercenaries, bounty-hunters, force adepts and other organizations that simply do not fit into the above categories. Here be pirates, slime, good hearted rouges, dedicated militia soldiers and more. Groups in this category probably don’t wield much power in galactic politics, but there may be exceptions.
These planets are a few examples of what can be found in the galaxy. This is not an exhaustive list and only details a few planets out of hundreds. All of these worlds are open for exploration, these is merely intended to give you a few ideas without having to do background research.
Coruscant: The beating heart of the galaxy. This planet is the center of the galactic economy, politics’ and so much more. It may not be the center of the galaxy in the physical sense, but it might as well be. This city-planet is one giant sprawling urban landscape. Skyscrapers stretch far into the sky, built upon the foundations or outright on top of older buildings. Here lays the offices of the Supreme Chancellor, the Galactic Senate and many other offices of the Republic. The Jedi also make their home here, in the massive Jedi Temple. Beneath the glitz and glamour of the upper city however, the criminals of the under city hold sway, law enforcement units and Jedi rarely venture into the under city without good reason. Attempts to crush this criminal underworld have taken place, but they have met with mixed success to say the least. It is located in core.
Korriban: This world bears the scars of millennia of warfare and deadly research. Its landscape consists mostly of dry deserts, canyons and large mountain ranges. It’s an arid world any sea’s that exist in these world are underground with only scattered oasis breaking up the dry landscape. The mountains harbor marginally more life then the rest of the planet, but since that life mostly consists of rouge Sith Spawn and various dangerous creatures the mountains are just as dangerous, if not more so, then the rest of the planet. Tough Sithspawn both sentient and nonsentient scratch out a living in the wastes and in the ruined cities of many Sith Empires, the creatures native to this planet, the original Sith, are believed to be extinct. This planet is exceptionally dangerous and the only reason anyone lands there is to scavenge for valuable Sith artifacts. Most of these scavengers are killed. The rest are driven off. It is located in the Outer rim.
Tatooine: A desert planet and something of a hub for criminal activities, there is evidence Tatooine was once much more hospitable but these days it is the proverbial hive of scum and villainy. The settlements on this planet are normally under the control of various crime lords or warlords and their positions are constantly in flux as upstarts overthrow some and are overthrown in turn. The wild life on Tatooine is somewhat mild compared to the wild life of Korriban, with the exception of the Krayt dragon. It is located in the Outer Rim.
Neimoidia: The home world of the Neimoidian species and located in the Colonies this is a planet of jungles, fungus farms and fields. The climate can be somewhat oppressive and humid. It is a very wealthy planet and it’s cities are amongst the greatest in the galaxy in the terms of design and credit value. It’s wildlife is mostly insectoid, with the large harvester beetles being an excellent source of profits for the planet’s Neimoidian inhabitants.
Kalee: The history of Kalee (located in the Outer Rim) is a tragedy. It’s native people are a brave race of warriors known as the Kaleesh have been oppressed by the brutal Huk colonization forces for many years. The planet itself is home to a variety of terrains, with tropical forests being the most common. Deserts, temperate regions and artic icecaps also call this planet home. Before the arrival of the Huk colonization force, the Kalee had some colonies scattered amongst the stars near it. Now these colonies are held in bondage like their mother planet. But change is in the air, the Kaleesh are proud and canny warriors. The time to strike back is fast arriving…
1. All BZP rules apply. No hate speech, no flaming, no spamming and all that good stuff.
2. We’re using the IC and OOC system. Use IC for things your character says and does, use OOC for what you say. It’s quite simple really.
3. No controlling other people’s characters without permission. Use common sense here.
4. Be polite. At least within the confines of this topic. If you want to have it out with someone via PM, by all means do so. Just don’t drag this topic into it.
5. Keep this PG-13. Lovingly crafted posts describing a man being disemboweled accomplish nothing but making the rest of us a bit uneasy. Combat is dirty and bloody, but extended torture scenes and other such things are best left implied.
6. No g-modding. Your character is not invincible. If your merchant is trying to fight someone’s bounty hunter, chances are he’s going to lose. I will not be lenient with this. This also applies to meta gaming. You might know what poisons can kill a Hutt, but your character doesn’t unless he’s spent a very long time and risked his neck quite a lot to ferret out that information.
7. PM me or my trusted assistant Kothra with my profiles. Once we approve them, post them in the topic. After this, you can start posting the RPG.
8. I should stress this, YOUR CHARACTERS CAN DIE. If they do something stupid, your characters will likely die. You try charging that police barricade with a vibro-knife? Dead or heavily wounded. I’m not out to kill your characters, but victory is meaningless without the danger of true and lasting defeat.
9. Jedi and Sith characters need personal approval from one of the RPG staff. Send us a profile and a five paragraph statement telling us why we should let you have one of these powerful characters. Be professional and clinical when writing the statement. Appeals to emotion will get you nowhere.
10. Only staff can control “canon” characters. We may give certain players permission to do so if we choose. Furthermore, you will assume canon characters in positions of power, Nute Gunray, Wat Tambor and such as got there by being clever and quick. These aren’t people you can scam or take down easily. If you try, it’ll end badly for you. Your PC isn’t automatically the most competent person in the room and you will keep that in mind at all times. NPC’s are not punching bags and their fortresses and homes aren’t made of wet card board. If you want to say, take down Gunray, you’ll need a good place, a small army and the ability to convince me it’ll work. This means armies wielding rapid fire weapons marching slowly and in rank towards another army will not exist here. NPC’s will use cover, flanking and various other clever tactics. Similarly, battle droids and soldiers were designed or trained for war and they are very good at it. A random pirate wielding a blaster pistol isn’t going to do well against a squad of them….without a good plan at least.
11. I’ll borrow this from ToA, when writing your profile include this numerical sequence: 10101010.
12. I reserve the right to add to the rules at any time I see fit.
Punishments will vary. A first offense is normally a warning, but if it’s large enough offense then I’ll act in a harsher manner. Second offense means you are banned from the RPG for two weeks. Third is five weeks plus the loss of all your characters. A fourth offense means you are no longer welcome here. Don’t violate the rules and we won’t have a problem.
Fill out the information below, send it to one of the staff and if we approve, post it in the topic and get RPing. Be sure to read everything else on this page first though.
Name: What do they call themselves?
Species: No custom species, if you don’t know all the species in Star Wars, don’t worry, there are humans there as well. Just put that down and you’ll be fine.
Gender (if applicable):
Home Planet: (Where were they born? Where do they live?)
Occupation (with an estimation of income, high, low etc):
Abilities: (Medic? Good with a knife? Excellent debater?)
Force Abilities (for force sensitive’s only, be warned, playing as a force sensitive will attract some attention. The kind you don't want, if you don’t know what the Force is, it is a metaphysical energy that force sensitive’s can tap into and use. It allows to some telepatheic and telekinetic powers amongst other things)
Equipment/Tools: Armor? Fusion Cutter? What do they have that they use for various tasks?
Weapons: Blaster? Slug thrower? What do they use when they want to punch holes into a another being?
Appearance: What do they wear? Are their eyes green? How many limbs do they have? A picture or a description will suffice.
Personality: Calm? Cheery? How do they act?
History: Where did that scar come from? Who have they sided with in the past? Who do they side with know? Are they a smuggler? How did they get that way?
Name: Every ship has a name be it "Lady Bright" or "RandomshipIdon'tcareabout-0005."
Model: What type of ship is it? A YT-1300 like the the Falcon?
Function: Transport? Gunship?
Weapons: Because it is utterly stupid to go about in space without something to shoot at incoming threats. All ships have some type of weapon, even if the canon says differently. If your ship, canonically, starts out with nothing then you can assume it starts out with one basic laser cannon.
Modifications: Have you made any modifications to it? A new hyperdrive? A shiny turbolaser? Is it longer then normal? Does it have a new module attached?
History: How did you purchase it? What caused that blast mark on the hull? Did she ever complete the Kessel run?
Name: Sava Heivson
Home Planet: Karkaris
Occupation: Bounty Hunter, income varies heavily depending on the job. The higher the risk of death, the higher the pay. Sava makes a point of only taking high-risk high-reward jobs. She is in this for the thrill of the hunt as well as the credits. In general, her hunts take some time to complete but the high pay she earns allows her to make ends meet during this time. The growth account with the Intergalactic Banking Clan doesn't hurt either.
Abilities: Sava is a veteran of many conflicts, including the Stark Hyperspace war. She is a competent pilot and can handle her craft in combat, though she tends to avoid this if at all possible. She led a squad of hired guns during the Stark war and developed an aptitude for infantry tactics. Due to this she works with a squad of B1 Battle Droids to increase her combat effectiveness. She a proficient melee combatant though she has no formal schooling, instead relying on her brute strength to get the job done. She is often victorious in any close combat melee when going up against someone who has been formally schooled...they fight by the rules, she doesn't. Her true specialty however, is long range weapons. Though she has experience with most types of firearms, she excels at the use of sniper rifles and devices like it. This means she doesn't bring in her targets alive if she has a choice-if she tries to get close to take them alive...well, the risk isn't worth it to her. Better an eighty-percent chance of success and less credits then a fifty percent chance of success and more credits. As a side note, she is an excellent swimmer.
Equipment/Tools: She has a few sets of white one-piece suits she typically uses when not on the hunt. When she expects combat however, she tends to wear a heavy set of battle armor. This battle armor is fairly standard, with pattern camouflage that she modifies based on the environment she is entering and a large blank face plate to conceal her identity. This armor is suited for use in most environments and it can be filled with water to allow Sava to use it with a larger degree of comfort. Beyond this she owns a few datapads filled to the brim with information on her targets, past and present. Her ship is well furnished and she is not wanting in most areas. She isn't very good with machines, so she tends to rely on droids for this. She owns a small squad of B1's and has had one modified to perform repairs on her ship.
Weapons: Her primary weapon is an E-5s Sniper rifle, modified with the targeting package of a fourth degree droid, increasing it's accuracy by a great deal. This is her primary weapon and she has made a habit of marking the barrel for every high value target she kills with it. These are small nicks and have no effect on how the weapon operates, they are badge of pride and nothing more. The weapon is capable of nightsight, infrared vision and various other aides in tracking and killing. Aside for this, her only weapon is a Model 434 Blaster Pistol. She uses it as a last resort, as she prefers to let her droids do any we work that would require the use of it. She doesn't use grenades, as they are of limited use at the ranges she typically engages the enemy at.
Appearance: Sava is a tall and well-muscled being and due to her species non-mammalian heritage there is very little outward indication that she is even female. It doesn't make much difference to here anyway. When she is out in public she dresses in functional white one pieces and in some form of footwear appropriate to the planet. She doesn't fare well in very dry climates and her skin has a tendency to dry out in them, something that she tries to avoid if it is at all possible. Her eyes are the typical black of her species and it can be hard to pick out her pupils at times. She has many battle scars running all over he body, most from blasters and a memorable few from vibroblades, indeed, the entire left side of her face was once burned off by an errant sniper bolt and never quite came back right, even with medical aid.
Personality: Sava is disciplined, restrained and keeps to herself for the most part. She doesn't chat with anyone about her past or her problems, she can handle her own demons and doesn't wish for them to become public knowledge. She has a dislike of small talk and will try to bring any pointless conversation to an end as quickly as possible. One might be excused for thinking that hunting a dangerous animal or target is the only thing that brings her joy. She is indeed at her happiest at this time and is positively chatty after a successful hunt. This mood soon subsides however, as she throws herself into yet another hunt. The money doesn't last forever and neither does her good mood. That said, if one can earn her loyalty, she would race to their aid without a second thought. Earning her loyalty is a very difficult thing to do however.
History: Sava is a career soldier, when her parents were killed during one the civil wars that plagued her planet, she was transferred over to an orphanage where she was noted for her distance from her peers. She has very few memories of these days and the only part of her young life she recalls is when she enrolled in the armed forces once she reached the proper age. From there she fought in numerous anti-insurgency operations for the better part of her younger years. She found that the military life suited her and she would have been content to stay there and climb the ranks....were it not for a failed military coup launched by a would-be warlord. This launched her planet into another bout of destructive civil war. Brother turned on brother, comrade on comrade and the planetary military turned upon itself in a frenzy of blood and rage. Sava was disgusted by this and after a brief shootout with a remnant of the warlords soldiers, she made her escape from the planet on a stolen shuttlecraft.
With little other option, Sava set herself up as a soldier for hire. The next few years were filled with violence and death, which was quickly becoming the norm for her. She went from planet to planet, from brush war to brush war. She slowly accumulated credits and combat experience during this time. She made sure not to grow attached to those she fought besides, as she had learned the hard way that attachment merely lead to sadness and regret down the road. She simply did what she was paid to do and moved on. It was during this time that she first become interested in battle droids. In her eyes there were the perfect soldier, expendable, competent and willing to obey any order. She started to field them on her missions and she found great success as a result of this. Eventually though, she grew tired of organized warfare, of the constant killing and the moral ambiguity of it all.
Now she hunts criminals and puts holes in their heads. It's much simpler work and, she will admit, it fills her with a sense of pride. She is doing her part to keep the galaxy clean...and the thrill of the hunt is always a nice bonus. Though the risky nature of her work and the ruthless nature of her foes has forced her to hire on a medic in recent times. She can hardly hunt if she is heavily wounded after all.
Name: Dark Shallows
Model: DeepWater-Class Light Freighter
Function: Transport. Sava is no fighter pilot and merely uses this to go from point A to point B. She can fight in it, but she prefers not to. It sports a class 2 hyperdrive, making it one of the faster ships out there. She has plans to upgrade the hyperdrive, but has not done so yet. Her funds are a bit limited at the moment.
Weapons: The Dark Shallows is equipped with the standard weapon loadout for a ship of it's type. It has a duel laser turret, this is normally enough to deter pirates and other criminals. Sava hasn't seen the need to upgrade her vessels weapons, so she has not. She is a practical being after all.
Modifications: She has added in a medical bay for use by her medic, but beyond this it is a fairly standard model. Most of it's interior is set aside for weapons storage and crew quarters. The droids typically patrol the ship when they are not recharging or deactivated. Re chargers are located in one of the armories that would have been cargo space on the standard vessel.
History This is the vessel that Sava stole from the warlord's forces and it has served her well for many years. When it has broken down she has simply bought new parts and taken it into a repair factory. She doesn't have the skill needed to maintain it, but ever since she had one of her droids reprogrammed to repair and outfit the vessel, it's condition has improved immensely. It doesn't have many battle scars on it, as Sava has been careful with her vessel. It's been used to ferry her from battle field to battle field, but beyond that it has not seen much action.
Name: Csarissa Kitanar
Home Planet: Corellia
Occupation: former CorSec Agent, average pay
Abilities: CorSec combat training, skilled tactician
Equipment/Tools: personal datapad, light body armour, flashbang grenades
Weapons: KX-60 blaster rifle, light blaster pistol, vibroblade, claws and tail
Appearance: Standing at 1.9 metres, Csarissa (or just ‘Riss’ or ‘Rissa’), is rather short for a Selonian. Like all Selonians, she is covered in brown and tawny fur, and a has a strong tail. Her common dress is reminiscient of the standard Corellian Security Force's uniform and has the same green, grey, and black colouration.
Personality: Csarissa is a rather competitive character, trying to outdo anyone she works with or knows of. She also has a short temper, and gets quite angry when people do not agree with her, or things do not go the way she wants them to. When not trying to surpass someone, she acts quite friendly towards nearly everyone, even strangers. She stays wary of them however, with the exception of close friends and trusted co-workers.
History: Csarissa is of a Selonian sept situated just out side Corellia’s capital of Coronet. When she was about sixteen years of age by human standards, she was sent to CorSec Academy in Coronet, keeping with a tradition of the steriles of the sept.
She passed through the academy quite quickly, though because of her super competitive nature she was noted for having rather poor teamwork skills. After extensive deliberation, the higher-ups decided to put her in a command role. The decision was based on her apparently above-par on-the-spot strategising and decision-making skills, and to keep her out of a position where she would be tempted to directly compete with others. Her job would be to oversee and direct agents in the field as well as pilot the HWK-29 transport for whichever team she would be working with. Over a period of several years Csarissa had become notorious at CorSec for giving little to no attention to the input of other mission members, many saying that such behaviour was detrimental to both the mission and the organisation (though her mission success rate clearly spoke against this).
It eventually got to the point where, during a raid on a smugglers' hideout on Tralus the group working under Csarissa completely disregarded her plan, instead working with one of their own creation. The entire team, excepting Csarissa, was killed. It was unacceptable. The higher-ups were rather furious. Csarissa was given a choice: quit, or be kicked out. Like most people would, she chose the less shameful path, resigning from CorSec. Csarissa didn't return to the sept, deciding that the shame she had brought upon her family was enough. She used money she had saved over the years to purchase a ship, a HWK-290 like the one she flew for CorSec, as well as some other gear. She figured she could get by in the smuggling or bounty hunting business, having dealt so much with it, albeit on the other side of the law.
Name: Starlight Sentinel
Model: Corellian Engineering Corporation HWK-290 light freighter
Weapons: dual laser cannon mounted beneath the hull, dual blaster cannon turret mounted above hull
Modifications: aforementioned dual laser cannon and dual blaster cannon, slightly uparmored around vital hardpoints,
History: Csarissa found the HWK-290 freighter that would come to be the Starlight Sentinel after a tedious search for a lightly used ship of the same make as what she had used in her work with CorSec. She purchased it with saved credits, and went around to various manufacturers in the Corellian system finding affordable upgrades that would more or less put the ship in line with what she was familiar with.
Name: Roma Cethru
Gender (if applicable): Female
Home Planet: Tatooine
Occupation: Well paid bounty hunter, though not at Boba or Jango Fett level. Risk has to equal reward.
Abilities: A very good shot, extraordinarily well versed in how the body works. This translates into good healing and damaging skills. A moderately good hand to hand combatant. Can fly her ship well, though avoids combat.
Force Abilities: Slightly force sensitive, though she perceives it as good luck.
Equipment/Tools: Some concealed armor, though it won't stop a powerful shot. wears a facemask during combat, that when hit it darkens, absorbing laser fire at the cost of visibility.
Weapons: Has a vibroknife for assassinations, a blaster pistol like Han's, and a scoped slugthrower. Turns out slugthrowers are harder to see coming than lasers.
Appearance: Roma has black hair, green eyes, and is very pretty. Most of the time a person doesn't get to appreciate this, as they have a knife buried in them. Has thin white line under her left eye, and a green diamond tattooed where a necklace's pendant would be.
Personality: She stays calm under stress, only opens up when there isn't danger. She is wary when meeting new people, but will gradually open up to them, revealing her underlying fun loving personality.
History: Roma was a sweet, innocent girl living on Tatooine until a group of mercenaries, criminals, and all around scumbags kidnapped her. One thought it would be hilarious to have a girl like her become a gladiator, and they sold her into slavery, the years of fighting training her into the tough nugget she is now. Against all odds she survived, and bought her freedom. The only remnant of that time is the scar under her left eye, gotten in a fight with a particularly vicious Twi'lek. The diamond tattoo denotes her as the bounty hunter responsible for the collapse of the Green Diamond crime ring, the victory she is most proud of.
Name: Flaming Star
Model: Z-95 Headhunter
Function: Long range fighter.
Weapons: Two wing mounted laser cannons, a modified turbolaser.
Modifications: Class 1 hyperdrive, a computer aimed turbolaser where the astromech slot would be. The most different thing about the Star is that an astromech droid has been integrated into it, preventing the need of Roma owning one. Has bigger engines and supply storage than normal, cutting down on its agility but boosting speed and range.
History: Roma bought the Star straight off the assembly line, modifying it almost immediately. When her droid was nearly destroyed she had it integrated. She has many scars, each telling a different story. Roma has refused to have the scars taken off, viewing them as a badge of honor. 10101010
Name: Jaron Unskii
Species: A seeming remnant of the old Sith race, though mostly Human.
Home Planet: Telos, though he has actually moved his place of residence from there to Tulpaa, bypassing the supposed ban the Republic kept on the star systems of the Rakatan Archipelago.
Occupation: Officially a highly-talented craftsman, Jaron is, in actuality, a Sith Master.
Abilities: Extensive training into the combat forms of Soresu, Makashi, and Niman, with lesser training with the other forms, his skilled crafting of nearly any specialty object wanted.
Force Abilities: The ability to, with great focus, drain the life, force energy, or knowledge from a being to replenish/enlighten himself, masterful control over telekinesis, lightning, illusion, as well as the ability to heal a friend if it is needed, though this drains from him, and generally transfers their injuries back onto him. And, finally, his affinity with the various animals around him.
Equipment/Tools: Personal datapad, armoured robes, and a utility vibro-knife that can be used as an improvised weapon, if needed.
Weapons: A curve-hilted lightsaber with a silvery blade, as well as a double-bladed lightsaber with a bronze-coloured blade that he has yet to finish.
Appearance: Jaron is a well-built man, with strong musculature to his body and a handsome face. His most striking characteristic, however, would be his red skin, nearly dark red, with what appear to be tentacles hanging down from his cheekbones, and a similar tentacle beard at his chin, with reddish-yellow irises, and an animalistic appearance overall-however, he normally maintains an illusion about himself, around others, to look like a middle-aged human, with a full beard (and moustache), light skin, and piercing eyes, one green and the other blue. He wears rather nondescript clothing when in the company of most others, but when on official Sith business, as a few long-dead guards from Taris might say, he wears his armoured robes. In fact, he always has some form of armour plating on him, though it isn't normally visible.
Personality: Jaron is a calm, though self-assured, man. He doesn't talk much, preferring instead to stay out of others' conversations unless his view is needed as an arbiter. However, when one gets to know him, he can prove to be a rather friendly soul, nearly always there if you need his help, though his shrewd business skill and harsh dealings with those who annoy him lead others to think of him as reticent, and possibly hostile, to others around him.
History: Born on the planet of Telos IV, Jaron was, at once, an enigma to his parents and others around him. Through numerous medical tests they determined that he had numerous recessive genes popping up, all passed down the male line of his family. His animalistic appearance, coupled with the affinity he had for the animals about him, almost speaking to them, led him to be a rather interesting specimen for many beings on his home planet...including the one who would eventually take him to be his apprentice, a Sith whose name has been carefully epunged from galactic records, even those on Coruscant, by Jaron himself-not even the Chancellor would be able to find the man's name, now. Jaron spent a few years in an apprenticeship with this Sith, before he felt-no, he knew that he had learned all he could from the man, who by then had become but a poor, feeble shell of his old self. So Jaron sent him out quietly in the night, before giving him a proper cremation and then setting out across the galaxy, never staying in place too long, not even his home on Lehon, always travelling as part of his job.
Name: The Umbra
Model: Modified Ubrikkian Star Yacht
Function: Transport, light combat, speedy getaways.
Weapons: Two concealed Proton Torpedo tubes, two dual barrelled blast cannons placed on swiveling mounts on the underside of the ship, each barrel per unit firing, respectively, an ion blast and a more normal laser blast, designed by Jaron himself.
Modifications: The aforementioned blast cannons, a much more powerful and accurate navicomputer, as well as a faster hyperdrive-Jaron isn't one to sit in hyperspace too long on the way to a client, after all. And, finally, a shipboard A.I., something to drive the ship when Jaron wasn't around-actually, originally, part of the navicomputer, it has spread through the ship, making the ship and everything within it a droid-ship, and it has perfect loyalty to Jaron, for it knows no better. However, he still has to manually enter in his destination, as well as piloting the ship in-atmosphere and controlling the weapons.
History: The Umbra was, actually, a gift to Jaron from his old master. It was, originally, made for quick getaways-and with a good sum of money, Jaron was able to get it to move faster, and to have some extra weapons added on as well, and later, after a particularly nasty battle giving the ship a long, black scar along the starboard side of its hull, a navicomputer with built-in A.I. After a programming malfunction occured, the A.I. spread throughout the ship, something that actually gave Jaron, the sole occupant, generally, a great boon.
Name: Aposisston Holrath
Alias: Inguse Holn
Species: Human (Lorrdian)
Claimed Species: Ubese
Home Planet: Born on Lorrd, trained under Darth Cautus on Lehon
Claimed Homeworld: Uba IV
Occupation: (As Aposisston Holrath) Sith fugitive, zero income (As Inguse Holn) Bounty hunter, income varies directly with the risk inherent in the job in question. Inguse Holn had no qualms about taking risky jobs, but Aposisston is somewhat more cautious, seeing as his primary goal is to keep himself alive.
Abilities: As is common on Lorrd, Aposisston is fluent in the gestural language frequently used there, and, due to the subtlety of the gestures involved, he shares the Lorrdian talent for interpreting body language, and is a fast learner when it comes to imitating voices and mannerisms. Owing to the nature of his Sith training, he is only moderately skilled in combat, but has an excellent memory and a firm grasp of galactic history and politics.
Force Abilities: Owing to the nature of his training with Darth Cautus, Aposisston's most notable Force abilities is Force stealth - as a Sith living in an era with few Sith, many of whom were being steadily killed off, Cautus saw hiding as the most important use of the Force, though he did not neglect to instruct his students - of whom Aposisston is the only survivor - in basic mental manipulation and telekinesis. Aposisston is aware of the technique of Force lightning, but is far from mastering the ability.
Equipment/Tools: Aposisston wears a suit of Ubese battle armor taken from the dead Ubese bounty hunter Inguse Holn. The helmet for this armor includes the standard targeting laser, vision-plus scanner, broadband antenna, audio pickup, and speech scrambler. Inguse Holn's cloak was discarded due to the rather obvious hole through it, mandating the wearing of Aposisston's longcoat over the rest of the stolen outfit. Aposisston keeps his old belt (replaced by one with an Ubese clan belt-clasp) aboard the Jade Falcon. His old belt has a trapezoidal clasp with the sunburst emblem of the old Sith Empire embossed on it.
Weapons: As a Sith, Aposisston's favoured weapon is a Forcesaber, which he and his master crafted on Lehon with techniques learned from archives hidden away on the planet. As Inguse Holn, he carries a DC-15s sidearm blaster, a Dressellian projectile rifle, V-1 thermal detonators, explosive ammunition for the slugthrower, and spikes sewn onto the knuckles of his gloves.
Appearance: [Picture] More coming as soon as they're scanned. Black hair, light blue eyes, moderately tanned skin. This specific drawing will be replaced once I get a good scan of the corrected version of it, which has a somewhat wider jaw.
Personality: Since the slaughter on Lehon, Aposisston's natural caution has been elevated to the point of paranoia, while the fear of extermination - either by the Jedi or the mysterious killer who wiped out Cautus and most of his students on Lehon - has led him to take an increasingly dour, pessimistic view on life. Nonetheless, he remains a patient, calculating young man, who will do whatever it takes to prolong his life long enough to come up with a better plan.
History: Aposisston was born into a middle class merchant family on Lorrd, where, once he was old enough, he was tasked with picking up product shipments from the spaceport. On one of these supply runs, he met the Sith lord Darth Cautus, who took the young man in as one of his students, and, after gathering a few of his personal items, Aposisston left Lorrd and departed for parts unknown with Darth Cautus, eventually reaching the Cautus’ hidden Sith academy on Lehon, nestled in the remnants of an old Rakatan temple
Unlike other, somewhat more traditionalist Sith lords, Cautus did not adhere to the Rule of Two, and there were about fifteen students studying under him at the academy on Lehon. As with many Sith, he sent them on errands in his stead, but, as Cautus’ interests lay in rather more academic pursuits than galactic conquest – he was, by trade, a historian – these errands tended to be more along the lines of supply runs or general information gathering than assassination or espionage, and the reason for sending the students had a lot to do with making the best use of the Sith lord’s time.
After a little bit more than seven years, a slip of the tongue by one of the other students alerted one of Palpatine’s informants in the Outer Rim to the presence of another Sith lord hiding beyond the reach of the Republic, and, fearing competition, Palpatine struck at the Lehon academy, killing all he found there. Aposisston, who had been away on a routine supply run at the time of the attack, returned to Lehon three days after the slaughter, to be greeted by the sight of his teacher and friends, all dead. Panicking, the young Sith fled Lehon as fast as he could, finding his way to a world on the Outer Rim, where he ditched the vessel owned by Darth Cautus and made his way to a cantina, waiting for an opportunity to steal someone else’s ship and identity so that he could disappear safely. When an Ubese bounty hunter left the cantina to return to his ship, the Sith followed him and attacked the bounty hunter, catching him by surprise and quickly subduing him. After a brief interrogation that revealed enough about the bounty hunter for Aposisston to impersonate him, Aposisston stripped the man of his armor and ran him through with the Forcesaber that he had acquired while training on Lehon. Since that incident, he has taken on the life of a bounty hunter, always on the move, doing whatever he has to in order to keep himself alive.
Name: Jade Falcon
Model: G9 Rigger freighter
Function: The Jade Falcon is a comparatively lightly-armed freighter, used by the bounty hunter Inguse Holn as his personal transport and to transport the targets of bounties.
Weapons: The Jade Falcon has the standard armament for a G9 Rigger (3x light laser cannons) plus a fourth laser cannon that covers the rear firing arc.
Modifications: In addition to adding a fourth light laser cannon, Inguse Holn also slaved the third light laser cannon to the pilot’s control panel to give himself access to the ship’s full combat capabilities without needing a co-pilot. The passenger quarters are fitted with extra security measures to prevent ‘
Edited by Basilisk, Dec 12 2012 - 11:48 PM.