Star Wars Roleplay: Chaos

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Bladesworn Ironworks

This is a thread of any and all creations I will be creating, or cataloging for possible future use. These items can be anywhere from unique to Mass produced. Any and all critiques are welcome! If you wish to follow this thread to stay up to date with my creations, feel free.
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a set of armor for Kalee
  • Image Source: Pepe Larraz
  • Canon Link: (Please link the canon link if applicable canon item.)
  • Restricted Missions:
    House Verd Items

[*]Primary Source: Me
PRODUCTION INFORMATION

[*]Leathers/Silks:

[*]Misc:


TECHNICAL SPECIFICATIONS
  • Classification: Multipurpose
  • Weight: 32 kgs - Very Heavy
  • Resistances:
    Blasters (And other plasma type weapons): Extreme
  • Kinetic: High
  • Lightsabers: Very High
  • Pierce: High


SPECIAL FEATURES

  • Armor is attuned to the force, other parts of armor are designed and added to provide various force enhancements.
    Increased Sensory of the force, Forces sensitive people/objects - Granted by Reclaimer Kama
  • Increased Jumping performance - Granted by Taak'tabi Bone Marchers
  • Increased Force push capability - Granted by Echoy'lii Shuk'orok Crushgauntlets
  • Resists weapons being taken away from possession - Granted by Kiin'Dray leather

[*]High Energy based weapon resistances, Includes Blasters, laser weapons, and Lightsabers
[*]High resistances to Kinetic Impacts
Strengths:
  • Beskar Strong: High Resistances to laser or energy based weapons. This is done by various metals and alloys through out the armor. Beskar makes a majority of the metal plating with Dallorian Alloy thrown in here and there for the joints and some portions of the helmet, pauldrons, Shin guards, and ornamental plate armor. Electrum is used for a lot of the gold coloring upon the armor, and using B'sant as a tinted variant of Transparasteel.
  • One with the Force: Grants Various enhancements through the force. This armor is imbued with the force in various ways via the armor itself using Adegan crystals to aid in the process of attunenment, The additional pieces of premade armor already being attuned to the force..
  • Walking Tank: Heavy armor. Built to take a beating from just about anything you throw at it. Small arms fire, melee based weaponry, and even the odd blunt force is what this armor is built to withstand. While over a long period of time, one could wear down and break the armor, to do any real damage to this heavy suit of armor, is to quite literally use anti-personal/Anti-armor weaponry.
  • Iron Strength: Crushgauntlets increases the wearer's physical strength. A staple of the Mandalorians, Crushgauntlets are worn with this armor. Even more so, the gauntlets themselves allow for a modest force push when making a forward motion with them. Such as a punch, or an open palm to smack into someone.
  • Gift of the Gods: Created with the use of a Talisman of Calling, the armor can be summoned to Kalee, or whoever holds the ring. This means that Kalee is always, to some extent, armored.
Weaknesses:
  • Walking Nexus: This armor paints a very large target on the wearer. Hiding in the force is not an option. Nor can the presence be scattered by Taozin Amulets/leather, or scattered via force abilities. These abilities are mainly additional armor that has been added to the base set of plate armor. However, they still apply as these are permanently invested into the armor.
  • Anti-Force: As the armor is attuned, and enhanced through the force quite a bit, any force nullification bubble will remove the armor from this existence. As the Talisman calls upon the armor through the use of the force, any nullification will remove the armor from the wearer.
  • Not-Sold Snake: Made out of various metals, and being a heavy armor, One cannot sneak around in this armor. With the armor very ornate, and having flashy silks billowing around them, it does not, and cannot blend into anything. Made of plate armor? Walking around makes you sound like a one person army. The shifting of plates, weapons, and your footfalls are very loud. With being so heavy, the wearer can also be tracked rather easily.
  • Let the Armor do it's Job: This is the meaning of Tanky, Heavy armor. While the wearer can move freely, the person must almost rely upon the armor to defend them, and protect them when they could otherwise not react quickly enough to actually defend themselves with their weapons. The armor is open and can allow movement in any direction. It doesn't hinder movement and allows functionality for hand to hand, or close combat. However, the weight alone isn't so great against people who are fast and light on their feet. Moving to match the speed of someone else who wears lighter, or no armor will be impossible.
  • Out of Time: The armor can only be worn for a period of two hours before having the armor removed, and charge for another two hours. Should the armor be prematurely removed, the armor will start its two hour timer.
  • Doubled Armored: Due to the summoning of armor directly upon the user, should they already be wearing armor, or clothing that is thicker than a couple layers of clothing, then it will destroy the underlying armor for the summoned armor to be equipped.
  • Chinks: The armor is not covering every part of the body. While the helmet is covering a large portion of the head, and face, the jaw, mouth, the thin sliver of the neck just under the jaw are all somewhat exposed. The arms are also open to allow much greater movement of faculties, but lowers the effectiveness of the armor in battle as the arms are not completely covered.
DESCRIPTION
The Gods of the Moross Pantheon were known to take the forms of many people. Existing upon the plane of mortals three at a time. While Zoey had been once just a simple zealot of the pantheon, she had gained the trust of the God Neth. The being even gifted her the title of Knighthood, and proclaimed her the Blade of Kalee. The voice of the Goddess of War. While later, the goddess had taken the body of a man, She has once more claimed a form. That, is the body of Zoey Marix.


While she may look like the girl, The Goddess of Blades was well known for her fighting prowess in battle. Her ability to use a blade and armor to such a high proficiency, that being trapped in the body of a Mortal has weakened her. Thus, she needed to make armor that would fit this mortal body. However A goddess cannot always have armor on. Or never be able to use stealth. While she may rarely use the armor, it is still at her disposal.

Held and brought to this existence in the form of a Ring, Kalee can activate the ring to summon her armor. Donning it will provide her many strengths, however, it will also be part of her downfall. The Goddess is manifested through the force, and thusly, will be taken away when entering an area that is force nullified.

As well, the armor accentuates her Goddess stature with flowing cloak, and a kama or a battle skirt around her waist. Once donned, She can only keep her "True form" for a period of two full hours before having to recharge for the same amount of time. The downside of this timer, is that no matter if she only uses it for a few seconds, it still requires a two hour cool down time.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a weapon fitting of a Goddess of War.
  • Image Source: Hellblade: Senua's Sacrifice Game
  • Canon Link: N/A
  • Restricted Missions:
    Acquisition of Kiin'dray Leather

[*]Primary Source: Me.
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Claymore
  • Size: One-handed, Two-handed
  • Length: 130 cm
  • Weight: 2.5 kgs
SPECIAL FEATURES
  • Soul-Steel effects
  • Lightsaber resistance
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Strengths:
  • Heart of the Sword: As the sword was created with Soul-steel, there are various advantages that the blade gives. Lightsaber resistances and durability of what would be comparable to of as Phrik, Gives off massive amounts of emotions that can affect the user, and those around the user. Excitement and Resolve are the two main ones. It also provides an extra type of damage of a Kinetic blade.
  • Sword-Hammer: The Kinetic manifestation of the blade can come about in various ways. However, for this sword, it comes in the form of being able to hit much harder any any perceivable swing should be able to do. Swinging a sword with the average amount of strength (x) will provide a good clean strike. However, the Kinetic impact caused by this blade is amplified. (x5) Thus where as someone may think they will be struck with a weapon that is much lighter, will feel as though they are being hit much more heavily.
  • Aura of Power: The steel that the sword has been created from also gives off a list of emotions that can affect the user. It can greatly increase the users resolve and power, as well as those around them such as allies.
  • Impact of the Emotions: Due to the massive surge of emotions, should someone have never faced a weapon like this before, it can overwhelm the opponent with emotions. Causing them to create mistakes that they would otherwise not have, or create a distraction within their mind. While Masters of the force could subdue these effects to some degree, it can affect everyone around the wielder.
  • Consume The Fear: As Kalee/Zoey knows the ability of Consume essence, She can feed upon the emotions of various individuals around her to strengthen herself. Additionally, she can also feed upon the emotions that the sword itself gives off. Thus, the sword is a direct cause for her to become empowered through the force.
Weaknesses:
  • Soulless-Steel: As the sword gets its name by being affected and imbued with the force, any force nullification bubbles nullify the emotions given off by the sword, and weaken the sword itself.
  • Souless Enemies: When facing enemies that do not feel emotions, such as droids, or beings who have had their emotions removed from them physically, (example) then the emotions given off by the sword would not affect those around the wielder. Making it difficult to face them compared to a different foe.
  • Consume The Fear: As much as Kalee knows the ability to consume the emotions of those around her, should she face someone who can also use the ability, it would mean that she would have to fight someone who could potentially be not affected by the emotions, but empowered by them. As the emotions affect everyone, it will affect allies, herself and her enemies.
  • Aura of Fear: Much like the sword giving off the emotions of greater resolve and excitement, it also gives off the emotions of fear and panic. This can affect her allies as they too would feel these emotions. If they cannot control their emotions, then they could be susceptible to the power of this sword. Thus, fighting alone is an almost necessity to avoid friendly fire. Putting Kalee in more danger as she has to fight against others alone.
DESCRIPTION
Zoey Marix. As a young apprentice trained with the use of a vibro sword, and shield. Never even once using a lightsaber until she was a Master in the force, and even then still does not use one. She traded up from her vibrosword, to a beskad that was given to her as she trained as a Mandalorian well before the destruction of Mandalore, and during the time when the Mandalorian Clans were considered the prominent gathering of this culture.


Once joining up with the Crusaders for a very short time, and now working with the Confederacy, she has gone in search for a mythical sword that once belonged to a goddess upon Exocron. Finding a broken, and shattered blade, it was reforged using various steels, that increase her own powers, as well as those around her, while also affecting enemies via the massive release of emotions that can disrupt force usage and concentration or focus upon the force.

However, for a woman who was born and bred for war, and bladed combat, She has learned and used Consume essence. A power that allows her to draw upon the emotions of others around her, and now so too, this sword. The sword hits harder than any like its weight and size, and is also lightsaber resistant to face off against those lightsaber jockeys.

Now claiming the title of Kalee, Goddess of War, and the Sword within the Moross Pantheon, Kalee has found this weapon suitable to her status, and her needs.
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a personal transport vessel for Ignis, and any company he may have. Also Acts as a Prototype Vessel for other Je'daii, or potential customers.
  • Image Source: The Beacon - Hero Ship, Artstation - Andrew Bangel
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Ignis Imura/Dai'Jey Shipwright, Aided by Arakyd Industries,
  • Model: Zeus-Class Personal Transport-Freighter "House of the Rising Sun"
  • Affiliation: Ignis Imura, Imura Affiliates
  • Production: Unique
  • Material:
    Ship Body:
    Durasteel
  • Alusteel
  • Titanium
  • Transparisteel

[*]Others:


TECHNICAL SPECIFICATIONS
  • Classification: Personal Transport, Stealth
  • Length: 158 meters
  • Width: Widest point-76 meters, Thinnest point-32 meters
  • Height: 46 meters
  • Armament: Low
  • Defenses: High
  • Hangar: Average
    Cargo Hold:
    ​5 speeder bikes or 2 airspeeders
  • (OR) 1 Small interceptor
  • (OR) 150 tonnes

[*]Passengers:
  • ​Training/Meditation room converts to crew quarters - 10 individuals.
  • Pilot's Quarters - 2 Individuals
  • Smuggler Compartments - 10 individuals.
  • Standard Crew Quarters - 10 individuals.


[*]Maneuverability Rating: Very High
[*]Speed Rating: Very High
[*]Hyperdrive Class: 1
SPECIAL FEATURES

[*]Armaments:
  • 2x Quad laser Canons
  • 1 Ramp mounted Pulse Canon
  • Flare Countermeasures

[*]Computer Systems:

[*]Movement Systems:

[*]Others:

Strengths:
  • Speed is Key: The vessel was built to be fast. Using various engine systems, boosters, scramjets, and an advanced sublight drive, the ship was built to move fast. While normally it could outspeed another freighter or personal transport of it's size, when using scramjetsl it moves even faster for a short period of time.
  • Cat Like Reflexes: As with keeping the tune of moving at high speeds, The vessel is also rather nimble and able to have various movement options when in flight. However, the faster the ship moves, the harder it is to turn, or to pull more complex movements such as flips and 180 degree turns. Even with the advanced inertial dampeners, with enough speed, and moving too quickly, can cause some serious G-forces to be felt.
  • Sneaky McSneakyface: While it does not have a dedication stealth system, it more so relies upon Emission trail dampeners, Nightshadow, and anti-sensor technology to prevent the ship from being seen. It's great for Ignis as he travels frequently between various spaces and planets in the galaxy. Sometimes, its best to be never seen, and never heard.
  • Shield-Bearer: The ship is first and foremost used as a scouting vessel that can speed away at a moment's notice. However, there will be some cases in which combat is unavoidable. Thus the ship has massive shielding power and various shields to defend against weaponry.
Weaknesses:
  • No Biceps: The ship has a rather low armament for one of it's size. While it has two turreted Quadlaser canons, these are mostly used to defend the ship from starfighters that can fly circles around it. With two of them, one on the top dorsal, and one on the belly, these have quite a bit of range, but have blind spots behind the larger sublight engines on the sides of the ship, and the ship itself. Otherwise, the ramp mounted pulse canon is used when having to provide covering fire while grounded. It is useless whilst in space.
  • Wider is not always better: Having a set of "wings" that have the engines attached to the rear of the ship, it creates a blind spot for the guns upon the ship, and highlights a massive target for those wanting to take down the ship. These engines are also the sublight engine housing. Thus shooting one off can send the ship spiraling in quite the fashion back to the ground.
  • Body Armor? Never heard of That: Other than the various energy shielding used for the ship, the hull and the ship itself are rather thin. While small arms fire will barely do any damage, Larger weaponry even including personal weapons of a machine gun, or a heavy repeater can really tear up the ship if the shields are offline. Considering the shields have to be turned off when lifting off or when landing, this is a very big target to hit if someone was wanting to try.
  • Speed or Stealth, Pick one: The ship is impressively fast, and also has various stealth additions and anti-sensor suits upon it. However, the pilot needs to pick one or the other. One cannot be fast as a bat out of hell, but also be stealthy. As with the whisper engines, slower or even medium speeds allow for stealth, but anything that is even a twinge faster, and you may as well turn the stealth systems off in place of the speed.
  • Faster than the Speed of Sound: While the ship is very fast and can reach speeds to rival smaller ships with relative ease, the danger in these speeds is the moving in different directions other than straight. At max speeds, or relatively close to it, any sudden movements up, down, or side to side, left to right when in an atmosphere will cause the occupants to experience major G-forces. Enough to grant concussions, lightheadness, and even death due to blood flow not reaching the brain. Even with the Inertia dampener, one must be careful with how fast they are going and how tight of a turn they are changing. Minor movements are okay. Pulling 180 degree turns or other complex actions can kill.
  • People First, Belongings Last: Much for a ship of this size, the Cargo hold is actually rather small. Barely holding more than a light freighter size, but at ships size of a full sized freighter. That space is more so used for the various living quarters upon the ship to hold up to 30 people including the pilot and co-pilot. There is also a meditation chamber/Training room/Simulation room that takes up some of the valuable space that could be used as cargo space. Additionally, he has a smoking lounge/Bar/Club Room, and a personal Forge.
Description:
As a man of many factions, with many dedications to uphold, Ignis is in need of a vessel that will support all of his needs and desires on the go. Should he need training, a simple drink, forging tools, or even a place to call a home away from home, Ignis came forward to the Je'daii in need of a ship. Pointed to the shipwright that is operating upon Aurum, they created a majority of the ships plans, and blueprints. Bringing forth various ideas as with the aid of Ignis. However, creating everything from older ships and factories would be difficult to do. Thus, Ignis contacted House Verd, and asked them for assistance. Adding in various Stealth technologies, and aided in the fabrication of the ship, Ignis is one happy customer.

Ignis wanted something to play with, and more so escape a fight should he be outnumbered. As such, this ship is fast. A ship built for fast speed and movement options, and even faster with various upgrades. The ships dubbed the "House of the Rising Sun" is able to speed past other vessels with relative ease. While it is nowhere near a elite starfighter or an interceptor, it is fast enough to keep up with your standard starfighter. Movement wise, it is quite so. However, any other smaller vessel such as an interceptor will still be able to run circles around it. The down side of having a ship that can reach rather high speeds for it's size, is the inertial dampeners. Even when implemented more strongly to compensate for the faster speeds, anyone within the ship who has to deal with the massive amount of G-forces can sustain injury up to and including death.

However, stealth is a good option. Generally used for missions or otherwise used when entering the space of a known or unknown enemy faction, the various stealth additions will prevent sensors and scanning of the ship. However, the ship is not physically invisible. It can still be seen. Added to this, should Ignis can't be flying the ship as mach speeds and still be stealthy. He must drive a little more slowly and not be so hasty with the controls. Once Ignis is found though, he can escape the situation of necessary. However, if he cannot do so, he has one last chance.

Built in mind to be a private vessel and to be most of the time used as a transport of himself, or people around the galaxy, one needs to protect those important things. Thus, massive shields and boosters are put in place to defend against anything space worthy that could potentially be thrown at him. For it;'s size, the ships have shields that could rival a frigate. Meant to take a beating, these shields are built to withstand punishment. However, shields are shields. Once they are down, or if they are turned off during landing or take off, the ship is very much exposed. Having very little to no physical armor to defend it from anything better than small arms fire. Any kind of AA weapons or even a handheld Ground to air missile can easily cause the ship to crash and burn. Adding to this, The main engines are held on either side of the body of the ship as "wings." Thus taking damage to these wings are crippling to the ship.

"House of the Rising Sun" is mostly a transport ship to move passengers, people or even a small Unit of soldiers from one mission to the next. Thus, the Cargo for this vessel is smaller compared to that of other ships it's size. Using a lot of space for the lounge and bar, as well as the Training and meditation rooms that are available for Ignis and others. Added to this, is the smaller room of a Forge and alchemy/Force imbument shope that can be used for upgrading, creating or maintaining armor, tools, and weaponry. The only real cargo space that is available, is the opening ramp, and cargo bay. Able to hold a few speeders of various kinds, even a small interceptor, or otherwise 150 metric tonnes of materials if needed.

Overall, this ship is one of the few of its kind, and is also acting as a prototype for Dai'Jey Shipwright. Possible expansions upon the design of this ship are available for Ignis should he choose to add them, as well as other variations may be created to suit better needs. However, of all of them to possibly be produced, this one will be far superior as of the quality of the ship.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a set Identity Effacement (Contempt) Armor for Zephyr Carrick
  • Image Source: Xesh/Tau Force Hound
  • Canon Link: N/A
  • Restricted Missions:
    Acquire the Lacquer

[*]Primary Source: N/A
PRODUCTION INFORMATION

[*]Helmet:

[*]Clothing:


TECHNICAL SPECIFICATIONS
  • Classification: Stealth, Multipurpose.
  • Weight: 14 kgs
  • Resistances
- Blasters: High
- Kinetic: High
- Lightsabers: Low
- Anti-Force Sense: Average
- Sonic: Low
- Ion/EMP: Average

SPECIAL FEATURES

  • Lightsaber resistant vambraces
  • Blaster Resistant Armor plates
  • Increases stealth based skills (Not force abilities)
  • Contempt Armor effect
Strengths:
  • Black is Stealth: Using Shadowsilks, A dark scarf, and a sound dampening belt, it allows Zephyr to walk and move without making sounds. Slow movements are undetectable, and even rapid or fact movements are muffled. Allowing Zephyr to sneak around very easily in plate armor. Other layers of Thermal bodyglove, and myoflex.
  • Scattered Force: The application of the Taozin Lacquer makes Zephyr's Force signature indistinguishable. Making anyone who does not directly have a force connection to Zephyr be difficult to determine if it is him, or someone else. Providing this ability without hampering the Force potential of Zeph.
  • Utilities: Various additions have been put into the armor for Zephyr's use. Having a helmet that allows him to speak in peace with whomever he is on a communications link with, a voice distorter to change his voice, and a re-breather ventilation unit. as well as friction grip and Kiin'dray Leather to provide better griping and climbing utilities.
  • Beskar Strong: Utilizing both Mandalorian Steel, and Iron, The vambraces are lightsaber resistant, while the rest of the armor plating is forged from the Mando steel. Providing stronger resistances against lightsabers, blasters, and other energy based weaponry.
  • Dampeners: With both a Dampener belt, and the absorption visor, the armor has small resistances to Ion, Emp, and Sonic devices. Preventing the take down of any electrical systems he may have, as well as prevention of his body tearing apart due to sound.
Weaknesses:
  • Scrambled eggs, Not Eaten: The contempt armor set provides Zephyr to be harder to determine within the force. However, this does not hide his force signature all together. As well, after long battles, or long periods of time, the lacquer must be reapplied to keep the effects from being reduced. Nor does it reduce the force upon Zeph.
  • You can't see me?: The armor provides aid to stealth skills and dampens the wearers sounds. As well as the dampening of the thermal signature. However, the armor does not prevent scanning systems, Or prevent the potential to find him in the force.
  • Robbed Mando: Most of the cloth, bodygloves, and various layers of clothing under the armor are not as durable as plate armor. And with so much of the armor consisting of clothing instead of plate armor, the armor has huge areas where Zeph can be struck, as well as areas where there is very little resistance other than maybe a few blaster bolts.
  • Dampeners are not Immune: While the dampeners prevent damage of Ion/EMP and even sonic weapons, it only lessens the effect upon Zeph. A higher powered weapon, or a planet wide EMP can still affect him, same with a Force Scream, or Bellow.
  • No True Beskar'gam: The armor is not completely made in the fashion of the Mandalorians, nor is is crafted with a full set of beskar. Thus compared to other sets of armor, this is actually rather weak compared. The only place that is truly resistant to lightsabers are the vambraces. The rest of the armor is open to strikes and is nowhere near considered a true Beskar'gam.
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DESCRIPTION
Armor is always necessary to Zeph. Ever since his first battle with a much older set of neo-crusader armor, to a personal armor set specifically for the use of his employment of the first Mandalorian Empire, under the teachings of Isley Verd, and later on on his ventures across the galaxy, Zeph needs a new set of armor to protect him as much as his old one did, but also allow him much more movement options than previously.

Utilizing a lack of sword combat now days, and using the force more often, as well as being in exile to the Mandalorian clans, as well as his own family, Zeph needed lighter materials should escape be an option, as well as stealth. Hence the various stealth capabilities. Acquiring a special element from the black market, Zef first tested it out with a smaller set of armor to confirm that the Licquer was in fact what it was stated to be.

Upon finding it out, and figuring out the applications of it, and researching any past known applications of it, including an older Dark Jedi who had once worked with the Sith Empire during the time when the galaxy was only just reforming itself after the gulag plague.

This armor will replace his old one, and allow Zeph to be not so reliant on other technology to get done what needs to be done. Using various other items to meet his needs, and nothing more.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a replacement Lightsaber
  • Image Source: Xesh's Forcesaber
  • Canon Link: N/A
  • Restricted Missions:
    Acquiring Ghostfire Crystal and Lightsaber housing, Posts: #42, #58, #60, #65,
  • Acquiring Windu's Guile

[*]Primary Source: Me. I am just that good.
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Lightsaber
  • Size: One-handed, Two-handed
  • Length:
    Phase One: 145 cm Total - Average
  • Phase Two: 160 cm Total - Large

[*]Weight: 2 kgs - Heavy
SPECIAL FEATURES
Strengths:
  • Soul-Saber: Unlike the Canon Soulsaber that is well known for its ability to destroy all life, The lightsaber housing and hilt is created from the metal Soul Steel. A variation of Mandalorian Steel that has very unique properties.
    ​All Natural: The metal is naturally force imbued, and as such carries the ability of lightsaber resistance, and has a slight purple glow when being held and activated by Zephyr.
  • Emotions: The metal itself gives off various emotions that can empower the user, as well as harming other force users in the area with their concentration. This ability when tied to the lightsaber is small and very limited, unless activated where the full force of emotions is released.
  • Thermal Charge: As all Soul Steel pieces are charged with the possiblity of Thermal, Kinetic, or Electrical charges, The lightsaber carries a Thermal charge. While holding it inactive, the hilt is warm to the touch. When activated by someone other than Zephyr, the hilt becomes insanely hot. Aiding in the prevention of someone from using this lightsaber.

[*]​Double the Fun: The lightsaber is single bladed, but uses a dual phase feature. Using three crystals to create this effect, it can produce various uses with this weapon.
  • ​Phase One: Using just the Focus crystal, and the Ghost Fire Crystal, the lightsaber will be near silent, and have a translucent blade. While it can still be seen if one pays very close attention, it would be very difficult to tell if the weapon is on or off from a distance, or if trying to fight against it in battle.
  • Phase Two: Should stealth not be an option, and Zeph requires something that will just get the job done, The second phase will activate the Windu's Guile crystal. Allowing for the violet blade to replace the translucent one, as well as lengthening the blade for dueling with other lightsaber jockeys.

[*]​​​Duelist's Saber: Created with an Ossus Fighting lens, as well as a Crude emitter, the weapon is designed for direct confrontation against sword, lightsaber, or other melee weapons. As Zeph has already owned, and used a lightsaber that was specifically meant for dueling, this is no problem for him to use.
[*]Anti-Usurper: Created using a Windu's Guile lightsaber crystal, the weapon only works and functions when activated by Zephyr. Should someone attempt to activate the lightsaber, the hilt will release thermal energy rapidly to burn the person. As the weapon is also force activated, The weapon will continue to burn until the person stops attempting to activate it.
Weaknesses:
  • Soul-Disruptor: With the use of Soul steel, there is a small area of effect around Zeph when he activates the lightsaber, or simply carries it. As such, these are some downsides.
    ​Anti-Stealth: When holding this lightsaber, The small area of emotions around it is enough to be found through the force, or be felt by Force users. Thus hiding would be very difficult.
  • Frienemies: The area of effect affects everyone. Friends, allies, or otherwise. While the soul steel can cause focusing problems for force users, it does so to everyone around him. While Zeph tends to be alone, if needing to work as a part of a team, it could be difficult for him to do so.
  • Null & Void: As created through Force imbued metals, the metal's abilities will cease to function or exist when in a nullification effect, or under the effects of void steel.

[*]Bane of Blasters: As the lightsaber has a thinner blade meant specifically for the use of dueling or fighting in close quarters combat, the lightsaber is more difficult to redirect blaster fire with. While it is still possible for one to block fire, redirecting is out of the question, and will take a lot of concentration upon the part of Zeph to even block a couple blaster bolts.
[*]Lack of the Force: Due to the lightsaber only being able to be activated through the force, the lightsaber cannot be turned on, or turned off when in a force nullification bubble. Should Zeph enter a bubble while the saber is on, it will stay on, but will not be able to be turned off.
[*]Double the Trouble: As with having two phases for the lightsaber, there are different advantages to using one or the other, as well as downsides.
  • Is this thing on?: The Ghosfire crystal allows the first phase of the lightsaber to be translucent in it's blade color, and near silent when activated. Because of this, Zeph needs to concentrate upon the use of the blade when it is activated and have really good awareness of his surroundings. Should he fail to do so, he could harm, someone, something, or even kill someone. Let alone, injure himself.
  • A little too big: In the second phase, the lightsaber is lengthened quite a bit. While this allows Zeph to have a much longer reach and possibly surprise an enemy with the sudden change, the length makes it a little more difficult to fight in cramped spaces, as well as fighting shoulder to shoulder with allies.

DESCRIPTION
Zephyr Carrick. A self imposed exile sent him into the depths of the void and space. During this time, he required no need of his past. Ties that kept him with the Mandalorian Crusaders, nor did he want to come back during the Mandalorian Civil war. A war in which Force Users were considered enemies of the Mandalorian Name. All who were pushed away because of a gift that they were born with, were proposed to be cursed instead of given the abilities of the gods.

Zephyr stayed far away from this, and in the process, lost his Bloodsaber. A weapon he created to signify his accomplishments as an apprentice, and would allow him to become a Knight. A lot of time has been spent away from this weapon. Lost to the Galaxy, he may one day search for it. Until then, Zephyr has replaced it with a new weapon. One that would meet his style of fighting as well as his usage within the force.

Zephyr is a person who uses stealth and in some cases, dirty tactics that some would consider dishonorable in combat. While this has only recently manifested, Zephyr needs to meet this quota. Using a Crystal named Ghostfire, the lightsaber blade is translucent. Very difficult to see for those who don't expect it, or are not paying attention for a lightsaber blade. The near silent hum of the weapon makes it a good stealth weapon against those who are unaware of his presence, or have not felt him in the force. However, this crystal is not completely invisible, nor is it without sound. Those who have better hearing, Sight, or even thermal vision can very easily see the blade as the weapon is made of hot plasma.

The previous blade that Zephyr owned was dual phase. This one follows suit. Using three crystals to create a second blade length. When activating it, the ghostfire abilities will be rendered null when adding in the Windu's Guile lightsaber crystal. The blade will grow in length, as well as produce a violet hued blade. The hum will also dramatically increase to be slightly louder than your average lightsaber. Normally Zeph will only use this when he is directly facing up against an opponent who already knows of the first phase of the lightsaber, or if he needs to use the longer reach.

Dual phase lightsabers are also useful for surprise changes in its use. The sudden increase in length can put someone at a distance, or switching to the silent blade could look like Zeph had shut the blade off, or use it to confuse the opponent into otherwise thinking that the blade is no longer there. Going from very loud sounds to quiet sounds can prevent the ability to hear or see the lightsaber as the opponents body is used to the sounds and lights of the Violet blade and louder hums.

Continuing with this effort to confuse opponents that Zephyr may face, Soulsteel, a force imbued variation of Mandalorian Steel was used in creating the hilt and shell of the lightsaber. While the lightsaber is inactive, or otherwise just being held off, It can give off a small area of effect that could disorient enemies, allies, or anyone within the area. Screwing up the focus of potential force powers, or increase the chances of someone to make mistakes due to a lack of concentration. This area of effect is increased in potency and size when the lightsaber is activated.

The Soulsteel also has a secondary special effect. Having a "Charge" or otherwise a thermal signature to the weapon. When held inactive, the hilt will have a soft warmth to the touch, and will always feel this way towards Zephyr. However, should a different person attempt to grab and activate the lightsaber, the hilt will rapidly and continuously heat up. The hilt will only continuously heat up as long as the person is attempting to active the weapon.

Speaking of such, the lightsaber itself is force activated. Being only able to turn on and off through the use of the force. This also extends to switching from the phases of the lightsaber. This prevents non force users from activating the weapon, but also limits Zeph. Should he be without the force, or be in a nullification field, the lightsaber will not turn on, off, or switch phases. While whatever setting he currently has on will stay in that form, it will not change forms, or deactivate or activate as the force is no longer able to be used. As well, the effects from the Soulsteel will fade when drawing closer, and then become voided by having the lightsaber within the influence of the Field.

A major downside for the weapon is that if it is carried on him, any attempt to sneak through the force with concealment, will be much harder to accomplish due to the effects of the weapon and the area of effect it creates. It was created with the specific use of dueling others in close quarters. With a slightly thinner blade for dueling, it is also much more difficult to block, let alone redirect blaster fire. While it can still be done, it will take much more concentration and finesse to complete the action without harming himself, or others.

This weapon was built to replace his older lightsaber, and will be a new tool for Zephyr's job as a member of the Verd Clan, Carrick House, and Master within the Confederacy. Should he take it with him elsewhere, it will also be a tool and utility for him to use there as well. This will be his main lightsaber. While he does have a backup lightsaber that once was used by his father Xander Carrick, it is only should this lightsaber be considered more of a hindrance to use, or to replace it should the weapon be destroyed or lost.
 
OUT OF CHARACTER INFORMATION
  • Intent: To make a handheld weapon that can get through those pesky armors, and just about anything else for a hefty price.
  • Image Source: Sawn-off shotgun - Apteryx Queeny
  • Canon Link: N/A
  • Restricted Missions: WIP
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: TBD
  • Model: Whipper Snapper
  • Affiliation: TBD
  • Modularity: Limited
  • Production: Unique
  • Material:
    Wood
  • Duraplast

TECHNICAL SPECIFICATIONS
  • Classification: Single shot slugthrower
  • Size: Handheld,
  • Length: 43 cm
  • Weight: 1kg
  • Ammunition Type: Solid slugs,
  • Ammunition Capacity: 1
  • Effective Range: Theoretically infinite.
  • Rate of Fire: Single shot, Breach.
SPECIAL FEATURES
Strengths:
  • A short barrel shotgun, with no stock, means it can be easily concealed, and easily whipped out to shoot at someone.
  • Force destruction is the pure destructive side of the force. Thus, it can theoretically destroy anything.
  • The slug fired is converted into a very small force destruction orb. Massive damage round with a concussive field.
Weaknesses:
  • Abysmal reload speed.
  • One shot. you miss, you are screwed.
  • Massive recoil. Holding it wrong can break your hand. Even if you hold it right, you can bruise up, or smack yourself in the face with the barrel if you can't control the recoil.
  • Force destruction is a very powerful ability. Anything hit by the orb itself would be vaporized, and the concussive field left in its wake can still kill people or badly injure them. Even the user can die just because of using this ability with the weapon. The concussive field can injure the wearer if fired too close to oneself.
  • The weapon draws power directly from the user, and if the user can't supply that power, the destructive orb explodes inside the gun, and thus could kill the user.
  • The user of the weapon has to have a connection to the force, thus a pool of energy to draw from. Otherwise, it won't fire the weapon.
  • Force Light can damage or destroy the weapon.
  • Using the weapon causes a major corruption towards the dark side. Exponentially so when used multiple times, or used frequently over a long period of time.
  • Requires extreme amounts of upkeep. Even one missing, broken or damaged part can cause the gun to misfire, and blow up in your hands.
  • When in a force nullification bubble, you will fire a normal slug round. Not a FD round.
  • Travel time. The orb of destruction is not as fast as any bullet, but it is faster than anyone could naturally throw/launch it.
DESCRIPTION
Mandalorians everywhere. Force users in nearly impenetrable armor. You wanna break down walls with a big bang? or do you just really want a gun that can blow the socks off of someone, while that person is now dust. Then this is the gun for you.


Created using Sith alchemy, the weapon is nigh indestructible. It can withstand shooting a slug that is converted into a very small orb of force destruction. A ball of pure destructive energy. Used by those dark within the force, it can obliterate just about everything in its path. The orb alone can vaporize just about any metal, or biological thing in it's path. The concussive field that trails after it can destroy and cause massive injuries on its own. However, the weapon is not all it is cracked up to be.

A single shot breach action shotgun that fires a single slug. Very slow reload speed. Having to pull the latch, drop the barrel, yank the spent cartridge out, grab the new slug, put it in, then close the breach. Anything remotely close to anyone being able to rush you with a melee weapon, or close quarter combat, will very easily close the distance in that time. As well, the gun requires extreme amounts of maintenance. Missing a piece, or having a piece broken can cause the weapon when fired to have a misfire, and literally blow up in your hands.

The force is imbued into this weapon. The shotgun doesn't actually fire the force destruction. it acts as a conduit of the force power. Thus it requires a force user, who can 1, be powerful enough to use the ability, and 2, doesn't mind the fact of the major corruption effect when using the weapon because of the conduit of the power. If one is not powerful enough to use said weapon, then the gun will consume all the energy it can, and blow up the gun while in the users hands. Thus either leaving the user severely drained of their force energy, and blown to bits, or completely consumed in the force in a fantastic explosion of the dark side.

Using this weapon is not easy at all. Including the prerequisites of the force, the gun itself has massive recoil. Much more so than any shotgun you would normally carry. The recoil can and most-likely will break your hand if you are holding it, or using it wrong. Even using it correctly will hurt your hand. Possibly causing hairline fractures, leave bruises, and even smack yourself in the face if you attempt to aim the weapon. If you can control the recoil in some shape or form, it is recommended to do so.

Force destruction is a very darksided power. Using it can corrupt the user greatly, and now being implemented in this shotgun form, will only increase the corruption as the item itself is corrupted by Sith Alchemy. Using the weapon once or twice will cause corruption to start, but will exponentially corrupt the person when used more frequently, or more often.

There are also various ways to destroy this weapon. Considering it can destroy itself in a few ways, Force light can damage it, as well as destroy it should the user be powerful enough. While the weapon is nigh indestructible, someone else using shatterpoint, or any other destructive ability can be used to destroy or damage the weapon. With, seemingly, so many people proficient in those abilities now days, don't hold onto it for very long.
 
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OUT OF CHARACTER INFORMATION

GENERAL INFORMATION

COMBAT INFORMATION
  • Availability: Unique
  • Deployment: Limited
  • Strengths & Weaknesses:
    Tight Knit: As a group of soldiers, officers, and agents that were picked out by Zeph on this team, and were then trained from day one to work together to work through just about any situation, As a group, this task force is well correlated, and will get the job done.
  • Top Gun: Trained in flying ships, All are current Mandalorians, as well as battlefield tactics, various weaponry, martial arts, slicing, espionage, and other such, these guys are one of the, if not the best force that the CIS may have at their disposal.
  • Droid Allies: Using a combination of Pred-X droids and Spider Slicing droids, they can greatly increase the ability to tract down fugitives, assassination targets, Bounties, or other such. The Spider droids also aid in slicing and stealth like missions. Otherwise, everyone else on the team is a sentient being. The total droid units are 18. (12 Pred-X and 6 Spiders)
  • Loyalty till Death: These men and women are dedicated to the CIS cause, Mandalorian cause(specifically Carrick and Verd Families) as well as their leader Zephyr, they would die for one another, for king and country.
  • No Cavalry: Darkstar is a group that goes alone. They number 7 people including Zephyr. One Dedicated pilot, five operatives, and Zephyr. That's all they have. No support, no extra men to call in when sick. This limits their usage to strategic encounters, Operations, missions, or other like minded pursuits. Full scale battle is possible, but will be limited due to there smaller manned size.
  • Erased: Each of these operatives have left behind their old lives. They no longer exist in the eyes of the Confederacy as a whole. Rumors spread and speak of them and their exclusivity, but the only known member of the task force is Zephyr himself. All the others, if they were to perish, were already considered dead. They get no medals. No special merits. No special ranks. This is their one job till the day they die, or are unfit for duty.
  • Never the Same: Should one of the members die, As their existence is erased from the CIS files, their callsign is given to them predetermined. Should they perish, their callsign will be passed onto the new addition when they have been replaced. Creating the air of mystery that, that particular operative never died. Further adding to their almost exiled state, as they are considered barely anything above servants to the CIS and their Jobs.

DESCRIPTION:
Operation Darkstar. Commonly referred to as Obsidian Ops, or in the abbreviated form of Oops, is a small task force composed of seven individuals. Hand picked by Zephyr, these operatives, specialists, officers, or straight up soldiers who have shown, or have records of superb skills in their field, are put into this squad.

Entering process is known very limited, but what is known is that anyone on the team is a "Ghost." Their lives have been forgotten, and their record is already claiming them as KIA, or MIA. Their families are informed of their deaths, they are even given proper burials to sell the bit. Yet, these men and women are still alive, and kicking.

Any form of identification is removed. Fingerprints are burned off and removed, with their teeth and any previous record being removed, or realigned so that one could not tell that the person is still alive. This is to prevent any hostile action taken against their family, as well as to prevent their loss of life to be considered. Should they perish, they were already dead to begin with. However, should their time prove useful and retire, or were to subsequently be removed from their position being deemed unfit for battle, they are then given new names, new backgrounds, and allowed to live out the rest of their lives. They are allowed to pursue their previous life should they choose to do so if they were claimed MIA. Being found or rescued from hostile territory.

Until that time, they work and function as operatives of the Darkstar operation. Improving upon their already sought after skills, they are taught to fly, drive, act as a unit, train until their body is completely broken, so that when they are on the mend, and remade into soldiers and warriors that will not break under pressure, soldiers that will not speak if captured, and accept their death should it come for them. They are loyal to the Confederacy of Independent Systems, and to their current leader, Zephyr Carrick.

The only public information of the task force, other than the rumors fabricated from the imagination of those who have heard of it, or planted into the ears of many by those who set up this program, is that Zephyr Carrick is the lead operative upon this force. Any operative who's cover is blown, will be returned to civilian life under a protected order, or subsequently placed back into standard military rotation.

Using an extensive list of weaponry, armor, gear, vehicles, and ships, The Darkstar operatives are given full reign of their tasks set before them. Answering exclusively to Zeph, and the Dread Lord himself.

The small task force is lethal, but strategically placed in scenarios that other task forces would not be able to complete, or be considered suicide missions. Once placed on the job set before them, its is not a question of if, but when and how the mission will be completed. Working as a team, it would be very difficult for them to be defeated.

However, the small task force is great for smaller operations. Large scale battle is possible, and can be done, and will be done, but their area of expertise is small time missions, or working in the background to pull the strings. Given command over two particular droid types, and used for various reasons across the board, This task for is one of, if not the best that the CIS has to offer.

Should you see them coming for you, run away. You will only die tired.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Zephyr/House Verd
  • Model: Mr. Snuggles - Black Dragon Toy
  • Affiliation: [member="Emberly Carrick"]
  • Modularity: Can be restuffed, and fixed up.

  • Production: Unique
  • Material:
    Cloth
  • Cotton stuffing
  • Electronics
  • Focus Crystal

SPECIAL FEATURES
  • Force Imbued
  • Purrs, and growls
  • Eyes light up in the dark
Strengths:
  • My New Best Friend: Its a plush toy that is meant to be snuggled with, held onto, or kept in the possession of a child. Namely Emberly.
  • Emotional conduit: Using a focus crystal, should Emberly attempt to use the force, it will help her focus herself as well as aid in the controlling of her emotions.
  • Dragon Skin: Not really durable as a cloth, it is less likely to be torn or damaged than any other plus toy you could purchase or own. This isn't a weapon or armor.
Weaknesses:
  • Focus: While the crystal aids in the concentration of the force, or helping to control ones emotions, it doesn't do anything else. No aid to force powers, nor giving force powers. It simply helps calming, or aiding in the control of the force to prevent emotional break downs, or rage.
  • Its just a toy....: Its a toy. No armor, no weapons. No special tricks. Just a toy that helps Emberly.
  • Not Mr. Snuggles!: As a toy, it could be easily destroyed by weaponry, or even just to children fighting over it.
DESCRIPTION
Emberly is a special case. A child that was beaten, and treated worse than a slave by her biological Father, Zeph has taken her from a broken home and given her a new chance to grow into something more. Something better. While he cannot go back and get possessions that once belonged to the little girl due to the circumstances, he has given her a plus toy that he has infused with the force.

Calming emotions, or controlling them is a problem for Emberly. Prone to being scared, dreadful even, of situations, being in a new world that is not strictly about pain and suffering, this toy can help her get through some of the harder experiences that she may have.

A small black dragon with glowing yellow eyes, and a small box inside that when squeezed will purr or growl like a baby dragon.
 
HellBlade_Senua_Hand_01-480x320.jpg

OUT OF CHARACTER INFORMATION
  • Intent: To create a relic/ring that can aid in two force powers that Kalee uses often, and to further increase her prowess in battle.
  • Image Source: Hellblade: Senua's Sacrifice Concept Art
  • Canon Link: N/A
  • Restricted Missions: Maybe
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Kalee
  • Model: Erebus's Pact
  • Affiliation: Kalee Bladesworn
  • Modularity: No

  • Production: Unique
  • Material:
    Tungsten
  • Electrum

SPECIAL FEATURES
Strengths:
  • Erebus's Gift: Aiding in the usage of force drain, It increases Kalee's ability to drain the force, or essence of living beings, or creatures or plantlife to revitalize, heal, or otherwise strengthen her. When touching someone with the hand that the ring is on, it will dramatically increase the drain effects.
  • Emotional Conduit: The ring aids in the consumption of Emotions that others around Kalee. This can be done from allies, enemies, and even creatures alike. While the ring does not emit emotions, it aids in the consumption of these emotions. Should Kalee have a force bond, Meld, emotional connection, or directly touch a person with the hand that has the ring upon it, the consumption of emotions will be greater.
  • Consuming All: The purpose of the ring is to allow Kalee superior forms of consuming, or using emotions, as well as the life force of others around her to power herself in, or out of battle. Thus, the ring aids in the usage of these force powers, as well as how much she can consume.
Weaknesses:
  • The Sin of Gluttony: While the ring aids in the ability to consume emotions and life forces, There are a couple downsides to consuming just about everything possibly, namely; How much she can consume, what she can and cant draw from, and more.
    ​Filled belly: While Kalee could in theory, consume everything around her without any consequences, in fact, this is impossible. Her body is not Infinitely powerful, nor is her body able to handle a massive flux of emotions, or life forces within her body all at once. Draining to much, too fast, could cause her to feel debilitating pain, Slowing of the extremities, Spasms, Seizure , Heart failure, Deterioration of the body, Explosion, or implosion of the body, and of course, death.
  • Don't touch my plate!: Kalee can gorge herself on emotions and life forces. However, this can be used from allies, enemies, or anyone alike. This can be dangerous to allies as she can weaken them, or disrupt their abilities, focus, or even kill them if done without caution.
  • Not Hungry?: Beings who are Force Dead, without a fleshly body, without emotions, or otherwise lacking in one or both departments will be impossible to draw from. She cannot draw emotions or the life essence from a droid, nor a force dead individual. She cannot also draw from beings who are emotionless. Should she come up against someone, or a group of people who are of this state, she will find herself in a much harder fight than against a fleshy, emotional target.

[*]Act of the Force: Due to this ring having to use the force in order for it to work, should Kalee be inside a force nullification bubble or affected by Voidsteel or other like minded objects, She will be unable to perform said actions.
[*]Emotionally Aware: Should someone who is not used to having a massive amount of emotions being channeled into their mind, and felt, were to wear this ring, they would be overloaded with the emotions and would be subject to massive headaches, Nausea, Spasms, Heart failure, and Seizures. The same is just the opposite as well. Should Kalee wear this ring for a long time, then take it off and attempt to use the same powers, she will find it more difficult to do for a time, be less adept at using the powers, finding emotions through the force, or otherwise have a difficult time in general with her abilities.
[*]Cleansing Light: Since the ring is made Via Sith Alchemy, should someone use Force Light, or Wall of light, upon the ring, it can disrupt the abilities, render the ring inert within the force, damage, and even destroy the ring.
[*]Weighty: A ring that is crafted with Sith Alchemy, and with Tungsten, the ring is quite heavy for its size. While it really isn't heavy comparable to other items that could be used on the battlefield, it is heavy compared to other rings of its size and shape. Thus should the ring drop, it doesn't even bounce.
DESCRIPTION
There are many gods within the Moross Pantheon. Kalee is one such.


According to the Mythology, Kalee was a Goddess that once fought against beings who could shift and shape form to any of their desire. Born from darkness, these creatures could attack her and slip away. She was tiring rapidly due to the number of them. There were many that wanted to feed off of her energies, her power. It was when she was nearing death, that the God of Darkness himself came before her.

Bestowing a ring upon her hand. This ring was once worn by the God Erebus. A being that was known to consume all life, and will one day bring the end of the Galaxy within a great black landscape. Giving Kalee this ring, he required one single payment from her. She was tasked with fighting Erebus when the end of the Galaxy came about. When he consumes all, he will save Kalee for a final battle with the Goddess.

Agreeing to these terms, Kalee found herself able to consume the emotions and the energy from the plantlife and the creatures around her. Strengthening herself, she fought back the Shades. Killing one after another. While she had defended herself well, in spite of having to make a deal with the God of Darkness, She sought the Shades. Erebus's children, and slaughtered many of them. Only stopping when the God once more called upon her. Asking for her to end this war between his offspring and herself.

Kalee only smiled brightly as she retorted back to the God. For her to stop this war against his people, She could have the ring without any debts. Her debt would be paid with the living members being allowed to survive, or all would be killed, and thus the fight at the end of the Galaxy will commence. Sadly, Erebus, a being of destruction needed soldiers and men to fight for when the end comes. To destroy all that the Galaxy holds dear. With anger in his heart, and a fury in his black eyes, he relented. Freeing Kalee of her debt.

However, his final words would send a chill down her spine.

"I will save you for last Warrior Goddess. Hold you down so that you may see everything burn. Then, and only then, will I have you for my own desires."

Fading from the woman, She returned to the Pantheon much stronger, and wiser than before, however, knowing well that the God of Darkness does not make threats. He makes promises.
 
alani_by_reptilianscum-da5kjgb.jpg

OUT OF CHARACTER INFORMATION
  • Intent: Create a Totally fake Girlfriend/Love interest for Zephyr, as well as a Mother Figure for Emberly Carrick.
  • ​Image Credit: Alani - Battleborn
  • Role: Love Interest, Apprentice, Mother Figure,
  • Links:
    Zephyr Carrick
  • Emberly Carrick

PHYSICAL INFORMATION
  • Age: 26 years Old
  • Force Sensitivity: Knight
  • Species: Melodie - Not Completely Transformed
  • Appearance: Standing a little under the average human height, Her light blue skin is covered in ritualistic tattoos that glow ever so slightly when using the force. Her dark grey hair is almost always held in place with a hair ringlet, as well as flowers. Dressing differently than others might, She generally wears just a simple sport's bra, or a chest wrapping to cover herself, but still have maximum movement potential. She can also be seen wearing either a long lower dress, or a pair of slacks with a red sash that once belonged to her mother. Upon her forearms are a set of black leather bracers.
Celeste also had functional gills that allow her to swim under water. Having a set in the middle of her neck, and a second set at the bottom of her ribcage. Celeste is rather thin compared to Zephyr, or any other base line human. Characteristics of needing to be more streamline when under water. Her fingers and toes are webbed to allow greater control and power while swimming.

SOCIAL INFORMATION
  • Name: Celeste Carrick*
  • Loyalties: Confederacy, Zephyr Carrick, Emberly Carrick, Verd Clan.
  • Wealth: Fair - Wealthy enough to dress, purchase, or use credits to how she desires, but not poor enough to barely make ends meet.
  • Notable Possessions:
    ​Lightsaber Shoto
  • Robes

[*]Skills:
  • ​Water Shaping
  • Telekinesis
  • Force Weapon

[*]Personality: WIP
COMBAT INFORMATION
  • Weapon of Choice: Lightsaber Shoto
  • Combat Function:
    ​Avid Force User. (Mage like)
  • Good self defense with Shoto Lightsaber, or similar Lightsaber weapons.
  • Motherly attitude
  • Best swimmer around. Can breathe underwater as well.
  • Cant use blasters or ranged weaponry
  • Can't fly a ship.
  • Difficultly wearing common armors due to webbing in hands and feet, as well as Gills.
  • Not the best at hand to hand combat.
  • Needs some kind of hydration, Desert Planets are really bad. Even more so Volcanic Planets
  • Not completely transformed.

HISTORICAL INFORMATION
WIP
 

Valgærd

Well-Known Member
*Posted with permission from [member="Zephyr Carrick"]*

Dragon_ring.png


[SIZE=9pt]OUT OF CHARACTER INFORMATION[/SIZE]
  • [SIZE=9pt]Intent:[/SIZE][SIZE=9pt] To create ring for Umai to find in her search for clues about her past [/SIZE]
  • [SIZE=9pt]Image Source: [/SIZE][SIZE=9pt](My wedding ring)[/SIZE]
  • [SIZE=9pt]Canon Link: [/SIZE][SIZE=9pt]Talisman of Transformation[/SIZE]
  • [SIZE=9pt]Restricted Missions:[/SIZE][SIZE=9pt] N/A[/SIZE]
  • [SIZE=9pt]Primary Source: [/SIZE][SIZE=9pt]Me[/SIZE]
[SIZE=9pt]PRODUCTION INFORMATION[/SIZE]
  • [SIZE=9pt]Manufacturer:[/SIZE][SIZE=9pt] Myself, Mandragora[/SIZE]
  • [SIZE=9pt]Model:[/SIZE]
  • [SIZE=9pt]Affiliation:[/SIZE][SIZE=9pt] Umai[/SIZE]
  • [SIZE=9pt]Modularity:[/SIZE][SIZE=9pt] No[/SIZE]
  • [SIZE=9pt]Production[/SIZE][SIZE=9pt]: Unique[/SIZE]
  • [SIZE=9pt]Material: [/SIZE]
    [SIZE=9pt]​[/SIZE][SIZE=9pt]Durasteel[/SIZE]
  • [SIZE=9pt]Focus Crystal [/SIZE]


TECHNICAL SPECIFICATIONS (GARGOYLE HIDE)

Armor Classification: Multi-purpose
Weight: Light (skin)
Resistances
  • Blasters (And other plasma type weapons): High
  • Kinetic: Average
  • Lightsabers: Low
  • Direct Force Powers: Low
  • Heat/Flames: Average
  • Cold/Ice: Average
  • EMP/Ion/Electricity: Average
  • Piercing Kinetic: Average
  • Sonic: Low
  • Force Nullification: None

[SIZE=9pt]SPECIAL FEATURES[/SIZE]
  • [SIZE=9pt]Spirit[/SIZE][SIZE=9pt]-Imbued[/SIZE]
  • [SIZE=9pt]Metamorphosis: [/SIZE][SIZE=9pt]Allows the bearer to assume the scaled-down form of a gargoyle for a period of time, thanks to the channelling of spirits[/SIZE]
[SIZE=9pt]Strengths:[/SIZE]
  • [SIZE=9pt]Gargoyle Spirit: When activated, the ring allows Umai to take on the shape of a gargoyle, and all the perks that come along with that:[/SIZE]
    [SIZE=9pt]Wings: This legendary creature is known to possess the power of flight, and thus two large, leathery wings allow for Umai to do the same[/SIZE]
  • [SIZE=9pt]Tail: Not only for use as a rudder in flight, this agile, muscular appendage can also be wielded as a weapon in its own right[/SIZE]
  • [SIZE=9pt]Teeth and claws: All four legs tipped with deadly claws, and a mouth full of vicious teeth to boot, Umai would not be left wanting for sharp weapons in this form[/SIZE]
  • [SIZE=9pt]Scaly hide: The gargoyle's body is protected by a layer of thick, dark hide. While in this form, Umai is protected as if she were wearing armor[/SIZE]

[*][SIZE=9pt]Quick and agile: While unable to go toe-to-toe with a colossal creature like a dragon, the gargoyle's long tail and powerful wings give this form excellent [/SIZE]manoeuvrability in the air
[*]Lightning breath: The gargoyle form is the embodiment of the dark side of the force. As such, the form this spirit grants is equally potent in that aspect. The gargoyle can summon a wicked breath weapon of force lightning
[SIZE=9pt]Weaknesses:[/SIZE]
  • [SIZE=9pt]No modesty:[/SIZE][SIZE=9pt] When activated, the ring allows Umai to take on the gargoyle's form... and just them. No clothes, no armor, no weapons. These are instead abandoned wherever the transformation took place and if Umai transforms back away from them[/SIZE]
  • [SIZE=9pt]Give it a minute:[/SIZE][SIZE=9pt] When activated, the transformation is not instant. It takes about a full minute for Umai to fully transform into the creature, with the wings being the last thing to form. This time takes concentration, and she is more or less defenceless for that minute [/SIZE]
  • [SIZE=9pt]Not armoured:[/SIZE][SIZE=9pt] The ring itself is just that, a ring. It provides no armoured benefit to Umai on its own [/SIZE]
  • [SIZE=9pt]Not unlimited:[/SIZE][SIZE=9pt] The form of the gargoyle is a potent one, and for every hour spent in it, Umai needs to rest her body and let the ring recharge for an hour[/SIZE]
  • [SIZE=9pt]Forced Out: A force nullification bubble would prevent Umai from being able to activate the ring. Similarly, if she were transformed and entered such a bubble, it would force her to revert back to her human form (so flying into one from a great height would be ill-advisable)[/SIZE]
  • Not stealthy: While in comparison to something like a space vessel or a dragon, the gargoyle might seem small, but at a height of four meters, with an 11 meter wingspan, it's huge in comparison to a regular person. There are only so many places you could hide such a large creature... even if the ceiling is among them
  • Gotta spread those wings: Due to its large wingspan, there's no way the gargoyle would be able to fly through tight spaces
[SIZE=9pt]DESCRIPTION[/SIZE]
Umai doesn't know much about her mother, save the fact that she was a very powerful witch who left her only daughter a spell tome. For a long time she was unable to track down any clues, as her Uncle seemed in fear of the woman's memory.

The ring is the first piece of the puzzle of Umai's mother's legacy. The spirit of the gargoyle empowers it; the creature form taken on by the spirit known only as "The Son". This artefact allows Umai to borrow this form and embody the powers associated therewith for a short time.
 
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OUT OF CHARACTER INFORMATION
  • Intent: Create a weapon that can be used as Judgement against those who have wronged the Confederacy, as well as others who come across the Adjudicator Zeph
  • Image Source: Kratos Axe - Leviathan
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: Me
PRODUCTION INFORMATION
  • Manufacturer: Zephyr Carrick
  • Model: Judge's Hand - Ceoa'b Gaan
  • Affiliation: Zephyr Carrick
  • Modularity: No

  • Production: Unique
  • Material:
    Ostrine
  • Mandalorian Steel
  • Permafrost Crystal
  • Dxun Wood
  • Summoning Ring
  • Kiin'dray Leather

TECHNICAL SPECIFICATIONS
  • Classification: Axe
  • Size: Large
  • Weight: Heavy
SPECIAL FEATURES
  • Cold Effect
  • Summoned to the User
  • Retrieval Effect
  • Force Imbued
Strengths:
  • Strength of Force: Imbued with the force, the weapon has all canon attributes of a Force Imbued weapon. Nigh indestructible, Sharper edge, kill dark sided entities, and also have a frost mist floating off of the head of the axe when held onto by Zephyr.
  • Always Armed: Summoned to him when needed, the weapon can be drawn from the mist into his hands directly and allow use for up to two hours. This is due to the Talisman of Summoning ring.
  • Cold Heart: As the head and blade of the axe are mostly made of ostrine, the weapon is cold to the touch naturally, and the head of the axe can freeze people when in constant contact, or after various strikes with the weapon.
  • Boomerang: The weapon can be used with one hand or two hands. However, the shaft is just small enough to allow the throwing of the weapon a small distance from the user. The weapon has been attuned with the force, specifically with a Permafrost crystal to allow Zephyr to have the Axe be summoned from wherever it has been, back into his hands. This allows him to throw the weapon, and not have to run after it, or worry about someone taking it from him as he can summon it back to himself.
Weaknesses:
  • Force Nullification: As the ring Zeph wears is the link in the mist to the weapon, should it be destroyed, the weapon is lost in nothingness. As well, force nullification bubbles prematurely return the weapon to the mist, as well as prevent the summoning of the weapon.
  • Uh... I am waiting: It takes a second or two for the weapon to be recalled to Zephyr. Should the weapon be used in battle, and be thrown a very long distance, or be taken from him and thus further and further out of his reach, the weapon will take longer and require more concentration within the force to summon the weapon to his hands. As well, the weapon is a physical object, and thus should someone hold onto the weapon tightly enough when he calls upon it, the person will be dragged along with the weapon, and the weapon will have to move around or through objects in order for it to reach Zeph.
  • Telegraphed Attacks: Due to the larger size and weight of the weapon, one must commit to the strike entirely. Feints are possible, but difficult to perform, swinging the axe to get the most damage possible requires a full swing, and thus the more powerful strikes will be done with long arcs or wide swings. Avoiding the weapon, or outright blocking it will be fairly easy should one be capable of doing so.
  • Small Blade: Unlike a sword, or a lightsaber that can use a long edge, or the entirety of the blade as the weapon to injure or kill people, the axe just has the head of the weapon that could be a potential fatal blow dealer. While the back of the head is also bladed, albeit smaller, the shaft of the weapon can be used to strike others, but at the best will just stun someone, or batter them back away for a more powerful strike with the axe head. Thus the weapon needs a little more accuracy and precision with the blade to perform it's job.
DESCRIPTION
(Desc
 
OUT OF CHARACTER INFORMATION
  • Intent: A sheath for Force imbued Swords
  • Image Source: Robinia Longsword Sheath
  • Canon Link: N/A
  • Restricted Missions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Kalee
  • Model: Shadeskin Sheath
  • Affiliation: Kalee Bladesworn
  • Modularity: Limited - Can be used with similar sword designs.

  • Production: Unique
  • Material:
    Shade Hide/Liquid

SPECIAL FEATURES
  • Allows the use of sword or dagger like weaponry to be sheathed
  • Nullifies abilities of any sword or weapon that is sheathed.
  • Can be worn in any places any dagger, or sword could be.
Strengths:
  • Force Dead: Shade's are force dead. While the sheath is created from the hide/liquids of a Shade, should any weapon be sheathed into it, the hide prevents any outward projection of force based powers, or abilities. It also prevents people from directly manipulating the sheath, or the weapon that it is currently housing.
  • Shapeshifter: Shades are well known for their ability to shapeshift. Their liquid like bodies are able to take shape however they choose. Yet for the use of a sheath, The liquid can form to the weapon. Allowing for the user to have a multi-use sheath for any sword or dagger like bladed weapon.
Weaknesses:
  • Size Does Matter: When one could store various weapon types, within the sheath, it is limited. The max size that one could is just a little longer than your average Claymore. (145 cm) and can shift itself to be dagger sized. (30 cm). While there is a variation between sword like weapons, one could easily fit a standard longsword, however would not be able to fit a Khopesh due to its irregular shape.
  • Gotta Fit Somewhere: As the liquid cannot simply shrink or "go away" it shapeshifts through the belt, and the sheath's thickness, as well as length. The smallest dagger to fit will have a very long belt that could potentially wrap around someone's waist twice, and the sheath will be rather thick compared to any other sheath. Likewise, if one were to use the max sized sword possible, it would be at its max length and thus stretched out to barely make ends meet.
  • Wataw: The Shade's known weakness is water. Should one wear this and get wet, there is a high chance for the sheath to shrink down on the weapon. This could result in the breaking of the weapon, or the weapon being dropped. Appearing to simply "slide" through the liquid. If it is currently being worn, it can also shrink around the user. Compressing on wherever it happens to be wrapped around. This can injure, or even kill the user if it is wrapped around say, someone's neck or chest/vitals. More over, it the sheath is in constant contact with water, or submerged into water, the sheath will "die" and quite literally melt away.
  • Amphistaff Venom: While rarely known, Shades are also susceptible to Amphistaff venom. Any affects that could be caused by water, will be drastically increased with this venom.
  • Light: While not harmful or fatal towards the sheath, Light, specifically photons or light emissions cause the staff to react slowly and will take a longer time for it to take a shape, as well as change form. If held for too long in front of a light source, or in bright light, could cause the sheath to "freeze" where it will be unable to change shape until it is moved into the darkness and away from a light source.
  • What are you doing?: As the liquid is not really alive, but still requires to take a shape, and shift its shape, it requires sustenance. The sheath literally needs to be fed in order for it to change. Otherwise, the sheath can die from starvation and melt away. As well, should the user not feed the sheath, there is a chance that it could start to eat the wearer away, while its a very slow process, just keep one eye open at night.
DESCRIPTION
There are many gods within the Moross Pantheon. Kalee is one such.
 
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  • Intent: To update an older weapon type for the Mandragora and their New Era of Nightsister/magic practices.
  • Image Source: Immortals(Film) - Artemis Bow
  • Canon Link: Energy Bow
  • Restricted Missions: N/A
  • Primary Source: N/A
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  • Manufacturer: Mandragora/CIS
  • Model: Lylek's Needle - Mandragora Energy Bow
  • Affiliation: Closed Market, Mandragora/CIS
  • Modularity: Limited

  • Production: Limited
  • Material:
    ​Durasteel
  • Alusteel
  • Aluminium
  • Energy Bow components

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  • Classification: Energy Bow/Blaster/Laser
  • Size: Standard - Average, Longbow - Large
  • Weight: Standard - Light, Longbow - Average
  • Ammunition Type: Energy "Arrow/Bolt"
  • Ammunition Capacity: 10 Arrows*

  • Reload Speed: 5 Minutes*
  • Effective Range: Average - Battlefield
  • Rate of Fire: Varies from Slow to Very High
  • Stopping Power: Average to Very High
  • Recoil: Low to Extreme
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  • Energy bow that fires plasma arrows
  • Varied speed of fire
  • "Rechargeable" Arrows
  • Charged Shot
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  • Deceptive: When most people see a bow, it is thought to be primitive and fire physical arrows that are affected by the Archers paradox, as well as gravity, and Telekiesis. However, this bow fires a plasma arrow. Making it much more difficult to be affected by the force compared to conventional arrows, and can also deceive enemies into believing they are being attacked by a mere primitive weapon.
  • 2.0 Bow: Amplifying the base design of the old Energy Bows, this bow has increased power, variable charged shot abilities, and recharges instead of having to be reloaded with a special energy cell like the older bows. Making this much more viable in this day and age, as well as providing those who lack higher technology skills to use a more primitive styled weapon to greater success.
  • Charge Shot*: Unlike the previous bow designs, they were limited to a "standard" plasma arrow that acted very much like a carbine, or a rifle blaster bolt damage wise. However, this bow allows one to draw the string back, and hold it for up to 5 seconds to have a charged bolt. This bolt does much more damage and can damage even heavy armors if hit within its optimal range. The closer the target, the better.
  • Recharge: The bow recharges its ammo capacity of ten rounds. It takes about thirty(30) seconds for one arrow to charge. Thus if one would completely empty the capacity of the bow, it will take about five minutes to completely recharge.

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  • Big Bertha: The arrows in the weapon can be charged up to cause more damage. However, there are many down sides with this. Such as ammo consumption, Recoil, possibility of damaging the bow, and more.
    Draining: For every second a person holds back the bow at its max draw length, is another arrow that is consumed into one larger arrow that will be fired. An example would be if one person drew back the bow, and waited a full five seconds, it would use the energy of five arrows. While if someone only drew back for about three seconds, they would use the energy of three arrows. Considering one only has 10 rounds, at max, one could have two fully charged shots before having to wait five minutes to recharge, or thirty seconds for one arrow.
  • Overcharge: While it is possible to hold the string back on the bow for a longer time than five seconds, after a time of seven seconds, the bow will be overcharged. Overcharging, then firing can damage the frame of the bow due to the recoil, damage the user by exploding the arrow while still in the bow, or even explode the bow should the charge be held long enough.
  • Arm Day: For one to use this bow correctly, they would have to draw back the string completely. If not done completely it will not charge the shot. As well, holding a bow with a draw strength of anywhere from 40-120 lbs of force for a duration of five seconds, or more, can be rather difficult to do. This weapon is not for those who do not have the upper body strength, or do not know how to draw a bow correctly.
  • Recoil?: A bow normally have little to no recoil. The only recoil is the bow actually wanting to push forward out of the user's hand due to the forward momentum of the string. However, a charge shot has recoil. The longer you hold it the more massive the recoil will be. While a full charged shot would feel like a double barrel shotgun with both barrels blasting, The recoil is even more powerful when overcharged, or just the literal explosion of the weapon being overcharged.

[*]Its just a Bow: Any standard shots fired from the bow are just that. Same power as your military grade blaster rifle. However, the bow is more fragile compared to a rifle. The string can easily be cut, the weapon could easily be broken by hitting someone with it too hard, Over charging the bow can cause it to explode, Even just general use can damage the limbs of the bow over time and would need to be replaced. While this is more on a case by case basis, Its not recommended to be fighting in close proximity to melee weapons or anything else that can easily destroy weaponry.
[*]Limited Fire: Due to the bow using energy arrows, and it's charged shot, It cannot use any other kind of conventional arrows. So even if someone else using a normal bow could use some extra special arrow type, this bow cannot use those arrows. Only the ones it can recharge, can be fired from this bow.
[*]Long Range: Unlike using other blaster weaponry as anywhere from point blank to its max distance, the bow is limited to mid-range and long range engagements due to the charge time of the bow, or having to draw back on the string. While it is possible to fire many times faster than you conventional bow due to now having to knock and arrow into place or drawing it from a quiver, it still takes time to aim, and draw the string, then release it.
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What is great for a Witch? Ranged weaponry. Why? Sometimes incantations can take a minute for the words to be uttered. Or, maybe the witch wants a weapon that is near silent, and can still pack a punch for quite a bit of range.


Taking a much older version of a Bow used by Nightsisters of old, The design was taken and improved upon for the specific use of the Witches of Mandragora of the CIS Religion. Using much of the same components as the others, however, updated with new technology and additions to increase the punch and power of these bows.
 
OUT OF CHARACTER INFORMATION

PRODUCTION INFORMATION

[*]Affiliation: Srina Talon
[*]Model: Project Dread Queen: Last Breath
[*]Modularity: Limited
[*]Production: Unique
[*]Material:

TECHNICAL SPECIFICATIONS
  • Classification: Stealth, Multipurpose
  • Weight: Average
  • Resistances
    Blasters (And other plasma type weapons): Very High
  • Kinetic: Average
  • Lightsabers: Average
  • Sensors: Extreme
  • Sonic: Low
  • Ion/EMP: Average
  • Sound: Very High


SPECIAL FEATURES

[*]Armor:

[*]Vambraces:

[*]Utility Belt:

[*]Feet:

Strengths:
  • Name of the Game: Utilizing a set of armor that was used for the Knights Obsidian, and retrofitting it for Srina Talon's use. Stealth was a major point presented from Srina, and thusly, more items, textiles, and utilities were added upon the previous armor to increase any use of Stealth. Namely the Shadowsilks, Dark Cloak, Sound Dampeners, and even Thermoguard bodyglove to prevent Srina from being seen, or heard in numerous ways.
  • I'm Batman: Srina Talon is one of, if not the most well known members of the Confederacy. Sure, stealth in general may help prevent others from seeing her, but as soon as she talks, someone can figure out who she is. Thus, a False voice was installed into the mask to allow her to keep her identity a secret for as long as she keeps the mask on, or speaks with the False voice active.
  • Vigilante by Night: Sure, the previous armor that was created for the Knights Obsidian was well off. However, it lacked in physical armor protection. Thusly, physical armor was added in the form of Mandalorian steel. Providing stronger resistances to weaponry. The plating it thin to provide better protection all around, without compromising the ideal of the Echani's culture of wearing as little in the way of armor as possible.
Weaknesses:
  • And the culprit is?: Due to the nature of wearing only a mask, the false voice, as well as the isolation unit tied to it, can only work as long as she wears the mask. Thus if she were to take it off, the mask be destroyed, then her identity can easily be revealed.
  • Force Alive: Due to the nature of the force, Srina can still be felt within it, and thus should anyone know of her signature or "feel" within the force, then they could identify her. To prevent this, Srina will have to depend upon her own skills or third party utilities to hide her force presence.
  • Belly Dancer or Fire Dancer?: Having a full set of armor is not Srina's style. Having heavy armor does not mean well with her culture. To preserve the armor at a lighter level due to the addition of plates, A large portion of the Vambraces or utilities along the arms were removed. While they could be added at a later date, the armor at this time has parts removed to reduce weight to be more manageable for Srina. There is also a portion of the stomach/side that has been removed to aid in twisting without restriction of movement. Both of these create chinks in her armor, as well as reduce the amount of utilities at her disposal.
DESCRIPTION
WIP
 

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