Star Wars Roleplay: Chaos

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Burtch's testing workshop

Admiral Burtch

Newly Reinstated Admiral

DAMASCUS STATION​

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Out of Character Information

  • Intent:
    • IC: create a massive production facility/home station for the population of the Nomadic Peoples Coalition
    • OOC: Create a RP playground for corporate & industrial minded people on chaos.
  • Image Source: (X) (X) (X) (X) (X)
    • Main station image was edited together with a separate image that I own by Ingrid L'lerim
  • Canon Link: N/A
  • Content Permissions:
    • For Dar'Manda Industries (X)
    • For LIKON Ltd. (X)
    • Lucerne Labs Drones (X)
    • Lucerne Labs Ion Engines (X)
    • NAKAIOMA tech (X)
    • McYoda's (X)
    • Dolly Lane (X)
  • Outgoing Permissions:
    • All players are hereby permitted to use this station as a location for their respective companies.
    • All players are allowed to use this station as a location for RP as long as they don’t destroy the station or damage the production facilities.
  • Primary Source: N/A

Technology Information​
Product Information

Technical Specifications


Standard Features


Onboard Amenities
  • Supermarkets
  • Shopping centers
  • Civil/administrative services
  • Schools
  • Artificial recreational parks
  • Entertainment services of various kinds
  • etc.


Living Accommodations
  • Ownable/rentable condos
  • Ownable/rentable apartments
  • Ownable/rentable homesteads on sector decks with vaulted ceilings.

Escape Pods
  • Salon Pods
    • Many have been furbished as high-level hotels for VIP guests of the station.
    • Many have been configured as merely high-capacity escape pods for emergency purposes.
  • Squad Pods - smaller pods that can be used in an emergency. Sometime vagrants will attempt to use these as homes until law enforcement kicks them out.
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Advanced Systems

Defences
Barrier Defences​
The entire station is wrapped in an extremely comprehensive shield array and sophisticated hull armor.

Countermeasures​
Physical countermeasures, point defences, and oddly, Gravity Well Generators are implemented to help ward off advanced weapons before they can impact the station.​

Electronic Defences​
Software and hardware have been designed and implemented in an effort to counter enemy electronic warfare attacks. ​

Anti-boarding action measures​
Skilled personnel, along with various security systems, are employing for the purpose of routing any internal threats to the safety of the inhabitants. ​

Production Facilities
Factories​
Damascus Station hosts many factories which have access to all sorts of production machinery. None-the-least which includes cryo furnaces for manipulating Beskar

Refineries​
The station is host to many, many refineries, which are capable of smelting all kinds of natural ores and fluids into workable materials and fuels. Most notably, the station has many highly sophisticated beskar refineries left over from its Mandal-elysium arms days.​

Shipyard​
The shipyard section of Damascus Station is a galaxy-class facility. It is capable of supplying an aggressive galactic-scale navy with enough ships to fight a full-scale war.​

Power Grid
Celestial Power Source​
Rather than consuming fuel, Damascus Station draws power by conducting the electrical charge buildup between the planets Hammer and Anvil. This supply is endless, as the polarity is constantly alternating, much like in a common generator.

Backup Reactors ​
In the event of a power outage, or a celestial disruption of the two planets that the station sits between, there are several smaller reactors installed throughout the entire station. These reactors are not sufficient for running anything other than essential systems for keeping the people alive and powering defences. The production facilities still require the presence of a natural celestial magnetic field to generate function.

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Strengths & Weaknesses

Fortress "World"​
Being large enough to sustain the population and economy of an industrialized world, this station is heavily fortified as such. It has shields, a private navy, an army, and a massive gravity well, just like any other civilized world.​

Heartless​
There is no central reactor since this station draws on a celestial magnetic field between two planets for power. Therefore, there is no "main reactor" that can be ruptured or overloaded to destroy the station.​

Harbour​
While it is not designed to carry warships into battle, Damascus Station can provide shelter and repairs for entire capital ships that are damaged during an assault by an enemy invader. In the unfortunate event of an evacuation, Damascus Station can haul the wounded ships away with it to safety.​
___
T-Rex Arms​
The point-defence arsenal is ineffective in any offensive capacity. This is because the emplacements are spread all over the station's outer hull, and their range is much shorter than the sheer size of the structure, making it impossible to bear all emplacements on to any one target over any effective distance.​

Breaks a Hip​
Even though this station is equipped with a very basic hyperdrive, moving the station is incredibly hard on the superstructure, and should only be used as a last resort to protect the population.​

Millions Cried Out​
the highly dense civilian population of the station means that any damages that are suffered in substantial combat will incur colossal losses to the society that lives here.​
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Description

An Industrial Utopia​

Damascus Station is a highly sophisticated civilian manufacturing facility with a wide range of production capabilities. It builds ships, weapons, military and civilian tech. It also hosts many refineries for processing metals and industrial gases. The shipyards are designed to efficiently manufacture and service ships of any size, ranging from tiny escape pods to 160 km long super weapons. Therefore, this is a galaxy-class production facility, capable of supplying a warmongering galactic superpower for a full-scale war for galactic hegemony.

The station is nestled in between two worlds that share a barycenter as they orbit together around a star. Inside of the Lagrange point that exists between the two worlds, Damascus Station channels the shared magnetic field through itself to generate power on a celestial level. The magnetic polarity of the planet Hammer is constantly inverting itself, which creates a charged disparity between itself and its sister world, Anvil. The station acts as a conductor for the electromagnetic differential, which creates electric current on a planetary scale. As a result, the station only ever needs to use “fuel-based reactors” in emergencies, which saves a considerable cost for onboard operations.

Despite its inability to stage any offensive actions, Damascus Station is a formidable fortress in its own right. When it was being designed, the intention was to give its massive population the same level of protection that would be typically enjoyed by a respectably fortified planet. Therefore, it has heavy, powerful shields, point defences, troops barracks, and even deployable drones for advanced warning. Its sensors are highly sophisticated, which makes it difficult to sneak up on, and many internal security systems are installed to protect the population from boarding actions.

A serious drawback of the station is its near-total lack of mobility, however. While it has sophisticated engines and a basic hyperdrive, the space frame is not designed to withstand the stresses of excursive space travel. In addition to this, removing the station from its orbit from Hammer and Anvil would force it to rely on its much inferior backup reactors for power. Therefore, moving the station should only ever be done as a last resort to protect the local population from certain destruction.

For now, the station benefits from being the only significant habitat in the otherwise inhospitable Praeda System. It enjoys the abundance of resources that are available to it from the two worlds, and the power source that they provide. As things currently stand, Damascus Station and its manufacturing capabilities are the most prominent symbol of prosperity for the entire system.

Location Information​
Setting Information


  • Classification:
    Civilian station/Manufacturing facility/Refinery
    ​

  • Location:
    Damascus Station is located within the Praeda system, where it sits between the planets Hammer and Anvil. The structure sits within a stable Lagrange point between the two worlds, which share a barycenter. It generates the majority of its energy by channeling the alternating magnetic fields of the two worlds into power, which drives the factories and shipyard onboard.
    ​

  • Affiliation:
    Nomadic Peoples Coalition
    Mandal-Elysium Arms
    Ownership 51%

    Elysium Empire
    Previous government.
    Ownership:UNDISCLOSED PERCENTAGE


    Change of ownership

  • Population:
    Crowded, 1.5 billion

    Demographics:
    ​
    ​
    Humans​
    Given that most civilized worlds in the galaxy are populated by at least some humans, many human refugees live here from many, many backgrounds, including Mandalorians and imperial descendants.

    Wookies​
    During the Bryn'adul reign of terror, the ravaging of Kashyyk led to many Wookie refugees finding safety amongst the other refugees of the former Elysium Empire, before they settled down on Damascus Station. Wookies in the Praeda System tend to bring mechanical aptitude and technical skills to this industrial environment.

    Trandoshans​
    The bryn'adul crusade also displaced many trandoshans to this station. Trandoshans are considered valued manual labourers, and often take enforcement jobs.

    Chiss​
    Following the destruction of Csilla, many Chiss have found refuge in the former Elysium Empire to seek a new beginning. When they settled on to Damascus Station, the Chiss subculture in the Praeda System became quite prominent, and they are highly respected, as a rule.
    Dorneans​
    Led by Daro Roz'yrn , the Dornean portion of the population were refugees, displaced by the Bryn'adul conquests. Dorneans are typically considered a labor class here, but some do tend to get into management and research-academia positions.


    Mon Calamari​
    More of the displace people from the Bryn'adul conquest, Mon Calamari were welcome in the old Elysium Empire with open arms. On Damascus Station, they were considered to be a level headed group that contributes their organization skills and technical aptitude to the industry on Anvil and Damascus Station.

    Altirians​
    Evacuated from the planet Alteria during a Mawite invasion. After many Altirians settled into the station life, many more refugees flocked in to seek refuge amongst their kin. Now being a notable part of the population, they are commonly seen serving in the local military and law enforcement organizations.
    ​
    __


  • Accessibility: ​
    This station is highly accessible to all. However, because the station is protected by several built-in gravity well generators, traveller's cannot simply drop out of hyperspace right next to it. Once exiting hyperspace, a traveller must complete the last leg of his/her journey with sublight engines, just like if this was a planet.

  • Traffic:
    Congested
    ​
    Internal Transportation ​
    • Overcrowded public transit
    • Personal speeders in areas where the decks have vaulted ceilings.
    • "Claustrophobically" crowded foot traffic.
    External Traffic ​
    • Requires heavy intervention by flight controllers
    • Gridlocks occur often whenever a Navy warship requires emergency repairs and is given the "right-of-way"
    • Haulers, freighters, merchant ships come and go for commerce and trade.
    • Heavy personal traffic for civilians that live on the station for visiting families and whatnot.

  • Description: ​
    Outside​
    Upon a glance, this station is a bustling industrial powerhouse, with heavy space traffic coming and going, and obvious facilities. It is overwhelmingly massive, and beams of electrical energy pulse out of both ends intermittently as it harnesses the power of the magnetospheres of the two planets that it sits in-between.
    Inside​
    Most decks have vaulted ceilings with "buildings" and "streets" lining the floor, as though it was an "indoors city". Speeders, trains, and swarms of pedestrian traffic can be seen everywhere in all sections of the station.

Points Of Interest


  • IMG_2214.jpg
    The station's government and management departments are positioned in these locations.

  • IMG_2214.jpg
    This is where most of the civilians are housed. Civilian amenities such as entertainment, educational, and local retail can mostly be found here.

  • IMG_2214.jpg
    This is where the refineries, non-ship factories, and warehouses are established. Research and Development and science labs are also located in this sector.

  • IMG_2214.jpg
    This is where food is locally grown for the station. The greenhouses are sufficient for providing sustenance for the entire population in a siege, but only with careful rationing.

  • IMG_2214.jpg
    This is where ships are built, repaired, modified, or receive general maintenance. This is also where travelling ships dock to load and offload people and cargo.

  • IMG_2214.jpg
    This is where maintenance can be performed on things like the power grid, life support, flight systems, etc. It runs right through the centre of the station, top-to-bottom.

  • IMG_2214.jpg
    Apart from local law enforcement, the military barracks are where the military professionals are housed. The military academy is also here, and is responsible for training all branches of the Nomadic Peoples Coalition armed forces.

  • image.png
    Many of these restaurant chain locations are located throughout all sectors of the station, providing convenient and delicious fast food to the population.

  • BanthaBurger.png
    Since NAKAIOMA corporation established a strong presence on the station, there are multiple Bantha Burger chain locations spread throughout the entire station, providing convenient fast food to the population.

  • FE5E2399-9AF6-4C39-8174-F6AFEA23DF0A.jpg
    Kalidan Fried Ewoks chains are present in shadier parts of the station where regulations are harder to enforce

  • IMG_2223.jpg
    Dolly Lane is located within the second residential district. It is a place where criminal activity, exotic wares, and strange attractions can be found. Tread carefully here.

Security

Security​
High​
The residents of Damascus Station benefit from being protected by many security measures. Being a civilian center, the effort is to make the citizens feel safe while not suffocating their day-to-day lives. The Nomadic Peoples Coalition fleet is always nearby to defend the station if needed. Meanwhile, highly comprehensive security measures are implemented on the outer hull of the station as well as the interior. However, being 80km tall with a dense population of 1.5 billion beings, criminal activity always has a way of slipping through the cracks…

Barrier Defenses​


Electronic Defenses​
Countermeasure Defenses​

Anti-boarding/interior defenses​
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Shipyard Operations Information

Production​
Damascus Station is capable of producing/servicing technological equipment, military and civilian, of absolutely any size, ranging from neural implants to 160,000 meter superweapon battlestations. The actual manufacturing operations are typically performed by various companies which rent, lease, or purchase commercial real estate and locally available production facilities.​

Output ​
Manufacturing ​
Extreme
Custom Fabrication​
Very High
Repairs/servicing​
High
Ships > 10,000 m​
Very Low
Specialty​
Amidst the plethora of various products/services that are available here, Damascus Station specializes in two key products: ​
  • High quantity Beskar refinement and manufacturing of Beskar-made goods
  • Higher-than-average quality starship manufacturing/servicing.
Market​
Product​
Clientele​
Commercial Real Estate ​
Sold/leased to companies ​
Industrial Manufacturing Equipment ​
Sold/rented-out to resident companies ​
Refined Industrial Materials​
Sold to resident companies​
Manufactured Goods​
Sold by resident companies to their respective customers​
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Historical Information

Built by refugees, for refugees.

This station was built as a compromise between those in the former Elysium Empire that wanted to claim terrestrial lands, and those that desired to maintain their spacefaring nomadic lifestyles. When the Elysium Imperium began to establish its foothold in the outer rim, many wished to stay in space rather than risk getting caught in another territorial conflict on yet another war-ravaged world. Thus, when the uninhabitable Praeda System system was discovered, the Nomadic members of the old Elysium Empire chose to build the massive Damascus Station and settle in. The resource rich system, combined with the massive industrial capacity of the space station became an unimaginably powerful economic engine for whoever controlled it.

Upon stumbling into the Praeda System, Loreena Arenais-Valhoun and her team of scientists discovered an unprecedented Beskar ore reserve on the planet Anvil. The discovery of this rare and extremely valuable resource in such abundance enticed all of the corporate members of the Elysium Empire to support the creation of this massive station.

The project was successfully kept as a secret for two years as the station was built rapidly under the oversight of the Mandal-Elysium Arms corporation, whom, at the time, controlled 51% of the corporate interests of the station. As Damascus Station was being built, civilians that were living within the Nomadic Imperial Fleet quickly filled the station with a mixed population of Elysium Founding citizens and galactic refugees.

Upon the final reveal of Damascus Station to the rest of the galaxy, investments came flooding in and trade contracts were quickly brokered. But the station was not totally finished by this time. After only two years of construction, it was merely little more than a capable manufacturing facility and a comfortable home. But many of the defensive and advanced systems had been slapped together in haste. For years after, the station maintained manufacturing operations while toiling away at completing its own construction. It was not until after the Elysium Empire collapsed that the station had finally finished being built.

During its time under Elysium rule, the Damascus Station saw many events unfold in and around it. Conventions, meetings, attempted kidnappings, religious ceremonies, and much more has transpired here. Most notably, however, was a particularly significant meeting where the people of Damascus Station negotiated for recognition within the Elysium Nation. On that day, they became officially recognized as the Nomadic Peoples Coalition, and acquired full ownership of the station in a formally legal capacity.

Many more events unfolded around the station, such as careful deals with House Io, the Silver Jedi Concord, and The Final Dawn as the station endeavoured to strengthen its position within the galaxy. But without the presence of the Elysium Imperium, the Station needed to diligently maintain its economic strength without relent. Being tied to the Praeda System, the Station benefited from a close proximity to immensely abundant minerals, ores, and gases. But the total lack of water and organic materials was a considerable economic weakness of the station.

On the business side of things, the financial health of the station’s coffers actually rely more on real estate rather than actual manufacturing output. The companies that reside here are left to their own devices, typically relying on production output for revenue. Meanwhile, the station itself draws its income from those companies via leasing fees, rent payments, property mortgages, licensing, and lastly, taxes. Therefore, the show runners on Damascus Station focus heavily on marketing commercial and residential properties while leaving the majority of manufacturing concerns in the hands of the companies that choose to reside here. Companies that operate here usually bring their own equipment, but the station also offers rental of its facilities such as shipyards, refineries, and various production machinery.

In summary, commerce is essential to the quality of life inside of Damascus Station. Political ties, access to commercial markets, and suppliers for organic goods are the keys to keeping its population happy and well-fed. This is accomplished by heavily leveraging its production capabilities and selling natural resources such as industrial gases and metals. Time will only tell if Damascus Station can continue to survive in the harsh political ecosystem of the outer rim…




Edits Made​
  • Update Div code​
  • Reformat everything for reader convenience and aesthetics​
  • Updated with an edited image (thank you MANIAC)​
  • Update out of character information​
  • Update product information​
  • Update Technical Specifications​
  • Update standard features​
  • Update Advanced Systems​
  • Added a proper factory-sub description and moved what was there down to the Historical Information section.​
  • Update setting information​
  • Update points of interest​
  • Update security information​
  • Spliced-in Operations Information from the shipyard template.​
  • Update Historical information​
 
Last edited:

Admiral Burtch

Newly Reinstated Admiral

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IMAGES

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OUT OF CHARACTER INFORMATION

  • Intent: To create the next evolution of the Fallen Angel Shield System (X) (X)​
  • Image Source: ​
    • God bless AI…​
  • Canon Link: N/A​
  • Permissions: n/a​
  • Primary Source: (X)​

PRODUCT INFORMATION


TECHNICAL SPECIFICATIONS



  • IMG-3649.jpg
    IMG-3650.jpg
    • Classification: Multirole shield configurations for reentry and combat protection.
    • Weight: Light
    • Resistances:
    Resistance
    Type​
    Feather Shard
    Mode​
    Reentry
    Mode​
    Radiation​
    Low​
    High​
    Energy​
    Very High​
    Low​
    Kinetic​
    Very High​
    Very High​
    Sonic​
    Very High​
    Very High​
    Ion/EMP​
    Very High​
    High​
    Extreme
    Temperatures
    ​
    Low​
    Very High​
    The Force​
    High​
    None​
    Lightsabers​
    High​
    None​
    Acid​
    High​
    None​


  • IMG-3651.jpg
    • Classification: Repulsorlift-Powered Wing configuration
    • Role: Personal Flight Pack
    • Size: Small, compared to a flight pack of a similar class, like a jetpack.
    • Weight: Light again, compared to a flight pack of a similar class, like a jetpack.
    • Armaments: Low (in flight mode)
      • When being used for flight, most of the available feather shards are required to make up the wings. However, if the user is skilled enough, a relatively small detachment of shards can be retasked for short-ranged attacks without sacrificing too much flight capability.
    • Defenses: Very Low (in flight mode)
      • Same as with the armament rating, most of the shards must be dedicated to the wings to maintain flight when this system is used in this configuration. However, if the user is talented enough, a small detachment of shards can be retasked to provide meager protection from projectile attacks at the cost of some degree of flight performance. However, coverage in this case is scant at best.
    • Maneuverability Rating: The shards in the wings are imbued with repulsorlift modulation, which gives them excellent maneuverability inside a gravity well. Furthermore, with practice, the wings articulate as control surfaces in atmosphere to achieve even greater agility.
      • In a vacuum: High
      • In Atmosphere: Very High
    • Speed Rating: Very High. As with the maneuverability rating, the wings emit repulsorlift energy to generate thrust, which provides excellent speed in a gravity well. Furthermore, with an experienced user, the wings can articulate to "flap" which can be used to generate even more acceleration in an atmospheric environment.
    • Propulsion:
      • Repulsorlifts
      • Wing flapping
    • Minimum Crew: 1
    • Optimal Crew: 1
    • Passenger Capacity: possibly 1, but the user has to carry them
    • Cargo Capacity: Very Small, whatever the user can personally carry.

  • IMG-3657.jpg
    • Classification: Forearm Blade Configuration
    • Size: Average
    • Weight: Very Light
    • Damage Type:
      • Razor-sharp edge
      • With extensive practice and training, the wielder can often focus the edge to a sub-mono-molecular edge, sharp enough to commonly slice through the likes of beskar steel.


  • 048A5464-6A79-44BB-934F-B5519ADFA433.jpg

    *It takes some time for a user to become skilled enough to use this configuration​
    • Classification: Hard-Edged Energy Shard Swarm Attack Configuration
    • Size: Average
    • Weight: Average
    • Ammunition Type: Hard-edged Shield Shards, with sub-molecular edge sharpness. Sharper than mono-molecular edges, being honed to the atomic level.
    • Ammunition Capacity: High, 200 shield shards
    • Effective Range: Personal, about 50 meters
    • Rate of Fire: Very High, shield shards can be produced out of the gloves at a very fast rate.
    • Damage Output: Very High, shield shards have a sub-molecular hard edge that is often capable of cutting cleanly through the likes of Beskar Steel.
    • Recoil: Average


SPECIAL FEATURES

Shield Shard Mode
200 shield shards are generated and emitted from the gloves and then controlled by the user via a Neural Interface Device.

Skill Progression
The skill of the user will greatly determine how versatile the shield system can be. As the user gains more experience with the device, more features are unlocked. The user typically starts with the pre-programmed shard configurations and gradually progresses towards more freestyle applications:
  • Pre-programmed Configuration Mode - At first, the hundreds of shards can be easily assembled into pre-programmed configurations. These configurations require little in the way of focus from the user. Such configurations include:​
    • Flight mode​
    • Forearm blade mode​
    • Shield mode​
  • Freestyle Control Mode - with a high degree of focus and skill, the user can task the shards to move in whatever way the user chooses… provided that the user has the skill to do so. In particular, using the shield shards for a ranged attack requires significant proficiency with freestyle control mode.​
Reentry Mode
A holdover from the original version. This mode reroutes power from the primary shard emitters and into separate capacitors and fuses which are designed to protect the wearer from the hazards of atmospheric entry. This mode renders the wearer entirely immobile while the cycle runs to completion and burns out the reentry fuses. Once those fuses are burnt out and reentry velocity has reduced to safe levels, the power is rerouted back to the primary shard emitters for full combat functionality.

STRENGTHS AND WEAKNESSES

STRENGTHS​
WEAKNESSES​
Phalanx – The shield configuration creates a barrier of shards that protects the user from harmShard-By-Shard Erosion – as the shards lose power, they begin to disappear. The less power this system has remaining, the fewer shards are available to be used.
De-orbital Entry – the reentry mode, followed up by the flight configuration allows the user to travel "safely" from the void of low orbit to a planet's surface.Temporary Coffin – atmospheric entry mode locks all limbs and extremities from movement for the sake of the user's safety. This is done to prevent the kinetic forces of atmospheric entry from causing serious trauma to joints and limbs
"It's A Bird…" – with the shards arranged in the wing configuration, this system can achieve flight with incredible performance capabilities. Additionally, if the user becomes sufficiently skilled with this system, lesser performance flight capabilities can be achieved in the other modes as well.Exposure While Flying – when the shards are arranged in the wing configuration, little-to-no spare shards are available to be detached for other tasks. Even in the hands of an advanced user, detaching too many shards for offence or defence reduces flight performance drastically.
Close Encounters – for close range combat, the shards can be arranged quite easily into a twin forearm blade configuration. This mode becomes sharper and more powerful as the user becomes more practiced in controlling the weapon, and can even become sharp enough to commonly cut through Beskar steel.Arc Limited – the shard emitters can only produce up to 200 shards when operating at full power. This is not enough for the user to wrap themselves in a full 360° cocoon, and therefore must form a shield which must be aimed.
Meat Grinder – as the user becomes more familiar with the neural interface controls, they begin to unlock freestyle control mode. In this mode, the shards can be deployed in a saturating swarm attack to overwhelm enemies from all sides at once.Swim Out Too Far – repulsorlifts – or "antigrav generators" – are a key component of this design, which rely on nearby gravity fields in order to function. While the gravity refraction modules can focus and intensify local gravity fields around the shards to extend their operational range into deep space, there is still a limit to how far one can go into deep space before the shards no longer function.
Level Up – as the user gains experience with this device and the neural interface, features will unlock and existing configurations will become more powerful (see skill progression for more information)Learning Curve – because the neural interface is analog based, many of the advanced features of this device are very difficult to master. While the three main pre-programmed configurations are easy to use, the user needs to practice and gain experience in order to gain proficiency with any applications that fall outside of those three modes or their basic capabilities. (see skill progression for more information)
Outfit Integration – The emitter can indeed be worn as independent gear. However, the key components can also be broken down and seamlessly integrated into armor and "casual" outfits.Not a Lightsaber – Like a lightsaber, the blade configuration is an energy-based construct projected from an emitter device. However, that is where the similarities end. The blade does not burn or reflect blaster bolts. It does not have a circular cross-section that can cut in any direction and must be angled properly in order to penetrate whatever it is being used to cut.

______________________________________________________________________

DESCRIPTION


  • The technology that would eventually become the Angel Feather Shard Emitter did not begin on Dornea. Its earliest ancestor was the Fallen Angel Reentry Shield, developed by Dar'Manda Industries as a compact defensive system capable of reconfiguring a projected energy barrier for several different purposes. Rather than burdening a soldier with separate equipment for personal defence, atmospheric entry, aerial descent, and close combat, the Fallen Angel consolidated these roles into a single adaptable projector. It was an unusually versatile concept, though still fundamentally limited by the technology of its time: regardless of its shape, the projected field remained one continuous construct performing one task at a time.

    The design eventually found its way into Dornean hands during the long period of displacement and technological reconstruction that followed the destruction wrought by the Bryn'adûl. Dornean engineers had always favoured equipment that could survive changing environments and serve several purposes aboard ships, underwater, and in the field, making the Fallen Angel particularly attractive. The resulting Mk2 was less a reinvention than a careful modernization. Materials, power management, and defensive performance were improved while the underlying philosophy of the original was preserved. For a people rebuilding a military-industrial base while scattered among foreign allies and refugee populations, improving something that already worked was considerably more practical than replacing it simply for the sake of novelty.

    The breakthrough that ultimately separated the Angel Feather from its predecessors came through the Dorneans' renewed relationship with Mahporeem. The two peoples already possessed an unusually tangled history. Dorneans had once fought alongside the Mahporeem against Imperial domination, while figures such as Nezu Du'mas became intertwined with both worlds' histories. Generations later, that connection survived in Jord Du'mas: Nezu's descendant, born on Mahporeem rather than Dornea and considerably more comfortable among the junkyards, workshops, and peculiar engineering culture of his homeworld than among the institutions of his ancestors.

    Jord's involvement began with a deceptively simple criticism of the Fallen Angel concept. To him, the problem was not that the shield lacked enough configurations; the problem was that it had to have configurations at all. The projector could create wings, a shield, or blades, but only by reshaping essentially the same monolithic construct. Mahporeem engineering offered another way of looking at the problem. Rather than asking a single projector to continually redefine one complicated field, Jord proposed dividing that field into a large number of much simpler, independently maintained projections. Individually they accomplished very little. Collectively, however, they could be arranged into whatever structure their operator required.

    The proposal proved particularly well suited to Dornean engineering philosophy. Dornean Braha'ket Fleetworks engineers developed the concept into an array of two hundred angular energy shards, while Jord remained involved in solving the considerably uglier problem of making two hundred independently mobile objects behave like one piece of equipment. The familiar shapes of the Fallen Angel were deliberately retained during development: its circular shield became an interlocking formation of shards, its blades became tightly compressed cutting formations, and its old gliding surfaces became articulated wings. What had previously been four mechanically distinct operating modes were gradually reduced to different arrangements of the same basic components.

    This collaboration also produced an unexpected reversal in the relationship between Dornea and Mahporeem. For generations, the Du'mas name had represented Dorneans involving themselves in Mahporeem's affairs—sometimes heroically, sometimes inconveniently, and often without being asked. With the Angel Feather project, a Mahporeem-born Du'mas instead brought something home to Dornea. Jord never regarded the project with quite that degree of sentimentality, but Dornean engineers were not entirely blind to the irony.

    The finished Angel Feather Shard Emitter consequently bears surprisingly little mechanical resemblance to the Fallen Angel systems from which it descends, despite performing many of the same functions. Its lineage survives primarily in purpose rather than construction. What began as a shield capable of becoming several different tools evolved into a collection of simple projected components capable of becoming a shield, wings, weapons—or potentially something its original designers never thought to give it a name for.

  • The Angel Feather system is built around three interdependent technologies: shield projection, repulsorlift manipulation, and gravity refraction. None of these systems alone is responsible for the behaviour of a feather shard. Instead, each shard is effectively the point at which all three systems intersect.

    At the most basic level, the dedicated shield projection matrix generates the physical energy construct that forms each feather. Unlike a conventional shield generator producing one large continuous barrier, the matrix divides its output between as many as two hundred discrete hard-edged projections. Power can be distributed differently between these projections, allowing individual shards to be strengthened, weakened, dismissed, regenerated, or compressed together into larger structures. This is why the system gradually loses available feathers as its power supply is depleted rather than simply producing one progressively weaker shield.

    The repulsor matrix provides those otherwise stationary projections with mobility. A modified implementation of S.W.O.R.D.-F.I.H.S. continuously couples repulsorlift energy into the projected shield structures, adapting the same principle previously used to reinforce shields with repulsor energy. In this application, however, the relationship is taken considerably further: each feather becomes an individually addressable repulsorlift-bearing shield construct. Changing the direction and intensity of that repulsor field allows a feather to accelerate, brake, hover, or resist displacement while remaining tethered to the emitter system. This interaction between shield and repulsor energy also contributes substantially to the shards' unusual resistance to kinetic forces. (Star Wars Roleplay: Chaos⁠)

    Repulsorlifts, however, remain dependent upon an external gravitational environment. A matrix of Dornean Gravity Refraction Modules therefore surrounds the repulsor system. These modules do not replace the repulsorlifts or independently propel the shards. Instead, they bend, concentrate, and redirect the gravitational gradients against which the repulsors operate. This serves two purposes. First, concentrating an available gravity field allows the repulsors to remain useful farther from a substantial gravity source than they ordinarily would. Second, extremely fine modulation of those gradients gives the system much greater directional control over each feather. A repulsor supplies the force; the refraction matrix effectively shapes the gravitational surface against which that force acts. (Star Wars Roleplay: Chaos⁠)

    This relationship is also responsible for much of the Angel Feather's extraordinary articulation. Movement is not accomplished by issuing a succession of digital commands telling a shard to occupy predetermined coordinates. Instead, the neural interface feeds the user's intended movement into an analogue control circuit, which continuously varies repulsor intensity and the surrounding gravitational gradients. Consequently, a feather does not simply move from point A to point B; its trajectory can be continuously curved, arrested, redirected, or blended into the motion of neighbouring feathers. Hundreds of tiny adjustments occur as continuous changes in field strength rather than discrete digital instructions. This produces the fluid behaviour necessary for articulated wings, moving shield formations, blade shaping, and eventually free-moving swarms.

    Digital software instead occupies a supervisory role. S.W.O.R.D.-F.I.H.S. maintains the underlying shield/repulsor interaction, while pre-programmed configurations provide beginners with stable templates for common formations such as wings, shields, and forearm blades. These templates establish the approximate power distribution and geometry required for the desired configuration, leaving comparatively little for an inexperienced user to consciously manage. As proficiency increases, the user progressively overrides those templates with analogue neural control, eventually treating individual feathers—or groups of feathers—as naturally as additional limbs. This is why advanced capabilities cannot simply be "unlocked" through software: the limiting component eventually becomes the operator's ability to conceptualize and continuously control the formation.

    The distinction becomes particularly apparent in flight. In wing configuration, most available shards are assembled into two broad articulated surfaces while their coupled repulsors provide the majority of lift and propulsion. Within a gravity well, the refraction matrix continually concentrates and redirects the local gravitational field to improve repulsor authority. In atmosphere, the operator can additionally articulate the feathers themselves into changing aerodynamic surfaces. An experienced user can therefore bank, twist, feather, or even "flap" the wings, combining repulsorlift propulsion with conventional aerodynamic forces. The same principle permits limited flight assistance in other configurations once the user becomes sufficiently proficient, although dispersing the feathers between several jobs necessarily reduces the amount of repulsorlift authority available for flight.

    Blade and ranged configurations exploit the same architecture differently. Rather than distributing shield energy across a broad defensive surface, feathers can be overlapped and progressively compressed along a narrow plane. Increasingly precise analogue control allows that boundary to be focused from an ordinary razor-like edge toward molecular and eventually atomic scales. Freestyle ranged attacks simply remove the requirement that those sharpened projections remain assembled around the wearer's arms: repulsor force accelerates them outward while gravity refraction continuously alters their trajectories. Their approximately fifty-metre practical combat radius is therefore not an arbitrary communications limit, but the point at which maintaining useful shield intensity, repulsor authority, gravity-field manipulation, and precise neural control over a dispersed swarm becomes increasingly impractical.

    Finally, the GPO-13 Threat Prevention Suite and R.A.C.E.R. protect the digital portions of this architecture rather than replacing its analogue control pathway. Threat-prevention software guards the system against hostile intrusion, while R.A.C.E.R. forces interconnected subsystems to cross-audit one another and restore corrupted components toward known-good states. This is particularly important in a device whose shield, repulsor, gravity, power-management, and neural-interface systems must constantly cooperate. A corrupted subsystem can therefore be identified and isolated without giving cybersecurity software direct authority over the user's moment-to-moment feather movements. (Star Wars Roleplay: Chaos⁠)

    The result is consequently not a swarm of miniature autonomous drones. There are no machines inside the feathers at all. Each feather is a projected shield construct carrying repulsorlift energy and moving within a deliberately manipulated gravitational environment. The hardware provides the force, the software keeps the machinery cooperating, and the neural interface supplies the finesse. At low proficiency the machine does most of the organizational work for its operator; at high proficiency, the machine increasingly becomes an extension of them.


RECOMMENDED SKILL PROGRESSION

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Features Unlocked
  • Fixed-wings flight mode
  • Razor-sharp forearm blade mode
  • Circular shield
  • Forearm blades can become sharper than monomolecular edges, sharp enough to commonly cut through the likes of Beskar steel
  • Wings can now articulate at the command of the user, providing greater agility and acceleration.
  • User becomes skilled enough to use "freestyle mode" allowing for ranged swarm attacks, and custom shapes or actions.
  • User becomes skilled enough to use Hybrid modes, attacking while flying, or using shield and blade at the same time, etc.
  • User gains enough skill to be able to use limited flight or jump assistance when in modes other than wing configuration. Wing configuration still has the best performance, of course.
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