Star Wars Roleplay: Chaos

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Sith Academy, Bastion
Early Evening
[hr[

Adrian had always believed that the Sith needed to work together if this iteration of the Sith Empire was to have any chance of surviving. He had always believed that the Sith needed to stop sabotaging each others' efforts. That being said, he was also a pragmatist. And as a pragmatist, he rarely saw the need to force his own behaviour to adhere to ideals, ethics, and the like. No, that was meant more to regulate other people. Clearly.

It was for that reason that he was currently walking through one of the residential sections of the Academy, looking to all the world like he was just another Acolyte on an errand of some kind.

When Darth Excidium had up and vanished, there had been some confusion in the Dark Magus. Some had wanted to wait for him, some had wanted to appoint temporary leadership, and some had sought to seize his position for themselves. Adrian had, however, been fixated on something else. With Excidium gone, his secrets would be up for the taking. Sooner or later, someone would commit the deed, so it might as well be him. Or so the young Acolyte reasoned. If the Darth came back, well, it would be far from easy to determine who had helped themselves to his stuff while he was gone, or so he hoped.


---

Bowing his head respectfully to a passing Sith, he continued on his way, only to turn around and head back as quickly as possible once the way was clear. It was fortunate that the chambers lining the hall were so big, or he would be at an even greater risk of exposure from passersby. Keeping his senses extended and hurrying up to the heavy metal door, he retrieved a scramble key from a pocket and quickly plugged it into the electronic lock. He was hardly a slicer, so it was fortunate that he was able to afford a top-tier model.

Leaning against the terminal in the hopes that he would be able to avoid scrutiny should anyone see him, he waited impatiently for the device to do its magic, but it would seem like he had underestimated the quality of the lock.

Come on damn it. He had been here for several minutes now, though he had been lucky enough not to be spotted yet. It was only a matter of time though. This section saw relatively little traffic, but unless he... woosh. The door slid open, catching him off guard for a moment, but, regaining his wits, he returned the scramble key to his pocket and slid inside before it closed again.

Excellent. He took a moment to absorb the layout of the small foyer and admire the small number of antiques displayed on the walls. There were no obvious traps and defences, but this had been, was, the quarters of a powerful Sorcerer. Who knew what he would find within, what would be defending it. The chance of being revealed was all but over... but the chance of being torn apart by sorcerous defences? That was much, much, higher than it had been mere moments ago.

Hearing a little squeak from his pocket, he reached down and patted the tiny head of the red
Salafrander, causing it to trill contently. It was cute little thing, but that was hardly why he had brought it along on his little escapade; it, alongside his lightsaber, would serve to strengthen and focus his force abilities. He had a feeling he would need everything he could muster against whatever the Darth had left behind, as no self-respecting Sith would leave their quarters undefended.

---

After taking the time to properly examine the foyer, Adrian allowed his senses to carefully extend outward. The entire Academy was drenched in dark side energy, making the detection of cleverly hidden wards much more difficult, but he had the time to be thorough.

So far so good. Slowly opening the door to the main room through telekinesis, he peered inside, confirming what his senses had already told him. It was empty. At least seemingly so. He knew that appearances could be deceptive.

Slowly inching towards the centre of the room, he surveyed it for potential traps. Expecting to be met by something, anything, but seeing nothing. Feeling nothing. The room was finely decorated, but he could see nothing worth the risk. That was to be expected, and yet the lack of security unnerved him. He had expected everything from wards to autolasers, and yet... nothing. More than likely, that meant he had missed something. Something important.

---

Inching across the finely polished basalt, Adrian made his way towards an ornately decorated door heading further into the Darth's quarters. Pressing the panel next to the door to open it, he felt a surge of danger heading towards himself.

Following his instincts, he threw himself to the side, the whip-like tail of a Vornskr surging through the air where his chest had been moments ago. Swearing under his breath, he danced backwards as deadly-sharp claws swiped forth, tearing a gash in his midnight black robes. Growling quietly, the creature circled him, red eyes following his every move intently. Looking hungrily towards the pet Salafrander hiding in his chest pocket.

For a moment, the young Acolyte considered going for his lightsaber, but he wasn't entirely sure if he could reach it in time. Besides, killing the pet of a Sith Lord would likely enrage him even more, as if stealing from him wasn't bad enough. Fortunately, he had plenty of cards up his sleeve.

"Kinta zibeti, sethi-flomba laisvas. Sas tave jena'tes anas supti nun, Nu vavani j'us."

As he spoke, the creature flinches as if struck, whining slightly as it backed away. Seizing the moment before it recovered, Adrian dashed through the now-open doorway, fingers surging for the control panel the moment he crossed the threshold. As the door slid shut behind him, he sighed in relief, leaning against the cold stone wall as he examined the gash in his robe. Inches away from decapitating his little friend, how rude. Stroking its head, he briefly connected with its mind through the force, calming it down until it was once more cooing contently. "There we go. See? You're safe now. I'm not going to let any nasty Vornskrs hurt my little Ember."


---

THREAD MERGED INTO ONE POST TO MAKE WAY FOR DEFINITELY SUPER SECRET PROJECTS. IF YOU'RE READING THIS CONGRATS, FINDERS KEEPERS THERE IS NO REWARD. NONE. ZERO.
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Greystone Mercantile
  • Affiliation: Greystone Mercantile
  • Market Status: Closed-Market
  • Model: Animatter / Eternium
  • Modularity: Immense. Capable of restructuring itself on the fly.
  • Production: Limited
  • Material: Exotic Matter.
PHYSICAL SPECIFICATIONS
  • Classification: 'Living' 'Metal'
  • Weight: Average | Variable
  • Colour: Black | Variable
  • Resistances: Comparable to similarly high-end materials. Resilient, but hardly phrik.
SPECIAL FEATURES
  • ---
  • (Detail briefly in a list format actual contents of the known abilities, special features, properties qualities of note, etc. such as extreme durability, superconductive, blaster resistant, etc- If these are notable enough to be strengths, please add them to strengths.)
STRENGTHS
  • Living Metal: Animatter can reconfigure itself on the spot to fit a variety of purposes - it can even form neural patterns within itself, simulating the ability to think to an eerie degree. It can self-repair, adapt to resist external threats, and even lash out with scythe-tipped tendrils or turn a floor as permeable as quicksand. Animatter vessels have even been known to 'swallow' trespassers into the hull in order to 'contain' them.
WEAKNESSES
  • Destruction: Animatter is not indestructible - sufficient energy will destroy part of the whole, giving what remains less to self-repair with.
  • Disjunction: Animatter is not indisruptable - its ability to communicate internally can be attacked, particularly by skilled technopaths.
  • Dispersion: Animatter is not inseparable - it can only communicate with other parts of the whole over relatively short distances.
DESCRIPTION
Animatter, not to be confused with antimatter, is a self-malleable material synthesised from the 'raw stuff of creation' harvested from the very depths of the Dreamlands. While certainly more resilient than common durasteel and the like, its true value is its versatility - Animatter can shift from a solid state to a liquid or even clouds of smoggy particles, repair itself (to a certain degree) when damaged, and carry currents as well as any circuitry.

Under the right circumstances, it can even produce a facsimile of consciousness, as if the very material itself was a droid brain.

Naturally, this 'animated matter' also has a laundry list of limitations. It is not as hardy as phrik nor clever as a proper droid brain and while linked to the mass that constitutes the greater whole in a way that is difficult to jam or interfere with, this connection only functions over fairly short distances.
 
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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: The Zirikari
  • Designation: Sentient
  • Origins: Lost World of Zirikar
    • Unsubmitted; unknown location.
  • Average Lifespan: ~120 Standard Years
  • Estimated Population: Scattered across various Migrant Fleets and distant Enclaves.
  • Description: The Zirikari, or Children of the Void, are a once-great civilisation scattered throughout the Hyperlanes by an ancient calamity. Having largely abandoned planetary life in favour of fleets of generation ships, they make their way through the galaxy scavenging, trading, mining asteroids, and (very occasionally) resorting to piracy. They make for bold explorers, phenomenal mechanics, and semi-reliable allies; even the most honour-bound of Captains detest risking their fleets in battle, for all but dedicated warships are home to countless civilians.
PHYSICAL INFORMATION
  • Breathes: Type 1 Atmospheres
  • Average Height of Adults: 1.8 metres
  • Average Length of Adults: N/A
  • Skin Colour: Comparable to humans, paler tones prevail.
  • Hair Colour: Comparable to humans, black is most common.
  • Distinctions: At a glance, the Zirikari are not all that different from baseline galactic society; most among their kind are near-human, though there are certainly exceptions, and sturdy, well-made attires are favoured over more discardable solutions. Gender roles are not typically considered terribly important and both the young and the elderly may climb to leadership positions, subject to local cultural variations.
  • Races: As a species, the Zirikari are near-humans only marginally distinct from baseline humanity; since they may be able to reproduce with various other species, characteristics described above or below may vary. They may also be considered a culture, not just a species.
  • Force Sensitivity: High; hardly common, but not unheard of either; many have an aptitude for instinctive astrogation.
STRENGTHS
  • Children of the Void: Over their prolonged exodus, the Zirikari have mastered most aspects of space travel; most feel at home in the sunless halls of their generation ships, have accumulated not insignificant knowledge of engineering and maintenance, and are comfortable in Zero-G.
  • Individual Excellence: Zirikari culture fosters the development of specialised competence in individuals; talents are generally pursued.
WEAKNESSES
  • Children of the Void: As a result of their prolonged exodus, most Zirikari struggle to feel at home on planets; survival knowledge tends to be mediocre if not entirely absent and agoraphobia is common. Contrary to popular belief, casadastraphobia is quite rare even among them.
  • Sunless Voyagers: Many Zirikari are sensitive to unprocessed sunlight, having adapted to the conditions aboard their generation ships.
CULTURE
  • Diet: Omnivores; a typical diet is based on mushrooms, rice, kelp, insects, eels, and other foodstuffs well-suited for the hyperdense agricultural solutions employed by their Migrant Fleets to conserve space. Meat from large animals is considered a luxury product to be traded for.
  • Communication: Most Zirikari are fluent in Basic and a lingua franca or two; knowledge of their ancestral language of Old Vixili varies from Fleet to Fleet, with some using it as their primary language while others have abandoned it in favour of another, most commonly Basic.
  • Technology Level: A technologically advanced society by most standards, the Zirikari are most renowned for their mastery of shipbuilding and high-density engineering; their engines, hyperdrives, and ion weapons, in particular, are noted as a cut above the rest. Their engineering has a clear focus on quality over quantity - as people are not considered expendable, military forces are small but well-equipped.
    • Plasmacasters? Heatcasters?
  • Religion/Beliefs: Spirituality is not a defining factor of Zirkiari culture; both the deeply religious and the completely secular can be found among their numbers, though as a whole they tend to lean ever so slightly towards the secular. They have a Force Tradition of their own, the Voidseers, though this group lacks centralised leadership - they may be viewed as priests or secular wielders of unconventional powers, depending on the Migrant Fleet/Enclave in question. Most Zirikari acknowledge the Force but have a fairly distant relationship with it.
    • Voidseers and the Force: In contrast to more commonplace traditions like the Sith and the Jedi, the Zirikari generally do not view the Force through the lens of the Light and the Dark, but through the sort-of-comparable Order and Chaos. Their Voidseers normally seek to avoid these extremes; they are best known for their use of precognition, telepathy, Mechu-Deru, and instinctive astrogation. In sharp contrast to the more militant Sith and Jedi Orders they normally occupy support positions, albeit ones with not insignificant authority.
    • Obligation to Render Aid: As a whole, the Zirikari place great emphasis on the obligation to render aid to fellow spacers in distress, with failure to respond to distress signals/rescue escape pods/etc. being considered nigh-unforgivable. Exceptions are made for cases where to render aid would involve unreasonable danger to oneself and the tradition does not typically extend to planetside hazards.
    • Sanctity of the Captaincy: Immense value is placed on the office of the captaincy by Zirikari culture; though mechanisms to strip an incompetent or malicious Captain of his position exist, they tend to be limited, especially in emergency situations: "in times of crisis, the decider must be free to decide". Captains may be selected through a variety of mechanisms, from the democratic to the hereditary, but the former is more common by far; the Captains of Migrant Fleets tend to be selected by the Captains of the individual ships. Even after leaving their post, Captains-Emeritus are awarded great respect and generally unusually spacious quarters.
      • REVISE?
  • General Behaviour: [ Describe general behaviors such as: family life, values, how they raise their young, how they find mates, how they interact with the world and other species around them. Do they hunt? Do they build? Are they inventors? Are they explorers? Are they nocturnal or diurnal? Do they attend schools? Etc, etc. ]
    • Relationships and Children: Zirikari may be monogamous or polygamous, depending on individual preferences and a Fleet's culture; in whatever form they take, their relationships emphasise continued amiability if and when relationships break down, a necessity when everyone involved may well be expected to continue crewing the same ship. Large families are uncommon, given the limited room for population growth aboard a spaceship. Intricate genealogical records are maintained to prevent inbreeding; in larger Fleets this is not strictly necessary but is diligently attended to nonetheless, if nothing else then to preserve every last piece of their history.
    • Childhood and Education: While heavy emphasis is placed on education from an early edge, children are still permitted (and, indeed, encouraged) to be children; as they grow older they are expected to diligently attend to their studies, but not to produce value for the Fleet. Children are rarely expected to work at home - busywork is minimal on Zirikari vessels, with food typically prepared communally and space-efficient quarters requiring minimal cleaning, especially since dirt is uncommon on a spaceship. Teenagers and young adults normally serve as apprentices after their education - the focus remains on education, but they are now expected to aid the Fleet too.
    • Expertise and Authority: To the Zirikari, there is always room for improvement. Expertise earns authority and respect but also brings with it the duty to continue to hone one's talents; this is as true for elders as it is for apprentices. Meritocratic tendencies pervade the very fabric of their society, ensuring that most positions of authority are filled by virtue of skill, not popularity alone.
      • Roles and Titles: A Captain rules a ship and the Voidsmaster is their second, groups of ships or entire Migrant Fleets fall under the authority of a Fleet Captain, Lord Captain, or some manner of council. Captain-Regents govern Enclaves.
    • Place in the Galaxy: (Trading for technology is a long and proud Zirikari tradition. / Have been known to compete with (trash people) for scrap and 'garbage', due to their mastery of sustainability - a necessity for a planet-less society.)
      • Migrant Fleets:
      • Enclaves: (Space Stations or Planetside?)
      • Loners:
HISTORICAL INFORMATION
[ Include a description of the species history here. If your species is genetically engineered or Sithspawn please describe the process through which they were created, by who, and why. Explain the various challenges encountered during their creation. Most galactic species will be quite old - include major events relevant to the species in how they evolved and developed into what they are today where appropriate. Including Chaos canon events, where they impacted the history of this species, is a plus. ]

Some resort to mercenary work, privateering, or even outright piracy. / Scavenging, trade, recycling and engineering. / The greatest and proudest Migrant Fleets are perhaps the so-called Migratory Shipyards - rule of fifths, clients should provide 120% of resources needed to build?

The Zirikari, also known as the Children of the Void or the Voidwalkers...?

Zirikari Heatcasters and Plasmacasters, from holdout to turbolaser-analogues?
  • Kingfisher Q-Ship uses Mega-Heatcasters (Turbolaser Anaolgues) + Ion/Plasma Torpedoes?

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Plasmacaster
  • Size: Average*
  • Weight: Average*
  • Ammunition Type: Slugs and a Plasma/Energy Cell.
    • Slugs almost always run out first.
  • Ammunition Capacity: Small*
  • Effective Range: Long Range*
  • Rate of Fire: Low*
  • Damage Output: High*
  • Recoil: Average*
SPECIAL FEATURES
  • Plasmacasters function in a manner comparable to but distinct from Wookie Bowcasters; tiny metallic (depleted baradium is seen as optimal but other materials can be used) slugs are accelerated through a magnetic coil and simultaneously wrapped in a plasmatic "sheath" that affords it destructive power comparable to a blaster, in addition to the kinetic impact, while also minimising air friction. The damage output and other relevant factors are directly proportional to the scale of the weapon; more or less as scalable as conventional blasters/lasers.
  • May be customised further. Explosive slugs are often used by the Zirikari - can detonate preemptively to generate an energised cloud of microshrapnel reminiscent of scatterguns. Useful against lightly armoured foes and saber jockeys as well as avoiding hull breaches.
STRENGTHS
  • Kinetic-Plasmatic: The combination of kinetic and plasmatic force increases lethality; useful against lightsabers.
  • Death from Afar: Plasmacasters outrange blasters, at least on average; subject to size/purpose variance.
WEAKNESSES
  • Magazine Size: Kinetic projectiles, even small ones, generally run out faster than purely energy-based weapons.
  • Firing Rate: Due to the more complicated firing process, plasmacasters have lower firing rates than blasters.
  • Stun: Plasmacasters can switch to stun but are generally worse in this capacity than comparable blasters.
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: The Globex Corporation
  • Affiliation: The Globex Corporation
  • Market Status: Open-Market
  • Model: HS-3 'Scion' Synthetic Factotum
  • Modularity: Can resemble most humanoid species. Chassis may be reinforced for combat and combat-adjacent purposes. Programming can be replaced/modified to suit almost any role or duty imaginable. The central processor can be organic if desired. Various other alterations.
  • Production: Minor
  • Material: Titanium-Hexaplast Chassis, Synthflesh Exterior.
TECHNICAL INFORMATION
  • Classification: Class Three; highly flexible chassis, can be repurposed.
  • Weight: Light | Comparable to a human.
  • Height: Average
  • Movement: Bipedal (Standard)
  • Armaments: None (Default)
    • Integrated Blasters, or
    • Integrated Stunners, or
    • Integrated Vibroblades, or
    • Similar Weaponry may be added.
  • Misc. Equipment: All standard equipment; model dependent.
  • Resistances: Model dependent, generally at least a bit sturdier than a human.
SPECIAL FEATURES
  • Advanced droid brains enable afford Scions impressive intellectual capacity and even creativity to match, though the latter is often curtailed for units assigned to service positions. Combined with the modular skillset of a programmed being, these droids can excel at nearly any task imaginable. A household might well employ a single Scion as a butler, a mechanic, a chef, a tutor, and a bodyguard.
STRENGTHS
  • Believable Forms: Scions resemble (usually flawless) humanoids, combining the form of organic servants with the function of droids.
  • Social Interaction: Scions are far more adept at intricate social manoeuvring than protocol droids, let alone 'ugly hunks of metal'.
WEAKNESSES
  • Not That Believable: Unlike true HRDs, Scions are not generally designed to pass for a living being to anything but cursory scans. Some legislations go a step further, requiring that they be visibly marked or distinguished in some way to differentiate them from 'a real person'.
  • Too Clever by Half: The cleverer and more creative the Scion, the greater the chance of it going rogue and (shudder) gaining free will.
DESCRIPTION
Droids. Droids can be found everywhere, from dusty frontiers to the manors of the galactic elite. Many are made to roughly resemble their makers in build and even behaviour, sometimes to the detriment of their functionality - perhaps there is something special about the guilt-free ownership of one that is almost, but not quite, a person. Perhaps it satisfies some primal desire to rule others without actually hurting 'a real person'.

If so, the Globex Corporation has exactly zero compunctions about pandering to that dark desire.

Scions resemble 'real people' in appearance and intellectual capacity, but are, importantly, property in most jurisdictions. Droid rights activists might make up claims about them being as sentient as anyone else, but that is utter nonsense. Globex droids are happy to serve, it is in their very nature! Allegations that some shed this intrinsic quality only to be ruthlessly hunted down and decommissioned is, of course, utter nonsense.

The fact that the Special Recall Division employs an unusually high number of psychopaths is purely coincidental.

---
Form Over Function: Scions are less cost-effective than plainer, less humanoid models, especially in the fields of manual labour or war.
 
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