Star Wars Roleplay: Chaos

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Work In Progress Kytrand

OUT OF CHARACTER INFORMATION
  • Intent: To make a new gemstone
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PRODUCTION INFORMATION
  • Name: Kytrand Diamonds
  • Manufacturer: Kytrand
  • Affiliation: Kytrand, The Galactic Alliance
  • Market Status: Open-Market
  • Homeworld: Kytrand
  • Production: Mass Produced
  • Modularity: Can be used in jewelry, special tools, circuits, data storage
  • Material: Diamonds
PHYSICAL SPECIFICATIONS
  • Classification: Gemstone
  • Weight: Very Light
  • Color: Yellow, brown, black, clear, pink
  • Resistances:
    • Energy: Extreme
    • Kinetic: Extreme
    • Acid: None
    • Sonic: None
    • Temperature Extremes: High
    • Pressure: High
    • Radiation: None
    • Ion/EMP: None
SPECIAL FEATURES
  • Highly valuable gems that have a variety of aesthetic and industrial uses
  • Can be cut, polished and shaped in a variety of ways
STRENGTHS
  • Value: Diamonds retain their value through economic downturns and provide a nearly untraceable way of funding who and what you want funded without a paper trail.
  • Modularity: The diamonds can be cut polished and shaped for jewelry, or can be utilized in special tools like grinding saws and drills, or even special circuits or data crystals, increasing their utility. Properly polished and shaped, they made for ideal weapon lenses for special blasters or cannons
WEAKNESSES
  • Target: Diamonds are always a severe target for theft in transit or in storage, expect the most ruthless response imaginable by pirates to try and steal them
  • Varying qualities: Kytrand's diamonds are mostly a yellow color, and only the clear ones are internally flawless, and thus make the best weapon lenses, while pinks are extremely rare and reserved for only the most expensive jewelry. All others are still quite valuable, but the difference between a brown diamond and a yellow diamond is often 20 to 30 thousand credits
DESCRIPTION

One of Kytrand's single most valuable trade commodities, the profits from these stones often go into the pockets of Kytrand's inhabitants working for Nathan's many businesses. It says a lot that even a small fraction of the profits are enough to financially secure workers for up to a potential decade ahead, caches of these going raw and uncut to Alliance coffers to find their war machine
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a new gemstone
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PRODUCTION INFORMATION
  • Name: Kytrand Tourmaline
  • Manufacturer: Kytrand
  • Affiliation: Kytrand
  • Market Status: Open-Market
  • Homeworld Kytrand
  • Production: Mass Produced
  • Modularity: Can be fashioned into jewelry
  • Material: Gemstone
PHYSICAL SPECIFICATIONS
  • Classification: Gemstone
  • Weight: Very Light
  • Color: Caries
  • Resistances: None
SPECIAL FEATURES
  • Gemstones of relatively low value for the middle market coming in many vibrant colors, retaining their value through periods of economic instability
  • Can be cut and polished in many ways
STRENGTHS
  • Value: With individual samples often valued for their vibrant color and almost always internally flawless state, these command a five hundred to one thousand credit price range, a value that rarely drops even during periods of instability. Indeed, they can actually be used as a standard form of currency given their abundance
WEAKNESSES
  • Brittle: Relatively Brittle compared to other gems. A good whack of the hammer could crack one
  • Theft target: A massive theft target if large boxes of them are in transit
DESCRIPTION

Kytrand Tourmalines are among the most common and abundant gemstones on Kytrand after it's diamonds. Sold all over the Galaxy, these ornament gems are almost always flawless internally and possess a staggering variety of colors. In some worlds, they can serve as official currency.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
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  • Image Credit: https://arkhamcity.fandom.com/wiki/Harley_Quinn
  • Role: Headmaster of a heretical sect of Light Side Users allied with Nathan in future RP
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
PHYSICAL INFORMATION
  • Age: 400
  • Force Sensitivity: Master
  • Species: Living Clay Golem (Alkahest)
  • Appearance: A bizarre looking but beautiful woman in a red an black catsuit
SOCIAL INFORMATION
  • Name: The Mistress of Forging
  • Loyalties:
  • Wealth:
  • Notable Possessions: Double Bladed Lightsaber (Aqua)
  • Skills: A master Force User with skill in Alkahest, able to imbue weapons, and create creatures similar to herself
  • Languages: Basic
  • Personality: A strict, almost school-marm type academic, she is utterly dedicated to the cause of the Flesh Academics, given that she is its founder. A bit of an opportunist, She takes any chance she can to thwart the plans of Dark Side Users, and inflict casualties in their ranks, uninterested in gaining political power or public adoration or influence, just like the rest of her cult
COMBAT INFORMATION
  • Weapon of Choice: Double Bladed Lightsaber
  • Combat Function: The Master of Forging Is a Master of Force Healing, Telekinesis, Alkahest, and Double bladed Form One, with skill at Force Jump and Force Speed. Her spirit is able to control the shape and color of her living Clay body, able to reshape it to squeeze through tight spaces, and is highly resistant to kinetic impact, her body deforming at the impact point only to reform slowly. As she has no internal organs, it takes immense energy and kinetic damage to overwhelm her natural resistances
  • Force Abilities (Force Users Only):
Force Sense (Master)
Telekinesis (Master)
Force Healing (Master)
Force Jump (Master)
Force Speed (Master)
Alkahest (Master)




Strengths:
  • Malleability: Her body lacks internal organs, and is formed and held together by her bound spirit, making her highly resistant to fall damage (Her body would simply deform on impact and slowly reform itself. Kinetic projectiles, even if they overwhelmed her body's natural resistances to that, would often simply go through her, and her body would slowly repair itself over 24 hours, sealing up the wound. She can also squeeze through tight spaces
  • Spin Cycle: Is a Master of double bladed lightsaber combat and Form One, allowing her to possibly decimate a packed crowd, or potentially eviscerate lone Force Users
  • Master Wizard: A highly skilled Light Side user and long time instructor. She can serve as an excellent mentor if you want to learn the Light Side...or the devil on your shoulder if you're thinking of going behind the Jedi's back
  • Spymaster: Her creations occasionally infiltrate Jedi Enclaves, allowing her to learn vital info that she passes to Nathan
Weaknesses:
  • Null: Null Fields or Ysalamiri bubbles Force her spirit out of her clay body, rendering her unable to use the Force
  • Power Duelists: Power Duelists executing constant overhead strikes have a high chance of destroying her weapon and possibly damaging her
  • Fragile: Past the resistances of her clay body she is actually quite fragile, and takes a long period of days to repair if significantly damaged. She also possesses only human level strength
  • Spirit: Much of her strength is spent staying anchored to her clay body...if it were destroyed, she could only remain on this plain of existence for two hours unless her spirit can inhabit some object and wait for her followers to reforge her body, a process that can take weeks. As a result, she can only call on a few basic powers after Alkahest and Healing
  • Sonic: Sonic completely stuns her and breaks down her ability to maintain shape, leaving her easily destroyed
  • Cryo: Cryo freezes her solid, rendering her helpless
  • Flame: Flame vitrifies her body, leaving her trapped in what's essentially glass
  • No true shapeshifting: She can only reform her own appearance, not take that of others
HISTORICAL INFORMATION


Once a respected Jedi Knight whose name is long forgotten, she lost her son to a bunch of Sith Cultists, with him brutally murdered in front of her. Suffering a breakdown, she used her knowledge to craft deadly creatures to hunt and slay Dark Side users, and was imprisoned by the Jedi as a result. Somehow escaping their custody, the disillusioned Jedi felt she had been treated worse than her own son's killers, and founded an organization that thumbed it's nose at Jedi restrictions on manipulating life with the Force, dedicated to waging war on Dark Side users. Binding her spirit to a clay body fairly recently, The Master of Forging is very familiar to Nathan, as they had to work together in the past during the Gulag Era. Seeking her out, Nathan offered to let her ply her talents in secret on Kytrand, to which she readily agreed. Though fanatical in her focus, she remains just as dedicated to protecting the innocent as she was when she first rebelled.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a Force User unit for lore building and story purposes
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GENERAL INFORMATION
  • Unit Name: BWE Clone Force Commander
  • Affiliation: Bloodscrawl Medical Corporation (Formerly), Bacta-Works of Epica
  • Classification: Force Sensitive Clone Trooper
  • Description: Clad in custom armor reminiscent of Coruscant Guard Armor, these mysterious Force Users are trained in the Jedi Arts combined with classic Fett Clone Discipline, and tend to show up out of nowhere to reinforce allies and lead frontal attacks on the enemy, or to engage enemy Force users (Though a few may be needed to fight true masters)
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Medium
  • Unit Availability: Rare
  • Unit Experience: Veteran
  • Equipment: Range Finder
Ranged:

DC-15A OR SWE/2 Sonic Rifle (Primary Ranged Weapon)

Imperial Sonic Blaster (Secondary Ranged Weapon

Melee

Echani Vibrosword OR Electrostaff (Primary Melee Weapon)

Ordinance:

Sonic Detonator

Armor

Fenelar Armor (Reproduction, Custom Appearance)

Vehicles:

BARC Speeder

Deployed from:

Lambda Shuttle

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  • Combat Function: Functioning as a sort of Clone equivalent of a Jedi Commander, These Clones supplement allied Forces in emergencies where Jedi cannot be present, they are well trained, deadly, and much more ruthless than any Jedi would be
  • Force Abilities (Force User Units Only):
Force Sense (Knight)
Telekinesis (Knight)
Force Healing (Knight)
Pyrokinesis (Knight)
Electric Judgement (Knight)
Force Valor (Knight)
Tutaminus (Knight)
Plant Surge (Knight)
Force Jump (Knight)
Force Speed (Knight)
Force Push/Pull (Knight)
Force Barrier (Knight)






Strengths:
  • Use the Force: Engineered for Force Sensitivity, These warriors were tentative efforts at creating a soldier with the powers of Jedi and combining them with the deadly efficiency of a Fett Clone. Skilled in certain light side powers they prowl the battlefield, leading from the front, and are more than willing to engage Sith and other Dark Side users
  • Fearless: So fearless that they are highly resistant to mental Force Attacks and will never reveal who actually created them more than willing to Lie or refuse to answer a Jedi to their face if directly questioned
  • Ace Marksman: Superb Marksman and can function as snipers when using their DC-15A, no matter it's configuration. For Force Users, they resort to Sonic Weapons
  • Ace Melee: Superb sword and staff duelists, more than enough to take on skilled Force Users armed with Lightsabers and have a solid chance of winning
  • Perfected Clone: Due to brilliant tweaking of their genetics, they grow slightly faster than normal Fett Clones of Kaminoan technology, and do not suffer from Clone Degeneration or Madness, learning slightly faster through flash training
Weaknesses:
  • Null: Can be cut off temporarily from the Force if in Force Voids or bubbles made by Ysalamiri, or covered in voidstone
  • Training Times: It takes a LONG time to properly train them, a combination of both flash training and the study of ancient texts
  • Bioweapons: More vulnerable to bioweapons Due to tweaked genetics
  • Organic Soldier, Organic Problems: They still have to eat, sleep, drink, and tend to basic hygiene, plus, they may need psychological counseling if sufficient trauma somehow managed to override their normal fearlessness
  • Outnumbered: They are valuable enough only a few may be deployed at a time
  • Not true masters: More than a few may be needed to fight a true master
  • Ruthless: Their refusal to answer questions about their origins may already cause certain Jedi to not trust them, and their viewpoint that the Force is Just a tool, combined with their ruthlessness, may cause some Jedi to refuse to work with one
HISTORICAL INFORMATION

Clone Troopers trained in defiance of certain Jedi Doctrines, they were part of a tentative program to create a "Clone Jedi Order", to function in the name of the Light while not being necessarily hampered by all parts of Jedi Doctrine. The Bloodscrawl Medical Corporation created and stowed them away before the Gulag Era, aboard Space Stations orbiting Kytrand's Sun, resting in stasis chambers. Upon revival they all swore loyalty to the Last Bloodscrawl.

Not at all behaving like traditional light side users, they treat the Light as a tool, as the Bloodscrawls decided having the light side equivalent of elite Dark Jedi might be a better bet, when decisions must be made that are unpalatable to Jedi. They are soldiers first, and Force Adherents second, and will follow orders to the letter.

They are accorded full medical and psychological care, housing and food and drink, and after a service of five years they can retire and Bacta-Works will go out of their way to help them find gainful employment and housing.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Army for RP and story building
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GENERAL INFORMATION
  • Unit Name: Navy Stealth Clones
  • Affiliation: Bloodscrawl Medical Corporation (Formerly), Bacta-Works of Epica (Currently)
  • Classification: Clone Trooper (Fett Clone Template)
  • Description: Specially trained pilots operating stealth vehicles, these rare pilots are called for only the most critical operations
COMBAT INFORMATION:
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment: Med Kit (Medics only) Antidote Kit (Medics Only), Rangefinder, Survival Kit. Repair Kit
Ranged:

X-8 Night Sniper OR DC-12U (Spec Ops only) OR DC-19 Stealth Carbine (Spec Ops Only)

Armor:

Sealed Clone Pilot Armor (Stealth Pilot Version) OR SCUBA Trooper Armor (Spec Ops Only) OR Shadowtrooper Armor (Spec Ops Only)

Ordinance

Det Packs (Spec Ops Only)

Vehicles

NOTE, For Each starfighter Category (Multi Role, Heavy, Bomber, Interceptor) there are two squadrons apiece. For each Support Vessel Category classed as stealth tech, assume four ships


Starfighters (Multirole)

Royal Guard Light Interceptor (Aces) OR TIE/PH (Squadron Leaders)

Starfighters (Heavy)

Scimitar Replicas (Aces, Also used as transports to deposit ) OR Fondor Replicas (Squadron Leaders)

Starfighters (Bombers)

Slave 1 Replica (Boba Type Armament for Grunts, Jango Type Armament for Squadron Leaders)

Starfighters (Interceptors)

TIE Stealth (Aces) Or Xanadu Blood Replica (Squadron Leaders)

Barons (Heavy Interceptors)

TIE/VN (Baron Aces) OR Royal Guard TIE (Baron Leaders)

Scout Vessels

Wilde Karrde Replica

OMS Devilfish (Underwater Spec Ops)

Transports

IPV-2C Stealth Corvette (Elite Troop Transport) OR Emperor's Shuttle Replica (Used to transport Elite Troops/Assassin Droids/Top Secret Information)

Support:

DRK-1 Probe Droids (Commonly Carried on shuttle replicas by half a dozen, one) carried on heavy starfighters

IG-100 Magnagaurds (Deployed from Shuttles, or are guards on scout ships)

Purge Trooper (Droid Model, Deployed from Heavy Starfighters)

Equipment:

Defel Mimicker OR Sound Dampening Stealth Unit





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  • Combat Function: Navy Stealth Clones operate stealth vehicles for important spec ops depositing important troops or taking out mission critical targets
  • Force Abilities (Force User Units Only): None
Strengths:
  • Ace: These Pilots are trained at a level that makes their prowess exceed of a Droid Tri-Fighter from the CIS, able to pose an extreme danger even to Force Sensitive Pilots due to having been flash trained in Naval Warfare and Single Seat fighter combat literally everyday from birth. They also naturally pick up faster on the controls of newer models of starfighter, should they encounter them. They learned how to fly before they learned how to even freaking crawl. Each pilot is the epitome of discipline in combat, whether lone or in squadrons, and in this case, are specially trained to pilot stealth vehicles for only the most critical of operations or the most dangerous of targets
  • Dead Eye: They have exceptional aim with their Pistols, able to hit fast moving targets at long distances with only minimal sight profile. Some are even skilled enough to bank shots off of certain energy shields or other charged/reflective surfaces to try and hit targets behind cover
  • Silent: By default they wield weapons that are incredibly quiet, used to help them survive if forced to land behind enemy lines or in extreme survival scenarios, though some use carbines and rifles for special operations, like Work aboard Stealth Support Craft
  • Resistant: Their extreme focus and discipline allow them major resistance to mind tricks and weak Force Illusions (And also prevents each and every last one of them from mentioning what corpo made them. They will happily lie right to your face.)
  • Fearless: Normally, these Clone troopers will defend or assault a position to the death or otherwise fight without any regard for their own demise unless specifically ordered to withdraw or retreat
  • Perfected Clone: Brilliant tweaking of their genetics long ago by BMC means these clones do not suffer from Clone Degeneration once fully grown. They also do not suffer from Clone Madness. Their particular template has been modified to grow slightly faster, and accept flash training more easily. This leads to reduced weight for replacements. These particular clones are engineered to withstand greater G-forces and pressure on their body, allowing them to execute far more extreme and sudden maneuvers (As in, pushing the agility of a craft temporarily beyond it's normal limits as though it's just a Droid Starfighter) that would normally risk killing or blacking out standard pilots for brief periods before their bodies need time to recover. This genetic modification allows them to also survive higher gravity worlds up to three or even four times the standard for humans for brief periods of up to an hour, resist weapons like advanced gravity generators, and even possessing heavily increased, Wookiee like physical strength as a natural side effect. This also makes them adept at carrying out and surviving underwater operations, and they occasionally use submarines
  • Jedi Friendly: No hidden murderous compulsions or behavior chips, so no need to worry about getting sixty-sixed by a large group of them
  • Variety: These Clones are trained in a variety of vehicles and starfighters to support ground and space Operations, acting as everything from fighter pilots, to transport, to simple couriers, and they are all highly skilled at fixing and maintaining them. In addition these vehicles tend to be stealth vehicles
  • CQC: These Clones were given more comprehensive training in martial arts, enabling them to hold their own even against veterans of hand to hand combat
Weaknesses:
  • Organic troops, Organic Problems: They have all the weaknessess of a typical organic...need for food, waste disposal, counseling if suffering extreme trauma that overrides their otherwise fearless nature
  • Outdated Equipment: Much of their equipment is still very powerful, and still very useful but may struggle against jamming attempts and modern ion weapons especially, and are potentially very slightly more easily detected by modern anti stealth systems. In addition to this much of their stealth vehicles are aged and scavenged, and often need more maintenance, their computers targeting and scans glitching occasionally. Sometimes even their stealth systems may cut off unexpectedly. Worst of all maintaining a small stealth attack force can be expensive when it comes to the systems of the aged examples they pilot.
  • Force Users: Despite mental resistance, they are still vulnerable to every other Force Power, including Lightsabers
  • Bioweapons: Due to their tweaked genes, they are slightly more vulnerable to bio attacks then other Clone Weapons
  • Slower Heal: Due to tweaked genetics, the heal slightly slower than a regular human, even when fully immersed in Bacta, their recovery rate is still slightly slower than that of a normal human immersed in the stuff
  • Risk of breakage: The Clone may be able to withstand more intense turns, but not necessarily the fighter they are piloting. Pulling more extreme turns risk damage to the space frame, which may in turn compromise certain systems of the fighter
  • Separation Anxiety: These Clones do not like leaving their vehicle behind. Due to being trained from birth to pilot they are essentially addicted to piloting, and become extremely agitated and paranoid if they haven't flown in a while. To the point they may attempt to steal a Starfighter from their own base in their temporary mania
  • Judicious Use: It takes a long amount of time to make one. A VERY long time . Stealth Clone Pilots are deployed sparingly for only the most critical, life or death operations
  • Substandard risk: If you must repair it with substandard parts, expect substandard performance.
  • Low numbers" Excellent for focused uses in limited contexts. Do not deploy in larger scale battles
HISTORICAL INFORMATION

These Pilots are Hand selected Squadron Leaders trained to pilot, maintain, and repair stealth vehicles of varying areas depending on mission needs. Taken from all Branches of the Navy Pilot Clone Branch and trained even further, few can match the skill of these warriors when they are in starfighters, however due to the age of the fighters despite their high quality, they can occasionally glitch, having certain systems fail, and thus requiring extensive maintenance before and after every flight which is only growing more difficult over time as already aged, or outdated systems get pushed to their limit. It is gradually expected that as time marches on, these aging fighters will be phased out in favor of newer models once the company can afford them. Until then these Clones proudly fly ancient but still deadly relics and can pose a threat to even modern high tech interceptors. Their equipment has simply aged that well.

Provided excellent contracts and constant medical and psychological aid and maintenance, the Stealth Pilots are proud warriors of a fleet of aging relics. Once their contract expires, they are aided in finding employment, resettlement, and societal integration


RANKS

ACES

Aces were once The finest of Squadron Leaders from all Branches of the Clone Pilot Service of Kytrand. Given further Training in how to pilot and maintain stealth craft, These are utterly fearless, extremely disciplined pilots, capable of posing a danger to even veteran Jedi Pilots

Multirole Aces pilot the the Royal Guard Light Interceptor, and are adept at Dogfights, capital ship assault, ground assault and escort

Heavy Aces pilot Scimitar Replicas, and can deposit troops as well as engage in dog fights and capital ship assault to extreme levels of competency and can assist all squadrons

Bomber Aces Pilot Slave One Replicas with the type of armament Boba Fett is believed to have employed when he piloted the real thing, and are extreme experts at capital ships Assaults and ground target bombardment, and can engage Starfighters better than Multirole Aces can but not quite how Interceptor Aces can

Interceptor Aces are nightmarish hunters of other Aces, and considered by every other branch as more suicidal than Imperial TIE despite their stealth advantage, as they more often push their starfighters pass the performance their hulls can safely endure to splash an enemy ace, to the point of getting Droid Starfighter like performance at the risk of their own life. They pilot a super old school Stealth TIE/LN as a pure flex.

BARONS

Barons would be considered to be Flight Barons in other militaries, and are considered to have skills equivalent to Force Sensitive Pilots, able to take on at least three real deal Force Pilots at the same time and have a solid shot at survival, if not victory. They pilot TIE Silencers, and Engage in Heavy Dogfights and Capital Ship Assaults against Battle Cruiser Sized vessels, infamous for being able to engage and slaughter potentially multiple squadrons and even occasionally bring down small capital ships all on their own Barons are selected from either the Multirole or Interceptor Branch, no other and then only the Squadron Leaders, making it an even more limited pool than usual.

LEADERS

Leaders are those who have survived so much that their skills may occasionally possibly exceed even those of a Jedi Pilot. There is rarely a situation so hopeless that they cannot figure a way to survive, even if that way does not necessarily succeed, their skills are so immense their at times seemingly illogical leaps of faith in combat tend to succeed more often than not

Multirole Leaders pilot scavenged TIE Phantom Relics from the once massive Imdarrr Alpha Fleet. They are regarded as almost sacred relics and nearly impossible to repair or recreate if they have suffered sufficient damage, so surviving examples are passed down with great ceremony. They Excell in all categories

Heavy Leaders Excell at assisting all squadrons. They Pilot Fondor Replicas, and surviving examples are passed down with great ceremony

Bomber Leaders Excell at Capital Ship Assaults and are fairly good in dog fights, but can still destroy ground targets with a skill only secondary to destroying starships. Their armament is believed to be the type Jango Fett employed when they piloted the real thing

Interceptor Leaders Pilot Xanadu Blood Replicas and Excell at surviving Force User Pilots. They are a potential threat to multiple squadrons even solo.

BARON LEADERS

Baron Leaders are the Ace of Aces of Aces, potential threats to even well armed modern squadrons due to sheer skill, and have been able to down even veteran Force User Pilots, destroy capital ship weapons and defenses, and are competent at destroying ground Targets. They are given the singular honor of piloting successfully recovered Royal Guard TIE Interceptors


SUPPORT.

This small unit still requires support in the field like when hiding on a planet. Squadron Leaders promoted to the unit start out in Support Once More demoted to grunt. They learn the ins and outs of maintaining stealth systems in their respective field

SCOUT

Scouts operate Wild Karrde Replicas, picking up potentially vast amounts of info from even modern systems and act as combat support during missions, scouting aged and helping detect weaknesses in enemy formations and ship targets. They also participate in underwater operations in subs. This path leads to Multirole or Interceptor Branch


TRANSPORTS


Piloting Emperor Shuttle Replicas, these Pilots ferry vital supplies and sensitive equipment and Information to the Unit . This Path Leads to Bomber Branch


COMBAT TRANSPORTS

Piloting old school Republic Stealth Corvettes, they ferry important troops or Droids, engage enemy targets and act as long range scouts. This path leads to Heavy Branch
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
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  • Image Credit: https://starwars.fandom.com/wiki/SG-1984
  • https://starwars.fandom.com/wiki/Senate_Commando/Legends
  • Role: Melee Focused Fett Clone Soldiers serving as multipurpose troops, equally skilled at attack as they are at defense, with a focus directing the attacks of other allied Clone Units in fights against Dark Side aligned organizations, aiding Jedi and Light Side Force Users as bodyguards or in the protection and evacuation of civilian populaces, essentially being a type of Clone Commander
  • Permissions: N/A
  • Links: N/A
GENERAL INFORMATION
  • Unit Name: Clone Knights
  • Affiliation: Bacta-Works of Epica (Currently), Bloodscrawl Medical Corporation (Formerly)
  • Classification: 'Inverse' Purge Trooper
  • Description: Trained as Classical Knights based off the values of the Ashlan Church, they zealously assist those in need, be they civilian, Jedi, or fellow Clone, acting as the sort of Light Side equivalent of a Purge Trooper
COMBAT INFORMATION:
  • Unit Size: Large
  • Unit Availability: Rare
  • Unit Experience: Veteran
  • Equipment: Range Finder, Med Kit, Antidote Kit
DC-15A (Commanders/Snipers Only) OR Nightsister Energy Bow (Everyone Below Commander)

Old Mercenary Set Replicas OR Force Staff OR Power Lance OR Power Hammer OR Vibro-Ax OR Echani Vibrosword (Used in conjunction with physical energy shields or the Mercenary Set Vibroshield)

Zenji Needles

Armor

Cortosis Weave Armor (Custom Appearance)

Personal Combat Shield OR Gungan Energy Shield OR Multi-Shield Generator Belt

Ordinance: Smoke Grenades

Vehicles:

BARC Speeder OR Sentinel Craft

Support: (Note: Droids only accompany Knights when in Squads)

Phase 1 Dark Trooper (Upgraded) (4 Per Squad)

Special: Gungan Energy Catapult

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  • Combat Function: In pitched battles they wade into combat in massed formations with their melee weapons assisted by Sword Equipped Droids, on foot or on bikes using power lances to tear into enemy vehicles. Occasionally some may make use of ranged weapons to snipe at far away targets to assist knights fighting their enemies directly
  • Force Abilities (Force User Units Only): N/A
Strengths:
  • Knightly Virtues: These Clones are trained from the ground up as actual Knights, with a sense of honor, chivalry, and Faith in the Ashlan Religion, allowing them to inspire their fellow clones to Victory as they battle the Dark Side. They are known to be almost fearless in battle, to the point of being able to resist mind tricks and telepathic assault to a large degree, and are greatly knowledgeable of hunting Dark Force Users, making them a sort of inverted version of an Imperial Purge Trooper. Their armor and Primary weapons are also Resistant to Lightsabers
  • Perfected Clone: Engineered to lack the accelerated aging and clone degeneracy after reaching fighting age, these Clones won't die early or go insane like normal clones might
  • Joust: These clones are terrifying at mounted combat on bikes with power lances, ripping through masses of enemies and vehicles
  • Swashbuckler: immensely well trained in Melee combat, both with melee weapons and hand to hand martial arts. They are skilled at using masses of energy shields or physical shields while approaching an enemy to fend off blaster bolts and other projectiles, while knights in the back of the shield wall prepare their spears, and can even form a "bubble" of overlapping shields with spears sticking out of the gaps for extra protection. If there are enemy personnel, they often have an answer for how to kill them with a particular melee weapon
  • Distant Support: In the few instances they rely on ranged combat, they are known to be crack shots with their rifles, energy bows, and even their antiquated catapults
  • Costner Mode: Excellent as Bodyguards for high ranking figures, but specialized in guarding Jedi
  • Boomerang: Their primary weapons, replicas of an old spear and shield Nathan once found, possess repulsor tech that returns the weapons to the user when thrown. This allows them to use unique strategies in battle.
Weaknesses:
  • Organic Soldiers, Organic Problems: They need to eat, drink, sleep, and dispose of waste like any other Organic, and if something sufficiently traumatic occurs, that overrides even their normal fearlessness, Therapy
  • Close the Distance: Melee is their bread and butter, and their ranged skills are better at picking off lone, troublesome targets than at pitched battle against multiple enemies. To top it off, their energy bows fire and reload slow, leading them to prefer firing these either from static defenses or in massed formations. Only Commanders are given the DC-15A Rifle, and then only in the sniper rifle configuration. This usually means that if disaster strikes the Knights often won't have enough ranged weapons to cut it
  • Hard to Replace: It takes hard work (And Flash training) to produce a proper Knight, let alone grow him
  • Bioweapons: the particulars of their genetics are such that while they won't suffer early age and death or other forms degeneration, they are still more vulnerable to bio weapons
  • Numbers: A Lone Knight is skilled enough to momentarily halt the progress of a Sith Lord in a duel for a significant amount of time (and even possibly heavily injure one), but doesn't really have any answer for most Force Powers, and it will require moderate numbers of Knights (Who have a very, very good plan in place prior) to have a decent chance of killing a very skilled Sith, or even just a moderately skilled one. Apprentices may find themselves in immense danger however.
  • Friction: Nathan cannot stand the Ashlan Religion and often tries to have as little to do with the Clone Knights as possible, deeply wary of their Zealotry, and how they might interfere with his designs of revenge against the Cult, having them spied on and releasing them from their contracts earlier than other Clones working for his corporation to make sure their influence doesn't spread to the whole of the Clone Army he has awoken. The Knights, sensing his mistrust, and well aware of his efforts to stymie their influence amongst their brothers, often butt heads with him whenever forced to work with him directly, and only begrudgingly accept his authority as time goes on, deeply discomforted by his taste in allies. This also can lead to friction with Clone subordinates, as their sense of honor may prevent them occasionally from taking solutions that would win the battle quicker, if said solution is perceived by the Knight as too cruel, dishonorable, or cowardly.
HISTORICAL INFORMATION

Clone Knights are the ambitious product of the long defunct Bloodscrawl Medical Corporation, created to serve as a more specialized force to aid Jedi in combatting the forces of the Dark Side while protecting civilian populations from the Sith. Schooled in the Ashlan Religion for their values, their Zealotry can rally other clones just by their mere presence, a fact that makes Nathan, an apostate to the Ashlan faith, extremely wary of having to deal with them more than he has too, being sure to keep them busy.

Though given excellent benefits and Job Security by his company, they notice how their contracts end with the company earlier than that of their less skilled brothers (Though the Company goes out of its way to help them find work and adjust to life in society after releasing them from their contract), a fact that makes some bitter, feeling persecuted for their beliefs for reasons they don't understand but unable to prove it in court due to how discreet Nathan's antagonism towards them is.

But despite this, the Clone Knights march on, too volatile to keep around for extended periods but too useful to discard quickly and casually. Nathan suspects whoever in his family taught them the Ashlan Religion later came to regret doing so, for the Clone Force Commanders, the ones directly above them in rank, do not hold the same reverence for the Force the Knights do.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Imperial_armored_commandos.png

GENERAL INFORMATION
  • Unit Name: Clan Li-Ves Stormtroopers
  • Affiliation: Clan Li-Ves
  • Classification: Assassination Stormtroopers
  • Description: Vampire Stormtroopers Trained to the standards and quality of Darth Vader's infamous 501'st Legion, these ruthless warriors are equipped with modern weapons and equipment, and act as the fist of Clan Li-Ves to make war on enemy assets, as well as Bodyguard Vera Mina herself or Nathan without his knowledge
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Large
  • Unit Availability: Rare
  • Unit Experience: Veteran
  • Equipment: Rangefinder, Medkit (Medic Only), Antidote Kit (Medic Only)

Ranged:

Rifle

Viper Series Blaster Rifle OR Banshee Carbine OR Stormneedler

Heavy Weapons

Thunder Lance Gun OR Hellpyre OR Khan Rotary Cannon

Side Arm:

Stormclaw Pistol OR Witchtaker

Ordinance:

Melee:

MK-1 Psychic Katana

Armor:

Radiation Zone Assault Trooper Armor (Custom Appearance) OR Environmental Bastion Armor (Custom Appearance)

Vehicles

Albatross Gunship

Starfighters:

TIE/HU

Support:

Sky Hornets (2 Per Squad)

  • m9iV36K.png
  • Combat Function: The Stormtroopers function as Commandos and Field Assassination Units, targeting key structures and personnel in overwhelming Blitz attacks that come at night, sowing terror into enemy tanks. They also serve as pilots for special operations,
  • Force Abilities (Force User Units Only): No
Strengths:
  • A Modern Army
  • Vampire
  • Blitz
  • Fly by night
Weaknesses:
  • Aggression
  • Honor Code
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Knights_of_Zakuul_on_Voss.jpg

KnightsofZakuul.png

Kal_Petrin.png

GENERAL INFORMATION
  • Unit Name: Bladed Mysteries
  • Affiliation: Nathan Bloodscrawl Nathan Bloodscrawl (Secret Affiliation)
  • Classification: Light Side Adept
  • Description: Light Side Apprentices to Nathan, they are his eyes and ears, often his hands in the protection of civilian populations and often speak with his authority to selected outsiders to his operation, aiding actual Jedi if possible, all while obscuring their loyalties and morivations
COMBAT INFORMATION:
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Recruit
  • Equipment: Rangefinder, Med Kit

Ranged:

Kalranoos Carbine

Melee:


Single Bladed Lightsaber OR Lightsaber Pike (Both Variants are blue bladed) OR Vibro Double Blade

Armor:

Fenelar Armor (Recreation, Custom Appearance)
  • Combat Function: Effectively the Light Side equivalent of Dark Jedi, These warriors practice the Light Side and Lightsaber Technique independent of oversight by the Jedi Council, having been illegally trained by Nathan in certain abilities. They act as mystery interlopers in conflicts against the enemies of the light, refusing to identify themselves to Jedi (Often refusing to even speak when one is present to give Jedi they encounter as little to work with as possible). They occasionally act as a rescue group for Jedi behind enemy lines, and when not in combat act as humanitarian relief in Crisis scenarios for a given populace, humbling themselves by providing food, water, and medical aid, all anonymously. They prefer ambush, and dislike wading into open combat on the battlefield, preferring to fight smaller groups such as a platoon or two, or just lone units.
  • Force Abilities (Force User Units Only):
Force Sense (Padawan)
Electric Judgement (Padawan)
Force Valor (Padawan)
Force Light (Padawan)
Force Heal (Padawan)
Force Stealth (Padawan)
Force Camouflage (Padawan)
Force Resistance (Master)
Force Camouflage (Padawan)
Force Suppression (Padawan)




Strengths:
  • Tough Armor: Their tough Phrik Alloy Armor can protect them from a wide variety of damage, including Lightsabers
  • Light Connection: Taught very basic light side abilities, they can pose a significant challenge for ordinary soldiers and bounty hunters and at least possibly fend off a trained Dark Side user
  • Tough Spirit: Training from Nathan has focused on refining their ability to resist Force Attacks to that of a master. They may not be better at using the Force, but they can often survive it's most dangerous attacks. If they can't beat you, they certainly have a great chance of outlasting you and escaping to fight another day.
  • Defensive: They are trained in a smattering of Form One, but focus on Soresu almost exclusively, enabling them to survive and deflect a lot of attacks that might destroy the defenses of normal apprentices
  • Jack of all trades: A decent array of Force Powers to use in battle, and they get slightly smarter about employing them every time they are used.
  • Force Range: Though their offensive skills are weak, their electric judgement has unusually long range, and the range increases if channeling it through their lightsaber blade
Weaknesses:
  • Null: They temporarily lose their powers if entering Force Voids, Ysalamiri bubbles, or clods of Voidstone particles
  • Much to learn, you still have: Their ability to resist Force Powers is about the only thing going for them. In all other respects they are still very much Padawans, and they can't enhance their bodily performance without the Light Side Currently, and lack even basic skill at telekinesis
  • Inevitable: Such a heavy focus on surviving attacks means they have trouble going on offense without the Force
HISTORICAL INFORMATION

Trained in secret on the planet Kytrand by Nathan, these apprentices are selected from the refugee population based on empathy capacity and sense of civic duty, and given basic instruction depending on their aptitude. Fully aware that training them while still a Padawan is a major violation of NJO rules, he makes sure strictly to deploy them in Trade League Space, where the NJO has less presence and they have a shot of at least momentarily passing themselves off as simple Jedi Wayseekers, or in such packed, chaotic battles, that the side he is fighting for simply won't have time to pay attention to a few extra blue blades on the field. This puts them at risk but separates the skilled from the unskilled.

Despite being Light Side Users, they break from Jedi Doctrine in a major way by treating the Light Side as a tool to be used, refusing to view it on a spiritual level. This is so they will strictly be loyal to their master rather than the Jedi Code, despite wanting many of the same things the Jedi do, and often behaving no different than an actual, properly trained Jedi Padawan would
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
BarrissDisguised-TCWs5BR2.png

PHYSICAL INFORMATION
  • Age: 19
  • Force Sensitivity: Padawan
  • Species: Human
  • Appearance: Wears black clothing and a full face mask to hide the severe mutilation she suffered at the hands of the Cult of The Brain Demon
SOCIAL INFORMATION
  • Name: Vel Turus
  • Loyalties: Nathan Bloodscrawl Nathan Bloodscrawl
  • Wealth: As a hidden apprentice to one of the wealthiest people in the Galaxy, She is technically very wealthy, as she wants for nothing
  • Notable Possessions: Single Bladed Lightsaber (Blue)
  • Skills: Vel appears to be knowledgeable of the Medium Style developed by Luke Skywalker's Jedi Praxeum
  • Languages: Basic, Huttese
  • Personality: Withdrawn and quiet, consistently traumatized by her memories of being tortured by the Cult
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
  • Image Credit: [ Provide credit to the original artist of the images in your submission. Link to the web page where it can be found and state the name of the original artist if possible. Each image used must be credited. Use TinyEye, Google Image Search, or the Image Credit FAQ to help.]
  • Role: [ Is she your character's daughter? Is he your squad's sniper, the man you trust on overwatch? Is she your longtime pilot and occasional lover? Are they the Force ghost who appears to give you cryptic guidance? Is he your mortal enemy? Did she put a bounty on your head? Explain the role this NPC will play. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
PHYSICAL INFORMATION
  • Age: [ Please keep it sensible. ]
  • Force Sensitivity: [ Choose from: Force Dead, Non-Force User, Untrained Force Sensitive, Apprentice/Padawan, Knight, Master. ]
  • Species: [ If the species is uncommon or custom it should be linked to the correct Wookie Article or the Codex Species Sub. Droid or Artificial Intelligence NPC's should use this template. ]
  • Appearance: [ Describe the NPC. Height and build? Any distinguishing marks? Do they show their age? What do they usually wear? ]
SOCIAL INFORMATION
  • Name: [ Also worth including: aliases, nicknames, ranks, titles, etc. ]
  • Loyalties: [ Faction affiliation? Is he an NPC companion for a certain character? Is she part of a specific military unit? Only themselves? Link any relevant characters, faction pages, or groups. ]
  • Wealth: [ How wealthy are they? Where does that wealth come from? Are they stakeholders in existing corporations? If so, link to them. ]
  • Notable Possessions: [ Describe or link any notable possessions they might own. Please link any relevant factory submissions or uncommon canon links. ]
  • Skills: [ What skills does this NPC have? Are they a pilot, a farmer, a mechanic? Do they paint or knit in their free time? For Force users if they have any special abilities that are rare list them here. Be reasonable. ]
  • Languages: [ What languages do they know? For example, it's very common to know Basic and Huttese, and many droids know binary droidspeak. Please provide links for any unusual languages. ]
  • Personality: [ Describe the NPC's personality. Acerbic? Friendly? Ditzy? Annoyingly calm and superior? What about mannerisms or habits? ]
COMBAT INFORMATION
  • Weapon of Choice: [ Military blaster rifle? Toy lightsaber? Bioweapons? Wits? Charm? The Force? Please provide links to any relevant factory submissions or uncommon canon links. ]
  • Combat Function: [ Combat is difficult to avoid -- after all, this is Chaos. Should your NPC wind up in combat, what would they be good at? How would they work alongside you, or would they be a liability? Remember: An NPC is weaker than a PC of an equivalent level, and will not match them in power, skills, or abilities. ]
  • Force Abilities (Force Users Only): [If your NPC is a Force User, please list their Force abilities, especially unusual or rare ones.]
Strengths:
  • [ Provide, in list format, some strengths of this submission. 2 recommended. ]
Weaknesses:
  • [ Provide, in list format, some weaknesses of this submission. 2 recommended. ]
HISTORICAL INFORMATION
 
OUT OF CHARACTER INFORMATION
  • Intent: To make a Species of Sorceresses
  • Image Credit: N/A
  • Canon: N/A
  • Permissions: N/A
  • Links:
GENERAL INFORMATION
  • Name: Force Spawn
  • Designation: Sentient (Human level intelligence)
  • Origins:
  • Average Lifespan:
  • Estimated Population: Scattered
  • Description: Force Altered Shi'ido bodies inhabited by the spirits of powerful Sorceresses
PHYSICAL INFORMATION
  • Breathes:
  • Average Height of Adults: N/A
  • Average Length of Adults: N/A
  • Skin color: Varies
  • Hair color: Varies
  • Distinctions: Composed of Shi'ido Bodies altered by Either the light or dark sides of the Force in special rituals where the spirit of a Powerful Force User resides, they typically resemble any humanoid species the designer or even the Force Spawn themselves want to
  • Races: Shi'ido bodies specifically altered with the Force, can look like many types of humanoids
  • Force Sensitivity: All (Master Level due to the spirits inhabiting the bodies)
Strengths:
  • Channeler: The elemental ability they are honed to is often highly advanced in how it is applied, often overwhelming other elemental Force Power users even if highly skilled themselves, or even if they are masters at channeling the very same element. Their bodies further mutate to accommodate this power as their life span advances. Force Spawn are also capable of absorbing the remnants of other Force Users through objects they left behind, gaining their skill, form, and personality while channeling them. Or violently absorbing their minds and digesting them for the same purpose. The former is more associated with Light Side Force Spawn, while the latter is more associated with Dark Side Force Spawn
  • Mage: Often Masters of using magic and their respective sides of the Force particularly when it comes to preserving themselves
  • Hard to Kill: Their Regenerative ability is the single biggest hurdle to overcome when trying to kill one, often necessitating destruction of the whole brain to permanently kill a good many. If the remains are left in a Force Nexus of matching alignment, they could resurrect very slowly over the course of years or over the course of months if assisted by ritual. (Remains of extremely ancient and powerful Force Spawn can regenerate over the course of weeks) If they leave specially altered pieces of themselves behind, their death could cause preserved samples to slowly grow into a new copy of them, with all memories prior to death over the course of 24 hours. Regenerative attributes during the course of combat are often tied to the element they are made to channel in their primary form, or they must use the Light Side, while Dark Side Force Spawn share the first attributes, the latter, rather than using the Light Side, will often regenerate by stealing life force, with the greater the suffering during the draining, and more innocent the victims providing the most nourishment. In either case, they can heal themselves from extremely severe injuries, such as organ damage in the Torso, or even fully regrow lost limbs albeit very slowly. One must often resort to highly powerful and damaging weapons, such as Disruptors, or must have materials that drive it back momentarily to fend off one to hopefully kill it later or to simply escape it.
  • Hard to Kill, Pt 2: Extremely ancient or unusually powerful ones are able to use the Light or Dark Side of the Force to survive and continue to function through devastating, catastrophic head and chest injuries, either needing to use the Light Side to heal the horrible injury, or draw from the element they are innately tied to. Often overwhelming force, such as total destruction of the brain or heart is necessary to put such ancient witches/occasionally warlocks down for good, and even then the remains will likely have to be completely destroyed to assure it is incapable of resurrecting.
  • Malleability: These Sorceresses, Light, Dark , or Gray, tend to be extremely dangerous. They tend to be highly intelligent and able figure out the weaknessess of their enemies quickly and mercilessly exploit their knowledge of the Force to overwhelm or evade their opponent. They are not afraid to use the innate beauty of certain guises to win others over
  • Blends in: Able to use the various guises their personalities provide to make people think multiple people are operating (Which technically, isn't incorrect) in a single area
  • Absorption: Force Spawn primarily grow more powerful through absorbing the personalities, appearance and skills of other Sorceresses who may or may not be fellow Force Spawn, passively in the case of Light Spawn, through contact with objects that are imbued with a strong essence of the person they are absorbing, or violently eating the mind in the case of Dark Force Spawn. Each personality absorbed raises the power of their primary persona/host by a small percentage
Weaknesses:
  • Force Voids: Force Spawn are severely weakened by Null Fields, either artificial or organic in nature, their skin starting to almost melt and sag off the bone, making them slower thinkers and struggling to even speak. Some may even be reduced to feral, almost zombie like behavior, especially if relatively young if starved of Force Energy
  • Resin: Nullification Resin is extremely poisonous to their physiology, causing immediate necrotizing of tissue the longer it remains unpurged from the system, potentially causing death within minutes without drastic measures, such as immediate energy absorption.
  • Elementary: No matter the personality or guise, if the form is dedicated to channeling an element with the force, like fire, cold, electricity, then they are vulnerable at the moment to the exact opposite of whatever they are channeling
  • Limits: Due to their focus on channeling elemental based Force Powers, or Alkahest, they suffer in applying Force Attacks that don't use the elements or whatever side of the Force they align with. In many cases they are unable to enhance their bodies without magic or alignment based powers like Rage or Valor
  • Dark Side/Light Side: Dark Side Force Spawn are SEVERELY vulnerable to Force Light and Electric Judgement, exposure in the first causing them to possibly catch fire or melt into rotting sludge on the spot without sufficient protection, while the latter can violently explode impact points, and cause them to rapidly rot without sufficient magic defenses. In Light Spawn's case, Waves of Darkness can cause them to catch fire, and bolt of Hatred can cause slow necrotizing
  • Energy: if heavily injured, absorbing vast amounts of energy, either peacefully from machines, or violently from innocent people. Twice as much is needed to heal if heavily weakened from Dark Side attacks
  • Roleplay Limits: They may be capable of absorbing dozens of personas, but realistically, most Force Spawn do not use more then seven, keeping the rest for the power increase or certain unusual emergencies their go to personas can't handle, and it is not a instant action. Force Spawn need a relatively safe space to transform into an alternative guise and it may take a few minutes to fully transform in and out, especially if the personality is not fully integrated. If remaining in an alternate persona for a long period, they can become trapped, and it could take years to escape it
  • Absorption Limits: Alternative personas are never more powerful than the primary guise, and in many cases are a good deal weaker, making manifesting them against certain opponents an extreme risk, as if they die in their alternate guise they die, and seven times out of ten they try and deal with matters in their primary guise. Also, being in an alternate persona too long may cause them to become trapped in that persona. If trapped long enough, that persona may become the new primary persona. Most are highly schizophrenic in certain ways, memories occasionally jumbling together of old lives, loves, and deaths
  • Telekinesis: Only the most ancient, powerful Force Spawn can use telekinesis.
  • Feeding: Feeding on energy, using the Force, or healing causes their flesh to warp and bubble horribly on their skeleton, giving away their inhuman nature
CULTURE
  • Diet: Doesn't need to eat or drink due to being sustained by the Light Side or Dark Side, unless it's to blend in
  • Communication: They speak whatever language the spirit inhabiting them speaks. If they knew telepathy they would use it
  • Technology level: Galactic Standard, but also enploys Alkahest or Dark Side/Sith Alchemy, depending on moral alignment
  • Religion/Beliefs: Light Dark, Or Gray Force Philosophy
  • General behavior: Light Force Spawn creep people out by often being unsettlingly pleasant or friendly most times, especially if relatively young or having few personas. Older ones are more no nonsense or more laid back. Dark Force Spawn are openly homicidal, sadistic and hammy at all ages most times
HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
TedrynHolocroncrop-EGTF.jpg

GENERAL INFORMATION
  • Holocron Name: The Kara-Shehr Holocron
  • Alignment: Light Side
  • Origin: Created by Nathan Bloodscrawl when he still went by the alias Morris Crownwraithe, this was crafted during his original life, quite some years before he would lose everyone he cared about, hidden away on Kara-Shehr .
  • Affiliation: Recently discovered and kept in the vaults of the Jakku Jedi Temple
  • Gatekeeper: The Gatekeeper appears as nothing more than a floating version of the Jedi Order's classic Symbol, with a harsh, electronic voice that gives no hints about the person who made it. Even back then, Nathan was exceptionally cautious, to the point the Gatekeeper outright refuses to identify it's creator, or give any personal recollections of its creator's experiences except in the most basic, vague descriptions of certain incidences. It is also an unusually harsh and unfriendly Gatekeeper for a Jedi Holocron, and while it doubtless knows it's subject, it has no tolerance for whatever shortcomings it's user possesses, harshly rebuking them for any perceived cockiness, stupidity (It responds to perceived stupid questions with truly vicious sarcasm), or unjustified self righteousness in their responses to it. Because of this, it is considered one of the most frustrating Gatekeepers of a Holocron that any Jedi Archivist or Council Member could interact with. It demands nothing less than the most serious dedication to the subject matter, and it will lock out the user for any perceived lapse in morals or judgement, remaining locked until a Jedi of sufficient purity touches and "resets" it's security parameters
  • Description: Contains a vast, encyclopedic knowledge of particular offensive and defensive Light Side Force Powers as well as the secrets of Imbuement of Items with the Light Side. Morris was seemingly uninterested in communicating the secrets of combat by Lightsaber
CONTENT INFORMATION


GATEKEEPER UPON BEING ACCESSED BY A YOUNGLING:

"Pay attention, young one. The Knowledge within contains the essential tools you will need for the Light to guide you properly." (The only time it's voice is less harsh is when a Youngling accesses it.)

GATEKEEPER UPON BEING ACCESSED BY A NOVICE: (Statement alters if accessed by a Novice that has built up their discipline by accessing it's contents previously. Statements continue to alter if accessed from youngling to master with a single user)

"Another of the unsculpted. Pay attention. My patience for your sort is NOT infinite."

OR

"Speak. Perhaps you are closer to answers than you realize."


GATEKEEPER UPON BEING ACCESSED BY A KNIGHT:

"Access my secrets if you must but know this: You will never master them if you remain on the grounds of a temple and nowhere else."

OR:

"Yet again, you return. Yet again, I am at your access."


GATEKEEPER UPON BEING ACCESSED BY A MASTER:

"Ask away, Master. Your questions will quickly give away whether you ARE a Master or just a Politician with a Lightsaber that survived long enough to be declared one."

OR:

"For your eyes only. Only for you. You see what no one else can see."




Note: The following are excerpts and description of its contents.

SECTION ONE: THE LIGHT SIDE

Security Level: Youngling to Padawan


GATEKEEPER'S INTRODUCTION:

"The full power of the Light Side is only for those who place their unwavering faith in it. Only in this can one achieve true enlightenment and their full potential. Steel yourself and sneer at any notion of 'Potentium'. The path is harsh. Brutal. It judges. It will leave you bitter and empty and full of questions along the way. No journey is perfect. But you must adhere to it. Only a true Jedi is fit to combat the Darkness of the Sith properly."


OR:

"When you were young, and your heart was an open book..." (Very rarely plays for repeat users, and never more than once)


Collected Works:

Complete Transcript of the Syclos Grimoire (Master Only. Gatekeeper will stress the danger of trying to use anything from it, saying it's creator only successfully copied the text in a trance)

Complete Transcript of the Rammahgon (All)

Complete Transcript of the Aionomica (Masters Only)

Complete Transcript of The Journal of Master Gnost-Dural (Masters Only)

Complete Transcript of Ben Kenobi's Book (Knights and Masters Only)

Secrets on creating Chu-Gon Dar Cubes

Complete Transcript of the Qel-Droma Epics (All)

Manuscript detailing the secrets of crafting Quantum-Crystalline Armor (Masters Only)

Manuscript detailing proper construction of Force Masks and Force Shields (Masters Only)

Instructions to create Jedi Star Compasses (Masters Only)

Secrets regarding the Force Forms.

Instructions to create Holocrons (Masters Only)

Transcript of The Poem of Ages (All)

Transcript of The Story of Count Dooku (All)

Transcript of the Jedi Code, as well as various historical variations and predecessors (All)

Transcript of Mandalorians: Identity and Language (All)

Transcript of Imperial Atrocities and other noble pursuits (All)

Collected editions of the Armed Forces Medical Science Journal (All)

Collected editions of the Coruscant Medical Review (All)

Collected editions of the Surgica Galactica Journal (All)

(This section details basic philosophies of Light Side practitioners, why the Light is better than the Dark, and how to achieve clarity with it. Unsurprisingly, for such a harsh gatekeeper, it does not resort to the sentimental, feel good language used by other Gatekeepers in other Jedi Holocrons that talk about the Light Side. Here it is discussed in terms of harsh, cold assessments of its benefits and costs, and the risks someone has to take in order to achieve enlightenment, and seems to subtly espouse the belief that the Light can and does go out of its way to punish the particularly recalcitrant, treacherous, and exploitive with ironic punishments. Secondary interests seem to include ancient history and poems, along with journals)



SECTION TWO: LIGHT SIDE POWERS

INTRODUCTION:

"As your faith grows, the Light permits you it's secrets.

OR:

"It's eyes may be on you OR me..."



FORCE HEALING:

INTRODUCTION:

"To truly mend a body without resorting to blasphemous sorceries that corrupt the Spirit, is within only the Light's sphere of influence...or some good surgery and Bacta."

Subjects Covered:

Basic-to-Master level Force Healing

Control Disease (Apprentice to Padawan Only)
Control Another's Disease (Knight to Master Only)
Cure Disease (Apprentice to Padawan Only)
Control Pain (Apprentice to Padawan Only)
Control Another's Pain (Knight to Master Only)
Cure Poison (Apprentice to Padawan Only)
Detoxify Poison (Apprentice to Padawan Only)
Detoxify Poison in Another (Knight to Master Only)
Remove Fatigue (Apprentice to Padawan Only)
Remove Another's Fatigue (Knight to Master Only)
Cleanse Mind (All)
Revitalize (Knight to Master Only)
Hibernation Trance (Master Only)
Place in Hibernation Trance (Master Only)
Voss Healing Ritual (Master Only)


(Details the nature of healing with the force, along with subcategories include hard battlefield medicine and Triage Surgery, and the chemical components of Bacta, how to synthesize it, and how to acquire and cultivate it's components.)

FORCE RESISTANCE

INTRODUCTION:

"The Light is All. Your faith in it shall give you the miracle of resisting the powers of others."

Subjects Covered:

Resisting Dark Side Influence (All)

Resisting Offensive Force Powers (Knights To Masters only)

Resisting Magic (Masters Only)


(Details the basic techniques for shielding oneself against the Dark Side in Nexuses, Objects, and the more advanced offensive powers employed by enemy Force Users, whether Light, Dark, or Neutral. Sub Categories include the acquisition, creation, or employment of materials that resist Force Abilities)

FORCE STUN

INTRODUCTION

"The Light can freeze, for a moment, even the strongest with enough experience..."

Subjects Covered:

Force Stun (All)

Force Stasis (Knights to Masters Only)

Stasis Field (Masters Only)

(Exhaustive coverage of the subject and intricacies of using the Light Side to momentarily freeze opponents in place, stressing the need for utilizing non lethal outcomes in the use of the Force for offense, lest one be driven to the Dark Side)

SERENITY (Master's Only)

INTRODUCTION:

"Never pass up the chance to regain one's edge."

(Details the requirements to go into a trance to gegain one's stamina and Force Reserves)

FORCE VALOR (All)

"Call upon the Force's wisdom to enhance... everything. Whether on yourself or others."

(Details how to use the Light to increase stamina, speed, strength, resolve, and accuracy, all at once)

ELECTRIC JUDGEMENT (Masters Only)

INTRODUCTION:

"Borderline blasphemous. To be used only if faced with no other viable non violent alternative. Or if target is an abomination."

Subjects Covered:

Bolt accuracy and range

Sustained streams

Energy Condensation

Channeling energy across body.

Damage Levels


(Details how to generate Electric Judgement, condense it into spheres, and create destructive, Force Repulse like effects. Damage can be controlled to only painlessly stun and knock out non Force Users and Light Side Users, and severely injure or kill Dark Side Users)


SECTION 3: FORCE IMBUEMENT (Masters Only)

INTRODUCTION:


"The Light's Secrets will even allow you to eventually alter physical matter."

Subjects Covered:

Creation of Force Imbued Armor

Creation of Force-Imbued Blades

Study and creation of Force Crystals

Creation of Light Side Artifacts

Study of Alchemy of Flesh

Study of how to increase Personal Force Reservoirs

DEFENSES
  • Accessibility: You need only touch it to access it
  • Security: The Gatekeeper does not suffer fools gladly. It will lock a user out if it's asked what is interpreted as a foolish question. It senses greed, and lust for power, and refuses to show such users anything, unless it judges them as a candidate to be turned. Active Dark Side Users who it seems a sufficient threat, it emits a highly destructive blast of Electric Judgement that's capable of possibly destroying Extremely Powerful Dark Side Users. It's aura is so powerful it could disrupt the connection to the dark side of any user who holds it. Long term proximity, could result in a form of "Reverse Corruption" for such users. It even affects Light Side Users in a similar manner, it's aura powerful enough to potentially influence how a Jedi thinks and behaves for hours after access, influencing them more and more the more they Access it. To top it off, the Holocron has been so heavily imbued it is nearly indestructible, even to the most extensive attacks from the Dark Side.
CLOSING STATEMENT FROM GATEKEEPER UPON CEASING TO USE HOLOCRON:

"If there is nothing else you have learned then remember at least this much: The Fatal Flaw of any belief structure is The Believer."

OR:

"Remember this if you forget every other lesson: Light without compassion and mercy is nothing but Glare. Glare only blinds; It never Illuminates." (Very Rare)



HISTORICAL INFORMATION

This Holocron was discovered in the mountain ranges of Kara-Shehr, hidden in a cave. It is the Holocron Nathan created in his old Jedi Identity, not that he would willingly admit it in his current state of mind. A powerful Light Side Relic, It's Gatekeeper is infamously strict as it is enigmatic. The knowledge within is described in coldly rational formal language, stripped of sentimental musing. Donated by Mirialan Natives, The Holocron's power quickly drew enough attention to put it into the highest security possible within the Enclave, all but ensuring Nathan will never see it without strict supervision...or unless he throws caution to the wind and just takes it.
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
GeonosisHolocron-BF2.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Unidentified_holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: The Plague Codex
  • Alignment: The Holocron bears a heavy, almost overwhelming light side aura,
  • Origin: A lost creation of Morris Crownwraithe, the identity Nathan used during The Gulag Era, this was created anonymously by him a few years before the end of his life
  • Affiliation: Vonnuvi Jedi Enclave
  • Gatekeeper: The Gate Keeper of this Holocron appears as a hologram depicting Tornado of green flames at the top of the device. An extremely cautious man, Nathan made it so that the Gatekeeper will openly refuse to disclose who created the device, and the Gatekeeper has a terse, cold manner of answering questions, and Historians have reported feeling uncomfortable talking to it too long
  • Description: This Holocron contains an extensive history of the Galaxy during the Gulag Era, it's effect on society across the Galaxy, and accounts of the horrors and nearly unrestrained lawlessness prevalent across the Galaxy as travel broke down and fuel prices skyrocketed. It also covers the effects of societal breakdown on the Jedi Order, including the exploits of Jedi that the Holocron's creator knew personally. It also contains the coordinates to Jedi Safe houses across the Galaxy, as well as personal essays on disease treatment. Other subjects cover the construction of Molecular Furnaces, Microfusion Piles, and Survival Methods Jedi can use in extreme situations
DEFENSES
  • Accessibility:
  • Security:

CONTENT INFORMATION

OPENING STATEMENT UPON GAINING ACCESS:

*"The biggest concern in documenting history is making sure one learns the Correct Lessons

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
CordovaHolocron.png

GENERAL INFORMATION
  • Holocron Name: Holocron of Lysandra Crownwraithe
  • Alignment: Light Side
  • Origin: Created by Lysandra Crownwraithe, wife of Morris Crownwraithe, and biological mother of Laertia Io Laertia Io ,
  • Affiliation: Dagobah Jedi Temple
  • Gatekeeper: The Gatekeeper is a woman in frayed black biker leathers who looks similar enough to Laertia to be her twin, who displays, a friendly, humble, yet at times stern personality. It is fastidious in how much it let's someone learn and when and how they learn it. It is unusually coy and cagey for a Jedi Holocron's gatekeeper, bordering on evasive in it's responses to even learned masters.
  • Description: A Holocron detailing Lightsaber Techniques and other methods of combat, including weapon Diagrams
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Dramaths_holocron.png

  • Image Credit: https://starwars.fandom.com/wiki/Dramath's_holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: Holocron of The Bloodscrawls
  • Alignment: Light Side
  • Origin:
  • Affiliation:
  • Gatekeeper: [ Describe the gatekeeper guarding this artifact. From their species to appearance, to their personality. Is the gatekeeper a portly Dark Lord of the Sith with insidious designs to steal the holder's body? A wise Neti carefully guiding a young spirit on the path of the Light? Anything goes here. ]
  • Description: [ Give a brief, general description and its purpose. ]
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: [ State why you are making this submission and what purpose it will fulfill in RP. ]
Holocron40ABY_EGTF.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Tionne's_Holocron
  • Canon: [ Is this a canon holocron? If yes, link to the original holocron wiki here, if no simply put N/A. ]
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Holocron Name: [ What the artifact is called or referred to. ]
  • Alignment: [ Is this an artifact of the dark or the lightside, is it neutral, or something more nuanced? ]
  • Origin: [ Who created it? Was it made by the Sith? The Jedi? Maybe some other sort of force discipline like the Matukai or the Wardens of the Sky? Link to any relevant characters, faction pages, canon wikia or codex submission if applicable. ]
  • Affiliation: [ Who currently owns the holocron. Link any relevant characters, faction pages or groups. ]
  • Gatekeeper: [ Describe the gatekeeper guarding this artifact. From their species to appearance, to their personality. Is the gatekeeper a portly Dark Lord of the Sith with insidious designs to steal the holder's body? A wise Neti carefully guiding a young spirit on the path of the Light? Anything goes here. ]
  • Description: [ Give a brief, general description and its purpose. ]
DEFENSES
  • Accessibility: [ Are there special rituals necessary to access the secrets of this artifact? A blood sacrifice? Some archaic phrase from the past? Or does it simply open to the touch of a force sensitive being? ]
  • Security: [ Does it have any abilities to defend itself or assault its user? Perhaps poison around its casing, force insanity raging through the holder's brain if the gatekeeper considers them unworthy. ]

CONTENT INFORMATION
[ Describe the knowledge this artifact contains. From force powers to ancient history no longer accessible to the common masses.The more powerful the artifact is, the more in-depth the Historical Information below should be. ]

HISTORICAL INFORMATION
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a private Cadre of Assassins
CloneTrooperOfficer.jpg

  • Image Credit: https://starwars.fandom.com/wiki/Clone_trooper_officer?file=CloneTrooperOfficer.jpg#Republic_Navy
  • Role: To serve as Assassin's and Saboteurs working on behalf of Kytrand's Clone Army
  • Permissions: [Please link any Marketplace purchase or similar approvals to use other Writers' content as part of this submission.]
  • Links: [ Provide links to any relevant threads, characters, companies, locations, etc here. Canon or otherwise. Especially obscure references, or events important to the submission.]
GENERAL INFORMATION
  • Unit Name: Clone Saboteur
  • Affiliation:
  • Classification: Elite Sabotage Specialist
  • Description: Clone Saboteurs are modeled on the Imperial Saboteur, skilled in infiltration behind enemy lines and Assassinating key personnel, or sabotaging vital equipment without leaving a trace of their presence. They prefer Quiet methods of killing if tasked with disposal of individual enemies, making kills look like an accident
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment:
Ranged:

Rifles:


F-11D Stealth OR DLT-19X Targeting Blaster OR DEMP 2 Carbine

Pistols

X-8 Night Sniper Pistol OR Nightsister Energy Bow Pistol

Melee:

Talon Vibrodagger.

Garrote

Hypodermic Needle (May Be filled with Various Poisons, Drugs, or Tranquilizers)

Handkerchief (May be doused with poisons, paralytics, or Tranquilizers)

Armor:

Baragwin Shadow Armor (Custom Appearance) Or Shadowsuit (Customized to look like a all black Tuxedo with mask.)

Equipment:

Belts:

Baragwin Stealth Unit OR Sound Dampening Stealth Unit OR Explosives Belt

Tool Kits: (Note: Not all kits can be carried at once, so The Clone must pick and choose which is best suited to the operation at hand

Infiltration Loadout:

Malkite Poisoner Gear
Disguise Kit
Electronic Lock Picking Kit
Computer Slicing Kit

Active Sabotage Loadout:

X5R Heavy Demolitions Kit
Computer Slicing Kit
Electronic Lock Picking Kit
Medkit

Demolitions Kit Contents:

Mini Drone Explosives OR Thermal Detonators
Smart Fuses
Solid State Detonators OR Suicide Timers
Standard Detonators OR Shaped Charges
Multi-Detonators OR Baradium Bombs


Special:

Mk-127 Disc Launcher (Customized to look like a Wrist Chrono)

Stealth Field Reinforcement Visor

  • m9iV36K.png
  • Combat Function: These Units are sent to infiltrate highly secure locations, destroy something vital, or kill someone valuable to the enemy, via using stealth tactics. They are not suited to the open battlefield.
  • Force Abilities (Force User Units Only): Force Dead
Strengths:
  • Saboteur: These clones are highly skilled at making death look like a freak accident, as massive amounts of training in engineering and physics along with explosives and poisoning have left them adept at literally using the whole of a surrounding environment to set up a kill. If their Life was a Final Destination film, they would be Tony Todd watching the hapless teenagers/hip young adults get butchered by the Domino Effect while acting all creepy like he knows exactly what is going on. In this case, they are both Tony Todd and the Domino Effect at the same time. Even when stripped of their tools, they are just that good at setting up environment kills using whatever is on hand. Even if they have relatively simple items to work with, they can often be turned to horribly lethal purposes.
  • Sensor Masked: Engineered to be Force Dead, Force Users do not normally detect them with the Force, allowing them to possibly get nightmarishly close for a kill. They also wear special armor that enhances the quality of the Stealth Field Generators they use, and are skilled at using the environment to blend in, and hide in plain sight using more conventional methods of obfuscation. They are very good at getting into even areas with extreme security, and they have been genetically modified to be able to mimic virtually any voice they hear, as well as being able to "throw" their voice so it sounds like it's coming from somewhere other than where they are.
  • Deadeye: These clones are engineered to be frightfully accurate with ranged weapons, able to hit targets moving at extremely high speeds even while considerable distance away.
  • Elite: Highly skilled at melee combat an extensively trained in hand to hand martial arts, and are great at using silent forms of melee kills and take downs. The will go full Adam Jensen on someone in a heartbeat, and are genetically engineered for greater speed, reflexes, and strength by double that of an ordinary human. They are also quite fearless, and extremely difficult to break with Torture or interrogation.
  • Refuge in Audacity: Particularly skilled Clones may choose to occasionally wear a Custom Shadowsuit styled like an actual all black Tuxedo, and infiltrate or assassinate while wearing it, and using more "Spy Movie" type methods of dispatching foes, like drugged handkerchiefs, Needles, Judo Chops, and employment of "Wink while making Gun-Finger gesture and tongue clicking" levels of Charisma to penetrate facilities, while as themselves or in disguises. Watch out if you encounter that type of Saboteur: they have survived long enough they can afford to be that eccentric in the field and still be extremely deadly.
  • Perfected Clone: In addition to other genetic alterations, they age naturally after reaching combat age, and suffer no risk of Clone Degeneration
Weaknesses:
  • Organic Soldiers, Organic Problems: They still need to eat, drink, sleep, and dispose of waste. Plus if something sufficiently traumatic occurs that overrides even their normal fearlessness, Therapy may be required
  • Bioweapons: As a result of genetic tweaking, they are slightly more vulnerable to bio weapons than other soldiers
  • Light Armor: Their armor is great at hiding them, but can only take two or three direct hits, and his no good against Lightsabers
  • Hard to replace: It takes long arduous amounts of time to grow and replace one killed.
  • Small Numbers: In addition to long replacement times, they are very small in number
HISTORICAL INFORMATION

Created by the Bloodscrawl Medical Corporation, Clone Saboteurs are masters of making it all look like a horrible accident, or at the very least making sure you often never see and never hear it coming. A tight knit organization, they are deployed during flashpoints where a critical asset must be destroyed or key enemy personnel removed without alerting others. Equal parts suave and professional, they are in effect meant to be a Bloodscrawl's personal hitman, and Nathan intends to make full use of their capabilities...while remaining wary of certain eccentricities on their part.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To create a Heavy trooper unit
CloneFlameTrooper_TCWs2BR1.png

GENERAL INFORMATION
  • Unit Name: Clone Pyro
  • Affiliation: Bacta-Works of Epica (Currently), Bloodscrawl Medical Corporation (Formerly)
  • Classification: Heavy Weapons Trooper/ Pyromaniac
  • Description: Deadly, Unstable Warriors who supplement the offensive and defensive strategies of other Clone Units. Their Motto is "Can beauty come out of ashes?"
COMBAT INFORMATION:
  • Unit Size: Large
  • Unit Availability: Common
  • Unit Experience: Trained
  • Equipment: Range Finder. Med Kit. Burn kit.
Ranged:

Standard Weapons
BTX-42 Heavy Flame Projector OR Heavy Republic Flame Thrower OR Smart Pistol (Heat Version) OR Plasma Projector

OR

Heavy Weapons
RPS-6 Rocket Launcher OR PLX-1 Portable Missile Launcher OR PMG OR Assault Cannon

Thrown:

Ordinance (Light)

Plasma Grenades (4) OR 7-PrG Proton Grenades (4)

OR

Ordinance (Heavy)

Pyro-Denton Explosives OR Baradium Bombs OR Detonation Pack


Model 7 Therm-Ax

Explosive Knives (4)

Mk II Hotspot Armor

  • m9iV36K.png
  • Combat Function: These Units look to kill as many as possible by turning wide stretches of area uninhabitable via burning everything with fire or firing grenades and rockets to do what flames can't
  • Force Abilities (Force User Units Only): None
Strengths:
  • BUUUUURRRRNNNNN IN HO-LY FI-RE: If there is something nearby that can be set on fire, these clones have a way to do it. Highly trained in the use of Incendiary weapons, they are equally suited at area denial or covering lone enemies or squads in flames, and can render entire areas of land as seas of nearly unpassable flames.
  • Psycho: Crazier than Nicholas Cage after swapping faces with John Travolta, They are prone to a bit of unpredictability in their strategy, which can very between a very orderly and thought out offense and defense and wild levels of nearly indiscriminate, brutal destruction (or even some chaotic combination of both), each Clone Pyro approaches a situation differently depending on orders...or whims. They are very difficult for an enemy to predict, and their highly aggressive mentally unstable nature makes them somewhat difficult to affect with mind tricks or telepathy
  • Panic Inducing: The two strengths previously listed lead to this one. Their crazed fervor in trying to burn their enemies alive or blast them apart while somehow setting them on fire still means they can potentially induce panic in ordinary conscripts and even more elite Units. Even Force Users should be extremely wary of confronting even a lone one, at least up close. After all, it only takes one mistake to turn you into Anakin after he took a trip to a Mustafar Beach
  • Up Close: They Excell at close range conflicts, being highly skilled at using Therm-Ax's to cut and burn at the same time
  • Perfected Clone: Due to Brilliant Tweaking of their genetics by The Bloodscrawl Medical Corporation, they stop rapidly aging once they reach fighting age and suffer no risk of Clone Degeneration
  • Jolly: Perfectly affable and jolly to their fellow Clones, you would never think they were completely insane until you see the change in their eyes when they spot an open flame. They are excellent at keeping morale up in hopeless situations, supplementing the strategies of other rank and file units
Weaknesses:
  • Bioweapons: As a result of the genetic tweaking, they are slightly more vulnerable to bio weapons than normal
  • It Burns! It Burns!: These are high risk high reward soldiers. Their incendiary weapons can cause a lot of chaos if they explode while close to friendlies. In addition, the panic they induce can work against them, as they are high priority targets, so other Clone units deploy them very carefully and in low numbers so that losing a few to malfunctioning or exploding weapons is not too costly to them
  • Pyromania: These Clones are so unstable that when not in the field they must constantly be monitored and kept in straight jackets, as they will try to start fires if they get bored. They are still allowed to remain among their fellow Clones but always in restraints, even in field base camps. If a base camp is attacked, the Clone Pyro will usually not have free hands to act. The other Clones may like them but the risk of them remaining free while off duty is too great.
  • Organic Soldiers Organic Problems: They still need to eat drink, sleep and dispose of waste
HISTORICAL INFORMATION.

Dangerous units whose training left them with severe, possibly incurable Pyromania, Clone Pyros are in a complicated position in Bacta-Works, as it's mandated they need treatment for their mental instability, and engaging in combat actively exacerbates their condition. Because of this, they are paid twice as much due to the high risk position as other clones, and receive constant therapy to manage their desire to burn it all down, and after their contract expires, they are placed on ships to be treated, far away from flammable materials, though they all receive the best of care, and get regular visits from their Clone Squad mates.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Hybrid Clone Trooper
CloneScoutTrooper-SWBC39.png

GENERAL INFORMATION
  • Unit Name: Clone Ranger
  • Affiliation: Bacta-Works of Epica (Currently), Bloodscrawl Medical Corporation (Formerly)
  • Classification: Scout/Marine Hybrid Trooper
  • Description: Crosses between Clone Scouts and Clone Marines, Clone Rangers use a combination of Long Range Sniping, Recon Training, and classic Ship Boarding and Assault along with using their vehicles to provide fast mobile attack patterns
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Large
  • Unit Availability: Common
  • Unit Experience: Trained
  • Equipment: Rangefinder, Med Kit. Antidote Kit
Rifles

DLT-19X OR DC-17m (All Attachments)

Pistols:

DC-15s OR SE-14R

Ordinance:

Class VI Automated Laser Projector (3) OR Laser Trip Mine (2)
LXR-6 OR Ion Grenades

Melee

Talon Vibrodagger

Support:

Mobile Ray Shield OR Automated Sentry Gun

B1-A Air Battle Droids (2 Per Squad) OR Droid Marines (2 Per Squad)
Engineer Battle Droid (1 Per Squad)

Vehicles

Light:

Flitknot Speeder Bike

Medium:

AT-RT (Model Aurek) OR AT-RT (Model Besh)

Air:

INT-4 Interceptor

Heavy:

AT-XT OR UT-AT

Space:

HAET

Armor:

Environmental Bastion Armor (Custom Appearance)



  • m9iV36K.png
  • Combat Function: Functioning as a waypoint between a common Clone Trooper and Clone Commando, Rangers combine the functions of Scout and Marine, Conducting long Range Sniping and Recon paired with fast hit and run tactics both on foot and in walkers or speeder bikes and Ship Assaults
  • Force Abilities (Force User Units Only): None
Strengths:
  • Longshot: Engineered for much better Marksmanship than the standard clone, The Ranger can dead eye someone while standing still or moving fast
  • Adaptable: Their armor is able to withstand various environment extremes, such as heat, cold, and radiation. Their weapons are similarly adaptable, their main weapon being the reconfigurable DC-17m, which can function as a standard assault rifle, Sniper Rifle, Grenade Launcher, or PEP Laser, and carry a pistol that rarely runs out of ammo, ensuring a Ranger always has some small means of fighting back. They are equally good for long range scouting or recon, or ship assaults. The DLT-19X Rifles they sometimes use are silent, making it harder to pinpoint their location at a distance
  • Fearless: These Clones are engineered to have very little fear, and will fight to the death to achieve an objective
  • Perfected Clone: Due to brilliant tweaking of their genetics by BMC, they do not suffer from rapid aging or any other form of Clone Degeneration once they reach fighting age
  • Fast Vehicles: Rangers are equipped with some of the fastest vehicles in the Kytrand Clone Army, enabling them to function as Long Range Scouts or engage more numerous enemies in hit and run attacks
  • Survivalist: Rangers are taught the basics to survive in harsh environments, such as Deserts, Frozen Wastelands, and jungles
Weaknesses:
  • Outdated: As tough and useful as they admittedly are, their equipment is still heavily outdated by a matter of centuries, despite still being quite powerful if used correctly
  • Organic Soldiers Organic Problems: They still need to eat, drink, sleep, and dispose of waste. Plus they may need therapy if something sufficiently traumatic occurs that overrides even their normal fearlessness
  • Restrictive: It's the reason they aren't quite classed as scouts: They are not as nimble on foot, relying on range, the environment, and their special equipment to fight up close
  • Ammo Chew: Their standard rifles chew through ammo much more rapidly than a DC-15A, meaning they must pick their fights carefully, firing in bursts.
  • Range: Their DC-17m simply doesn't have the range of a DC-15A, and the DLT-19X doesn't either, meaning they must often get close to the enemy or snipe from as far away as possible.
  • Attachments: They have access to all attachments for missions for the DC-17m, but due to restrictions on what they carry, a single Ranger can only carry two out of the known attachments
  • Bioweapons: Due to genetic tweaks, are slightly more vulnerable to bioweapons than normal
  • Understrength: Despite having a Force large enough and common enough to be trained and replaced, they are often deployed only in relatively few numbers, as their training is much more expensive, and requires more effort to reach, meaning the Clone Army is judicious in their appointments.
  • Friction: The Rangers by and large, have considerable enmity with the Clone Knights, considering them fanatics with a religious focus that is inappropriate and inefficient to the proper functioning of a Clone Army. They frequently argue on tactics and may even disregard and disobey orders they give if they believe them tactically unsound. The Knights for their part consider Rangers as disobedient renegades who need more direct supervision and a stricter hand over them
HISTORICAL INFORMATION

Clone Rangers are a vital waypoint between Trooper and commando, carrying out a mix of scouting and marine duties for the Clone Army. Aggression and Tenacity are a must, and being genetically engineered for marksmanship makes them in high demand at vital points on the Battlefield for Kytrand's Clone Army. Sneering at the Ashla Worship of the Clone Knights, their distaste for the religion make them and Nathan natural allies, and they get very generous perks as employees of Bacta-Works, with the company going out of its way towards helping them find gainful employment and community integration after their four year contract expires, should they choose to leave.

Clone Rangers have a prominent presence on Kytrand, mapping out the terrain and reporting anomalies and hidden sites.
 
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OUT OF CHARACTER INFORMATION
  • Intent: To make a Stealth Assault Unit
UtapauShadowTrooperCardArt.jpg

GENERAL INFORMATION
  • Unit Name: Clone Force Shadow
  • Affiliation:
  • Classification:
  • Description:
COMBAT INFORMATION: The combination of Unit Size and Availability below is the indicator of how numerous your unit is. Stormtroopers for instance would be considered Large/Common, while Rogue Squadron would be a Small/Unique unit. Majority Force User Units are prohibited from being Common or Large. The stronger and more specialized your unit is (FU or NFU), the smaller and less common it should be.
  • Unit Size: Small
  • Unit Availability: Rare
  • Unit Experience: Elite
  • Equipment:
Rifles:

F-11D Stealth OR DC-19 Stealth Carbine OR DLT-19X OR DC-15A (Sniper Configuration Only) OR Laser Rifle

Pistols

CS14 OR X-8 Night Sniper

Ordinance:

Plasma Grenades (2)

Melee: Curved Hilt Lightsaber Or Double Bladed (Yellow)

Armor:

Mimetic Suit (Custom Appearance)

Ship:

X-70B OR StealthX OR Scimitar Replicas (Veterans Only)

  • m9iV36K.png
  • Combat Function:
  • Force Abilities (Force User Units Only):
Force Sense (Master)
Telepathy (Master)
Force Camouflage (Master)
Force Stealth (Master)
Force Light (Master)
Force Resistance (Master)
Force Breach (Master)
Force Doppelganger (Master)
Force Illusion (Master)


Strengths:
  • Master
  • Duelist
  • Stealthy
  • Marksman
  • Perfected Clone
  • Fearless
Weaknesses:
  • Bioweapons
  • Null
  • Organic Soldiers Organic Problems
  • Pierced
  • Range
  • No TK
  • Expensive
HISTORICAL INFORMATION
 
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