Star Wars Roleplay: Chaos

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Character Captain Aien Mueller

Aien Mueller

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  • "I was born for a storm and a calm does not suit me."

    NAME: Aien Mueller.
    CALLSIGN: Azrael
    FACTION: Silver Jedi Concord
    Occupation: SJDF Team 6 Leader



  • AGE: 51
    GENDER: Male
    SPECIES: Human.
    FORCE SENSITIVE: No
    HEIGHT: Six foot 1
    WEIGHT: 245lbs


  • OMEGA SQUAD ASSAULT TEAM
    TECH/SECOND IN COMMAND

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    • Name: Master Chief Petty Officer Dem Oniqua
    • CodeName: Bartleby
    • Age: 45
    • Species: Morellian
    • Role: Serving as a confidante to Aien and the team’s second in command, Oniqua handles slicing, tech issues, and communications. He is also quite a marksman.
    • Description: Bartleby has seen too much death, it's getting to him. Though not in the way you think. The normal protocol-driven officer has found a home away from the bar and in the kitchen. More and more during off time, Oniqua has taken up cooking, it's become therapeutic, and fattening.
    DEMO/EOD
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    • Name: Senior Chief Petty Officer Ewan Isaacs
    • CodeName: Gabriel
    • Age: 44
    • Species: Human
    • Role: Demolitions/Explosives Ordinance Disposal
    • Description: Jokester, Prankster, some may think mentally unstable(and probably right) he is all about everything demolition. He did go by “Scion”, but the original “Gabriel” was his roommate and one of his best friends. The new CodeName is an homage to the man.
    HEAVY WEAPONS
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    • Name: Senior Chief Petty Officer Tomas Isaacs
    • CodeName: Samael
    • Age: 45
    • Species: Human
    • Role: Weapons specialist, he prefers the big guns. Like the mini-gun he calls “Bertha”.
    • Description: Probably the most “chill” member of the group. Very “Zen”, very “relaxed”, always easy going until it’s time to not be easy going.
    PATHFINDER/ASSAULT
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    • Name: Chief Warrant Officer Zev Tantor
    • CodeName: Castiel
    • Age: 42
    • Species: Human
    • Role: Often sent to scout ahead, or find paths to an objective, Zev, twin to late Omega Squad member Bren is a jack of all trades.
    • Description: When he had heard about his brother being killed in action, Zev immediately put in for a transfer. He wanted revenge on the Kestolar Raiders and every S.O.B. who put his brother in danger. Logic might dictate that he blamed the Omegas, but just the opposite. He is calm, cool and collected, but the rage in him is building.
    SNIPER 1
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    • Name: Chief Petty Officer Tauren Saryl
    • CodeName: Sauriel
    • Age: 42
    • Species: 43
    • Role: Primary Sniper
    • Description: There’s “mean”, there’s “nasty”, there’s “mean & nasty” there’s “Come on man, that’s crossing a line!” and there’s “Sauriel”. If you are not Omega Squad, if you are not a “Silver”, be ridiculously nice. Simple as that. He ironically had a wonderful child and upbringing, was a normal kid. Just fiercely loyal.
    SNIPER 2
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    • Name: Chief Warrant Officer Laroyce Bromin
    • CodeName: Michael
    • Age: 40
    • Species: Human
    • Role: Sniper/Spotter
    • Description: Considered “Unlucky” by many in Special Forces, the former Antarian Ranger is the sole survivor of four teams considered “KIA”. Virtually no one wanted to work with him until Bartleby put in a good word to the Boss, who gave him a shot.

    "DOMINION" INFILTRATORS

    INFILTRATOR/INTEL/RENDITION/EXPLOSIVES

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    • Name: Chief Petty Officer Scarlot Hansenn
    • CodeName: Chamuel
    • Age: 40
    • Species: Human
    • Role: Infiltrator/Explosives/Intel/Assassination.
    • Description: Hansen is a man who knows what he wants. He wants to end it all and he is going to find a way to do it so his kids get his pension. Sure, he's nuts, and he knows it, but the Chief knows that he will not get retirement. So if he is going to go out, he's going to do it in style.
    INFILTRATOR/SLICER
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    • Name: Chief Petty Officer Jens Kadric
    • CodeName: Zadkiel
    • Age: 38
    • Species: Morellia
    • Role: Slicer
    • Description: Someone as deadly with a keyboard as with a weapon, Kadric once sliced into the Galactic Senate office of defense with just a datapad. A wiz at what he does, his paranoia keeps him on constant alert, always believing that the government is out to kill him as well as "The Iluminations" (no, not the "Illuminati", he ironically lives off the grid as much as possible).

    OMEGA SQUAD TRANSPORT/SUPPORT
    PEGASUS 1 Pilot

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    • Name: Lieutenant Commander Mick Rayes
    • CodeName: Jeremiel
    • Age: 40
    • Species: Mirialin
    • Role: Lead sHAAT pilot.
    • Description: A fighter pilot, long associated with Captain Angellus, Rayes became good friends with Mueller and when the Commander came calling, Rayes answered. Sure, it’s not the hustle and bustle of flying those cool new “Jackals” he has, but these HAATs are cool. The Pegasus are even better.

    PEGASUS/RONTO
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    • Name: Lieutenant Mora Sahlt
    • CodeName: Ariel
    • Age: 38
    • Species: Morellia
    • Role: Wing sHAAT pilot, often gunship.
    • Description: Long-time wingmate (and rumored lover) of Rayes, Mora always seems to go where he does. They work remarkably well together, if not completely competitive, but when one works a transport, the other is always working the gunship. She often works the gunship.

    PEGASUS/RONTO
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    • Name: Lieutenant Anata Milana
    • CodeName: Uriel
    • Age: 35
    • Species: Corellian
    • Role: Weapons Intercept for Mora's gunship when following the assault team in, she pilots the fourth sHAAT when all are in use..
    • Description: A former Sniper, Anata actually came over with the new sHAATs from the Republic in a transfer. The purpose was a “good faith” ambassadorial training position initially, but Mueller talked her into staying.



  • 1: Strong Leader- Always keeps sight of mission goals and earned the loyalty of his team a long time ago. Naturally brings out the best in each man.
    2: We are who we are so citizens can be who they are- Omega Squad gets the hard, nasty missions and justifies their actions in that they allow citizens to live freely and unaware.
    3: Leads From the Front- He will not put his team in harm’s way without sharing their danger.
    4: Your Reputation Precedes You- He is no “Han Solo” or even “Po Dameron”, but he is recognizable among military circles.
    1: I don’t know who I am anymore - Years of getting the nasty and soul taxing missions have taken their toll on Aien and his team’s psyche.
    2: Self Destructive Behavior- Divorced, kids who won’t talk to him, a functioning alcoholic.
    3: Target on Back- A long history of mission success has brought a lot of enemies, he may have earned respect, he’s also earned a lot of disdain and a lot of enemies.



  • To be able to be prepared for "the unexpected" Omega Squad needs to be checked out in the lethal weapons that the Silver Defense force has to offer.





  • To be able to be prepared for "the unexpected" Omega Squad needs to be capable of lethal forms of unarmed combat.

    No one knows where the Martial Art of K’tara originated, but what is known is that it first appeared to the general public on the battlefields of the Second Sith War. Taught to the soldiers of Darth Revan’s army the emphasis of the K'tara style was the maximization of damage to the opponent while minimizing the amount of noise created by the attack. Thus, much of the K'tara martial art was focused on short, quick motions.

    In keeping with general Sith philosophies about warfare Revan and Malik taught their army a secretive art unknown outside of Sith space thus ensuring their lethality for a majority of the war. Further K’tara was suited to the missions of the infamous Sith Assassins who hunted down and murdered the Jedi of the Old Republic with cunning brutality. Agents trained in the use of the K'tara arts could disarm an opponent and render them unconscious in a few swift motions, thereby attracting as little attention as possible. The most skilled of these operatives were taught an advanced form known as the Dha’Tracyn whereby they could maximize their firing efficiency up to a staggering 120%.

    The mastery of K’tara and the sub-form Dha’Tracyn can make an individual into a highly efficient assassin. Augmented with the force there are almost no limits to what can be achieved. The only drawback is that this art can only be used with solid weapons, Lightsabers cannot be used as their gyroscopic effect sets off the balance required to achieve the proper technique. The Dha’Tracyn can only be used with projectile weapons as blaster bolts move too fast to be avoided.

    In modern times, the art of K'tara has been substantially diluted by those who learn the first few ranks of the art, then leave to teach their 'Ultimate Martial Art' to crowds of students eager to part with their money. Holofilms in the last few decades have helped to make the art seem infallible, and even more popular, as a result. While the vast majority of the Schools that teach K'tara to teach an incomplete, or a sometimes ineffective version of the art, there are a few schools of renown. Admission to these schools is quite restricted and more expensive, students often having to pass multiple trials to begin a study.
    K
    Hand to Hand Combat Manual: K'TARA
    K'tara2

    Stance:
    This art is usually employed for stealth missions, or for situations where the practitioner is grossly outnumbered. As situations where the practitioner is grossly outnumbered. As such there are several stances that can be employed from a such there are several stances that can be employed from a crouched position to a standard slightly angled standing stance. Balance is essential as the practitioner is constantly stance. Balance is essential as the practitioner is constantly in motion so stances must change as the mission evolves.

    Striking:
    Short quick jabs and strikes to vital areas are the basis for unarmed striking in K’tara, whereas with solid weapons the unarmed striking in K’tara, whereas with solid weapons the goal is the maximization of movement to strike at multiple the goal is the maximization of movement to strike at multiple opponents, and with the Dha’Tracyn sub-form firing opponents, and with the Dha’Tracyn sub-form firing efficiency is the ultimate goal. The fluidity of movement is efficiency is the ultimate goal. The fluidity of movement is therefore emphasized when weapons are used as opposed to the halting movements of the empty hand forms. It should to the halting movements of the empty hand forms. It should be noted that firearms in Dha’Tracyn can be used as blunt be noted that firearms in Dha’Tracyn can be used as blunt weapons as well as a projectile.
    weapons as well as a projectile.

    Defense:
    In K’tara the best defense is an aggressive offense. With the empty hand and solid weapons, strikes are achieved usually empty hand and solid weapons strikes are achieved usually before an opponent is aware that he’s been engaged in before an opponent is aware that he’s been engaged in battle. With the Dha’Tracyn swiftness and accuracy is the battle. With the Dha’Tracyn swiftness and accuracy are the emphasis, where the only defense against firearms is to not emphasize, where the only defense against firearms is to not be in the way of the projectile. With that in mind deflection or be in the way of the projectile. With that in mind deflection or throwing off the aim of others with projectile weapons is the throwing off the aim of others with projectile weapons is the only defense available outside of shooting first.
    the only defense available outside of shooting first.

    Training:
    Since the Sith Wars of old K’tara has become a mainstay of Since the Sith Wars of old K’tara has become a mainstay of elite Special Forces groups throughout the galaxy. Believed to have been disseminated by out of work Sith soldiers hired on as mercenaries and trainers for local military and defense forces. Accurate training can only be found in a few very small schools outside of Special Forces training centers. The Rebel Alliance now the New Republic still trains their operatives in K’tara and the Dha’Tracyn.

    Weapons:
    Swords, blades, blunt weapons, and projectile firearms are all utilized in K’tara and the sub-form Dha’Tracyn making this one of the most versatile martial arts available in the galaxy today.

    K’tara
    Level: Advanced
    Style: Soft
    Weapons: Empty hand, projectile
    weapons, knives
    • Grace, Fluidity
    •• Training Circle, Hand and Foot
    ••• Multiplicity, Crimson Harvest, Rain of Blows
    •••• Gunslinger, Ghostwalk, Iron and Fire ••••• Sphere, Fire Wall, Unhittable,
    Einhand Reload, Cruciform

    Thank you Www.DarkJediBrotherhood.com for an incredible unarmed combat handbook

    Meaning 'Steel Hand', Teras Kasi is an unarmed martial art that was invented ages ago by the survivors of Palawa's Destruction. The art is brutal, effective, and adaptive, having been invented, as the rumors suggest, to keep the Jedi 'in check'.

    The legends tell the learner that Palawi was Teras Kasi destroyed by a jealous Jedi Council and that the refugees fled to Bunduki, where they continued to study the Force as they had for generations. Anxious that the Jedi would hunt even the survivors down, they formulated Teras Kasi as a method to defend against the Jedi Arts. Students of the Force who have had the opportunity to study Teras Kasi have remarked that the art seems to draw on the internal Force for its power, whereas most Force-users draw from the world around them.
    Teras Kasi has gained a high degree of notoriety,

    many various action holos showing the hero as being a master of Teras Kasi, which affords a high degree of recognition of the basic tenets of the art, as most actors don't tend to train fully in the art. As a result, there are quite a few academies that teach the basics of Teras Kasi to anyone willing to pay the tuition fees. However, these academies only offer a limited understanding of the art. In order to achieve mastery, one must seek out a Master of Palawi, a difficult task in and of itself.

    The art is brutally efficient, teaching its students how to step inside attacks to avoid damage while delivering viciously effective strikes themselves. The flexibility and strength required of Teras Kasi permits attacks that would otherwise be unreasonable, like the famed Death Weave, a series of blows that stuns, then paralyzes, incapacitates, and finally ends the target's life.


    Stance:
    Teras Kasi uses a wide stance. Rather than turning sideways, like many other martial arts, the Teras Kasi artist will face their opponents face on, their shoulders slightly forward than their feet, as if beginning a charge. This enables the user to spring into action quickly, often necessary against the typically armed opponents the art was intended to face.

    Striking:
    Open hand, a closed fist, elbow smashes, knees, kicks, headbutts, and body checks, Teras Kasi uses all of the body as a weapon, even if in unorthodox ways. The art relies heavily on strikes to intercept Teras Kasi 2
    attacking weapon hands, often with an open hand to help deflect weaponry from their opponent's target.

    Defense:
    Heavier on offensive pre=emptive or intercepting strikes than a true defense, Teras Kasi still utilizes several static blocks/ Several schools emphasize
    conditioning of limbs so that one of these blocks is actually damaging for the opponent to strike.

    Training:
    the basics of Teras Kasi are easy enough to seek training in. Studios can be found in almost any major city across the galaxy. Unfortunately, these studios can often instill bad habits and misinformation in the student. To find a true master is far more difficult. Seeking out one of the Masters can take years, let alone convincing them to actually take you on as a student. As a result, many arguments about who has learned the truest form of Teras Kasi come up in the martial world.

    Weapons:
    Teras Kasi is an unarmed art. The art has no maneuvers or forms for anything other than the empty hand.

    Teras Kasi
    Level: Elite
    Style: Hard
    Weapons: unarmed
    • Aryx slash, Riding Bantha, Slashing Wampa
    •• Charging Wampa, Spitting Rawl, Striking Sarlacc
    ••• Reek Stomp, Krayt's eye fist, Stonestrike
    •••• Dancing Dragonsnake, Nexu Grin, Rancor Rising, Acklay Spike
    ••••• Forraderi, Shenbit Bonecrusher blow, Death Weave, Teras D'ni

    Thank you Www.DarkJediBrotherhood.com for an incredible unarmed combat handbook

  • Veteran combatant of multiple engages against organized Imperial and Sith nations, and rogue isolated agents. Effective killer.

    Former Imperial sweeper team, straight out the Imperial Academy, Omega Squad made a name for themselves with assassinations and sabotage of enemy stations and shipyards. They followed orders, completed their missions, and did not question anything. It was all a part of the job and ideology was best left to the politicians.

    It was when they were ordered to extract an Imperial citizen from a CIS occupied world that things changed and they carried an embattled political leader, in danger of assassination by militia forces, across border lines against orders. The team never disobeyed orders before, but that was when they believed that there was nothing to question, that they were in the loop at all times and had all the intel they needed.

    This put the target on their backs. Leaving Imperial space for the Unknown Regions the team, fighting the odds to stay as one came across a Silver Concord Jedi, who shall remain nameless. He told them of Redemption and how it was never out of reach if they just reached for it.

    This was a lot of “Jedi Hooey” to them, but they took the offer to come with him back into Silver Space. All members were segregated and debriefed fully before being offered to continue their work for the SJC. This was not ideal, but it was honest work that was more straight forward.

    They justify their work in a culture that looks down on violence as this is what allows the populace to stay above it. They are not good people, and they know it, but they are actually getting used to the idea of doing the wrong things for the right reasons.




 
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