Star Wars Roleplay: Chaos

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Scherezade's Pre-Factory/Codex

We thought our world was all of existence, and then our world exploded. Our silent watchers took pity on our kind, grabbed the fragments of our once beautiful world, and made them livable in the vast ocean of the galaxy. Like comets, chunks of our world now drift in the great nothing, and we along with them.
And although we can see the sun wherever we go, we are etched in an eternal night, and all is silent.
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  • Intent: To create a unique planet in an uncommon setting that can be used for culture-heavy RP as well as serve various outlaw groups.
  • Image Credit:
    All images for the top gif are screenshots from the movie "The Neverending Story".
  • Original divider graphics made by [member="Srina Talon"], edited by [member="Scherezade deWinter"].

[*]Canon: No.
[*]Links: n/a
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  • Planet Name: Avirr
  • Demonym: Avirran
  • Region: Wild Space
  • System Name: Meh Uma
  • System Features:
    Avirr
  • Moons:
    Cleta
  • Euphrosyne
  • Hegemoneone

[*]Ion Storms
[*]Small Sun

[*]Coordinates: T-55
[*]Major Imports: Medicine, luxury items, food, communication tech, space travel tech.
[*]Major Exports: Tibanna Gas
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  • Gravity: Standard
  • Climate: Temperate
  • Primary Terrain: Rocky, grasslands, hills, air
  • Atmosphere: Type I
  • Major Locations: Avirr is a planet unlike many others. Similar to Bespin, Kaer, Kril'Dor, and Ord Ibanna, it is a gas giant. Unlike those mentioned, the gas that encompasses and makes most of the planet is entirely transparent, and cannot be seen without special equipment. Inside the transparency exist the fragments; masses of land that visually resemble asteroids that can be tiny or huge, upon some of which, life and civilization exist.

    Not all the fragments can be lived on. The big ones appear to be stable enough, yet some of them experience the dust, as the edges can crumble into it seemingly overnight. Sometimes new fragments appear on Avirr. Civilization exists predominantly in the center of the fragments that are deemed stable enough to live on, though several settlements in the Dust Lands exist as well.

    Major locations on Avirr include:
    Mahut
    Mahut is the largest fragment in Avirr, about 600km2 in size. It is also the most stable fragment, experiencing almost no dust at the fringes. Due to its geostability, Mahut has become the center of Avirr's civilization, and can be found in the small cities and various villages that are spread around it. Mahut is also one of the only two fragments that are connected to the interplanetary communication systems, being able to receive and access the holonetwork and people all the way to the core.

    The edges of Mahut are connected by air-railways to Ashira, a nearby stable fragment where most of the food is grown (more on that below).

    Despite its size and stability, there is very little that grows on Mahut, as most of the land on it is rocky and windy with only a little bit of sprouting weeds here and there. Most of the houses, whether grand or small, are made of the local ore, and buildings are rarely more than two stories high.

    Capitol
    On Mahut is Avirr’s capital city, simply known as The Capital. The Capital is here most of the planet’s communications and entertainment centers can be found, as Avirr does have the means to contact the rest of the galaxy, but the power to do so is under the direct and very strict control of the ruling caste. Entertainment includes mostly cheap entertainments, such as shoddy bars, nightlife dance places, casinos, and strip bars.

[*]Ashira
Ashira is another stable fragment, about half in size of Mahut. Real Estate in Ashira is the most expensive one on Avirr, as this is where the rich and the powerful reside. Every inch of the fragment is owned by one of the ruling families who use much of their grounds to grow food to feed most of the planet. Food of which they of course keep the best, and charge insane prices when they sell it to those beneath their station. Small shacks made of dry wood can be found as well, as the people who work the grounds need a place to live in. Ashira is the fragment that holds the Capital and everything else on Mahut by the balls, threatening on occasion to cut the air railways to remove any connection and ability to import food to the main fragment.

While far from being a small fragment, Ashira does experience dusting from time to time. It was only a few years ago that an entire corner of the fragment dusted over night and one of the ruling families was wiped out entirely, having attended a family gathering in the mansion that very same day. Some conspiracists claim that this was deliberately done and was no dusting, yet proof has never been successfully found by those very few who sought it out.


[*]Hundreds of Fragments, Large and Small
Avirr includes many fragments, big and small. But while Mahut and Ashira are known to be safe (or mostly safe, in Ashira’s case), such promises do not exist for all the rest of the fragments. Small settlements can be found here and there on the floating fragments of Avirr, and while some have remained stable for centuries, others have vanished overnight, becoming little but dust.

The people who live on these distant fragments are considered pariahs in the Avirr society, as they choose not to live on Mahut. Yet these are the people who have small spaceships that can carry them outside of the planet and outside of the reign of the ruling families, which is why when the ruling families remember that they exist, they often come in with local militias to take them down.

Other living situations on the distant fragments exist as temporary settlements for the Fraggers, men and women of lowly castes who risk their lives mapping and testing fragments out so that their families could eat.


[*]The Dust Lands
The Dust Lands are the dangerous part of Avirr, where fragments may form and disappear over the course of hours. A small sparse amount of people live there, choosing to become hermits from the Avirr society, as they do not have the means to go elsewhere. The Dust Lands are full of hard and dangerous people who will not pause before they shoot first and ask questions never, who feed mostly on the local wildlife of insects, small local animals, and a few root vegetables. To go into the Dust Lands is to go to your own death; few to none of the people both on Mahut or Ashira would ever risk such a thing.


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  • Native Species: Human
  • Immigrated Species: n/a
  • Population: Sparsely Populated
  • Demographics:
    100% Humans. The population of Avirr is highly xenophobic and other species are not welcome.

[*]Primary Languages: Galactic Basic
[*]Culture:
At a glance, it seems as though the people of Avirr have little that make them stand out. The middle to lower castes wear poor clothes that seem to be patches upon patches just to keep them together, but the higher castes would not be accepted among Coruscant's higher society either, despite being in a much better shape. Most of the music heard in bars is painfully outdated yet not even good enough to be considered oldies classics. The people will immediately leave whatever it is they were working on the moment the com device on their arm beeps, knowing it is a summon from the higher castes.

While the lower castes are free to marry and fornicate as they choose, it is treated as a taboo subject among themselves, with many families adopting the way of the Ruling Families regarding modesty in the hopes of being seen as better than their station. Men and women alike suffer from all forms of oppression, and there seems to be very little difference between how badly the genders are treated.

Schooling is offered to children only throughout the grammar school years, but many of them don't complete even that as there is much work to do and too little resources given for it in order to support households. Higher castes leave the planet if they wish to pursue higher learning.

It is rare to see people holding hands or showing even the most common physical signs of affection, both platonic and romantic. Many people walk with their eyes to the ground. Children are part of this overall silence.

[*]Religion: The people of Avirr believe in the Gods. It is sin to think of how many of them there may be, or what their names are. The Gods are good and just and help the people of Avirr to survive the many hardships they must during their lives. If a person was good during their lives, the Gods would bring them to a happy afterlife in a place that is full of daylight and sunshine, where their bellies are always full. If a person was bad during their lives, they would turn to dust, never to return or go anywhere else again. Reincarnation exists for those the Gods are not certain about and is considered neither a gift nor punishment, but merely a second chance to live.

The Gods require no honor but that of memory. There are no churches, not houses of worship, no statues. A stranger on Avirr would not even be able to guess that its population believes in anything.

There is but one story of the Gods that is permitted to be spoken out loud – the story of how the Gods took pity on the people of Avirr when their planet exploded, and gave them the fragments so that they could continue to live and adhere to the law. Other stories exist, dark stories, but these are spoke in hushed tones when the doors are closed. To speak of them anywhere else would be to risk execution.

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  • Government: Caste System
    1. The Ruling Families – the Ruling Families are the highest caste on Avirr, and are the main reason that the planet is not doing well. Any income that is made by the extraction of the Tibanna Gas goes directly to their pockets. The Ruling Families dine richly, feast richly, and go on vacations (slightly less richly). At present, there are eight Ruling Families, all of whom keep mansions and live on Ashira. The Ruling Families often interbreed in order to keep the bloodlines pure, and often prefer mating siblings just to avoid the entrance of spoiled and rotten blood entering their families. They also breed at dangerous speeds, discarding those that are born deformed due to their natural selection, and keeping those that appear to be healthy enough. There is no place for compassion or niceties among the Ruling Families. They have the credits, but they are cold hearted people who are not above selling their own mothers to gain what they want.

    2. The Cousin Caste – this caste is directly linked to the Ruling Families by blood, but do not get to be the heads of any families. The Ruling Families have a direct interest in keeping this caste healthy and producing, as this is where they choose potential mates for their children from. To keep the Cousin Caste Happy, the Ruling Families have given them the reigns to control the communication and entertainment of Avirr. As with the Ruling Families, the Cousin Caste interbreeds often, as not only will choosing mates from lower castes get them executed, but as will any fornication with the lesser castes in the event that they are caught. Those who belong to the Cousin Caste may occasionally leave Avirr and travel to other places. The Cousin Caste is regularly encouraged to be as cold blooded and hearted as the Ruling Families; and they are.

    3. The Farmers – the Farmers are considered a step above the rest of the working castes, as it is their hard work that keeps the planet mostly fed, when the Ruling Families aren’t stopping the food sales. The Farmers are also better fed than the rest of the working classes and below, as they have access to crops and livestock year round. The Farmer Caste’s choices in who to marry is not limited to their caste only and they may look at other castes, but these unions must always be approved and signed by the Ruling Family.

    4. Low Level Workers – these are the people who work all around Mahut, be they cleaning people, garbarge people, bartenders, and anything else that does not belong to the higher castes. Despite being the majority of the population, they are often considered invisible unless they do not perform their jobs, which often leads to execution even over minor things. The Low Level Workers may marry, breed, fornicate, and do as they like, providing it is within their caste. A certain percentage of the Low Level Workers become Fraggers - those who explore further away fragments and mark which are safe and which are not. Many of the Fraggers do not reach past the age of 30 due to the dangers of the job. However, families that contain a Fragger among them tend to live better off than those who do not, as the job pays more than any other ob one can find on Mahut.

    5. The Casteless – these are the people who do not live on Mahut, Ashira, or the Frag settlements. They are pariahs, anathemas, and are unwanted. They have no legal standing and when they are caught, they are executed on sight. They tend to live poorly off the land of whichever fragment they are on. Some consider them cursed. However, many of the Casteless are as such by choice, at least for the first generation.
  • Affiliation: neutral
  • Wealth: Low. The people of Avirr are incredibly poor and know the meaning of hunger. While the Ruling Families are much better off and rarely want for anything, they are still a far cry from being considered rich by Core standards.
  • Stability: Stability on Avirr is usually high. Although the people are far from happy, the iron fist with which of the Ruling Families and the Cousin Caste rule ensures that all are kept in line. While the very occasional uprising is attempted, these are often quickly dealt with by executing all those involved. The upper castes have already shown that they care very little for the lower castes, with the exception of the farmers, and are not above starving them out if they misbehave.

    Travelers are not welcome on Avirr. Human travelers may be tolerated for a few hours, but non-Humans are chased off on sight, and executed if they remain too long.

    The people of Avirr are, obviously, oppressed. This oppression reigns among all the classes, including the Ruling Families, the heads of which oppress their others. It is an ongoing cycle of terrible rules, cutthroat behavior, and eternal darkness.
  • Freedom & Oppression: There is little to no freedom on Avirr. People rarely leave their castes unless it’s to die, and all fear the Ruling Families, who keep everyone reigned in tightly. High and middle castes cannot choose to follow up on their loves at risk of execution, and the Ruling Families often use their full and complete control of the food lines to keep the rest of the population in line.
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  • Military: Avirr has no military of any kind, no ground forces and no air forces. Some of the Cousin Caste people are sometimes used for security of the Ruling Families’ mansions and grounds. Other than that a local militia exists, though their weapons are of the pitchforks and house pans kind.
  • Technology: Avirr is a low-tech planet. Running water and electricity exists, and while the planet is connected to the holonetwork, access to it is in the strict control and hands of the Ruling Family. Bacta is something only the higher castes have access to. The mid to lower castes have comm devices that they must wear at all times so that the higher castes can call upon them at times of need, but these devices cannot be used to contact their own friends or family.
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The local folklore of Avirr's people claim this was once a beautiful planet, full of luscious growth, peace, and prosperity. The local folklore of course has it all completely wrong. If Avirr ever was such a place, it occurred long before history was ever written down.

As far back as history reaches, Avirr had always been a divided society, its people spread among the various castes. However, the planet was once also much better situated, with technology being more advanced, connections to the core being better, and its people generally better off with various foodstuff and technologies imported. The Ruling Families were smaller in number than they are today, and their leaders were much more benevolent than the ones the planet has had for the past few centuries. Avirr was also once a magnet for extreme sports tourism, with people in their late teens or early twenties from nearby systems coming to visit the smaller fragments and climb all around them.

But this did not last.

As the Gulag swept across the Galaxy, Avirr's population was hit harshly by the virus, many people dying and families broken. Most of the Ruling Families were wiped out by this as well, as they had the means to travel easily off-planet and it is quite possible that they brought the virus with them upon returning from one of their trips. One by one, the Ruling Families died, until they were only two left. As the belief that the castes were not to be mixed reigned even back then, combined with the fear of people being too free to travel to and from Avirr, the remaining Ruling Families decided to tighten the reigns.

Tourism denial was the first thing they did. Once the planet was sufficiently isolated, the remaining Ruling Families destroyed most of the tech equipment that could be found on the planet at the time, shrinking it down to what they saw as a necessary minimum. The Farmer caste was slightly elevated, as they knew they would require food to keep the planet running.

But whereas the Ruling Families that began the process believed this would be a temporary solution that would enable the planet to survive until the Gulag threat was over, their children did not hold the same vision. Where their fathers sought safety and survival, the children saw control and power games, and when the heads of the Ruling Families were replaced, Avirr became a worse place to live in for anyone who was not them.

However, it is important to note that Avirr became also safer in the grand scheme of things, with many galactic events and war passing by them entirely, with only the Ruling Families, who occasionally traveled off-planet, ever being aware that such things were happening at all.

The initial intent of the Ruling Fmilies has long since been forgotten. The Ruling Families treat the planet as their playground to this day, keeping all the leashes secured tightly upon the people. The people of Avirr are unhappy, but well-subdued, and are unlikely to rise without outsiders interfering.

Done
http://starwarsrp.net/topic/136546-avirr/
 
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  • Intent: To create an artifact of value for the Knights Obsidian to go after in a mission.
  • Image Source: Etsy shop
  • Canon Link: n/a
  • Primary Source: Unstill Waters (to be linked after thread goes live)
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  • Name: The Flesh Stone
  • Manufacturer: (Organization, [Character Name], etc.)
  • Affiliation: Confederacy of Independent Systems
  • Modularity: No
  • Production: Unique
  • Material: Geode
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  • Classification: Artifact
  • Size: Very Small
  • Weight: Heavy
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  • Tethering a person to the Flesh Stone by use of the Force will cause the Force User to enjoy increased stamina, physical strength, and speed, equivalent to three times their natural.
  • Performing a blood ritual with the Flesh Stone will enable a Force User to draw in the Force energy and powers of the other person into them, efficiently killing them. Godmoding rules apply. The blood ritual is presently unknown and will require a lot of research in order to learn about.
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  • Can increase stamina, physical strength, and speed, equivalent to three times their natural. This increase lasts for three hours.
  • With the help of a Sith Magic ritual, can transfer the Force potency of one person to another.
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  • A strong enough attack of Force Light will undo the effects of the Flesh Stone.
  • Any Force-severing objects (void stones, lizards, etc) will undo the effects of the Flesh Stone.
  • Frequent use of the Flesh Stone may cause addiction and as such, irritability and weakness when not using it.
  • The Flesh Stone is fragile. If it drops on the ground, it will shatter.

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(Describe the artifact / holocron / item and its history)


Done
http://starwarsrp.net/topic/137198-the-flesh-stone/
 
SOFITOR
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  • Intent: A gift for the participants of Unstill Waters.
  • Image Source: Etsy shop, edited by [member="Scherezade deWinter"]
  • Canon Link: n/a
  • Primary Source: Unstill Waters
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  • Manufacturer: Confedercy of Independent Systems
  • Affiliation: Individual Characters -
  • Model: n/a
  • Modularity: n/a

  • Production: Semi-Unique
  • Material: Durasteel, circuitry
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  • Item is attached to the body, clothes, or armor.
  • When clicked, item grants a complete shield for 3 seconds that will block any incoming Force attacks.
  • Activation by clicking.
  • Single use.
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  • The three second shield that can be activated with the Sofitor will block any incoming Force attack, be it Darkside, Lightside, or Neutral.
  • Item is discreet, enemies not likely to catch a glimpse of it during combat.
  • Waterproof.
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  • After usage, the Sofitor will crumble and turn to ashes.
  • The Sofitor protects only from direct Force Attacks, such as Force Surge, Force Lightning, mental attacks, and such. If a Force User uses telekinesis to throw a table at you, the Sofitor will not protect you against the incoming table.
  • The protection lasts for three seconds only. If the attack is longer than that or an attack did not arrive within this tiny time window, it will not matter; the Sofitor will crumble and turn to ashes.
  • Item can be used unintentionally, which will still count as the single use.
  • User remains open to another attack immediately after the Sofitor crumbles and turns to dust, no lingering effect.
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The Sofitor was designed by the Knights Obsidian Archivists within the Confederacy of Independent Systems with the goal in mind to provide the Obsidian Knights with the ability to give themselves a form of SOS-type of protection that can be used in extreme or dire situations. As most of the Knights Obsidian prefer not to use shields in combats, an actual shield was out of the question, and thus the Archivists set out to find a more elegant and simple solution that would not interfere with the various fighting styles that could be found among the ranks of the Knights Obsidian.

After months or research and experiments, the Archivists came up with the Sofitor; a tiny device that resembled a cufflink, which could provide the ultimate protection against Force Attacks – but only for a very limited amount of time; three seconds, during which any incoming Force Attack would be felt as a breeze and its damage would be completely nullified.

Sadly, the Archivists could not improve the complicated algorithms and modules that went into the creation of the Sofitor to make it sufficiently stable for any longer than that. Attempts to make the Sofitor open a shield that would protect against the elements or any other forms of damage ended in failure. Another problem was the cost; each one raked several million credits from the CIS, which in turn caused their production to be severely limited.

While the Sofitor could protect against any Force Attacks for the three seconds window, it could not attack from other things that the Force Attacks could cause. For instance, it always worked when struck by Force Lightning, but when attempts were made to use Telekinesis to throw sharp objects at the shield, or even use Force Speed to attack it faster, the Sofitor crumbled and turned into dust.

Due to the limitations of the Sofitor as well as the extremely high cost of both researching and developing it as well as creating a final product out of it, the Sofitor Project is currently scrapped until further notice. The [INSERT NUMBER] Sofitors that exist were given to the Knights Obsidian who participated in the Unstill Waters mission on Jagomir.
 
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  • Intent: To sub the melee weapon that has been [member="Alwine Lechner"]'s breath of heaven during her upbringing on Stewjon.
  • Image Source: X, edited by [member="Scherezade deWinter"]
  • Canon Link: n/a
  • Primary Source: n/a
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  • Manufacturer: A forge on Stewjon
  • Affiliation: Individual Character Name
    [member="Alwine Lechner"]

[*]Model: n/a
[*]Modularity: n/a
[*]
Production: Unique

[*]Material: Durasteel, some leather decorations on the hilt
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  • Classification: Greatsword
  • Size: Very Large
  • Weight: Very Heavy
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  • It's a big sword.
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  • Durasteel blade can block some kinetic attacks.
  • Sword is sharp and heavy. Cuts or blunt hits from it will most likely hurt.
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  • At 1m60 in length, this sword is not easy to use without adequate training.
  • Even with adequate training, this sword will wear its wielder down if a fight is long enough.
  • The sword can withstand light attacks from lightsabers, but anything repetitive or strong enough will break it down.
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(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)


Done

http://starwarsrp.net/topic/137156-der-kleine-the-little-one/
 
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  • Intent: To create a uniform sword for the Knights Obsidian of the CIS
  • Image Source:
    Header made by [member="Darth Metus"]
  • Weapon image: X, edited by [member="Scherezade deWinter"]
  • Shield image: Mass Effect 2 screenshot

[*]Canon Link: n/a
[*]Primary Source: n/a
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  • Manufacturer: The Confederacy of Independent Systems
  • Affiliation: Confederacy of Independent Systems | Knights Obsidiant
  • Model: KOS01
  • Modularity: No.

  • Production: Limited
  • Material: Songsteel, sword components, powdered purple lightsaber crystals (decorative), various metals and circuity for the shield generator.
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  • Classification: Sword
  • Size: Average
  • Weight: Light
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  • Sword is intended purely for members of the Knights Obsidian. To wield one is to announce your membership/recruitment upon the field of battle.
  • A button on the hilt of the sword will generate a molecular protective 1.5m on 1m rectangle shield in front or to the side of the wielder. The shield absorbs the damage that hits it.
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  • Blade is highly resistant to lightsaber attacks.
  • Songsteel makes the blade light to wield.
  • Shield includes safety precaution to shut down before overload.
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  • Songsteel is difficult to forge, so it's be harder to fix.
  • The decorative powdered crystals on the blade shine in the dark, making the wielder visible to any enemies that may be around if blade is not sheathed.
  • 0.015% chance of the shield's safety precaution to fail, causing the shield to explode.
  • Whether hit or not hit, the shield only lasts 15 seconds at a time, and requires at least three minutes to charge up again.
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Sword:
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Shield:
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The Knight Obsidian Sword is the latest of weapons produced by the Confederacy of Independent Systems. After creating armors, ranged weapons, and lightsabers for the Knights Obsidian and with the impending rumors of dangers ahead, it was time to add more to the KO arsenal, and thus, the sword was made.

Following the same design lines of the Obsidian Type Strike Armor, the Archivists of the KO took to make sure that the sword would serve more than a way to cause damage; it had to provide some protection as well without adding to the weight that most KO members already wear upon their bodies on the field of battle.

Despite the costs, the blade was chosen to be made out Songsteel. Light, highly resistant to lightsabers, it was the perfect metal to use for the Knights. Decorations were added by use of powdered purple crystals, but these were more for visual effect than actual battle enhancement. While the blade itself remained basic in appearances, a button was added that could generate the molecular shield.

Whether a fresh recruit or a veteran leader, the Knight Obsidian Sword is available to all within the Knights Obsidian, and its usage heavily encouraged.

Done
http://starwarsrp.net/topic/137236-knight-obsidian-sword
 
Scherezade's Energy Bow


OUT OF CHARACTER INFORMATION

  • Intent: To create another weapon for [member="Scherezade deWinter"] to use as part of her arsenal.
  • Image Source: (Please link to where you found the image, or to the original artist if possible. TinEye or Google Image Search can help.)
  • Canon Link: n/a
  • Primary Source: Nightsister Energy Bow
PRODUCTION INFORMATION
  • Manufacturer: Confederacy of Independent Systems
  • Affiliation: [member="Scherezade deWinter"]
  • Model: SDB001
  • Modularity: No

  • Production: Unique
  • Material:
    Bowstring and arrows: plasma
  • Hilt: durasteel
  • Targeting computer: circuity

TECHNICAL SPECIFICATIONS
  • Classification: Bow
  • Size: Small before extension, Large after extension
  • Weight: Light
  • Ammunition Type: Plasma power cell
  • Ammunition Capacity: 75 shots

  • Reload Speed: Slow
  • Effective Range: Long Range
  • Rate of Fire: Average
  • Stopping Power: High
  • Recoil: None
SPECIAL FEATURES
  • Bow is collapsible; when 'closed', the hilt is the size of an average lightsaber hilt.
  • Targeting Computer helps with aim.
  • Bow can be set to three different power settings.
Strengths:
  • (Provide, in list format, a minimum of 1 strength of this submission.)
Weaknesses:
  • Slower than blaster - can only shoot as fast as you can pull
  • Targeting computer can be destroyed
  • The whole bow can be turned off with ion and emp
  • Highest power setting is more effective than a blaster shot but can only be used once and all subsequent shots would be of lower power
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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  • Intent: To create gear that is specific for the Pathfinders, a sub-group of the Knights Obsidian within the Confederacy of Independent Systems.
  • Image Source:
    Women's Boots: X
  • Men's: X | X
  • Factory bling made by [member="Darth Metus"], edited by [member="Scherezade deWinter"]

[*]Canon Link: n/a
[*]Primary Source: n/a
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  • Classification: Light Armor Boots
  • Weight: Light
  • Resistances
    Blasters: Average
  • Kinetic: Average
  • Lightsabers: Average
  • Other:
    Sonic: None
  • EMP/ION: None
  • Elemental: High
  • Cut/Wear: Extreme


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  • Force Enhancement: Speed
  • Force Enhancement: Stealth
  • Stylish
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  • Alchemy effect: Boots increase the speed by a modest amount.
  • Alchemy effect: Boots allow wearer to move with extra stealth, numbing most walking sounds on most surfaces.
  • Boots are extremely durable and will provide protection against wear/tear as well as server as a barrier of protection against predator bites (the stronger the predator's jaw, the less protection is offered).
  • Durasteel on the soles protects wearer from extremely hot/cold surfaces.
  • Friction grip avoids slippage.
  • Waterproof.
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  • Boots reach just below the knees, so kneecap protection requires additional gear.
  • While the boot mostly provide protection against the elements and predator bites, they're only average in protection against lightsabers and kinetic attack.
  • Boots are completely useless against Sonic and EMP/Ion attacks.
  • Boots provide no protection from slugthrowers.
  • All Force effects are nulled in the presence of Yslamir bubbles, void stones, etc.
x8Xqme.gif

For the women:
xKOqy6.jpg


For the men:
xKOg8f.jpg


Pathfinder | The Hunter - Shadow is the greatest ally of the Pathfinder. Under the cover of night, within the embrace of darkness, they seek every piece of information possible. Corruption. Data. Movements of the Enemy. Pathfinders exist to firstly keep the Knighthood informed with a constant influx of knowledge - without raising a single alarm. Moreover, they pluck the corrupt from their beds - or put a knife to their slumber. Such is their role: Saboteur, Scout, Hunter.
With the addition of various weapons and items to the general armor, the time has come for the Confederacy of Independent Systems. The Pathfinder Boots are the latest piece of armor produced by the Archivists of the Knights Obsidian, incorporating special knowledge that they have gained by researching the existence of various special and unique items around the galaxy.

These boots were created with the Pathfinders in mind and designed to serve the purpose of giving the KO hunters the extra speed and stealth they often require in missions. The boots are made of Spacers leather to ensure they are strong and sturdy, with the soles being coated in Durasteel to ensure protection against both hot and cold surfaces. Friction Grip was added to the soles as well, to make sure the Pathfinders would have no issues when needing to deal with missions that involve slippery surfaces.

Much research had been put into making the boots as light as possible, given that while the Pathfinders do fill a combative role, they often need to be quicker and stealthier about it than the Knight Obsidian's Executors. The sound proofing of the boots also muffle most walking sounds out to ensure they have all the little bit of extras that help during missions.

Last but not least, a care was put into the boots in terms of their appearance, keeping them stylish to match the various different armors available within the CIS and the KO armories, as well as being able to match them with incognito outfits with ease. There are different models for men and women, but the differences between them are purely cosmetic.

Done.

http://starwarsrp.net/topic/137343-knights-obsidian-pathfinder-boots/
 
OUT OF CHARACTER INFORMATION
  • Intent: To balance the PvP aspect of the Shield Maidens of Stewjon. This sub goes hand in hand with the Shield Maidens of Stewjon [link to be added].
  • Image Credit: n/a
  • Role: Ground Warriors
  • Links: Stewjon
GENERAL INFORMATION

[*]Classification: Infantry
[*]Equipment: Shield Maidens make use of generic swords, shields, daggers, and bows. These weapons would be of the kind that is considered primitive in Star Wars, resembling much the their counterparts in real life historical television and movies.
COMBAT INFORMATION
  • Availability: Rare
  • Deployment: Minor
  • Strengths & Weaknesses: The Shield Maidens of Stewjon are women coveted for their physical and brute strength. They are formidable melee combatants, chosen from naturally strong stock and then trained to be stronger still. These women would be just as strong as men undergoing the same training, which explains their rarity. Coming to face one on one or in small groups, these women are very likely to entirely wipe out their enemies, holding nothing back when it comes to extremes and efficient methods.

    However, the Shield Maidens of Stewjon lack anything technological. They do not know how to use pistols, sabers, slugthrowers, or protect against them either. While they know how to equip a bow, they do so more for hunting and less during battle, as ranged attacks are far from being a forte for them. Additionally, when facing swarms of enemies, the Shield Maidens are likely to find themselves easily overwhelmed, as their strength is singles and small groups. The Shield Maidens are also unequipped to fight vehicles or ships, though they do know how to fight against horse backed units.
  • Description: Stewjon is a planet that resembles Ancient Nordic in some of the most prominent parts of its culture, alongside having a caste system from which it is very hard to split. Those who are born as farmers remain farmers, those who are born lords remain lords, and the only group that is set aside from these harsh rules are the Warrior caste, who offer opportunity mostly towards men. There is only one exception – the Shield Maidens.

    No one is certain when the Shield Maidens came to be, but Stewjon folklore is sprinkled with stories of formidable women wielding weapons and fighting in the front lines. At some point, all fighting women were labelled as "Shield Maidens", and eventually, they became an official unit, with their own specific set of rules, weaved carefully into the web of Stejwoni life.

    Few can join the Shield Maidens. Women who are under 5"8 / 1m75 are automatically turned away and do not receive the chance to participate in the skill fights. Those who are tall enough must also be bulky enough, as the Shield Maidens to not accept lanky, overly lean, or narrow-boned women into their ranks either. More than once have their appearances been called manly, supported by their high above average muscle mess, lowered testosterone, and tendency to grow side burns.

    Training among the Shield Maidens is grueling. Upon acceptance, they undergo 18 months of harsh boot camp, given only minimal sleep and downtime. They are trained predominantly in hand to hand combat, required to hunt or forage for their food, and are expected to set aside any notions of love and raising their own families.

    When war happens on Stewjon, it is oftentimes villages or cities fighting each other. The planet has very little experience with interplanetary fighting, and space travel tech is not available to the castes who are not Lords. During war, the Shield Maidens are sent out to the front lines as infantry units, and are expected to slay their opponents down mostly with their swords.

    Shield maidens die young. There is no veteran program, no expectancy to go into pension, nothing. These women fight with every breath they take, and they fight until they are killed. It is rare to come across a Shield Maiden over the age of forty.

DOne
http://starwarsrp.net/topic/139046-the-shield-maidens-of-stewjon-combat-unit/
 
OUT OF CHARACTER INFORMATION
  • Intent: To flesh out the lore aspect of the Shield Maidens of Stewjon. This sub goes hand in hand with the PvP balance of the Shield Maidens [add link].
  • Image Credit: How to properly source your images
  • Role: A combat unit that is also culturally set apart with its own rules and history on Stewjon.
  • Links: Stewjon
GENERAL INFORMATION
  • Group Name: The Shield Maidens of Stewjon
  • Classification: Combat Unit
  • Headquarters: Stewjon
  • Loyalties:
    Stewjon
  • The Confederacy of Independent Systems

[*]Group Sigil: n/a
[*]Description: The Shield Maidens of Stewjon are a combat unit, serving as infantry during times of war on the planet. The Shield Maidens are made up of physically large and strong women who undergo rigorous training and live together in a small settlement that is simply known as the Maiden's Territory. The women fight on the ground using swords, bows, and shields, and are not equipped to deal with tech such as pistols, blasters or vehicles.
SOCIAL INFORMATION
  • Hierarchy:

    Fyrst – the Fyrst is the woman who is in charge of all the Shield Maidens. She has the last word on who is accepted, performs the burial ritual, the Maiden Ritual, and oftentimes also fills the role of councilor. While the Fyrst is completely in charge and is the complete authority over the Shield Maidens, she is expected to bow down and adhere to the leaders of the Warrior caste of Stewjon, who are always male.

  • The Annar – the Annar are the Shield Maidens who have completed their eighteen months of boot camp and are considered warriors for all intents and purposes. The vast majority of the Shield Maidens fit into this category, as the Shield Maidens are considered mostly equal to each other with a few minor exceptions. The Annar train daily, given little down or free time, and leave communally with each other.

  • The Nyr – The Nyr are the new recruits of the Shield Maidens. Upon acceptance, all the Nyrs are moved to the same cottage located a few miles away from the Maiden Territory, where they all live together in the same space. Sometimes, this space is cramped, and sometimes there's more than enough room for all, depending on how many are accepted. The Nyr are expected to take care of themselves, whether alone or as a whole group. They are given nothing but rusty weapons to undergo basic training with, and must ensure they have enough water, food, and firewood. After eighteen months, a Nyr will become a Shield Maiden.

[*]Membership: The Shield Maidens hold acceptance fights at irregular intervals during the year. Usually, the acceptance fights are announced anywhere between three to seven days before they happen. Any female bodied person aged fourteen and above may attend. However, women who are shorter than 1m75 / 5"8 and/or look too thin or too lanky are automatically turned away, and are oftentimes also mocked for even thinking they would be suitable. The Fyrst watches over the battles and decrees who may join based on courage, stamina, refusal to give up, prowess, and her gut instinct. Sometimes, the Fyrst will consider matters with other Shield Maidens before making the final decision. Women who are not accepted are still honored at the end of the fights, and a small celebration is held, to which only those who fought alongside the Shield Maidens may attend. The following day, those who were accepted become the Nyr, and must immediately leave their families and homes.
[*]Dogma/Doctrines:

  • As I Breathe, I Fight – Shield Maidens are expected to fight until death. They do not retire, they do not make their own families, they do nothing but be Shield Maidens until they are slaughtered in the field of battle. It is extremely rare to see a Shield Maiden over the age of 40 due to this.

  • Worshippers of Birka – the pantheon of Stewjon includes many different gods and goddesses. The Shield Maidens follow Birka, the Goddess of War and Battle. They honor her name before and after fights, they bless in her name, and the Maiden Territory has several statues that were raised in her honor.

  • Pride and Shame – Shield Maidens break the gender construct of Stewjon Culture, where women are considered much inferior to men. Yet at the same time, they are honored as women, and their presence on the field of battle is more than welcome. To have a Shield Maiden in a family is considered a source of great honor, no matter the family's caste. However, marrying a Shield Maiden is strictly forbidden and even just having a non-platonic relationship with one is considered Taboo. Those who have coitus with them must keep it a secret and rely on the Shield Maiden's discretion.

  • I Shall Bare No Children – Due to their vigorous training, Shield Maidens have little body fat and therefore usually do not produce enough estrogen for pregnancy to be possible during their fertile years. Lacking the medical explanation, it is unknown whether this the gods traded their ability to become pregnant for their ability to fight, or whether this was decided later as something that Shield Maidens simply do not do. A few myths of folklore about Shield Maidens having children do exist. However, all those stories end in tragedy.

  • Live Together, Fight Together – Shield Maidens live communally. They get their own food, sew and mend their own clothes and armor, tend to their own weapons. A Shield Maiden is not only master of the blade, she also knows how to take care of herself in the wilderness, and she does this well. The Shield Maidens also fight all together. There is no separation within the unit and no different ranks aside for the Fyrst.

[*]Curios:

  • Manly – Due to their size and training, many of the Shield Maidens, while definitely being female of body, have aesthetical traits that make them resemble more androgynous people or outright manly. Their low body fat and massive muscle mass causes increases testosterone production in the body which makes facial hair, for example, a common trait. No Shield Maiden is ever described as beautiful, though some are described as handsome.

  • Boars of Battle – While not mandatory, many Shield Maidens choose to have a tattoo of a War Boar inked upon their bodies. The boar symbolizes brute strength, war, and fighting.

[*]Goals: The only goal of a Shield Maiden is to fight and be on the field of battle. They have no hopes for peace, as that would render them useless. They have no hopes for growing much in numbers, as that will hurt the birthing on Stewjon. They have no hopes for education, fineries, or becoming rich, as that will mean they must give up the Shield Maiden life (which they cannot do anyway).
MEMBERS
  • Freya the Fyrst – NPC, unsubbed. Freya is the woman who currently commands the Shield Maidens.

HISTORICAL INFORMATION
Stewjon is a planet that resembles Ancient Nordic in some of the most prominent parts of its culture, alongside having a caste system from which it is very hard to split. Those who are born as farmers remain farmers, those who are born lords remain lords, and the only group that is set aside from these harsh rules are the Warrior caste, who offer opportunity mostly towards men. There is only one exception – the Shield Maidens.

No one is certain when the Shield Maidens came to be, but Stewjon folklore is sprinkled with stories of formidable women wielding weapons and fighting in the front lines. At some point, all fighting women were labelled as "Shield Maidens", and eventually, they became an official unit, with their own specific set of rules, weaved carefully into the web of Stejwoni life.

Few can join the Shield Maidens. Women who are under 5"8 / 1m75 are automatically turned away and do not receive the chance to participate in the skill fights. Those who are tall enough must also be bulky enough, as the Shield Maidens to not accept lanky, overly lean, or narrow-boned women into their ranks either. More than once have their appearances been called manly, supported by their high above average muscle mess, lowered testosterone, and tendency to grow side burns.

Training among the Shield Maidens is grueling. Upon acceptance, they undergo 18 months of harsh boot camp, given only minimal sleep and downtime. They are trained predominantly in hand to hand combat, required to hunt or forage for their food, and are expected to set aside any notions of love and raising their own families.

When war happens on Stewjon, it is oftentimes villages or cities fighting each other. The planet has very little experience with interplanetary fighting, and space travel tech is not available to the castes who are not Lords. During war, the Shield Maidens are sent out to the front lines as infantry units, and are expected to slay their opponents down mostly with their swords.

Shield maidens die young. There is no veteran program, no expectancy to go into pension, nothing. These women fight with every breath they take, and they fight until they are killed. It is rare to come across a Shield Maiden over the age of forty.

Done
http://starwarsrp.net/topic/139047-the-shield-maidens-of-stewjon-group-lore/
 

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