Star Wars Roleplay: Chaos

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OUT OF CHARACTER INFORMATION
  • Intent: To create an outpost for DeathDrop in the Unknown Regions.
  • Image Credit: X & X for the marble image. The map was generated by yours truly using ChatGPT.
  • Canon: No.
  • Permissions: Scherezade deWinter Scherezade deWinter as creator of the station model.
  • Links: Peppered where applicable along the sub.
SETTING INFORMATION
  • Peak-Class-Fort-Sphere.png
    Space Station Name
    : Wobblestation
  • Station Model: Civilian Sphere of Scintilla
  • Classification: Generic Space Station / Outpost
  • Location: Unknown Regions
  • Affiliation:
  • Population: Sparse
  • Demographics: The station is sparsely populated. Other than the various members of Death Crew and occasional guests, the main inhabitants of the station are the crew that work there, consisting of about two thousand Humans and Near Humans who run the station, both on a technical level and in making sure services run smoothly.
  • Accessibility: All but one tunnel entry/exit has been welded shut, leaving only a single heavily monitored entry/exit point. Access requires prior permission, and unauthorized ships often find themselves waiting in silence as their signals are ignored. The station is not advertised in any star charts, but its existence isn’t exactly secret either. In some cantinas across the 'verse one might hear rumors about its existence, but rarely with anything of note that should draw any actual attention.
  • Traffic: Low
    The traffic is on the low side. The only things being imported on the regular are food, clothes, and medicine. Other things, such as weapons, are sent on an irregular basis to meet the needs of the Death Crew. There's just no need for more than that at present. Ships that manage to arrive uninvited rarely linger, as the station's exterior gives off an aura that discourages the curious (as a vibe thing, not a Force thing).
  • Description:
    From a distance, Wobblestation appears like a polished marble orb suspended in the void, its surface veined with faint glowing fissures that pulse like veins of light. Up close, faint scars and mismatched plating reveal its patched together history. The diameter of the sphere is 16km.
Inside, the central disc houses the city, a compact sprawl where buildings, barracks, and markets are all crammed together in what feels like permanent organized chaos. The docking station can hold dozens of small to medium private vessels, though anything larger than a corvette risks scraping against the sphere’s reinforced interior.

Below the disc, the tunnels twist endlessly through the lower hemisphere and include maintenance shafts, storage vaults, and long forgotten passageways. Few venture too far down: the further you go, the more the station seems to swallow the light, and stories circulate about crews that never returned from the depths.

POINTS OF INTEREST
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Command Bridge

The Command Bridge sits at the heart of the station’s central disc, elevated slightly above surrounding structures to give an unobstructed view of the city. Wide holoscreens, control panels, and tactical readouts cover the walls, displaying ship movements, station systems, and sensor feeds from the surrounding Unknown Regions.

Despite its serious purpose, the Command Bridge bears unmistakable traces of DeathDrop style, with neon accent lights flickering in irregular patterns and quirky holographic indicators sometimes display playful icons alongside critical alerts that decorate the console edges. The effect is unsettling yet oddly charming, as a space designed for precise coordination that seems to laugh at itself even while functioning at full efficiency.

The Bridge is staffed by senior crew, officers, and a few trusted tacticians. It serves as the station’s strategic hub for operations, incoming communications, and emergencies. Visitors are rare, and outsiders often feel a subtle tension here, as if the room itself is alive with awareness, measuring every movement.

Parade Hall
Rising from the very heart of the central disc, the Parade Hall dominates the city. The building is shaped like a half buried dome, its surface a patchwork of polished obsidian plates, raw scarred metal, and streaks of glowing neon paint that shouldn’t belong together yet somehow do. From a distance, it looks almost ceremonial, its banners and lights arranged to mimic the grandeur of a war monument. Up close, the effect unravels: half the banners don’t match, the lights flicker out of sync, and streaks of graffiti spiral between the cracks in patterns that look deliberate but make no sense.
Inside, the hall is vast enough to swallow formations of troops or amplify a lone voice into a thunderclap. The space is equal parts parade ground, war shrine, and carnival arena. Holoprojectors sputter triumphant anthems one moment and glitch into psychedelic chaos the next. Trapdoors, strange lighting rigs, and Whimsy inspired surprises dot the chamber, making every ceremony feel like it might tip from awe into absurdity at any second. It is a place where DeathDrop can march in formation, declare victories, or simply stage a show that unnerves everyone present.

Hot Springs
Tucked against the outer edge of the main disc lies one of the station’s stranger luxuries, the Hot Springs. Originally created by a botched cooling system repair, a cluster of underground reservoirs began venting mineral rich steam through cracks in the plating. Rather than fix it, Whimsy reinforced the area, sealing it off and shaping it into a sprawling bathhouse of natural looking pools framed by artificial stone and glowing moss.

The springs are fed by constantly recycling water that carries a faint metallic tang, but the temperature is perfect, and the steam has a way of making the harshness of life fall away. Colored lights glow faintly through the mist, shifting from soothing blues to lurid reds depending on which technician last tinkered with the settings.

For the Death Crew, the Hot Springs serve as both retreat and meeting ground. A great place to soak, drink, argue, or plot while half submerged, and is especially favoured by Drystan Creed Drystan Creed and Hekate Hekate (but not always at the same time). Guests are occasionally invited, though many leave with the unsettling impression that the pools are listening, carrying whispers deeper into the disc than they should.

The Screaming Porg (Karaoke Lounge)
Somewhere along one of the city’s central streets sits the Screaming Porg, a building that looks more like a mismatched holocasino than a simple karaoke bar. The façade is plastered with glowing signs in a dozen languages, half of them misspelled or looping in broken code. A massive neon star flickers overhead, occasionally sputtering into static before roaring back to life with a shriek of sound that rattles nearby windows.

Inside, the atmosphere is equal parts dive bar and stage show. Private booths line the walls, their doors painted in wild colors and layered in graffiti, while the main chamber holds a circular stage surrounded by uneven holoprojectors. The sound system is notorious, sometimes making a singer’s voice boom and at other times twisting lyrics into distorted echoes.

Death Crew frequent the place for drinking, gambling, and mock performances where someone belts out a war chant to the tune of a romantic ballad, or where CT-312 CT-312 might hijack the soundboard for chaotic special effects. Outsiders are welcome, though most leave either humiliated, mostly drunk, or oddly exhilarated. The Screaming Porg is less about music and more about spectacle, laughter, and chaos disguised as entertainment.

When the Death Crew are out of singing juice, they sometimes just kick back and relax while displaying holofilms on the projectors, often shouting crude comments about the plots and continuity errors.

Observation Rooms
Near another part of the outer edge of the main disc, several observation rooms jut out from the station’s structure, their wide, reinforced viewports offering unobstructed views into the vast void of the Unknown Regions. Each room is furnished simply but comfortably, with tiered seating, soft lighting, and control panels that adjust the angle of the viewport or tint the glass for optimal stargazing.

The rooms are popular among both Death Crew (especially Eira Dyn Eira Dyn ) and occasional guests seeking a moment of calm away from the bustle of the central disc. Some use them for quiet contemplation, others for tactical observation, and a few thrill seekers have been known to sneak in to watch shuttle landings from above. Despite the serenity, the rooms retain a faint echo of the station’s chaotic character: lights occasionally flicker, and the faint hum of power conduits reminds visitors that even here, nothing is entirely predictable.

Officer's Quarters
Tucked away in a slightly elevated section of the central disc, the Officer’s Quarters serve as both living space and command hub for the senior members of Death Crew. Each suite is compact but meticulously organized, a sharp contrast to the station’s overall disorder. Walls are lined with holoscreens displaying tactical feeds, ship schedules, and personal messages from the crew, while small personal touches, like mismatched rugs, a trophy or two, or a quirky piece of décor break the clinical feel.

The quarters are as much a statement as they are functional. Polished metal floors, reinforced doors, and secure comms channels reflect authority, but subtle eccentricities remind visitors that no one here truly plays by the rules. Officers are known to hold briefings, quiet strategy sessions, or even private celebrations here; though outwardly restrained, the Quarters are peppered with hidden amusements and small chaotic details only an insider would notice.

Training Rooms
Situated near the center of the disc for easy access by crew, the Training Rooms are a cluster of large, modular chambers designed for both physical conditioning and combat practice. Walls are reinforced with shock absorbing panels, and the floors are lined with adjustable mats to accommodate sparring, acrobatics, or tactical drills. Some rooms contain holoprojectors that simulate opponents, environmental hazards, or even full scale battles, allowing trainees to practice in controlled chaos.

The spaces are utilitarian but infused with DeathDrop’s chaotic flair. One room might have graffiti etched into the panels, another might have dangling wires sparking unpredictably, and occasional booby traps installed as surprise challenges keep even seasoned crew alert. Weapons racks, obstacle courses, and climbing structures line the walls, giving every training session a mix of discipline, danger, and spectacle.

The Training Rooms are both a place to build skill and to display prowess. Competitions, demonstrations, or reckless experiments often spill from one chamber to the next, creating a controlled storm of activity that reflects the station’s and the Death Crew's unpredictable nature.

The Barracks
The barracks occupy a block near the central disc, arranged in a semi circular pattern around a communal courtyard. Rows of compact rooms line narrow corridors, each sparsely furnished with bunks, lockers, and small personal storage spaces. Though the quarters are functional rather than luxurious, the walls are rarely bare, as crew members have covered them with graffiti, talismans, and personal mementos, giving the space a rough and lived in character.

Common areas feature tables, holoterminals, and impromptu game or training spaces, where crew members eat, socialize, or spar between assignments. Despite the chaos of the station at large, the barracks maintain a sense of community. Here, the Death Crew trains, sleeps, plans, and occasionally plots mischief together. The air carries a faint tang of oil, metal, and sweat, a constant reminder that this is both home and base of operations for those who answer to DeathDrop.

Firing Range
Located in a reinforced section near the central disc, the Firing Range is a long, enclosed hall designed for both projectile and energy weapons. The walls are lined with impact plates, holotargets, and adjustable barriers that can simulate different combat scenarios. Overhead rails carry moving targets that challenge shooters’ aim and reflexes, and a control panel allows instructors to change the environment on a whim.

While functional, the Range bears unmistakable signs of DeathDrop’s chaotic style. Some of the targets are intentionally absurd, such as holographic porgs, clashing symbols of rival crews, or glowing silhouettes that appear at random. Spent rounds litter the floor, and graffiti from past competitions decorates the walls. Occasionally, senior crew members add special effects during sessions, turning routine drills into unpredictable, high energy showcases.

Death Crew use the Firing Range to train, test new weapons, or entertain themselves with impromptu contests. Tarw Rhyfelwr Tarw Rhyfelwr can often be found here. Outsiders who step inside quickly learn that precision is only part of the challenge, as improvisation, timing, and a healthy tolerance for chaos are just as important.

Armory
The Armory sits in a heavily reinforced section of the station, near the Training Rooms and Firing Range for easy access. Its walls are lined with racks of weapons including but not limited to energy rifles, blasters, melee weapons, and various experimental devices, some clearly homemade or modified. Each item is carefully tagged and cataloged, but the organization is… uniquely DeathDrop: shelves are color coded according to some obscure logic, and a few prized or dangerous pieces are chained behind small force fields or locked cases with quirky security measures.

The air carries a faint hum of electricity, mingled with the scent of oil and polished metal. Holopanels flash safety instructions, yet crew members often ignore them, preferring to test the limits of their weapons under supervision. Some corners of the Armory are cluttered with spare parts, glitter, or even small prank devices meant to startle unwary hands, serving as a reminder that chaos lurks even among the most serious tools.

Access is restricted to authorized personnel, and drills or inspections are frequent. Despite the controlled access, the Armory embodies the station’s character: functional, slightly dangerous, and peppered with eccentricities that only a DeathDrop crew would find charming.

Mess Hall
The Mess Hall occupies a central block of the main disc, easily accessible from the barracks, Training Rooms, and Officer’s Quarters. Long tables and benches fill the space, arranged in rough rows, while a serving area offers a rotating selection of simple meals, ration packs, and the occasional extravagant treat courtesy of Whimsy’s experimental kitchen tech (like whimbamba or popcorn and more to come).

The walls are decorated with murals, graffiti, and holoprojections that shift depending on the crew’s whims, often showing absurd scenes, past victories, or inside jokes. Overhead, a network of piping and ventilation hums constantly, sometimes releasing random bursts of warm air, steam, or sparks. These are all minor hazards that crew have learned to navigate with practiced ease.

The Mess Hall serves as the social heart of Wobblestation. Crew gather here to eat, drink, gamble, argue, or swap stories. Food fights, mock competitions, and spontaneous performances are common, turning what should be a utilitarian space into a lively, chaotic arena. Outsiders who enter are quickly swept up in the energy. The Mess Hall is a place where structure and chaos collide in true DeathDrop fashion.

Med Bay
The Med Bay is a compact but well equipped facility tucked near the central disc, close enough to respond quickly to injuries from the Training Rooms, Firing Range, or other accidents. Sleek biobeds, diagnostic holopanels, and a small surgical suite line the walls, while cabinets hold everything from basic first aid supplies to more exotic medical tech salvaged or modified by the crew.

Though functional and clean, the Med Bay carries the station’s chaotic signature: devices occasionally spark, lights flicker unpredictably, and the smell of antiseptic mingles with faint traces of exotic chemicals used for experimental treatments. Holoscreens occasionally display odd, humorous messages or visual glitches that seem almost intentional.

Staffed by trained medics who are as pragmatic as they are eccentric, the Med Bay is a place where serious care and improvisation coexist. Crew members know that if they survive the station’s hazards, they’ll find competent treatment here, though it might come with a few shocking surprises or a minor dose of chaos.

Zero-G Therapy Rooms
Nestled along the outer rim of the central disc, the Zero-G Therapy Rooms are small chambers designed to let crew float weightlessly while engaging in stress relieving exercises or meditation. Soft, adjustable lighting and gentle background holosounds create a calming environment, while magnetic harnesses and safety nets ensure that even the clumsiest participants don’t crash into walls.

The rooms are both therapeutic and a playground. Some crew practice acrobatics or sparring maneuvers mid-air, others float lazily while sipping nutrient drinks, and a few mischievous members have rigged the controls to produce sudden spins, glitter bursts, or random sound effects for a touch of chaos. Mirrors, holoprojectors, and floating furniture add to the surreal experience, making the rooms equal parts wellness retreat and whimsical playground.

Zero-G Therapy Rooms are popular among both veterans and newcomers alike, offering a rare moment of freedom and disorientation in the otherwise tightly controlled environment of Wobblestation. Here, discipline meets delight and occasionally, utter chaos. Also, Jacen Breska Jacen Breska can often be found here.

Hangars
The station’s hangars are located along the underside and perimeter of the main disc, designed to accommodate small to medium ships for docking, maintenance, and storage. Each bay is a cavernous space lined with reinforced plating, crane systems, and modular docking clamps, allowing crews to handle everything from routine repairs to rapid deployment.

While functional, the hangars are unmistakably influenced by Scherezade’s chaotic touch. Walls and support beams are streaked with neon, graffiti, and mismatched plating. Some maintenance drones have been personalized with paint, lights, or unusual attachments, giving the impression that even the machinery has personality. Occasional sparks, humming conduits, or random bursts of compressed air are normal, keeping crews alert and entertained.

The hangars are also home to improvised training exercises, weapon tests, and a few daring pranks. Pilots learn quickly that landing here is as much about skill as it is about timing, and new arrivals are often warned that the hangars are as unpredictable as the station itself.

Engineering Sections
The Engineering Sections occupy the lower hemisphere of the sphere, a sprawling labyrinth of tunnels, maintenance shafts, and machinery halls. Massive conduits hum with power, rotating turbines and plasma cores pulse with light, and the air carries the mingled scent of oil, ozone, and heated metal. Crew bustle through catwalks and service corridors, maintaining systems that range from life support to artificial gravity, often improvising repairs with salvaged parts and Whimsy style modifications.

Though the sections are critical to the station’s survival, they are far from orderly. Exposed wires, patched plating, and mismatched control panels reflect years of improvisation and chaotic maintenance. Some conduits emit random bursts of sparks or steam, and the occasional glittering residue from experimental projects drifts through the tunnels. Odd warning signs in multiple languages and hand drawn schematics cover the walls, serving both as guidance and as cryptic messages left by engineers with a mischievous streak.

The Engineering Sections are alive with noise, movement, and energy. For visitors, the experience is equal parts awe-inspiring and intimidating. Wobblestation survives on ingenuity, adaptability, and a controlled touch of chaos.

The Frostfall Rink
A shimmering oval of frozen perfection, the Frostfall Rink is a place where gravity meets grace. Maintained by environmental engineers who learned to harness the cold of the void, the ice never melts, and the lighting shifts between deep blues, whites, and auroras that ripple across the ceiling.

By day, it serves as a recreational arena for skating, curling, and impromptu games devised by bored DD NPC's. By night, it transforms into a gathering space for performances, whether that’s choreographed duels on skates, musical ice shows, or chaotic midnight challenges fueled by glitter, laughter, and too much caf.

Rumor has it that some officers even use the rink for unconventional training: balancing in armor while skating, or practicing melee maneuvers on the slippery surface. Falls are frequent, but so is the laughter—and the bruises are worn with pride.

The Serpent Run
Winding through the outer rim of Wobblestation’s central disc and dipping into the shadowed maintenance tunnels below, the Serpent Run is a chaotic playground for speed and daring. From above, it traces a jagged loop along the disc’s edge, weaving between observation rooms, Hot Springs terraces, and neon splashed façades, offering racers fleeting glimpses of the void beyond the station. Bright, flickering lights illuminate the path, though gaps and misaligned panels keep every turn unpredictable.

Suddenly, the track plunges through a hatch into the lower hemisphere, where it snakes through the maintenance tunnels. Here, racers dodge humming conduits, dangling wires, and patches of leaking steam, the dim industrial lighting casting long, flickering shadows on scarred metal walls. Sparks leap unpredictably from exposed panels, and narrow catwalks force precision at high speeds. Echoes of engines bounce through the tunnels, mixing with the faint hum of turbines, giving the race an almost living soundtrack.

The Serpent Run combines spectacle and danger. Outside, the neon lit disc edge thrills spectators and provides wide turns for flashy maneuvers, while inside, the tunnels test reflexes and nerve. Whimsy inspired hazards like holographic targets, glitter bursts, and moving obstacles, ensure no two laps are ever the same. For the Death Crew, it is both a training ground and a spectacle, blending skill, chaos, and sheer audacity in perfect DeathDrop fashion.

SECURITY
Medium

Defensive assets are as follows as per the original Factory submission (Civilian Sphere of Scintilla) with a touch of flair:
  • Reinforced Hull & Plating: The sphere’s exterior is composed of patchwork reinforced metal and composite plating, capable of withstanding small to medium scale blaster or missile attacks. Sections of the hull have been retrofitted over the years with additional shielding panels and armor plates.
  • Deflector Shields: Standard station class shields provide basic protection against incoming fire, minor debris, and environmental hazards. Shields are tuned to protect the disc and docking areas preferentially, with occasional gaps along maintenance tunnels due to improvised modifications.
  • Access Control: All but one tunnel exit has been welded shut; the single active access point is heavily monitored. Entry requires prior authorization, and communications from unauthorized vessels are often ignored until cleared or threatened.
  • Internal Security Droids: A small number of multipurpose droids patrol key internal areas (docking bays, Parade Hall, Armory, and central corridors). They are programmed to handle both intruders and minor disturbances.
  • Surveillance Systems: Holosensors, motion detectors, and thermal scanners monitor interior corridors and major facilities. Security feeds are routed to the Command Bridge and Officer’s Quarters.
  • Emergency Protocols: In the event of breaches, bulkhead doors and localized lockdowns can be activated to contain intrusions or accidental disasters.
Wobblestation's security is sufficient to deter casual intruders, manage internal threats, and protect critical assets, but it is not equipped for large scale military engagement. Much of the defense relies on crew vigilance, clever use of the station layout, and improvisation, a reflection of both DeathDrop culture and Scherezade deWinter Scherezade deWinter ’s touch.

HISTORICAL INFORMATION
Wobblestation is a relatively new installation in the Unknown Regions, but its bones are far older. The construction relied heavily on salvaged parts from the long defunct Agents of Chaos era, with hull sections, conduits, and entire modules that once served covert operations decades ago now in use once more. The result is a patchwork sphere that looks both sleek and chaotic, with polished panels made of scarred metal, glowing fissures weave through older plating, and the station carries the quiet echoes of its storied past.

Funding and oversight came entirely from Whimsy, @Scherezade deWinter’s company. Known for producing everything from Uncommon Means of Mass Destruction to snack food and elaborate childrens' parties, Whimsy provided both the resources and the flair that shaped Wobblestation’s distinctive personality. The station is thus as much a manifestation of Scherezade’s playful genius as it is a practical base for the DeathDrop.

Rather than retaining control for herself, Scherezade gifted the station to the DeathDrop, confident they would inhabit it with energy, audacity, and chaotic spirit. Under her watchful eye, the station quickly became both a home and a playground for its occupants, blending function, whimsy, and controlled chaos in equal measure.
 
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