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    1. Kurai 12 yrs ago

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Overview


This is an RP set in the Star Wars universe, in the Old Republic Era. Specifically, this RP takes place in 3634 BBY, 3634 years before Star Wars IV: A New Hope, and about 10 years after The Old Republic MMORPG.

This is an era of much war and strife for the galaxy; the Sith Empire has broken the fragile peace treaty established upon the sacking of Coruscant. There is once again open war between the Empire and the Republic. The galaxy is home to many force sensitives, and the two superpowers have been snatching them up to be part of the Sith or the Jedi, respectively. This is technically alternate universe.

For more information on the Old Republic Era, check the Wookieepedia Links at the end of this post.

Background Information


There is a long-lost artifact called the Victus Crystallis which is said to amplify the powers of any force user to god-like levels. The Republic and the Empire have found out about this artifact and are sending small groups of spacers and force users to the legendary planet of Iego, where the artifact is said to be. Though the planet is widely regarded as a myth, their sources are credible, and both sides are desperate to attain the artifact. The ships must be packed with maintenance droids and back up parts in the shuttle bay, because the legend states that “angels” will make spacers crash land on the planet upon arrival. The characters must be cautious, as they cannot be sure what waits for them on Iego. Their goal is to set up a base and begin reconnaissance on the Victus Crystallis, with the end goal being to secure the artifact for one group or the other.

Spacers, mercenaries, and force sensitives that are interested in helping the Republic find the Victus Crystallis can report to Coruscant, Sector H-12 or the “Hope” Sector, while those interested in helping the Empire find the artifact can report to the Kaas City Spaceport on the planet Dromund Kaas.

A Note on My Involvement


As the GM, my main purpose is to facilitate a cohesive story and nudge the players toward major events every once and a while. I will be taking control of several NPCs, both on the side of the Sith and the Jedi. However, as players, feel free to craft side stories as you see fit, and of course you will be major influences to the main plot. Should our group be self-sufficient enough, I may not even need to control the story at all.

I will also be playing a Sith character with the Empire's group.



Creating a Character


Character Sheet:

Basic Information

Name:
Age:
Gender:
Species:
Homeworld:
Current Residence:
Current Occupation:
Affiliation:

Physical Info

Appearance:

Casual Attire:

Battle Attire:

Personal Info

Personality:

Connections: (Name- Relation/Current Location/Short Description)

History:

Combat Info

Weaponry:

Non-Weapon Technology:

Armor:

Standard Abilities:

Force Abilities:

Special Abilities:

Other Info

Notes:

Notes on the Template


Some of the categories may be slightly ambiguous, so here is an explanation of the less obvious components:

Affiliation: This refers to whether you are affiliated with the Republic, the Empire, or unaffiliated. Those who choose "unaffiliated" will still have to choose one of the groups to go to Iego with. The latter is for mercs, spacers, etc. who are along to make some credits but don't show fealty to one group or the other.

Battle Attire and Armor: At first glance, these two entries may seem identical. Battle Attire refers to the appearance of the attire, while Armor refers to the protective qualities of the attire.

Connections: This refers to characters that your character has an important connection to, one that is either relevant to the plot or the character's history. They become characters that the player can then call on as NPCs. These characters can accompany your character to Iego if you wish, but keep it to two or less in that case.

Force Abilities, Standard Abilities, and Special Abilities: The parameters of each are not explained above. Force Abilities are, obviously, any abilities that are a direct result of the force. Standard Abilities are any abilities that are natural to the character, or any abilities that are a result of past training or environment. Special Abilities are any abilities that do not fit into either Standard or Force Abilities.

Selecting Abilities

While selecting Standard and Special Abilities, the player has creative control. However, when selecting Force Abilities, one must keep their rank in mind.

Force users in this RP will start out as Jedi Knights or Sith. They are fairly seasoned in the ways of the force and should have several Force Abilities. The player is free to create these abilities if they so choose, but they should also consider checking the Force Powers link at the end of this post, in the Wookieepedia Links section. Keep in mind that the characters are NOT masters, so the level of their Force Abilities should not be incredibly powerful.

Selecting a Species

Only human, near-human or humanoid Species may be used. The species must also be sentient. For ideas on what Species to choose, check the Wookieepedia links at the end of this post. No Ewoks, no Jawas. Examples of preferred races include Human, Twi'lek, Wookie, Zabrak, Pureblood Sith, Rodian, etc.



Rules


1. In this RP, my rules are law. Deliberate infractions will earn you a warning. A second warning earns you a one-way ticket out. I won't abuse this, as I have no desire to boot anyone from my RP.

2. The RP is rated PG-13. No unnecessary gore, no sex (see rule 3). The exception is cursing, which is fine.

3. Romance is allowed, but take anything past kissing to PMs. Any post describing sexual acts and you'll be removed.

4. Posts are a one to two paragraph minimum. Try not to speed post, just post when it feels natural.

5. Respect your fellow RPers.

6. I fully reserve the right to reject any character sheet that I do not find satisfactory. I will not abuse this privilege, and if I do reject a template I will try to give at least one reason why I do not find it satisfactory.

7. At least one post per week is required. If you do not post for a week without PM'ing me a 'heads up', you risk being removed.

8. I can and will add more rules if I see fit. I will not abuse this privilege, and I will always explain why the rule needs to be added.

9. When a one or more player characters start fighting one or more NPCs, I will post in this thread to give the players an idea of the NPCs power level. Some NPCs will be one-hit kills, while others will require more effort to take down.

10. Use of Force Abilities will result in fatigue. The more powerful the ability, the more it will fatigue the user. Your character does not have infinite stamina. Please keep this in mind during combat sequences.

11. Powerplaying, especially in combat, is not acceptable. Never take control of another's character without their permission, including force hitting (describing the full effect of an attack without giving the opponent a chance to react).

Wookieepedia Links


More information on the Old Republic era: starwars.wikia.com/wiki/Old_Republic_era

A list of Force Powers: starwars.wikia.com/wiki/Category:Force_powers

Human and near-human Species: starwars.wikia.com/wiki/Category:Human_and_Near-Human_species

Humanoid Species (look under Examples of Humanoids): starwars.wikia.com/wiki/Humanoid

This section may be updated as the RP progresses.

Participants

(#- Forum Name- Character Name)

Republic:
1- TheUnknowable- Mot Halcyon
2- Ilnflex- Rin Thoe
3- The Blue Sylph- Jayneth Orlearis
4- Dawnon Aeris- Gideon Damn

Empire:
1- Kurai- Djezalia Belairius
2- Assallya- Vindica
3- TheUnknowable- Keffa Halcyon
4- Chev- Lexina

Unaffiliated:
1- Amalvi- Yodrick the "Sanekiller"
My Character


Basic Information

Name: Djezalia Belairius
Age: 22
Gender: Female
Race: Vahla
Homeworld: Vjun, Outer Rim
Current Residence: Korriban, Outer Rim
Current Occupation: Self-employed Sith
Affiliations: Empire

Physical Info

Appearance:
Being born on a world steeped in the dark side caused her eyes to be red, a color not usually found among the Valha. Also note that, while the picture depicts a cybernetic arm, both of Djezalia's arms are normal. Djezalia stands about 5'7".

Casual Attire:

Battle Attire:

Personal Info

Personality: Djezalia is a quiet and calculated individual. She is somewhat anti-social but is still quite capable in social situations if she wants to be. She has an underlying thirst for blood that comes out when she becomes angry. Djezalia is also remarkably cruel. She greatly respects the Sith and the Empire but is not afraid to step on their toes to get what she wants.

Connections: Darth Umbra aka Tulan Belairius- Adopted father/Dromund Kaas/"Adopted" her during a raid after killing her parents. Partially responsible for training Djezalia in the ways of the Sith.

History: Djezalia was born to a group of wandering Valha who were both force sensitive. Djezalia grew up on Vjun until she was six years old, at which point her parents left with a group of nomadic Vahla. While on a Republic space station, the station was raided by the Empire. Djezalia's parents were killed in the turmoil and she was left as an orphan. Toward the end of the raid, she was discovered by a Sith Lord named Tulan Belairius. Tulan sensed her natural force sensitivity and forcefully adopted her.

For the next twelve years of her life, Tulan trained Djezalia in the ways of the Sith and the Matukai, all the while cultivating her hatred for him. He trained her how to refine her natural talent with the force and to harness the power of the dark side. Being a Vahla (born on Vjun, no less), Djezalia excelled in all of Tulans teachings. By the time she was 18, she had completed all of the training necessary to become a full-fledged Sith, including building her own lightsaber.

Djezalia then left to Korriban to train in its naturally dark energies. There she explored the tombs of Tulak Hord and Marka Ragnos, learning many dark side lessons. She remained on Korriban for two years. During that time Djezalia was asked to be an instructor for the students at the academy. She accepted the offer. Her students had less than a 10% passing rate, but those that did pass her training became the prime example of a Sith.

After her time on Korriban, Djezalia went back to Vjun and trained in solitude for a year. Within this time, she honed her skills in the dark side and nurtured her hatred for her father. She came back and took the Empire by storm, assisting the military and helping to win many skirmishes. However, despite her power and her efforts, she went unnoticed by the Empire by and large. Djezalia has concluded that her father is taking credit for her efforts.

Now, having heard of the Victus Cystallis, Djezalia travels to Dromund Kaas, intent on proving her worth to the Empire once and for all...

Combat Info

Weaponry: Personal Lightsaber Bloodlust- This is Djezalia's lightsaber that she built herself. It houses a Synth-Crystal that makes a more powerful, but less maneuverable blade. When clashing with a non-Synth lightsaber, this blade has an extremely slim chance to short the other lightsaber, making it unable to be used for at least a minute (it is the opponent's decision whether or not this takes place upon a clash). The color is red with a black core.

DH-17 Blaster Pistol- http://starwars.wikia.com/wiki/DH-17_blaster_pistol

Non-Weapon Technology: Electrobinoculars- http://starwars.wikia.com/wiki/Electrobinocular

Armor: Djezalia’s battle attire is light and offers flexibility over protection. However, The metal section over her chest resists blaster bolts, while the fiber of the rest of her armor dampens damage from most types of blasters.

Standard Abilities:

Form IV: Ataru- Djezalia is competent in the lightsaber form Ataru, a primarily aggressive form that utilizes acrobatics along with quick and devastating burst attacks. Djezalia’s Matukai Training allows her to augment her dexterity while in this form by drawing on the force.

Form V: Shien/Djem So- This form is two fold; the Shien style is focused on reflecting blaster bolts and Djem So is focused on counter-attacking, while both styles make use of short power attacks. The aim of this form is to use the opponent's attacks against them.

Force Abilities:

Matukai Training- The Matukai were a group that believed the physical body could be used as a conduit of the force. To this end, they practiced martial arts, exercised vigorously, and practiced physical meditations, all intertwined with the force. This ability actually encompasses several abilities:

Physical Superiority- Djezalia is able to passively channel the force to improve her dexterity, strength, and stamina. Unless being channeled for stamina, this will fatigue her. She cannot channel to improve more than one area at once. If improving stamina, further use of Force Abilities will fatigue her as normal.

Martial Artist- Djezalia is a superb hand-to-hand fighter. She could even be considered a specialist.

Force Jump- Djezalia can use this training to jump incredible distances, vertically and horizontally. At its most powerful, this ability can allow Djezalia to jump 30' both in height and distance.

Force Speed- Djezalia is able to speed up her movements with the force. It also makes Djezalia perceive everything to be slightly slower.

Saber Throw- Djezalia can throw her blade, using the force to guide it to her target and bring it back to her. She is talented in it’s execution, though she is unable to use more difficult techniques such as changing the course of the weapon mid-throw. This power has a maximum range of 30’.

Sith Lightning- The classic Sith power, Djezalia channels her hatred and suffering into electricity that then erupts out of her palms. It is a powerful ability that causes a good amount of damage and is also capable of shorting out electric technology. However, the ability also quite difficult to sustain. This power has a maximum range of 30'. Djezaria is unique in the sense that when using this ability, the electricity produced is black.

Force Flame- A power not often seen. While on Vjun, training in a particularly volcanic region, Djezalia was practicing one of her martial arts forms when she was overcome with a burning desire. She thrust out her hand and flames spouted forth in a jet of death. Now Djezalia considers it her trademark ability. The flame of this ability is fueled by the force and can damage even heat-retardant materials. This power has a maximum range of 10'.

Special Abilities: None.

Other Info

Notes: Djezalia cannot pilot a starship, but she wants to learn how.
Alright! With a seventh interested person, I'm now going to be posting up the OOC. I'll still be accepting new members for a while, until IC posting begins down the road (and possibly even after that).

TheUnknowable said
Sounds like a good idea. I started an Old Republic RP on another site. I think I'll reuse my character since no one else posted in it.He's a Jedi, in case you were wondering. Or, I can play as his cousin, she's a Sith Padawan.


Glad to have you on board! Either is fine. It seems like most everyone is flexible enough to be one or the other in the case of an imbalance of sides, so feel free to play what you'd like. Refer to the OOC to see what sort of power level I'm looking for, and which one of your characters would best fit that.
solaruin said
You could force the two groups to work together to survive. Que backstabbing games!I'll keep my eye on this


I'm going to be honest, I don't really like the idea of forcing the groups to work together. If it comes down to that through RPing, that's totally fine, but I think I at least want it to start with the groups opposed. Hope you continue lurking, and join when it's launched!

IInflex said
^I like this idea! EDIT: going off this idea, the sith can be like spys, pretending to be spacers or mercs or even jedi. EDIT2: Or even the mercs can really decide what side they want to be when ever. They might simply have their own ulterior motives. Anyways, I'm interested. I don't think having both sides in the same thread will be a problem. When things like that happen, most people in one group mostly just scan the other group's post, just in case they are to make contact. If a person in one group goes MIA, then the other group shouldn't be hindered at all. Furthermore, it is up to the GM's discretion on how to deal with absent people (leaving them behind, NPCing them, etc). This RP seems like it would have a lot of PVP between the two factions, and thus, really needs to be in a single thread. The only problem I foresee is if EVERYONE meets and interacts. That can get tricky, but again, its been done before. BlehI can be either side, depending on what we would need. Just lemme know.


These possibilities I like a bit better than simply forcing the Sith and Jedi to work together arbitrarily. Personally, I would be okay with Sith acting as spies, but again, I would like that to be an exception rather than the rule. I'm also open to people playing Merc non-force users that flip-flop between sides. The difficulties of both will become a bit more apparent once more about the actual RP is revealed; namely, the Sith and the Jedi have different "landing" spots on the planet where they set up base, making it so they wouldn't be immediately in contact (barring a Sith spy joining the Jedi ship).

I also agree with you about the single-thread thing. In my opinion I feel that's the optimal way to run it. However, if we get 12 or more participants, I might opt for a multi-thread route.

Tearstone said
*lurking, clutching lightsaber, and the holy book Essential Guide to the Force*


Glad to have you interested!
So, everyone, now that we have six potentially interested parties, should I put up the OOC? Give you guys a little more info and let you start on character creation?
The Blue Sylph said
Interested! May play a Jedi... or if we lack players, double up and go Sith as well.


Great! Glad to have you!

Would it be helpful if I were to post the character creation information so people could get a headstart on their characters? I plan to wait at least a couple more days in hopes that more people will show interest.
Awww yeah, first post. Just a note, as well, my character isn't really leader material but I wouldn't mind running him as such if no one else is up to the task. The missions might just get a little... hectic, haha.

My character:

Basic Information


Name: Citadel Damasca Orlan Seralis Veks (Humanized: Seralis Veks, goes by Veks)
Age: 21
Gender: Male
Race: Salarian
Profession: Hacker/Rigger- Adept at manipulating tech, usually illegally
Homeworld: The Citadel

Physical Information


Picture: Click!

Appearance: Veks is slim and tall, like all Salarians. His skin tone is a greyish-brown, as seen in his appearance pic. His face is relatively unblemished, sporting none of the scars, scratches or scrapes one would normally equate with a mercenary. Veks stands at about 6’3”.

Casual Attire: Veks, when he’s not on duty, is often still in his armor. Only to sleep and on very special occasions does he dress down, in which case he wears a relatively common outfit, a simple, long-sleeved shirt and form-fitting pants. He loves black and usually dresses to show it, though his casual attire may contain the secondary colors of yellow, orange, or red as well.

Battle Attire: Veks’s battle attire is the armor showed in the picture above. He also tends to make use of tech armor if a situation gets really hairy, though he prefers to stay out of the line of fire in the first place. The armor is relatively light, prioritizing speed and flexibility over damage reduction.

Personal Information


Personality: Highly intelligent but lacking in common sense, Veks is a snarky and quick-witted Salarian. Like many of his species, his brain runs very fast, and his mouth is quick to follow. His sarcastic, talk-before-you-think attitude has gotten him into trouble more than once. Veks is also sly and knows how to be tactful and manipulative when the time is right. However, Veks is still young at heart; he is naive about many things in the wider world and has a poor sense of morality, often doing what is beneficial to him without thinking of the consequences his actions have, for others or himself. Randomly, Veks also doesn’t like water, and hates swimming.

History: Veks grew up in a high-end household on the Citadel. His parents were rather wealthy, having connections with the Council, and his ancestors being among the first Salarians to settle on the Citadel. He was provided with top-notch education during his early life, during which he absorbed an enormous amount of knowledge. His forte was technology; Veks tended to eschew art for art’s sake, as he called it, and instead channeled his creativity into technology. From an early age Veks displayed an affinity for science and math, far surpassing other children of his age. He won many awards and was praised by his teachers.

Veks’s life took a turn around his teenage years. Gaining more freedom through young adulthood, Veks began to abuse his intelligence. He started hacking into secured computers, stealing others omni-tools, and other reckless and illegal acts in a mad pursuit of knowledge. At one point, he was caught tweaking a Keeper in order to try to learn more about them and possibly control one remotely. The authorities found out about a string of technological crimes he had committed but, due to his academic prestige, let him get off with a simple slap on the wrist. However, he wouldn’t always be so lucky…

Veks’s hunger for knowledge would eventually get him exiled from the Citadel. One night, Veks broke into a secure area of C-Sec and attempted to hack their computers and steal data. However, he was unaware that he was being tailed and was caught. They threatened to incarcerate him, but his parents were able to pull some strings in order to change the sentence; his parents, in their disappointment with their wayward son, opted to have him exiled from the Citadel, hoping that he would be able to live peacefully elsewhere. Originally, they had planned a trip for him that would take him to a well-respected planet where many scholars would go to continue their education; however, Veks had his own plans. He made his way to Omega, where he was able to continue his relentless pursuit of knowledge without the burden of laws or morales. He quickly learned the ways of the fallen planet, and has successfully stayed clear of Aria’s wrath.

Recently, Veks decided to join a freelance mercenary group, deciding that what he wouldn’t be able to accomplish alone, he should be able to achieve with allies.

Combat Information


Biotic Abilities: Not applicable

Weapons: M-6 Carnifex Hand Cannon- A highly accurate and lethal sidearm. Effective against armor; weak against shields and biotic barriers.

Omni-Tool- Can create many deadly effects through the use of the Omni-Tool. Can create the standard Omni-Blade, as well as a variety of melee-ranged effects: these include an electrical charge, a swath of flame, and a burst of kinetic energy capable of damaging armor and knocking enemies back.

Incinerate- Veks can use the traditional Engineer attack called Incinerate, in which a blast of thermal energy is shot toward an opponent, exploding upon contact. Very effective against armor.

Overload- A powerful tech-shock that disables shields and deals heavy damage to synthetics. Veks is able to use it to disable enemy tech, causing a temporary
malfunction.

Cryo Blast- Another favorite of Engineers, Veks fires a projectile which, upon contact with a surface, will cause the area around it to snap-freeze. Can be used to slow an enemy’s movement or freeze a weakened enemy completely.

Armor: Light Armor- Allows for maximum mobility at the cost of full protection. Could not sustain much direct damage. Generates shields for a small amount of extra protection.

Tech Armor- When the going really gets rough, Veks can activate a rudimentary form of Tech Armor. This light-based defensive measure will provide him with a bit more protection should he be put into a tight spot.
Ah, those all make sense. Thank you for the helpful advice! Should we get a large number of participants I think that would probably be a good option to take. Out of those three choices, I suppose I like the "guest star" method the best, though a third thread could also work. I just don't want following the threads to become too confusing.

I really hope we get some other people expressing interest!
Assallya said
That I am and definitely Sith. I've just seen a number of threats collapse once you surpass a dozen members. Generally what happens is a player misses one day of posting, returns and finds three pages and becomes discouraged. The other players may only have posted twice each but it adds up fast. With one group of Sith and one group of Jedi it seems likely.


Glad to hear it! That makes sense, and is definitely a concern I will keep in mind, assuming we even get that many people on board. You are suggesting two different IC threads, yes? If so, I'm curious how we would deal with a Jedi meeting a Sith, or vice versa?

Dawnon Aeris said
I am interested, i can play it both ways if thats ok, have two characters but thats kinda doppleganger i know, i promise not to give anything away


For now I think that would be fine. However, if we end up getting a lot of different applicants, I may ask you to pick one or the other.
Thank you for the suggestion, Assallya! I admit it had never crossed my mind, but maybe that's an option I'd like to pursue. It seems like a handy way to keep the OOCs organized. For now, since it's just an interest check, I'm content to keep it to one, but I will heavily consider the splitting of threads. I would like to keep the IC in one thread, however, to keep it a unified RP.

Are you potentially interested?
Sweet. I'll start working on something. Also, to echo Heat's question, is there a specific setting we'll be starting on/using as a base of operations?
I am potentially interested, I'm a big Mass Effect fan. As PoisonLilies said, a character sheet would be nice, or just a statement that a player-made sheet is fine as well. I'll start noting some stuff for a character should this thing launch.
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