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Star Wars: Rise of the Empire (OOC/Signups)[OPEN]

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Star Wars: Rise of the Empire (OOC/Signups)[OPEN]

Postby Jedi Council » Tue Aug 25, 2020 1:28 am

Image
The REPUBLIC is no more! With the end of the Clone Wars, and the collapse of the Confederacy of Independent Systems, EMPEROR PALPATINE has centralized power to create his new GALACTIC EMPIRE. With legions at his disposal and the remaining Jedi being systematically hunted down by his enforcer, the menacing DARTH VADER, the Emperor's will is now law in the Galaxy.

As Imperial power grows, so to does the galaxy's suffering. Planets ravaged, populations annihilated, and slavery reinstated. While the Core and the Midrim prosper, the Outer Rim remains a lawless, wild place, full of criminals, and Separatist warlords.

Under this shroud of DARKNESS, there yet remains sparks of HOPE. There are Jedi that yet live, and democratic partisans for whom the dream of freedom will never die. As the Emperor tightens his grip on key systems, and builds up his new army, it will be up to these brave few to rid the Galaxy of tyranny once and for all...



Introduction

Hello everyone, and welcome to Star Wars: Rise of the Empire, my latest attempt to create a large, sandbox style, character driven RP, set in the Star Wars: Legends universe. My name is Jedi, and I will be the OP for this adventure, one that I hope you will join me on.

This RP will be set in a time of great turmoil in Galactic History. The Republic is no more. The Jedi Order has been all but annihilated. The Sith have prevailed, their success embodied by the Galactic Emperor, Sheev Palpatine, whose alter-ego Darth Sidious engineered a multi-stage plan to rewrite the balance of power in both the Force, and the Galaxy. It is now one year exactly since the dissolution of the Republic, and the execution of Order 66. Yes, this RP will start in 18 BBY, on Empire Day. Through this RP, you can play as any kind of character seen in the Star Wars universe, from a Jedi Knight on the run, to an Imperial Officer, to a Hutt Crime Boss or a Mandalorian Bounty hunter. The Galaxy is yours to explore.

This RP will be sandbox style, which entails creativity on the part of the players. In my capacity as OP, I will set the rules of engagement, and define what is allowed, and what is not, but it will be up to the players themselves to create their own stories, interactions, and events. This will allow as many people as possible to join the RP, and ensure that no one is left out of storylines provided they try to engage and be creative. Once we begin, I hope this will evolve into a hands off RP World, where each character can move through their story without guidance from anyone but the player, reacting to unscripted events, and taking the plot as it comes.

So, without further ado, we can move on to the rules.

Rules

1. I am the OP, my rule is law
2. Standard site rules apply. I will not go into detail about Metagaming, Godmodding etc because if if you are accepted into the RP, you are expected to know how these things work by now.
3. High quality writing is a must, no one liners, no egregious spelling or grammatical mistakes. You will be asked for an RP example with your app, and if it is not good enough, then unfortunately you will not be allowed to participate until you can improve your writing skills.
4. Creativity is a must. This may be one of the most interesting period in Galactic History, but its always more fun to be creative. As I mentioned in the Intro, since this is a sandbox RP, you will not be spoonfed plot lines. You must be creative in coming up with your own story arcs, your own objectives, and your own methods.
5. We will largely be drawing on Legends material. Since most problems arise after RotJ between Canon and Legends, this should not be too big of an issue.
6. Be polite and respectful. If you have a disagreement, come to me, or any Co-Op that we end up getting.
7. Be realistic. You cannot be a Jedi Master more powerful than Master Windu, more wise than Master Yoda, with Anakins good looks, Obi-Wans sense of humor, Lukes optimism, and Hans daring. Your character will have flaws, and if they are exploited by another player, through combat or manipulation, then thats how things will go.
8. Have FUN. This RP lets you go wherever you want with your character. So go do it!

The State of the Galaxy in 18 BBY

As this RP starts on Empire Day in 18 BBY, it is worth noting what may have gone on between the events of Revenge of the Sith and the present day. As of the RP's start, the Galactic Empire is still relatively fresh. While its grip on the Core and Mid-rim is fairly stable, it has yet to fully project itself into the Outer Rim. Palpatine has embarked on a program of rapid Imperialization, purging the Government and military of Republican sympathizers and their allies, and redistributing power from the Senate, Courts, and old bureaucracy to himself and his circle of advisors, Moffs, and agents. The Imperial Military is still largely made up of Clones, though, this is starting to change. Likewise, Imperial hardware will be much more similar to the familiar designs we see in the Clone Wars than to the more powerful and intimidating force depicted in the Original Trilogy. Alongside these governmental, and military, reforms Darth Vader and the Inquisitors are hunting down Jedi dissidents and other subversive elements.

In the Outer Rim, Imperial outposts exist, but have little control over their sectors, with widespread criminal enterprises and cartels controlling most of the power. Some separatist hold outs are also extant, but, without the coordination of the Separatist Council, nor the resources of their economic partners like the Trade Federation or Techno Union, they are running on borrowed time.

It is in this increasingly despotic and dark Galaxy that you will build your story. Character options are limitless; you can be an inquisitor hunting down Jedi, or an insurgent fighting the Empire for your home world. You could be a wealthy businessman, or Senator, or a crime boss and gun runner. Whether you fight against the Empire, fight for it, or fight only for yourself, the choice is yours.

The Applications

Before we get to the actual text of the applications, there are a few things to note. Firstly, the more detailed your application, the better. Bios are expected to be a minimum of three paragraphs. Describe how their childhood was, any formative experiences they had, their reaction to the Clone Wars and the fall of the Republic. There is a lot to work with. Likewise, if you are designing an organization, like a Cartel or Resistance cell, you will want to be detailed in its description.

In terms of character filters, there are indeed a few. If you create common archetypal characters, expect them to be vetted strenuously. Two of the most egregious examples of this are brooding Grey Jedi or the ever common Bounty Hunters with stolen lightsabers. These kind of characters have been beaten to death. If you think you have an idea to make a well worn character type better, by all means, make an app, but it is expected that said app is even higher quality than the average one.

Similarly, you may apply as real, canon, characters. Yes, that means you can be someone featured in the Clone Wars, Rebels, or any of the movies. But be warned, if you take on one of these characters, characters like Yoda, Vader, or the Emperor, it is expected that your writing be consistently excellent, your storylines and plot well developed, and your application be of considerable quality. You will also be expected to stay in close contact with the Op or Co-Op, in order to ensure that the plotlines for these characters are not too wild, overpowered, or out of line.These characters would be best served in the hands of more experienced players, so if you are newer, you may want to try your hand with something of your own design first. These Canon characters must be alive during this time period; there will be no resurrections allowed, so that precludes cyborg Mace Windu or cloned Padme.

The final note on the applications; do not build characters that unbalance the RP. Your character might be a wealthy droid designer, with factories on several worlds, but they will not have the ability to go toe-to-toe with the Imperial fleet. Your character may be the Commander of an Imperial Army Corps, but you must be reasonable in the use of your forces. Using resources and skills wisely is more interesting for everyone when they are not overpowering.

With that out of the war, we can take a look at the apps themselves.

The Character Application
Code: Select all
[b]The APP[/b]
Name:
Age:
Gender:
Allegiance paid to:
Rank:
Appearance (Picture preferred, if not, detailed description accepted):
Personality:
Force Sensitive: (Y/N)
Skills/Powers: (Please include Force abilities and light saber forms if applicable)
Weaponry:
Ship (If you have one):
Biography:
RP Example:
Notes:


The Organization Application
Code: Select all
Name:
Type: (Business, Cartel, Outlaw cell etc)
Objective:
Headquarters:
Resources: (Ships, bases, number of assets)
History:


All players must submit a detailed Character application, for whomever they are designing. If that character is also the leader of an organization, say a criminal syndicate or political faction, it must also be app'd for using the second outline.

Final Notes

Thank you for reading this OP, I am generally not great a writing them or formatting them, but I hope it has been enough to interest you in putting down an application.
If you would like to be even more involved than that, you could offer your services as a Co-Op. I may not need one right away, but if all goes well and we have a lot of interest, then I may need the extra help.
Last edited by Jedi Council on Thu Aug 27, 2020 11:47 pm, edited 4 times in total.
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Postby Jedi Council » Tue Aug 25, 2020 1:28 am

The APP
Name: Shaak Ti
Age: ~40 (Presumed to be a slightly older contemporary of Obi Wan.)
Gender: Female
Allegiance paid to: Jedi Order (Defunct), Galactic Republic (Defunct)
Rank: Jedi Master, Jedi High Council Member (Former)
Appearance:
Image

Personality: Shaak Ti was known as an incredibly compassionate, and understanding Jedi, Ti was known to be an excellent teacher, firm, but fair. She was noted for being one of the quieter, more contemplative Jedi on the High Council, yet also possessed a subtle wit and sense of humour. She was humble, and preferred to speak before acting, relying on negotiation and mediation over force. in battle, Ti was noted as being among the most cunning warrior's the Jedi could field. Due to her introspective nature, she was deeply troubled by the Clone Wars, and despite her active involvement as a Jedi High General, she was wary and uncertain of the impact the War would have on the Order.
Force Sensitive: Yes
Skills/Powers: Shaak Ti was among the most powerful Jedi of her time, being both a full Jedi Master, and a long-term member on the Jedi High Council. A Jedi Consular, Ti was immensely strong in the Force, an utilized a variety of abilities to great effect. Foremost among these was her proclivity for telekinesis, and telepathy. She was likewise a limited practitioner of force healing, tutaminis, the traditional Jedi Mind Trick, as well as a high degree of dedication to force augmentation, which enhanced her physical abilities well beyond normal parameters. Despite being a Consular, Ti was also a highly adept lightsaber combatant, noted for being among the most skilled duelists of her day. She blended the elegant and refined Form II: Makashi style with the elaborate acrobatics and aggressive focus of Form IV: Ataru. This resulted in a unique fighting style that allowed for both extreme speed and finesse, but also great precision. She was noted for being a defensive duelist, relying on counters and evasions, rather than direct confrontations. As a Togruta, Ti also has a form of passive echolocation due to the hollow cavities in her montrals.
Weaponry:
Image

Ship: N/A
Biography: Born on the jungle world of Shili circa 59 BBY, Shaak Ti's story was like many other young Jedi initiates. Discovered to be force sensitive by a doctors on her homeworld, Ti was given to a Jedi Seeker and taken to the Temple for training. She spent the early years of her life learning the basic teachings of the Order under Grand Master Yoda's watchful eye, before becoming the permanent Padawan to a Jedi Master. As a girl, she was allowed to return to Shili to hunt the Akul, a traditional Togrtua right of passage. Sometime before the Naboo Crisis, Ti was successful in taking the Jedi trials, focusing on the path of a Jedi Consular. As a Jedi Knight, Ti taught two students in an unorthodox manner. Rather than teach at the Temple and undertake assignment from the Jedi Council, Ti and her students spent most of their time on Shili, training in the jungles and grasslands of her home planet. Despite both of her students passing the Jedi trials, they were likewise both killed shortly after their graduation in confrontation with criminal cartels. This seeming indictment of Ti's teaching style resulted in her refusal to take a third student.

Despite the deaths of her students, Ti was a well regarded Jedi Master, and in 25 BBY, upon the death of Master Yaddle on Mawan, she was appointed to her seat as a life time member of the Jedi High Council. Ti was widely considered to be one of the quieter, more reflective members of the body, and rarely spoke before long periods of contemplation. She had excellent relations with the Senate and Chancellor's office, and was often used along side fellow Councillor Coleman Trebor as a spokeswoman for the Order. In 23 BBY, Ti and Trebor saved Chancellor Palpatine from assassination, for which she was praised.

As the Separatist Crisis deepened, Ti was unsettled by the continual politicization of the Jedi Order, and spent much of her time contemplating these concerns in the Archives, where she hoped to find comparative events in Galactic History. When the crisis came to a head with the arrest of Obi-Wan Kenobi and Anakin Skywalker on Geonosis, Ti was part of the Jedi Strike Team sent to their aid, and was among one of the few survivors of the Battle in the Petranaki Arena, a testament to her prowess in lightsaber combat. After the Battle, she was one of ten Jedi created High Generals, and served with distinction in several arenas. When it was proposed than Anakin Skywalker be knighted early due to the constraints of the War, Ti, along with Oppos Rancisis, and Even Piell, voiced her opposition.

Early in the war, Ti was part of the force sent to the foundry world of Hypori, and was among the first Jedi to encounter General Grievous. After a marathon battle, and a subsequent duel, Ti was gravely injured by the cyborg, and, alongside Aayla Secura and Ki-Adi Mundi, was among the only survivors of the battle. She would later go onto be instrumental in the Republic victories on Dagu, where she slew Dooku's acolyte Artel Darc, and Brentaal IV.

As a General, Ti spent most of the war overseeing the defence of Kamino, and the vital cloning facilities there. She was noted as an excellent teacher and role model for the clone troopers under her command, and she forged a special bond with many of them due to her belief that each was a valuable individual, rather than an expendable copy. She led the defense of Kamino alongside Generals Kenobi and Skywalker when the planet was attacked by General Grievous and Asajj Ventress, as well as during the several incursions that the CIS attempted to make over the course of the war. When the Clone Trooper Tup was brought to Kamino after his murder of Jedi Master Tiplar, Ti led the investigation into the incident, nearly uncovering the true intention of the Clone's inhibitor chips, and the conspiracy set in motion by Darth Sidious. Only skillful manipulation of Sidious' part and the death of both Tup and Clone Trooper Fives, prevented Ti from uncovering the plot. After concluding this investigation on Coruscant, Ti remained in the Capital for the remainder of the War.

In the waning days of the Clone Wars, Shaak Ti was instrumental in the hunt for the mysterious Darth Sidious. Alongside Mace Windu, Ti hunted Sidious to a secret lair in The Works, and followed the trail to the basement of 500 Republica, which was then home to some of the most influential citizens in the Republic. This seemingly confirmed what Count Dooku had told Obi-Wan Kenobi on Geononisis three years before. Before further investigation could be undertaken, General Grievous assault Coruscant, and Ti was assigned to protect Chancellor Palpatine. Alongside Master Windu, Kit Fisto, Stass Allie, and several other Jedi, Ti escorted the Chancellor from his apartments in 500 Republica to the Chancellor's Bunker. With Windu and Fisto departing to seek General Grievous, Ti and Allie remained to protect Palpatine. When Grievous' forces struck the bunker, Allie was incapacitated, and Ti engaged in a marathon duel against a veritable horde of IG-100 Magnaguards. Having dealt with this distraction, Ti valiantly chased Grievous into the bunker, only to find him standing victorious over several dead Jedi and the clones left to protect the Chancellor. An exhausted Ti was disarmed, and left trussed to the ceiling.

After the Battle of Coruscant, Ti spent several days in the care of the Temple's healers. While she recovered physically, she was continually plagued by a sense of unease, and took to meditating for long periods of time. When Mace Windu left with several Masters to remove Palpatine from Office, Ti was placed in charge of the defense of the Jedi Temple. She confronted Anakin as he attempted to leave the Temple, and sensed the deep conflict in him. After putting the Temple on alert and mustering its defenses, Ti went into a deep meditation, and felt the great disturbance in the force caused by the death of Mace Windu. When Anakin returned with the 501st Legion and assaulted the Jedi Temple, Ti led the resistance, rallying Jedi and Temple security alike. Despite a valiant effort, Ti soon realized that they were in a hopeless situation, and organized an exodus of as many Padawans and Knights as she could. While she did this, Ti engaged Anakin Skywalker in a short duel within the Temple, but, realizing she was outmatched, was forced to flee. After ensuring the safety of as many other Jedi as possible, Ti too escaped the burning Temple.

In the year that has followed since Operation: Knightfall and the dissolution of the Galactic Republic, Ti as eked out a living in the Underworld of Coruscant. As one of the most sought after opponents of the Emperor and his new lackey Vader, Ti has not yet dared to try and leave the Capital, even as she spends her days and nights mere seconds ahead of the ISB agents tasked with hunting her down.
RP Example: N/A
Notes: N/A


The APP
Name: Daron Vast
Age: 34 (Born 52 BBY)
Gender: Male
Allegiance paid to: Himself
Rank: Quartermaster (Pirate) (retired)
Appearance:
Image

Personality: Abrasive, sarcastic, and thoroughly debauched, Daron Vast is an unpleasant man. He is smug, reckless, and self-destructive, with a big mouth and an even bigger temper. He has a fondness for drink, death sticks, and all other manner of unsavory activity. Much of this behavior is a coping mechanism to deal with tremendous self-loathing.
Force Sensitive: No
Skills/Powers: An excellent pilot, gambler, and handy with a blaster, Daron is a classic street fighter, favoruing a self taught, highly mobile fighting style. Making up for his lack of overpowering strength, Daron prefers evasion, and deftness in combat, and is an expert knife fighter. He also has a knack for technology and especially droids.
Weaponry: A single DH-17 Blaster pistol, 2 concealed Vibro-knives.
Ship:
Image

Biography: Born in Space in 52 BBY, Daron Vast's parents were simple traders. Their mundane lives were spent slowly trawling from system to system, executing cargo contracts in their dilapidated G9 Rigger Class light freighter. As a child of Spacers, Vast knew no home save for the hard, cold, hull of his parents ship. While they love him, and were kind, they had little time to coddle the young Daron, or provide him with anything beyond the basic means of survival.

At the age of seven, while on a routine trade mission ferrying a shipment of Bacta from Thyferra to Naboo, the Vast family ship was attacked by pirates. Without much of a fight, Daron's parents were captured, and vented into space before Darons very eyes. The child, however was spared, and was press ganged into service aboard the Crooked Tooth. Aboard this ship, Vast learned hardships the real way. Growing up among pirates, he swiftly transitioned from a naive child to a hardened buccaneer. Daron stole his first ship at 10, killed his first man at 12, bedded his first woman at 14, and by his 16th birthday, was among the most popular, and wealthy, members of his pirate crew. Through charm, daring, and dumb luck, Daron had become a seasoned, and successful pirate. Serving in the Outer Rim, Vast and the Crooked Tooth went largely unnoticed by the Republic, but had made a great enemy of the Hutt crime boss, Gardulla.

In 32 BBY, Gardulla, fresh off losing a massive sum of money on a poorly placed bet against Anakin Skywalker in the Boonta Eve Classic, decided to recoup her losses by finally eliminating the Crooked Tooth and it's annoying bad of merry pirates. She hired several bounty hunters, and before long, had Vast and his compatriots in their sights. The captain of the Crooked Tooth however, decided to rid himself of two problems at once. Jealous of Vast's popularity and fearful of Gardulla, he betrayed Daron, and left him as a decoy in a small escape pod before he and the rest of the crew escaped. By the time the bounty hunters arrived, Vast was alone in space, the the pirates, long gone.

A 20 year old Daron was brought before Gardulla, and he told her everything. He told her where to find the pirates base, he told her where to find their secret treasure, and he offered his service, to Gardulla, for a period of ten years, after which he would be free to do as he pleased, with one ship from her fleet as a reward. Gardulla, taken by the suave young Pirate, agreed. It was not long before Daron's erstwhile companions were caught, and brutally killed.

For the next decade, Daron served as a staple of Gardulla's court, as an enforcer, smuggler, and body guard. Here, he developed his skills with technology, often fiddling with computers and droids in his free time. He likewise became a proficient gambler, and left a string of broken hearts behind him wherever he went. As Gardulla slowly began to lose influence in Hutt Space however, her rival, Jabba, made a commensurate rise. Seeing which way the wind was blowing, in 23 BBY, a year before his contract with Gardulla was up, Daron made a deal with Jabba. Only ever truly wanting his freedom, Daron gave Jabba the security codes to Gardullas compound, in exchange for a decent sum of credits, and the fastest ship Jabba could provide. He received both in short order.

The ship Jabba gave him was a prototype light courier, a small, but exceedingly fast ship, with oversized engines, room for up to 5 crew comfortably, and ample space for smuggling goods and supplies. He dubbed it The Banshee for the incredible wail produced by its overpowered engines.

Over the course of the Clone Wars, Daron avoided the conflict as best he could. He took a few jobs ferrying supplies in and out of blockaded planets, and largely kept to himself. However, with the establishment of the Empire, Daron's freedom is as risk once again. The expanding Imperial Fleet has been encroaching on his smuggling routes in the Mid Rim, and as order is brought to the far reaches of the Galaxy, a place for a rogue like Daron Vast, is hard to find.
RP Example:
Notes:
Last edited by Jedi Council on Thu Aug 27, 2020 12:17 pm, edited 9 times in total.
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Plzen
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Postby Plzen » Tue Aug 25, 2020 2:15 am

Interesting. I’m thinking civil servant and planetary governor, fighting a two front war (a war of regulations and budgets, not a war of arms) and playing a balancing game between the Imperial regime, that wants local autonomy stifled, and the resistance, that wants the stormtroopers gone entirely.

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Postby Ormata » Tue Aug 25, 2020 2:23 am

While interested, I'm unsure how much participation I can give at the moment due to an oncoming period where I'll be unable to be online. This said, I'll start work on a few ideas.

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Postby Jedi Council » Tue Aug 25, 2020 2:36 am

Plzen wrote:Interesting. I’m thinking civil servant and planetary governor, fighting a two front war (a war of regulations and budgets, not a war of arms) and playing a balancing game between the Imperial regime, that wants local autonomy stifled, and the resistance, that wants the stormtroopers gone entirely.

Sounds like a difficult balancing act, I like it.

Ormata wrote:While interested, I'm unsure how much participation I can give at the moment due to an oncoming period where I'll be unable to be online. This said, I'll start work on a few ideas.


Welcome back Ormata, don't sweat it if irl gets in the way, it happens to the best of us.
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Postby Konolas » Tue Aug 25, 2020 2:57 am

Tagging this for later

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Postby Plzen » Tue Aug 25, 2020 4:30 am

The APP

Name: Rayne "Cold Rage" Solengard.

Age: Rayne is 27 years of age as of the Imperial coup.

Gender: Rayne is female.

Allegiance paid to: As the Lord High Commissioner of an autonomous Sector, Rayne nominally reports directly to Emperor Palpatine himself. In reality, she takes orders from whatever incompetent stooge the Emperor felt like putting in charge of civilian governance in the Outer Rim that day.

Rank: Lord High Commissioner of the Auroran Sector. While the title is supposed to be meritocratic, not hereditary, the Solengard family has kept an iron grip on the position for so many generations through corruption and blackmail that it might as well be hereditary.

Appearance: Rayne is naturally blonde, but she keeps a small strip of hair dyed neon blue, which in addition to aesthetically complementing her blue eyes also serves the practical purpose of distinguishing her from her identical twin sister Rosier. Her face is somewhat convex in shape, without a pronounced cheekbone and, indeed, little in the way of identifying features at all. Her slim body reflects the many years she's spent indoors as a grey bureaucrat, although her efforts to at least try and keep in shape has kept her from having that completely hunched-over, pale-skinned look that is a common feature of the Solengard dynasty.

Personality: Rayne is infamous for being polite, charismatic, but also firm, opaque, and secretive. A Queen of Yes and No, the President of Buts and Ifs, she never speaks frankly or honestly, smiles like there's a hidden joke under every sentence even if there isn't, and never lets her enemies, of which she has many because her ambition burns bright and endless, know that they are in fact her enemies until she is ready for the decisive strike. While this makes for a lonely existence - paid paramours can only do so much - and Rayne is nigh-near depressed under her smiling, polite mask, her personality did help her become one of the most successful Auroran politicians of her time.

Force Sensitive: No

Skills/Powers: Asides from being a stunning poker face and a successful politician, she's also a dab hand in aerospace engineering, which she practices as a hobby, and more than one engine sitting in Aurora's police fighters bear her repairs.

Weaponry: She carries a small pulse-pistol as a weapon of last resort. Truth be told, though, if the worst comes to worst and she has to defend against assassins without her Sector Guards, she doesn't really expect one more small pistol to save her.

Ship: The Hyperion's Revenge, a small, unarmed Civil Service cruiser built for speed and reliability over all other considerations. It is the Lord High Commissioner's official vehicle of transit and place of residence, but it is also often where she entertains her more privileged guests.

Biography: Although the Solengard family is one of the pre-eminent dynasties of politics, business, and culture in the Auroran Sector, Rayne, being a seventh child of a cadet branch and a daughter to boot - did not start her life with particularly bright prospects, with her parents and the leading members of the extended envisioning that she'd end up lording over some mining concerns the family held out near the borders of the Sector, to which she was foisted off at the tender age of fourteen and at which she completed her education under a private tutor.

That small mining concern, however, would rapidly grow into the bedrock of Rayne's private empire. When Jasse Calderson, a prominent stakeholder in the mining industry, tried to use his advantageous position with the mints on Northshore to monopolise the precious metals industry and everyone expected his eventual victory, it was her keen mind that organised the collective campaign against his interests, keeping her partners in line with honeyed promises even as she hollowed out their businesses for ammunition against Calderson. Fake shipments of metal arrived at nonexistent refineries from mines that closed decades ago, even as Calderson leapt from one apparent crisis to another shedding money and influence alike trying to shut down illusive business ventures that didn't exist. Her obvious skill at the great game - and her willingness to burn her own family's interests if it got in the way of protecting what was hers - eventually led to her the Solengards recalling her into politics, offering her the position of Lord High Commissioner. From the perspective of the Solengards, the position was an inoffensive one, a ceremonial title with a great deal of pomp but not very much in the way of real power, and from Rayne's perspective, it was a way of getting a foot back in the doors of the great Free Cities, finally escaping the dead end of far-off mining concerns.

In the end, though, the decision would prove to be a boon to Rayne while the Solengards' plan to isolate her in an inoffensive ceremonial post backfired horribly. She did not spend her years of youth idle, commanding her Civil Service with an iron fist, using the endless strife between the great families of the Auroran Parliament as well as her own charm when necessary to leave bureau secretaries vulnerable to the whims of backstreet politics and the fickle loyalties of the mob - unless they chose to side with her, and receive her guarantees. When Emperor Palpatine dissolved the Auroran Parliament and its Chairman, leaving a sudden leadership vacuum within the Auroran Sector, prospective powerholders found that Rayne already had her people in all the right positions, letting her fill the power vacuum and leaving her the de-facto dictator of the Civil Service.

The Government is dead, but the Civil Service endures.

RP Example: This will hopefully suffice.



Name: The Auroran Civil Service, or formally the Home Civil Service of the Auroran Sector.

Type: The Auroran Civil Service is a government institution within the Auroran Sector, an autonomous region within the Galactic Empire.

Objective: As an autonomous region of the Galactic Empire, the nominal objectives of the Auroran Sector is to implement the will of the Emperor on the Sector's population, ensuring that it becomes a peaceful and productive part of the Galactic Empire. The Civil Service, however, has a mind of its own. Commissioner Solengard is interested only in the survival of the Civil Service - protecting the customs and traditions of the Auroran Sector against both the rebellious, pro-Republic mob below and power-hungry Imperial nobles above.

Headquarters: The Civil Service is headquartered in the Free City of Soundstead, Lystena, Auroran System, Auroran Sector.

Resources: Without a doubt, the primary asset of the Auroran Civil Service is the Sector that it administers. Although it encompasses a fairly sizable volume in the well-travelled space around Centares, with twenty-seven nominally inhabited star systems under its command, most of them are dotted with only mining or security outposts, with only one star system in the middle of the Sector, after which the Sector was named, containing three worlds of significant population. These are all moons around the sole gas giant of the system, Dawnlight, and from the innermost to the outermost are named Lystena, Synnax, and Kalgan with a population of roughly one billion, one and a half billion, and half a billion respectively. All are relatively cold worlds, dominated by boreal forests, while Kalgan is also known for its sharp mountains, Lystena its oceans, and Synnax its extensive frozen icecaps. The Sector is one of the largest exporter of fuel in the Empire, producing huge quantities of hypermatter and rhydonium alike, and vast fuel refineries dot the Free Cities of Soundstead, Halfhaven, and Northshore. It is a vital lynchpin for the Empire's logistics in its campaign against the resistance fighters of the Rim, which is the primary reason why the Empire has - at least so far - been largely content to leave it alone.

The Civil Service itself has some 16 million personnel, overseeing almost half a billion government workers with a variety of skills and offices on every city, town, mining outpost, and orbital station across the entire Sector. It, however, does not possess an independent military, only a bare-bones customs, patrol, and policing force consisting of a land force of about six million officers, and an aerospace force of about two hundred orbital fighters and three light cruisers. The main defensive force of the Sector comes from outside, in the form of a large formerly-Republic, now-Imperial military base on Comporellon, the uninhabited fourth moon of Dawnlight.

History: When Emperor Palpatine pulled off his bloodless coup in Coruscant and asserted control over the Core Worlds, the Sectors of the Outer Rim faced a choice. They knew that Palpatine's grand fleets were coming their way, so they must make a decision on whether to submit to the new order, or whether to fight and join the fledgling resistance that was already beginning to pop up in multiple locales. The Auroran Sector, unlike most of its neighbours, chose to submit. To many outside observers, this came as a surprise, as the Auroran Sector boasts a proud and longstanding democratic tradition, dating back to the first settlement of Synnax by a band of escaped slaves and former pirates who pledged then never to accept servitude again, but in the thousand years that passed since that moment the Sector had largely devolved into an oligarchic republic of sorts, the elections and parliamentary procedures merely a thin veneer covering the raw ambition and games of power where planetary governors, captains of industry, and secretaries of bureaus jockeyed for wealth and influence. The great men of the Sector saw war coming - specifically, the great, enormous, truly huge profit that could be made off that war - and fell over themselves to be the first to sign up while the Civil Service, the shadows behind the throne, quietly supported the pro-Imperial faction of government, seeing fewer risks in trying to work from within the Imperial order than risking everything on an uncertain resistance.

The Empire, in their part, did forcibly dissolve the elected parliament of the Sector, but otherwise was content to let the autonomous Sector continue to govern itself and left the Civil Service alone for several reason. First, and nominally, Emperor Palpatine wished to offer a carrot as well as a stick to the other Outer Rim sectors, showing them the mercy he was capable of if only the other Sectors too would bend their knee and submit. Second, and more pragmatically, Palpatine feared the passions of the famed Auroran mobs, known across the Outer Rim for being a rebellious bunch with anger always boiling just below the surface, ready to erupt. While his stormtroopers were certainly capable of just eradicating every last dredge of resistance from the three heartland planets of the Sector if need be, the Empire needed Auroran fuel to power the war machines he was sending to crush the resistance right now, not after spending months and months sending armies into cities to crush general strikes, repair sabotaged machinery, and otherwise deal with all the tomfoolery the Auroran mob was capable of. Presenting a veneer of normality, pretending that nothing has changed, would hopefully calm the mob, and thereby keep the precious refineries of Aurora running uninterrupted.

It has merely been weeks since Emperor Palpatine accepted the Sector's offer of submission and granted it his generous terms, but even now, already, that agreement is starting to fray. While most of the population still seems, if not content, then at least acquiescent with recent events, dissent is bubbling under the surface in every factory floor and townhouse block, and rumours have it the Republican resistance is starting to recruit paramilitary warriors in the vast and poorly-patrolled forests of Synnax and Kalgan. As an Imperial Sector surrounded by pro-Republic planets, the guerrilla fighters of the resistance threaten its borders every day, and with every Petition to the Commissioner whispers abound in the Imperial military base on Comporellon that perhaps they should step in directly if the Auroran Civil Service is incapable of crushing dissent on its own...
Last edited by Plzen on Tue Aug 25, 2020 7:06 pm, edited 9 times in total.

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Atlannia
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Postby Atlannia » Tue Aug 25, 2020 5:52 am

Oooh! I think this is exactly what I was looking for!

I have a padawan on the run I'd like to submit if that sounds agreeable?

Her deal is kind of that her master was kind of on the hawkish, pro war side for a jedi. He took her onto the front lines early on and they saw a lot of action together so she's carrying a lot of baggage from that, saw a lot of death and violence. So the padawan's master gets uhh, 66ed pretty hard but she survives to go on the run: she's scared, desperate and carrying a heck of a lot baggage, probably looking for somewhere to belong and feel safe so liable to fall in with whoever she meets. Depending on who she meets she could end up falling to the dark side, or fighting alongside rebels or something altogether different.
...!?!

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Plzen
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Postby Plzen » Tue Aug 25, 2020 5:58 am

Atlannia wrote:[...] she's scared, desperate and carrying a heck of a lot baggage, probably looking for somewhere to belong and feel safe so liable to fall in with whoever she meets. Depending on who she meets she could end up falling to the dark side, or fighting alongside rebels or something altogether different.

Ooh! I crave this character in the Auroran Sector. I need it!

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The Imperial Warglorian Empire
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Postby The Imperial Warglorian Empire » Tue Aug 25, 2020 6:34 am

I was just reading the Thrawn novels and craving a Star Wars RP: and suddenly, low and behold, one appears out of thin air!

How much can we change the fate or progression of canon characters? I'm interested in applying as Firmus Piett but, though it'd be interesting to see his life as a common grunt as he rises through the ranks, it'd seem just a bit dull if I had to wait till 13 BBY (a date that I doubt we'll reach) for Piett to become a Lieutenant, or have to wait around only Axxila for the next few years.
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Plzen
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Postby Plzen » Tue Aug 25, 2020 6:42 am

The Imperial Warglorian Empire wrote:How much can we change the fate or progression of canon characters? I'm interested in applying as Firmus Piett but, though it'd be interesting to see his life as a common grunt as he rises through the ranks, it'd seem just a bit dull if I had to wait till 13 BBY (a date that I doubt we'll reach) for Piett to become a Lieutenant, or have to wait around only Axxila for the next few years.

You could always make an original character that bears many similarities with the canon character you wish to modify, but shift a few superficial details around and change whatever detail needs to be changed to fit the story you want to tell.

That's how I usually make self-insert characters that give away none of my personal information, so I can't see why it wouldn't work to create an expy of your favourite canon character. :p

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The Imperial Warglorian Empire
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Postby The Imperial Warglorian Empire » Tue Aug 25, 2020 6:44 am

Plzen wrote:
The Imperial Warglorian Empire wrote:How much can we change the fate or progression of canon characters? I'm interested in applying as Firmus Piett but, though it'd be interesting to see his life as a common grunt as he rises through the ranks, it'd seem just a bit dull if I had to wait till 13 BBY (a date that I doubt we'll reach) for Piett to become a Lieutenant, or have to wait around only Axxila for the next few years.

You could always make an original character that bears many similarities with the canon character you wish to modify, but shift a few superficial details around and change whatever detail needs to be changed to fit the story you want to tell.

That's how I usually make self-insert characters that give away none of my personal information, so I can't see why it wouldn't work to create an expy of your favourite canon character. :p

I suppose so, plus there'd be much less of a hassle considering the expectations from applying as a canon character.

I'll check out the prospect.

Also, what's the rule on having multiple characters?
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The Imperial Warglorian Empire
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Postby The Imperial Warglorian Empire » Tue Aug 25, 2020 6:47 am

Plzen wrote:Name: Rayne "Cold Rage" Solengard.

Age: Rayne is 26 years of age as of the Imperial coup.

Rank: Lord High Commissioner of the Auroran Sector.

Isn't she a bit young for a governor?
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Atlannia
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Postby Atlannia » Tue Aug 25, 2020 6:50 am

Plzen wrote:
Atlannia wrote:[...] she's scared, desperate and carrying a heck of a lot baggage, probably looking for somewhere to belong and feel safe so liable to fall in with whoever she meets. Depending on who she meets she could end up falling to the dark side, or fighting alongside rebels or something altogether different.

Ooh! I crave this character in the Auroran Sector. I need it!


Haha, I feel like that could work out pretty well.
...!?!

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Kenobot
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Postby Kenobot » Tue Aug 25, 2020 6:58 am

The APP
Name: Jinim Kol

Age: 40

Gender: Male

Allegiance paid to: Jedi Order (formerly) Galactic Republic (formerly)

Rank: Jedi Master (Formerly)

Appearance: Jedi Duros

Personality: Before the Clone Wars began, Jinim Kol was your typical Jedi Consular; a strict pacifist who delved into the mysteries of the force and was well traveled thanks to his diplomatic duties. Polite but unemotional in his dealings, none could claim he was ever unfair in his dealings across the galaxy. When the Clone Wars began, things began slowly changing. No longer was Kol a strict pacifist. Still being deliberate in every attack and being thoughtful in his actions, Master Kol began the same journey as many Jedi towards the Dark Side. Following the events on Dromund Kaas and his abandonment of the Jedi, Kol's turn to the Dark Side truly began showing; becoming a twisted and cruel Dark Jedi.

Force Sensitive: Yes

Skills/Powers:

Weaponry:

Ship (If you have one): Captured Sheathipede-Class transport shuttle

Biography: Born high above the Duros homeworld of Duro, Jinim Kol was barely 6 months old when the Jedi arrived to take him to Coruscant. A highly adept and gifted force-user, Kol gave his best in his studies as a padawan; impressing his master. Upon turning 16, Kol and his master were tasked with overseeing the protection of a Republic Senator, who was being sent as a diplomatic envoy to the InterGalactic Banking Clan. After an uneventful flight, Kol, his master and the Republic Senator were met on the landing platform on Muunilist by Hego Damask II, secretly Darth Plagueis. Unaware Jedi were to be sent alongside the Senator, Plagueis was worried that his plans of manipulating the Senator to do his bidding were doomed. In order to be alone with the Senator, Plagueis found an excuse to quickly contact his apprentice, Darth Sidious, and have him organise for some of the True Mandalorians to learn of two Jedi upon Muunilist. Following the battle of Galidraan, the remnants of the True Mandalorians had sought the destruction of the Jedi in revenge for their own downfall. After stalling negotiations to give time for the Mandalorians to arrive, Plagueis began offering terms that he knew would be agreeable upon by the Republic, however he had no intention of holding to these terms once he had the Senator alone. As the Senator and Plagueis went to shake hands, their finger tips touched as the glass above shattered and blaster fire was heard from above. The Mandalorians had arrived. It was at this point that Padawan Kol and his master drew their lightsabers, deflecting the blaster bolts back at a number of Mandalorians before they could land. While Kol successfully used his form III and deflected all of the blaster bolts directed at him, his master was less successful; being hit in the head; a hit which incapacitated him. As half a dozen Mandalorians began to surround Kol, his unconscious master, the Senator and Hego Damask II, Kol understood that it was up to him to save the group. Drawing upon his master's teachings and his rage over what he initially thought was his master's death, Kol used force push in a field around him to knock his opponents off balance, before cutting all but one of his opponents down; sending them back to Mandalore humiliated. Following this, Kol was promoted by the council to Jedi Knight and Darth Plagueis' scheme was, at least temporarily, delayed.

Fearing the rage that had fueled his victory over the Mandalorians on Muunilist, Kol dedicated himself towards being a Jedi Consular; continually proving himself as an adept negotiator and wise with his knowledge in the force, eventually rising to the rank of Master not long after the Battle of Naboo.
Upon the arrival of the Clone Wars and his change in duties as a Consular, Master Kol was sent on a number of missions across the galaxy by the Jedi Council to investigate the return of the Sith. In his travels, he encountered many a Sith Holocron and spirits of long-dead Sith Lords. The words of the Sith Lords wouldn't have phased him but for the events in the final year of the war during his investigations on Dromund Kaas. Kol and his escort were ambushed by Separatist forces as they approached one of the ancient Sith ruins on the planet. With his Clones all killed in the firefight and the overwhelming firepower of the battle droids eventually overwhelming his defences; Kol was knocked unconscious. Left for dead by the Separatists and thought dead by the Republic, Kol awakened some days later and after patching up his wounds and attempting (and failing) to contact the Republic, he carried on in his mission, entering the ancient ruined Sith Temple. Here lay many of the spirits of the long-dead Sith of the Reconstituted Sith Empire, some of which began to taunt him. "They won't be back for you; they think you're dead." Said one. "What is one Jedi who is too afraid to fight like a proper warrior to an Army of billions?" Added another. As Kol reached the depths of the temple, he entered into a chamber where a barely legible plaque read "Heir of Tulak Horde and Kallig and Master of Dread, Darth Nox". Examining the Sarcophagus, a voice was heard in his head
"You...you are finally...here. The Jedi abandoned by the Republic and Jedi Order for which he has committed his life. They won't come...and you shouldn't go to them yet either. Soon those who would call themselves "Sith" will destroy your order, the Republic and control the galaxy. But these are no Sith, they are heretics who practice a 'Rule of two' and are without a single drop of Sith blood; You however, do."
"Sith lies! I've heard all manner of lie from Sith spirits before and I'm sure I'll hear it again. Goodbye" Replied Master Kol
"Ignore me as you will now, but you will return when you have nowhere else to turn." Said the Sith Spirit
Leaving the ruins, Master Kol set up a camp with the remaining supplies from his expedition outside the Temple; attempting every frequency he knew that Republic or Jedi forces might be listening in on. It was to no avail; his equipment was too battered to reach anywhere beyond the next Star system; in this case Ziost and Korriban, which were occupied by the Separatists. Two weeks passed; most of his time spent meditating and listening to the will of the force. As he was about to rest at the end of his second week alone on Dromund Kaas, Master Kol felt a great disturbance in the force and felt great pain. He wasn't to know yet, but Order 66 was underway. Extremely disturbed by this feeling, Master Kol returned to the depths of the temple to commune with the Sith Spirit once more.
"So it has begun then. I felt the tremors too." Muttered the Sith Spirit, "I would be over-joyous if not for the fact that those gaining at the Jedi's loss were not heretics. So now you see; the Jedi will not come for you, they have failed you and themselves. They were too weak to defeat even these supposed Sith. If you wish to live and defeat these Sith, I have much to teach you; so let us begin."
For the next year, the Sith Spirits of what was now revealed to be The Dark Temple of Dromund Kaas taught Master Kol of the traditions, history, culture, philosophy and powers of the Sith Empire of old. It was a quiet thing, Master Kol's fall; but he was a true Sith Sorcerer by the dawn of 18BBY. Now as his training ends, a former CIS shuttle fleeing the new Imperial order has begun its descent towards the surface and the Dark Temple....

RP Example: viewtopic.php?p=37531854#p37531854
Notes:
Last edited by Kenobot on Wed Aug 26, 2020 2:12 am, edited 3 times in total.
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Plzen
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Postby Plzen » Tue Aug 25, 2020 7:01 am

The Imperial Warglorian Empire wrote:Isn't she a bit young for a governor?

Yes, yes she absolutely is. No properly-governed autonomous Sector would have a leader in her 20s. Luckily for Rayne, Aurora is a corrupt oligarchy - anything but "properly governed". She got her job not because she was the most qualified person for the job, but due to a combination of luck, backroom scheming, and having the right surname. It's also a useful tool; being underestimated as an uppity youngster and not being taken as a serious threat by potential enemies has its advantages.

I think I will raise her age a bit, though... give her a bit of experience to complement her intuition.



Atlannia wrote:Haha, I feel like that could work out pretty well.

She'd be right in the middle of the three-way political cats-and-mouse game played between the Imperial garrison, the Civil Service, and the Resistance. It would be a wrench in the clockwork, something that breaks up the status-quo and forces complacent interests to do something and offer a response.
Last edited by Plzen on Tue Aug 25, 2020 7:05 am, edited 4 times in total.

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The Imperial Warglorian Empire
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Postby The Imperial Warglorian Empire » Tue Aug 25, 2020 7:13 am

Plzen wrote:
The Imperial Warglorian Empire wrote:Isn't she a bit young for a governor?

Yes, yes she absolutely is. No properly-governed autonomous Sector would have a leader in her 20s. Luckily for Rayne, Aurora is a corrupt oligarchy - anything but "properly governed". She got her job not because she was the most qualified person for the job, but due to a combination of luck, backroom scheming, and having the right surname. It's also a useful tool; being underestimated as an uppity youngster and not being taken as a serious threat by potential enemies has its advantages.

I think I will raise her age a bit, though... give her a bit of experience to complement her intuition.


That'll make for an interesting character arc.
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Plzen
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Postby Plzen » Tue Aug 25, 2020 7:16 am

The Imperial Warglorian Empire wrote:That'll make for an interesting character arc.

The Auroran Sector really is propped up with smoke and noises.

She has to keep the (foreign) Resistance fighters away and keep her Sector secure, without relying on Imperial forces too much because if the Empire has to do everything then what is she for, she has to crush (internal) resistance and keep the Sector peaceful, she has to do both of these with a soft-handed approach that doesn't set off the local population in a riot, but not too soft because otherwise the Imperial garrison might decide the Civil Service isn't doing a good job and step in directly, she has to defend the autonomy and freedom of her Sector against the Sith and the Imperial will, but not too zealously lest she be seen as rebellious, and she has to do all of these things while dealing with uppity and powerful people whose corruption, ambition, and greed might unravel this house of card the entire quasi-independence of her Sector stands on.

You know, the dream life that every twentysomethings young woman dreams of. I can't imagine any of these things giving her any stress or psychological problems ever. :D
Last edited by Plzen on Tue Aug 25, 2020 8:48 am, edited 4 times in total.

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The Imperial Warglorian Empire
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Postby The Imperial Warglorian Empire » Tue Aug 25, 2020 7:19 am

Plzen wrote:
The Imperial Warglorian Empire wrote:That'll make for an interesting character arc.

The Auroran Sector really is propped up with smoke and noises.

She has to keep the (foreign) Resistance fighters away and keep her Sector secure, she has to crush (internal) resistance and keep the Sector peaceful, she has to do both of these with a soft-handed approach that doesn't set off the local population in a riot, but not too soft because otherwise the Imperial garrison might decide the Civil Service isn't doing a good job and step in directly, and she has to do all of these things while dealing with uppity and powerful people whose corruption, ambition, and greed might unravel this house of card the entire quasi-independence of her Sector stands on.

You know, the dream life that every twentysomethings young woman dreams of. I can't imagine any of these things giving her any stress or psychological problems ever. :D

Hm, might set up a Crime Lord character over there.

Though it depends on whether we'll be allowed multiple characters or not.
Call me Warg or Antic
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Beutarch
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Postby Beutarch » Tue Aug 25, 2020 7:51 am

Tag.

I may have to app as an incompetent Imperial stooge...
Do you think you know me?

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Plzen
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Postby Plzen » Tue Aug 25, 2020 8:06 am

Beutarch wrote:I may have to app as an incompetent Imperial stooge...

Why does the way you've worded that sound vaguely familiar...? :p

Ooh, I haven't been this excited for an RP in quite a while. It's nice to see other people who are also interested.

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Great Confederacy of Commonwealth States
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Postby Great Confederacy of Commonwealth States » Tue Aug 25, 2020 8:34 am

Plzen, are you okay with me making a corrupt mining boss in Aurora?

His deal is this: basically, just before the end of the Republic, some fat cat financiers on Coruscant found out which way the wind was blowing. They bought up cheap assets of unprofitable mining ventures (such as the mining ventures your character beat out of business). Now, they are waiting for new imperial regulation on workers' rights and slavery in order to make these mines profitable again. Their incentive would be to decrease regulation as much as possible, local population be damned. Would that provide another interesting political angle?
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
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Plzen
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Postby Plzen » Tue Aug 25, 2020 8:38 am

Great Confederacy of Commonwealth States wrote:Plzen, are you okay with me making a corrupt mining boss in Aurora?

His deal is this: basically, just before the end of the Republic, some fat cat financiers on Coruscant found out which way the wind was blowing. They bought up cheap assets of unprofitable mining ventures (such as the mining ventures your character beat out of business). Now, they are waiting for new imperial regulation on workers' rights and slavery in order to make these mines profitable again. Their incentive would be to decrease regulation as much as possible, local population be damned. Would that provide another interesting political angle?

That would fall under the category of "uppity and powerful people whose corruption, ambition, and greed might unravel this house of card the entire quasi-independence of her Sector stands on".

I personally have no problems with it, but if the very concept of your character depends on my application perhaps you should hold off until my application is accepted. :D
Last edited by Plzen on Tue Aug 25, 2020 8:38 am, edited 1 time in total.

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Cheye
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Postby Cheye » Tue Aug 25, 2020 8:52 am

Saw this earlier and got very excited, been working on this since:

The Character:

Name: Natalya 'Nat' Sadaar

Age: 27

Gender: Female

Allegiance paid to: Sadaar Sabacc & Security, The Hutt Cartel (Loose affiliation)

Rank: Commodore (self-appointed)

Appearance: Ice blue skin. Slender build. Wavy, shoulder length black hair with blue highlights. Amber eyes. Traditional Pantoran skin-tattoo below her right eye; a gold outline of a single teardrop. Typically her wardrobe consists of smart looking traveller's clothes and a black choker necklace, though recently she has taken to wearing more luxurious outfits including shimmering dresses and opulent capes.
Image

Personality: Natalya is a gambler through and through, she is known to make rash and impulsive decisions, a recent string of these decisions have worked out to her advantage - taking her from being an indebted dancer on Nar Shaddaa to someone who runs her own gambling and security racket, this has made her overconfident and more than a little reckless. She is ambitious, but her ambition comes from having spent a large portion of her life at the bottom of galactic society and a desire to win her way to something better. Like all gamblers however, now that she has started winning she has got the taste for it, and continues to strive for that which she has not yet attained, be it wealth or power. In the back of her mind, she hopes someday to use these ‘winnings’ to find out what happened to her parents and her brother who was taken by the Jedi before she was born, but publicly she would scoff at such an idea, for she learned a long time ago that in order to survive in the galaxy you can rely on nobody but yourself.

Force Sensitive: Yes - however despite her brother having been taken by the Jedi, and her own uncanny luck. Nat is not aware that she is actually force sensitive. She has never been educated in such matters and finds the concept laughable at best.

Skills/Powers: So far her sensitivity has only manifest itself as an innate ability to predict and subtly influence outcomes in games of chance. She just considers herself to be a skilled and lucky player.

Weaponry: WESTAR-28 blaster pistol, stun baton.

Ship: Gehena’s Prize - A refurbished Munificent-class star frigate serves as Nat’s personal flagship. The ship’s bridge has been transformed into a luxury casino deck, boasting commanding views of the cosmos while droid storage areas have been converted into private rooms and suites to allow more passengers to stay aboard the vessel. The ship’s CIS decals have been removed and replaced with brown-bronze markings and a yellow-gold symbol of a pair of sabacc cards, the insignia of Sadaar Sabacc & Security.

Biography: Natalya had a rough childhood, as her parents fled Pantora after entering into a feud with another powerful aristocratic family and having already lost one child, her older brother, to the Jedi order. Nat was born on the refugee freighter that carried them to Coruscant, where the family were forced into a significantly lower quality of life than the one they had enjoyed previously on Pantora. Although her mother worked hard and ensured her daughter received a formal education, the loss of status sent her father into a destructive lifestyle which manifested itself through a spice addiction. Because of this, the family ended up in debt to at least three different crime factions on the galactic capital and they went into hiding in the lower districts.

As a teenager in such a dark place, Nat learned how to fight and to sneak and steal from other lowlifes hiding in Coruscant's shadows, crucially she also picked up a penchant for card games and she put her skills to work trying to save up money for her family to buy their way off-world and start a new life. Sadly, she became separated from her parents when they were taken captive by Black Sun and moved off-world to be auctioned off as slaves. At first she attempted to track them down, using her credits to buy passage as far as Nar Shaddaa, but by the time she got there they had long been sold on and she had no idea where to search for them. Reluctantly she had to abandon the search, her parents' fate remaining a mystery to this day.

She fell back into her lowlife ways, living in rough conditions on the streets of Nar Shaddaa and increasingly relying on the one thing she was good at to get by; gambling. For a while she worked at a Hutt-run bar as a waitress and dancer, but she was fired after she was caught playing sabacc with some of the more lucrative clientele while on her shift. She did win her droid, C1-45C from a pilot during a game at that bar, and she found herself warming to it when it stole a sizable amount of credits from the bar on the day she was fired. Despite this, her gambling skills had gained attention from one of the Hutts' enforcers at the bar, who was impressed with the way she seemed able to sometimes predict hands (she is not aware of it, but like her lost brother she boasts a relatively high midi-chlorian count which has given her a small level of force-sensitivity, aiding her in her card games). The enforcer offered her a room, food and security at one of Nar Shaddaa's more reputable casinos in exchange for a 75% cut of any winnings she made at the casino. She accepted and the agreement helped her to live more comfortably for a time, although she always secretly continued to play in backstreet games to keep her winning enough to live on after the casino's extortionate cut. During this time, she undertook a small number of extra assignments from the Hutts, fleecing certain marks and assisting Hutt agents and bounty hunters with their assignments.

Remarkably, she won ownership of a ship refueling station located on the planet Orondia in a backstreet game. The Hutts were reluctant to release her from her contract at the casino due to her usefulness and the amount of credits she brought in for them, but a few bribes and some reminders of how much she had done for them did the job and got her off Nar Shaddaa without drama, allowing her to move to the station where she began to establish a more legitimate and reliable source of income for herself.

While living on Orondia and running the station she had won, Nat became embroiled in events leading up to the end of the Clone Wars as a Seperatist warship crashed on the desolate planet around the time of the Battle of Coruscant. She made a deal with the ship’s Super-Tactical Droid Commander to take possession of the repaired Munificent-class star frigate in return for helping the droid re-establish contact with the CIS, which attracted the attention of Republic agents on the station. This led to a brief skirmish when CIS forces arrived to retrieve the Super-Tactical Droid and the Republic sent a small taskforce under Clone Captain Cipher to intercept. During this engagement, a group of Syndicate-aligned criminals also attempted to seize control of the station, leading to a four-way firefight between the Republic Forces, Separatists, criminals and Station Security. When a Rathtar (that had been in storage in one of the station’s hanger bay’s awaiting passage to Kijimi) was set loose by a stray blastershot and began to rampage across the station, devouring combatants on all sides, Nat was able to seize the opportunity and take Captain Cipher prisoner, using him to leverage passage through the Republic lines for a group of survivors who then fled across the surface of Orondia to the Seperatist warship, which they were able to finish repairing and use to flee the planet.

The end of the Clone Wars followed swiftly, and after hiring a proper crew on Nar Shaddaa, Nat returned to Orondia to aggressively reestablish control of her Station, using her new warship and its crew to drive out the criminals that had remained when the Clones had pulled out. Recognising the power the warship gave her over the ruffians, Nat began scouring the holonet for other decommissioned warships and cargo freighters in the hopes of putting together a small fleet, finding a few cheap hulks here and there. She has since restructured Orondia Station’s security force into Sadaar Sabacc & Security, and has renovated both her newly acquired ships and Orondia Station itself to contain well-guarded and high-class casinos that are available for hire.

RP Example: See in sig, recommend looking specifically at Star Wars: The Station for Nat’s previous RP appearance. It was a Star Wars RP I put together at the end of last year. I really enjoyed playing as her, and the last two paragraphs of Nat’s bio above represent what little happened in that RP and what I think came of it for Nat.

Notes: I recognise it is a little unorthodox to ask to play a character already used in a previous RP, but I am highly invested in her story and think giving her a little ragtag casino-fleet might make for a fun contribution to this RP.

_____________________________________________________________________________________________________________________________________________________________________

The Organisation:

Name: Sadaar Sabaac & Security

Type: SS&S is an as-yet-unlicensed Gambling & Security organisation, that in principle exists to provide luxurious casino ships with well-trained private security forces available for hire by exclusive clientele. In practice, the organisation consists of little more than a band of mercenaries and thugs, rigged gambling machines and some repainted ships decommissioned from the Clone Wars.

Objective: As the owner and self-appointed 'Commodore' of SS&S, Natalya Sadaar sets the direction of the organisation according to her whims and fancy. At present she desires to increase the profile of her organisation utilising her connections in Hutt Space and by salvaging and renovating more ships to grow her fleet, but in the long term she seeks to do business with the newly formed Galactic Empire and acquire a licence for SS&S to operate in Imperial Space.

Headquarters: The Orondia Station Resort on the planet Orondia serves as the base of operations for SS&S.

Resources: The resources of SS&S can be divided into physical assets including ships and droids, and personnel, including ‘security forces’ and casino staff.
Ships:
3 x Munificent-class star frigate (Gehena’s Prize, The Silver Star, The Fallen Count)
1 x DH-Omni Support Vessel (Pantora’s Pride)
1 x Diamond-class Cruiser (The Golden Gundark)
2 x Consular-class Cruiser (The Lightning, The Nebula)
1 x Lucrehulk-class Battleship - Non-functional, undergoing extensive renovation at Orondia (The Trophy)

Bases:
Orondia Station Resort - Ship refueling station and newly renovated casino resort, serving as the central headquarters for SS&S.

Personnel:
Although SS&S has a formal headcount for the number of casino staff, ships crew, and ‘security officers’ in its employ, due to the illegitimate and adhoc nature of the organisation, such a figure is almost certainly inaccurate. The organisation's estimated total manpower is probably in the region of 3,500-6,000 personnel, including droids.

History: Starting out with just a handful of station security guards, mercenaries, mechanics and shopkeepers fleeing the chaos of battle that had consumed Orondia Station in the final days of the Clone Wars, Natalya Sadaar was able to put this exotic collection of beings to work completing repairs on a crashed Munificent-class warship that she would later dub Gehena’s Prize after the Super-Tactical Droid who brought it to her attention. After escaping Orondia aboard this ship, Nat began setting up a proper crew that she would then deploy to retake Orondia Station. Gaining a taste for ship command, the Pantoran then established Sadaar Sabacc & Security in order to combine her new assets with her penchant for gambling, seeking to create not just a luxury casino on Orondia, but casinos that could be flown around the galaxy, these casino ships would carry her own security forces to ensure the clientele remained compliant and the profits remained maximised, preventing trouble from the syndicates and pirates in the farthest corners of the Outer Rim.

In the year since, Sadaar Sabacc & Security has grown rapidly, and with the high number of decommissioned warships and wrecked cargo vessels floating about (in some cases literally), Nat has acquired seven additional ships, mostly former-Seperatist, which are now in various stages of refurbishment. Using Orondia and Nar Shaddaa as their main centres of recruitment, SS&S have recruited an assortment of thugs and lowlifes to serve aboard these vessels while the organisation continues its search for more ships, and its enigmatic leader attempts to woo exclusive high-profile individuals to hire her ships or better yet, get her a licence to operate them within Imperial Space.
Last edited by Cheye on Wed Aug 26, 2020 4:27 am, edited 3 times in total.

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