OOC (18+) The Old Republic: The Lubang Minor Incident

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    Orien Terrik

    "Arik tree'ac te kek."
    it is 3642 BBY, and war is spreading throughout the Galaxy as the Cold War between the Sith Empire and the Galactic Republic comes to an end. As combat begins to spread, both sides realize they need more resources to fuel their War Machines. The Lubang System was ripe for the picking, however, the Cartel in control of it had better technology than both the Republic and Empire combined. Trying for the diplomatic approach, both sides sent representatives to the Lubang Cartel, trying to convince the Lubang to join their side so that they could get access to both the technology and the resources. The Lubang originally refused, insisting they wish to remain neutral. Around this time, the laboratory on Lubang Minor, a Jungle World, went dark, and soon all communication with the planet was lost. The Lubang sent mission after mission to the planet, but none ever returned. Worried, they asked for aid from both the Empire and Republic, so both responded by sending Champions to investigate the issue. The Lubang, insisting on remaining neutral, stated that if the Empire and Republic can work together and figure out the source of this mysterious black out, that they would supply both sides with the necessary resources, however they wanted to keep their technology away from both sides. The Republic and Empire, in no position to argue, agreed to the terms, and sent forth Champions to Lubang Major, where they would meet up, and continue together to Lubang Minor to investigate the Blackout.
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    This is a Star Wars based Survival RP. Basically, I need some Republic Supporting Characters, and some Imperial Supporting Characters. You character could be a Republic Trooper, stout and firm in his belief in the Republic, or your character could be a Jedi, defending the innocent. Maybe you are an Imperial Agent, who has a secrete agenda to steal some of the Lubang Technology while investigating the blackout, or maybe you are a Sith Lord, sent by the Dark Council to keep the situation in check. Your character can pretty much be whoever you want him to be, whatever race you want him to be, and his Agenda could be supporting either the Republic or Empire, or it could be more personal, like credits or curiosity.
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    Rules:
    1: No Godmodding. Fairly obvious. No overpowered weapons, powers, spells, armor or characters. For example, having a sword that can slice through any armor or obstacle, or having a bow that ALWAYS finds its target.

    2: This is a mature roleplay, which means there will be plenty of gore,sex/sexual situations, and coarse language. If you aren't mature enough to handle this, please, don't bother applying.

    3: Be active, and post at least once a week. You are required to explain absences longer than a week, or your character will be terminated. No question about it.

    4: Creative characters are a must! I will provide a template below. Anyone with questions please PM me. If your CC is found to be insufficient, you will not be accepted.

    5: Spelling and Grammar. This is non negotiable. If you're lacking in one of these two, don't waste time with a character card. You will not be accepted.

    6: You may have up to two {2} Characters. NPCs are also acceptable. Anyone with more than two characters may not be accepted/ asked to trim down on characters.

    7: Absolutely NO scripting of other writers characters! If those involved are not in agreement, and you script their characters, prepare to be asked to leave.

    These rules will be enforced throughout the role play. (From the Rule Book of TheShadedOne)
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    Allegiances to choose:

    The Sith Empire: The Return of the Sith Empire was a startling and devastating reminder that the Dark side would never truly disappear. What was even more troubling was the fact that the Empire had been setting up for its return for Generations. Laying ground work, Imperial Agents made Alliances, most notably with the Mandalorians, and put puppets into place in the Republic Senate. No one was prepared for the onslaught of the Empire. However, eventually the Giant War Machine of the Empire stalled, due to lack of resources for its massive forces, and the valiant defenders of the Republic. In a desperate move, the Empire called for peace talks on Aldeeran, to form a cease fire. The Republic, cautious, had no choice but to accept, for they were in no position to truly win the war, and they wanted the bloody conflict to end. However, to the Republic's Surprise, The Revitalized Sith Empire had one last play to make. Launching a surprise attack on Coruscant, capital of the Republic, the Empire captured the planet completely, sacking the Jedi Temple, and holding senators hostage. The Republic had no choice but to accept the one-sided demands that the Empire put forth at the Negotiations. With the Treaty of Coruscant signed, Imperial forces withdrew from the Republic capital, back into their new territory, which they had earned more of due to the Treaty. For eleven years, a Cold War lasted between the Republic and the Empire, as each side replenished themselves. Unfortunately for the Republic, the Empire was the first to recover. Launching a massive invasion of Corellia, the Empire captured the planet, using its Hypermatter stores to fuel their fleets. However, the Republic returned fire swiftly with a counter attack, retaking Corellia, and driving the Imperials back. The Empire sets their sights on Ilum next, for its crystals, that are a major factor in creating lightsabers. The Republic and Empire begin to clash heavily on this planet. About this time, a Jedi Strike team, lead by the Champion of the Republic, engaged, and defeated the Sith Emperor in combat. The Emperor, while not fully destroyed, lost most of his power, and his corporeal being was killed. His spirit retreated to a temple on Yavin. The result of the defeat caused what the Republic hoped it would. Infighting between Sith began happening, trying to figure out who would take the Emperor's place. Eventually, Darth Malgus broke of from the Empire, and created his own. Malgus allowed Aliens to join his Empire, including Wookies, Rodians, and Trandoshians. This bolstered his forces exponentially. As both the Empire and Republic were outclassed, the made a temporary truce, fighting alongside eachother to defeat Malgus. A Republic and Imperial strike team ended up killing the False Emperor, and with that, Malgus's new empire fell. After the battle of Ilum, impressed by the "Aliens" in Malgus's fighting force, the Empire officially began to recruit aliens into their military. Shortley after the Battle of Ilum, the Republic delivered another crippling blow to the Empire, destroying an Entire fleet. However, unknown to the Republic, Darth Knox and Darth Marr had initiated a plan to unify the Empire. This gamble began on Makeb. Calling in Cipher 9, an Imperial Agent, the Grand Champion of the Great Hunt, a Bounty Hunter, and the Emperor's Wrath, a powerful Sith Warrior, Knox and Marr set about extracting Isotope 5 from the planet, which would greatly increase the Empires weapon power and shield power. The planet was destabilizing rapidly due to the Hutt Archon, trying to create a new Hutt Empire, mining the Isotope 5 incorrectly. As the Republic, unaware of what the Empire was up to on Makeb, evacuated the civilian population (With the Empires help, surprisingly), The Empire stabalized the planet, and saved it. After the Champions of the Empire slew the Hutt Archon, the Hutt Cartel swore their allegiance to the Empire, giving them access to new supplies, and travel routes, as well as the Isotope 5. It was at this time that the Republic officially announced that they had "Killed" the Emperor. However, this was the final step to Knox and Marr's plan, for the announcement backfired for the Republic. The Empire unified under the Dark Council, and Marr and Knox's gamble had payed off. With their stores of Isotope 5, the Empire began beating back the Republic once more... Until the Return of Revan. Unknown to both sides, Revan had been "reborn", and was creating his own army from inside both the Empire and Republic. Joining forces once more, the Republic and Imperials defeated Revan on the planet of Yavin 4, however, in the process, fed the Emperor, allowing him to regain his strength. The Emperor's Spirit left Yavin, vowing to destroy the Galaxy, and consume all life within it. With the defeat of Revan, the Former Emperor's Wrath was tasked with keeping an eye out for the Emperor, while the Republic and Empire went to war once more, however, after the exhaustive Yavin campaign, they need new supplies to fuel their war machine, so they set their sites on the Lubang System.
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    (URL: http://starwars.wikia.com/wiki/Sith_Empire)

    The Republic: The Republic stood for democracy and freedom. Having experinced generations of peace, the Republic was caught off guard in 3681 BBY, as the Sith Empire returned to wage war against the Republic in the Great Galactic War. The War greatly weakened the Republic, culminating in the Sacking of Coruscant and the signing of the Treaty of Coruscant in 3653 BBY. The Treaty of Coruscant placed several major burdens on the Republic. A large economic depression began, slowing the rebuilding process and stalling efforts to restore peace. The Treaty of Coruscant also forced the Republic to abandon many long-time allies, including the Bothans. The Republic was forced to relinquish control of many planets to the Sith Empire, such as Balmorra. As a result of the Great Galactic War and its subsequent treaty, which left the Republic in an unfavorable position, many star systems began withdrawing from the Republic. The Mantellian Separatist Movement took over Ord Mantell, beginning the Separatist War, while Alderaan seceded from the Republic altogether, beginning the Alderaan Civil War. The Republic was plagued with an insurmountable supply crisis and chaos in the streets of Coruscant; and the Senate was left paralyzed. Confused by the chaos, the insolvent Senate blamed the War and its current problems on the Jedi, sparking a feud with the Order that saw their departure from Coruscant and relocation to their ancestral homeworld of Tython. After the Great Galactic War, the Cold War began, lasting for 11 years before the tense peace collapsed in 3642 BBY, beginning the Galactic War. After loosing Corellia, the Republic Forces, joined by the Jedi once more, quickly retook the planet in a savage and lightning fast attack on the planet. Unfortunatly, the Empire, before leaving, either took or destroyed all the Hypermatter stores on the planet. They were caught off guard at Ilum, but quickly recovered, fight back against the Empire, and causing a sort of stalemate. It was during this time that the Champion of the Republic, a Jedi Guardian, defeated the Emperor in combat, hoping to cause strife and turmoil in the Empire. The plan worked, albeit to well, and Malgus rose to power, creating his own Empire, and attacking both the Republic and Empire on Ilum. Outmatched, the Republic teamed up with the Empire to put a stop to Malgus. Sending the Champion of the Republic, a Jedi Knight, A Smuggler aligned with the Repulic who had become a Hero at Corellia, A Republic Trooper Major (Leader of Havoc Squad), and a Jedi Counciler, to Malgus's space station, they teamed up with an Imperial strike team, and killed Malgus. It was after defeating Malgus that the Empire launched a massive surprise attack on the 6th Imperial Fleet, destroying it. Finally with the Upper hand, the Republic began pressing their advantage, which was in part due to the infighting between the Sith. Hearing reports that the Hutts had destabilized Makeb, the Republic rushed to the aid of its citizens, being completely unaware of the Empire's involvement on the planet. After Makeb, the Republic found themselves on the defensive again as the Empire had gotten the Allegiance of the Hutts, and gotten their stores of Isotope 5. They were only saved, ironically, by the return of Revan, which diverted the Empire'ss attention to him and his Revanites. Joining together once more, and mostly supplied by the Empire due to their lack of supplies, the Republic and Empire defeated Revan, however, the Emperor had been Reborn. The Champion of the Republic was tasked with keeping a close eye out for the Emperor. War resumed between the epublic and the Empire, however, they didn't have much in resources. Luckily, after the Battle of Yavin, neither did the Empire. A stalemate occured between the two, and the Republic set their sights on the Lubang System.
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    (http://starwars.wikia.com/wiki/Galactic_Republic)

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    Classes for your Character:

    Empire-

    Bounty Hunter: Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when. Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for hire—they’re heirs to a professional legacy—an ancient brotherhood with a glorious history. Tracking elusive targets across multiple star systems requires expertise, especially when the targets can be prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out to become Bounty Hunters, but only the most hard-boiled survive in this competitive and deadly business. The Bounty Hunter’s path lies along the edge—the stakes are always high—and the path only leads two places, to a life of infamous glory… or to a quick and ignominious death. Though the Empire disapproves of the Bounty Hunters’ fierce independence, exceptions are made for those who get results. Few individuals in the galaxy have the gall and the stomach to deliver on the delicate and grim tasks in which Bounty Hunters excel. Nonetheless, no one is irreplaceable in the Empire, and even the most proficient must repeatedly prove their worth. In the bounty business, one’s name is everything, and with each mark a Bounty Hunter takes down, his reputation grows, as does his price. Bounty Hunters are far from a homogeneous lot—they come from all races and affiliations and each pursues his quarry in his own unique way. Some Bounty Hunters adhere to the rugged Mandalorian code of honor while others answer only to their own moral compass. Some work only on behalf of organizations they agree with, while others have no sense of loyalty. Despite being kindred spirits, fellow Bounty Hunters cannot always be trusted—among the profession’s most notorious members, competition turns colleagues into the most ruthless of enemies. Even the Bounty Hunters’ employers harbor hidden agendas; the tables are turned quickly when complications arise… and they always do. Shifting allegiances, unbeatable odds, and deadly showdowns are common in the occurrences in the life of a Bounty Hunter. Bounty Hunters tend to wear Heavy Armor. Bounty Hunters usually were classified into two distinct groups: Mercenary or Powertech.

    If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target (Tend to use Twin Blaster pistols, or an assault Cannon, which is like a mobile Gatling gun).

    A Powertech wears heavy plating body armor like a second skin and never balks at taking on the newest prototype technology if it means greater protection and upgraded safeguards. The best in armor and shielding, smart defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, from which few enemies escape unscathed (Tends to use a single blaster, or a blaster rifle, helping to gain mobility. Have advanced flamethrowers, and the best Jetpacks. Also tend to carry a personal Shield Generator.)


    Sith Warrior: An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy. The Warrior channels the destructive emotions of fear, anger, and hatred to purge weakness from body and mind and become a being of pure, brutal efficiency. Destined to eradicate the incompetent chaos created by the Jedi, the Sith seek to rule the galaxy through power and intimidation. The armies of the Sith Empire are trained to accomplish this task, but they require the leadership of bold Sith Warriors—loyal and mighty overlords—who will drive them to conquest and victory. These cold-blooded conquerors waste no time with cunning manipulations and carefully-crafted plans. Sith Warriors crush their opponents and stride toward their goals with dreadful determination, leaving ruin and annihilation in their wake. Emanating awe and terror at every step, they accept nothing but absolute obedience from their followers. In turn, Sith Warriors can serve as loyal subjects to their own dark masters, often surprising enemies and allies with their rigorous honor and perfect discipline. Warriors focus heavily on Lightsaber combat, and force abilities that can help them in combat. Warriors tended to wield more plain looking Lightsabers, however, you may see a saber designed to be frightening in appearance. There are two saber disciplines a Warrior can take: Marauder and Juggernaut.

    Wielding two lightsabers and unmatched aggression, Sith trained as Marauders slice through enemy ranks dealing death with merciless efficiency. Whether annihilating a squad of Republic troops or cutting down a single Jedi, the Marauder sees and exploits every weakness to exact the greatest toll. Never hesitating, never faltering, there is no swifter bringer of pain in the galaxy. All Sith Marauders can wield two lightsabers in combat, crushing their foes with superior speed and becoming a terror on the battlefield. Wearing Medium Armor to increase their acrobatics, they sacrifice Armor for Speed.

    Sith who train in the stalwart arts of the Juggernaut boast unrivaled stamina in battle. Through diligence and clarity, the Juggernaut shapes the Force to his/her will to become nearly invulnerable in battle. Damage that would destroy others is shrugged off, and futility fills the Juggernaut's foes with doubt and despair. He/she would use the Force to protect their allies and to punish their adversaries (unlike the Sith Marauder who would use the Force for more damaging abilities), they charge into the thick of any fray, and take the brunt of the assault and are even able to drain the energy of their enemies to further strengthen their resolve. While mostly relying on defensive tactics, a Juggernaut can also deal some damage.


    Sith Inquisitor: The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.

    Regardless of potential, few acolytes succeed in facing the rigorous trials to become Sith Inquisitors. Only the most determined acolytes attain such an achievement, but these Sith are often the ones to watch. Due to their manipulative genius, Inquisitors are skilled at exploiting both their enemies and their allies to further their own personal agendas. Channeling this Force energy, Inquisitors are capable of draining the life from their enemies and using it to feed themselves and their allies.

    Though their skills are varied and many, Sith Inquisitors are most feared for their ability to channel the energy of the Force, making them a spectacle to behold on the battlefield. Seething sparks of lightning explode from the Inquisitors’ fingertips and wrap their enemies in tendrils of pure Force energy. Because Inquisitors can twist the Force into lightning to stun, subdue, or destroy their foes, it has become their signature. Those who have experienced the sensation of the Inquisitor’s Force Lightning and survived forever recoil from the crackling sound of electricity. To reach the highest echelons of power, the Inquisitor needs more than Force Lightning and a razor-sharp mind. The most formidable Inquisitors dare to explore unorthodox practices by investigating the enigmas of the past and by unlocking new powers for themselves. The Force is a source of unlimited potential—a wellspring Inquisitors tap and bend to their will. Such intensity allows Sith Inquisitors to become architects of the Empire’s future… or simply the architects of their own destruction. Inquisitors tended to have the most decorate of lightsabers, going for a pretty, and elegant look.There are two Paths for an Inquisitor to take: That of a Sorcerer, or that of an Assassin.

    Sith Sorcerer's tend to use only a single saber, but when you have unlimited power at your fingertips, who even needs a Lightsaber. The Dark side holds dangerous secrets – and immense power for those who dare to uncover them. The Sorcerer reaches into the darkest corners of the Force to harness volatile energies that can wreak devastation on his enemies and bolster or even heal his allies. The air around a Sorcerer crackles with dark energy, and those foolish enough to get in a Sorcerer's way soon learn a new definition of suffering. They are very force focused, being able to create a storm of lightning, and even poison their opponents, leaching away their health to heal and rejuvenate themselves. Sorcerer's tended to wear light armor, and even at that, their gear was, to simply put it, mostly just robes.

    Speed and deception are the tools in the Assassin's arsenal. Whether using stealth to infiltrate a Republic base and remove a high-profile target or tactfully entering a large-scale battle, the Assassin's double-bladed Lightsaber flashes with deadly precision to provide a relentless offense and when necessary, a formidable defense.The Assassin can channel the Force just as easily, mentally assaulting an enemy and manipulating a confrontation to ensure his/her side maintains the upper hand. This ability also extends to channeling Force power directly into the Assassin's lightsaber in preparation for especially devastating attacks. Assassins leap from the shadows to quickly and effectively take down his/her foes. Assassins have the ability to cloak themselves in the force, making them practically invisible, which can lead to devastating strikes. Assassins tend to focus more on saber combat than Sorcerers. Assassin's wore light armor.

    Imperial Agent: The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords. Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s allegiance to the Empire is without question, but great latitude exists for those so closely attuned to the Empire’s secret agendas—Agents often harbor their own mysterious motivations as well. Having pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done. The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of disaster, using carefully orchestrated tactics that leave little room for error—the smallest slip-up can be catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor, and the Agent plays a supremely critical role in securing Imperial domination. The upper echelons of Imperial society are reserved for the Force-sensitive Sith alone, but theirs is a world apart. The heart of the Empire consists of millions of subjects, descendants of the original exiles who settled Dromund Kaas. For these loyal citizens, the Imperial Agent is the exemplar of the highest level of achievement one might aspire to. These are the people the Agent risks everything to protect. Though there are few idealists in Imperial Intelligence, the art of professional perfection is held in deep reverence, and the Agent embodies the Imperial ideal in this respect. Agents tend to wear Medium Armor. There are two Paths that an Agent can choose to master: Sniper or Operative.

    Focused on long-range tactics and eliminating sensitive targets, Snipers are the most elite and professional marksmen in the galaxy. After extensive training, the Sniper learns to target enemies’ vulnerabilities and strike at the perfect moment to turn the tide of battle. All Snipers learn how to use deadly sniper rifles and specialize in long-range combat, keeping their enemies at a distance. Snipers can also opt to learn the skills of Engineering, using probes and other gadgets to deal additional damage; Marksmanship, shooting from cover and focusing on precise, high-damage attacks; and Lethality, utilizing deadly toxins to poison their enemies.

    Operatives adapt to any environment and any circumstance to ensure the Empire’s agenda is achieved. Whether emerging from stealth to ambush and eliminate enemies in close-range combat or using advanced medical technologies to keep colleagues in the fight, the Operative is able to identify the needs of any situation and react accordingly. All Operatives learn how to move stealthily–sneaking past or surprising enemies–and various close-quarters fighting techniques that do damage at short range and prevent an enemy from fleeing. Operatives can also opt to learn the skills of Concealment, using an energy blade to deal even more damage close-up; gain Medic training, using probes that heal and protect allies in battle; and specialize in Lethality, utilizing deadly toxins to poison their enemies.


    Republic-

    Republic Trooper: Not all heroes carry Lightsabers. Some just have the will to fight. For decades, the armed forces of the Galactic Republic defended their civilization against the seemingly unstoppable Sith Empire. Despite countless setbacks, the men and women of the Republic military never backed down until the Senate ordered them to do so. These brave souls remain ready and willing to lay their lives on the line today. In the wake of the Treaty of Coruscant, the Republic military has begun recruiting from within its own ranks, creating cutting-edge Special Forces squads for the inevitable day when the war with the Sith Empire begins anew. These advanced strike teams are comprised of only the most talented and disciplined soldiers—a new breed of elite Republic Troopers. These Troopers are the embodiment of the Republic military’s highest aspirations—the most advanced fighting force in the galaxy. They are equipped to face any foe in any environment, but it’s not their gear that makes them tough—it’s their guts. The Troopers’ greatest weapons are their indomitable spirit, their unwavering sense of duty and their undying loyalty to each other and to the ideals that the Republic represents. In this age, the stakes have never been higher. The Republic must win or face extinction. The fate of the galaxy rests upon ordinary men becoming extraordinary heroes. This is the path of the Republic Trooper. The Knights of the Jedi Order have defended the Republic for generations, but they have not fought alone. A host of unsung heroes have marched at the Jedi’s side—common men courageous enough to enlist and face the same risks as their Jedi comrades despite not having access to the Jedi powers of protection. These heroes have not gone unappreciated by the Jedi. The men and women of the Republic military are accorded complete respect and admiration by the Order and by the Republic’s political leaders. In the years since the Treaty of Coruscant, the Jedi have withdrawn in significant numbers to their homeworld of Tython. Their presence in the Republic military, though still significant, is not what it was during the war. In many ways, the Republic’s newly-trained elite Troopers have stepped up to take charge of the Republic’s defenses. When Troopers are partnered with the Jedi, they are a force to be reckoned with on any battlefield. Troopers tend to wear heavy armor.

    Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military, ignoring personal risk and stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Specialists have an uncanny survivability due to their expert defensive tactics and technology. All Vanguards learn to use personal shield generators and can opt to acquire the skills of an Assault Specialist, relying on shield power surges and energy blade attacks to do damage at short range and prevent an enemy from fleeing; the skills of a Shield Specialist, further training in advanced armor and defenses in order to absorb damage and protect allies. Tend to use only Blaster Rifles. Wear Heavier armor than Commando's

    Trained in superior tactics and weaponry, Commandos charge onto the battlefield with massive assault cannons, overwhelming their enemies with brute firepower. Whether taking out a bunker or driving back an Imperial charge with a hail of concussive bolts, the Commando’s high-powered hardware dominates the scene, laying waste to all who fall within its range. All Commandos learn to use powerful assault cannons, and can opt to learn the skills of a Combat Medic, using proven Republic medical training to heal and protect allies (Combat Medics tend to use either Blaster Rifles or Blaster Pistols).

    Jedi Knight: A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order—more than twenty-thousand years of protecting the Republic and keeping the peace across the galaxy. Though Jedi Knights have served as generals, guerilla fighters, and warriors for generations, their legendary combat prowess faces its greatest test during this age. Through years of disciplined training and meditation, the Jedi Knight hones body and mind into perfect harmony. Combining the foresight of the Force with unrivaled reflexes and practiced physical precision, the Knight turns combat into an art form, gracefully executing acrobatic feats in tandem with elegant lightsaber tactics. A source of inspiration to allies and intimidation to adversaries, the Jedi Knight’s presence is welcome in any confrontation. The Order’s long history of fighting for justice has earned the trust of countless friends and the hate of innumerable enemies. Few, though, are foolish enough to challenge a seasoned Jedi Knight unless they have the skills and technology to even the odds. The Jedi’s dark counterparts scored many victories during the war, expanding their Empire, and putting the Republic on the defensive. Since the Treaty of Coruscant, the Sith have consolidated their military might, even while the Jedi have withdrawn to Tython, a move that’s been looked at with suspicion by many of the Republic’s politicians. Nonetheless, the war is far from over, and the Jedi Knight’s resolve remains firm. With unwavering allegiance to the Republic and the light side of the Force, the Jedi Knight fights with valiant determination, wading into the thick of any battle to protect freedom and democracy and hold fast against those who oppose it. No matter how dire circumstances may become, the Jedi Knight trusts the Force and keeps a cool head. Knowledge and self-control are the critical components of wise decisions, and emotional and mental clarity are an absolute necessity. Maintaining focus allows the Knight to rely on intuition; a right mind leads to right action. For many, the Jedi Knight is the guardian of a precious dream; a dream of peace, a dream of justice, a dream of a brighter future. The fate of the galaxy depends upon the Knight’s ability to keep this dream alive. Jedi Knights have two paths to take: That of a Sentinel, and that of a Guardian.

    A wall between the Republic and its enemies, the Jedi Guardian stands firm in the face of overwhelming odds and dares opponents to attack. Perfect concentration and use of the Force allows smooth movement even in heavy armor–making the Guardian a hard target to take down. Leaders on and off the battlefield, Guardians also inspire allies to amazing feats, making them invaluable for conflicts of any size. All Jedi Guardians learn to move in heavy armor and build extra energy to perform spectacular feats. Specializing in single saber combat, Guardians are natural leaders on the battlefield. Wears Heavy Armor, and is the Jedi equivalent of a Sith Juggernaut.

    Control and focus are the hallmarks of the Jedi Sentinel. Through years of training, Sentinels learn the art of using two lightsabers in tandem to create an intricate web of damage almost impossible to evade. By manipulating the Force, Sentinels can see holes in the enemy’s defense, potential flaws in their own techniques and how best to plan for both. All Jedi Sentinels can wield two lightsabers in combat, using speed and precision to strike enemies where they are weakest. Wears Medium Armor (Occasionally just robes), and is the Jedi Equivalent of a Sith Marauder.


    Jedi Consular: For more than 20,000 years, the Jedi Order has worked to promote peace and balance in the Galactic Republic, but each new day brings with it a new threat, promising to rip the Jedi and the entire galaxy apart. If the Republic is to survive, it needs leaders and visionaries; it needs the Jedi Consular. Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Years of arduous training and meditation have sharpened Consulars’ minds to cut to the truth as cleanly as their Lightsabers cut through their foes. Whether unlocking long forgotten mysteries of the Jedi, raising armies to fight for the Republic or engaging in mortal combat with Dark Lords of the Sith, the Consulars’ deep attunement to the Force gives them all the power they need to rise to the occasion with poise and balance. Intimate attunement with the deepest Force mysteries gives Jedi Consulars the insight and empathy to deftly handle charged conflicts that confound even the most cunning Senators and governors—but Consulars know when it’s time to talk and when it’s time to fight. When negotiations turn aggressive, Consulars demonstrate their gifts of foresight—anticipating and deflecting enemy attacks with fluid strikes from their dual-bladed Lightsaber. Jedi Consulars always seek to grow their knowledge of the galaxy, in understanding of themselves, and in comprehension of the Force that binds it all together. The commitment to this pursuit gives Consulars an unrivaled capacity for clarity in situations otherwise shrouded in darkness. However, this same dedication can also prove to be extremely perilous—inviting Consulars to explore paths that are better left untraveled. Some of the Jedi Order’s greatest minds have been seduced to the dark side through purely academic inquiries. The Consular knows the pain of this temptation as a battle-hardened warrior knows the throbbing of an old wound. Before they can dispel the darkness in the galaxy, Jedi Consulars know they must first come to terms with the darkness within. There’s no avoiding the temptation to take shortcuts or even to use their knowledge for personal power; Consulars must constantly check their own motives. When tempted to step onto the path leading to darkness, Consulars must remember the tormented fate of the Jedi who have passed that way before. This is the only way they can unite the Jedi Order and the Republic and rally the troops to rescue the galaxy from the menacing darkness. Consulars' tend to have more decorative sabers than Jedi Knights. They wear Light Armor.

    The mysteries of the Force are endless. A Jedi Sage, devoted to uncovering its esoteric secrets, knows this better than anyone. Sages are famed for their wisdom and empathy as much as for their powerful healing and defensive skills. In troubled times, a Sage brings together the insight of the past with raw power to change the flow of galactic events. Have the ability to heal allies, and reinvigorate them with the force. Is very skilled with Telekinetics, distorting reality and moving massive waves of energy that tear apart a Sage’s enemies, as well as being able to lift things with their minds.

    A Shadow serves the Jedi Order by being a silent observer and, when action is necessary, a subtle hand. Shadows go unseen, employing Force techniques that cloud enemy minds to slip into hostile territory and, when necessary, striking enemies down with deadly efficiency. Shadows embrace the synergy between lightsaber and Force combat. All Jedi Shadows use the Force to conceal themselves and move invisibly behind enemy lines, as well as learn to use double-bladed lightsabers in either an offensive or defensive capacity. Concentrate more on Lightsaber combat than sages.


    Smuggler: Sometimes luck is more important than skill, but it never hurts to have both. Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble. Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants. Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space. Faced with choosing an allegiance in these uncertain times, Smugglers have been forced to consider the implications of trying to operate under the tight controls imposed by the Sith Empire. Though never the most patriotic members of Republic society, many Smugglers have decided that siding with the Republic is siding with freedom, and of course, freedom is everything. The Republic has never indulged a systematic prejudice against Smugglers. Generally speaking, they have more commonly tangled with laws and law enforcement measures from specific star systems, not the greater Republic. Thus, it has not been overly difficult for the Jedi and the Republic military to accept Smugglers as allies in resisting the growing dominance of the Sith Empire. Smugglers wear Medium Armor. Smugglers tend to be classified as either a Gunslinger, or a Scoundrel.

    Master of the trick shot, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There’s a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers learn how to fire two blasters at once, specializing in long-range combat and methods to keep enemies at a distance. Gunslingers can also opt to learn how to use grenades and demolition technology to cause fire damage, how to shoot from cover and focus on precise, high-damage attacks, and crippling and bleeding opponents using underhanded tactics.

    The Scoundrel doesn't have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a scattergun and a med pack--everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when Sith fly through the air-waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.
     
    Last edited:

    Orien Terrik

    "Arik tree'ac te kek."
    Special Races:
    Both the Empire and the Republic have certain species that are solely identified with their side. If you wish to create a character that is one of these races, make sure he/she is on the correct side, unless you can come up with a very good reason why your character would be on the opposite side.

    Imperial:

    The Sith Pureblood- The Sith were a proud and violent species of humanoids that evolved on Korriban, a planet within the Horuset system in an isolated Outer Rim region called the Stygian Caldera. Sith had a larger than average number of individuals with potential to use the Force in their species, so high in fact that the entire species was considered strongly Force-sensitive. The abundant Force-sensitivity resulted from a symbiotic relationship with the dark side of the Force, where they—like the other few creatures that inhabited the planet—derived sustenance directly from the dark side of the Force, and empowered it in turn. Adult Sith characteristically had skin of a crimson-hue, although infants of the species appeared a lighter shade of red. However, even though typically a dark red, some members of the species retained more pink shades of skin tone in adulthood. Sith had sharp, fierce predatory profiles and features all over their bodies, including bone spurs protruding from under their skin at various locations like the elbows. Their faces displayed a notable pair of cheek tendrils that hung down from their high cheekbones. Sith also had cranial horns, pointed teeth, simian mouths below their small noses, and glowing yellow eyes covered by cartilaginous eyebrow–stalks. In addition, some Sith had long bony chins, while others did not show this trait and instead possessed less prominent chins that receded from their mouth. Most Sith had three clawed digits on each hand, and three on each foot; two forward facing and one backward facing. However, some Sith had five digits on their hands and feet, such as Sek'nos Rath. The Sith were commonly left handed too, and as a result their signature weapon, the lanvarok, was constructed only for their left-handed tendencies. The cheek tendrils on the jowls of Sith that descended from their cheekbones displayed different expressions amongst their species through twitching and other movements. For example, slight curling of the tendrils showed that the particular Sith was of a rejuvenated attitude, while stroking of the right tendril was an expression of thoughtfulness. Also, quivering of the tendrils could show signs of anger, as well as a questioning expression when coupled with raising of the eyebrow–stalks. The Sith—specifically the Massassi subspecies—also had very keen senses relative to those of Humans, particularly their hearing, despite their small ears. Some Sith have more human like features due to inbreeding between humans, while others could have some Twi'lek features due to breeding with them. The Biggest difference between a mixed Pureblood, and a True Pureblood, is hair, as only interbred Purebloods have hair. Other differences are lose of cheek tendrils and bone spurs. Regardless of whether they are a true pureblood, or have other species features, having Red Skin is a mark of "superiority" in the Empire.
    (URL: http://starwars.wikia.com/wiki/Sith_(species) )

    The Mandalorians: While technically not a Race or species, but more of a culture, almost all Mandalorians are alligned with the Empire, as that is what their leader, known as Mand'alor in their language, commands them to do. Mandalorians are cautious allies of the Empire, and are not truly dedicated to them, only to themselves, and their leader. Mandalorians come in all shapes, sizes, and Species, and their armor can truly vary depending on the person,a s each set of armor is customized for the wearer, however, every Mandalorian has a few defining features: The biggest feature of their armor that marks them as Mandalorian is their T-Shaped Visor, and the other is that their armor is made of Beskar, an Iron Ore that is only found on their home planet of Mandalore. Beskar is stronger than practically any other metal, so strong in fact, the the plates made of Beskar can actually stop a lightsaber. Beskar Mesh and energy suits are worn underneath the armor peices, and tend to be able to stop anything laser related, and occasionally lightsabers if swung at the wrong angle. Many Imperials don't care for Mandalorians as they tend to see them as brutish renegades, although some Imperials tend to see them as something more (The Sith Warriors, surprisingly, tend to give the most appreciation and respect towards the Mandalorians, and even see Mandos as Equals to them occasionally. It is very rare to see a Sith Warrior without a hired Mandalorian near his side). Mandalorians were NOT Imperials, they considered themselves an army hired by the Empire because they can't fight their own battles. Anyone who called a Mandalorian an Imperial was in for a serious beating, if not death. Mandalorians are a war and clan based culture, with a long history. To read more about the Mandalorians, use the Link provided below.

    (URL for History and Culture: http://starwars.wikia.com/wiki/Mandalorian )
    (URL for Language: http://starwars.wikia.com/wiki/Mando'a )
    (URL for Beskar: http://starwars.wikia.com/wiki/Mandalorian_iron )


    Chiss: The Chiss were a tall, blue-skinned Near-Human civilization from the planet Csilla in the Unknown Regions, best known to most Humans as the people to which Grand Admiral Thrawn belonged. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy. Were almost solely loyal to the Empire, and were very rarely seen outside of the Empire's ranks. Chiss were one of the few non-human races that were considered equals to humans in the Empire. Most Chiss were either High Ranking Military Officials, Politicians, or part of Imperial Intelligence.

    (URL: http://starwars.wikia.com/wiki/Chiss)


    --------------------------------------------------------------------------------------------

    Republic:

    Cathar- The Cathar were a species of feline, bipedal humanoids native to Cathar, a planet of savannas and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators. Cathar had high moral values, learned from both family and society. Their females were prized as slaves, whereas the males were generally regarded as too uncontrollable for slavery. The baseline Cathar had fur-covered bodies with thick manes. They had prominent, retractable claws that could deliver powerful killing attacks on foes and prey. Their bodies also possessed rapid healing abilities. On average, Cathar were 1.5 to 1.9 meters tall. These traits made them the perfect hand-to-hand specialists.
    The Cathar species also had two additional subspecies, known as the Juhani and the Myr Rho. Both of these were notably less catlike than mainline Cathar. Cathar were born into a litter. The planet of Cathar was devastated by the Mandalorians during the Battle of Cathar, leading to the enslavement and near-extinction of the Cathar species. Over 90 percent of the species were killed by the Mandalorians in the battle. The few survivors were forced to flee off-world to survive. After the end of the Mandalorian Wars, Cathar began to resettle their world. By the time of the Galactic Civil War, it had fully recovered from the damage the Mandalorians had done. During the Cold War, many Cathar settled on Ord Mantell. Others attempted to settle on Taris to aid in its rebuilding, but were attacked by the Sith Empire just prior to the outbreak of hostilities. On their homeworld, Cathar lived in cities built into giant trees, and were organized into clans governed by "Elders." Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mated for life, to the extent that when one mate died, the survivor never had a relationship with another. Cathar clan society included great pageants and celebrations, especially for their heroes. Their religion included a ritual known as the "Blood Hunt," in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar was Catharese, which included the emphasis of some spoken words with a growl. The Cathar tended to have a hate for both the Sith Empire, and the Mandalorians, however, on rare occasions, a Cathar Officer could be seen in the Imperial Military, or a Cathar Sith could be observed. Very rarely, however, did a Cathar become a Mandalorian.

    (URL: http://starwars.wikia.com/wiki/Cathar_(species) )


    Mirialan: Mirialans were a species of near-Humans native to the planet Mirial. Their appearance varied from yellow-green skin to paler skin very similar to many Humans. Mirialans were very flexible and agile, making them fast and formidable foes. The Mirialan people were religious and practiced a primitive understanding of the Force. They believed each individual's actions contributed to their destiny. A Mirialan would place a unique, often geometrically repeated tattoo on their face and hands to signify that they had completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos would thus often act as a good indicator of how mature and/or skilled a Mirialan was. Mirialan are probably the sole species that is never seen as an Imperial, although they have been known to join the Mandalorians.

    (URL: http://starwars.wikia.com/wiki/Mirialan )

    -------------------------------------------------------------------------------------------------------------------

    List of Star Wars Species for your character:

    http://en.wikipedia.org/wiki/List_of_Star_Wars_species
     

    Orien Terrik

    "Arik tree'ac te kek."
    Basic Information

    Name:
    Jeviic Kelborn

    Alias:
    Hunter, the Legend, the Mandalorian, One of the Brothers, Jev'ika

    Age: 24

    Birth Place: Manda'yaim (Mandalore, the Planet)

    Species:
    Human (Cyborg)

    Class: Bounty Hunter (Powertech)

    Gender: Male

    Laterality:
    Ambidextrous (Prefers his right hand though.)

    Sexuality:
    Straight

    Marital Status:
    Single

    Alignment:
    The Mando'ade (Mandalorians), Mand'alor, loosely the Empire.

    Afflictions: None that he knows of.

    Height: 6'6" out of armor, and about 6'8" in his armor.

    Weight: 286 Lbs

    Build: Extremely muscular. He is a warrior, born and bred into that life. His body fat percentage is extremely low, due to his constant training. He has molded his body through hard training and combat to be the strongest it can be, allowing him to have some amazing strength, but more importantly, great endurance. He is very broad shouldered. (I figure he looks, body wise anyways, a lot like Dwayne Johnson does. Except probably a little bigger due to him being taller and weighing more). He also has physical augmentations in him that help him to be stronger, faster, and more durable than your average person. These augments also increase his senses (Think of the Augments a Spartan goes through, except toned down a bit).

    Hair Length: He keeps his hair cut pretty short. When in the field, he puts less importance on his hair and facial hair care, so it may grow a bit. However, he will not let it get to long.

    Hair Color: Dirty Blonde

    Facial Hair: He has stubble, but he shaves when possible.

    Eye Color: Golden (With flecks of blue)

    Skin Color: Very tan.

    Scars: One on the side of his right cheek, one over his left eye. He also has a few other random scars.

    Face: He is considered decently handsome.

    Unique Features: His Golden eyes. He has a burn mark on his left hand.

    Tattoos: He has a Mythosaur tattoo on his back.

    61181-1-1419922930.jpg

    (Jeviic)

    Religion: The Manda


    Hobbies: Likes to hunt (Both Sentient and non-sentient beings), fish, and drink.

    Family: Mother: Kirsta Kelborn - (Deceased), Father: Adrian Kelborn- (Deceased), Meralak Kelborn- (Alive)

    Personality: Jeviic tends to be a sort of lone wolf, only truly becoming friendly and talkative around people he trusts (Which tend to only be other Mandalorians, and occasionally other Bounty Hunters). Jeviic also has a deep respect for Republic Troopers.

    Positive Traits: Trained and raised as a warrior practically since birth. Brother of the Chieftain of Clan Kelborn. Is cyberneticlly enhanced. Had a light layer of Beskar grafted to his bones, making them less prone to breaking, and making it hurt worse than average if punched bare fist. Appears Savage due to his armor, creating a fear factor.

    Negative Traits: His Temper (Which tends to occur around both Imperials and Republic people), his solitary attitude, and his armor appearance (It makes people think of him as a Savage due to not understanding Mandalorian Culture).

    Dislikes:
    Sith, Jedi, Imperials, Politicians, non-alcoholic drinks, Cathar (Unless Mandalorian), most Imperial Agents, SIS (Republic Strategic Information Service), Hutts, cowards, people without honor, Horakian Monkeys

    Fears: He fears just about anything a normal Warrior or person would fear. Jeviic's trick, however, is he has learned to harness his fear, and turn it into a weapon unto itself, keeping him on edge in battle.

    Aspirations: He hopes to one day Marry, and have children. He wants the Mandalorians to be free from both the Empire and Republic.

    Quirks: He likes to drink. He also doesn't polish his weapons and armor to give them a nice shine. He prefers the look of his armor to seem battle worn, as it could pose as a possible fear factor. Works some of his trophies into his armor, giving him a savage appearance.

    Philosophy: "Aliit ori'shya tal'din."- Family is more than blood.
    "Verd ori'shya beskar'gam."- A Warrior is more than his armor.

    Quote: "Gar hwa va gotal'ur a Mando kaden. Adate ibac gotal'ur Mando kaden tend at ramaanar, o'r cataye mare miai." - You shouldn't make a Mandalorian angry. People that make Mandalorians angry tend to die, in pretty terrible ways.


    ----------------------------------------------------------------------------------------------------
    Gear:

    Armor: Jeviic wears a set of heavy, powered Beskar'gam, upgraded with the latest tech and shielding, offering him the best in protection. He also has a Shield generator built into his belt. When it is spread all over his body, it is generally weaker than when it is concentrated on a specific body part. He also works some of his trophies onto his armor, making him almost look savage.
    2hs2bfd.jpg





    Weapons: Jeviic's main weapon is a LK-6 High Powered Blaster Carbine, which was able to be wielded both one and two handed. He also carried a Mandalorian Disintegrater MK.2 as a secondary weapon. Melee wise, he had a gauntlet vibro blade in his right gauntlet, as well as twin flame throwers on his gauntlets. He also had a wrist rocket he could shot from his left gauntlet. He would also carry a few thermal detonators, just in case.

    Misc: His Jetpack, spare blaster packs, ration cubes, etc.


    ------------------------------------------------------------------------------------------------------------------------
    Short History/Biography:


    Not much is known about Jeviic's early life to the outside world. He was the second son of the previous Alor of Clan Kelborn, Adrian. He was born during the midst of the great Galactic War, and not long after his birth, his mother was killed in action by the Jedi. Jeviic was mostly raised by his older brother and Uncle while his father was away during the war. At the start of the Cold War, when Jeviic would become famous, his father was killed by a Sith Lord, Darth Arukan, for back talking to him, choking him to death. His Father hadn't been given the chance for honorable combat. This angered all of Clan Kelborn, who's new Alor, Rovast, rebelled against Mand'alor for allowing it to happen. Eventually the Rebellion was ended when Meralak, Jeviic's son, had gotten fed up with the infighting. Meralak beat Rovast, and took control Clan Kelborn, becoming the new Alor. It was four years later, at age 20, that both Meralak and Jeviic got their shot at revenge. The Empire, finally catching the Sith that had killed their father, and wishing to avoid a conflict with the Mandalorians, sent him to fight in Honorable combat against Meralak. Of course, being a Sith, Arukan decided to bring another Sith with him to fight. Meralak was being overwhelmed when Jeviic hoped into the Arena. Arukan's accomplice was caught off guard as Jeviic smashed into him, ejecting his Vibroblade into the Sith's throat. Together, Jeviic and Meralak were able to defeat the Darth Arukan, and both delivered the killing blow with a synchronized blaster shot to the face. After slaying Darth Arukan, Jeviic stepped up into the role of Clan Kelborn's Rallymaster, the second in command of the clan. As his skill as a Bounty Hunter grew, so did his reputation. While many of his Sentient targets we kept secret, Jeviic was most greatly known for slaying a Krayt Dragon on Tatooine, without any blasters. He took the bones of the Krayt, which were tough but light, and Incorporated them into his Beskar'gam. This started a tradition of adding his greatest trophies to his armor, including Rancor teeth on his left shoulder, and a Sorien Bloodfin hide that was sown into place on his belt, right on his side. Jeviic was recently hired by the Empire to investigate a strange blackout on Lubang Minor.
     

    Blitzz

    A Friendly Brit
    This seems like it's designed for SW:TOR character... so be it, Darth Kyrus inbound [emoji14]

    To be honest I'm not sure I'll get a CC up because I'm already in about 5 active RPs at the moment but if I can I will.
     

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