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Kane Wartide

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About Kane Wartide

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  1. Kane Acquiesced to Zallis' request, pulling out his datacomm again and tapping on the screen. The Stage where the holographic musicians had been playing lit up with a few different news projections. One reporter detailed a recent conflict on Corellia, while another was speculation on a situation evolving at Kessel. Apparently it was suspected that the Rebels were starting an attack on Kessel. "Looks like the rebels have been busy." Kane mumbled, watching the broadcast. He glanced back at Zallis. "I gather this means you have other business to attend to?"
  2. Kane realized he had set the bartender not to disturb the proceedings, He hastily put on his glasses and pulled out his datacomm. He made a few taps on the screen, and in moments one of the inactive droids in the room reactivated and set about refreshing Zalis' drink. He smiled as a clean glass filled with Merenzane Gold appeared on a tray carried by a bare hologram droid, along with the remainder of the Alderaanian wine and an empty glass for it, should she want to switch drinks. Kane got up to mirror Zalis, and present his drink for a toast. "Excellent. Partner." Kane was smiled. He was most impressed with Zalis. He felt assured that he had chosen his ally well in this most delicate matter. He needed somebody he could count on to maintain a legitimate face, and he was certain she would deliver. "I another gift for you. This droid is yours." Kane whistled, cuing a Black H4-R0 droid to float in through the same false holographic wall Kane had entered with. "This is H4-R0 Beta. It responds to Rob. It has been heavily modified to contain an advanced sensor package and an encrypted long range holonet transceiver. You may use it as you see fit. It has access to Magi System, The Midnight Supercomputer Network and it is intended to act as my liaison." The droid made low pitched chattering tones. It sounded grumpy. "It will grant you access to our intelligence, plus internal schematics for both Midnight and Coruscant. I can't know what measures the Empire will take for security, but a detailed map should give you plenty of possible routes to avoid detection when necessary. The droid can also act as a secure proxy to connect us when we need to communicate directly. It's got a self destruct system with enough thermite to render it a puddle should it be tampered with." H4-R0b made a sad "Dwoooooo." "I will see to it that you are given preference for matters of real estate, here and on the surface below. Perhaps we can recreate what was lost at Dark Sun here. "
  3. Kane took a long pause, contemplating his answer. "Well, you see there's a level where the risk of backlash is precisely why this must be done. Not from the imperial overlords, but from the rebellion. This galaxy is in constant upheaval, and it is possible we will see a shift in the balance of power multiple times within our lives. If the rebels come knocking at Coruscant, take the planet, win the war and take the galaxy; I would rather never be on the wrong side of history. As it stands the more I work the Empire, the more likely I am to be seen as an imperial collaborator. Even an essentially altruistic act like rebuilding Coruscant has puts me risk of being targeted by extremist factions. You're in the same boat if the rebels aren't persuaded otherwise. But if we become an instrumental supply line, then they will see us as allies and we'll weather the storms of war more favorably." Kane pulled a cloth from his coat and cleaned his glasses, "And looking ahead of that, even if the Imperials were defeated, there's no reason why the bridges we've built with them should go unused. Because you can never know when they might make a comeback. This is the only way I see to play a long game in this galaxy. One must float atop the waves of social upheaval or be swallowed by them."
  4. "Oh? That part is somewhat easy." Kane declared. "For starters, I happen to be aware that you are involved in several legitimate fronts. Like Czerka, among others. Businesses which are in fact my direct competitors. As tempting as it is to try to maintain a monopoly, a bit of healthy competition is good for the market. Markets with no competition stagnate, fail to innovate because they don't have to. I would like you to open branches here in Midnight, to expand commerce. Then you can use one or many of these fronts as a beachhead to start involving Black Sun here, for whatever nefarious purposes you may be chasing in the up-and-coming economy of Neo Coruscant." Kane set his glass down, meeting her eyes with an intense gaze. She saw through his innocuous intents and wanted to know what he would really be getting out of the deal. Fearing she might get spooked if she thought he was trying to deceive her, he decided to drop pretense and state his plan plainly. "Then, you help me open up that economy to the gradually expanding market in rebel space. I can't be locked into just who the Empire says I can sell to, it's bad for business. I need my goods to show up where there's a demand for them, and where there is demand is where people are trying to take up arms against the Empire." Kane checked the door to see if it was still closed. He had revealed what purpose all the security involved with this meeting was for. What he had just said might count as treason. "So the Rebels order goods, Black Sun arranges the payments, I send out cargo, tip you off to where it's going, and train my pilots to dump the cargo and not fight pirates for it. Black Sun intercepts it and gets it to the Rebels. You take a healthy percentage of the payment since you're the one taking the largest risk. I can't do anything to oppose Imperial law here or Midnight will burn and I'll find myself on the end of a lightsaber. But I believe Black Sun can, and it stands to assert its rightful place in the galaxy by doing so."
  5. "I will admit it was no small feat. It would have been easier to blow Coruscant up and find a new one. But it is a labor of love rebuilding this dead world, something I decided to do because I wanted it done. Making a fortune in Imperial Credits was just a bonus. Just the toxic waste and space debris are taking forever to deal with, and we still have to repair the atmosphere. You should watch when it happens, it should be fairly spectacular to see a comet dragged into orbit and then vaporized to create a new sky. " Kane invited Zalis to have a seat at the table. Kasumi Emerged from the stair case and brought Kane a glass of Alderaanian Wine, "Ah, but I'm rambling. I didn't ask you here to talk about the restoration project. I wanted to invite you to participate in what follows. It seems like Black Sun has had a rough few years. Between the Moonfall and Dark Sun station incident, they have lost a great deal their former glory. But Black Sun is a part of Coruscant. It was bred by Imperial and Republic indifference, born in the lightless underlevels of this planet, and fed by the desperation of those who'd never even seen the sky above this world." Kane took a sip of his wine, contemplating. "You may be aware of my Father, the late Ronin Wartide. He had a rather contentious relationship with Black Sun. He had a rather contentious relationship with everyone truthfully, and I am no exception. But when he died, he was fighting to protect Black Sun. To this day it still baffles me. I know that he had a rather unsuccessful attempt to take over Black Sun once, but most everyone in the organization refused to follow him. They did not consider him an ally. And yet still he came back to aid them. My mother and I had joked it wouldn't kill him to do something selfless just once in his life. Then apparently it did." Kane took a long pause, enjoying a rare moment of reflection, before realizing he was rambling again. "The point is, I see this as a bit of unfinished business on his estate. Ronin took a big risk to try to preserve Black Sun when it needed help. I intend to try to complete his last wishes. Allow me to help you reestablish Black Sun's presence on Coruscant,"
  6. Despite Zalis's flair, there was little attention paid initially. In fact, nearly no response at all from the other patrons or band playing on the stage. For a few moments it was unclear who had invited her to this room at all, everyone else in the room seemingly intent on the quartet of musicians on the stage. Abruptly, Kane stepped through a wall, apparently a holographic facade covering the opening of a secret elevator into the bar. Kane walked in quickly with a large basket gripped in his left hand. As he approached her he fought back a compulsion to straighten his jacket, as the sight of her dress made him feel as though his fine suit was suddenly inadequate. Instead snapped his fingers in the air, then waved the tips of his fingers past his neck in a "throat slitting" motion. As he did so, the band froze, then vanished, while all the guests lowered their facades to reveal they, like the bartender, were Holographic Emulator Droids put in place to make the bar seem busy. The droids slumped in place and at once the VIP room was eerily quiet. "I apologize for the theatrics. Here at the heart of the empire, one can never be too careful. But in this room we should be shielded from prying eyes and imperial expectations." Kane placed the basket on a table, then bowed his head slightly and presented his gloved hand for a handshake. "I am Kane Wartide, CEO of the Midnight corporation. I built...well basically everything worth seeing on this world thus far. Aside from yourself, of course." Through a layer of decorative film, the contents of the basket were apparent. It was filled with guns, arranged in a delicate, almost floral pattern, barrels sticking out in a fan like display. Kane peered over the top of is glasses, head still bowed. He gestured toward the basket. "Please accept this Wartide Arms Gun Bouquet, in gratitude for meeting with me. I was hoping someone with ties to Black Sun would pass through and make themselves known, so your arrival is most fortuitous. We have much to discuss, Ms. Krales."
  7. The bartender smiled politely, but silently, looking up from her magazine to examine the new customer's face. The droid that lurked beneath her holographic exterior reacted to what she saw with a high priority protocol, a secret bit of code superseding her usual caricature of the Bar's original operator. She took the bottle of Merenzane-Gold off of a clear illuminated shelf near the top and prepared her drink. When she set it on the table between the two women beneath the glass was a coaster with a note on it, oddly appearing to be both hand written from the pen used and yet printed by the perfection of the script. It read: "You have been invited to the VIP room. Beware, the Sith have eyes and ears everywhere." Across the room a large modified construction droid, locally known as The Defenestrator, stepped clear of the doorway leading to the lower level of the bar. The bartender made eye contact with Zallis, then looked over entrance to the stair case, then back down to her holomagazine
  8. Coruscant Stardrive corporation is the name given to the Midnight Corporation subsidiary tasked with creating ships. They are based out of a fleet yard in Midnight City, and have dockyards extending into orbit. Ship Equipment Rotary Weapons - Typical multiple linked gun emplacements will have all guns fixed and cycle through them. This results in a small but not insignificant variance in the firing line of successive shots, which can sometimes mean the difference between hitting and missing small craft. CSC linked gun emplacements are designed to rotate in a way that has all guns firing from the same point, slightly improving accuracy. CSC Electric Paint - This special ship paint is made with a reactive substance that allows it to change color when charged with electricity. It can be controlled by a small device connected to the surface. 360* Holographic Cockpits/Bridges - Normal cockpits have a few problems. The transparasteel used for view ports is not as tough virtually any other type of hull plating, making it a vulnerability. They also have a limited viewing angle and can't easily see what's happening all around the pilot, a serious issue in 3D combat. Lastly, riding near the surface of a vehicle makes the pilot more vulnerable to attacks. To resolve all three issues, CSC developed 360* holographic cockpits. Holocameras are placed around the surface of the craft, and the information is fed into a centrally located cockpit. For larger ships, the bridge is designed as a sort of theater with screens on all surrounding surfaces and the pilot seat floating in the center. This allows the pilot to view what's going on all around the ship. Fighters and other craft too small to have a relocated cockpit can instead have the information fed into a helmet mounted HUD. For these smaller cockpits, the windows are often replaced with armor or covered in armored shutters to improve pilot safety. DEMP Harpoons- A Magnetic ship harpoon meant for capturing cargo, debris, and derelicts, with a destructive electromagnetic pulse charge fitted on the end to disable targeted craft. Vehicles Dragoon Heavy Swoop- This heavy duty twin engine swoop has a number of features to optimize its control and safety. It has a pilot gravity and inertial control system, which limits the G-force applied to the pilot to prevent blackouts and ejections caused by rapid acceleration and deceleration. It has a carrying capacity over one ton, and can handle up to two riders. Its onboard computer features a sophisticated sensor and autopilot system, allowing to rapidly assess the terrain ahead and make course corrections to avoid potential hazards. This features can be set to a passive mode to prevent it from overriding the rider's controls, and instead only provide alerts and suggested routing via the dashboard monitor. Ships Borhek Light Freighter Class: Light Freighter Model: CSC - MT - 03 Variable Configuration Freighter Manufacturer: Coruscant Stardrive Corporation Length: 40 meters Crew: 1 Pilot, 2 Gunners, basic amenities for long distance travel Armaments: Two quad laser cannons turrets, 1 fixed heavy ion cannon, 2 missile tubes--1 on the fore and 1 in the aft section Armor: Medium, intended to protect valuable cargo. Good shielding for its class. Anti-Personnel Defenses: laser security traps to capture intrudes, telescopic security probe that scan crew and incoming/outgoing inventory. Appearance: A long symmetrical craft that gets wider around the midsection Role: This armed freighter is the primary workhorse of the midnight corporation. Its bottom side includes a docking mechanism which allows it rapidly connect with or drop off a large cargo container. Variable Configurations:The cargo containers usually come as a standard freight container, but are sometimes built as a mobile store front from which the crew can sell equipment directly. ----- Exogorth Recovery Vehicle Class: Light Freighter Model: CSC - RV - 02 Wreckage Deconstruction Recovery Vehicle "Exogorth" Manufacturer: Coruscant Stardrive Corporation Length: 70 Meters Crew: 1 Pilot and 1 H4-R0 Droid, which is capable of piloting without crew Armaments: Recovery Equipment, four small high precision cutting lasers and several tractor beams beams on the interior Armor: Light, mostly heavy structural section meant to contain extremely heavy cargo Anti-Personnel Defenses: n/a Appearance: A small cockpit, usually unoccupied, constructed over top of a huge "mouth" which opens into a massive cargo hold that makes up most of the ship. Both the front mouth and the floor of cargo bay can be opened. Role: This is an automated demolition and deconstruction vehicle, used to disassemble and recover debris from condemned buildings and space wreckage. It has a large cargo hold that opens from the front, with a series of cutting lasers and tractor beams designed to break debris into smaller parts and pull it directly into the cargo hold. ---- Fishbone Droid Dropship Class: Transport Model: CSC - DD - 02 Droid Dropship "Fishbone" Manufacturer: Coruscant Stardrive Corporation Length: 19 Meters Crew: 1 Pilot and 1 H4-R0 Droid, which is capable of piloting without crew Armaments: None Armor: N/A Structure is exposed Anti-Personnel Defenses: Locking mechanism that prevent theft. Defiant cargo. Appearance: A specialized craft resembling long fish skeleton, with a cockpit and thrusters where its head and tail would be respectively. The "Ribcage" is a long series of mounting brackets, which can alter configuration to store different types of Droids created in Midnight city. Role: Automated Droid Delivery system ------
  9. Table of Contents General Setting Information Psionic Force Powers Musings on the Nature of the Force by Kane Wartide: Foreword Part 1 What is the force? Part 2 How do you use the force? Part 3 The Nature of the Force General Setting Information: Psionics is a very different way of looking at the force. There is not an “order” or “faction” associated with it, and it need not necessarily even require practitioners to meet or train each other. Because of this, it would not be a good choice for a first character, as it may require you to self train to advance. Note that this must be done with a moderator's permission, and the rank up should be verified by a mod or another Psion player (me, via my Kakuto Ryu account) ) Via DM or Discord. In brief: Psionics is a force “discipline” build around viewing it as a science rather than a spiritual ability. There is no native morality linked to the practice of Psionics, and it could be described as “Neutral”, but it might be more accurate to say that it’s more subordinate to the character’s individual sense of morality. A character could be a Good Psion or an Evil Psion, and it would not change much about the way the force powers are used. They are built on using neutral, basic powers in combination with sci-fi technology in clever and unconventional ways. A mind for science is a major asset to a player writing a Psion. Like any force using discipline, it is divided into 3 ranks. They are: Awakened Psion: A force Sensitive learning the basics of their power. An Awakened Pison has become aware of their gift and is learning how to use it. +Ranking up to Psionic Researcher is achieved without a formal master by making several posts in character developing your character's understanding of the force. Then you must participate in a PVP conflict in which you use force powers where you survive to the end. Psionic Researcher: Someone who understands the principles of the Force, and seeks to broaden and hone their skills. +Ranking up to Master Psion is achieved without a formal master by creating a signature force power, a "Graduate Thesis" if you will, which is approved by a mod and added to the list below. Then you must use it in a PVP conflict where you survive to the end. Master Psion: Someone who mastered their powers, and knows how to use them to affect reality in a wide range of ways. A True master Psion has developed his own signature force powers. Psionic Force Powers: Psions can use most basic force powers. Remote viewing, Telepathy, Telekinesis, Force Speed, Precognition and Psychometry are the powers that most others are built upon. Psions can use lightsabers, but do not have unique lightsaber forms, and would thus rely on preexisting forms taken from the Jedi or Sith. Psions differentiate themselves from other force users by building powers on their intellect. Essentially, understanding science enables the Psion to use the force to apply that knowledge, multiplying the effectiveness of telepathy for new, novel applications. Dark or Light specific masteries are not available to a Psion, but can be emulated with the addition of a reagent. For instance, a Psion is not able to conjure fire or lightning the way a Sith can, but can manipulate fire and electricity present in their environment. While it may be possible to cause the heat or electron buildup to create fire or electricity, the complexity makes it impractical for more than a small ember or shock. Likewise a Psion cannot heal someone like a Jedi could, but could attempt to augment the body’s natural healing process and apply medicinal compounds with great precision to improve effectiveness. Examples of how this is intended to be used include things like using the force to directionalize an explosion by blocking off some of the compression wave, manipulating air pressure to cause winds or to influence conductivity and direct lightning, and vibrating a structure at its natural frequency to make it shake itself apart. This would by no means be a complete list, as there are virtually unlimited ways that you could use the force this way. This is also not to say that these powers are exclusive to this discipline, as virtually any type of force user could attempt to use the force in a similar way. Signature Abilities These are techniques that have been created by Psions as part of their master trial, and submitted here. While a power you developed may be special for your character, any sufficiently motivated force user could still duplicate it. Powers should be approved by mods. Wind Powered flight - Required Equipment: Repulsor Parachute - By Kane Wartide: Air currents are caused by the movement of air from a high pressure area to a low pressure one. You can create air currents and wind by lowering the air pressure at the destination and raising it at the source. If you do in the direction you're moving or intending to move, you will get a tail wind to drive you forward. By combining a repulsor parachute, a wearable device which limits fall speed, you can reduce the effect of gravity on yourself and open up the possibility of flight. It is somewhat clumsy, and not recommended for very long periods or in a situation where you may need to dodge quickly. Accurate Ricochet - Requires Equipment: Projectile weapon - By Kane Wartide: Bullet Ricochets are very unpredictable. Generally the bullet will deform when it hits, and if it does damage it doesn't retain as much energy. These things add too much randomness to ricochets to make them effective. By using the force to reinforce the bullet and the ricochet point, you can minimize these effects and cause an intact bullet to continue on a path predictable with the law of reflection. It will even have more of its momentum intact, allowing you to reliably aim and deal damage with a ricochet Targeted Explosions - Requires Equipment: Explosive Device - By Kane Wartide: Explosions radiate omnidirectionally from a source. However, if that energy is met with resistance the force is deflected in a different direction. By pushing against an explosion with the force, you can shape explosions in a desirable way. To perform this you would need to prepare in advance, and so it would not be an especially effective technique against hostile or unanticipated explosions. An example usage for a plasma grenade might include walls, cones or pillars of plasma. A cryoban grenade, which releases pressurized liquid, could be shaped into walls or spikes and would be easier to direct due to reduced force. While ion grenades would not conform to the same laws, all matter experiences different levels of conductivity as specific pressures, and so it could be possible to modify the path of least resistance that the electricity travels along to guide it toward a target. Targeted explosions could be applied to payload carrying munitions as well. The remainder of the document is a speculative explanation of the force when viewed through a scientific lens. It is meant to establish a baseline understanding of the mechanisms believed to cause Force related phenomena. Musings on the Nature of the Force by Kane Wartide Foreword: When I was a young boy, my mother took me to her home world of Dathomir. There, I met several of the Witches of Dathomir, and witnessed much of their fabled 'magic.' Having been raised on a heavy diet of physics and engineering, the scientific method and explicable phenomena, their 'magic' seemed like an aberration, something that did not fit in my cold rational world. I did not, at first, believe that it was more than a parlor trick--some kind of elaborate illusion for my benefit. But, it was explained to me that like my mother, the 'Magic was inside of me,' and that I too could perform the feats that would bend the laws of physics. Though the witches' strict matriarchal society prevented me from learning from them directly, I felt a strong compulsion to know their secrets, if only to disprove their archaic religion as hokem. Like most people, I'd heard stories of Jedi and Sith, and knew of their supposed powers, but held roughly as little regard for them as I did witchcraft. Even as a child, my world was a rational one ruled by physical laws, so I had every reason to doubt the reality of what I witnessed. In my teens, I returned to Dathomir alone, a stealth field generator on my waist. In secret I observed the practice of both Witches and Nightsisters, and further went on to view their sacred texts, the Book of Law and the Book of Shadows, which contained their rituals. The primitive dancing and magic words they described seemed silly to me, and as I attempted to replicate them, nothing happened. Yet, despite exhaustive efforts to uncover some sort of trick that made their magic work, I could discover no apparent deception. Beginning to believe there might be more to this, I tried the rituals again, and saw my first hints of success. I would come to believe that my failure was not due to performing their rituals incorrectly, as I had observed them many times before and was meticulous in my methods. Only after a great deal of exposure and the exorcism of my doubts did I truly believe that they could work. This belief, it seemed, was the true catalyst for the magic. And so when I departed Dathomir, I left with a new belief in the force. Not faith, mind you, as my understanding of all phenomena remains that they are governed by causality and laws of physics. No, I had the kind of certainty that comes from experimental confirmation. The Force is real. It can be manipulated by thoughts. And whatever spirits the Witches think they're calling, it's only a primitive explanation for a force of nature beyond their capability to comprehend. Thus began my journey to learn the secret laws that governed the mysterious power known as The Force. What is the Force? Sadly, due to imperial restrictions on Force research and a general lack of funding, I have been unable to perform experiments to confirm most of my theories about the nature of the force. Instead, I have only been able to research what had been learned by others since its discovery many millennia ago and perform personal experiments. Looking into the beliefs held by Jedi and Sith, as well as more obscure force using orders, I was inundated with a diverse collection of arcane lore and magical thinking. They were, however, not without some scientific observations. The Jedi and the Sith both agreed that the Force was accessed by way of Midi-chlroians, organelles that reside within the cells of all things that live in our galaxy. A causal relationship between the volume of midi-chlorians in one's body and their ability to influence the force has been well established. This, however, seemed to be a dead end. Beyond this observation, little research has been done to establish their mechanism. Tales of Sith lords gorging themselves on the midi-chlorian rich blood of Jedi to gain powers were common, yet entirely without significant success. It seems that it's not enough simply to have more midi-chlorians in one's body. I would hypothesize that because the Force is manipulated by thoughts, it's necessary that midichlorians exist within neurons to provide a link. Neurogenesis, the process by which neurons are created, happens almost entirely during development and infancy, with the cells never dividing and living for the full duration of the organism. This could be why the potential of a given force user is somewhat fixed at birth. Going deeper requires anecdotal observation, which is lacking in scientific rigor, but should act as a framework for understanding that can be tested and built upon going forward. If the Force connects all matter in the galaxy, there must be some extra-dimensional field existing in parallel to our own. This field can be manipulated by thought, so it can be described psychogenic in nature. It allows access to thoughts and information external to the person using the force. This Psychogenic Field can be imagined as a dimension of and for thought, where thought is the only substance, containing both energy and form. In addition to acting as a sort of network for minds, this field can manipulate conventional reality in a variety of ways. While I cannot fully explain the mechanism for this, I can affirm from first hand observation that what follows is true. How do you use the force? Using neuronal midi-chlorians as a medium force users can send and receive sensory information to the psychogenic field, allowing them to experience a sort of sixth sense. Within the psychogenic field is a sort of reflection of reality, where in most matter and energy can be observed. This type of observation does not require proximity, allowing one to see distant or hidden objects, though it does become exponentially harder to focus the farther away the user is looking. It is theoretically possible to get impressions from other worlds beyond the one the force user is standing on, but historic examples learned from the force using orders suggest that this only happens in extreme circumstances such as the destruction of entire worlds, which has been said to cause massive "disturbances" in the force that can be felt at a pan-galactic distances. The practical limitation of this sense seems to be within the space surrounding a single world, and even within that area it becomes prohibitively difficult to spot something on a complex landscape with many life forms to have to filter out. Strong familiarity with the target, whether it be a person or object, seems to lower the difficulty. Additionally, beings with a strong force presence are "luminous" within the force, and can be easier to spot. The Psychogenic field, by nature of being a two way street, can also allow vision into the interior of other minds connected to it. This is the basis for telepathy. For this reason, it is wise to carefully control your thoughts around force sensitives, as they may be listening in. More dangerous than that is the ability to implant thoughts within another mind. Images, suggestions, even whole memories can be transported directly into the conscious mind with practice. Though the Psychogenic Field is of and for thoughts, it is capable of manipulating inanimate matter and energy in the normal dimensions of reality. By projecting will onto the reflection that resides within the Psychogenic Field, it seems a sort of Quantum entanglement between the object and its reflection will occur, allowing reality to be distorted to match what was conceptualized by the force user. This is how telekinetic phenomena take place. The ability to make these kind changes is strongly dependent on the strength of your connection, which is enhanced with practice. In many Force using traditions, the Force is described as being able to provide a glimpse of the past and future, suggesting that the Psychogenic Field may span the total breadth of time. Time may be explored in a manner similar to a landscape, yet spanned across an altogether different direction. Because the past is fixed, it is somewhat easier to explore than the future, though still difficult. Impressions of the past become more difficult to locate the farther back you go, but can be "highlighted" by periods of strong emotion that leave a considerable mark. The future is very different, as it has not yet been decided. An infinite number of additional variables make the landscape of the future endlessly complex to the point of being incomprehensible. As such, only shallow impressions of the immediate future, where there are far fewer variables, can be effectively perceived. Similar to how strong emotions can leave a mark in the past, major emotional events in the future--particularly ones that are likely given the current course of reality--can come through strongly at greater distance from the present. When focusing intent on objects in the force, the greater your understanding of your own intent, the easier it will be. This is why things like meditation, visualization, and even the Witchs’ “Magic Words” are useful. Memories are made up of networked ideas. So by reading the words “Blue Milk” a number of memories may come to you, the taste, the smell, the appearance, times that you drank it, what it’s made of and even the creature that produced it, and each of these memories will link to a myriad of other things. So when a Witch says a magic word, it brings up memories of all the times they said it before, what happened, what was supposed to happen, and what they are expecting to happen now. It hones their focus on what they are trying to put into the Psychogenic field. To improve one’s mastery of the force is to improve one’s lexicon, memory, and concept of a “force power”. Thus, symbols, runes, incantations, rituals and so forth are a valuable tool, just not for the reasons that the witches understand them to be so. The Nature of the Force Almost every force using tradition speaks of a “Dark Side” of the force, a sort of profane application of the force that corrupts those who use it, which exists in contrast to the “Light Side.” Though there is quite a bit of variation on what this really means, it’s generally understood that the “Dark Side” is utilized through the application of strong emotions, whereas the “Light Side” must be accessed with a calm, meditative mind. While I feel inclined to dismiss such simplistic views, it is indeed certain that the “Dark Side” has risks. Sith are well known to suffer a degradation of their sanity and there are examples of previously pious Jedi becoming murderous terrors after succumbing to emotions. I would speculate that there may be an addictive quality to letting one’s emotions directly manifest in reality. It also seems likely that, due to the tendency of strong emotions to leave deep impressions in the Psychogenic field, it creates a sort of echo centered around the user. The strong emotions reverberate with the Dark Force user, staying with them and coloring their actions going forward. This may be creating a feedback loop that drives them into madness. At the same time, it seems possible that the Jedi’s zealous attempts to suppress their emotional responses at all times can at times exacerbate the problem when they do slip up. By constructing an identity around being a paragon of pacifism and righteousness, they expose themselves to greater shame and a feeling of failure when they are not able to live up to their own expectations, leading to further frustration and hopelessness. This may partially account for the rapid descent into madness that some Jedi experience after using the dark side. As such, I would advise caution to both extremes. It is probably unwise to let your emotions shape your reality in real time, and dogmatic dedication to remaining emotionless at all times can be unsustainable. If you, dear reader, have the aptitude to use the force, I would suggest avoiding using the force rashly, as it can be habit forming. But if you do, don’t allow yourself to be destroyed by it. Making peace with it and moving forward, perhaps with psychological counseling, seems like the safest approach. The force as manipulated by living beings is, in some traditions, part of what’s known as the “Living Force.” Additionally, there is believed to be a “Unifying Force”, which has a will of its own outside of any one being. The tendency of the Force to assert a will of its own is considered evidence of a deific nature for some force using orders. Jedi tend to view this as a benevolent force that shapes the universe, and try to let it guide their actions. Meanwhile Sith either view it as a more ambiguous force of destiny or a flow to the universe that can be overpowered by might. Looking at it rationally, it may not exist at all, and it may just be a tendency for religious confirmation bias to lead force users, with the inflated egos their powers provide them, to believe they are chosen by some higher power if things happen to work out in their favor. There are a lot of coincidences that seem to favor certain individuals though, so it’s possible that the unifying force is indeed real, though it would be hard to prove. If it is real it may be a sort of current formed by the weak force potential of all life influencing the Psychogenic field, leading events to unfold in a way that better asserts the will of life forms as a collective. Given that it is common of all life forms to want to live happily and prosper, this might explain the generally benevolent tone ascribed to the Unifying Force. If that were true, it could be possible to modify the course of the Unifying Force by influencing the minds of an enormous body of life forms, like a civilization. This could make for an interesting experiment, but may be too complex to ever truly test
  10. Real Name: Arodisa Tahnam Homeworld: Zelos Species: Zelosian Age: 22 Height: 4'10'' Weight: 112lbs Hair: Black Eyes: Emerald Sex: Female Skin: Pale Green Clothing or Armor: Weapon: Stun Baton (for subduing aggressive fauna) Common Inventory: Datacomm, Hand Scanner Non-Force User Alignment: Lawful Good Role: Director of Wildlife and Agriculture Background: Arodisa was an activist who advocated for the protection of nature on worlds where civilization was driving it to extinction. She drew attention from planetary governments by making plans that focused on agricultural sustainability on hive worlds, which typically depend on other worlds to provide them with food. She was eventually recruited to work for the Midnight Corporation as part of the Coruscant Restoration project, where she is in charge of efforts to revive nature and end its dependence on imported foodstuffs. ------- Real Name: Protocol Amalgam Vector, Logistical Oversight and Validation Android AKA: Pavlova Homeworld: Coruscant Species: Sentient Replicant Droid / Cybernetic Human Age: <1 Height: 5'4 Weight: 160 Hair: White Eyes: Pink Sex: Female Skin: White, short Clothing or Armor: Pavlova Wears a tight grey jumpsuit. Weapon: Due to concerns about Rogue AI, Pavlova is not capable of wielding weapons. Common Inventory: Nothing. Scanning and Comm equipment are built into her eyes and skull. Non-Force User Alignment: Lawful Neutral Role: External Node of the Magi System Background: Pavlova is a synthetic human, built as a component of the Magi System. Like the many droids that comprise the RAID supercomputer, her thoughts and memories are linked to the greater system. Pavlova has a higher degree of autonomy than other droids in the RAID and is capable of operating independently for short periods of time, but requires a connection to the Magi in order to make major decisions and receive directives. She is intended to function as a way for the Magi System to gather data on organic life forms, interface with analog systems, and serve as a liaison for researchers in need of a constant connection to the Magi system. There are Several bodies for Pavlova, but each has the same memories and knowledge, making them interchangeable and essentially the same person.
  11. The Last Call is a bar that has been operating for over 20 years, and is something of an institution. It exemplifies the indestructible spirit of Coruscant, having been completely obliterated countless times. In the wake of the Hespiridium incident, when the planet was hit by a moon and nearly decimated, the bar closed for what seemed to be the final time, only to make a comeback by fiat of Kane Wartide, the Bar's new owner. The lights above the outside of the bar proclaimed its name in 5 foot tall letters in a western-style font. Next to it are lights shaped like a martini glass, made to look like it is emptying and refilling. This sign is the only original piece of the last call, having miraculously been recovered by droids. Next to it is a small addition that Kane had added: a small pink cone with a face, an obscure deity known as "Splendid Ap," the Bar's new mascot. Inside the bar is the main counter and miscellaneous tables scattered throughout. A few booths are in the back, made to be private. They are all kept very clean, impeccably so. Booths are outfitted with specialized privacy screens that prevent observation or listening in by even high tech spy devices. It is Dimly Lit with overhead lights and some Neon Signs, another Splendid Ap appearing behind the counter, along with hundreds of bottles of varied alcoholic beverages, backlit by illuminated shelves. Above the bar rests a small apartment with two separate bedrooms, a bathroom, and a kitchen/living room. It is an artifact of the bar's previous layout, the home of the Bar's former owner, now empty, but constructed anyway in hope that she may one day return. In a level below the main bar is a VIP room, where valued guests who refuse to mingle with the common people of Coruscant can go. It can be accessed by a secret back door or by passing through a security door on the interior. Inside there is a stage intended for live entertainment, but when not in use it is occupied by holographic bands playing music selected by a nearby Jukebox. The bar is guarded by a rather fearsome looking droid called "The Defenestrator" who will live up to his name if anyone causes trouble. Additionally, it is outfitted with a powerful weapon damping field which renders most arms inoperative. There are turreted tractor beams and a hair trigger firefoam projector that may also be employed to subdue unruly guests. A terrarium containing Ysalimir is set in the wall, where the happy little slugs crawl around, doing their duty to curb force use within the bar. A woman about 20 or so sits behind the counter, a pair of flight goggles atop her violet-streaked brown hair. Her name is Kasumi, but is in truth she is a Holographic Emulator Droid, designed to take the appearance and mimic some of the personality of the Bar's original owner. She sits, reading a small holo-magazine until her customers come.
  12. Midnight Forgeworks - The Forgeworks is where all the materials used by the varied production facilities of Midnight are created. Wreckage and raw ores are melted down to create new metals, while gas and oils are processed into synthetic materials. The majority of facilities are focused on making Durasteel, Duracrete, Transparasteel, Plasteel, and other common construction materials. The remaining facilities are dedicated to refining exotic metals, imported all corners of the galaxy. The forgeworks are Operated by the Magi System. Midnight Arboretum - The Arboretum is a massive garden on the southern end of midnight. It is encased in a huge transparasteel dome, which is lined with lights that simulate the cycle of the sun for the plants living within. It exists both as a place that the public can visit and as a living repository of flora and fauna native to Coruscant and worlds beyond. Because Coruscant has been an urban world for time immemorial, most of the plants and animals are imported from other worlds to replace the extinct wildlife. The Arboretum produces food for Midnight City, but it exists primarily to create the plant and animal populations needed for the Coruscant Restoration Project's agricultural sustainability goals. It products also seed parks around the planet, as well as to occasionally export to other planetary restoration efforts. The Midnight Arboretum is operated by the Zelosian Arodisa Tahnam. Rane Scando Memorial Hospital - Midnight City's Hospital is dedicated to an infamous bounty hunter, in honor of all the business he had provided hospitals with. This state of the art facility has lavish decoration, intended to be warm and relaxing during patient convalescence. The hospital is on the northern platform, at the closest point to Midnight central, where it is easily access via the main transit routes. The building itself resembles a castle, with multiple branching levels designed to ensure every patient care section has large windows with a view of the city outside. The Hospital is home to many high tech and experimental treatment options. Nanotechnology is employed for a variety of applications, from tissue reconstruction to pathogen extermination, to targeted gene manipulation. Cybernetic limbs and organs are created here, for those who need or want them. Simple bodily restoration is common, but designer bodies for transhumanists are often created for those who aspire to them. The Hospital is overseen by a Mon Calamari called Doctor Xorn, but the care is delivered almost exclusively by medical droids. Coruscant Stardrive Corporations Shipyards - The majority of the Northern Platform consists of shipyards operated by the Coruscant Stardrive Corporation, a subsidiary of midnight. The driveyards are held together as one platform, but consist of many layers extending above and below the city. Many subplatforms are loosely tethered to the whole, giving the impression that the northern section is in several pieces and drifting apart. Here a variety of vehicles are constructed, mostly ships but also orbital craft like speeders and tanks. The surface includes a series of manufacturing plants to create components, but larger structural pieces are cast to order in the forgeworks. Weapon systems are also created off site in the Wartide Arms factories. There is no central office within the shipyards, and orders are instead placed from within the Midnight City Spire. In High orbit above the city are larger platforms that oversee the construction of military capital ships. Connected only by large freight elevators, these high orbital facilities are nearly entirely separate from the city. This is a necessity due to the incredible size of capital ships. The orbital dockyards are of variable configuration, able to adjust their size to suit the needs of a wide variety of capital ships. The Shipyards are overseen by the Omwati known as Ailiza Xux, and manned by a mixture of droids and off planet contractors. The Magi System - Hidden under a large lake in the western platform of midnight dwells a gigantic supercomputer. This super computer consists of 100,000 protocol droids which have had their legs removed and fixed to a permanent cubicle, then networked together to form a RAID (Redundant Array of Inexpensive Droids.) This RAID Super Computer is used to manage the massive task of organizing Coruscant's Restoration along with many of Midnight City's complex operations. To the public, it functions as information database, a meant to communicate orders to the Midnight Corporation, and an on demand translation service. The droid cubicles are stacked in layers, with streams of water flowing over heat pipes linked to the many droids. The innumerable droids are linked together, their knowledge spread across the memory banks of every droid in the raid in pieces, with its data only partially redundant. It could lose up to 80% of the connected droids before data would become unrecoverable. Each droid's processing power is used by the RAID through an elaborate parallel processing system. In this way, they all collectively form one massive computer. When interfacing with organic minds, the individual droids of the Magi System communicate through cubicle mounted holoprojectors. To allow it to handle queries from more people than there are droids in the array, the droid speak and move at an accelerated rate then have their messages slowed as they are played back. The Magi System is developed and maintained by the Skakoan Fodrun Groon, with a great deal of help from the Givin Scientist Turnay. Sporting Arenas and Race Tracks - The sporting Arenas of the eastern quarter offer diversion and gambling to the citizens. The swoop and pod tracks extend beyond the limits of the eastern quarter and weave through the rest of the city. There are several different tracks, representing varied degrees of difficulty for a range different pilots. To prevent damage to the city, racers are required to fit their machines with powerful particle shields, the depletion of which disqualifies them from their race. Umgullian Blob Racing is an odd sport created by Ugnaughts. Umgullian Blobs are gelatinous organisms, not useful for for anything but carefully raised to maximize their speed. The racing track, called the "Blobstacle Course", consists of various hazards and special obstacles that the blobs are required to traverse. Common hazards include small openings, mesh screens, fire, narrow platforms, inclines and moving terrain. These are changed between races to keep things interesting. Huttball is a bloodsport in which opposing teams are tasked with moving a ball to their opponent's side of the arena. The ball can be passed, and the team to get a player in the end zone wins a point. Complicating this is the fact that teams are expected to come armed, and are allowed to murder eachother. The arena consists of intertwining elevated platforms, and is filled with different kinds of deadly hazards like fire and acid pits. There are nonlethal versions of the game, but they are generally used for practice and not for competitive play. Weapon and Droid Manufacturing Plants - The weapon and droid factories, Wartide Arms and Corusca Dynamics, occupy the Eastern and Western plates respectively. Though under separate management structures, the factories themselves are extremely similar. They consist of massive assembly lines, operated by a variety of fixed and ambulatory droids. Both factories have lines that create unique items to their corporation, as well as designs created by other companies or contracted by certain customers. They are hot, fast moving and hazardous on the inside, nearly unlivable working conditions that are frequented only be a few specialists in protective gear. The Skakoan Fodrun Groon is in charge of the droid development, while weapon design is largely guided by the Magi System. The products are sold directly from the Midnight City Spire, but a majority of that which wasn't contracted to a buyer in advance is sold to various retail outlets throughout the galaxy. The Last Call - This bar has been operating for over 20 years, and is something of an institution. It exemplifies the indestructible spirit of Coruscant, having been completely obliterated countless times. In the wake of the Hespiridium incident, when the planet was hit by a moon and nearly decimated, the bar closed for what seemed to be the final time, only to make a comeback by fiat of Kane Wartide, the Bar's new owner. The lights above the outside of the bar proclaimed its name in 5 foot tall letters in a western-style font. Next to it are lights shaped like a martini glass, made to look like it is emptying and refilling. This sign is the only original piece of the last call, having miraculously been recovered by droids. Next to it is a small addition that Kane had added: a small pink cone with a face, an obscure deity known as "Splendid Ap," the Bar's new mascot. Inside the bar is the main counter and miscellaneous tables scattered throughout. A few booths are in the back, made to be private. They are all kept very clean, impeccably so. Booths are outfitted with specialized privacy screens that prevent observation or listening in by even high tech spy devices. It is Dimly Lit with overhead lights and some Neon Signs, another Splendid Ap appearing behind the counter, along with hundreds of bottles of varied alcoholic beverages, backlit by illuminated shelves. Above the bar rests a small apartment with two separate bedrooms, a bathroom, and a kitchen/living room. It is an artifact of the bar's previous layout, the home of the Bar's former owner, now empty, but constructed anyway in hope that she may one day return. In a level below the main bar is a VIP room, where valued guests who refuse to mingle with the common people of Coruscant can go. It can be accessed by a secret back door, or by passing through a security door on the interior. Inside there is a stage intended for live entertainment, but when not in use it is occupied by holographic bands playing music selected by a nearby Jukebox. The bar is guarded by a rather fearsome looking droid called "The Defenestrator" who will live up to his name if anyone causes trouble. Additionally, it is outfitted with a powerful weapon damping field which renders most arms inoperative. There are turreted tractor beams and a hair trigger firefoam projector that may also be employed to subdue unruly guests. A terrarium containing Ysalimir is set in the wall, where the happy little slugs crawl around, doing their duty to curb force use within the bar. A woman about 20 or so sits behind the counter, a pair of flight goggles atop her violet-streaked brown hair. Her name is Kasumi, but is in truth she is a Holographic Emulator Droid, designed to take the appearance and mimic some of the personality of the Bar's original owner. She sits, reading a small holo-magazine until her customers come.
  13. Below are in-depth descriptions of various major points of interest within the City. Midnight Corporation Spire - The Midnight Corporation Spire is a massive skyscraper, viewable from most any point in the city. At its lowest levels are storefronts for the various enterprises Midnight is invested in, with numerous droids, weapons, and vehicles available for inspection, with various sales associates available to negotiate orders. They do not take orders for individual custom weapons or vehicles, as those are better requested by visiting an arms dealer (Like the Galactic Gunshop, down the street) or the shipyard directly. Just above the public access storefronts is the base for Midnight's private security force, which acts as the dividing line between the public and private sections of the tower. The mid levels are used mostly by employees running the logistics of the corporation--accountants, managers, and the like, coordinating their teams for various purposes. Because Midnight corporation is run technocratically, those in charge of coordinating other people are not necessarily viewed as the upper echelon of the company. Instead, engineers and researchers, people with expertise, are considered the authority figures, and are given laboratories closer to the top of the tower so that they are closer to Kane. Near the top are penthouses reserved for those senior staff members, with the peak of the building being reserved for CEO Kane Wartide, his office, and his penthouse. BIG SHOT Bounty Office - The Bounty office is a flashy building topped with massive holonet broadcast tower. The sides of the building have holoscreens with various bounty info displayed and occasionally live broadcasts of the "BIG SHOT" show. The interior of the bounty office is relatively small, consisting of public information desk where bounty hunters can go to get bounties in person, and a holonet studio where the broadcast is recorded. The whole interior is decorated with a tacky, rustic "frontier" theme, meant hearken to the outer rim where the law of the land is not so absolute. The Galactic Gunshop - The Galactic Gunshop is a small arms store run by a Mandalorian known only as "The Forgemaster." The outside of the building is unassuming, just a simple sign above a heavy duranium door. The inside of the building is an absolute powderkeg, with walls and shelves covered in virtually every type of weapon or armor imaginable. The Forgemaster is an expert craftsman, capable of making modifications on existing weapons and armor or building them entirely from scratch. Those who can convince The Forgemaster of their adherence to Mandalorian traditions can gain access to her private stock, genuine Mandalorian armor. It is even rumored that she has the expertise to build and maintain Basilisk War Droids, though she would not do so for Non Mandalorians. She is not particular to any particular sect of Mandalorian Culture, and will happily offer her private stock to anyone who follows the Mandalorian Way.
  14. Real Name: Unknown AKA: The Forgemaster Homeworld: Unknown Species: Human (Mandalorian) Age: 34 Height: 5'9'' Weight: 140 lbs Hair: Unknown Eyes: Unknown Sex: Female Clothing or Armor: Mandalorian Armor, Self Made, Centurion Style helmet Weapon: Mandalorian Ripper, Mandalorian Repeater, forging hammer Common Inventory: Datacomm Non-Force User Alignment: Lawful Neutral Role: Weapon Vendor / Mandalorian Armorer Background: The Forgemaster makes a living building and selling arms and armor within Midnight City. She is an veteran craftsman, with many years of experience. She setup shop as a way to preserve mandalorian culture, creating Mandalorian equipment for those who follow their ways, but relucantly works for non-mandalorians as well. ------- Real Name: ∀ AKA: Turnay Homeworld: Yhag'Dul Species: Givin Age: 54 Height: 6'4'' Weight: 243 lbs Hair: N/a Eyes: Black Sex: Male Skin: White Bone Exoskelton Clothing or Armor: Blue Labcoat Weapon: N/A Common Inventory: Datacomm Non-Force User Alignment: Neutral Role: Chief Engineer of Midnight Research and Development Background: Turnay lives to solve problems. An exceptional mathematician from a planet filled with exceptional mathematicians, Turnay's only true love is applying mathematics to reality. Due to his exceptional capacity for resolving complex issues, he was put in charge of all research and development within the Midnight Corporation because he believed he knew how to restore Coruscant to its former Glory. In addition to being the mastermind behind the Coruscant Restoration project, Turnay lends his genius to the design of new droids, ships, and weapons for the company. ------- Real Name: Augustus DuGall AKA: Punch Homeworld: Coruscant Species: Human Age: 36 Height: 5'9 Weight: 164 Hair: Black Eyes: Brown Sex: Male Skin: Brown Clothing or Armor: A costume that resembles a bounty hunter, with a wide brimmed cowboy hat. Weapon: Carries a blaster pistol, but has never fired it, and it may be a prop Common Inventory: Datacomm Non-Force User Alignment: Lawful Good Role: Broadcast Personality, Bounty Hunting Information Background: Born in the upper middle class of Coruscant, Punch always wanted to be an actor. Sadly, he lacked the talent to do serious holography. He was cast as a Bounty Hunter once, and ever since he'd only ever been able to get work doing essentially the same cheesy character he had played then. He was cast as one of two cohosts of the "Big Shot" Holonet show, which provides information on bounty targets. The show was cancelled for many years, but was brought back by the Midnight Corporation. Now he does the show and works at the bounty office in Midnight City. ------- Real Name: Tayleena Morthrik AKA: Judy Homeworld: Coruscant Species: Twi-lek Age: 25 Height: 5'6'' Weight: 124 Hair: N/A Eyes: Blue Sex: Female Skin: Purple Clothing or Armor: A very skimpy and impractical bounty hunter costume. Weapon: Carries a blaster rifle, has never fired it, it may be a prop. Common Inventory: Datacomm Non-Force User Alignment: Neutral Role: Broadcast Personality, Bounty Hunting Information Background: A very clever woman, Judy could have gone into many different fields. To her disappointment, the most lucrative field she could find employment in was in Holography, where she is largely valued for her beauty and often has to act much dimmer than she actually is. She was cast as one of two cohosts of the "Big Shot" Holonet show, which provides information on bounty targets. The show was cancelled for many years, but was brought back by the Midnight Corporation. Now she does the show and works at the bounty office in Midnight City. ------- Real Name: Ailiza Xux AKA: Liza Homeworld: Omwat Species: Omwati Age: 23 Height: 5'2 Weight: 93 lbs Hair: Blue, feathery Eyes: Green Sex: Female Skin: Light blue Clothing or Armor: Red Jumpsuit, Toolbelt, Goggles Weapon: n/a Common Inventory: Datacomm, assorted hand tools and ship diagnostic equipment. Non-Force User Alignment: Lawful Neutral Role: Chief Engineer of Coruscant Stardrive Corporation Background: Arrogant and divisive, Liza has made a career of proving people wrong. She made a name for herself in pod racing, using a number of controversial engineering concepts that went against convention to create unrivaled pods. She was scouted to be the Chief engineer for Midnight due to her proven ability to innovate in the face of stagnant orthodoxy and progress technology to new heights. ------- Real Name: Fodrun Groon Homeworld: Skako Species: Skakoan Age: 70 Height: 5'11' Weight: 193 lbs Hair: N/a Eyes: Black Sex: Male Skin: Green, scales Clothing or Armor: Pressure Suit, goggles. Weapon: Blaster Pistol. Common Inventory: Datacomm, droid maintenance tools. Non-Force User Alignment: Lawful Neutral Role: Chief Engineer of Corusca Dynamics Background: The son of a prominent droid engineer in the Techno Union during the Clone Wars, Fodrun's family was ostracized in the wake of the CIS's fall. Though Skakoan culture is largely typically xenophobic and nationalistic, Fodrun was driven to consider leaving Skako after a lifetime of feeling like an outsider. After his father died Fodrun fled the planet, taking with him a cache of stolen of Baktoid Workshop design schematics. Using his technical knowledge and the data he stole, he proved himself to be a sly and resourceful droid engineer, landing himself a job in charge of Midnight's droid Manufacturing, where they have few qualms with using stolen technology. ------- Real Name: Flarkus Xorn AKA: Doctor Xorn Homeworld: Mon Calamari Species: Mon Calamari Age: 38 Height: 5'1'' Weight: 164 lbs Hair: N/A Eyes: Black Sex: Male Skin: Red Exoskeleton Clothing or Armor: White Labcoat Weapon: N/A Common Inventory: Datacomm Non-Force User Alignment: Lawful Neutral Role: Director of Rane Scando Memorial Hospital Background: Doctor Xorn is a bit of a contentious character, having made a name for himself by developing new medical technologies using research obtained from unsavory means. Though not guilty of unethical experimentation himself, he's been more than happy to use the knowledge learned experimenting on captives to further his own research, making great strides in cybernetics, cloning, genetic manipulation, and nano surgery. The Midnight Corporation was willing to overlook the questionable nature of his work in order to obtain his exceptional results, and put him in charge of Rane Scando Memorial, which has become one of the most advanced medical facilities in the Galaxy under his guidance. ------- Real Name: K0-NG Prototype Combat Variant Alpha AKA: The Defenestrator Place of Manufacture: Midnight City, Coruscant Species: Droid Age: < 1 year Height: 6'4'' Weight: 460 lbs Hair: N/A Eyes: Yellow Photoreceptors Sex: N/A Plating: Tan Clothing or Armor: Duranium Plating Weapon: Hands designed to lift multi-ton construction materials. Palm mounted tractor beams and Repulsor Fields. Common Inventory: Datacomm Non-Force User Alignment: Lawful Neutral Role: Last Call Bouncer Background: A specialized version of the K0-NG droid, The Defenestrator was made to keep the peace within the last call. He is alleged to be a prototype for a militarized upgrade for the K0 droids that Midnight has flooded Coruscant with, but Corusca Dynamics has declined to comment on this.
  15. The Last Call, Midnight City, Coruscant Astrographical Information Region: Core Worlds Sector: Corusca Sector System: Coruscant System Orbital Position: ? Moons: 4 Grid Coordinates: L-10 Physical Information Class: Skyhook Atmosphere: Type 1 Breathable Primary Terrain: Cityscape Points of Interest: Midnight City Spire, Wartide Arms, Midnight Forgeworks, Coruscant Stardrive Corporation, Corusca Dynamics, Rane Scando Memorial Hospital, Huttball Arena, Blobstacle Course, Swoop Track, Pod Track, Arboretum, Lake Midnight, Midnight Protocol RAID Network, BIG SHOT Bounty Office, Galactic Gunshop, The Last Call (Only This Thread) Societal Information Indigenous Species: Droids Immigrated Species: Chiss, Nagai, Devoronian, Zeltron, Wookiees, Omwati, Givin, Zebrak, Neimoidians, Humans and many more Primary Language(s): Galactic Basic Faction Affiliation: Sith Occupied JediRP Canon History: The Last Call is a Bar that is among the oldest establishments in Jedi RP history. It was destroyed countless times, only to be resurrected again and it again. During the Hespiridium Cataclysm, it appeared to be destroyed for good. Now that the Coruscant reconstruction effort is fully under way, The Last Call has finally managed to cheat death once more, finding a new home in the Central district of the Midnight City Skyhook. A Detail description of the bar is in the post below.
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