Competition: [CC] Collective Recruits: Technocratic Guild

Finished
[CC] Collective Recruits: Technocratic Guild

The Technocratic Guild - "Technocrats"

The Technocrats are a band of ruthless and efficient mercenaries that have united under the leadership of Guild Master Daggo Mouk. Each member of the Technocratic Guild has had their body augmented or altered with cybernetic enhancement, making them uniquely up for the task of taking on even the most powerful Force Users. Some of the members are true believers to Rath’s vision, but ultimately they are the branch of The Collective that produces all the weapons, gears, and modifications to the ships. Much like Capital Enterprises, they believe that Force User rule is a deterrent to their expansion and feel the threat should be eliminated from the Galaxy. They had been formerly subjected to Imperial rule for decades and have since gone independent, and believe that being a part of The Collective is the best way to keep it so.

Task

  1. Create an NPC for the Technocratic Guild.

  2. Members will be tasked with creating a Non-Player Character (NPC) for the Liberation Front. This character would become a part of the Collective faction page, canonizing their existence within the Brotherhood’s main storyline.

    • Using the provided NPC Template or your own preferred application of choice (Microsoft Word, Apple Pages, etc.) create an NPC Character Sheet.
    • Example: Kerwin Drake
    • Completed characters will feature up to six (6) unique traits (Aspects) and should detail their specializations (Discipline, Skills, Feats) and any other backstory or history you feel like adding.

Resources

  • C-D4WG - Character Sheet Reference — Allows you to view all the information on Aspects, Skills, Feats, and more.
  • You can use any of the pre-written Aspects here if you’re not comfortable creating Custom ones.
  • Character Sheet Sandbox - Enables you to experiment with builds/skills. You can take a screenshot and attach the build, or transcribe for your template submission. You can find it on your admin page at the bottom of the "Character Sheet Administration" page.

Rules

  • Created NPCs will be Non-Force Users.
  • Created NPCs can be any rank up to Equite 4.
  • Created NPCs should include as much detail as possible while following and adhereing to the Character Sheet Guide and Approval Guidelines.
  • Participants can optionally link an original or reference character image, just credit your source when doing so. Avatar creation tools like this one can be helpful.

How to Submit

  • Participants will submit entries in .pdf, .doc, or .txt format.
    • If using the Google Docs template:
    • File” → “Download as” → “PDF Document (.pdf).
  • Alternatively, members can submit a plain text submission to the competition by copy/pasting the following template:
* Name:
* Age:
* Height:
* Weight:
* Species:
* Path/Order/Rank:
* NFU Discipline:
* Character Traits (Aspects):
* Skills:
* Feats:
* Languages:
* Lore:
* Notes/Extra:

You are responsible for checking your own formatting, this is just a starting point.

Grading

  • Entries will be graded on completion, syntax, originality, and the quality of the writing used to create an interesting and well thought-out character.
  • Characters that get selected to be added will be created by the Voice staff as official NPCs, per the Voice of the Brotherhood’s discretion.
  • The winning NPC will be featured in the Collective Chronicles canon/official fiction.
  • Qualifying NPCs that are added to the roster have the potential to be used in the future.
Competition Information
Parent Competition
[CC] The Collective Chronicles
Organized by
Lord Marick Tyris Arconae
Running time
2018-01-19 until 2018-02-09 (22 days)
Target Unit
Entire DJB
Competition Type
Other
Awards
First Level Crescents
Participants
20 subscribers, of which 9 have participated.
Results
Member
TuQ’uan Varick di Plagia
File submission
Saiy'incee'Pirsn_CS_(1).pdf
Placement
1st place
Member
A deleted dossier
File submission
Technocrat_NPC.pdf
Placement
2nd place
Member
Adept Tahiri Thorn Morte Tarentae
File submission
Nesli_San_Rrakish_-_Techno_Guild.pdf
Placement
3rd place
Member
Padawan Tisto Kingang
File submission
Vaad_Daignall.pdf
Placement
4th place
Member
Aedile Tali Sroka
File submission
Technocratic_Guild_NPC.pdf
Placement
5th place
Member
Marcus Armani
File submission
Eeth_Hal_(1).pdf
Placement
No placement
Member
Raiheaux
File submission
Technoratic_Guild_(1).pdf
Placement
No placement
Member
Mauro Wynter
File submission
Technocratic_Guild_Recruits.pdf
Placement
No placement
Member
Sage Enzo Dek
File submission
NPC_Technocratic_Guild.pdf
Placement
No placement
Member
A deleted dossier
Textual submission

* Name: Capo Di
* Age: 67
* Height: 6'9
* Weight: 174 lbs
* Species: Kaminoan
* Path/Order/Rank: Gray, Order of the Loyalist, Elder 1 (General)
* NFU Discipline: Field Medic
* Character Traits (Aspects):

**General Aspects**

1. Resourceful Researcher: Capo Di's life is filled with training and learning for all sorts of situations, from the mind-numbingly normal to the utterly bizarre. As such, Capo Di has developed into a rather resourceful individual. This has made Capo Di a mix of academic and scholar, always with something to offer to any discussion. However, knowledge and training does not always translate well to the tense environment of the battlefield, and no amount of textbooks can prepare one for reality...

2. You've Failed Me For the Last Time: Capo Di possesses a cold and completely uncaring demeanor. This will manifest itself in the fact that when push comes to shove, Capo Di will just as soon leave a struggling ally behind rather than put themselves in danger. While this may ensure his survival, it often leaves him as an outcast among his peers.

**Personality Aspects**

1. People Are Tools, Nothing More (Custom): Due to Capo Di's disposition as a sociopath, he lacks any compassion or desire to pursue relationships with individuals. Rather, he views other sentients merely from the vantage point of their strengths and weaknesses, maintaining relationships only with those he considers useful. While this means he knows and holds the professional confidence of numerous people he considers useful or important, his lack of personal relationships means he has few friends or true allies when the need is dire.

2. Do You Like Apples?: Capo Di is extremely cocksure and headstrong. Possessing a keen wit and exceptional level of intelligence, Capo Di will often use his superior intellect to humiliate lesser minds. Basically, he is a kind of a jerk, and that can sometimes get Capo Di in a bit of trouble.

**Combat Aspects**

1. Dead Sprint: When Capo Di gets in trouble, he finds no fault in bravely turning tail and getting the hell out of dodge. Obviously, this means that he tends to survive even the most deadly encounters... but the same can't always be said for his compatriots. This fact hasn't exactly made him the most popular among his peers, but hey, at least Capo Di isn't dead yet.

2. Out of My Way! (Custom): Recognizing his personal lack of ability in combat, Capo Di will resort to using people and objects in the nearby environment to cover his retreat. Whether the person is a scientist or a guard, or the equipment is a syringe or a table, Capo Di will throw it all in the path of his opponents. While this can be effective in slowing down his enemies, it also slows down his own escape, and an opponent who can effectively dodge or deal with these unforeseen obstacles will be able to gain the upper hand against Capo Di.

* Skills:

47 Points Total

**Master (+5)**: Medicine, Intellect, Manipulation
**Adept (+4)**: Subterfuge, Perception, Resolve
**Proficient (+3)**: Investigation, Crafting, Lore
**Trained (+2)**: Linguistics, Bladed Weapons, Intimidation
**Learned (+1)**: Leadership, Endurance, Astrogation, Pilot (S), Survival

* Feats:

**Granted Feats**

1. Xenobiology III: Capo Di has become intricately familiar with every known species of the Galaxy’s biology, allowing him to work, treat, and diagnose alien species they have never even encountered before based on applicable knowledge and skill without the need of a Lore Topic.
2. Steady Hands III: Capo Di can calmly and mechanically work with his Medicine skill even when on the verge of exhaustion and deep in the trenches of a planetary invasion or war. He can filter out even the most disruptive distractions like artillery barrages and the howling screams of pain and death while remain focused on administering aid. He is granted a +1 Skill Point bonus to Medicine.

**Species Feats**

1. Amoral Nature: Being of a society that engineers natural processes rather than simply experiencing them, Kaminoans don't hold to the common morals of society. This allows Capo Di to more generally consider all options, even those that might be unsavory to others, without hesitation.
2. Genetic Template: Having identified and standardized their genetic template ages ago, there is very little physical variance between two Kaminoans. This often makes it difficult for Capo Di to differentiate himself from other Kaminoans, which can be off-putting to other species. This is further magnified as efforts to stand out as an individual are actively discouraged in Kaminoan culture.

**Chosen Feats**

1. Droid Whisperer: Capo Di can communicate with Droids through having a learned understanding of the Binary language without the need of a corresponding additional Linguistics skill.
2. Let Them Hate, So Long As They Fear: Capo Di has become adept at using fear and threats as a leader. He may replace his Leadership skill with his Intimidation skill when encouraging subordinates to follow his lead.
3. Sociopath: While not actually feeling or relating to the emotions of others, Capo Di is able to see and understand them, allowing Capo Di to substitute his Manipulation skill for their Empathy skill.
4. Poison Weapons: Capo Di is skilled in coating his weapons with poison and has trained to use them effectively in combat without fear of accidentally poisoning himself.
5. Classic Misdirection: Capo Di spends a great deal of time observing those under his command. He is capable of motivating those under his command with just the right word or phrase based on his observations as opposed to simply being charismatic. The character can use his Manipulation in place of his Leadership skill.
6. Ivory Tower: Capo Di can delve into their own thoughts so deeply, that he can resist the pressures of everyday life through sheer effort of intellectual rhetoric. When stressed, Capo Di can use their Intellect Skill Level in place of their Resolve for a short time.
7. La Resistance: Capo Di’s body has been exposed and conditioned to various toxins and poisons through rigorous training over the years. His body is immune to normal doses of common poisons, but only partially resistant to heavy doses. Capo Di is still susceptible to more advanced or alchemy creations, however.
8. I See What You Did There: Capo Di is accustomed to relying on their Perception to catch the little tells that reveal what's real and what isn't. When appraising an Illusion, Capo Di can reject the fabrication by focusing on these giveaways.
9. Disarming Smile: Capo Di is capable of flashing a disarming smile while appearing completely at ease and nonthreatening. He can use their Subterfuge skill at one Skill Point higher prior to engaging in combat.
10. I've Got A Bad Feeling About This: Capo Di has an uncanny ability to avoid danger, able to almost sense it coming. Once per combat, he may replace his Athletics skill with his Perception skill expressly for the purpose of dodging an incoming attack.

* Languages:

1. Basic
2. Kaminoan
3. Huttese
4. Bocce
5. (Bonus for Droid Whisperer) Binary

* Lore:

1. Genetic Engineering
2. Toxicology
3. Neuroscience

* Notes/Extra:

Physical Appearance: Skin the color of light cream seemed stretched thin across the lanky neck and oval-shaped head of the aged Kaminoan, Capo Di. His eyes were a deep black with white pupils common to his people. A complex cybernetic earpiece wrapped around the back of his head and attached to the artificial jagged crest lining the top of his head. Though of average height, his build was considered frail even by Kaminoan standards.

Wiki Description: Lead Scientist Capo Di was recruited by Guild Master Daggo Mouk. Promising him freedom and amnesty from prison for unethical scientific and medical experiments, Capo Di is now in the full employ of the Technocratic Guild. Whereas Gwendolyn "Sparks" focuses on the development of contemporary weapons and explosives, Capo Di develops chemical and biological weaponry to be used against Force Users, or to be adapted to the benefit of Technocrat cybernetic systems.

Placement
No placement
Member
Dr. Giyana Jurro
Textual submission

* Name: Nobo Dee
* Species: Chiss
* Handedness: Right-Handed
* Age: 18
* Height: 1.75m
* Weight: 67.27kg
* Path/Order/Rank: Gray/Loyalist/Novitiate 1/Initiate
* NFU Discipline: Infiltrator
* Physical Description: Nobo Dee is distinctly average in the height and weight of his mobile frame. Both of his eyes are a familiar red, one organic and the other a cybernetic replacement.
* Character Traits (Aspects): Anything You Can Do, I Can Do Better(Pre-written general)
New Reality: (Custom General) Nobo Dee has only just received his 'upgrades' from the Technocratic Guild and taken into their ranks. However, this does not affect his loyalty, having undergone an indoctrination program as part of the research. Due to this, he can be seen as lifeless and robotic which while good for operational success can prove lacking in the sphere of social interaction.
Heavy Handed(Prewritten Personality)
Operational Success is paramount(Custom Personality) Nobo Dee may be inexperienced, but even he understands that the success of the Technocratic Guild's mission to rid the galaxy of Force users is of the utmost importance. To this end, he undertakes an intense exercise regimen to improve his usefulness to the mission. However, this leads him lacking in social etiquette and he can often unknowingly cross lines of decency in the eyes of his peers.
Minister of War(Pre-written Combat)
Dirty Fighter(Pre-written Combat)
* Skills:
* +2: Subterfuge, Slugthrowers and Might
* +1: Resolve, Endurance, Athletics, Survival and Perception
* Feats: Linguistic Liar
* Languages: Basic and Cheunh
* Lore:
* Notes/Extra: Nobo Dee is, well, a nobody. He is an experimental subject in a Technocratic Guild project to see how people with little talent deal with having cybernetics fused into their being.

Placement
No placement