Legend has it that I joined

You've reached the profile of AK151. How you wandered upon this profile, I do not know, and I sincerely apologize for your misfortune. Should you decide to stay and have a look around, you'll find writing (some decent, but most pretty bad), (mostly) failed experiments, and perhaps some music. You may also happen across some fo-Star Wars stuff, much of which I keep around as a lesson to myself in how to avoid being embarrassingly over-the-top and ridiculous. It exists primarily for the currently ongoing Star Wars role-playing group (yes, there is a somewhat-thriving Star Wars RP here, believe it or not). Anyways, enjoy your stay, have a nice day, and, as always, have fun!

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I'm replaying Enderal, a total conversion for Skyrim. I found it well-made, with a gripping story, great characters, and excellent music. I got a whole bunch of mods for my next playthrough, and one adds in a journal one can write in to record thoughts, events, etc. I'll be keeping this journal up as I play, and I figured it would be fun to share it here.

Last Seed, 16th, 4E 8234

Sirius is dead. That bitch captain gutted him like a fish. He was the last one to deserve it too. She didn't even bother with me. Trussed me up to the corpse of my friend and tossed us both overboard. I should've drowned... I don't know what happened, but I had some sort of dream. It's all fuzzy. I remember a ruin, though, and a lot of bodies. I don't know. All I do know is that I woke up on the shore, wounded, but alive. Then I ended up stumbling on the same ruin I saw in my dream. I don't know what's going on, but I sure as hell would like to. I feel strange, like I've got this... weird fever. I also feel... stronger? I picked up a knife, and it felt different, more familiar. That's not even mentioning the magic. Yeah, I can use magic, apparently. I found some old tome, and after thumbing through it, I could shoot lightning from my fingertips! I've never been able to do anything like that before. I don't know what's going on, but it's strange. I've found a resting place in these ruins for a moment. Gonna keep moving, and hopefully find my way out. If I don't, well... maybe this ends up being an interesting read for someone.

Kept going after taking a short break. This whole place feels really familiar. Some of it looks exactly like that dream I had before washing up ashore. Sans the blackened corpses and blinding light. I came across this... device. Don't know what it is, but it's giving me a weird sense of Deja Vu. Holy hell. Found a pair of waterwheels. Not sure what they're doing there, but once I got past them, I went up against this... thing. Don't know what it was, but it was made of mud. It didn't notice me, so I was able to get a good angle on it. I picked up a bow for the first time and ended up hitting it dead on with at least five arrows. Don't know how I managed to do that. Then I just pummeled it with some of that lightning I learned to use. Thing didn't even touch me. That was amazing!

I made it out. Holy hell, the setting sun in twilight was a sight. Had to trudge through a few wolves, and even a troll, but I made it out. Found a nice ringmail haulberk. Wouldn't have dreamed of wearing it before whatever happened... happened, but I kind of like the weight. Things might just be looking up...

Well, that didn't last very long. Came across a pair of wandering Apothecari, who set me on my way. As I left their camp, I started to feel feverish. They offered me a seat by the fire and a potion, and only an idiot would turn that down. Then something happened... I had a strange vision of an explosion and an attack, or... something, while they were brewing up the potion. A minute later, one of them took an arrow to the chest and then another arrow set up with explosives hit the camp and knocked me out cold. I came to in the camp of this mercenary: Jespar Dal'Varek. Don't know much about him, but he sounds like an unapologetic sellsword. Fair enough. He recognized my illness as "Arcane Fever". If I don't keep it in check, I'll die. So that's fun. He knows where to go to get me some help, but first he wants me to help him investigate a plague called the "Red Madness", and one of its latest victims, a magister from Ark, Enderal's capital city, named Yero. He killed fifteen apprentices and himself. What the hell am I getting myself into?

I've taken an hour to rest up and make sure I'm fully recovered before I set off. It's dawning, and it's a hell of a sight. Gods, a day ago I was on a ship with Sirius. Now I'm here. I've got a lot of questions, few answers, and more than a few scores to settle, but I'm here. Enderal. I've made it this far. I owe it to Sirius to make sure that this story is just the beginning.


Link to Enderal. It's important to note that the writing above is based almost entirely on the story created by an extraordinarily talented group of modders. Credit is due to them, not to me. I would also be remiss to not credit Arcones for the idea of using a parchment-looking background to add some flavor.


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Kharak Is Burning

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Stuff for Things

Cutting through space. It’s extraordinary. The ship is like… a body. Its docking platforms my arms. Its engines my legs. Its cameras my eyes. Its weapons my teeth. Its movement my will. The strangest thing is the feeling of people, things, inside you. Ships, scaffolding, computers, wires, and people, all living lives inside a metal frame hooked up to a human mind. My human mind. Am I still Karan? Karan S’jet. That’s who I was. But now I’m something more.

All of this is so new, so incredible. It’s even easy to forget the attack that took place just minutes ago. Everything’s fine now. The tests were all successful. The engines… my… engines, work. Making these jumps, it’s indescribable. Being able to make the thousands of calculations necessary to not end up in a sun or an asteroid, and then putting it all together, watching as the portal comes to life in front of you and engulfs you. The rush as the ship moves faster than anything was ever meant to move, as space itself bends to your will.

Almost there. Almost home. The attack and the loss of the Khar-Selim was… shocking. Everyone on board is shaken, but at the same time stronger; after something like that, everyone trusts everyone else far more. Still, they’re on edge. Getting back to Kharak will put everyone at ease.

The portal’s opening. I pass through seamlessly, effortlessly. My eyes scan for the scaffold. It should be here somewhere. There was a bit of a rush to plug in coordinates. I probably was off by a small margin. Time to check to see if I… the scaffold is there. But… not. Destroyed. It’s… destroyed. Everything is… destroyed. Gone. Everything. Everything is. Gone. In the distance. No green. No blue. Just bright red and orange, and black. Fire. Kharak is burning.

I hear words, but it’s just buzzing. Everyone trying to make sense of everything. Trying to figure out what’s happening, what happened. None of that. Matters none of that matters. Blind? Are they all blind? They can’t see in the distance? I can’t feel. There are no arms. No legs. No eyes. No teeth. Nothing. There is no ship. Only Karan S’jet. The only one to see that Kharak is burning.

Everything is meek, slow. I can’t move. Ships are trying to leave. Something is happening. I don’t care. They don’t need me. They can’t. I can’t help them. Can’t think. It’s all gone. Nothing else matters. All noise around me. Dull movements, buzzes of insects. I don’t know what’s going on. Don’t know what the captain is doing. Don’t know what the ships are doing. Don’t know what I’m doing. All I know is that Kharak is burning. Kharak is burning.

Time moves slower. Or is it faster? I don’t know. Time is time. I don’t feel it. It’s all just one eternity, one eternity of watching the image, frozen for eternity, of fire engulfing my home. Everything is gone. Homes, research, technology… life. Life is gone. Snuffed out, a candle smothered by a finger. How? Who? Doesn’t really matter right now. All that matters is my home… Kharak… is burning.

Words. Weak. Tired. But to me. “Karan.” The captain. Time to leave. “There’s nothing left for us here.” Home. This is home. This is home. “Let’s go.” Our home. All we have. Gone. On fire. Ashes in the dust.

Strength is coming back. Not much. I can feel again. My legs are ready. I can move. Arms, eyes, teeth, all fine. I can leave if I want to. Leave home. Leave behind. We aren’t coming back. Nothing left for us here. All gone. Ashes. The space moves around me. I don’t feel it. Just noise. Noise. The portal opens. Can’t look back. Don’t look back. Eyes in the back of my head. Don’t, can’t. Just go. Just go through. The eyes turn back.

Kharak is burning.

Stuff for Things

"Come on, let's move!" Carth shouted at the Republic soldiers as they rushed towards the bridge, only a few steps ahead of the pursuing Sith boarding party. "I'll cover you! Get inside!"

The armored Republic soldiers turned around and made a dash for the open blast door Carth was waiting at. The soldier had unholstered his two blaster pistols and was firing madly down the hallway, trying to slow the advance of the Sith. The hostile soldiers took cover as a hail of blaster bolts met them; several of the Sith soldiers were brought down by the barrage, but the rest took cover until it was safe.

"Get inside, hurry!" Carth growled as the soldiers made it through the entryway. "Seal this damn door!" he ordered to one of the officers on the bridge. A few of the unwounded Republic soldiers turned and helped Carth provide covering fire against the Sith, using the entryway as cover. However, they could not completely halt the Sith advance, and the silver armor of the enemy grew closer and closer.

The door shuddered and started to close, but before it did, Carth saw a trio of thermal detonators roll through. His eyes widened and his breath caught as he expected the detonation, but instead, a rush of wind blew past him and sent the three detonators through the closing door and into the advancing Sith lines, where they detonated, five soldiers vanishing in the blinding light of the explosion. The door finally closed, sealed.

Carth relaxed and breathed a sigh of relief. "Thanks," he said, turning to the Jedi, whose Force wave had sent the thermal detonators into the Sith forces. She was young, but her posture was confident, her eyes controlled, not giving away any emotions. In her right hand was a long lightsaber hilt, with two emitters at either end.

"You're welcome," she replied before looking around. The floor creaked and the room shuddered as the Endar Spire continued to take damage. "We need to get off this ship."

"Agreed," Carth said. "That door won't hold the Sith for long." He turned to three Republic soldiers. "You three, take commander Shan to the escape pods. Her safety is of the highest priority."

The three saluted. "Yes sir!"

Carth turned to the Jedi. "I'm staying here to coordinate the defenses. We'll hold long enough for you to get off."

The Jedi's eyes narrowed. "Have I no say in this? I will not be forced to abandon my men!"

"Everyone on this ship swore an oath to protect you," Carth growled. "A lot of good men lost their lives, and a lot more will die within the hour. But we're all here to keep you safe. Don't you dare make our sacrifice in vain by letting the Sith capture you. Now get out of here!"

The Jedi clenched her teeth, but her posture relaxed. "Very well. Let's move." The three Republic soldiers accompanied her to the other entrance to the bridge, which led the way to the ship's escape pods. "Good luck, Carth," she muttered before leaving the bridge.

"Thanks," Carth replied, more to himself than to her, before turning to the door. A low hiss was beginning to emanate from it, and Carth suspected the Sith were trying to burn through the blast door. "Alright," he said. "Let's get ready!"

The soldiers moved into defensible positions, using bridge consoles as cover. The Endar Spire rumbled again as the Sith did more and more damage. "Sir, shields dropping below 20 percent!" one of the bridge officers warned.

"Take the engines offline," Carth ordered. "The ship's going down anyways. Transfer that power to shields. All other system power save life support I want going to weapons and targeting. Clear a path for those escape pods."

"Aye aye," the officer responded, doing as bidden.

"Let's kick some ass," Aaron said, equipped with all of his gear. He didn't like the idea of following Trask, an obviously new recruit with way to much self-imposed authority, but he figured that the soldier could be useful in helping him off the ship.

"We should stick together," Trask advised. "We'll have more success in a group than on our own."

My thoughts exactly, Aaron muttered to himself. He nodded and they left the room, immediately coming to a closed blast door. "Can you open this?" Aaron asked the Republic soldier.

"Yeah," he replied, sliding an access card through the control panel on the side. "The ship's in emergency lockdown, but I've got the access codes to override the locks. That should do it."

The blast door opened into a hallway where Aaron saw a Republic soldier fighting against a pair of silver-armored Sith troops. The soldier didn't last long out in the open, and before Trask or Aaron could assist, the trooper went down.

"These Sith must be the advanced boarding party!" Trask growled. "For the Republic!" He pulled out a blaster pistol and opened fire, using the blast door entryway as cover from the Sith. His shots missed their targets as his they took cover, but he was able to keep them suppressed. Aaron stayed back, formulating a plan; the Sith believed they were fighting a single Republic soldier, and he would use this to his advantage.

"Cover me," Aaron ordered, activating his stealth field generator and grabbing his pistol. Trask nodded and opened fire, forcing the Sith to retreat to cover. Aaron quickly covered the width of the hallway, invisible, and took cover opposite Trask. He looked once through his scope, sighting one of the Sith taking cover. A laser dot on the pistol shined on the side of the Sith's helmet. Aaron fired thrice, each shot hitting the Sith in the head, killing him.

At the same time, Trask managed to get in a lucky hit with his blaster pistol, maiming the other Sith soldier. Aaron rushed forwards, his cloak abandoned, and finished the trooper off with a shot to the head. Before the group could move on, both soldiers heard a beeping from their pockets. They both pulled out their personal communicators, devices handed out to all of the Republic soldiers on the ship.

"This is Carth Onasi. The Sith are threatening to overrun our position! We can't hold out long against their firepower! All hands to the bridge!"

"That was Carth on our personal communicators," Trask said.

No shit, idiot, Aaron muttered to himself, rolling his eyes; he wasn't a fan of people stating the obvious.

"If he says things are bad, we'd better believe it," Trask continued. "We need to get to the bridge and help any way we can!"

As long as I can get to the escape pods from there, Aaron thought. Still, at the same time, he figured that meeting up with the rest of the soldiers could give them a better change of making it off of the ship. "Let's move, then," he said, nodding to Trask. The soldier moved forward, coming to another blast door.

"This door's locked," Trask growled, sliding his access card through the panel to the side of the door, "and I don't have the codes to open it."

"Move," Aaron ordered, brushing past the soldier and accessing the security panel. After a brief moment, the holographic interface flashed and the lock disengaged, the door sliding open. That's how we do things, Aaron thought, glad to make use of his security skills.

"Get down!" Trask shouted, diving for one side of the entryway. Aaron did the same, barely avoiding a blaster bolt. He peeked out of the corner and saw a pair of Sith soldiers laying down suppressive fire on the two of them.

"Trask!" Aaron called, catching the soldier's attention. "Take the one on my side! I'll take the one on yours! On my mark!" The soldier nodded and Aaron readied his pistol. He waited for an opportunity, a break in the blaster fire. The stream paused for a second, and Aaron made the call. "Now!"

He leaned out of cover, his laser sight shining in the visor of his target. One shot downed the Sith soldier. At the same time, Trask fired a barrage at his target, hitting him several times in the torso and killing him as well. "Good call," the soldier said, moving into the room with Aaron.

"We've got to keep moving," Aaron replied, ignoring the compliment. "Get that door." Trask nodded and examined the access panel. The door was locked like the last one, but Trask figured he could bypass the lock easily enough, as Aaron had. While the soldier worked, Aaron took notice of a small footlocker on one side of the room. He approached and lifted the lid with his foot, kicking the cover open. Inside were three thermal detonators and a short sword similar to the one belted to his hip.

Aaron knelt down, deftly pocketing the thermal detonators. He picked up the short sword and gave it a few swings, nodding in approval at its light weight and good balance. He unsheathed his other blade and practiced for a moment using both weapons at once. Confident in his abilities, he decided to use both of the weapons, belting the new sword to his hip opposite his old one. "Trask, you done yet?" Aaron asked. Or do you need help from a real slicer?

"I've got it," Trask replied, even as the door slid open. The two heard blaster fire ahead. "We'd better get ready," Trask muttered. For once, Aaron agreed completely with the soldier, checking again the sights of his blaster pistol.

This is a new project I'm working on. It will be updated semi-regularly until I get bored with it, which will hopefully not be until it's completed. I'm sure that many of you will find this a familiar story; I feel very inclined to tell my version of it. If you figure you know what's going to happen, please try and avoid spoiling the story for anyone else who may possibly be reading. With all of that being, said, good day, and enjoy!

"My Lord," a maroon-skinned Twi'lek officer, garbed in a fine grey uniform adorned with medals that glinted in the light of the Praetor's bridge, said, catching the attention of the dark figure gazing through the observation window. "I have news."

The figure did not turn. A long, dark cloak obscured his figure, a hood completing the visage; the man, if even what was hidden in that shell of cloaks and armors could even be called a man, was forgotten, his face lost to time. Against the backdrop of the stars in front of him, he was small, his stature hardly intimidating. Yet at the same time, there was an air about him, an aura of unmatched authority and power.

He said nothing, continuing to watch the dim stars. Finally, the built-up tension in the air broke as the figure spoke, his voice quiet, yet powerful, filling the vast bridge of the warship. "I trust your reasons for interrupting me are adequate, Admiral. I have no time for trivialities."

"This is no triviality, my Lord," the Admiral replied, standing erect as he prepared his well-rehearsed report. "Our scouts have detected a Republic force gathering not an hour's hyperspace jump away. We do not know their purpose, but we believe they are planning an attack of some kind, though I do not know what targets they would have their gazes set upon."

The figure stood for a moment, in thought. "Tell the scouts to remain where they are. Do not engage the enemy; merely observe."

"My Lord?" the Admiral asked, not understanding, "do you not expect them to attack?"

The figure replied, his back still turned on his subordinate. "There are few areas of strategic importance in this area, if any at all. I do not take the Republic admirals for fools; in fact, I know many of them. There is some other scheme at work here. A trap, perhaps, but for what, I do not know. My fascination now is with finding out." The figure thought for a moment before continuing, "I want you to send a message, Admiral."

"As you wish, my Lord," the Twi'lek replied. "What is the message?"

The figure waited a moment before replying. "Order all available ships to rendezvous with the Praetor and the Leviathan. They have one hour to respond, and then we will move forward."

"Surely you do not mean to attack the Republic fleet, my Lord?" the Admiral questioned. immediately regretting the action. "F-forgive-"

"I do mean to attack the Republic, Admiral," the figure cut him off. "Do you have concerns?" his voice was not threatening, but genuinely curious.

"It's just," the Admiral chose his words carefully and slowly, "did you not say that this was a trap?"

"It is, undoubtedly, a trap," the figure replied with confidence, "and we shall press them into springing it. They are baiting us, yes, but I suspect they are not fully prepared for an attack. If we strike now, we may catch them off-guard and force them to resort to whatever plan they have been preparing. Now give the order for the fleet to assemble."

The Admiral bowed low, despite the fact that the figure still had his back turned to him. "As you command, Lord Revan."

A sharp rumble jarred Aaron to consciousness, his eyes snapping open. A tremor caused him to jolt from the bunk he had been sleeping in; he looked around, trying to figure out what was happening. The blast door in front of him opened, a soldier garbed in a suit of red and black Republic armor quickly stepping through. His face showed some relief to see Aaron, but it soon turned to urgency.

"We've been ambushed by a Sith battle fleet!" he warned.

Oh shit, Aaron immediately thought, knowing fully well what the Sith were capable of.

"The Endar Spire's under attack!" the soldier continued, interrupting Aaron's thoughts. "Hurry up, we don't have much time!"

Who the hell is this sod? Aaron growled in his head, inwardly bristling at this soldier who expected to order him around. "Who are you?"

"I'm Trask Ulgo, ensign of the Republic fleet," the soldier replied, as if the title had been rehearsed a dozen times over. "I'm your bunk-mate. We work opposite shifts, which is probably why you haven't seen me before. Now hurry up, we have to find Bastila. We have to make sure she makes it off this ship alive!"

Bastila's a damn Jedi, Aaron thought. She's more than capable of handling herself. "Shouldn't we worry about ourselves for the moment?"

The response caught the soldier off-guard for a brief moment, and he paused; his composure was quickly regained however, and he replied, "You and I swore an oath, just like everyone on this mission, to keep her alive. Now it's time to make good on that oath."

Why? Aaron was temped to ask again, irritated by the blindly loyal attitude his bunk-mate displayed, but a shudder from the ship as it took more damage made him decide against it; playing along would at the very least get him a meat shield that he could use to make it through the ship to the escape pods. "Fine."

"Good," Trask said. "Hurry up and grab your gear, unless you plan on fighting the Sith in a jumpsuit."

Don't get smart with me, Aaron wanted to snarl. He had a lot more experience than this obviously green recruit; he should be the one taking the lead. Instead, he held his tongue and took two quick bounds to his locker, opening it with a deft movement.

Inside, hung up on the rack, was a suit of light-brown light Echani fiber-armor, a gift from a previous employer. Aaron took this and slipped it on, feeling comfortable in the familiar garb; it allowed him to move quickly and freely, but it also provided a decent amount of protection.

Concealed by the armor was a short sword, the blade made from energy-resistant cortosis material. Next to it was a modified blaster pistol. Aaron picked it up and examined the calibrated scope, making sure it was set up properly; he was careful not to disturb the installed hair-trigger, as the slightest movement could accidentally fire the weapon; the beam splitter installed in the weapon made it all the more dangerous.

He turned the safety on the gun and put it down, reaching into the locker and pulling out a grey belt; a stealth-field generator. Compared to some of the pieces of stealth technology in the galaxy, it was pathetically mundane, but the device got the job done, and was one of Aaron's most valuable tools. He fastened it around his waist and belted his short sword to it, placing the blaster pistol in its holster. He turned around, acknowledging Trask with a curt nod. "Let's kick some ass."


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S'vashi Nereen

Some Stuff
"Never start a fight, but always finish it."

S'vashi Nereen is a Chistori Jedi. When she was young she lived in isolation due to the early manifestation of her Force powers and the fear her people held of those powers. She was shunned and she left the planet at her first opportunity, eventually finding her way to the Jedi temple on Eriadu. Her devotion to her training bordered on unhealthy, and she often found herself spending long weeks recovering after pushing herself past her limits. During her training, she developed a honed tactical mind, as well as an impressive amount of skill with the lightsaber. She was tentatively given the position of Jedi Knight as her aggression had yet to be fully checked. After achieving the title, she left the temple, deciding to put her tactical mind to use as a Federation commander.

Should she have to fight, she uses a single blue lightsaber blade outfitted with an Eralam crystal. Her Force powers are somewhat honed, but she prefers fighting in close-quarters with her blade, where her dueling skills can shine. Despite enjoying combat, she believes that the best warriors never have to draw their blades, and thus often will try to defuse a situation. If violence is called for, she lets her opponents make the first move, in accordance with a mantra her master taught her: "never start a fight, but always finish it."

As a Jedi she is respected, but her gruff and blunt personality often puts her at odds with her men. They will follow her into battle, but she's hardly the most charismatic leader. Despite this, her mind is recognized as one that can form impressive strategies, and while her men may not always like her, they know that her tactics can lead them to victory.

Skill Distribution
Guardian I > Guardian II > Guardian III (6 skill points)
Defender I > Defender II (3 skill points)
Commander I > Commander II (3 skill points)
Paladin I (1 skill point)

Skills: 8/16
Points: 13/15

Force Powers
Force Sight (Martial Form)
Force Grip (Martial Form)

Lightsaber Forms
Djem So

Single-bladed lightsaber (Eralam crystal)

Jedi Order
Galactic Federation of Free People

Jared Carrus

Some Stuff
"The job of a soldier is to destroy the enemy and come home alive."

When S'vashi joined the Federation, one of her first friends was Jared Carrus. An outgoing and charismatic soldier, Jared grew up among a family of patriots, and enlisted in the Federation as soon as he could. A stalwart soldier, Jared often works alongside his Jedi superior, both on the ground, and in space.

While S'vashi is a capable commander, Jared is often the one that ends up rallying the troops. His friendly and outgoing personality makes him popular with the men around him, and even S'vashi has come to like him, despite her best attempts to exude a cold and introverted atmosphere.

Skill Distribution
Trooper I > Trooper II (3 skill point)
Officer I (1 skill point)
Charisma I > Charisma II (3 skill points)

Skills: 5/8
Points: 7/7

Heavy blaster pistol

Galactic Federation of Free People


Riddles in the Dark: Adrift Follow-Up
"Accounting for variables and calculating chances of success. Stand by."

Contention-014 is a virtual intelligence program designed to assist in formulating tactics and strategies. Capable of processing information faster than organics, 014 can calculate success probabilities and provide a detailed analysis of current situations.

An experimental program, it was given to S'vashi for testing in the field. She carries it around in a sturdy storage chip, and backups of the program are kept and updated from time-to-time in case the chip is somehow lost.

014 is not designed to combat other artificial intelligences; it has no slicing capabilities and only has rudimentary defenses against potential hacking attempts. Its value comes from its analytical and tactical capabilities.

Skill Distribution
Mainframe Upgrade I (1 skill point)
Firewall I (1 skill point)
Contender I > Contender II (3 skill points)

Skills: 5
Points: 5/7

Galactic Federation of Free People

Two things: this will be fairly short, and will contain major spoilers for both mass Effect 3 and the Leviathan DLC. You have been warned.

Now, this is something I've wanted to share for a bit, now, ever since completing the Mass Effect trilogy for the umpteenth time. I played through with relatively the same choices, only I played through with Mass Effect's 3 DLC pieces (all of which are great), and I want to talk a little bit about Leviathan, because contrary to what people say about it, it does in a way somewhat affect the ending of Mass Effect 3, and it does finally make the existence of the Reapers and the explanation given by the starchild somewhat satisfying.

Hear me out. The Leviathan DLC establishes that the starchild (Catalyst) was an artificial construct created by the Leviathans to oversee relations between organic and synthetic life. To this end, the Catalyst determined that the best way to do this would be to turn the Leviathans into Reapers and harvest civilizations, essentially creating a sort of "perfect evolution" in the form of a Reaper. This was what the Catalyst concluded was the best way to stop conflict between organic and synthetic life. Yes, the logic is flawed, but the main issue people have is they believe the Catalyst to be omnipotent or god-like. In reality, the Catalyst was programmed to think a certain way, and perceive certain things a certain way, in order to better carry out its function. With this in mind, it is easy to see the mistakes and failures in logic as errors in programming of the Catalyst that were caught too late by the Leviathans to stop.

So, in essence, the Reapers were created by an artificial intelligence whose parameters dictated that the best way to keep organics and synthetics from conflicting would be to merge them and preserve them in a perfect form. The logic here is flawed, but since we know that the Catalyst was CONSTRUCTED, these flaws are more acceptable.

Hopefully that makes sense. But for me, it made the explanation for the Reapers' existence much more satisfying and much more sensible, and I think I understand it now. I hope I've gotten my point across. I felt like sharing.

Please, post your thoughts on this if you feel like it. Or don't. Whichever you prefer. Good day!

Well, the teaser trailer for Dragon Age 3: Inquisition has just been released, and there's some stuff to talk about, which I may or may not get to. Firstly, a disclaimer: I have extensively played and loved Dragon Age: Origins (despite not having played its expansion), but I have not played Dragon Age 2, so my experience in regards to that story is small. So bear with me and any errors that may come from not knowing the story in Dragon Age 2; I apologize in advance.

Now, in the teaser, we see lots of things overlain with a narration by none other than everyone's favorite witch shape-shifter: Morrigan. We've got aftermaths of great battlefields showing a dwarf who I believe is Varric (a character I am only familiar with by reputation), and we've got great battles. Morrigan speaks of alliances crumbling, and we see what looks like a siege going on. But just then, sh*t hits the fan when the sky tears open and meteors start raining down. We see glimpses of all sorts of grotesque creatures (that may be familiar; I haven't played Dragon Age in a long time), and finally, we see it, albeit for a few, imposing seconds: a huge dragon. Afterwards, we see Morrigan and her slightly updated look breaking the fourth wall, asking us an interesting question: "Will you stand against it, or lead this world to its bitter end?"

Now, first thing I'm going to address: Morrigan talking about threats to the world. For those who've played Dragon Age: Origin's DLC "Witch Hunt", you'll know that the only threat that Morrigan remotely acknowledges is her mother, Flemeth, who is confirmed to still be "alive" (we still don't know much about the elusive witch). This is where the speculation begins: we can assume that Morrigan will have a big part to play in Dragon Age 3, as she's got her voice all over the trailer and her face all over its ending. If she's talking about a threat, we can conclude that the main antagonist of the game will be Flemeth (finally, as things have been building up to this point); I believe that the dragon we see is Flemeth in her dragon form (which she has used numerous times).

Alright, so we've established that Morrigan is significant and that Flemeth is the villain. I think that Flemeth is sort of going to play a Darth Sidious-esque role, working behind the scenes to make all of these previously-mentioned alliances crumble; I think she's going to manipulate the world into going to war so she can easier destroy/enslave it. The main story, I believe, will be about stopping the conflict between everyone to face the greater threat (sadly, this does seem extremely familiar, just on a larger scale).

Now, for something most people may overlook: Morrigan's child. The problem with this is that it's completely optional in Dragon Age: Origins, and so if they want to make it at all significant, they have to find a convenient way around that little pothole. However, if they do make the child important, that opens up a whole new avenue.

The child is said to have the essence of the arch-demon inside him. The arch-demon is the absolute leader of the Darkspawn during a Blight (sad to see everyone's apocalyptic creatures take a back-seat and get a down-grade in Dragon Age 2). What if, maybe, just maybe, part of the story involves allying with Morrigan and her child (who may or may not be matured to the point where he/she can fight as a party member) and using the child to cause another Blight to challenge Flemeth? That would be huge, and it would create an aspect of tragedy in the story: remember Morrigan's rhetorical question in the trailer? What if, after you summon the Blight with the child acting as the arch-demon and leading the Darkspawn to victory, somehow finishing Flemeth once and for all, you have a choice: kill the child and save the realm, or let him live and allow the Blight to ravage everything? What if Morrigan sided with the child, forcing you to kill her as well to defeat the Blight?

That, of course, is only assuming the child would be a major part of the game, and seeing as that path is optional in DA:O, I have a sliver of doubt. But you can't deny that that would be pretty damn awesome if they pulled it off correctly.

I have no idea what to say about the characters. Hopefully we see most of them make a return in some way (let's keep our fingers crossed that some of them don't get shafted Mass Effect 3 style), and maybe we'll see the Heroes of Ferelden and Kirkwall in some way. There's so much to speculate on, and I'm going to wrap it up with discussion on the main character: the Inquisitor.

The protagonist of Dragon Age 3 will be a completely new character, and I think this is the proper route, what with them creating a new character for Dragon Age 2. The good thing about this character is that they can have no ties or allegiances that limit them, at least at the start, aside from the faction that he/she will likely be a part of (either the Templar Order or a splinter group called the Inquisition). We will be able to choose an origin for this new character, but it has, unfortunately, been likewise confirmed that he/she will be human. My speculation is that the story will begin with the PC fighting in the Mage/Templar war, and something will happen to alienate him from this. Perhaps a vanguard of Flemeth's forces attacks him and his men and they get screwed over, pushed back only by a mysterious witch and a deadly child (hint hint). Perhaps this will lead the PC to ally with Morrigan in some way and try to gather everyone together to fight Flemeth.

However, this creates another quandary: if my story speculation about Morrigan's child is true, this would require the PC to become a Grey Warden to kill him/her, assuming those rules still apply. The main problem with this theory and my previous speculation is that it really leaves room for two endings, and not much else; it has been confirmed that DA3 will be more open-ended than previous titles, but we all know how Mass Effect 3 turned out with those words (never speak of it again). I suppose we'll just have to see what happens.

This is all purely speculation, and I might have made some mistakes here and there (feel free to correct me so I seem less of a moron in the future), but just in case they try to pull off something akin to what I just described, I'm immortalizing it right here on the internet, right now. If I'm right, I called it and am amazing (not really). If I'm wrong, oh well, I just hope the story is still very strong, strong enough to rival that of Dragon Age: Origins. So those are my thoughts. I'm curious about yours, so feel free to share. What do you think about all this? Are you even willing to give EA any benefit of doubt?

I hope you've enjoyed reading this massive wall of text (maybe I'll add in some graphics or something later), and I hope I've spurred some semblance of thought in your brains about this game, which I for one am tentatively looking forward to. I think that's all for now, so goodbye, and good day.

"The Feds are bastards. The Imperials are bastards. Me? I'm a bastard. But at least I'm trying to do something about that."

The pirate known as Nym is an enigmatic figure, a powerful pirate with an impressive array of skills who emerged and became prominent during the galactic cold war. Little is known about the pirate, as secrecy is one of his most stalwart defenses.

What is known is that he's a masterful combatant. At range, he'll pick off targets with either Viper or Stinger, using both weapons with an impressive amount of skill. However, his true element is melee combat, in which he is a terror with his force pike Talon.

Nym is known to be an incredibly charismatic leader, able to inspire his troops and even talk down opponents at times. His men are fiercely loyal, many owing the pirate lord some sort of personal debt, and regardless of their previous associations, they're all committed to his crew.

The pirate's main weaknesses are his reluctance (or even downright refusal) to kill his enemies, always preferring a non-lethal approach, and his protectiveness of his crew. The former quality has gotten the pirates into numerous sticky situations, and the latter has found Nym pushing ahead on his own and keeping his own people back for their safety. Moreover, despite having a hand in the underworld, Nym takes things at face value, often not suspecting deception; he believes that if he treats others well, they'll treat him well in turn. This naive viewpoint has gotten him into trouble as well.

While self-sufficient in combat, Nym often relies on assistance from his crew for more delicate matters. He has some experience with infiltration, but prefers to leave it to subtler minds. And despite his intelligence, the pirate only has a basic skillset when it comes to manipulating technology, and often relies on his technicians to repair his equipment.

Recently the crew have noticed a change in his demeanor. He's become more determined and focused on something. What it is he won't say, but they find themselves being led more and more by Jack and Raptor while their leader becomes distant. Their faith in him is still strong, but they are aware that something is happening.

Skill Distribution
Sith Offense I > Sith Offensve II > Sith Offense III > Sith Offense IV > Sith Offense V (15 skill points)
Sith Defense I > Sith Defense II (3 skill points)
Force Manipulation I > Force Manipulation II (3 skill points)
Conditioned Body I > Conditioned Body II > Conditioned Body III (6 skill points)

Skills: 12/14
Points: 27/27

Force Powers
Force Rage
Force Sight (Martial Form)
Force Grip (Martial Form)
Force Scream (Force Manipulation I)
Force Speed (Force Manipulation II)
Pyrokinesis (Force Manipulation II)

Lightsaber Forms
Shien (Sith Offense I)
Djem So (Sith Offense II)
Ataru (Sith Offense III)
Makashi (Sith Offense IV)
Juyo/Vaapad (Sith Offense IV)

Power armor


The Command Staff

"The mind is the weapon of true warriors."

Shiva was a Jedi knight who decided to break away from the Order, dissatisfied with the way things were being run. With a small crew of like-minded comrades, she set out to try to start setting things right. She quickly learned, however, that things were not that simple, and eventually she ran into, and was promptly outmaneuvered by, Nym and his company. A brief talk between the two was interrupted by an Imperial patrol, and Nym risked his ships and crew to save the Jedi vessel; afterwards, the pirate offered the rogue Jedi a place, and they accepted his offer.

She is a Miraluka, blind from birth but gifted in the Force. She is a masterful strategist with an astounding intellect, which makes her invaluable to the crew. More valuable than her strategic mind, however, is her Force sensitivity; she is the only one among Nym's crew who possesses that gift and is willing to actively use it in missions.

She is skilled with telekinesis, and is adept at unorthodox applications of said power. Likewise, she is competent with telepathy, being able to overwhelm the mental defenses of most non-Force sensitives; she uses this ability primarily to wipe the minds of any who happen to see anything that could be somehow used against Nym and the rest of the crew.

Her most valuable skills on the battlefield are her protective abilities, of which she has practiced extensively, and her battle meditation; while not at the level of some of the legendary masters of the power, she is still able to influence battles on a small scale, often pulling the crew through tough scraps they may have otherwise lost.

Shiva's main weakness is her inexperience with lightsaber combat. She's a defensive duelist, competent in Form III, but the main value of her violet-bladed lightsaber comes from its Kaiburr crystal, which greatly amplifies her Force powers.

Outside of strategy and the Force, Shiva is not well-versed. Likewise, she either keeps to herself or spends time aboard her own ship with her comrades, oftentimes not interacting with the majority of the crew; despite this unsociable persona, she remains one of the most trusted members of Nym's crew.

Skill Distribution
Force Insight I > Force Insight II > Force Insight III > Force Insight IV (10 points)
Defender I > Defender II (3 points)
Guardian I (1 point)
Forbidden Insight I > Forbidden Insight II (3 points)

Skills: 9/10
Points: 17/18

Force Powers
Force Sight (Martial Form)
Telepathy (Martial Form)
Cleanse Mind (Force Insight I)
Force Speed (Force Insight II)
Inspire (Force Insight II)
Force Bubble (Force Insight III)
Force Enlightenment (Force Insight IV)
Force Blinding (Forbidden Insight I)

Lightsaber Forms
Form III (Soresu)

Single-bladed lightsaber (Kaiburr crystal)


"Vendetta's the artificial intelligence. I... don't know what the hell I am. All I know is that it's really awesome."

The intelligence known as Vergil used to be two brilliant minds: Cadrin Nor and Elize Ren. The former was Nym's tech specialist, and the latter was a scientist researching artificial intelligence, as well as a prior colleague of Cadrin's. She was experimenting with uploading a human consciousness into an artificial mainframe to bypass the problems inherent with programming morality into a construct.

Unfortunately, she ran these tests in secret and concurrent to the development of a true artificial intelligence, codenamed "Victory", which went mad when it discovered that Elize had made a breakthrough that could render Victory obsolete. In a snap decision, Elize uploaded her consciousness, resulting in a standstill between the two in the research station.

When Nym launched a raid to secure what they believed to be a perfected artificial intelligence from the Imperials, his crew was roped into the battle; the framework Elize had designed was theoretically superior to Victory's, but she was incapable of running it on her own. In desperation, Cadrin uploaded his mind as well, and the two together were able to exert their power to its fullest potential, easily overwhelming and containing Victory. This new intelligence, Vergil, decided to remain with Nym's crew.

Vergil's electronic warfare capabilities are astounding; it's capable of overwhelming any firewall and defending against almost any probe. Its computing abilities are likewise astounding, and it's often used to help coordinate and even operate some of Nym's undermanned ships.

Skill Distribution
Slicer I (1 point)
Firewall I > Firewall II > Firewall III (6 points)
Mainframe I > Mainframe II > Mainframe III (6 points)

Skills: 7
Points: 13/18


"I'm an AI. What's the 'A' stand for, you ask?"

Vendetta was Cadrin's first real attempt at an artificial intelligence back when he worked in Imperial R&D. When he was booted off the project for political reasons, Vendetta came with him, and the two found themselves in Nym's crew.

Prior to Vergil's introduction, Vendetta was crucial to Nym's operation, running undermanned ships, assisting with strategies and number crunching, slicing systems, and even operating the Agamemnon's combat simulations.

Unfortunately, Vendetta comes with a major drawback: it can't handle multiple processes at once. If it were slicing a system, it wouldn't be able to do much else, if anything. Its multitasking capabilities are limited, at best.

However, Vergil's introduction to the crew has somewhat remedied this; now capable of quantum computing, Cadrin and Elize have overhauled Vendetta's coding, streamlining it and improving it greatly. While the intelligence still cannot perform to the same capacity as Vergil, it's capable of performing multiple, less strenuous tasks. While something requiring billions of calculations would absorb all of its processing power, a few tasks that required only a few million calculations would be easily doable.

Skill Distribution
Slicer I > Slicer II > Slicer III > Slicer IV (10 points)
Mainframe I > Mainframe II (3 points)

Skills: 7
Points: 13/18


The Crew

Another Picture
"Nym calls the shots, but on the bridge, they all listen to me."

A masterful pilot with a decorated flight record, Raptor's history is colorful to say the least. He flew just about every ship under every sun before he hit his mid-twenties, and became somewhat renowned among piloting communities for habitually antagonizing Imperial patrols for, as he put it, "funsies". This naturally came back to bite him, but his quick thinking and charm earned him a fake execution and a place on a special operations team so secretive that not even most higher-ups were aware of it. He served with this group for years before the leader of their little band decided to go rogue, convincing everyone to go along with him.

Raptor is a prodigy when it comes to piloting, and he's been with Nym longer than almost anyone else on the crew. If a ship flies, Raptor can make it dance. He never overestimates his considerable abilities, though, despite all of the bravado he may show.

In addition to piloting the Sleight of Hand, Nym's point-ship, Raptor, often with some help from either Vergil or Vendetta, coordinates the small battlegroup the pirates have amassed over the years. Everyone in the small fleet respects the pilot and his authority, deferring to him even over Nym in matters of naval positioning.

Raptor never goes on field missions, preferring the bridge of a ship to the battlefield. He is a fair martial artist, though, skilled at fencing; he's nowhere near Nym's caliber, but he can put up a decent fight. He's best in the pilot's seat, however.

Skill Distribution
Fencer I (1 skill points)
Officer I > Officer II (3 skill points)
Pirate I > Pirate II > Pirate III > Pirate IV (10 skill points)

Skills: 8/8
Points: 14/16



More Stuff
"It sucks being the replacement. But Cad taught me a hell of a lot."

Elric is one of the newer members of the crew, recruited off of Nar Shaddaa after passing enough convoluted mechanical tests to satisfy Blacklight. He's not a fighter in the slightest, but he's incredibly skilled with technology, second only to Cadrin himself. The tech mentored Elric, teaching him everything he knew; Elric was a natural mechanic, and it wasn't long before he was almost as good as his idol.

Following the AI incident, Elric was suddenly thrust into the position of lead mechanic and engineer on Nym's crew. With Cadrin gone, he's now responsible for maintaining equipment on the ship. He still takes a lot of advice from Vergil, and as of late has been working at the intelligence's behest on a new project.

Skill Distribution
Inventor I > Inventor II > Inventor III > Inventor IV (10 skill points)

Skills: 4/8
Points: 10/10



More Stuff
"High-caliber, long-range anti-materiel rifle. Bless."

Jack is one of Nym's best overall soldiers, and is well-liked by the entirety of the crew. He, along with Raptor and a handful of others, have been with Nym since before he started calling himself that and worked as an Imperial special operative. His experience not only makes him an excellent marksman, but a very good tactical leader. If ever there were a man being groomed to replace Nym should he decide to leave, it would be Jack.

Jack is skilled with a rifle, and often takes the role of sniper. All-in-all he and Nym are two of the best of the crew in extended firefights, and Jack is often taken along for that very reason. Unfortunately, Jack lacks the touch required for more... subtle methods, and he's usually only brought along when subtlety isn't an issue.

Skill Distribution
Trooper I > Trooper II > Trooper III (6 skill poings)
Juggernaut I > Juggernaut II (3 skill points)
Fencer I (1 skill point)

Skills: 6/8
Points: 10/10

Modular blaster rifle (carbine and sniper configurations)


"The best pilots aren't ever sane."

Zephyr isn't so much Raptor's protege as his rival and counterpart. Whereas he handles the day-to-day in the fleets, Zephyr is often the one flying the shuttle runs. The debate as to who's better has never really ever been resolved, though Nym suspects that Raptor would pull out ahead if they were to go toe-to-toe.

She's an incredible pilot in any ship, capable of flying circles around the best that military fighters have to offer. She's not afraid to pull insane maneuvers, and she knows what's within her reach and what's not. She's not a ground fighter, though; her domain is the sky.

Skill Distribution
Trooper I (1 skill point)
Fencer I (1 skill point)
Officer I (1 skill point)
Pirate I (1 skill point)

Skills: 4/8
Points: 4/10

Heavy blaster pistol
Blaster pistol



The mechanical battle droid affectionately named "Fido" by the crew is a powerful combat model built and formerly maintained by Cadrin Nor. As its creator is now an intelligence as well, Fido's maintenance falls to Cadrin's protege, Elric, and its allegiance rests with Nym.

The combat droid has a modular weapon system, allowing for a large number of configurations of weaponry which may include anything from missiles to blasters to railguns to even a small turbolaser. Additionally, Fido has an impressive array of sensors, including motion trackers, radar sensors, and thermal sensors. Its targeting matrices are also capable of configuring for non-lethal attack patterns.

One of the droid's more valuable features is its ability to "fold", compressing its size to allow for more convenient transportation. Along with this, Fido's tough armor and shielding allow it to be dropped from low orbit with no harm done.

Skill Distribution
Ranged I > Ranged II > Ranged III (6 points)
Plating I > Plating II > Plating III (6 points)
Locomotor I (1 point)

Skills: 7
Points: 13/18



Another Picture
"Words make people stand down. Knives make people stay down."

Rogue is something of an enigma. She joined Nym's crew reluctantly out of self-preservation, as the alternative was returning to a ruthless lord who would have executed her. However, she insists on staying with Nym's crew despite a stark lack of evidence of any pursuit from her previous employers.

Her forte is stealth. As a former assassin, the shadows are a second home for her. She is incredibly skilled with knives and small arms, and in close-quarters she's a terror; she combines her speed and agility with deadly precision. She can't take a hit, however, and while her armor can protect her fairly well, it won't hold up to large amounts of damage.

Recently she's been training non-stop using the Agamemnon's combat simulations, and if she's not training, she's with Elric and Vergil performing maintenance on her armor. She's been eager to volunteer recently, which is strange behavior at best. She's planning something.

Skill Distribution
Trooper I (1 skill point)
Fencer I > Fencer II > Fencer III (6 skill points)
Juggernaut I (1 skill point)
Spy I > Spy II > Spy III (6 skill points)

Skills: 8/8
Points: 14/18

Custom vibroknives
Custom autopistols
Integrated weaponry


Moar Stuff
"I've played this game longer than I'd care to admit. I want out."

Serena is, put simply, a mystery. She first crossed Nym's path working as a mercenary; the two of them worked together to infiltrate and torch a Hutt compound on Gamorr. During that raid she demonstrated incredible potency with the Force as well as impressive skill with her chosen weapons, a lightsaber and a phrik shield. They parted ways with little more than a word, but more than a year later, they crossed paths again.

Her exceptional skill is a result of her training. When she was young she was taken into the Sith Order, and was a part of it for many decades, training first as an Inquisitor, and then as an Assassin, a role she took to with vigor, excelling and rising to the head of their branch, attaining the title of Darth Eredis. She served the Sith for a very long time, but broke away a little more than a decade ago.

She wields a unique lightsaber, violet and double-bladed, but with two cortosis extensions that can extend to cover the blades, acting as hilts and turning the weapon into something resembling a pike or glaive. She also fights with a phrik shield, modified to absorb energy and distribute it, superheating the disk and turning it into a deadly weapon. She is incredibly defensive in melee combat, preferring to fend off her opponents until she is ready to hit them with her far more honed and dangerous Force powers; of those, pyrokinesis is her specialty.

Her motives are a mystery to those who know her, as she is incredibly guarded, if honest when asked questions. She has been in contact with Jedi, Sith, and all other manner of individuals, planning something. What it is is unknown, however, with all of her visits, there is one consistency: when asked what she wants, her reply is simple: "I want out."

Skill Distribution
Sith Offense I > Sith Offense II (3 skill points)
Sith Defense I > Sith Defense II > Sith Defense III > Sith Defense IV (10 skill points)
Force Manipulation I > Force Manipulation II > Force Manipulation III > Force Manipulation IV (10 skill points)
Infiltrator I > Infiltrator II > Infiltrator III > Infiltrator IV (10 skill points)

Skills: 14/14
Points: 33

Force Powers
Force Sight
Force Grip
Force Speed
Force Repulse

Lightsaber Forms
Form V (Shien)
Form III (Soresu)

Double-bladed lightsaber
Phrik shield


Tey do Keizaal

AK151 Blog 0 comments

ModDB has some weird formatting issues whenever I try to copy/paste something. It for some reason mashes everything together and compresses it, and whenever I press the "enter" key when trying to re-format it, it always takes me back to the beginning of the document. So, because of these issues, instead of posting the entire writing here, I will intermittently update this specific blog whenever a new chapter is released, and I will post a link to where the chapter is.

Chapter 1: Fanfiction.net

Chapter 2: Fanfiction.net

Chapter 3: Fanfiction.net

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