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Admiral Erain Jainik

Physical Description

Species/Race: Human
Sex: Female
Apparent Age: Adult
Actual Age: 30
Maximum Age: -
Height: 5' 6"
Weight: 123 lbs
Hair: Dark
Eyes: Blue
Skin: Caucasian
Scars/Tattoos/Identifying Marks: -
Appearance: Muscular with short shining dark hair and heart shaped face. Dark good looks.
Clothing: Wildstar Confederacy Uniforms.
Mannerisms: -
Recognition Handle: -
Allergies: -
Health/Injuries/Illness: -

Personal Information

Aliases Used: Dejah

IQ: Above Average

Homeworld/Homeland: -

Social Class/Status: UMC

Profession/Duties: Admiral

Mythos/Religion: Agnostic

Homeland Terrain: -

Liege/Patron/Mentor: -

Clan: -

Reputation: -

Heritage: Nobility

Honor: High

Coat of Arms/Colors: A black spider on white diamond field

Military History:

Rank: Admiral
Status: Active
Army: Wildstar Confederacy
Branch: Fleet

Family:

Marital Status: Single
Spouse’s Name: -
Children: -
Grandparents: -
Mother: Alive
Father: Alive
Siblings: 2 brothers (Marc, Jacob) 1 younger sister (Aliciann)
Half-Siblings: -
Birth Rank: 3 of 4
Uncles and Aunts: -
Cousins: -
Nieces/Nephews: -
Friends: None.
Enemies (and why):

Psychological Description

Concept/Template Type: Evil. Black Widow Spider.

Alignment/Light/Dark: Very Dark

Superstitions: -

Traits: Selects a male, usually handsome and especially 'good' and determines that she is in love with him. She then preys on him, devoting herself to him, until one day for no apparent reason she turns on him and all of her current travelling companions, killing them. Her former love interest she tortures to death over several days. When he is dead, she moves on.

Nature: Serial Killer

Demeanour: Follower

Fears: -

Personality/Temperament: Haughty usually, extremely devoted to her current love interest and caring even. Capable of risking her life for him. Passionate and motivated to achieve some kind of greatness. Acquisitive of objects of power. In battle is of the "scream and leap" methodology, preferring lightning strikes and bloody ruthlessness.

Likes: Horses, cries of pain, fine pretty garments, Power.

Dislikes: Violent hatred of people, particularly her love interests.

Pet Peeves: Scornful of the stupidity of beings.

Motivation/Objectives/Goals in Life: Power.

Quote:

Favorite Color: Shadows and blood

Hobbies: Hunting, Bondage

Pasttimes: Reading and EMT

Favorite Drink: Berduskan Dark (Dark Heavy Sweet & Burning, almost black)

Favorite Food: Spiced meat


Special Abilities

Weapon Proficiencies: Blaster, bow, whip, sword, dagger

Non-Weapon Proficiencies/Skills: Tracking, Field Medicine, Rope Use, Local Lore, Mountaineering, Riding, Animal Handling

Innate Abilities: -

Languages: -

Secondary Skills: Etiquette

Spells: None

Possessions

Residences: An apartment in the Capital City, properties here and there for rent

Vessels/Ships: ISD _______

Wealth/Money/Coins: Owns property and investments

Armor: Battle armor, much used and in good repair

Basic Equipment: Datapad, blaster

Special Gear/Magical Items:

Valuables/Treasure: -

Books: -

Henchmen: Captain Kesare Olivia Cadiz, Captain ________

Animal Companions: Shakar (black large sized horse)


Background/Personal History

Prelude

Birth: -

Death: -

Notable Achievements:

Education: -

Game History

Erain was born into an old guard ruling family, one that supplied their world's Senator and supported Palpatine's rise. Erain was educated in a special enclave, as were all of her family, seperated. She took well to the old ways, though had no trace of Force Ability and so was groomed to support those who did as guardian and bodyguard and possibly, mother.

Erain preferred to hold the reins herself however, and so when she was returned to her family she kept her eyes open for opportunities and maintained an alliance with Sauvage whom she'd met before.

Choosing a military career, she rose in the ranks of the military through a combination of luck and skill at being in the right place at the right time, as much for any tactical skill.


World Notes:


-- Character played in the Star Wars roleplay group, Cantina Roleplayers Guild .

As usual, the picture for Erain is borrowed from a modelling website.

Erain began in another of John Thurmond's uncle Gerald's games. Four players, 4 Lvl 9 characters, one from each of the four main AD&D classes, with one magic item or +3 weapon of our choice. John played the cleric, of Eldath I believe, or some other good goddess. Kent played a mage with a set of Golden Lion Statues that came to life upon command, and Kim played a thief.

John's cleric was seeking a rumored ruined Temple of his goddess in the area to restore, and we went with him. Erain had just a few weeks before killed her last lover, a paladin, and this cleric fit her tastes to a T. As they travelled to the ruins she kept her feelings hidden, having only just met him. A wall of glossy black stone ringed the temple, who's stone had also turned black and glossy, perfectly smooth. A flesh golem attacked, and Erain held it off solo while the men fled to safety. On her last pass, her horse was a moment too slow and the golem crushed its hind quarters hip with a blow. Erain continued her battle on foot, and destroyed the creature (until the DM realized she was using a bastard sword+3, not a blunt weapon+3).

The construct dead, the party moved inside and began exploring. A tunnel led them downward into a cave, where they met a very oddly dressed man. Mister Rourke from Fantasy Island. (No Herve Villachez)

He announced that each of the 4 had a secret fantasy and he would grant it to them. Erain knew what hers was, but was not interested in fantasy, only reality, so she asked to join the cleric in his instead. The Host was surprised but agreed.

The fantasies began, each quite nice but quickly developed into a lethal nightmare. The thief or mage's involved a horde of skeletons attacking him, family and people he'd known or killed. The cleric's was a whitewater rafting trip, only midway along giants lined the ravine tops throwing boulders down at him/us in the raft. Between the pair of them, they survived to be washed up on shore, but Gerald had rolled a 20 on one of the boulders, at John's cleric and between giant damage and gravity damage, the cleric was going to be paste so Erain dived in between and took the brunt of the boulder onto herself.

Mister Rourke reappeared, and we discovered that he was actually a Lich. A very bored lich. One who lured adventurers to his domain for the fun of toying with them. Erain preferred the lich over the cheery Host illusion. The men, especially the cleric had by now noticed her unexpected love for him and checked her for any sign of having been charmed. Which of course she had not been.

Later that evening dining with the lich he conversed with them and made a remark that what he wished, she would not be willing to do. Erain laughed and asked what it was, as she was a better judge of that. He came round to whisper it to her, that he wanted sex with her. She asked in return for what? And they came to a deal and she went on eating while the men around her took a wild guess and were horrified.

Naturally they attacked the lich, and naturally his illusions ran them ragged and wasted their spells running up and down the corridor and rooms searching for the lich while Erain continued eating. The lich reappeared beside her and directed her to scream, she did and the men returned at a run. Before it had been merely amusing to her, no harm to the lich and none to them, but now it was serious. She tackled the cleric to the floor when he tried to Turn the Lich, a second before the Lich's robes opened to reveal the Symbol upon them, saving him from immediate death but one by one the men died. To lightning or other spells at the lich's disposal, until only Erain was left.

The lich asked if she too was going to attack him, and she came to her senses. With her love interest dead there was certainly no reason to continue with her infatuation. Erain slept with the lich, and received her reward, the agreed upon magical item. The lich asked her why she'd gone through with it and she explained her goals. He offered her a job, bringing him new victims in return for their items and Erain of course agreed.

Erain's back history developed rather easily. She grew up in Calaunt, a guardian in training in the House of the Scarlet Hooks under Whip-Mistress Shaleen "Talonkiss" Oomreen. As such she accompanied followers of Loviatar on their sacred missions now and then and would in time return to her family to take her place and station and marry, and send her children to serve Loviatar as she did.

Erains own goals were more towards amassing political power than children however.

When Forces of the Empire needed a mob of characters for the Empress Cruise plotline, I included Erain on the list of NPCs with no particularly concept in mind. Erain did appear briefly in Alt.Dragons-Inn as well. When I was asked by Jhustin_Vox to play an Admiral in the Wildstar Confederacy of Star Wars Galaxies' Roleplay Forums, Erain seemed an easy choice, as her personality was easily adapted to a military life. Unknown how well I can play an Admiral though.

Imperial Star Destroyers

Designed by Lira Wessex, daughter of the man who designed the Victory-class Star Destroyer, the Imperial-class Star Destroyer was an engineering and budget planning nightmare. But the Navy pushed for it and the Emperor demanded it, so the standard Star Destroyer was built.

The Imperial Star Destroyer has enough firepower toreduce a civilized world to slag or take on a fleet of lesser enemy vessels. Each carries a full stormtrooper division, complete with assault craft and ablative heat shields for orbital drops. 20 AT-AT and 30 AT-ST walkers for ground assault, and six TIE fighter squadrons for escort and patrol.

There are whole star systems whos gross domestic product is less than the cost of a single Imperial Destroyer. There are whole nations which, throughout their entire history , do not use as much energy as an Imperial expends to make a single hyperspace jump.

To carry out the Emperor's mandate of rule through fear and the swift destruction of opposition, the Imperial-class Star Destroyer is the weapon of choice. By deploying a star destroyer and support ships to a system, the Empire can destroy virtually any foe.

It is impossible to garrison every system in the Empire, but the Imperial Star Destroyers give the Emperor the ability to project his power anywhere he wishes in a short period of time. These vessels are more than weapons platforms. They also act as space stations, repair docks, and heavy transports for smaller craft.

An Imperial-class vessel usually carries combat craft, shuttles, repair and recovery vehicles, landing barges, drop ships, ground assault vehicles, and pre-fabricated garrison bases for immediate deployment.

Since its introduction, an improved version of the Star Destroyer has begun to see action. The Imperial II is an upgraded model featuring increased shielding and heavier firepower.

Imperial II Star Destroyer		Craft: KDY's Imperial II
Type: Imperial-class Star Destroyer	Length: 1600 meters
Scale: Capital Ship			Crew: 37,085
Troops: 9700				Hyperdrive Multiplier: X1
Nav Computer: Yes			Hyperdrive Backup: Yes
Sublight Speed: 3D			Maneuverability: 1D
Hull: 7D+1				Shields: 2D+2
Weapons: 
     50 Heavy Turbolaser Batteries (fire seperately)
             Fire Control: 0D
             Damage: 10D
     50 Heavy Turbolaser Cannons (fire seperately)
             Fire Control: 1D
             Damage: 7D
     20 Ion Cannons (fire seperately)
              Fire Control: 4D
              Damage: 4D
     10 Tractor Beam Projectors
              Fire Control 4D
              Damage: 6D

--West End Games Imperial Sourcebook, page 61

Assault Shuttle

Not technically a Capital Ship, Imperial assault shuttles regularly engage Caital ships in combat or are used to ferry Zero-G stormtroopers aboard an engaged vessel. These heavily armored vehicles come complete with tractor beam generators, full sensor suites, power harpoon guns, concussion missile launchers, and automatic blast cannons.

Assault shuttles are divided into three sections. The first section contains the command crew cockpit. Here the five man crew can monitor the actions of the spacetroopers as well as handle the operation of the shuttle and all its systems. The second section of the craft is the main body. In this section, 40 spacetrooper armor shells are stored until the troopers plug into them. The armor is constantly being recharged and powered up while in its place in the shuttle. This compartment is lined with fold-away launch doors that swing open to disgorge the spacetroopers. The rear portion of the craft houses the engines and power generators.

In a standard operation an assault shuttle will hold a given target in a tractor beam or with magnetic harpoons. Sometimes it will also cripple the target with a few well-placed blaster cannon shots. Then it will open up and let its spacetrooper platoon loose.

Assault shuttles are among the most-heavily shielded vessels in the Imperial fleet. Most combat starships funnelapproximately 25% of their total power through the shield generators. An assault shuttle uses up to 62% power on shields, and over half of that power is channeled into the front arc. This allows the shuttle to withstand even the most concentrated barrage of fire for at least a short time.

These craft are both atmospheric and space capable, and have limited capacity for hyperspace travel (their onboard nav computers can hold up to 3 jumps). Most Imperial-clas Star Destroyers carry an assault shuttle along with the necessary spacetrooper platoon. Other ships are supplied with these units as needed and available.

--West End Games Imperial Sourcebook, page 61

The Role of the Navy The Navy;s mandate is to secure orbital space around inhabited planets, to investigate any vessels which in the opinion of the commanding officer appear capable of disrupting the security of orbital space, and to engage hostile vesels, destroying or seizing them as deemed necessary. I addition, the Navy is to establish patrols within a sector to locate known ememies or for the early detection of patterns of space activity which could indicate a hostile presence. Space superiority is clearly the Navy's most important mission, and the one which generates the most enthusiasm from crew and officers.

A mission which has been de-emphasized is the protection of scientific missions, as well as acting as the official clearinghouse for information on new worlds. As the Empire has practically ceased to sponsor exploration, this mission has atrophied to the point that many of the newer commanders are not even aware that such missions are part of the Navy doctrine.

If the Army is to be deployed on the surface of a world, the Navy is to provide combat support as soon as the orbital space is secured. Support for Army operations is to take precedence over establishing patrols until such time as the commander of surface operations indicates he has the situation under control, although such support operations are not expected to be exclusive of patrol activities.

If Army commanders deem the surface situation to be beyond hope of victory, or if the proper political authorities directly command it, the Navy is to execute a series of punitive attacks upon the target. The attacks are given code names which vary according to the mission and change frequently. The only code name which has not changed is "Base Delta Zero", the code for complete destruction of all "assets of production", including factories, arable land, mines, fisheries, and all sentient beings and droids. The code name has yet to be changed so there can be no possibility of confusion when a Base Delta Zero is ordered.

The Mission Detail

The heart of Navy Doctrine is the mission detail. The commander at every level can create temporary organizations called "mission details" which violate the standard OB. The concept behind the mission detail is simple for a commander to carry through: 1) Evaluate the mission. 2) Assign a detail which would best accomplish the mission, 3) Retain sufficient ship strength to meet other expected obligations.

There is a saying among Navy staff officers and commanders: "The first step leads to work. The second to promotion, the third to court martial." While extensive training docs exist to teach commanders how to perform these three steps, the third step remains as much a product of instinct as training. With increased Rebel activity, those officers who act in strict accordance with doctrine often fall short of expectations. Naval discipline is such that officers rarely repeat their mistakes.

Ship Command

Attaining the rank of ship's captain is considered the culmination of a naval career. When a person earns command of a ship, he has attained a position of honor, regardless of the size of the ship. There is a certain amount of chauvinism on the basis of ship size and power. but being the captain of a KDY Lancer often carries more prestige than being a staff officer of any rank. For this reason the Navy often understands if a ship's captain will turn down a promotion to a staff position, or even turn down a transfer to the command of a more modern or more capable ship.

The Navy honors these men rather than viewing them wih suspicion. It benefits the Navy to have men who intimately understand their ship and crew in order to gain the greatest possible performance from them.

Lines Pg 101

Commanded by a Captain of the line, the line is the most amorphous level of organization in the Navy. In theory a line should have 4 ships, but Lines vary from as few as one ship to 20 or even more if circumstances warrant.

An attack Line has from 3 to 6 ships; fewer ships if the line consists of heavy cruisers or larger ships, six if the line consists of light cruisers or frigates. An attack line's purpose is to engage enemy combat starships of equivalent size. If Star Destroyers or other top capital ships are present the line is to engage the enemy within range of the Star Destroyer, making sure that the Star Destroyer is out of effective range of the enemy ships. If a Star Destroyer does not have to concentrate on its own defense it can make short work of virtually any enemy starship.

Squadron Pg 103

An Admiral runs a squadron, which has from 14 to 60 ships on average depending upon the composition of the lines in the squadron. The Admiral is served by an adjutant who holds the rank of captain of the Line. The adjutant acts as liason with the other staff officers and is the Admiral's second-in-command. A squadron is the largest concentration of ships which is normally assigned to a single system. The usage "fleet" is still common among senior officers for ship groups of squadron size and up.

Light squadrons consist of at least two attack lines, a skirmish line and a recon line, averaging 20 to 30 vessels of all types. A second common configuration of a light squadron is two recon lines, a skirmish line and a pursuit line, averaging 25 to 35 vessels. Battle squadrons contain an Imperial-class Star Destroyer. There are other ships but they matter little in the configuration. In addition to the Star Destroyer there are at least three lines, two attack and one pursuit line, for an average of 18 ships.

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