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The Official Star Wars guild since it's creation nearly 8 years ago. Join the Empire, be part of the legacy. 

Tags: Star Wars, Official, Jedi, Sith, Empire 

Reply The Second Imperium
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stellarmagic

PostPosted: Thu Apr 19, 2007 3:04 pm


Anyone need a mad scientist? twisted twisted twisted twisted

Thats a role that would be fun to play. The mad scientist... a threat to galactic security and right thinking people everywhere. Wanna build a superweapon? A new starship... or worse yet, a jedi incapacitation field.

Wahaaa! Wahaaaaaaaaa! Waaahhhaaaaaaaaaaaa!
*Cough*
PostPosted: Thu Apr 19, 2007 3:08 pm


We'd have more of a need for an Outlaw Tech with an overwhelming need to tinker with things that should be left alone.

A mad Scientist would be better suited to some other RP idea. Outlaws and Mad Scientits dont exist.

Sol Walker
Crew


stellarmagic

PostPosted: Thu Apr 19, 2007 3:14 pm


What about a third party weapons developer... Someone to fight over for weapons and vehicular technology. Or a Mad Scientist that is on the run, and out of cash for your ship technician.

After all the differences between a technological tinkerer and a mad scientist are small.

1. A Mad Scientist usually has more fiscal resources... If he can't afford to build stuff, he tinkers.
2. A Mad Scientist bases his ideas on theory and research, a tinkerer on hard won experience.

Beyond that they're usually pretty similar.
PostPosted: Thu Apr 19, 2007 3:20 pm


stellarmagic
What about a third party weapons developer... Someone to fight over for weapons and vehicular technology. Or a Mad Scientist that is on the run, and out of cash for your ship technician.

After all the differences between a technological tinkerer and a mad scientist are small.

1. A Mad Scientist usually has more fiscal resources... If he can't afford to build stuff, he tinkers.
2. A Mad Scientist bases his ideas on theory and research, a tinkerer on hard won experience.

Beyond that they're usually pretty similar.

.....You have no idea what motivates Outlaw Techs, do you?
While they may be experienced, they base their ideas more on the lines of "Hmm...what the hell would happen if I did this...." and "Hell I don't need this safety feature! Lets just rip it out and stuff more doodads in there!" or "I just got the sweetest Idea-lets do this!"

Listen, Mad Scientists wont find themselves much place in an Outlaw RP. Sure they may come up with some cool gadgets or devices, but its a really small role and they'll just end up getting whacked in the end.

Sol Walker
Crew


Nelowulf
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PostPosted: Thu Apr 19, 2007 3:30 pm


Plus, a droid can tinker quite well.
PostPosted: Thu Apr 19, 2007 3:31 pm


Nelowulf
Plus, a droid can tinker quite well.

R2, Whistler, and T3 being prime examples.

Sol Walker
Crew


Luckybug76

Dapper Seeker

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PostPosted: Mon May 07, 2007 9:49 pm


User Image


Best. Ship. Ever. mrgreen mrgreen mrgreen
PostPosted: Mon May 07, 2007 10:28 pm


Why?

Sol Walker
Crew


stellarmagic

PostPosted: Sat May 12, 2007 1:41 pm


If you're a smuggler... I prefer more combat oriented crates then a modified YT-1300.
PostPosted: Sat Aug 11, 2007 10:58 am


Eclipse would own any ship out there

Rouge Assasian


Jaden_Ordo

PostPosted: Sat Aug 11, 2007 5:55 pm


No it wouldn't. No this ship. The Imperium rules all.

Imperium

Sadly it was only ever a schematic. It was found to be too colossal to support its own infrastructure. Sad.
PostPosted: Sun Aug 12, 2007 4:33 pm


Seems more than one of us was in the NR guild.

Nelowulf
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Jaden_Ordo

PostPosted: Sun Aug 12, 2007 4:48 pm


Hehe. I have to say I forgot you were in that one. That guild is dead now. Sad.
PostPosted: Sun Aug 12, 2007 5:32 pm


Only as shopkeep, nothing more.

Nelowulf
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Sol Walker
Crew

PostPosted: Sun Aug 12, 2007 6:53 pm


The Eclipse was an overpriced piece of junk, like the Death Star only more so.
Reply
The Second Imperium

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