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Thread: 【Creation Modern Trilogy 】『Character Bios』

  1. #11
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    Name: Yerchakim
    Age: 74
    Race: Satyr
    Gender: Male

    Personality:

    Yerchakim is a very loving man - even though he may not seem like it on the outside. He has a passion to see everyone alive at the end of this incursion that has befallen the land. Having his home pulled from underneath him, he despises any and all that try to take advantage of the suffering of thousands of people who lost their homes to the Black Horde. And speaking of which, he hates the Black Horde so much that he would risk his life to take them on all by himself. But with his growing family with him, he couldn't afford to leave them behind to face an impossible task. He doesn't feel justified or even satisified to kill those that stand between him and Ironhold, but if it comes down to it then he'll have to make the right decision - that decision being murder.

    All that aside, since he is a Satyr, he is relatively friendly to those that wish to speak to him and his demeanor very passive. He accepts the saying of others, and doesn't really give a response to it - whether it be physical or otherwise. He just doesn't feel that senseless violence among chaos is the best way to handle things.


    Weapon of Choice:

    Bow of the Satyrs: This bow represents the Satyrs and their efforts to escape the Black Horde. All of those who received this bow are given the liberty of striking down any and all that stand between him and Ironhold. The bow has no magical properties.

    Types of Arrows
    • Steel Tip: (1d6+1)[6]
    • Wood Tip: (1d6+1)[2]
    • Poision Tip: (1d6+1)[7]
    • Flammable Tip: (1d6+1)[7]
    • Blunt Tip: (1d6+1)[5]

    Powers and Abilities:

    Elemental Magic: With Yerchakim's time in the plains where his race lies, he has come to understand the four basic elements of this world - Fire, Water, Air, and Earth. All four of these elements he can control pretty well, but it does have its contradictions. When using one of the four elements, it puts a mental strain on his body and soul. So he's only limited to controlling the element for no more than a minute. And to add on to that, he can only control one element per use. So that further limits his ability to control the elements.

    Siren Song: Yerchakim is able to calm crowds of anger masses with the simple tune of his windpipe. But if a creature is beyond redemption then Yerchakim's Siren Song cannot help it, and it would be rendered useless. The creature has to weak-minded and weak-willed for it to be swayed by the Siren Song. The Siren Song only calms the mind, and not controls. It's a harmless ability granted to the Satyrs in order to calm woodland creatures when their emotions flare.

    Background:

    Born and raised a Satyr, Yerchakim was a fine specimen to behold to his parents. His parents, who were very loving of him, treated him with care and respect like any other Satyr. When he grew to the age of childhood he would run amongst the plains with his friends and play tunes of enjoyment to pass the time. But whenever Yerchakim wasn't enjoying the life a Satyr, he was practicing his marksmanship. Satyr's sights were exceptional in this case, but as a young boy Yerchakim had trouble utilizing that exception eye-sight as a means of taking down prey or killing an enemy. So his father taught him the way of the bow. This off hand train would squeeze into his life as a off-hand practice that was very important to Yerchakim.

    So as the years grew on, and when Yerchakim became a full-fledge adult in the eyes of humans, he immediately found love in the nearest form. Kelen was the Satyr's name, and Yerchakim immediately fell for the young female Satyr. But to obtain the female Satyr was no easy task for Yerchakim. He had to go through several other male Satyrs in order to prove that he was true decider over the birth of children out this female Satyr. It was vicious game this men played as some Satyrs were bruised or beaten, but Yerchakim did none of that and decided to hit where the heart is - music. He swooned her over with his music, which was around the time he realized he had a power that was brewing deep inside him. He took Kelen for himself. And started a family a few years after.

    Thus it came down to the most present leg of Yerchakim's journey. He lived life like any Satyr and had three beautiful children to call his own. Honestly he was quite satisfied with his life. Until the Lich Lord returned. This entities return was the mark of the ends of days for some the Satyrs as word of a horde of monsterous creatures was making head way across the land. This made Yerchakim and Kelen scared for their children, but before they even knew what hit them the Black Horde came down upon them. Kelen, the strongest woman Yerchakim ever knew, told Yerchakim to take the family a run. There was an argument here, but eventually Kelen won. Kelen stayed behind as Yerchakim and his two daughters and son made a break for it.

    The family was distrought to know that their home was destroyed by the Lich Lord and his army. Thus bringing us to now. Yerchakim and company have just arrvied Wood Way as a resting point before traveling to Ironhold - as they've heard that this fabled place is to bring them sanctum and a place to fight back. Secretly, Yerchakim hopes that he can fight the Lich Lord someday and return his home to once it was.

    Others:

    Character Stats:

    • Strength: (4d6b3)[3][3][2][6](14)
    • Dexterity: (4d6b3)[1][6][3][4](14)
    • Constitution: (4d6b3)[4][6][2][4](16)
    • Intelligence: (4d6b3)[5][6][1][3](15)
    • Wisdom: (4d6b3)[6][6][6][5](23)
    • Charisma: (4d6b3)[4][2][6][6](18)


    Non-Playable Characters:

    • Daniela - Age: 28 - Daughter to Yerchakim | Sister to Itunta, Sister to Omskel - Carries a bow, one much like her father
    • Itunta - Age: 21 - Daughter to Yerchakim | Sister to Daniela, Sister to Omskel - Carries two scimitars made from her own design
    • Omskel - Age: 25 - Son to Yerchakim | Brother to Daniel, Brother to Itunta - Carries duel scimitars made from his own design

    「Note: Thanks to rejuvenating magic, Yerchakim has retained a look of a Satyr at the end of his prime. This would be around fourty-fifty」




  2. #12
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    Name: Naomichi Fukunaga
    Age: 37
    Gender: Male
    Type: Shinken Bearer

    Specialty:

    Swordsmanship: As a typical Shinken Bearer would possess, Naomichi is quite skilled with a sword that is much lighter than your typical broadsword. His swings are precise and his strength is equal to that of a Imperial Knight.

    Leadership: Having been in the Brotherhood for ten years, Naomichi has developed a sense of leadership when making decisions that could be long-term or short-term. His leadership does not wane in the harshest of conditions and will continue to pull through even if it means that his demise is short at hand.

    Hand-To-Hand Combat: Even though he is a Shinken Bearer, he is quite skilled with his own two hands. He prefers to disarm and bring down instead of disarm and kill. His style and form are reminiscent of old Asian hand-to-hand combat - Jujitsu and other varying forms.

    Weapons:

    Familial Katana: Passed down from father to son, this sword has been with the Fukunaga name before the start of the Reich Federation. It holds great purpose in battle and shows that the Fukunaga family are practitioners in the art of swordsmanship.

    Hand-Crafted Katana: Made by Naomicihi's own hands, this weapon means a great deal to him. It is not only used for combat, it is used for ceremonies, commanding, and other various events. It is stained with the blood of its foes, but is kept in good condition by its owner.

    Equipments:

    Special Khanate Armor: Made with the elements of Khanate armor typically worn by Shikin Bearers, Naomichi's armor was designed a little differently. Added with some decorative works, the armor can sustain a single blow by a powerful slashing weapon such as a great-sword or a long-sword.

    Biography:

    Naomichi was born into a family that practiced with various forms of combat. Naomichi was forced to learn these various forms of combat at an early age, but only defected to two forms - swordsmanship and hand-to-hand combat. He insisted to study these two forms wisely, but his father had wanted him to do more than just those two forms if he wanted to defend himself. But the young Naomichi persisted. Eventually, after many days of begging and loathing, Naomichi's father decided to allow his son to study these two forms - but was hard-pressed about it. His father would teach him those two forms under the condition that he would at least study one or more subjects containing combat and the battlefield - thus his characteristics in leadership.

    So he learned three subjects in his time. These three subjects would help form his thesis of the world. But to scrap by the minutes he wasn't learning, he turned to forgery. He thought that if he became a blacksmith, then he could forge his own weapon that could be used for good - which he would later do in a way he didn't quite intend it to be.

    Slow was time until the big reveal of the Reich attack. Before the attack, of course, he was handed the Familial Katana and forged his own. These two weapons would be the key to his future. Then the attack came. This left Naomichi with his swords and his once peaceful life behind him. At least he knew that his family fought the enemy valiantly till the end. Thus he ran. He ran till he could run no more.

    And that was when he was picked up by the Brotherhood. He joined the Brotherhood under the impression that he would seek revenge against the Reich. Thus came his training. He trained and trained.

    Bringing him to now.

    Former Occupation: Blacksmith
    Family members: None of which are alive





  3. #13
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    Name: Bearnard Sgèin
    Age: 27
    Gender: Male
    Occupation: Entrepreneur

    Personality: Bearnard is economically intelligent man, even though economy will not matter in the end of days. Bearnard does not care for simple odysseys and social communications [because he was a busy man]. He is very observant and quick on his feet when it comes to making calls that will ultimately change the course of his life. He’s hesitant to take life-threatening risks, but risks that don’t involve his life he will take in order to generate whatever suitable outcome comes out of it. He is a relatively calm and considerate man, under the seams of coldness. Overall he is a man that is rough around the edges, but is smooth at the core.

    Bio: Will Be Revealed

    Items/Equipment: A cellphone | Wallet | Briefcase





  4. #14
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    First Name: Angdra
    Middle Name: Penelo
    Last Name: Skelvesi
    Nickname(s): Hero of Hercynia, Star-General, Castum Hercynia

    Age: Human Age - 33 | Skratan Age - 23
    Sex: Male
    Race: Skratan
    DOB: Human Date - April 7th, 2744 | Skratan Date - Roena 7th, 2754
    POB: Keshal - Fifth Contemporary Hospitable - Habondia
    Sexual Oreintation: Heteorsexual

    Skills: Atmospheric Piloting | Space Piloting | Large-Scale Naval Combat | Night Engagements
    Non-Combatant Skills: Social Interactions | Politics | Speeches

    Equipment

    V72 “Master” AR [2,250 Credits][Custom Attachments: Silencer {50 Credits}/Holographic Sight {25 Credits}]
    Combat Armor [175 Credits]
    Medical Kit x2 [150 Credits]
    Combat Axe [50 Credits]
    Flare x10 [50 Credits]
    Night Vision Goggles/Thermal Optics Goggles [200 Credits]
    Frag Grenade x2 [200 Credits]
    Incendiary Grenade x2 [500 Credits]

    Fighting Style(s): Ivdarr (Mixture of Taekwondo, Boxing, and Grapple)
    Primary Language(s): Skratan | Human
    Secondary Language(s): None
    Affiliation(s): Alliance
    Connection(s): Loose-ends with a few Vrikans

    Personality

    Angdra is a compassionate Skratan at heart. He values his personal rights and the rights given unto Skratans. And by valuing those rights, could he share his personal opinion with others around him. By doing this, he's shown that he isn't afraid to speak his mind on any subject at hand. Yes. Indeed. He's (very) equip to handle any moderate-heavy situation with relative ease - but not without contemplation and deep thought. He relies on the mass of soldiers under his command to give him strength while the soldiers rely on him to give them strength. This is how he normally builds trust. But that doesn't mean he's prone to negative gestures of his kind. As per-usual, he's sort of quick to dismiss a few things regarding his culture and the way the Skratans were treated under the influence of the Vrikans. Some, of his kind, say that it was the fault of Skratan politics for landing in this war. However Angdra begs to differ. He believes that the only reason the Skratans were in this mess, in the first place, was human intervention. Angdra, doesn't believe that the Skratans (themselves) were at fault for involving themselves in the war - and will defend this till he dies. He's sort of hard-pressed when asked about his reasoning for being in the war. He doesn't really like talking about those types of things and would brush them off with simple rejection.

    Likes: Reading | Strategic Victories | When things are handled camly and justly | Skratan Music
    Dislikes: Getting angry | The Unknowing | Vrikans | (Kinda) Humans | Ignorance | Arrogance
    Pet Peeve(s): When someone pushes an agenda that could otherwise damage an entire group or race
    Philosophy: "If there's no today, then there can never be a tomorrow or a yesterday."
    Outlook on Life: Generally Negative

    Brief History/Biography

    Angdra, unlike most Skratans, was born on a farming planet known as Habondia. Habondia, that lied on the very outskirts of (now) terran-controlled space, was peaceful to its inhabitants - beautiful weather and villages (and towns) made ripe for easy-living. Angdra, born of the only one in his family, had no siblings to call his brother or sister - the concept of brother and sister was created by the Skratan government as used by humans. So Angdra was quite alone in his time as a "child". He had very little notice of where these different concepts came from, but his mother and father - who were important to the stratosphere of military powers in the Skratan military - had told him just what he needed to hear. Thus, Angdra - as a child - never really thought twice of anything his parents said. Until he started experiencing the childhood of what it meant to be a Skratan. He played with the children, but only short ocassions. And thus spent most of his time in the books, and books, of momentous ocassions by the Skratan people in the years of the species' history. He took a-liking to his own species' history of military (and political) victories. And decided to take up the first chance of becoming a part of that same line of victories. His mother and father, whom he has seen very little of since the Versia Conflict, came to their son and told him that he could join under one condition - that he become more than his parents ever would of hoped. This condition propelled Angdra through Skratan Aero Academy, and then the Skratan Space Navy. He'd become a "seasoned" commander of a well-established fleet - the Brigadier Fleet. Thus he came back to his parents, bowed before them, and decided to spend time with them until he was forced to come back to war - where the Alliance was finally going to take down the Vrikan Empire. Of course the Skratan government wanted their best soldiers on the lines of battle with the humans. And so Angdra was called to action.

    Family(Immediate): Aluth Skelvesi (Father) (Status: Alive) | Nyqueo Skelvesi (Mother) (Status: Alive)
    Rivals: Michael Rasputin (Status: Uncertain)
    Enemie(s): Vrikans
    Romantic Interests: None as of Yet

  5. #15
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    "We stand at the edge of the galaxy, and we face threats never before seen by the beings that inhabit the countless stars! Even if our intelligences fail, and our weapons of mass destruction create gaps in the intellectual space of Nerak, we will stand strong against those threats giving our life for the Holy One. Look towards the stars brothers and sisters for our time has come to give our lives to the greater expanse!"
    - High Commander Militant Dhildolerk





    Official Name: The Imperialistic Commission of Bromiri

    Other Name(s): The Imperium, the Lizardfolk, the Bromiri, the Commission

    National Color(s): Green, Blue, Grey, and White

    National Slogan:

    For the People and the Lands,
    We ring the blood of Foreign Hands,
    To the Far North of the Birds,
    To the Far South of the Herds,
    And when War comes to our People,
    We destroy them like simple Sheeple.




    Government & National Population



    Authoritarian Monarchy


    Democratic |-----------------|----| Authoritarian

    Political Left |-------------|--------| Political Right

    Social Left |----|-----------------| Social Right

    Open Society |---------------|------| Closed Society

    Hawk Lobby |-----|----------------| Dove Lobby

    Interventionism |--------------|-------| Isolationism

    Nationalist |----|------------------| Pacifist

    Modern |-|---------------------| Obsolete


    Key Members of Government
    • His Holiness, the Godking Vhal
    • Consul of Foreign Affairs Nosk
    • Consul of Internal Affairs Zalnulp
    • Royal Praetor Rhorze
    • Censor of Population Broxutrosk
    • Supreme Commander of the Borimirian Imperial Forces Alzes
    • Lord Inquisitor of the Imperium Olrin



    Legislative Body: The Forum (Observed by both Consuls)

    Homeworld: Former - Bromiri | Current - Damara

    Domain: Nerak


    Population Breakdown
    ✫Bromiri - 95%
    Sojun - 31%
    Qaksus - 23%
    Zatra - 17%
    Abehe - 10%
    Yastoz - 9%
    ✰ Other - 5%
    Kraye - 3%
    Ghilglan - 2%

    The Bromiri
    Sojuns: The Sojuns (Pronounced: So-j-on) are the main race that hail from the planet Bromiri. Having lost their homeplanet to the Scourge, the Sojuns had to develop a means of exploring newer forms of transportation and education. Therefore, the Sojuns are the most intelligent race on the planet Damara in that they are the most innovative. They tend to be think outside of the box, but thinking outside that box has led them to experiment with dreadful forms of combat (i.e nuclear devices and planet-crackers). The Sojuns, compared to the other races, are the most war hungry. They believe that absolute conquest is the only way to expand the species (and most Bromirians don’t necessarily argue that), and they also believe that the God-King, Vhal (who is a technologically enhanced Sojun), will bring them all the star systems in the Eastern Expanse. Their culture and society are that of early Roman imperialism. They speak a slytherin version of Latin and Greek.

    Qaksus: The Qaksus (Pronouced: Kw-ak-sus) are a race genetically inferior to the Sojuns. Their existence stemmed from the genetic mutation of the Sojuns in which the Sojuns were trying to make the perfect Bromiri soldier. They ended up creating an overly buff lizard that had all the credentials of the physical aspect of the soldier, but disowned the logical aspect of the soldier. So, the Qaksus have been used by the Sojuns as their soldiers.

    Zatra: The Zatras (Pronouced: Sa-tr-a) are the most reliable race of the Bromiri. The Zatras were selectively bred to be the pilots of aerospaces fighters, warships, and battlemechs. Their knowledge of piloting rivals the Qaksus (in their ability to effectively shoot, kill, and destroy a target) in that their piloting skills are practically paramount. They are sought commodity amongst other governments in the Greater Expanse, and so the Sojuns tend to this race very carefully so that their skills may not be used by other governments.

    Abehe: The Abehes (Pronounced: Ab-e-huh) are also a reliable race. The Abehes are bred to be the caretakers and wet nurses of Sojun’s and other race’s eggs. They are also doctors, nurses, physicians, psychologists, neurologists, field medics (though very few fall into this field), and whatever other medical field requires attention.

    Yastoz: The Yastoz (Pronounced: Yaz-tos) are the most unreliable race in the Bromiri. Made to be the scouts, guards, and assassins, the Yastoz have developed (over the years of constant genetic manipulation) a knack for not following authority. They seem to be most resistant to authority (i.e Sojun authority). However, they have been known to perform at their greatest when given orders and no restraints on how to perform those orders. Their culture is relatively different than the Sojuns as they’ve come to be seen as the second most intelligent race of the Bromiri. Their culture is more celtic than roman, and so is their language.

    The Kraye
    The Kraye (Pronounced: Cr-a-ye) are the genetically superior, but are ranked as equals to the Sojuns. They are the result of years of genetic manipulation and constant experimentation. Using the genome of the Mnatwo (of which they’re genetically similar to Terrans), they combined their own genetic code with the Mnatwo and ended up with this aesthetically abysmal creature who is a combination of Mnatwo and Sojuns. They serve as noble equals to the Sojuns and are often in places of power.

    The Ghilglan
    The Ghilglan (Pronounced: Gil-gl-an) are the genetically inferior, but are ranked just below the Sojuns and the Kraye. Their main priority is the general workforce of the Imperium. Their wide-range of knowledge for when it comes to cooking, cleaning, landscaping, and so forth is uncanny at best. It would seem that the Ghilglan were practically made to for the role of the workforce. However regardless of this, they’ve developed their language and cultural system that is somewhat unique to their own.


    Language(s) Spoken:

    ✦ Sojunate - 96%
    Official Language and Trade Language, taught in Breeding College
    ✦ Yastozion - 2%
    ✦ Krayic - 1%
    ✦ Ghilganate - 1%

    Religion(s) Practiced:

    ♢ The Order of the Godking - 99%
    ♢ Other - 1%

    The Order of the Godking: The Order of the Godking a specific religion found amongst nearly all Bromiri. The Order, as it is often called, sports the likeliness that the Godking is the only one, true, deity amongst the commonfolk. The religion sees to it that all decrees made by the Godking are absolute and that it must be carried out no matter the circumstance. The history of the religion states that a single Bromiri, Vhal, was given god-like powers from a source known simply as the Vast Void. The Vast Void, or just the Void, had wished him to rule his people with an ironfist and conquer the stars under its name (thus the Bromiri calling the eastern fringe the Greater Expanse or just the Expanse). Thus Godking Vhal used his power to establish the Imperium under one theme: Conquer the Stars.







    Research



    “When faced with the inevitability that is continuum, we understand that our greatest achievements are to be achieved through the least of solutions. Those solutions, which were generated in the likeness of I, pave the way for the future of humanity.”
    - Consul of Foreign Affairs, Nosk, commenting on the Liberation of Haven, 2301


    Cybernetics: Having devoted an entire research wing to extending Bromirian life, the cybernetics developed throughout the years of the Imperium have allowed Bromirians to exceed further than the Mnatwo and other races. These cybernetics have evolved to extend Bromirian life by several decades (if not centuries; looking at the God-king) and have also allowed for Qaksus and Zatras to perform much more efficiently while under the influence of these cybernetic attachments.

    Genetic Manipulation: Over the centuries of genetic mutation, the Bromiri have become specialized in genetically selecting and differing their own species. Therefore they have the ability to create breeds of Bromiri made exclusively for war, taking care of young, and so forth.

    Weapons Manufacturing: Having the need to develop a means of protecting the Imperium and destroying its enemies, the Bromiri have come a long way. Starting out with simple clubs and rocks, the Bromiri have learned to craft the mostly deadly of Expanse weapons ranging from gauss weapons to material-displacement explosives. Their uncanny ability to produce these weapons have set themselves as figureheads of modern warfare.






    Military

    “Through the seeds of his Holiness, we’ve come to understand that His Absolute Decrees are everything and so much more. With His decrees we are called to action, and thus we must conquer the stars for His Holiness and create a civilization in His image!”
    - Supreme Commander of the Bromirian Imperial Forces, Alez, 2202


    The Imperial Legion




    The Imperial Legion, controlled by the Supreme Commander of the Bromirian Imperial Forces, is the main military body of the Imperium and are what drives the Imperium to control the planets that it does now. Therefore the Imperial Legion are garrisoned on planets in what are called, Auxillias, and are attached to Imperator Fleets in what are called, Cohorts. Their military strategies consist primarily of Blitzkrieg, in which the Imperial Forces assaults given targets with lightning quickness and efficiency (their defense usually consist of orbital and artillery bombardments mixed with WW1 trench warfare). Thus they’ve become a formidable threat against their enemies.

    Legion Structure
    • 1 Legion (3,000,000 folk)
    • Comitatense x2 in Legion (1,500,000 folk)
    • Cohort x 40 in Legion (75,000 folk)
    • Auxillia x80 in Legion (37,500 folk)
    • Limitanei x 120 in Legion (12,000 folk)
    • Numeri x 3,000 in Legion (1,000 folk)
    • Centuria x12,000 in Legion (250 folk)
    • Contubernium x120,000 in Legion (25 folk)



    Legion Chain of Command
    Legion
    Legion Legatus (General) x1
    Legion Tribunus Laticlavius (Colonel, Second in Command [Emperor]) x1
    Legion Tribuni Augusticlavii (Colonel, [Senate]) x1
    Comitatense
    Legion Praefectus Castrorum ( Lt Colonel/Camp Commander/Quartermaster) x2
    Cohort
    Legion Imperator (Major) x4
    Auxillia
    Legion Evocati Primus Pilus (Captain) x80
    Limitanei
    Legion Centurion Pilus Prior (First Lieutenant) x120
    Numeri
    Legion Centurion Optio/Decurio Legionnaire (Second Lieutenant) x3,250
    Centuria
    Legion Tesserarius Legionnaire (First Sargent) x24,000
    Contubernium
    Legion Decanus Legionnaire (Sargent) x240,000
    Legion Legionnaire



    The Imperial Navy



    The Imperial Navy, although moderately underdeveloped, is the main transportation vessel for most of the Legion and their power alone makes up for that fact. Harboring deadly ballistic and laser technology they’ve planted themselves as a force to be reckoned with. They are also responsible for developing many of the inner core orbital defense platforms. They’re mostly known for their ship-based weapons/defenses and ferocity when it comes to stellar conquest.

    Naval Structure
    • Admiralitatis (All Vessels in Navy)(+2 Classis)
    • Classis (Single Classis)(+2 Bello Classi or Negotium Cogere)
    • Bello Classi or Negotium Cogere (A large number of vessels of all types)(+2 Negotium Groups)
    • Group officium (A collection of complementary vessels)(+2 Negotium Unitis)
    • Negotium Unitis (Usually capital ships) (All small number of vessels)
    • Classicula (Usually to capital ships) (A small number of vessels, usually of the same or similar types)
    • Negotium Elementis (A single vessel) (One vessel)


    Naval Chain of Command
    • Praefectus Maximus (Entire Admiralitatis)
    • Praefectus (One Classis)
    • Vice Admiral (One Negotium Cogere)
    • Audi Admiral (One Group Officium)
    • Commodore (One Negotium Unitis)
    • Classicula Admiral (One Classicula)
    • Imperator (One Negotium Elementis)


    The Inquisition



    Cybernetically and genetically enhanced, the Inquisition are the Godking’s personal fighting force. Their mission is to protect the Imperium from internal threats (i.e heresy, infections, rebellion, etc.). These threats are ever-growing and ever-flowing, and so the Godking has provided the Inquisition with the top-line equipment ranging from X-ray sonars to anti-gravity shields. Much of the Inquisition, including the Black Libarium and so forth, are kept confidential to avoid unwanting eyes peeking in on the Imperium’s dealings with various backdoor policies. And with that, the Inquisition stray just outside the jurisdiction of the Imperium and proceed with whatever discretion they deem necessary to finish the decree. (Note: they aren’t necessarily a military branch, they’re more or less outside the governmental branching of military).

    Inquisitorial Hierarchy
    • Lord Inquisitor
    • Inquisitor
    • Inquisitorial Henchmen
    • Puritans
    • Radicals







    Economics



    Currency: Chronocredit, Chronocredits (CCr)

    Gross Domestic Product: 16.7 Quintillion CCr

    Housed Under: House of Internal Affairs

    Economy Type: Traditional Economic System

    Economic Tendencies

    Closed Market |-----|-----------------| Open Market

    Command Economy |-------|---------------| Free Economy

    Sustenance |------------|----------| Competition

    Automated Production |---|-------------------| Manual Production

    Modern Agriculture |-----|-----------------| Simple Husbandry




    Major Exports
    • Consumer Products
    • Cybernetics
    • Medicine (Drugs)
    • Weapons (Small arms, Cannons, etc.)


    Major Imports
    • Refined Raw Materials
    • Textiles
    • Transportation
    • Animal Products


    Unique Manufacturing: The Imperium develop cybernetic servants whose servitude could develop products, such as cybernetics and weapons, in shorter time than one would use automations.





    Miscellaneous Information



    Spoiler: Brief History 



    Spoiler: Diplomatic Relations 



    Spoiler: Legal Stances 

    Last edited by Dire Hoef; 10-22-2016 at 06:41 PM.

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