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Snowskeeper

Imperial Roleplay Trivia/OOC Thread.

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(Name is temporary until I think of something better)

 

This is not even close to complete yet, but I do have a fair amount of information, and I think it fair to post this so that you guys can start looking it over and criticizing my genius.

1. History.

 Pre-Colonization Period.

 Mostly unrecorded.

 Supposedly took place entirely on the Birth Planet, Gaia (also occasionally referred to as Terra and Earth).

 Ended with a colossal war, which wiped out the majority of the human race and forced the rest to build space-ships in order to escape whatever plagues said war unleashed upon Gaia.

 Perhaps the most noticeable achievement of pre-Colonization humans is the creation of the Faster Than Light (henceforth referred to as FTL) drive. While it required constant updates from the planet of origin—and, if possible, the destination—it was still incredibly efficient. This came shortly before the beginning of the war, and is widely accepted to have been the cause of it.

2. Colonization Period:

 Period of expansion, as well as extreme advances in scientific and technological knowledge.

 Lasted 7000 years after the Pre-Colonization Period.

 All habitable planets within the Origin Galaxy colonized, which led to other galaxies being explored.

 First “Terraforming” equipment created.

 First “Worlds War” fought; ended in standstill; had very little negative effect.

 Magic discovered. New line of scientific research created. Branch termed “Magicks.” Scientists working within this branch termed “Magicians.”

 Theory of Lifelines made, which theorizes that all magic is based off of ‘lifelines’ within a planet. These lifelines are more powerful on some planets than on others, and can be depleted. This would explain the lack of magic on Gaia, as well as the distinct lack of magic on uninhabited (or terraformed) planets.

 Theory of Lifelines expanded to the Theory of Centres, which claimed that all the lifelines in the universe centered around one planet. Most Magicians and all outside scientists believed this to be rubbish, but it was a sensation amongst most other Colonists, and many pilots set out in search of these centres.

 The number of able pilots left in the active Colonist worlds slowly declines, as does the number of active ship. It can take months for a ship to become available for transporting goods, let alone people. Only the most absolutely wealthy or powerful individuals can afford private ships, and even those can’t afford to fly them very often. Fuel prices, ironically, have never been lower due to the nature of space-flight.

 First warnings about what might happen if the communication systems are overtaxed are set out and routinely ignored as “doomsaying.”

 Centra is discovered. Magic is incredibly strong here, to the point where the most potent Magicians can perform limited elemental manipulation spells. For this reason it is assumed that Centra is the centre (hence the name).

 Eratwaen is discovered, and magic is even more potent there. Centra is renamed Prima, for its position as the first candidate as a centre.

 Eratwaen is colonized differently; the colonists are carefully selected, and all but a select few of them are mind-wiped.

 Those who were not are given the code-name “Gods,” and are to monitor the other Colonists.

 It is believed that a society which believes it has always been on a planet and has nowhere else to go would uncover secrets faster than one who has recently arrived. For this reason, the Eratwaenians are deprived of all technology, except, of course, for the Gods.

 All contact with Eratwaen is lost after a freak Void-Storm cuts the connection. There is concern for the safety of the Eratwaenians, but it rapidly changes to excitement as the realization that now even the Gods have no way off the planet.

 A few years before communication between Eratwaen and the rest of the colonized planets goes down, a spatial rift is discovered. A ship is sent through, but is never heard from again. Attempts to explore this rift are abandoned.

 Limited reinforcements are made to the communications system, in the hopes that this would protect them from further Storms.

 There are no available records on what happened to the hub world, or indeed where the hub world even was, but shortly after the reinforcements were made communications failed throughout the colonies. All attempts to re-establish them with the lesser technology available on each colony were unsuccessful. The ships depended heavily on messages from other planets to direct them, and without them the FTL drives were simply too risky. Many people tried anyway, wasting precious ships on impossible tasks.

3. Dark Age Period

 Began immediately after the end of the Colonization period.

 Lasted ten thousand years exactly.

 Nearly all of the knowledge gleaned during the Colonization period was lost.

 Many, many dictatorships rose up as more educated, intelligent, wealthy or just plain lucky people used their respective advantages (knowledge, power, access to technology) to usurp the current leadership and implant their own.

 Some closer-together planets maintained some form of relations, but most were so isolated that, after generations of existence, they simply forgot that there were other habitated planets.

 Most societies degraded to a certain extent. A few even became ‘feral,’ where the humans had reverted to hunter-gatherer-style existences.

 Terraforming technology lost, despite the immense importance placed upon it

4. Anno Domini

 Began at 0 AD, exactly ten thousand years after the beginning of the Dark Ages.

 The Lord Emperor rose out of Prima and began reuniting the colonies. Behind him flew thousands upon thousands of ships, from warships aimed with newly created laser weapons along more conventional and practical projectile weapons, to supply ships sent to aid less fortunate planets. Over the course of twenty years, the Lord Emperor converted or conquered most of the Orion galaxy, the Primarin home-galaxy, along with several hundred planets in neighbouring galaxies. No man ever saw the Lord Emperor, and dissenters screamed that he was a figurehead for the Primarins.

 Over the last few hundred years, only a little of what was lost has been regained. A little more than half of the colonized planets have come under the Lord Emperor’s command.

 Slavery was legalized to repair damage to the Empire’s industries sustained during the Dark Ages, but has not yet been shut down despite promises that it would be as soon as it was no longer necessary.

 Most piracy in recorded history during this time, as the Lord Emperor’s rule did not encompass all planets.

 New FTL drive invented, which allows for travel without updates from the home-planet. The discovery is credited to the Lord Emperor.

 Has lasted for 245 years, which would make the Lord Emperor 300 years.

 Magicians have made significant leaps in their studies, and some are now conducting dubious experiments upon human subjects. These range from altering foetuses and embryos to implanting glands. Very few have resulted in anything but irreparable brain damage.

 The search for the Centre has not been forgotten, though the old enthusiasm has vanished.

 Rebellion hides in every corner, and not all the rebels have good motives.

2. Techonology.

1. Lasers.

 Lasers remain in use as a tool for pointing out things, determining accuracy, levelling objects, etc.

 However, ‘superlasers,’ ‘weaponized lasers,’ or simply ‘light-based weaponry,’ have/has been created. When the Primarins left their home planet, their strongest warships and all of their capital ships were usually equipped with at least one laser. This continues to be the case with military ships, though some of the more foolish Pirate Lords have tried putting more than one on.

 A laser weapon is, in essence, a ship’s version of a sword. Instead of piercing a target as a solid round would, or bursting its armour like an explosive round would, a laser weapon slashes or cuts through. While it can be fired directly at a target (usually called a ‘thrust’), the incredibly small point on which any damage is inflicted makes this useful only for pinpoint strikes. Even then, the amount of fire required for even a split-second’s fire makes this impractical. A slashing motion, however, is capable of cutting an unshielded ship in half. This makes them incredibly useful in ship-to-ship duels, but against planetary defence systems or large groups of small ships, such as pirates, the results can be underwhelming at best.

 The amount of energy required to bind energy into a solid weapon is ridiculously high, meaning that a poorly-planned or avoided shot can leave a ship with low-level generators dead in the water. For this reason, merchant ships, pleasure ships and other more ordinary vessels choose not to use them.

2. Terraforming.

 Terraforming, in the days of the Colonisation Period, was a simple and efficient process. Wind speed, water content, heat levels, oxygen levels and other such phenomena were controlled from orbit. When the time was right, plants would be bred that could survive in the soul, followed by herbivores capable of eating these plants, followed by carnivores capable of eating these herbivores. When the ecosystems all proved relatively stable, humans were sent to live on the planet.

 A similar process still exists, but much cruder technology means that this process can take years instead of months, and since breeding the animals to order is now impractical (if not impossible), finding the right species for the planet can take decades.

3. Solid round weaponry

 Solid round weaponry is still largely unchanged, even after more than 10,000 years of use.

 The main difference is the targeting equipment and stability. Many weapons can now fire in excess of twenty rounds per second without so much as a twitch from the gun, and with the fairly ancient advent of digital crosshairs it has become fairly easy to turn an opponent into something approaching red mist in a very short period of time.

4. Digital Crosshairs.

 They measure wind-speed, take into account recoil, consider the weight and travelling speed of the round, and come up with an accurate assessment of where the bullet needs to be fired in order for it to hit the target.

 The crosshairs consists of two separate lines; one vertical and one horizontal. The vertical line lines up with where the gun is pointing, and the horizontal line lines up with where it should be pointing. When both lines are pointing where they should be, the lines will turn green. In neutral mode, the horizontal line targets anything marked as hostile. In offline mode, both lines stay where the gun is pointing. In hostile mode, anyone not marked as a friendly is marked as hostile.

 People are marked as hostile if they fire at you, or if software is detected locking on to you.

5. Explosive Tech

 Explosive technology is largely unchanged, except that there are now bombardment weapons designed to pass through the atmosphere without burning up.

6. Shields

 Shielding is available for ships, but usually it is only employed on pleasure ships. It is flimsy, requires a fair amount of energy, and is prohibitively expensive. Any military or cargo ship not solely concerned with looks will stick to combat-armour, and a few hundred slaves with training as engineers.

7. Ships

 Ship size and power can range from one-man fighters to massive capital ships. The biggest ship ever recorded is the Lord Emperor’s own flagship, the Imperial Fist. It is also the most powerful, and rumour has it that its armour is made of a substance capable of surviving even a direct laser strike

 Fighter-jets are small and manoeuvrable, making them useful for getting close to enemy ships and doing damage to vulnerable bits. However, slapping too much armour on them would defy the point of having them, since it would make them too big. This makes them prime targets for point-defence guns, usually intended for intercepting missiles, meteorites and large solid rounds. Fighters often end up spending more time engaging in battles with other fighters, which leads many tacticians to question their usefulness. There are several popular classes of fighter, a few of which are available to civilians (with the weapons aboard limited to cannons, of course). The most popular is the Series Seventeen Vanquisher (S17-V for short), which is known for its relatively high armour and access to a small, short-distance FTL. Generally, fighters do not have access to FTL drives, as their role in combat (avoiding enemy fire like the plague and engaging in dogfights with other fighters) means that fuel must be conserved until the battle begins. However, the Vanquishers have been a line of civilian escort-ships for as long as anyone can remember, and most merchants don’t want to put up space for their escorts to dock when they could simply buy a gunship.

 Gun-ships (often called drop-ships within the military for their secondary feature) were originally civilian crafts. An enterprising merchant decided he was tired of pirates robbing him, and he was even more tired of the escorts he hired to protect his ships running off at the first sign of trouble. He took a good deal of his money to a mechanic, showed him his plans, and asked the mechanic to name his price. Curious, the mechanic told the merchant he’d do the job for free so long as he could come along on the first round trip. The merchant agreed. The ship received several major upgrades, including a massive upgrade to armour, and several large guns being attached to the sides and top of the ship among other hardware. The most notable thing, however, was the software update the merchant had designed: an incredibly powerful target-finder program that would later be adapted by the military. The ship made it through the pirate-infested space between the merchant’s home-planet and his destination fine, but was shot down as a pirate vessel upon entering his destination’s air-space. The military got its hands on the ship, took it apart, wrote down its plans, stole the program and left. Later, a similar ship became available for purchase on the ship market (though it required a special licence), and a more powerful military version appeared at the next attempted insurrection. This ship was used to transport soldiers from the ships in orbit to the ground (or to an enemy’s ship), which effectively eliminated the dangers of attempting to land a frigate on enemy soil.

 Frigates are the backbone of the military’s space forces. They are durable, easy to maneuver, possess powerful weapons, and are generally well-rounded. Many space battles have occurred where the only types of ship present were frigates, though more commonly they are used as guards for the massive Capital ships. Frigates are commonly armed with missiles above all else, usually Axe-class heavy explosives.

 Capital ships are the real heavy-hitters of the fleet, and usually fleet commanders can be found within them. They’re more like floating cities than ships, in truth, with entire sub-cultures existing within their bowels. This only makes sense, for to support such a massive ship requires everything from tailors to entertainers to mechanics. They carry extremely powerful weapons, such as nuclear explosives, accelerated-mass guns and lasers. A single capital ship can take down three or four frigates without sustaining more than a few injuries.

8. Armour.

 In space, body-armour generally isn’t a concern. If you’re in serious danger while piloting a ship or manning a gun, a bit of armour isn’t really going to help. However, there is the threat of a boarding party, so vital personnel are assigned bullet-proof weave armour. While this is not complete proof against wounds, especially if the attacker isn’t using a water-pistol, it’s better than nothing and doesn’t restrict quick movement in the slightest. It will also usually turn a blade or deflect shrapnel. This is worn underneath the ship’s uniform. (Note: All personnel are required to be in possession of a sidearm of some sort, preferably lower than .22 calibre so as to avoid damaging important equipment.)

 Ground forces and dedicated boarding parties, however, have better armour. The bullet-proof weave is still worn, but overtop of it is a much sturdier ceramic armour. Certain pirate factions also use archaic metal armour, which is arguably more able to deflect bullets, but is much heavier and harder to maintain. The added protection has been known to deflect bullets in excess of .50 calibre, though.

3. Clan System

1. Clans are large political bodies, originating mostly on Prima, which have spread throughout the galaxy. Most families now have the last name of one of the clans, though a few planets have kept the old traditions of choosing a last name based on occupation, or passing the last name of the father to the child.

2. Ferenczys

 The Ferenczy tribe is by the far the largest. Rumoured to have its origins on the birth planet itself, the Ferenczy tribe gained total domination on Prima and proceeded to spread from there. The Lord Emperor is apparently a Ferenczy.

 The Ferenczys have the greatest amount of technology of any of the clans, and they disperse it to planets they feel ‘deserve’ it. Many of these planets have a majority of Ferenczys.

 The largest density of Ferenczys is centered in the core of the Empire, though there are a surprising number of them in the rim, and a not-insubstantial number in the middle areas.

 Ferenczys prize knowledge and intelligence above all. There is a story about how the Lord Emperor tricked the other clan-leaders into fighting each other, then, when only the Zervosi, a powerful military branch, were left, challenging him to a one-on-one fight. The Zervosi leader, a Grant Norzen, refused at first. He had the advantage, numerically, and the Ferenczys’ superior technology was not so far in advance of what the Zervosi had that they could not simply grind them into the dust under a mass of bodies. However, the Lord Emperor managed to convince a number of Zervosi soldiers to attempt to assassinate the Zervosi leader, but was careful to choose only incompetents. Killing the leader, only to have another rise to power almost immediately, would not benefit the Ferenczys in the slightest. Finally, the Zervosi leader took back his refusal of the Lord Emperor’s proposal and agreed to duel with him. The Lord Emperor was victorious, naturally, and shortly after the whole of Prima began its ‘great project;’ the creation of a fleet capable of conquering the stars.

3. Zervos

 Zervos is one of the youngest clans remaining after the Lord Emperor took control of Prima, but their military prowess is impressive nonetheless. Generally, Zervosi are used as shock-troopers in the military, but it is not uncommon to find hitmen and thugs that identify as Zervosi. There are even a few pirate tribes that use Zervosi symbols.

 The history of clan Zervos is very hard to distinguish, but they rose to power very close to the end of the Dark Age. They distinguished themselves as capable soldiers, but there seemed, at the time, to be only a few of them. They seemed only able to ever field one army, and that army moved very quickly, struck hard, then retreated.

 This impression was proved false at the Battle of Umtralia, where they drew a Ferenczy force attempting to avenge a strike at their capital into an ambush that dwarfed their army to a scale of three. After that, the Zervosi stopped hiding their full strength. The war lasted roughly three weeks after that point.

 True Zervosi are very loyal soldiers/pirates/‘employees,’ which is what made the story of the Lord Emperor convincing Zervosi foot-soldiers to attempt to assassinate their leader all the more amazing and unlikely.

4. Xenos

 The Xenos (or Stranger) clan has proven roots back to the Hub world of the Colonisation era, but you wouldn’t know it from the way they act. Instead of maintaining communications throughout the known universe, they trade, steal, cheat, and most of all, lie. The Xenos have mastered the art of lying, to the point where the symbol an active Xenos wears on his silk jacket is a pair of theatre masks, one laughing and one crying. It is absolutely impossible to determine exactly when a Xenos is telling you the truth and when one is lying. Their faces are perfect masks; their tones are pitched in just such a way to get the absolute maximum positive (or negative) response from you they can, and their anecdotes are legendary amongst the tale-tellers of the galaxy. They barely participated in the Primarin wars, preferring to trade with all sides.

 

App:

 

Name:

Clan (If any; if not included in name):

Allegiance(If any; normal Imperial citizens would not need this. This means Imperial military, Pirate, rebel, merchant's guild, etc.):

History:

Occupation:

Gender:

Appearance:

Ship (If any):

Edited by Snowskeeper

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I really like the infomation and depth in this Snow. Will there be any infomation on different armour that the ground forces use?

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Close enough. Xl;; And alright, Falzar, adding an app form now. Sorry how disorganized this is; I really need to think things through better before I start doing them.

 

EDIT: Alright, that's it. When I have the time, I'm moving this to a wiki and deleting every single failed bullet on that list. Bloody hell...

Edited by Snowskeeper

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Name: Eliza Scarlet

Clan (If any; if not included in name):None, although she has Xenos blood in her veins.

Allegiance(If any; normal Imperial citizens would not need this. This means Imperial military, Pirate, rebel, merchant's guild, etc.):None as of yet.

History:She was one of the latest experiments on integrating magic into the human system, which involved large amount of experimentation when in the fetal stage of birth. As a result, her magical abilities are safely above average, but she's also completely insane. To make things worse, the scientist that raised her taught her that life was trivial, and she learned to enjoy the act of killing. After a raid on the lab that she was born and raised, she managed to escape. She's been hunted down by authorities ever since.

Occupation: None.

Gender: Female.

Appearance: About 5'6", very thin, and skin that's pale on the verge of being blue, due to the experimentation done on her before she was born. She has black hair that's cut short, and hazel eyes. Generally wears a white cloak over simple clothes she can find.

Ship (If any):

 

And with your okay, Snow, I'd like to make another character.

Edited by Falzar

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Name: Eliza Scarlet

Clan (If any; if not included in name):None, although she has Xenos blood in her veins.

Allegiance(If any; normal Imperial citizens would not need this. This means Imperial military, Pirate, rebel, merchant's guild, etc.):None as of yet.

History:She was one of the latest experiments on integrating magic into the human system, which involved large amount of experimentation when in the fetal stage of birth. As a result, her magical abilities are safely above average, but she's also completely insane. To make things worse, the scientist that raised her taught her that life was trivial, and she learned to enjoy the act of killing. After a raid on the lab that she was born and raised, she managed to escape. She's been hunted down by authorities ever since.

Occupation: None.

Gender: Female.

Appearance: About 5'6", very thin, and skin that's pale on the verge of being blue, due to the experimentation done on her before she was born. She has black hair that's cut short, and hazel eyes. Generally wears a white cloak over simple clothes she can find.

Ship (If any):

 

And with your okay, Snow, I'd like to make another character.

Of course. V_V So long as you can handle it.

 

Uh, exams are starting, so my shameless procrastination has doomed this roleplay to waiting another week.

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Name: Ray Zenna

Clan (If any; if not included in name):Xenos

Allegiance(If any; normal Imperial citizens would not need this. This means Imperial military, Pirate, rebel, merchant's guild, etc.):Pirate

History:Always a trickster, and even more a smooth talker, he's been known to get himself into trouble, and having to be bailed out by his friends. He mainly focused his education on learning to fly high-speed ships, and was accepted into the milatairy. After he was dishonorably discharged, he hooked up with Pirates to get back into the air. He also does mercenary works if the pay is good and the job is easy.

Occupation: Pirate and Mercenary

Gender: Male

Appearance: Short cut black hair, a long scar that cuts through his left eye (which has been replaced with a mechanical duplicate), tanned skin. Fairly tall and thin, about 6'4", and all around average.

Ship (If any): White Crow, a small 2 person ship with a severe amount of armor cut to increase maneuverability.

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Name: Ray Zenna

Clan (If any; if not included in name):Xenos

Allegiance(If any; normal Imperial citizens would not need this. This means Imperial military, Pirate, rebel, merchant's guild, etc.):Pirate

History:Always a trickster, and even more a smooth talker, he's been known to get himself into trouble, and having to be bailed out by his friends. He mainly focused his education on learning to fly high-speed ships, and was accepted into the milatairy. After he was dishonorably discharged, he hooked up with Pirates to get back into the air. He also does mercenary works if the pay is good and the job is easy.

Occupation: Pirate and Mercenary

Gender: Male

Appearance: Short cut black hair, a long scar that cuts through his left eye (which has been replaced with a mechanical duplicate), tanned skin. Fairly tall and thin, about 6'4", and all around average.

Ship (If any): White Crow, a small 2 person ship with a severe amount of armor cut to increase maneuverability.

Accepted, though I have some questions about the ship. Does it have living quarters (food preperation, bathroom, etc.) or is it an escort fighter kind if thing?

 

Also, I'll have a reply up ASAP, I just really want to get started on the wikia I've been thinking about for the last month. I don't want someone making a mistake because I hadn't provided enough information.

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If I'm not to late to hop in here's my app.

 

Name : Johann Ferenczys

Clan : Ferenczys

Allegiance : none yet trying to enter the military

History : Lived on a planet in the rim on relatively isolated farm. His grandfather who served in the Primarin army heavily influenced him in his career choice, his own son being unable to follow him due to health problems. He's entirely dedicated to the Primarin cause and quite naive, due to having lived a sheltered life.

Occupation : aspiring soldier

Gender : male

Appearence : 1m83, quite square, longish mop of blonde hair and green eyes

Ship : Pride of Xena, it can accomadate around 5 people with rudimentary living quarters. It's a pretty old ship though.

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If I'm not to late to hop in here's my app.

 

Name : Johann Ferenczys

Clan : Ferenczys

Allegiance : none yet trying to enter the military

History : Lived on a planet in the rim on relatively isolated farm. His grandfather who served in the Primarin army heavily influenced him in his career choice, his own son being unable to follow him due to health problems. He's entirely dedicated to the Primarin cause and quite naive, due to having lived a sheltered life.

Occupation : aspiring soldier

Gender : male

Appearence : 1m83, quite square, longish mop of blonde hair and green eyes

Ship : Pride of Xena, it can accomadate around 5 people with rudimentary living quarters. It's a pretty old ship though.

Accepted; we'll be accepting new people as long as possible.

 

It's not called the Primarin army anymore, though; most people refer to it as the Imperial army.

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Name: Rogal Dorn

Clan : Tanith ( A small clan whose home planet was destroyed during an uprising against the Lord Emperor on their planet. The remains of the clan are now living aboard spaceships and are highly skilled at most ship based jobs, because of this they are commonly recruited for the Imperial Navy).

Allegiance: Imperial Navy

History: He grew up in a family where his father and brother were captains in the Imperial Navy and his mother served as a senior engineer on board a his fathers ship. He joined the Navy at a young age rapidly rising through the ranks until he was finally promoted to Captain.

Occupation: Captain of the Phalanx

Gender: Male

Appearance: Short brown hair, pale skin (due to long times aboard ships). Robustly built, about 5'4", His hands and quite a few of his body parts are replaced by mechanical augments which help him better control the ship.

Ship : Phalanx a, a prototype ship which is a cross between a frigate and a capital ship and the common name for its type is a Battle-Barge. It is a about two times the size of a frigate and has better armour and weapons but not as much as a capital ship. It also lacks the transport capacity of a capitial ship as its primary use is as a warship.

Edited by delred

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Name: Rogal Dorn

Clan : Tanith ( A small clan whose home planet was destroyed during an uprising against the Lord Emperor on their planet. The remains of the clan are now living aboard spaceships and are highly skilled at most ship based jobs, because of this they are commonly recruited for the Imperial Navy).

Allegiance: Imperial Navy

History: He grew up in a family where his father and brother were captains in the Imperial Navy and his mother served as a senior engineer on board a his fathers ship. He joined the Navy at a young age rapidly rising through the ranks until he was finally promoted to Captain.

Occupation: Captain of the Phalanx

Gender: Male

Appearance: Short brown hair, pale skin (due to long times aboard ships). Robustly built, about 5'4", His hands and quite a few of his body parts are replaced by mechanical augments which help him better control the ship.

Ship : Phalanx a, a prototype ship which is a cross between a frigate and a capital ship and the common name for its type is a Battle-Barge. It is a about two times the size of a frigate and has better armour and weapons but not as much as a capital ship. It also lacks the transport capacity of a capitial ship as its primary use is as a warship.

I need you to fix a few things before I can accept this. ^_^;

Weapons have not advanced to such a stage where it is practical, or even plausible without massive expense, to destroy an entire planet.

I can't really accept the thing about battle-barges either; capital ships are capable of laying down intense amounts of devestation as well as transporting fighters (I mentioned in the opening post that they're capable of taking on four frigates at once and barely sustaining an injury). Also, most capital ships aren't two times bigger than a frigate on their own.

Fix these up and I'll be fine with it. Mostly just stuff I should have had in the opening post, and that will be on the wiki when I finally remember to make it...

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Fixed it up

 

Name: Rogal Dorn

Clan : Tanith ( A small clan whose home planet was destroyed during a war between a Rebel Faction and loyaliststo the lord Emperor) . The remains of the clan are now living aboard spaceships and are highly skilled at most ship based jobs, because of this they are commonly recruited for the Imperial Navy).

Allegiance: Imperial Navy

History: He grew up in a family where his father and brother were captains in the Imperial Navy and his mother served as a senior engineer on board a his fathers ship. He joined the Navy at a young age rapidly rising through the ranks until he was finally promoted to Captain.

Occupation: Captain of the Fury of Tanith

Gender: Male

Appearance: Short brown hair, pale skin (due to long times aboard ships). Robustly built, about 5'4", His hands and quite a few of his body parts are replaced by mechanical augments which help him better control the ship.

Ship : Fury of Tanith , Frigate

Edited by delred

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