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__________________________________________
Maxi Höfler, 23
_______________________________________________________________
Atlantic Federation | Charlatogne, Valois Republic
_______________________________________________________________

D E T A I L E D A P P E A R A N C E

Maxi is in some ways a typical Imperial; Fair hair, fair toned skin, and otherwise possessing more alabaster features usually synonymous with the image of its denizens. Her silver-toned hair flows freely on most occasions, as Maxi found out early on that having a ponytail with long hair was an easy invitation for any manner of tug-based assaults on behalf of one of her brothers. When necessary, she'll take a few moments to tuck her locks into the back of her shirt, but otherwise, Maxi has accepted her vision suddenly becoming a bit more argent to be a fact of life. There's clearly enough care put into it to keep it from becoming overly knotty or tangled, and the apparent care clearly ends there.

Equal parts gifted and developed with a spry body, her lithe frame and swift posture often gives the appearance that Maxi is ready to spring to life at any given moment, even if she's completely laying down. A typical expression depicts her with a smile that is a rather coy one, as if to make the onlooker question whether it's one of a jovial nature or one of unbridled mischief. Given her position, she's almost always found in some variation of the fatigues, but off-duty, her fashion tastes can be described as...all over the place. There aren't many articles that you could not find her wearing. One moment she could be in simple shirts and trousers, the next in elaborate dresses, the next in combined vestments, and so on until all possibilities of clothing have been exhausted.
---P E R S O N A L I T Y

The first rule of growing up in a multi-sibling household: Nothing is fair, even when they say it's going to be fair. Especially if they say that it's going to be fair.

Maxi knew her entire life that she was going to get got. Not getting back at the getter meant getting whatever semblance of respect you had got thrown straight into the gutter, until you just got got again. The natural conclusion? She had to get them before they got her. And she got pretty good at getting. Yes. That means she's going to get you before you get her, too. After growing up with a deep admiration for all things physical, Maxi had a natural inclination toward any involvement which necessitated moving about...combined with her natural, insatiable curiosity, such a conjoinment culminated in a very vivid upbringing. At a very young age, Maxi had already prescribed to herself a doctrine of trickery; One such thing that has only solidified with age.

Although trickiness is almost tantamount to her core characteristics, Maxi is not entirely without recourse. During intense moments, Maxi's eyes widen and her grin deepens into the corners of her cheeks, pooling together her options as she connives her next plot. At the moments where she is in the greatest of peril, the typical attitude is one of silent machination, softly shutting out the world whilst the woman does her best work. A cornered animal is the most dangerous in the jungle, for Maxi does such poetic justice to the phrase.

If not up to some manner of antic or stratagem, she possesses a rather cool demeanor, preferring to make affirming - yet firmly controlled - motions of expression. Although many would describe Maxi to be a fairly expressive individual, still is it infrequent to see her display such that it is the height of any emotion, even in instances where such exuberance is expectation.

---B I O G R A P H Y

Maxi was far too young to remember much of anything about living in the Imperial Alliance. She hazily remembers moving a lot, she knew she only had a slightly older brother then, and she got told very often that it'd all be over soon. From the many, many stories - most of which categorized under the, "We'll tell you when you get older" label - the story of the Höfler household wasn't one to be particularly envious of. Herr Höfler was a distinguished political thinker of Freisinnigen thought, dedicated toward a guided democratic transition into a parliamentary constitutional monarchy. Similarly, Fraü Geißler was an ardent activist for the rights of Darcsens and other indigents. To both, the reaction within their home country was one of increasing backlash, until the point of undesirable status. In the days leading up to the First Europan War, the fledgling couple was faced with one of two possibilities: Exile, or silence.

To be raised in a household so lively and with such plentiful siblingship - whether that be a blessing or a curse - Maxi's dynamic with only brothers to abide by would develop much of her foundational years. There were many a moment at which her birth nationality would subject her to some ridicule, yet, just as soon was it discovered Maxi had quite a disposal at her fingertips. From a young age, then, Maxi had to learn how to use everything she had to access. If there were, in one instance, a clique of bullies intent on making sure that she receive "her fair share", then too would hatching a plot even the odds. Whether that be by humiliation, assertion, or inconvenience, from her youth Maxi knew full well how to "get even." Besides, if any of that didn't work out, she always had Walther.

Truth be told, throughout her adolescent years, Maxi was never quite one for following in the family footsteps. Activism, on her mother's side, was one thing she hadn't a particular interest in, for many a year of seeing an unfruitful endeavor quickly turned her away in favor of a less "preachy" career path. To be lead along in her father's path on the road to political theory was one that she found herself a dilettante; One such path that became increasingly clear she was never going to truly adhere to. And while she had many a trick up her sleeve, an enterprise at the travelling circus was one whose emolument would be one to ensure that she'd be a fool. Late in her teenage years, a final elucidation came about, sparked by a discussion with both her parents; Perhaps the Officer Corps of the armed forces - to follow in the footsteps of the Foreign Legion as they did - would give her the guidance she needed.

There was a slight problem, however...

Maxi was described by her instructors as a very...odd student. There were many aspects of such a dictum which she excelled at (Maxi could awaken at the earliest hours of the morning with greater keenness than even her awakeners had), there were quite a few things which held her back from being a definitively good cadet. Though she displayed a skilled ability at the absorption of information, her scores were often held back by a lack of organization by which this could be condensed and reiterated. Similarly, while she was quite adept at coming to solutions, the unorthodox means by which she did so made her thought process seem quite errant when the time came to inevitably explain her logic. Paired with what was - to put it mildly - a very chaotic dorm room record, Maxi had been at the forefront of the minds of her instructors...for perhaps the wrong reasons.

At the time of her graduation arose the opportunity for Ranger Corps certifications, for such any and all cadets were encouraged to make their go at what was a new and exciting opportunity to lead the Federation's finest. With strenuous questions and very tight tolerances for acceptance, the probability of anyone getting acceptance was slim, to say the very least of what many thought of Maxi's chance. Yet, they all, too, forgot how much a schlenter Maxi was, for Maxi would be among the few who received a passing grade on their exam. They of course had their skepticism, their doubts, but at the end of it all, Maxi was rightfully entitled to her position in the Rangers. It has been there, at the 21st Armored Rangers Corps, where Maxi has pridefully taken her band, and there too, partaken in the traditions of such elites.

---P O T E N T I A L S

Troublemaker: There's no denying that Maxi has a penchant for getting herself into tight spots. Sometimes, it's her getting overly confident. Sometimes, she makes the wrong calls. And other times, the girl just wants a challenge. No matter the cause, the simple truth is that no matter where Maxi winds up, she's walking arm-in-arm with trouble.
Carnie: From a young age, Maxi's favorite hobbies have included performing handstands on two fingers atop a glass bottle, folding her legs behind her head, and diving off balconies into swimming pools while doing a few backflips. As one might expect, Maxi is very deft, her evasive maneuvers excelling at throwing off the aim of others and reaching difficult spaces an elementary task. She's great at parties, too.
Thorough Trickster: Anyone who has been in the Ranger Corps for longer than 5 minutes will be more than glad to point out Maxi's famed reputation as a practical jokester. Her plans are meticulous, planned and set up over several months at a time, and set up in such a fashion that they're always sprung whenever need be. Maxi's aptitude for planning extends into making battle plans, often finding intrigue in improvisation that blossoms in the form of finding out how to ambush her foes in very...creative ways.

---E Q U I P M E N T

- Lenfield M3
- F1 Grenades
- Ragnaid
- BD-3 Light Armor
- SPG-3 Grappling Device (Gizmo)
- Throwing Knives (Requisitioned)

---A F F I L I A T I O N S

- Eckhard Höfler (Father)
- Kristin Geißler-Höfler (Mother)
- Walther Höfler (Older Brother)
- Dominik Höfler (Younger Brother)
- Leon Höfler (Younger Brother)
- Adrian Höfler (Youngest Brother)

---R E L A T I O N S

None at the moment.

-
-A Template by Load Wraith


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Socialist Federation of the Union of Vilturia



Geography:


|Geographical Location of Country:|



|Country Size:| 3,449,603 Square Kilometers
|Cities:| Self-explanatory, I hope. Important cities, basically.
|Natural Resources:|
The Republics within the Federation are vast and many, and the immense variety of climates and terrains within Vilturia produce a wide range of resources for the harvest. From the rubber plantations of Vatn to the lush fields of Oran where sorghum grows like weeds, Vilturia has made plentiful use of its varied landscapes. With no shortage of metals nor lumber, the internal market of Viltura's construction resources has been able to keep up with the demanding needs of the Ministry of Industry; After all, to produce more requires to build more, and the wheels of progress cannot halt.

Unlike many of its neighbors, Vilturia possesses only adequate deposits of oil; A far cry from the Dominion to the north or Geisel to the southwest, Vilturia's oil reserves are remain both within difficult lands, beneath scores of porous rock which collapses easily, and do not nearly reach the immense depths that the Dominion boasts about. Widespread expansion of the most prominent oil deposits in Macha and Helia would be an invasive and costly procedure, to say little of the ruination of its surrounding lands which rely greatly on pasture-based agriculture. As such, what would otherwise be the most prominent deposits in all of the Union remain exploited only to a fraction of their potential.

In turn, Vilturia has taken upon itself to do its best with alternate sources of energy: The rich volcanic ranges along the Skadtin Mountains which span across much of the country provide ready sources of geothermal electricity, and the wide-reaching development projects of the First Ten Year Plan have steadily led to a series of dams and reservoirs, which in turn provide much of what was once undeveloped countryside into new industrial cities with electricity and water. To accommodate for the pressed supply of oil, a linked urbanization initiative was undertaken, instead incentivizing citizens to use mass transit options. Urban rail lines, walking, and cycling are all the most numerous means of transport; Almost no citizens who reside within urban spaces own automobiles, and only agricultural laborers on them for the sake of their work. A majority of Vilturian gasoline is synthetically produced or refined; E-50 (50% petrol, 50% ethanol) and E-100 gasoline are the most frequently-utilized fuels, and Vilturia's immense agricultural yields have ensured that - no matter what - a steady source of cheap, plant mass-based fuel will always be ready.

People & Culture:


|Population:| 453,662,114 (1930 Census)
|Demographics:|


|Government:| Officially, the Union of Vilturia regards itself as a Unitary Multi-Party Federative Socialist Republic. Unlike their socialist or social-democratic brothers, the Union is opposed to a liberal concept of democratic government: They believe that a strong Vanguard of the most class-conscious people can best run society like the mild leadership of a conductor of an orchestra, and appropriately have taken it upon themselves to ensure that any counter-revolutionary elements in the post-revolutionary Vilturian society have no say in the affairs of the government. Instead, a selection of approved political parties are allowed to organize and engage in elections, themselves preferred to be organized on a municipal basis.

|Ruler:| The Revolutionary Union Congress acts as the primary legislative and executive party of the Vilturian Union. It is composed of elected officials, first from the six Federative Republics of the Union, then from each individual district within (itself based upon population).
|Volksgeist:|
Revolution is not simply a one-time event. It is a continuous process by which the wheels of history must churn, and for such wheels of history to turn as they do, the revolution - by its very namesake - must turn as well.

Socialism, in turn, is not merely a means of governance or economics.
|Religion:| Following the Revolution of 1911, officially the Vilturian Union has adopted an atheistic state policy, and as such actively decries religion as illegitimate.

|History:|

Give me something meaty to work with here.

|Armed Forces:|


|Vilturian Revolutionary Army:|
Forged in the fires of the Eilíftirian Civil War, the modern VRA traces its ancestry back to the hardened guerilla fighters of the Eilíft Peasant's and Worker's Red Army. In bloody ideological struggle the foundations of the VRA were forged, and has since tirelessly marched forwards into the present. Transformed from their humble beginnings as a simple peasant militia, the VRA has come far from its scattered beginnings, and now stands as the sword and shield of the Worker's Revolution.






|Vilturian Revolutionary Navy:|
For much of Vilturia's history, the Navy received the lion's share of the defense budget. Considering the raw naval potential of neighboring Sairish Empire to be one of their largest threats - the still-young Vilturian Union still reeling from civil war - the choice for the Navy's prioritization in turn was spurred by a scare within the population at large that opportunists within the Empire's Expansionist Party would push for quick land grabs during the revolutionary period. At the conclusion of the First People's Congress, it was soon after decided that a serious effort at naval buildup would be necessary to deter any would-be powers. Outlined in the First Ten Year Plan, the priority of the VRN would be to:

  • Establish a surface fleet that was capable of defending the Union's vast coastline.
  • Create a naval force that was - at bare minimum - capable of withstanding an assault effort from Geisel or the Sairish Empire.
  • Have a fleet capable of power projection across the Southern and Eastern Oceans.

With the conclusion of the First Ten Year Plan in 1925, budget reallotments - as well as the creation of the Vilturian Revolutionary Air Force - largely signaled the conclusion of Vilturia's period of naval buildup. The resulting conclusion heralded the VRN's status as one of the most impressive naval forces in the world; A novel fleet, unrestrained by past doctrine or tonnage. Yet as it stood, the Vilturian Navy faced a crossroad of design philosophy: Some proponents of the school of power projection suggested the development of an aircraft-carrier focused battlefleet, supplanted by cruiser and destroyer screens that could easily strike well above their weight while having an operational range that surpassed any naval gun known. Others insisted on a more traditional-styled battleship focused fleet, in which the VRN would be engaged in a tonnage race with the Sairish Empire's mightiest vessels. As of 1930, the former's design philosophy has edged over the latter's, as the Union has pushed the majority of their efforts into their carrier fleets. All this said, the VRN remains nothing short of thoroughly impressive.


|Vilturian Revolutionary Air Force:|
After the onset of the Revolution of 1911, the Revolutionary Army was swift to notice the ever-more increasing importance of air power on the modern battlefield. Initially organized as a subdivision of the Vilturian Revolutionary Army, eventually the subdivision itself grew too large to be considered such for much longer, and was reorganized into the Vilturian Revolutionary Air Force in 1921.



|People of Interest:|


POV characters. A short description as well. Feel free to update this as you want to.

Stats:
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CS

Name:
Age:
Species: Abhuman (-ish)
Appearance: Image, along with height in feet and inches.
Role in the ship: Basically what you do as part of the expedition. Are you in charge of maintaining the engines, leading boarding actions, or what?
Notable Equipment and Augmentations: No need for a detailed list for literally everything. Just need what weapons, armor, and cybernetic enhancement your character has, if any. Make sure to describe their capabilities.
Skills: What are you good at? Are you a good shot? Great at stabbing heretics? If you're a psyker, add what psychic disciplines you specialize in.
Biography: Basically your life story. Two paragraphs minumum. It is essential that you add how they got to be part of the Rogue Trader expedition to begin with.
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"We have lost the way.

Greed has poisoned men’s souls - Has barricaded the world with hate. Has goose-stepped us into misery and bloodshed.

We have developed speed, but we have shut ourselves in. Machinery that gives abundance has left us in want.

Our knowledge has made us cynical. Our cleverness, hard and unkind. We think too much, and feel too little.

More than machinery, we need humanity. More than cleverness, we need kindness and gentleness.

Without these qualities, life will be violent, and all will be lost."

- The Great Dictator's Final Speech



All the world of Uniya shook to its very core with the outbreak of the Great War in 1909. With the powers of the landship and aeroplane, poison gas and machine gun, the consequences of the industrial revolution finally came to unfurl in a war so great - so horrid - that none might ever think to repeat it again. Promethium engines and sprawling industrial complexes produced death machines on such a scale that the world had never known before - and so far, has yet to know again. The War to End All Wars fractured every corner of the world as the full capacities of the world's war machines sprung to life, and so with them did the Great Power's multitudinous colonies and allies did throw themselves into the fray.

Untold millions lost their lives in the seven bloodiest years of history - scars which some say will possibly never fully heal. And others yet say that we are headed straight away onto a path to a second, far more insidious war. But, such talk is surely just rumor and unwarranted anxiety. Right?

The year is 1956, and some forty odd years have passed since the inception of the most deadly conflict of all history. The rise of communism and fascism have radically altered the global political scene since their inception after the Great War, as part of an eternal struggle against the role of the state and revolution. Needless to say, the world is a radically different place - the pace of industrialization only steadily marching onward - and the horrors of the Great War are, to most, but a distant memory. Yet, not all are content with the status quo which was so proudly proclaimed those four decades ago. All nations of the world seek peace, of course - but a peace on their own terms. And the peace that was settled on that fateful day in 1916 has certainly not gone so well for some...



In the wise words of a certain Brazilian NRPer, "It's been too long since there's been a good Dieselpunk NRP on RPG".

For about the 4 or so people who are around for that long and are still in the loop, this is an attempted re-rendition of the Dieselpunk Nation RP The Fumes of War. Sadly, the originals never got too much in the way of IC traction, but the high concept has always been a fun one to me, and i've always toyed around with the idea of it finally getting something underway for a long time.

Thankfully, the original writer has allowed me to take it into a new edition, and for that, i'm proud to present: The Fumes of War. Inspired by dieselpunk and film noir works like Iron Harvest, Bioshock, Wolfenstein, DUST Tactics, and The League of Extraordinary Gentlemen, the themes of FoW, to put it in simpler terms, is what happens when the idealism of steampunk runs out. The horrors of the Great War brings the Victorian romanticism to a clothesline stop, and the rise and fall and rise and fall of society in the wake of this upheaval brings around a black-and-white renaissance. Flappers. Avant-Garde style. Jazz. Futurism. Swing. Muties. Weird Science. Rock and Roll. Wardenclyffe Towers everywhere. Mobsters. Big, grandiose mega-projects and modern marvels. Bright, glitzy, electric-buzzing cities of the future.

All of these things - if nothing else - are anything less than unsubtle.

Now, to keep things semi-tethered, i'm going to implement a couple of tricks i've kept up my sleeve throughout my time doing NRPs. There will be a couple of important Great Powers - and their overseas colonies - that anyone will be able to implement events for as NPCs. How you interact with them can keep the global political scene tethered to something apropos a global "flash point" for various scenes of intrigue. When the OOC goes live, there will be a "Country Bible" that lists out the actions that are acceptable or not for each respective country, as to assist with your endeavors. For just this IntCheck, i'm proposing a Council of Nations similar to the failed OTL League of Nations that intends to have its varied flaws - if not also its purpose.

If you look at the claims map then back at the world map, you'll notice that this takes place in a specific region of the world - not the entire planet. Again, it helps keep things tethered, and it's also in part due to the superpowers of the world. There will be 3 world superpowers - none of which are directly played or playable. Instead, they help align the world into a handful of approximate power blocs that represent spheres of influence and ideological inclination. They're going to be made in such a way that



FAQ:


Promethium? What's that?
Promethium is a fictional substance refined from promethite - a porous, clay-like sedimentary rock that often formed from the decay of prehistoric mountain ranges due to extensive weathering. Unrefined promethite is an acrid substance with a dull orange hue evocative of sulfur and the smell of burning salt. When refined into promethium, however, it becomes a translucent, reddish-yellow liquid much denser than conventional petrol. When used in internal combustion engines, promethium fuel engines burn at some nine times greater efficiency when compared to gasoline. The chemical reaction that results as a result of oxidized promethium burning results in the creation of water vapor.

Promethite refining leaves behind a solid mass of alkaline compounds that take on the form of a bluish or purple slag, known as Veryllium. Veryllium can be alloyed with metals to make them incredibly hard. It is also used to tip the shells of special armor piercing rounds, giving them unparalleled penetration. When used in the synthesis of ceramics or plastics, Veryllium compound polymers make fantastically good conductors for heat and electricity.

Naturally, promethite deposits are highly coveted, and the production of promethium has fueled the industrial revolution of Uniya.

What's The Rules About Mechanics and Stats?
If you need to ask, you're in the wrong place. If I need to ask you to not pull a magic nuke out of your pocket, you're in the wrong place.

WhAtS tHe TeCh LeVeL?
So, you've played Wolfenstein, right? Like, the new ones published by Bethesda, yeah? And Bioshock, too? Think of that sorta aesthetic. I'm pretty willing to let there be some "rule of cool" shenanigans going around with flying airships and mecha and that sort of thing. A lot of the inspirations come from 50s-era comic book super-science and pulp fiction, so there's bound to be some fairly out-there stuff. Keeping a consistent "feel" and tone is more important - so think of everything with a heavy dose of retro-ism dashed onto it. Jets and rocketry technology are still relatively new and are in their infancy of design when compared to OTL - Think like medium-range SSMs and 1st generation fighter jets. Just try not to masturbate over it and remember to actually write about something that isn't the Uberpanzerkampfflauger XVII Ausf. J and it's 200 millimeters of frontal armor.

TL;DR Think like a more 1950s flavor of Dieselpunk that's bleeding into Atompunk. Basically, think of like Pre-War Fallout and Wolfenstein: The New Order.

What about nukes and nuclear devices?
While nuclear science in its theoretical state is quite advanced due to the overall theme of "SCIENCE!!!" at play in the FoW-verse, uranium-based nuclear engineering remains in its relative infancy due to the extreme costs and limited applications compared to promethite and veryllium-based chemical engineering. Uranium enrichment is almost entirely a military concern in most cases.

While most nuclear bombs aren't immediately discounted, their development likewise came during a time when other fields of super-science advanced just as quickly - if not quicker - than the development of nuclear weapons. As such, the capacities for nuclear defense will likely have matched (if not surpassed) those of nuclear attack, so even utilizing a nuclear device will also mean is likely to be intercepted.

So what's the mention of Psykers and Muties and Weird science all about?

It's a core component of this rendition of FoW. Taking more influence from pulp fiction and very early science-fiction, the laws of physics and reality here are much more...malleable than what we're used to. Super-science projects are fully alive and well and thriving in the technological advancements made since the Great War and the decades to follow.

Think of it as Fallout's equation of science to "SCIENCE!!!". Fantastical super-science experiments (gone horribly wrong) are definitely a thing and the morality of utilizing super-science in the age of rampant industrialism and immense cultural change are big themes here.

Is ThErE A DiScoRd SeRvER?

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Name of Nation:
Soviet Socialist Republic of Macha

Government:
Single-Party Federative Socialist Republic

Summary of Nation:
WIP

History:
TBD

Pressing Issues:
The Looming Oil Crisis

Are We Getting Closer, or Are We Getting More Lost?

The Lion and The Zookeeper

Macha is incredibly proud of its triumphant history of revolution, much like a zookeeper is proud of an old lion.

Many prominent politicians in the Crimson Court have largely rejected communist "orthodoxy", believing that such steadfast, uncompromising ideals are the bygone relics of a former era. Embittered and hardened by decades of realpolitik and Cold War opportunism, the idealism of communism has all but evaporated from the ethos of Machan politicians. Their heroes - their icons - have mellowed with age, follow rules that they once disobeyed, now being led when they used to lead the way. The spirit of revolution that once propelled the Machan nation from a backwards kingdom into the forefront of the world is kept by ball and chain in its cage, where it may be taken out in ceremony and returned to its incarceration when its veneration is no longer appropriate.

Does Macha still believe in all the things that it stood by before? Does it care to be the architect of what it may create? Or are the ideals of the past a death-spiral that will seal its undoing?

Let The Bad Times Roll

Machanese culture has undergone something of a renaissance with the blossoming of its film industry, but not in its limelight. The birthplace of Macha's famous music and greatest artworks had no place in cinemas or galleries, but in basements and garages, where its most acclaimed musicians, painters, and filmmakers passed cassettes between hands in private parties. Formally, the act of publishing without license by the Press Authority of Macha is illegal, yet the ubiquitous presence of these "pirate pieces" leaves the effectiveness of this legislation to be questionable. In one district, the artist of pirated art may find himself jailed for ten years, while in the district not 5 kilometers away, he will be discharged without even a warning by the same authority.

The Press authorities have largely had a...lethargic response to these illegal activities. Hardliners in the Party insist that the Machan cultural underground will be a breeding ground for counterrevolutionaries and reactionaries, but others say they're just kids. Even so, the exotic, illicit appeal of these quasi-legal art pieces bring incredible prestige to Machan culture.

Maybe the Party's hold on media should finally come to an end? Yet, hardliners warn the old time-tested adage: If you give a mouse a cookie, the entire pantry will follow soon after...

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___________________________________
Leonore-Zofia Küchler-Sokołowšky, 22
________________________________________________________________________________________
Volhynia | Hoznán / Horazan, Volhynia, East Europan Imperial Alliance
___________________________________

D E T A I L E D A P P E A R A N C E

Leo towers over most women from the Federation in an almost statuesque posture, her fit and able frame honed from years of hellish regimen. Fair-haired and with two sparkling azure eyes, Sokołowšky's presence is - barring all else - nothing short of thoroughly impressive. Nestled beneath her army cap and helmet belies her back-length blonde hair, pinned up before battles. No matter where she may find herself, nor with how few resources, Leonore makes a point to take care of herself, and takes immense pride in presenting her best appearance. Always presenting with a unshakeable smile, standing as upright as a mighty ancient oak, the Volhynian is always certain to exude an air of confidence about herself.

Leonore's uniform is a piecemeal assembly of uniforms, strewn together over years of scavenging and stitching. Her singular constants are the iconic white, red, and navy armband of the Volhynian flag, which proudly adorns her left sleeve. She makes note to keep it spotless, always rubbing down any grime or gristle which taints it after each and every engagement.
---P E R S O N A L I T Y
"Extrovert" does not even begin to describe the aggressively outgoing demeanor by which Leonore carries herself. There are few instances in which Leo will refuse discourse..and even fewer in which she will not begin to indulge in all manner of queries and commentaries until exhaustion. This, compounded by Leo's rapid pace of speech, couples together to form a thoroughly colorful vocabulary which leaves its audience wondering if what is spoken is truly what she had meant, or if she simply lacks the diction to hold a more fitting conversation. Perhaps a result of years spent around the Federation's most crass soldiers, Leo seems to be very comfortable asking the more blunt questions in life. She may come across as incredibly to-the-point, and perhaps a bit crude, yet Leonora finds no fault in, "telling it how it is", as she puts it.

---B I O G R A P H Y

The twin daughter of a Volhynian comedian and a Leican-Imperial priestess of Valkyrur, Leonora came to in the eastern city of Hoznán (Known in Imperial Standard as Horazan). In the Volhynian capital metropolis, she was immediately immersed into a turbulent period of Imperial history. From the moment she was born, Leo was exposed to the national rebirth of Volhynia, with more and more voices raising their support for the long-awaited recognition of the historic region within the greater Imperial Alliance. These wishes often clashed with the views of the more conservative hardline Imperialists in Schwarzgrad, who frequently decried this national sentiment as being disruptive to the unity of the Empire. Battles in academic circles soon accompanied fights in the streets and countryside. Citing the composite nature of the Empire, many within the upper echelons of the Imperial Alliance felt that the continued nationalist sentiments of Volhynia's distinct culture - as well as many other subject nations within it - were unfounded. In contrast, the Volhynian volksgeist more frequently decried Schwarzgradian dominance over Imperial politics and culture, claiming the Alliance - in truth - was little more than a formality to High Imperial hegemony.

Leonora, even from birth, was thoroughly torn between the Imperial and Volhynian worlds. Torn between two languages and with two names, the young woman was thrown right into this rift. Instructor after instructor would give contrasting views, the wedge between the two nations only driving between the use of Volhynian and Imperial Standard even in daily life. Her childhood was filled with news of insurrections by paper, and dinnertime conversations of national awakening. Confused and looking for guidance, a young Leo often turned toward her father, asking what to make of the incertitude. He would simply give a gentle smile, put a kindred hand upon her shoulder, and spoke the simple words, "It is better to do the right thing and lose than to do the wrong thing and win. Do what is right, not what is easy."

In the words of her benignant dad's advice, Leonore found her sympathies trudging more and more towards the cause of so many who had bravely stood before the Imperial authorities for the sake of an entire nation. Come the fated day where the Imperial prince saw himself assassinated at the hands of of separatists, Leonore had no doubts in her mind; This was the line in the sand, and the Empire would never be willing to allow the cause of any beneath its iron grasp to be free. Then, it was decided. She searched high and low, traversing all manner of old Volhynian societies before finding the group that would eventually become the Volhynian Legionnaire's Society. In the dead of night, Leonore explained her plans, and gave her last farewells to her siblings with a smile on her face, promising them that - when she returned - it would be to a free Volhynia. With a joyously tearful response, Leo departed her home with the phrase, "Just don't tell mom i'm in Valois."

Upon her treacherous arrival across the Adriats and into Federation soil, Leonore's reception along with the Legion's was met with a rather...lukewarm response. It was clear that the additional help was more than welcome - and from Imperial separatists, no doubt - yet these volunteers, Leonore included, arrived to the Federation with a classical Volhynian uniform, a mishmash of whatever arms they carried from home, and what paucity of Federal language they could pick up from the journey over. Simply put, in 1911, the Federation had no clue what to do with this influx of volunteers from Imperial territories, nevermind how to fit them into the Federation's military structure. Yet, it was ever-clear early on that these men and women who arrived had come to fight, and it was quickly decided in the Federation that they would merely do just that. Leo and her compatriots were put through the standard training regime, and in the weeks of training just before the journey to the front, Leo would march and sing the legendary Volhynian marching tunes with nothing but jubilance, confident that this war would be over by the new year - and with the new year would come a new Volhynia, with a hero's welcome.

The years have not been as kind to her as the initial prospects of war had suggested. Through Maren, Chartreuse, Voiseilles, and Sarrebourg, Leonore has persisted through bloody battle and hellish conflict. Many of her comrades have come and gone, yet her determination remains ironclad. Leo has swore unto herself not to let the many deaths of her friends and compatriots go to waste, and now drives her further and further to see the conflict unto its absolute end, with the proud white, red, and navy flying majestically over Hoznán...no matter the cost.

---P O T E N T I A L S

Fierce Patriot: Leonore will die for the Volhynian cause with nothing but joy in her heart and a smile on her face. Overbearingly outspoken about her admiration towards The Fatherland and its noble plight for freedom, she will never cease to "enlighten" others about the glories and wonders of Volhynia. To her, The Empire is a despotic, tyrannical regime which only desires total Europan domination - and if Volhynia and millions of others trapped within Imperial chains are to be free, it must be military defeated. She borders on fanaticism in her beliefs, and will seldom give any ground on any issues related to the cause.

"Ščo?": When Leonore first signed on to the Volhynian Legions and arrived in Federation lands, she came not knowing a single word of the Federal language. Four years of immersion have helped her comprehension immensely, yet Leo is far from "fluent" in any regard; Her speech is heavily accented, and she often interchanges words she doesn't know with those of her native tongue, fishing for a response. She has heard commands and general phrases aplenty to not be confused with battlefield orders, but in more technical, verbose conversations, Eleonora may have trouble keeping up.

"Marš, Vołyniny, Marš!": East Europans are notoriously stubborn, and Eleonora fits this mold quite well. Equal parts valiant, foolhardy, and utterly obstinate, Leonore refuses to allow any obstacle to slow the inexorable advance of her iron heart. She takes this in stride, often urging her comrades when they find themselves in despair to hold their heads high, always proud, and to forever march forward no matter the bleakness of their battle - For when the dust inevitably settles and the storm is weathered, Leo will say: "Never forget that we are saving nations and enslaved people!"

Veteran Legionnaire: From the moment the Great Europan War erupted, Leo immediately dedicated herself to the Volhynian Legion, trudging off to an unknown land with her comrades-in-arms to fight for a free Volhynia. She has spent four hellish years along the trenches and fields of Europa, and has survived some of its most brutal battles.

---E Q U I P M E N T


---A F F I L I A T I O N S

- Mihaiyl Feodor Sokołowšky (Father)
- Emma Küchler (Mother)
- Josef Gareon Küchler-Sokołowšky (Older Brother)
- Rozaliya Ksenia Küchler-Sokołowšky (Twin Sister)
- Riško Marcel Küchler-Sokołowšky (Younger Brother)

---R E L A T I O N S

None at the moment.

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Inès Lévesque, 21
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Atlantic Federation | Ostend, Valois Republic
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D E T A I L E D A P P E A R A N C E

Where once may have lain the face of a Junoesque savateuse has since washed away in the fires of war. Where once a jovial keenness gently softened toward a natural Darcsen beauty now shows in its place the sharpened, ardent features of Inès' stone-cold demeanor. Inès has received many a compliment for her fairness, yet, the incendiaries of war are rarely a beautifier, for where once the young woman smiled in confidence at every turn has she instead produced a steadfast scowl. A world-exhausted tinge spatters across once clearly-bright blue eyes, accompanied by a regular cake of grime and sweat which - in spite of her efforts - pertinaciously reappeared each and every day. The typical attitude by which Inès portrays herself to others is thoroughly exhausted unto apathy, yet one which belies a perhaps uncharacteristic anger towards the common onlooker. Beneath her unassuming Valoisian uniform lay a fit frame, honed from times far prior to her entry in the Great Europan War. Part agile, part powerful, and all thoroughly impressive.

With scant access to any such manner to style her hair, to look at a photograph from when Inès joined the war and compare it to her now is to find a likeliness to an untended park. Long since grown unchecked for the past two years, what once was a short, shaved cut along her sides with an over-fold along the top has since naturally grown to near shoulder's length. Its brilliant, Persian Blue hue shines with the unmistakable heritage of a Darcsen - and its blued, matte muting bears the indubitable conditions of the frontline.
---P E R S O N A L I T Y

Inès is easily irritated, but difficult to make genuinely angry.

---B I O G R A P H Y


---P O T E N T I A L S

Hard-Tempered: The poverty-stricken districts of the Ostende metropolis bred hardships aplenty. Between rampant gangs, squalid housing,

Gant D'Argent: Inès has not earned such an esteemed title for nothing, for the esteemed rings of Valois do not grant such titles willy-nilly. Indeed, Inès has only earned the title of Gant D'Argent through rigorous trial and tribulation - one which has seen much intermittence in the midst of the Great War - and will surely no forefeit such easily. Inès has earned her title, tried and true, through many fights and arrangements throughout the Valoisian underground circuit, and such a mastered savateuse is surely a desired skill admidst the trenches of the Great War - No doubt, a circumstance as to why so many famed savateurs the likes of she have found themselves recruited in the midst of the Great War.

Body Sense: When coupling together her extensive experience in fighting and the nefarious social web of Ostend, Inès has long since developed an acute sense of "sizing others up". Naturally suspicious by necessity, she is able to pick up on even minute changes in posture and positioning, and as such has a honed talent for sensing one's future movements and true intentions.


---A F F I L I A T I O N S

- Joan Lévesque (Mother)
- Guy Lévesque (Half-Brother)

---R E L A T I O N S












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Yerka Zhan, 22
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Azhari | Hekhaz, Azhar, Outer Rim Territories
___________________________________


D E T A I L E D A P P E A R A N C E

Azhari are - if utterly forced at blaster-point to choose - just shy of "Human". The near-Human race of their eponymous homeworld are accustomed to a humid, temperate, and windy climate which permeates throughout the world's vast hills and dotted with shallow oceans. They have sharp eyes with slit, dark pupils evocative of reptiles and are possessive of long tongues, through which their olfactory systems perceive the world in scent and taste.

Yerka speaks with the same wispy rasp that permeates through her race, and finds it simple to hiss and difficult to make harsh, cut sounds, which instead translate to a phenomenon not dissimilar to that of a snake hissing at its prey.

P E R S O N A L I T Y


Yerka is very direct, handling most issues head on and never being one to shy away from confrontation. Though she certainly possesses drive, her temper can prove to be rather short. When provoked by actions she sees as short-sighted or foolish, she doesn't hesitate to interject her own thoughts on the matter, leading her to often question their capabilities or intelligence. Yerka is not particularly shy, seeing displays of herself as natural - and finds it odd that others don't have the willpower to do so in turn. From her old roots at home she developed an appreciation of song and dance, and to this day she still practices the latter. After leaving Azhar and receiving some exposure to the wider galaxy, Yerka took up to playing the Synthtone.

While she can come off as a closed and cold young Sith Acolyte, Yerka is very loyal to her friends and people she has come to respect. Though she's spent a good number of her formative years now in the training of the Sith, Yerka still has tied herself down to something resembling a moral code. She holds betrayal and forsaking of promises in utter disdain, leading to many clashes with both other students and her instructors at the academy. Her experiences in tribal life - with its focus on communal survival - has lead her to view most Sith at the academy as nothing else but petty thugs or small-minded bullies. Although she's hasn't found the greatest appreciation for the Sith, she views them as at least somewhat superior to the Jedi, whom she views mostly as either spineless cowards or as apathetic hypocrites.

---B I O G R A P H Y

Born to the somewhat isolated Outer Rim planet of Azhar, Yerka was born among her primitive people who had earned their livelihoods hunting and foraging along the planet's rugged surface for parts and technology in one of Azhar's dotted spaceports. At a young age, her planet was visited by Jedi, who had come in search of finding force-sensitives to be taken for training. Force-sensitives such as Yerka were highly prized in Azhari culture for their utility as witch-doctors and fortune-tellers, and when the Jedi had come, most all the Azhari refused for any of them to be taken. Although some had been taken to the Jedi after a struggle, Yerka remained on her planet, where she grew up alongside the hunters and witches of her people. Yerka was raised suspicious and distrustful of the Jedi Order as a result of these actions.

Although Azhar's relative isolation had saved it from the initial conflicts of the Mandalorian Wars, in due time it would find itself occupied by the Mandalorians, who sought out more sources of manpower. Seeing the Azhari as capable scouts and warriors, a teenage Yerka would be dragged alongside the conflict in its closing days, a trial by fire against the Republic and their Jedi allies against her nascent Force proficiency. After a brutal fight, Azhar was freed of the entrenched Mandalorians by 3960 BBY, but at the cost of grievous scars across Azhari society and life. Much of the planet was brutalized in the fighting. Yerka's disdain for the Jedi only grew, and soonafter she learned of the revival of the Sith against the Jedi. Making pilgrimage to Korriban, she found herself undertaking perilous trial after trial, until she was finally accepted into the Academy late into her teenage years, just to be greeted by academy life which rewarded pettiness and scheming over actual learning.

---E Q U I P M E N T


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