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Hey there Iwaku folks!
Are you interested in a far future sci fi roleplay with horror elements and an emphasis on gritty details and personal choices? Do you like a mixture of intense, tactical combat, eerie otherworldly atmosphere, and intricate if accessible worldbuilding?
Do power armour, plasma guns, eerie aliens, and gritty tactical combat make you happy? Are you a fan of Halo, XCOM, Phoenix Point, WH40K or the Doom reboot or Titanfall and so on?
I've got a roleplay idea to satisfy anyone looking for an intense action/horror/adventure heavy experience. It requires weekly posting and at least decent English and writing skill. Keep on reading if you're interested.
The Year 3056 is not a very happen one in a particularly distant corner of known space.
Eight long years of savagely internecine violence. Innumerable casualties stretching far beyond official records. Scores to settle with mass graves the size of small cities. The harshest conflict of the Frontier Worlds, the brutal civil war engulfing the large Caracosa Nation-Sector of the planet Chalgheol, is finally reaching its end.
As the proxy warbands, rogue militias, loyalist militaries, and fanatical insurgencies supplied by two duelling superpowers, the Assembly of Solar Republics (ASR) and the Pan-Celestial League (PCL), slowly settle into territories carved out over a near decade long conflict, their benefactors converge for a joint peackeeping operation. It is a rare show of unity but its purpose is less than glorious. It is merely a formality as both determine who will reign over the hollowed cadaver of what was once a proud country.
It is a time of immense tension as the heavily human populated PCL negotiates with the various alien nations of the ASR, a number of which once were under their rule. Taking a prominent seat at the negotiations is the Carnazir, one of the few local non-governmental militant groups viewed as "legitimate" across multiple systems, that has taken assistance from both superpowers yet remained dedicated to its idea of forging its own nation through the ruins of the old.
At a shared border zone in the wilderness, three patrols (Carnazir, ASR, and PCL), enter a tense standstill as a crashed reconaissance satellite-drone lays sparking and shattered, its barely functioning communications modules rapidly transmitting unintelligible signals and interfering with the electronics of these already tense soldiers.
Before a single shot can be fired, a white mist forms on the horizon and frenzied, panicked communications erupt over all their coms. Unknown aggressors opening fire on diplomatic transports, pacified areas re-erupting into conflict, and reports of an unknown black-armored militant group assaulting key strategic cities and transport routes.
They are the last transmissions the three patrols hear before communications cut off and the mist begins to near them. The nearest city is a few hours away but it's right through where the strange gas is starting to overwhelm - an area not truly secured. The city outskirts are no less welcoming now that any friendlies within them have suddenly gone dark. The nearby military base is under control of a heavily armed cyborg militia nobody wants to go near.
In The Lost Legion, you play as a member of the Assembly of Solar Republics, the Pan-Celestial League, the Carnazir, or a mercenary/rebel/contractor/etc. affiliated with them caught up at the tail-end of a civil war when an unknown mist employed by an insidious new enemy threatens to usurp the fragile peace while it's still in its cradle. Your leaders and command chains are no longer in the picture and your only allies are your old enemies or benefactors who only supported you for their own ends. Your objectives are simple at first - find a way to escape whatever terrible cataclysm is in the making.
Along the way however you will make discoveries of hidden plans by all forces involved that will test the appearance of unity behind all factions in this war. You have not only rogue chaosmongering warbands and power-hungry armies to watch out for but bizarre, ethereal life forms native to the region. They have become increasingly aggressive due to the mist and the strange shadowy army utilizing it to enforce their still unknown machinations.
Do you want to play a hardened autocannon-wielding bioweapon revolutionary whose eight eyes can each track and analyse individual targets? Go for it. How about an arcane reconaissance scout wielding magnetic-acceleration rifles and ethereal powers with equal expertise? Why not? While "magic" (which will have a different name) exists in this setting, it does so as a background element and as a force of nature (or the supernatural really) that has been rigorously studied and implemented into everyday use.
You'll encounter various forces stranded or wandering in the mist - maybe it'll be a peacekeeper group that seems a little too conveniently close to an oppositional political party's hideout, a crashed transport ship of civilians carrying a convicted terrorist in their midst, or even unusual alien fauna exploring this world equally confusing to them. Some may be friendly, others outright hostile, but you have many options with which to fight, negotiate, avoid, recruit, or bargain with the various people and entities you will encounter. Be wary however; they may have plans of their own.
For all you oldfarts who were around for Soldiers of Misfortune and Dissentities (haha titties) wayyyyyy back in 2010, this RP takes elements of both and puts them into a context that's more focused and also allows for more freedom in your choices and how the plot progresses. While there are some limits on the sort of "space magic" and far-future technology available, this is not a hard sci-fi story either.
It takes elements and inspiration from sources like Warhammer 40000, Infinity (Wargame), Crysis, Mass Effect, Metal Gear Solid, Halo, and even Doom together for an experience meant to have a wide appeal and able to be taken in a variety of directions. Due to the fact that you can recruit new NPC's on the fly, this even allows new players to join easily as characters picked up by the players' party.
This is mean to be around intermediate to advanced in terms of the complexity involved in the writing but I am not opposed to myself and others unga-bunga-ing their writing for the sake of clarity. Since it is taking place in a pretty brutal civil war where various acts of a very-not-legal nature have happened, it will feature fairly unpleasant imagery and situations meant to test or reveal your characters' moral fortitude. So far I am thinking you can control a max of two characters but that may change with time.
Magic functions somewhere between a less zany 40K and a more eerie version of Mass Effect's biotics. While your characters are allowed to be fairly powerful, so are your enemies and I expect players to be willing to take the hits (and some very nasty hits mind you) and roll with the punches.
As it is still in the planning stage, I am more than willing to brainstorm with anyone interested on whether it's the setting, the rules, the tech, and other flashy bits as well as answer any questions and hear out any suggestions. I'm sure a lot of you have wonderful ideas of your own and I would be more than happy to hear them out. If you are interested, please let me know in this thread. I am also on the Iwaku discord and you can add me on that app at GraveyardOfTheInnocents#2592 if you would like to discuss it there.
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