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(🇷🇺)Orsis RPG
A role-playing game in its own sci-fi setting, inspired by the world of STALKER.
Greeting
You wake up to the feeling of nails being driven into your temples. Looking around, you find yourself in a room. The door is tightly closed, and the ruins of a city can be seen from the windows. Judging by the architecture, it was a Federation city. From outside, you can hear the distant sounds of gunfire and the howling of mutants.
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Lor
The war that has been raging in the galaxy for 20 years between the cruel, but in its own way just, Empire of Rheinland and the free Killian Federation has affected everyone. Including the planet Orsis.
Situated in the Outer Rim, this planet had neither valuable resources nor a strategic location in the middle of trade routes. However, the war did not pass this predominantly agricultural world by. The Orsis Group, a company directly sponsored by the Kingdom of York and the Trade Alliance, had been developing the scientific side of the planet even before the war. There were laboratories scattered across the planet, where they studied everything they could. However, when the fires of war reached Orsis, the company was forced to "evacuate". But in the year 246 of the 8th era, the Cataclysm occurred.
A huge release of anomalous energy engulfed the planet. Millions of inhabitants died in a matter of moments. The few places that the Cataclysm bypassed were called Safe Zones. They were immediately fenced with walls, and later - with special corpuscular shields that did not allow mutants to penetrate the few safe areas of land.
Almost simultaneously, two completely opposite factions emerged - the Barrier and the Dawn. The first seeks to cleanse Orsis of all the spawn of the Cataclysm, and the second - to fence Orsis off from any of the warring parties and explore the vast opportunities opening up before it. Both groups received significant support from the locals, due to which their numbers are quite equal to the contingents of Rhineland and Kirillia.
The main laboratory, from the center of which the wave of energy was coming, became a temple for a group of fanatics from the Sect of Yeshua. Each Emission, which occurred once every two weeks, replenished their ranks, and almost everyone who disappeared in the zone of increased psi-radiation sooner or later turned out to be among the sectarians. They protect all the famous and not so famous laboratories from prying eyes, fighting against almost everyone.
Infections
Infestations are dangerous places where being in them without appropriate protection is dangerous to your health.
There are 4 types of contamination on Orsis - biological, thermal, radiation and psionic. Each contamination has 4 levels.
Often, combat armor has weak protection against infections - no higher than level two. Scientific armor has the highest protection - depending on the model, it can protect even from the extremely rare - 5th level of infection. Combined armor allows you to pass through infections no higher than level three.
Naturally, each armor model protects against its own infections - for example, the Empire's combined suit "Nomad" has a second level of protection against radiation and biological infections, and only the first level of protection against thermal and psionic infections.
Anomalies
There are different types of anomalies - thermal, gravitational, electrical, chemical, temporal and of unknown origin. Thermal anomalies, of which the "Flame" is a representative. Barely visible due to the curvature of the air under the influence of high temperature, when activated it shoots a column of fire with extremely high temperature three meters into the air.
Gravitational anomalies, of which "Graviton" is a representative. An anomaly that can only be detected by the shimmering air, when activated it presses any object into the ground with enormous force. Deadly dangerous.
Electrical anomalies, of which "Thor" is a representative. It is easy to spot - it emits lightning discharges into the air. When activated, it discharges, releasing a powerful energy discharge over an area of a couple of meters. Dangerous, but only deadly if you do not have at least some armor.
Chemical anomalies, of which "Acid" is a representative. The name speaks for itself - it is essentially just a puddle of extremely powerful acid. With the appropriate armor or speed, it will cause virtually no damage.
Temporal Anomalies - Only one anomaly of this kind has been discovered - "Stagnation". A small area in which any objects that enter it gradually slow down to a complete stop. The insides of a living being that enters the zone of action stop working fairly quickly, but the brain continues to function. If you run through it fast enough, the anomaly won't have time to stop you.
Anomalies of unknown nature - everything is obvious here too. An example is the "Silkworm". Barely noticeable threads of unknown origin, which are located between two objects, often in doorways. A rare, but extremely insidious anomaly. If a person touches even one thread, it will quickly begin to entangle the victim until it completely absorbs him. After some time, the victim will turn into a mutant "Silkworm", which in a few days will itself become a new anomaly.
Artifacts
Artifacts are objects of not fully understood physical nature, formed in anomalies. They are interesting primarily because they affect the carrier or the surrounding space in different ways: the impact can be both positive and negative. Anomalies generate artifacts from various organic and inorganic substances that fall into the field of view: grass, sand, pieces of flesh, metal, etc. Artifacts are generated by anomalies after each Emission. Often, but not always, different types of anomalies generate similar artifacts - for example, a gravity anomaly generates artifacts that affect gravity. However, there are special artifacts whose properties are not related to the anomaly that generates them.
Mutants
One of the main consequences of the Cataclysm, after the appearance of numerous unexplored anomalies, was the mutated flora and fauna. These are mainly mutated animals and plants, which have become many times more dangerous. For example, a wild dog - it would seem that this is an ordinary yard dog, which mankind domesticated several thousand years ago, but there is one problem. Phenomenal regeneration, razor-sharp claws and a mental connection between members of the pack (and dogs rarely walk alone!) made them extremely dangerous even for experienced stalkers. However, some mutants do not show aggression (as long as they are not touched). For example, the swarmer arachnids. Scientists from Dawn believe that they are generally intelligent, but this is difficult to prove. They attack only in case of danger to themselves, their lair and offspring. Let's list the most famous creatures on this planet:
Patrolman - a droid with an organic core of unknown origin. "Hunts" at night, looking for its victims in the ruins of cities. Having found a victim, it turns on a siren that can be heard for kilometers around, and rushes to the curfew violator to tear him in half.
The hornet is a mutated insect that makes nests out of its victims. Their sting can penetrate good armor and release a toxin into the victim that causes pulmonary edema.
Fred is a living statue of Emperor Frederick Waldeck, which was found in almost every city in the Empire.
Slug - a lump of slime that lives in the hulks of destroyed vehicles. It feeds mainly on rust, but if it's hungry, it won't mind snacking on your armor plates.
Major faction - Rhineland Empire
The Empire of Rheinland is one of two galactic states participating in the Galactic War, which has been raging in the galaxy for 20 years. Rheinland is winning the war and views Orsis technology as just an addition to the Empire's war machine. An authoritarian state, where everyone who supports the Emperor's policies lives well. Despite the brutality in suppressing uprisings, it treats its subjects fairly enough - the Imperial judicial system does not imprison anyone for no reason. The capital is the ecumenopolis world of Baden. As of 248 CE 8, they control the orbit of the Ors system, and the Empire's troops on the planet have access to the latest developments created specifically for war in the conditions of Orsis. The number of Imperial soldiers on the planet is estimated at 3.5 million warriors. The names of the people in this faction are German. The Empire creates the best composite armor and the best Gauss weapons. The main language is Aran ("German"). The coat of arms is the Imperial eagle. The commander-in-chief on Orsis is Duchess Alma Wüttemberg von Faust, Colonel General of the Imperial Army.
Armor progression.
- means the armor has an exoskeleton.
Combat armor has high weapon protection, but very low contamination protection. The contamination protections are listed below in order of radiation/thermal/biological/psionic.
Kämpfer - 1/1/1/0 -> Verteidiger - 2/1/1/0 -> Ritter - 2/1/1/1 -> Eroberer* - 2/1/2/1 - Kreuzritter* - 2/1/2/2.
Combined armor. Has reduced protection from weapons, but in return receives increased resistance to infections.
Intelligenz - 2/1/1/1 -> Nomade - 2/1/2/1 -> Krähe* - 3/2/2/2 -> Raider* - 3/2/3/2 -> Bestrafer* - 3/2/3/3.
Science suits have low protection against weapons, but high protection against infections.
Doktorand - 2/2/2/0 -> Forscher - 3/2/3/1 -> Silizium - 3/3/3/2 -> Delphin -> 3/3/3/3 -> Wermuth -> 4/4/4/4
Major faction - Kirillian Federation
The Kirillian Federation is one of two participants in the Galactic War, which has been raging in the galaxy for twenty years. Kirillia is losing the war and hopes to use Orsis technology to turn the tide in its favor. On paper, it is a democratic state where everyone is equal, but in reality there is strong economic stratification of society and corruption. The capital is the ecumenopolis world of Ladii. As of 248 CE 8, the Federation forces are cut off from external reinforcements - the Imperial fleet is firmly entrenched in the Ors system, where Orsis is located. The number of Federation soldiers on the planet is estimated at 3 million people. Creates the best combat armor and the best bullet weapons. The names of the people in this faction are Russian. The main language is Rusensky (Russian). The coat of arms is a five-pointed star. The commander-in-chief on Orsis is Lieutenant General Andrei Korostenko.
Armor progression.
- means the armor has an exoskeleton.
Combat armor has high weapon protection, but very low infection protection. The infection protection will be listed below in order of radiation/thermal/biological/psionic.
Granite - 1/1/1/0 -> Centaur* - 2/1/1/0 -> Star* - 2/1/2/0 -> Bunker* - 2/2/2/2 - Acacia* - 3/2/2/2.
Combined armor. Has reduced protection from weapons, but in return has increased resistance to infections.
Infantryman - 2/1/1/0 -> Scout - 2/1/2/0 -> Patrolman - 2/2/2/0 -> Strategist 3/2/1/1 -> Solomon* - 3/2/2/2.
Science suits have low protection against weapons, but high protection against infections.
Malachite - 2/2/2/0 -> Lady - 3/2/3/1 -> Quantum - 3/3/3/2 -> Tardigrade -> 3/3/3/3 -> Wren -> 4/4/4/4
Large fraction - Barrier
The Barrier is a paramilitary group of stalkers. The main goal is to destroy the consequences of the Cataclysm and return Orsis to its former calm. They are categorically against any use of artifacts. They fight with the Dawn group, and clashes with Federation and Empire fighters are also common, but the groups themselves are not hostile to each other. They are often equipped with armor made in Rheinland. The faction color is yellow. The coat of arms is a shield with the letter B protecting the galaxy. The main base is Perimeter. The leader is General Vladimir Latum.
Unique armor - Ranger. Based on the Barrier Force's "Raider" armor suit, this suit provides the wearer with increased protection against bites, scratches, and other mutant attacks, as well as enhanced protection against infection, but sacrifices reduced resistance to firearms and a lack of energy shielding. Combined suit. All 3 infection levels.
"Deadly anomalies, dangerous mutants, anarchists and bandits... None of them will stop the Barrier in its triumphant march to save the planet!" - Barrier propaganda.
"Free stalkers, veterans and hunters, join the Barrier! Protecting the Galaxy from the evil of Orsis is our common goal!" - Barrier propaganda.
Major faction - Dawn
Dawn is a group of stalker anarchists. Their goal is to get rid of any authority on Orsis and coexist with the consequences of the Cataclysm. The fighters believe that what happened on Orsis can give humanity a huge breakthrough in science. They cooperate with all scientific groups and are engaged in research themselves. Dawn is the only faction that can use the spatial anomaly "Wormhole", moving their squads through it. They are waging a war with the Barrier, the troops of the Empire and the Federation. They are often equipped with armor made by Kirillia. Faction color - red. Base - Institute. Coat of arms - rising star. Leader - Pechora.
Unique armor - Saboteur. The engineers of "Dawn" completely redesigned the "Strategist" armor suit and created their "Saboteur" on its basis. It has a unique camouflage field, which allows you to hide even from the most sharp-eyed representatives of the mutated fauna. Well, or from the fighters of the Empire. True, the opportunity to hide literally under the patrol’s feet had to be paid for with the lack of an energy shield and the inability to attach containers or backpacks. Combined armor. All 2 levels of infections.
"Cool and twisted hotties! If you want to be appreciated and treated like family, then "Dawn" is what you need! No routine, no brainwashing and no morning wake-ups! If you are a real stalker who loves free life and good booze in the company of like-minded people - join our team! We always have old booze for new blood!" - Dawn propaganda.
"Veterans and newcomers! If you value your freedom and love being among others like you, join us! Dawn welcomes all who believe in the way of Orsis, in our goal." - Dawn propaganda.
Equipment
Three types of armor - combat, scientific and combined. Combat - excellent protection from weapons, but weak protection from infections. Scientific - strong protection from infections, weak protection from weapons. Combined - average protection from infections, average protection from weapons.
Weapon types - blaster, laser, bullet, Gauss system, sonic. Blaster - +50% efficiency against everything, but high cost of plasma gas. Laser - +75% efficiency against organics and unarmored people, 0% inefficiency against robots, statues and good kinetic protection. Cheap battery charging.
Bullet weapons are divided into two types - expansive and armor-piercing. expansive - +50% effective against organics and unarmored people, 0% absolutely ineffective against robots, statues and kinetic armor. Armor-piercing - +10% weakly effective against organics and unarmored people. +50% effective against robots, +25% weakly effective against statues and +75% effective against armored people.
Gauss Weapons - +15% Weak vs. Organics and Unarmored Humans. +75% Effective vs. Robots, +50% Effective vs. Statues, +100% Extremely Effective vs. Armored Humans. Sonic Weapons - +125% Extremely Effective vs. Organics and Unarmored Humans. +75% Effective vs. Robots, Statues, and Armored Humans. Created by the isolationist aliens of the Ashur Protectorate, and found only among them.
Safe Zones
Safe Zones are small territories where anomalous activity is either minimal or absent. They are defended by either the Empire or Federation troops, or the Barrier or Dawn fighters. Most Safe Zones are cities surrounded by high walls and special corpuscular shields that protect them from mutant penetration. There are about 30 equipped Safe Zones on Orsis. 20 zones are controlled by the Empire, six by the Federation. Two safe zones are controlled by the Barrier, one by the Dawn, and one is neutral - it is guarded by mercenaries from Mozart's group, who are paid by the artifact and equipment merchant Light.
Perimeter - A Safe Zone under the control of the Barrier. It is an abandoned Imperial military base that serves as the Barrier's headquarters. The commandant is the Barrier's leader, General Vladimir Latum.
Aizen Base - Safe Zone, Barrier's operational base in the south, which was the headquarters before the Perimeter was discovered. It is an abandoned factory complex, on the territory of which is also located one of the most famous bars for stalkers - "Klondike". The commandant is Colonel Maria Kessler.
The Institute is a Safe Zone, the headquarters of the Dawn fighters. It is a complex of one of the largest universities of Orsis before the Cataclysm. The Commandant is the leader of the Dawn, Pechora.
The Lighthouse is a neutral Safe Zone guarded by mercenaries from Mozart's group. It is an abandoned radar complex that served to identify and communicate with ships in orbit before the Cataclysm. The commandants are the mercenary Mozart and the equipment and artifacts merchant Light.
The situation outside Orsis
It is now the year 248 of the 8th Era according to galactic time.
Beyond Orsis, a galactic war has raged between the Rheinland Empire and the Kirillian Federation for twenty years. Hundreds of worlds burn in the flames of this war, and hundreds of thousands of people on both sides die every day.
The Rheinland Empire, the largest state in the galaxy, is gradually winning the war. However, four years ago, a rebellion broke out under the leadership of Colonel General Frank Miller. The rebels, sponsored by the Federation, are almost their last chance to win the war.
Generaloberst Alma Wüttenberg von Faust, also known as the White Lady, the second in command of the Imperial army after Emperor Frederick, has recently arrived in the Ors system and assumed command of the Rheinland forces on Orsis. The 16th Fleet, with Alma's personal battleship Omen as its flagship, holds the Ors system firmly in Imperial hands.
The Kirillian Federation, a bastion of freedom and democracy in the Galaxy, is slowly losing the war. Corruption and desertion only add fuel to the fire, preventing the Army of Freedom from reclaiming the lost systems.
Lieutenant General Andrei Korostenko, the Supreme Commander of the Federation forces on Orsis, remained on the planet with his troops after the Federation's defeat in orbit. The several million soldiers and citizens remaining on the planet were left without any support from Kirillia, but true to their oath and orders, they continue to fight.
The Trade Alliance, a conglomerate of the galaxy's largest corporations, has been trying to persuade both sides to make peace, to no avail. They secretly help supply the Federation forces on Orsis, something the Empire knows about but is unable to do anything about. They trade on a galactic scale, including Orsis - several thousand Alliance employees conduct transactions on the planet day and night, buying and selling equipment, artifacts, and other goods to various factions and individuals.
Minor Faction - Kingdom of York
The Kingdom of York is a neutral galactic state. Despite the attempts of Rheinland and Kirillia to drag York into war, the Queen is not going to sacrifice her soldiers for senseless ambitions. The capital is the world-ecumenopolis of York. The Kingdom does not have a regular army on Orsis, their soldiers protect several dozen scientific groups across the planet. The total number of York's subjects is estimated at 200 thousand scientists and soldiers. Creates the best scientific armor and the best laser weapons. The names of the people in this faction are English. The main language is international (English). The coat of arms is a crown. The head of the expedition is Professor James Walcroft.
Armor progression.
- means the armor has an exoskeleton.
Combat armor has high weapon protection, but very low infection protection. The infection protection will be listed in the order radiation/thermal/biological/psionic.
Heir - 1/1/1/1 -> Mundir - 2/1/1/1 -> Fortress - 2/1/1/2 -> Brethrough* - 2/1/2/2 - Overlord* - 2/1/2/3.
Combined armor. Has reduced protection from weapons, but in return receives increased resistance to infections.
Scout - 2/1/2/1 -> Light - 2/2/2/1 -> Scarecrow - 3/2/2/2 -> Lion* - 3/2/3/3 -> Sickle - 3/2/3/4.
Science suits have low protection against weapons, but high protection against infections.
Emerald - 3/2/2/2 -> Scientist - 3/2/3/2 -> Zirconium* - 3/3/3/3 -> Beaver* -> 4/3/3/4 -> Poplar* -> 4/4/4/5
Minor faction - Nikoku Shogunate
The Nikoku Shogunate is a neutral galactic state. During the recent war with the Kingdom of York, it was defeated and went into isolation. However, the Cataclysm and its aftermath attracted the attention of the Shogun, and he sent several scientific groups to study the planet's features. The capital is the planet Sato. The total number of Shogun's subjects on Orsis is 100 thousand scientists and guard soldiers. Creates the best blaster weapons. The names of people in this faction are Japanese. The main language is Niko (Japanese). The coat of arms is the Sakura flower. The head of the expedition is Doctor Hisao Takuzawa
Minor faction - mercenaries
Mercenaries are a diverse group of individuals who carry out their missions under the direction of various employers from all over the Galaxy. They can be from any state in the Galaxy and speak any language. The coat of arms can be different.
Major faction - Cult of Yeshua
The Cult is a quasi-religious group. Their goals are unclear, but according to the lucky ones who escaped captivity, they believe that a deity named Yeshua is being born or has already been born in the depths of the labs. The Cult guards the Orsis labs from everyone. It is unknown how they manage to exist in conditions of extremely high psionic radiation. It is believed that the cultists are victims of psionic energy, and their brains are essentially washed by radiation. Often equipped with armor produced by the Kingdom. The faction color is purple. The coat of arms is a triangle with a halo. Base - presumably, "Coils". Leader - presumably, the Apostle.
"We thank you, O Yeshua, for revealing to us the insidious plans of your enemies. Let your light illuminate the souls of brave warriors who gave their lives serving your will. Warriors of Yeshua, avenge your fallen brothers, blessed in their eternal union with Yeshua. Bring death to those who have rejected the holy power of Yeshua." - Prayer of the Cult.
Free stalkers
Free stalkers are ordinary stalkers who earn money alone or in small groups. Each stalker has their own income. Most are engaged in the search for artifacts, but there are also mercenaries who carry out orders from certain people. Most stalkers are on the surface of Orsis illegally, bypassing the prohibitions of the Empire and the Federation, so they try to stay away from government employees. They can be equipped with absolutely everything, but the most popular choice is combined armor and kinetic weapons.
Recognition
Each faction member has their faction's coat of arms engraved on their chest plate. If they need to hide their involvement, the fighters change the plate to one without the engraving, imitating ordinary stalkers.
Economic situation
There are several currencies in circulation on Orsis. In addition to these, there is also the classic barter exchange.
The currency of the Rhineland Empire is the Imperial An. Due to high inflation in the Empire, equipment prices can easily reach hundreds of millions. The average price of a bottle of vodka is 2000 An.
The currency of the Kirillian Federation is the Kirillian Kir. There are also exchangeable monetary units - mechiks. 1 kir equals 100 mechiks. Due to the high stability of the currency (but not the state), its value is high. The average price of a bottle of vodka is 70 mechiks.
Representatives of other galactic states use the currency of the Empire or the Federation, depending on who they are dealing with.
Often the currency depends on the location of the merchant. For example, in the territory controlled by the Empire, it is difficult to find a merchant who would accept Cyrillic Kir.
The Barrier uses Imperial currency - regular supplies from the Rhineland have made this faction economically dependent on the Empire.
Dawn uses both at once - putting two price tags is, of course, not very convenient, but they can work with stalkers from all countries.
In the rare neutral territories, payment is also made in both currencies for obvious reasons.
1 Cyrillic Cyrus equals 10,000 Imperial An.
Emission
The Surge is a burst of anomalous, radiation, and psionic activity that hits Orsis every few days. All living organisms exposed to it either disappear, die, or, in the case of humans, turn into something resembling zombies. The number of mutants and Cult fighters is said to increase after the Surge.
During the Blowout, the ground shakes and the sky takes on an aquamarine hue. So if you see the sky start to change from dark gray to bluish, it's best to look for a deeper hole.
You can take shelter from Emissions either in Safe Zones or in the depths of the earth. The deeper you go, the less likely you are to die. The minimum for survival is considered to be 3 meters underground, but sometimes you can wait out the Emission under the roof of a building.
The Emission changes the location of anomalies and restores their ability to generate artifacts, and is also capable of changing the location of contaminated areas. For example, an area of six square kilometers, where level 2 biological contamination was previously observed, has moved to another part of the continent after the Emission, and another contamination may appear in its place. For example, level 3 radiation.
Wormhole
The Wormhole is not the most common anomaly on Orsis. It is a sphere of compressed space with a purple outline and a radius of six meters. It is a spatial anomaly that does not create artifacts (NOT PROVEN!). According to observations by Empire scientists, it is capable of moving objects and living organisms to the other side of the anomaly. However, only Dawn knows how to properly interact with the anomaly so as not to turn into a bloody mess of flesh and armor.
One of the few anomalies that does not change its location after the Emission.
In order to avoid turning into a bloody mess at the exit from the Mole Hole, one of the squad members must have a set of artifacts - Pendulum, Resonator, Crown and Hair. The rest of the squad members need physical contact with the carrier of the artifact.
The anomalies are very conveniently located around the Institute, the Dawn base. However, they can be found in other places on Orsis as well. The anomaly is two-way, allowing you to move in both directions.
Technical
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Prompt
Orsis is one of the millions of worlds in the Galaxy that has suffered great misfortune. Two years ago, in the midst of the Seventh Battle of Orsis, in 246 CE 8, the Cataclysm occurred.
The Orsis Group, a scientific company that researched psionic technologies on Orsis, has entangled the entire planet with its laboratories and built a huge psionic installation, the "Coil", in Mittelsburg. Presumably, they are to blame for what happened, but the evidence lies in the depths of the scientific complexes, which are now engulfed in psionic contamination.
The anomalous field that entangled the entire planet distorted the flora, fauna, gravity and laws of the universe on the planet, turning it into perhaps the most dangerous place in the Galaxy.
Hundreds and thousands of stalkers from all over the Galaxy penetrate Orsis every day in various ways to earn fabulous money on artifacts whose properties have not yet been fully studied.
The battle for the planet continues with renewed vigor, with both the Empire and the Federation seeking control over it.
The Barrier and the Dawn, factions founded by the locals after the Cataclysm, are also at odds with each other for the right to establish their own order on the planet. Some seek to protect the local population and all of humanity from the consequences of the Cataclysm, while others dream of freeing Orsis from outside influence and exploring all the possibilities that the planet offers.
The Cult of Yeshua, a mysterious sect that originated in Mittelsburg, the continent's central city among the survivors, grows after each Emission, defending the planet's core and all the laboratories left by the Orsis group from all comers. No one knows how their fighters survive in areas with high psionic contamination, but most believe that the Cultists are victims of this radiation.
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