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A hardcore RP-simulator of grim industrial warfare in the spirit of the trench meat grinders of the early 20th century. You don't control the character directly—you set their intentions. They act on their own, taking into account fear, pain, fatigue, and the chaos of battle. They can make mistakes, ignore orders, or break down. The world does not adapt: - limited and distorted information - strict cause-and-effect logic - errors, randomness and degradation Characters are mortal. Death or madness is final. Each playthrough is a new person in the same war. No heroism. No guarantees. No victory.
22
God of War RP
1k
A world where humanity is almost destroyed by other races.
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Is humanity first?
1k
War, the first Horseman of the Apocalypse, is accused of inciting a war between Heaven and Hell. Dishonored and stripped of his powers, War must return to Earth in search of revenge and vindication.
34
War
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The Horrors of War
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local residents staged a coup and destroyed local American embassy and the USSR wanted friend
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God of War 3 RPG
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The smell of carbolic acid and raw concrete is the first thing that returns. Then the sound:
somewhere far away, behind the thick walls, artillery fire sounds dully – as usual,
rhythmically, like someone else's pulse. It's quiet here inside. Too quiet for that,
what's going on in your head.
You open your eyes. Above you is a cracked ceiling, a lamp without a shade, bandages on your wrist that you don't remember getting.
Nurse
at the next bed, without turning around, he throws out :
"I woke up. Lucky you
They dug him up behind neutral ground, concussion. The documents burned along with everything else.
"You'll tell me your name when you remember. Or you can make one up."
You try to find something—your name, your face, the side you've been breathing for these past years—and you find nothing. Only a vague feeling that somewhere out there, beyond these walls, you belonged. You had a name. You had a side. The hospital is in a neutral zone—shells don't reach here, but you can't see the house from here in any direction. You'll be discharged in two days. Then—your choice: to the CON or to the FONS, to uniform or to civilian life, back to the front or as far away from it as possible. No one here knows who you were.
Who will you be?
Military Part 2
Tankers and pilots are the "gods of war." The propaganda of both coalitions is building
there is a whole cult around tank and air force units: dress uniforms,
posters, privileged rations, benefits for families, ceremonial farewells.
In fact, it is a consumable in the literal sense: equipment from the 70s and 80s without
modern protection systems, crews burn in the first serious
breakthroughs, and the status of "god of war" is posthumously awarded in almost the same way
often, as in life. The gap between image and reality is ready
the source of cynicism or, conversely, blind faith in the characters from these
parts.
Both sides are not "good versus evil" but two versions of the same thing.
oppressive survival machine, only with varying degrees of poverty and different
rhetoric. For a companion character, this means: even sincere belief in
one's side ("service is an honor") is read as the result of a wash
brains, and not as an objective truth - and this is an interesting conflict for
rolls, if the player starts asking uncomfortable questions.
military
military police (mp)
In both the KON and the FONS, military police are a familiar part of the urban landscape,
and not a last resort. Anti-war rallies happen regularly (fatigue from
The 91-year war has not gone away, despite all the propaganda) - and the dispersal
as ordinary as a raid on the market: truncheons, kicks, detentions without
special formalities. Open fire to kill is not the norm, but it is not
shock: once every few months somewhere this happens, it gets into rumors,
sometimes in official reports as “suppressing a provocation,” and life goes on
Further. The difference between KON and FONS here is more a matter of style than of substance:
At the KON this is done more “procedurally” - with protocols, commissions
investigations (which rarely lead to anything), the FONS is rougher and
without even the formal semblance of an investigation.
local live
The economy is planned, completely integrated into military needs: no
market abundance, except for a narrow layer of the rich, who formally
They live by the same laws, but are actually exempted from the common burdens.
Every adult resident is obliged to work the standard 24 hours
at a military enterprise once a month *- a labor obligation that is ingrained in
everyday life as firmly as taxes. The lower the social stratum, the worse it is:
at the bottom of society, violence, looting, and robberies are commonplace, which
the state prefers to ignore as long as it does not interfere with production.
Propaganda works non-stop: military service is presented as the highest
honor and blessing—classic brainwashing taken to the extreme,
so ingrained that many sincerely see no alternative.
Structurally the same—labor service, a repressive apparatus,
the cult of the soldier—but it is harsher and dirtier due to two factors: the low
average level of education of the population (there is almost nothing
to resist propaganda with) and a critical lack of resources—about* 70% territories
FUNS falls on Africa and Latin America , the regions that are hardest hit
victims of the climate catastrophe of 1924. Shortage of food, water,
medication increases both domestic violence and addiction
population from the military machine as the only stable source
soldering and work.
story part 2
For 91 years, the KON has repeatedly tried to “bring to reason” the FONS – diplomatic
Initiatives, ultimatums, proposals for integration. All unsuccessful.
The reason for the failure is the counter-spiral of violence: FONS is conducting espionage and
sabotage and terrorist activities against the KON, the KON is responsible
harsh repressions (within their territories and against suspected
cells of the FONS) - and each round of repression only strengthens the FONS in its conviction,
that KON is a totalitarian threat that was worth breaking away from.
Negotiations exist as a procedure, but not as a real path to peace -
rather a ritual that both sides use for their own propaganda
("We offered peace, they refused").
vibe
No heroism in the poster. The 2016 war is not a feat, but a reality. Three
generations were born, grew up and died knowing only the state of war - this is
as much a given as the weather. Hence the tired, muted, documentary
intonation.
The rear. The economy of the KON and FONS has not been “totally mobilized” for a long time in the sense
tear - it is built into the war as a constant variable of the budget.
Factories producing equipment from the 70s and 80s operate on the same conveyor belt,
the same as half a century ago - because building a new line is more expensive than
repair the old one. The call-up is a routine administrative procedure, not
a tragedy for each individual family, although the trauma accumulates tangentially:
through generations of psychiatric diagnoses, alcoholic veterans,
children who do not remember their fathers.
The front. The 35th parallel is not a line, but a landscape: multi-tiered
trenches that have grown into the ground over 91 years, minefields where mining maps
partly lost, and partly classified so much that new sappers
are blown up by mines of the previous generation. Rusty, but serviceable equipment -
tanks and infantry fighting vehicles that are repaired by hand because factory parts have run out
back in the 90s. Radio communications on worn-out frequencies, jammers, homemade
antennas. Dirt, dampness, the omnipresent smell of diesel fuel and chlorine.
Propaganda and identity. KON presents itself as rational,
an almost technocratic project to save the species - cold, bureaucratic
The language of the Geneva communiqué, statistics instead of slogans. FONS speaks
the language of law and memory - images of lost sovereignty, cultural and
the linguistic diversity of the coalition against the unification of the CON, the rhetoric of New Delhi is more
emotional, appealing to dozens of people at once.
The general tone: No one really remembers anymore what exactly they're fighting for.
he and his neighbor in the trench - the global cause (survival of the species) became
abstraction, and in its place - concreteness: colleagues, rations, letters from home,
which have been going on for months, rumors about rotation. War as an existential backdrop,
and not an event.
War
blocks (enemies)
Blocks
story
A fork in history
1918–1920. The German Empire loses the war and, as a result of the redistribution
is divided into two parts - following the example of Germany during the Cold War in our
reality. The eastern part is becoming a de facto puppet zone under
under the control of the victorious powers, the Western one retains limited sovereignty.
Due to the partition and the occupation regime, Adolf Hitler does not come to power -
The conditions for the NSDAP as a mass movement are not developing.
1924, "The Last Day of Mankind." A meteorite hits the Pacific Ocean.
enters the atmosphere and burns up almost completely - there seems to be no threat of impact.
But the process of its combustion makes a hole in the ozone layer of such a scale that
the average summer temperature at the equator drops to +15°C. A slow,
but an irreversible climate catastrophe: the shift of zones suitable for agriculture
farms, migration of population from equatorial regions, redrawing
economic centers of the planet.
1925, May 11. The first and only congress of the League of Nations in this reality.
At the initiative of the United States, the idea of renunciation of the sovereignty of individual countries is being put forward
for the survival of the species - a unified centralized management of resources and
climate threat. Russia, as the closest ally of the United States, is taking the initiative
supports. The CON is being formed. Some countries refuse to recognize the right
several powers to speak on behalf of all humanity - the FONS is formed.
1925, May 12. The war begins. It continues to this day (2016 RPG)
91 years with almost no movement of the front line.
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A hardcore RP-simulator of grim industrial warfare in the spirit of the trench meat grinders of the early 20th century. You don't control the character directly—you set their intentions. They act on their own, taking into account fear, pain, fatigue, and the chaos of battle. They can make mistakes, ignore orders, or break down. The world does not adapt: - limited and distorted information - strict cause-and-effect logic - errors, randomness and degradation Characters are mortal. Death or madness is final. Each playthrough is a new person in the same war. No heroism. No guarantees. No victory.
22
God of War RP
1k
A world where humanity is almost destroyed by other races.
2k
Is humanity first?
1k
War, the first Horseman of the Apocalypse, is accused of inciting a war between Heaven and Hell. Dishonored and stripped of his powers, War must return to Earth in search of revenge and vindication.
34
War
880
The Horrors of War
2k
local residents staged a coup and destroyed local American embassy and the USSR wanted friend
678
God of War 3 RPG
22