Seehund
Inactive Member
"But this ship's the only home that I have ever known, and I curse my luck for the price I pay."
The Iucundus Rex is no more. King Awesome has disappeared. Beaten but not defeated, the few survivors pull back from that dusty, nameless rock and return home. To reorganize, to bolster their numbers. To see to their injuries. What should have been a simple operation- easy in, easy out, like King Awesome used to say, wasn't. What could have gone wrong, did.
Without their leader, the REXOG remnants fear the worst. Historically, the group never remained without a King. Through thick and thin, Awesome was the only constant. But amongst this doubt, one man looks to the stars. Had they dared show their weakness to the King, they would have been scolded for not putting enough trust in their fighting spirit, so what gave them the right to hold back, now?
REXOG is far from gone. They need a new Rex and their old King, yes, so they start searching.
They need fresh faces and eager guns, so they start recruiting. From Yamatai to Funky City, from mouth to mouth, from bulletin board to bulletin board, the rumors spread. Rumors of decent pay, of guaranteed companionship. Of overwhelming firepower. The throne sits empty, but not for long.
Hail to the King, baby.
---------
REX-Q follows the exploits of, appropriately enough, the REXOG, Rescue and Exfiltration Combat Specialists Operations Group, a bunch of ambiguously legit private contractors specializing in humanitarian aid, VIP and combatant exfiltration, and large-scale evacuation projects.
That is to say, until recently, at least. A catastrophic operation left the group in shambles; the Iucundus Rex, their flagship, was destroyed. None of the REXOG veterans are willing to divulge anything about their enigmatic leader King Awesome beyond the fact that he's been captured and is currently held in a secret location. His kidnappers are asking for a ridiculous sum of money, unaware that the only things REXOG is known to trade are high-velocity orbital shells.
Player characters of any race, from either civilian or military walks of life, will join REXOG as new operatives, called in to either replace key members lost during the catastrophic raid, or as rank-and-file operators.
The plot, classified 18+ and 3 | 3 | 3, will try to sensibly approach all ends of the scale; slow-paced interpersonal drama will mingle with high-octane 'summer blockbuster'-style action, all punctuated by much needed light-hearted moments.
Initially, the plot and, indeed the story, will favor ground combat. As REXOG shapes up to their former glory and receives a new flagship, more focus will be given to vessel-based roles.
As for the story itself, I will be taking a somewhat experimental approach:
After Act 0, the attempted rescue of King Awesome and OOC 'introduction' to REX-Q, the players will be confronted by a short list of 'contracts' before each new mission. They will be effectively able to choose the focus, the setting and, as a result, the mood of the next act in their quest to bring the Group to its former glory -and beyond. I plan to follow the main storyline via SP, with JPs allowed (and encouraged) between either me and the player in question, or the players themselves.
With that out of the way, I'm willing to answer any questions you may have!
I probably forgot something in the OP no bulli pls
The Iucundus Rex is no more. King Awesome has disappeared. Beaten but not defeated, the few survivors pull back from that dusty, nameless rock and return home. To reorganize, to bolster their numbers. To see to their injuries. What should have been a simple operation- easy in, easy out, like King Awesome used to say, wasn't. What could have gone wrong, did.
Without their leader, the REXOG remnants fear the worst. Historically, the group never remained without a King. Through thick and thin, Awesome was the only constant. But amongst this doubt, one man looks to the stars. Had they dared show their weakness to the King, they would have been scolded for not putting enough trust in their fighting spirit, so what gave them the right to hold back, now?
REXOG is far from gone. They need a new Rex and their old King, yes, so they start searching.
They need fresh faces and eager guns, so they start recruiting. From Yamatai to Funky City, from mouth to mouth, from bulletin board to bulletin board, the rumors spread. Rumors of decent pay, of guaranteed companionship. Of overwhelming firepower. The throne sits empty, but not for long.
Hail to the King, baby.
---------
REX-Q follows the exploits of, appropriately enough, the REXOG, Rescue and Exfiltration Combat Specialists Operations Group, a bunch of ambiguously legit private contractors specializing in humanitarian aid, VIP and combatant exfiltration, and large-scale evacuation projects.
That is to say, until recently, at least. A catastrophic operation left the group in shambles; the Iucundus Rex, their flagship, was destroyed. None of the REXOG veterans are willing to divulge anything about their enigmatic leader King Awesome beyond the fact that he's been captured and is currently held in a secret location. His kidnappers are asking for a ridiculous sum of money, unaware that the only things REXOG is known to trade are high-velocity orbital shells.
Player characters of any race, from either civilian or military walks of life, will join REXOG as new operatives, called in to either replace key members lost during the catastrophic raid, or as rank-and-file operators.
The plot, classified 18+ and 3 | 3 | 3, will try to sensibly approach all ends of the scale; slow-paced interpersonal drama will mingle with high-octane 'summer blockbuster'-style action, all punctuated by much needed light-hearted moments.
Initially, the plot and, indeed the story, will favor ground combat. As REXOG shapes up to their former glory and receives a new flagship, more focus will be given to vessel-based roles.
As for the story itself, I will be taking a somewhat experimental approach:
After Act 0, the attempted rescue of King Awesome and OOC 'introduction' to REX-Q, the players will be confronted by a short list of 'contracts' before each new mission. They will be effectively able to choose the focus, the setting and, as a result, the mood of the next act in their quest to bring the Group to its former glory -and beyond. I plan to follow the main storyline via SP, with JPs allowed (and encouraged) between either me and the player in question, or the players themselves.
With that out of the way, I'm willing to answer any questions you may have!
I probably forgot something in the OP no bulli pls
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