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Hi howdy hello welcome to my newest brain rot. Today I bring you a game called “I was a Teenage Exocolonist” (which I’m shortening from here on to IWATE), a survival game with 15 unique endings, pretty art and characters, and so many choices. This game has basically flooded my brain so I decided, “hey, you have a bunch of ocs you could put into this, why not try something out” and here we are!

So as I stated, my ocs for the most part will be kids. At least in the beginning.
To those who’ve never played IWATE, lemme give you a summary.
Basically you start as this kid named Sol who is part of this spaceship known as the Stratospheric. Not too long into the game you land on a planet, and start to learn about all the different inner workings of the colony, the dangers of the planet, and of course make bonds with the cast all in the colony, from kids to adults to even the ship’s AI. You cycle through ten years where you grow up from kid to young adult (10-20 is the exact). Your choices influence what can happen, there’s deaths that can happen, and depending on what things you do, you develop different skills that then contribute to the survival part of the game, card challenges where you try to get above a certain number with points that are based on the memories you’ve made.
There are tons of mysteries and secrets and all that plethora of stuff, so it is a blast to play, highly recommended if you get a chance.

Having explained all that now, that is generally what I want to follow.
Our two characters are two kids who grew up for the first ten years of their lives on a spaceship known as The Cosmogyral, or simply The Cosmo. Our two characters could be rivals, could be best friends, could be siblings, could be elementary crushes, whatever.
We could start off on the spaceship for a while and move our way to getting to the planet, and all that, or even start on the planet itself after first landing. Our duo go through ten years of life, and I do plan for your choice to have an impact on the story.
Sure, you’ll be able to choose one of my ocs to be the main focus, but the Cosmogyral is a colony of many people, so depending on if you do interact with others of the colony, their fates could change in ways that either benefit or could even cause the destruction of the colony.
Perhaps you talk to another of the kids on a specific day and it turns out doing that saved them from dying? What if you become an engineer versus if you became a biologist? Will you go wandering outside the colony and find something you weren’t supposed to? Someone? There’s lots of different events I plan to hold.
I want to replicate the experience of the game as much as I can in the rp, but it is a tad hard to do that in some parts- like the whole card game mechanic and the attribute leveling. But I want to get as close as I can to replicating it into a narrative experience.

Rules and some lore stuff:

- I have a very inconsistent response times. I am a college student with two majors, so I can be busy at times. I do try my best to keep up, and if I do get to a point where I know I’ll be busy for a while, I’ll try to let you know. Saying this, if you ever have to do the same and take a break or anything, don’t worry about me harping on you about it. I understand not having time and I would just be a hypocrite if I was ‘offended’.

- I am a rambler- I like to type and ramble whenever I’m in the mood to write, so expect long posts even before the rp starts and talk a lot probably.

- I’m pretty flexible with my responses for the rps, ranging from simple three paragraphs to legit five pages at 11 point arial. It really depends on how much my partner types. Having said that, I don’t want one sentence responses. I usually want at least one paragraph per response most of the time. I can understand off days where people don’t have a lot of motivation and jazz, but consistently small responses is a no go for me

- I do not do rps with sexual content. I am an asexual person who is repulsed by the medium, and I don’t like to write it. I don’t mind it mentioned in rps, or having ocs and characters involved in that- but I will not write it. Fade to black, sure. But I won’t write it. No debating.

- Romance is allowed: I’m pretty open with it as long as there’s some indication that either ‘we’ll see if romance blooms through the rp’ or if there’s an outright attention to romance that someone wants. I am also completely fine with pretty much any kind of gender pairings. Straight or lgbtq, whatever works for me.

And some things from the game to keep in mind!
- There are a lot of open lgbtq stuff in IWATE. There’s poly units with kids, there’s nonbinary people, there’s gay relationships, we’ve got a canonical trans character, everything. So do expect me to include those in.

- In the game there are characters that can die, and I fully plan on having some of the cast die, so if death is a topic that makes you uncomfortable, please tell me so I can work out what to do! It’s not exactly something I have to have included, but I want people to feel comfortable in the rp, be it the total exclusion of it or the lessening of it.

- The protag of IWATE has a whole deal where they actually have lived through the game over and over, and their memories pass through to each of their new lives, and they use those memories to change outcomes. Now, I’m fine with your character having this sort of thing as well, or not. If you chose to, then I probably will drop more hints on things you’ll need to do to change something. But, do know that all changes aren’t going to be good. And, depending on who you chose as the main, you may have another who can see these past timelines. And who knows what goal they’re trying to reach versus your own.

This section is a bunch of stuff from that games that can be implemented into the rp if desired. But I put in a collapse because this is a pretty big ad.
Have funnnnn

- There are a lot of endings in the game in what I consider the neutral endings. I call them this because they aren’t always necessarily the best ending to get, but they are at least endings where you win. These endings are essentially all based on the occupation your character ends up pursuing after the final year. I bring this up because these jobs can be used for your character’s goals or even used for the parents if you do decide.
The list of jobs and their dos:
Occupations
Governor
- plain and to the point, the governing head of the colony.

Xeno Hunter
- a person who hunts down animals on the planet’s surface. This can be either to defend the colony or even just hunting as sport.

Sportsball Hero
- sportsball is a game made as a sort of ‘encompassing’ of all sports. It has a ball you kick around and sometimes throw. In this you’re essentially the best of the best in the colony game of sportsball.

Military Hero
- in the colony there is a small guard branch that could possibly expand to a full militia depending on the routes taken. Essentially one of the top commanders with a lot of heroic actions on their back.

Astronaut
- a space explorer duh, but in the case of this game it would actually mean that they go back to outer space after the events on the planet.

Explorer
- someone who explores every inch of the new planet. They could be cartographers or adventurers, they’ve made it their goal to explore every inch of the wilds

Collector
- another sort of explorer, except this time they are known for all the bits and bobs they brought back from outside.

Prolific Parent
- someone who probably has one too many kids. They are someone who either has a lot of kids/wants buncha kids or someone who takes care of kids, like a steward.

Pulp Novelist
- someone who writes really well. They could be writing their own stories or maybe even writing the very story of their life. Who knows.

Entertainer
- really as it says, they are just entertaining folks who help keep the morale of the colony up with music, jokes, humor and whatnot.

Botanist
- biology experts, they sure are good with plants. They’re essential in keeping the colony fed and maintaining the gardens and crops.

Xeno Whisperer
- someone who is able to understand the animals and creatures of the planet rather well. They have learned all sorts of things about the creatures to come to understand them.

Architect
- builders of the colony, they’re strong and resilient and are the ones working to make the planet really feel like home.

Merchant
- there’s capitalism babyyyy. An enterprise of money, they sell goods of whatever kind to the rest of the colonists.

Doctor
- a medicine specialist. They ensure that everyone in the colony is healthy and work to create new cures and medicines against the new illnesses and challenges that you may face on this new planet.

Roboticist
- engineers of the colony who know their way around the inner workings of all sorts of machines. Maybe they’ll even make a robot.

Professor
- a teacher to the colony kids. They can vary in what subject, or even do multiple subjects.

Steward
- Stewards are life-time babysitters who usually end up being called aunts or uncles by the kids. They are the ones to mostly raise the young of the colony, letting the parents go to work while they watch the kids until they are teens, but in most cases, stewards still look after the kids they took care of even after. They are their auntie/funcle afterall.

- In the game, every kid has essentially a genetic upgrade that helps them in the real world somehow. These can vary in their like ‘potency’ but they are pretty simple honestly. So, this is something we could possibly add if interested.
For those who are interested, here’s a list of the different augments in the game with essentially what they do:
Augments
Eagle eyes
- Enhanced seeing distance
- downside, dry eye probably. Suffer.

Extra Fingers
- Just as it sounds, they get more than five fingers.
- as it is an unnatural physical mutation, clustered fingers may be cramped up at times or even have some problems with arthritic tendencies later on.

Absorbent Brain
- Can learn information easier
- headaches whenever taking in too much information in a short amount of time or even just randomly.

Super Strength
- self explanatory
- muscle cramps.

Calm Temperament
- naturally just a calm person, hard to get angry
- the brain releases endorphins at a much higher capacity, meaning that after a stressful situation that should cause a person to feel stress, they won’t be able to process it and they’ll also be more sluggish and maybe even unresponsive.

Temperature Control
- no matter the weather, you are always at just the right temperature to not feel cold or hot.
- can cause you to feel as cold as an ice pack or hot as a sauna to others, but you can’t pick which.

Armor-Scaled Skin
- a physical mutation that causes scales to grow on your skin. Starts off rather surface level at age 10, but will begin to grow more in the teen stage
- itchy as hell and can be sensitive to pain.

Fearless
- a loss of any sense of fear. Not to be confused with the calm temperament augment.
- without a sense of fear, there is no stopping this person from doing possibly dangerous things.

Reduced Sleep
- Needing less sleep than an average person.
- without a need to sleep, insomnia can still occur whenever the person can’t maintain their limits on even the littlest of sleep they need.

Dog Ears
- a physical mutation that gives a person dog ears, letting them hear more.
- dog-like tendencies

Shameless
- it is really just a lack of any sense of shame.
- without a sense of shame you can’t really feel like you're doing something wrong most of the time.

Enhanced Hearing
- a possibly physical mutation that enhances a person’s range of hearing.
- can cause elongated ears (elfish/spock's ear) and with a hearing that is enhanced, they could become overwhelmed with all the things they can hear.

And you can of course think up your own! Do keep in mind they’re not exactly superpowers like being able to summon fire or like have super speed. And physical mutations due to your augments can happen- just gotta make sure they make sense.


- This is a technical sci-fi setting so there are a lot of concepts that are not really regular to our modern day.
Some of those include:
- The Cosmogyral crew left earth to go find a new planet to colonize and live on, or at least that’s what everyone is told.

- there are many ways a kid can be born/made in this that are explored in the game. Some kids are born the usual way, a mommy and daddy love eachother very much, but there’s some kids who only have one parent that had the other half as some random donated whatever for the other to have a related child. Some are tube babies, raised in a literal tube until they are able to be a proper baby. These kids usually have a parent who didn’t want to go through the process of it themself or didn’t care about blood relations. Even the poly's all have a way to contribute to a kid through dna splicing. It's all plausible. Why do I share this? Cause 1. it's cool and 2. it could contribute to your character if you wanted to.

- there’s some connections to a cult with the original crew of the ship but I’m sure that that isn’t important.

- Aliens do exist in the game. Not just animals but sentient life. I won’t expose too much on that but they do exist and you may meet them on the planet. Who knows.



Hopefully you read through those tidbits. Even if you didn't, here's the cast of kids, aka my OCs! All of these ocs have technically three stages: Kid, teen, and adult. I will only be showing you the kid versions and a general synopsis of who they are near the very beginning so that you can essentially learn through the rp more about them.
Vespine:
Lovestruck storyteller

Vespine, She/her, is the daughter of one of the colonies’ stewards. A kind and empathetic heart, Vespine has always been friendly to everyone on the ship. Vespine has always been a hopeless romantic of sorts, always enjoying tales of princesses being saved by princes and true love saving the day. She adores storytelling and always is cracking up some tales to tell the littles of the colony.
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Alethia:
Hotheaded miscreant

Alethia, she/her, is probably as rowdy as a kid can get. She’s the granddaughter of the current security chief, and always looking to do something to prove herself. After her dad died from a leak in the Cosmo’s gases, Alethia’s behavior has only gotten worse, overworking to the point she gets in the way. Oh and she’s also a massive crybaby when things don’t go her way.
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Grandure:
Sharp-witted clown

Grandure, They/them, is a kid who purposefully spells his name wrong. Grandure is the kid of a few high money colonists, and despite their parents' rigorous attempts to straighten Grandure’s ‘wild side’ down, Grandure has always been the colony's local prankster and plotter.
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Locust:
Aloof tomboy

Locust, she/he, is someone who has a lot of potential. One of two kids of the colonies’ governor, Locust has always had a good head on her shoulders just like his mom. The problem though, compared to his very opinionated sister, Locust could really care less about the whole ‘governing’ gig. He’s more invested in investigating the new planet that the colony has landed on, despite the fact she isn’t even supposed to be outside of the walls until he’s 13…
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Kainda:
Stubborn diva

Kainda, they/them, is the second child of the governor of The Cosmo. Kainda is the younger of the two and, unlike Locust, is very focused on one day taking over the colony as the next Governor. Despite their mother’s intentions to push Kainda to pursue their own dreams, Kainda is pretty much set on being Governor, and is always gloating to other kids, and sometimes even adults, about how ‘they’ll one day be their boss’. No one really takes them that seriously though.
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Didiane:
Cheeky runt

Didiane, he/him, is always teasing pretty much everyone he knows. He’s a very lighthearted kid who can stand to take things more seriously once and awhile, according to his mother, the chief engineer. He’s considerably smaller than most of the other colony kids, but he uses this a lot to his advantage, hiding from adults in the hardest places to reach.
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Callum:
Thoughtful Worrywort

Callum, any pronouns, is another of the steward’s kids, though he’s adopted. Just like Alethia, she lost both her parents to the gas leak on the ship, but was taken into the steward’s family. They’ve got a wild problem with overthinking and always are ten steps ahead of every situation, and everyone will guarantee you that Callum has a plan for every situation that might come at her.
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Felicitas:
Spaced-out sloth

Felicitas, they/he, is quite literally the definition of ‘head in the clouds’. Or as Felicitas likes to fondly call it, ‘head in the stars’. Felicitas knows he’s not exactly the most focused individual, and he kind of uses his slothful nature to his advantage. Which of course irks his workaholic parent, a doctor for the colony. Felicitas is under a lot of pressure from their parent to do better, but Felicitas seems very adamant on keeping his peaceful lifestyle.
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Viola:
Gentle Prodigy

Viola, He/them, Viola is the half sibling to Kainda and Locust, only related due to the donor of his father being the same as theirs. They don’t exactly connect too much with the two, but have always been in their corner when they need it. As one of the older kids, it’s unsurprising that Viola acts rather mature for his age, constantly helping adults and doing all sorts of things around the colony. Viola, as their name tells, has a talent for instruments, but despite their name, it’s not a viola that he plays. No, they play the trumpet.
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Tyne:
Teasing hard worker

Tyne, he/him, is just as he seems. He’s a confident and hard working fellow that mostly works in Command with his mom, an advisor. He’s practically an errand-boy and knows everyone’s names in the colony by heart. Tyne has a habit of pretty much complimenting everyone, getting on people’s good sides enough that he may or may not have a lot of favors he could call in at any time.
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Esme:
Cheerful motivator

Esme, they/them, is from probably one of the biggest families in the colony. Five whole kids, and none to spare, Esme is pretty much the youngest, second to their newest brother. Esme is one of the many hearts of the colony, always cheering up people after things go wrong and lending a shoulder for people to rest on whenever needed. They do all sorts of odd jobs to help out everyone in the colony at any time, and it’s a guarantee that you’ll find him
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Marnie:
Empathetic Baker

Marnie, she/her, is the big sister to pretty much everyone in the colony. She’s one of the oldest kids, having a solid three years ahead of the youngest kid, and everyone has always seen her as a big sister, even though technically Didiane is her only biological sibling. Nonetheless, she’s always giving out treats to all the kids and taking care of them like they are. She’s already taken a liking to being the next steward of the colony, with ample support from the current one.
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So, interested? Feel free to leave a message here or to send me a PM! :D
Magic 10%
On very, very, rare occasions there may be unexplained, POSSIBLY supernatural events. Minor "environmental" magic. Perhaps implies the existence of a deity or supernatural entity. Or perhaps it's just tricks?
Technology 90%
Far future, perhaps interstellar travel (faster than light)
Combat 40%
Unrest may be part of the setting, but any scenes that happen to involve combat may be summarized.
Romance 30%
Some romance is possible, but the overall plot is more important.

Details: Freeform, adjustable length posts, long-term RP partner preferred. Will be played one-on-one.

Aaaaaaaaah, I can try? I'm super interested in this, but I don't know how great I'll be with this...
PM me? We could discuss it there, so I'll know how to design a character for this. :)

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