Task Force Prometheus is comprised of the last elements of the Hellfire Legion that survived the Fall of Vespucci, summoned after three years of silence by Megiddo, a mysterious AI forged by the Technocracy of Auxo. In spite the of mistrust and uncertainty left in the wake of time and betrayal, these survivors have chosen to band together and heed Megiddo’s call, choosing defiance in defeat as two simple truths present themselves: the Commonwealth of House Liberty yet lives, as does the Brigand Bitch of Bering, Twice-Traitor Victoria Knight.
The Legionnaires of Prometheus have pledged their loyalty and dedicated their hearts to freeing the people of the Commonwealth, now interned on Erie by an emboldened Republic who find no true checks upon their monopoly on power—power granted to them by the traitor Knight, whose battlegroup turned their guns against the Commonwealth after their rescue from Bering by the Legion themselves.
This singular action sealed the fate of the rebranded Insurgency in its very inception. No longer did they possess the political capital the Legion and Commonwealth had worked tirelessly to cultivate the past decade; a separatist nation which turned on their own people could not be trusted. No longer did they possess the force of arms to make the price in blood too high, for the infighting had cost ships, lives, and morale. Chief among these losses was the Dreadnought Ravager, which had stood guard over Vespucci since the earliest days of the Legion.
And so the Republic with all their ships, lies, and inequities came for them.
These remnants of the Legion have vowed never again to be used, to bend the knee to treachery and turn on their own. They have vowed to see the people of Erie freed and the Commonwealth of House Liberty restored by any means necessary. They have vowed to see Victoria Knight brought to justice for her crimes against the Legion and Commonwealth. They have vowed to burn out the pit of snakes she now hides in, the Xenos Liberty Free Republic, betrayers cut from a similar cloth.
Their road to accomplishing these objectives, if indeed they may be achieved at all, is fraught with many obstacles. With their home in ruins and all support alienated by the radicalism of the Insurgency or gone to ground following the Fall, Prometheus operates under the patronage of Auxo, whose support is as much predicated upon their hopes for the Commonwealth as it is their fears of the Republic. Using Inverness as a for-now safe harbor, the Legionnaires of Prometheus race against time to rebuild their strength, forge new alliances, and enact their plan before the Republic brings the hammer down upon them.
IDENTITY
Integrity, a pride in high ideals, and the common defense of the Libertonian people have been paramount to the identity of the Legion and the Commonwealth, and remain so within Task Force Prometheus. When a Legionnaire speaks of “carrying the flame true,” it is these core tenets that they refer to. While capital punishment was a rarity within the Commonwealth, a Legionnaire who knowingly harmed an innocent would be considered an exception. So strong is their concern with justice that a former Lord Commander of the Legion even stood trial for a misjudgement leading to an attack on a civilian ship, voluntarily submitting to incarceration and making reparations for the act. It is for this reason that the arms of the Legion bear such names as "Prosecutor" and "Judgement".
In spite of the dissolution of both the Legion and Commonwealth so many years ago, the Legionnaires of Task Force Prometheus continue to refer to themselves as such, a custom which is unlikely to ever come to an end. A history of unusual and even ritualistic practices such as the recitation of the Legionnaire’s Catechism and obsession with titles the likes of Lord Commander or Grand Admiral are still pervasive within the Task Force’s culture, serving as something of a commonality between themselves and the eccentricity of the Technocracy. No clearer is this exemplified than in the newly adopted titles of the Task Force’s senior command staff, the highest of which by surprising assent from the rank-and-file of Prometheus style themselves the Exarchy.
While such fascination with ritual and decorum has been used by detractors to paint the movement as little more than a regressive and nationalistic junta, the actions of the Legion and the libertarian-socialist policies of the Commonwealth paint a wholly different picture—one of a fairer hand and more competent blade. A Liberty free of gross misuse of power and unchecked lobbying, with a robust welfare system to catch citizens which would otherwise fall through the cracks of poverty, into a criminal underworld of self-interested despots and warlords among the Xenos and Rogues.
This praxis in its totality embodies the true identity and purpose of the Legion and Commonwealth, which Prometheus seeks to rebuild upon a stronger foundation: That of an alternative to the Republic.
OPERATIONS
The day-to-day activities of Task Force Prometheus at present are chiefly concerned with establishing a powerbase in the Independent Worlds and garnering support throughout the sector. Operations are underway to recover and repair what remains of the Legion’s battered fleet which escaped Vespucci, rekindle old ties and forge new alliances, and undo the damage dealt to the Commonwealth’s legitimacy by the Insurgency. In carrying out these goals, Promethean Legionnaires can be found conducting a wide variety of activities from escorting civilians, salvage operations, running PR, and striking at hostile elements throughout Liberty, with the Xenos and their “Free Republic” being of particular note.
Due to their status as guests of Auxo, the Task Force can also commonly be seen flying alongside Technocracy ships across Sirius, assisting in what ways they’re able. Nonetheless, Prometheus’ objectives remain focused on Liberty, and they are rarely found engaging in combat outside of Liberty and the Independent Worlds unless in defense of a trade, civilian, or Technocrat vessel. That said, it is otherwise not uncommon to spot a ship of the Task Force striking out in a diplomatic or trade mission beyond their homeland.
STRUCTURE
The lower and field command ranks of Prometheus much resemble a diminutive variation of the old Legion’s command structure, with many Lieutenants and Commanders serving under a few highly trained field officers. Strategic command, however, is a different story entirely, with the primary roles of former Lord Commanders divided to form a triumvirate known as the Exarchy, comprising the Stratarch, Logarch, and Tectarch. Through this distributed leadership they hope to prevent power from again concentrating in a single person, and in so doing avoid the calamitous end that befell the Insurgency.
EXARCHY
Lord Stratarch
Assuming the appellation of the old Legion’s leaders in an appeal to the military traditions so deeply ingrained in many of the Task Force, the Lord Stratarch’s domain is war. High level strategic decision making typically begins and ends with the Stratarch, with full tactical command authority falling to them in the unusual event that they grace the battlefield with their presence. The primary responsibilities of the Stratarch involve dictating fleet movements, delegating orders to Promethean command staff, and strategic coordination with allied leaders. The Lord Stratarch has also been known to engage in a limited diplomatic role with groups Prometheus seeks to cooperate with militarily, and in issuing declarations of intent to hostile entities.
The current Lord Stratarch of Task Force Prometheus is Megiddo.
High Logarch
The voice of the flame, the High Logarch serves as Prometheus’ chief of public relations to Liberty and as ambassador to the rest of the sector, concerned with inspiring loyalty, brokering deals, and forging alliances. The Logarch both arranges and oversees trade with foreign powers, builds bridges with sympathetic supporters and fellow revolutionaries, and spearheads the hearts and minds campaign of the Task Force, both at home and abroad. Due to the station’s nature, this finds the High Logarch away from home more than the other two members of the Exarchy, sometimes for extended periods. A contingent of the Task Force’s finest Legionnaires accompany the Logarch on these perilous but undeniably crucial excursions throughout Sirius, as they work tirelessly to lay the foundation of a reborn Commonwealth.
The current High Logarch of Task Force Prometheus is Kelly With.
Grand Tectarch
The builder, hammer-and-anvil incarnate, the weight of rebuilding the remnants of the Legion’s fleet into a formidable fighting force falls upon the Tectarch’s shoulders. Responsible for prioritizing and directing repair and refit of the old movement’s battle scarred warships, as well as initiation and oversight of Task Force R&D projects, the Tectarch’s work is never finished. Despite the dearth of precious materiel and the generous but limited facilities provided by the Technocracy, these conditions pale in comparison to the haphazard jury rigs conducted deep in the barrier on vessels such as Incursus and Iblis the past three years. Promethean engineers often say only half in jest that they have done so much for so long with so little, that they are now qualified to do anything with nothing.
The current Grand Tectarch of Task Force Prometheus is Amy West.
RANK AND FILE
Grand Admiral - 1/1
The first member of High Command, the Grand Admiral answers directly to the Lord Stratarch and is responsible for the direction of the fleet at a strategic level, second only to the Lord Stratarch. They are expected to know everything about the faction inside and out, and can handle many major decisions in the field that do not require the full quorum of the Exarchy. As a member of High Command, the Grand Admiral also has access to the “legacy ships” of the Task Force, including the Incursus.
The current Grand Admiral of Task Force Prometheus is David Montero.
Fleet Admiral - 0/2
The highest field command rank, Fleet Admirals are responsible for directing and resolving fleet-scale engagements, assuming command of multiple warships in battle. As the highest field command rank, Fleet Admirals have access to all ship classes available to the Task Force.
Current Fleet Admirals:
Fleet Captain - 2/4
Fleet Captains form the core field command staff of the Legion. Commonly found in charge of smaller operations including small scale patrols and strikes, Fleet Captains are authorized to take greater charge of a situation and are entrusted with limited diplomatic responsibility. Fleet Captains have access to all vessels up to and including battlecruiser class.
Current Fleet Captains:
Derek Smith
Commander ∞
The highest non-field command rank, Commanders are responsible for organizing and carrying out patrols, as well as training and directing Initiates. Additionally, Commanders possess access to gunships. This—along with their limited command role—makes them candidates for field command staff, with Fleet Admirals and Captains watching them closely for future promotion.
Lieutenant ∞
The bread-and-butter of Prometheus’ flight corps, Lieutenant is the first true rank a Legionnaire achieves after being initiated into the Task Force. While they possess no command responsibilities beyond making sure Initiates don’t get themselves killed on their first sortie, Lieutenants are full Legionnaires and enjoy the respect which comes with having earned their wings.
Initiate ∞
The sparks that will one day fuel the fire, Initiate is the very first rank a new Legionnaire will attain. As much a “trial” rank as anything, Initiates are carefully-scrutinized for activity, participation, discipline, and behavior. This rank functions as a time both for the Initiate to learn their role and their superiors to examine their fitness to serve.
POLICY
What remains of the Legion cannot turn a blind eye to the ideals they swore to uphold, lest they compromise themselves further in the eyes of an already-jaded Liberty. While the cardamine trade or piracy might present tempting avenues of funding, these are inconceivable lows which will not be sunken to. With such gallantry paramount to winning the hearts and minds of the Republic’s people, an outline of Task Force Prometheus’ policies are presented here.
Conduct
In spite of Task Force Prometheus’ circumstances, Promethean Legionnaires are still to conduct themselves with the discipline befitting a true military. A force which prides itself upon its valliance and decorum must act like one. Braggarts, bigots, and zealots will find their tenure in Prometheus to be short lived.
Non-combatants
Protecting the innocent always takes precedent in Task Force Prometheus’ operations. If a Legionnaire comes across a civilian or non-combatant in danger, it is their responsibility to help, even if this means suspending ongoing operations until the situation has been resolved and all civilians and non-combatants are safe and accounted for.
Moreover, civilians and non-combatants are never to be treated as targets, regardless of affiliation. If a Legionnaire is engaged by a civilian or non-combatant, it’s their imperative to take every measure to de-escalate the situation and minimize loss of life. If a civilian enters an ongoing engagement that can be resolved without bringing them harm, it is the Legionnaire’s responsibility to do so.
OPSEC
It is of the utmost importance for both Task Force Prometheus and their partners that operational security be maintained. Not only does the task force stand to lose the invaluable backing of potential benefactors such as DSE or Bretonia if they’re found to be supporting them, but outing those same parties risks inciting the Republic’s wrath upon them as well. Though proud Legionnaires may find it degrading to operate in the shadows, it is vital to ensuring that one day they will no longer need to. Other examples of operational security breaches include the unauthorized dissemination of fleet movements, sensitive data, or other potentially compromising intelligence. A Legionnaire who compromises operations security could be demoted, permanently reassigned, or face court martial depending on the severity of the breach.
Piracy
While occasionally affiliated with various outlaw groups during the darker times in the Legion’s past, piracy has always been viewed as a despicable act never to be engaged in by the Legion itself, and Task Force Prometheus will look to legitimate avenues for generating revenue. Groups known to conduct piracy and individuals actively observed conducting piracy will be dealt with as they were by the Legion of old. A Legionnaire foolish enough to engage in piracy faces court martial and will be punished to the fullest extent of Commonwealth military law.
Cardamine
Legionnaires piss on cardamine. While individuals dependent on the substance are never to be judged and their bodily autonomy must be respected, the drug itself remains an insidious method of control by and source of revenue for the dons of Malta. Any cardamine recovered from downed smuggling vessels is to be immediately destroyed, and any Legionnaire possessing more than 5 units of the substance will be indefinitely grounded facing a full investigation and potential court martial.
DIPLOMACY
These Legionnaires have a delicate tightrope to walk in reestablishing themselves as a major power in the region. In search of close bonds with sympathetic parties while also attempting to curry support from potential backers, Prometheus must balance their ideals with both the harsh realities of an unforgiving Sirius and the seemingly-fickle nature of the Technocracy. The political complexities of operating as a military in exile of a nation imprisoned are not lost on the Task Force’s command staff, and the road towards restoration of the Commonwealth will require savvy and unorthodox statecraft.
While there is neither time nor room to delve into the nuances of all relationships in full, the most noteworthy have been compiled below.
THE TECHNOCRACY OF AUXO
Among the closest relations of Task Force Prometheus are their patrons whom they once sheltered, the Technocracy of Auxo. The Technocracy was spared Liberty’s wrath, thought in large part to be attributed to the deterioration of relations between them and the Insurgency. By the time of The Fall, both factions regarded each other with hostility. While Auxo welcomed former Legionnaires with open arms, remnants of Harmony were not granted the same courtesy. Although by their nature the Technocracy are considered by some Prometheans to be machiavellian deviants for their tendency towards secrecy and cult-like behavior, it is an undeniable fact that it is through their benevolence that the flame of the Legion has not yet gone dark.
THE BUNDSCHUH
Kindred spirits of House Rheinland, the Bundschuh have never resorted to the same egregious crime and violence plaguing the House’s other revolutionaries—in particular the Unioners, whom the Legion once maintained an alliance of convenience with during Liberty’s war with Rheinland. Considered by many within the Task Force’s command staff to represent the most likely allies of a restored Commonwealth, the Bundschuh were the first group to be approached by the new Task Force in hopes of an alliance. While inevitably putting them at odds with Rheinland, Legionnaires and party members alike are optimistic that joint operations will bear fruit for many years to come.
DSE
Deep Space Engineering was the first corporation to embrace the ideals of the Commonwealth, and did much work to provide the Commonwealth with vital infrastructure in exchange for contracts to mine the silver and copper fields of the region, as well as establish strip mining operations on Guadalajara. Arguably the Commonwealth’s greatest ally in its path towards legitimacy, DSE largely withdrew their support in the sunset of the Insurgency. Following the Fall of Vespucci, DSE was contracted by the Republic to construct and maintain a sensor array around planet Guadalajara to prevent resettlement, which Task Force Prometheus hopes may be a great boon to them in reclaiming lost ground. Already steps have been taken to reach out to the Libertonian corporation, and it is hoped that the long standing history of cooperation between the DSE and the Task Force’s predecessors will not go unrecognized.
BRETONIA
In an appeal to reason, Task Force Prometheus has extended an olive branch to a Bretonia indebted to Liberty, whose people the Commonwealth took in during the Bretonian Diaspora. Many of these refugees now reside in Republic labor camps on Erie, branded guilty by association. While ideologically the Task Force’s principles align greatly with those of their historical allies in the Mollys, the potential of acceptance by or even cooperation with Bretonia is far too great to be ignored.
THE MOLLYS
While their hopes for peace with Bretonia preclude overt cooperation with the Mollys, their status as fellow revolutionaries and a history of cooperation between the two groups has given rise to cautious optimism that a clandestine relationship with the Mollys remains feasible. Though they would never say it publicly, the Commonwealth would sooner have dealt pristine Molly-sourced gold than bloodstained BMM ingots.
LIBERTY
From the Legion’s founding at the turn of the century, the Republic never took kindly to a renegade battlegroup—and later separatist nation—at their hinterland, and the feeling was mutual. Inextricably at odds with each other, each claiming to be the “true” House Liberty, Legionnaires of the Commonwealth and naval officers of the Republic have been known to cooperate in times of great crisis such as incursions from Rheinland and later Gallia, but these ceasefires never last for long. Relations with Liberty’s common people, however, are quite different, with Legionnaires going above and beyond the call of duty to ensure the safety of their House’s people and build a rapport. Even when fired upon by an Ageira or Synth pilot, a Legionnaire always chooses the pen over the sword.
It is thought by some that if Liberty had elected not to carry out the bombings, if the Republic had ended their campaign against the Insurgency in space and taken Guadalajara with the weapons of treaty and protectorate as they had Erie, the Commonwealth and its militants may be no more. The path chosen by the Republic created many martyrs. With the burning of Guadalajara and the interment of Commonwealth citizens on Erie, the hearts of many Commonwealth citizens were turned to steel. Those who were not interned on Erie or did not reintegrate into the Houses awaited only a call to arms, sword in hand and Carrier Group Ohio in their sights.
The Liberty Navy was the Legion’s traditional enemy, a conflict born in the Legion’s genesis in the chaos of the Nomad War. While relations have always been violently hostile, the actions of the Ohio and her Group ensured that the fires of hate rage more fiercely than any time since the Legion’s initial flight to Vespucci. This is the Task Force’s true foe. All else are secondary.
The LPI stands as the exception to the Task Force’s rule against the attack of corporations, their law enforcement position considered by the Legionnaires to be more akin to a governmental role than that of a civilian agency. Consequently, they are treated as valid targets, though rarely a priority—there is an assumption, fair or not, that the Liberty Police are little more than cannon fodder for their betters.
Widely considered by Commonwealth citizens the most untrustworthy of the three, the Liberty Security Force has long warred in the shadows with first Legion and later Commonwealth intelligence forces. While the Navy are the instigators and the LPI their accomplices, the LSF are insidious, worming their way into places they do not belong and turning friend against friend. When the Legion or Insurgency turned to paranoia, it was always the LSF they feared, undermining their great project of liberty or revenge depending on the administration. Today’s Prometheans have a somewhat more subdued reaction born of their affiliation with the Technocracy, but they are nonetheless wary of this organization’s subtle influence.
Today, the divide between the remains of the Legion and Commonwealth and their counterparts in the Republic has only widened. While some hardline Legionnaires call for more radical and extreme methods in combating the Navy, LPI, and LSF, orders from the Exarchy call for restraint and due diligence in how operations against the Republic are carried out. Although it may be politically tenable to engage in a terror campaign in the short term, Prometheus aims to steer that outrage towards an agenda measured in decades and centuries. A descent into radical and misdirected violence would invariably drive the movement’s remnants into a downward spiral from which they may never recover. This has led some jaded Legionnaires into the hands of the Task Force’s rivals, and those willing to consider the Republic’s citizens a target are given no quarter.
THE XENOS
The Great Betrayers.
For a decade, the Xenos were the closest allies of the Hellfire Legion. As the Legion sought to break ties in 817 AS with their benefactors in the Lane Hackers, an obvious alliance formed. This alliance was founded upon the ideals espoused by both sides: A better future for the Libertonian people, a shared disdain for the less politically oriented elements of Liberty’s underworld, and a hatred for cardamine. Many an Outcast was routed and many a Republic warship felled at the hands of the Legion and Xenos working in tandem. But the Xenos were afraid.
When the Commonwealth proclaimed its sovereignty, when the Legion recognized them as a legitimate authority, the Xenos saw in the budding nation-state their annihilation. Their extinction in a war won not through force of arms, but by obsolescence. The Commonwealth in their arrogance believed that at least enough of the Xenos movement wished to lay down their arms and rejoin their countrymen in a home the Commonwealth sought to provide—a home where the hard-working Libertonian would always have a job, need not worry about putting food on the table, and be treated with the dignity and respect befitting their station.
Hate, however, had other plans.
The Xenos saw the mass influx of Bretonian refugees to Guadalajara to be as great a threat as the obsolescence a successful Commonwealth would surely bring. More radical elements began to come into power, less concerned with the reasons of the movement's founding and more with building a powerful crime syndicate. The Legion would stand in the way of a Xeno link in the cardamine trade which they had come more and more to covet, and had grown too large and too relevant to be trusted. With the widespread Bretonian settlement of Guadalajara, the Xenos had their casus belli.
While primary fleet elements of the Legion were occupied with extracting Victoria Knight’s Battlegroup Harmony from Bering and Hudson, the Xenos struck the Legion’s Outpost Hesperia in the California system with all their might, capturing the base and replacing its administration with a Xeno one in all but name. Overnight, the outpost-turned-freeport became a hotbed of criminal activity the new Insurgency was unwilling to subdue.
Following the Fall of Vespucci, the Xenos and their Liberty Free Republic rose to fill the power vacuum. Touting themselves as successors of a failed Commonwealth, the Xenos use the LFR’s facade of utopia to legitimize the mass murder and extortion of innocent people—foreign and Libertonian alike—under the banner of the White Star. Now Prometheus has reason to believe the LFR is harboring none other than Victoria Knight herself, with key elements of her battlegroup including the Harmony itself having been spotted amongst them.
Task Force Prometheus considers the Xeno Alliance and Liberty Free Republic to be betrayers of the highest order. Standing orders are to put the traitors to the sword.
ENDGAME
The Exarchy has declared three clear and concise goals of the Task Force:
The Liberation of Erie & Restoration of the Commonwealth of House Liberty.
The dismantlement of the Liberty Free Republic.
The capture and trial of Victoria Knight.
Towards these ends, the enigmatic Megiddo has either convinced or coerced the surviving command officers of the Legion into believing that there is a path, however narrow, through the overwhelming obstacles that stand between Task Force Prometheus and their mission. Whether this is truth or Technocrat deception for an ulterior motive remains to be seen, yet it is undeniable that Prometheus represents the closest thing to a second chance Legionnaires of the old Commonwealth have seen to date. Prometheus’ expansive logistical arm has been tasked with acquiring vast amounts of materiel, which is silently disappeared to storage facilities on Aergia and Valravn for an operation spoken of only in hushed and cryptic whispers, trickled down through the ranks.
While speculation about the big op almost invariably returns to the common denominator of Erie, what form any strike or campaign in Pennsylvania may take remains a head scratcher to many rank and file Legionnaires given the state of the movement. This has sparked rumors that the operation is a suicide mission; a final blaze of glory for the Legion, or, as surmised from increasingly frequent recon flights into Coronado, a Technocrat feint against the Republic-backed Crayterian state. The only certainty is that Prometheus is rapidly building towards something, but the endgame is at this point anyone’s guess.
With trust and morale on the edge of a knife, the Exarchy must act quickly to ensure the spark of hope presented to the Legion’s remnants is not merely a flash in the pan, but that of fire stolen back from the mountain that is Liberty.
OOCSection
The Hellfire Legion was one of the oldest factions on Discovery, the first true house-based “unlawful military.” Created in a time when New York was a no-PvP zone and the Liberty Navy was a forbidden faction, it served to “wake up” Liberty and bring activity to the once-dead House. In the process, it—along with other factions like the =BSG= (now Crayter Republic), SCRA, and Erisian Liberation Front (later TAZ)—spearheaded the concept of the non-vanilla faction. In its time, the Legion served as the springboard for other factions like the Vagrant Raiders, the Technocracy of Auxo, and the Keepers, who themselves became the genesis of Nomad player factions, the legacy of which continues today as the K’Hara and Vagrants. The defining ethos was always the synthesis of PvP and RP, continual lore updates to keep the ancient faction up to modern standards, a willingness to experiment with new roleplay and ideas, and the development of the community around us. When it died in 2020, it left behind the Commonwealth of Liberty, the culmination of a dream born all the way back in 2006. The NPC faction was later merged with the Liberty Separatists to form the Insurgency, undergoing a chain of events concluding in the end of the Commonwealth, and Liberty’s only real revolution.
We are a company of ex-Legionnaires newly returned to the game, fully new players, and members of existing factions who see the void left in the mod and community by the death of the HF. With the success of Helldivers, it is once again clear that even with Super Earth’s fascistic overtones atop it, our similarly over-the-top aesthetic has widespread appeal, and it brought decades-old - often childhood - nostalgia to many former Legionnaires.
That being said, we do not intend to revive the [HF], nor turn back the pendulum on the story to date. Instead, we see the death of the Commonwealth as fertile ground to tell new stories in our old stomping grounds. Discovery is special in a key way: While we often did not recognize it when we first built the HF as children, as adults we see its place in the largely untapped “middle ground” between tabletop-scale roleplaying where a small handful of players interact together with a world and MMO-scale roleplaying where players are essentially writing collaborative fanfiction. Here our stories are written in the stars, yet here too there are dozens of players who are not us, who have their own stories, whose interactions are preplanned neither by developer nor DM. We have missed this environment of storytelling that combines both “massively” scale and home-grown impact and dynamic world.
We do not yet know for certain where this story goes. We have our plans, of course, but they are mutable, subject to change and interaction and growth as any other roleplay. Task Force Prometheus is intended as a short-term faction to tell a compact, contained story about the survivors of the Legion’s downfall. At the end, it will either end or be replaced by something new—a new story, told in the ashes of the old. While we preserve traditions we ourselves formed in our teenage years, we do not see ourselves as a reincarnation of that faction, but as a progression of its story into a new chapter of Discovery.
In short, we’re a mix of newbies and veterans here to tell a story with a beginning, middle, and end. This is only the beginning, and we’re looking forward to having y’all along for the ride.
TFP’s code of conduct exists to create an environment conducive to enjoyable gameplay and storytelling. No part of the code of conduct is a suggestion. Violating this code of conduct can have broad consequences ranging from a stern but informative talking-to from high command to expulsion from the faction or even a violation report, depending on severity of the infraction.
Treat others with respect
While it is normal and human to disagree and dislike others based on their character, TFP is not the place to do it. While people are encouraged to air and discuss their grievances in the appropriate channels (eg, feedback threads, in private, etc), neither the Discord nor game server is the appropriate place to do it.
No bigotry
TFP has a zero-tolerance policy towards bigotry and hate in any form. Literally half of the faction so far is queer, it is not gonna end the way you want it to.
Give others the benefit of the doubt
Automatic assumptions and accusations of other people and parties acting in bad faith is a quick path towards a very insidious form of hatred which deeply permeates Discovery. We encourage dialogue, establishment of intent, and resolution of grievances. This works both ways: We also encourage others to reach out to us. We are not under the illusion that everyone will agree on everything, but paranoia serves only to burn bridges.
Fair play
We are playing a niche space sim from 2003 with a limited population, do unto others is the order of the day. TFP has no tolerance for putting people in unwinnable scenarios, and sometimes this means you will necessarily need to lose a fight or two.
With disparities in skill and ship classes, this is not as simple as a numbers game. A 3v5 or 15v11 might be balanced, depending on the ship classes and players involved. When in doubt, consult your superiors and communicate with the enemy team to keep things fair.
In the UNLIKELY SCENARIO that we are faced with a group or player who actively and knowingly communicate publicly that they discourage fair play, TFP reserves the right to respond accordingly. But please, let’s not?
Metagaming
While technically covered by the server rules, it is all too common to allow out-of-character knowledge to influence in-character actions. The only place this is deemed permissible is in target calling during combat, a generally accepted convention across the server.
No illegal shit
This shouldn't have to be said, but we've all been around long enough to know that that is not the world we live in. It is forbidden to engage in the sharing, encouragement, discussion (outside of personal experience as a survivor), or commission of:
Child exploitation, child pornography, sexual assault (including but not limited to minors), contributing to the delinquency of a minor, abuse (mental, emotional, physical, or sexual), actual IRL murder, or any other form of ultraviolence, as well as Nazi/fascist shit, hate speech even when not related to fascists, and all related heinous activity.
Any violation of this rule will result in immediate expulsion and the filing of a Violation Report.
And yes, "she has the body of a 14-year-old but she's really 1,000 years old so it's okay" qualifies as illegal shit.
Naming Conventions
Strikecraft:
TFP)-character.name OR TFP)-callsign
An example of a character name would be TFP)-Bellamy.Crowe, and an example of a callsign would be TFP)-Locksmith.
Preferences for separators in names such as the period in Bellamy.Crowe are periods and colons ( . and : ). If need be, one can also append these characters do the end of a ship name, eg TFP)-Bellamy:Crowe:
The use of underscores or hyphens as separator characters is discouraged.
While number of callsigns is unlimited, all members are strongly encouraged to keep their ship lists updated in the Discord roster to aid in coordination. If you wish to remain anonymous while logged in, we strongly encourage the use of shared ships so as to avoid frequent renames and throwaway characters.
If you need a callsign and aren’t sure what to pick, please don’t hesitate to ask on Discord!
Warships:
TFP)-<class>-ship.name
Our warships have historically followed an unusual naming convention of specifying a class prefix, rather than using one standard designator for all classes such as LNS or HMS. This tradition continues to this day, and while the Hellfire Legion is a thing of the past, it remains tradition for what remains of the Legion to christen their ships in the historical fashion.
Examples include TFP)-HFB-Incursus (battleship), TFP)-HFF-Objection (frigate), et cetera.
As with callsigns, if you find yourself in need of a ship name and want suggestions, don’t hesitate to ask!
Classes:
Battleship = HFB
Battlecruiser = HFBC
Cruiser = HFC
Destroyer = HFD
Frigate = HFF
Gunboat/Gunship = HFGB
Logistics:
TFP)-<class>-ship.name
The same naming convention for warships applies to Task Force Logistics vessels.
As of this time, these are the ships presently available to rank and file members of Task Force Prometheus. This list does not include SRPs nor tech compat exemptions, which will be addressed in a future section.
Ships underscored represent the preferred roleplay choice for Legionnaires, while ships in bold represent best group combat performance in-class. Ships in italics are intended for the civilian and corporate security market, and are generally discouraged unless the character in question has a strong supporting background for their use.
Gunboat access is rank-restricted to Commander and above as per Section IV (STRUCTURE).
It is required for all Legionnaires to maintain an operable HF-V Series Prosecutor Very Heavy Fighter at all times.