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Futuristic Archaeo

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By far, the most surprising thing about space--when we finally arrived, that is--was the absolutely staggering level of intelligently-designed structures which went previously undetected, despite the usage of high-fidelity imaging and detection equipment.

In our starsystem alone, there are an estimated one-hundred and sixty-seven such structures, the majority comprised of artificial satellites orbiting in the asteroid belt and Oort cloud, with larger, more notable structures present in places such as the surfaces of Titan, Venus, Mars, Io, Europa, and Mercury. All are uninhabited.

Widespread usage of superluminal travel speeds for the sake of exploration have yielded more such structures; Proxima Centauri b, one of the closest exoplanets to our system has an estimated eight such structures on its own. Further exploration has brought forth the possibility that Proxima b remains on the lower end of the scale in regards to how many structures it contains.

The majority of planetary superstructures range anywhere from stand-alone buildings the size of large skyscrapers, to so-called "super-installations," artificial objects that are so large that the majority seem to be expertly carved out of existing geographic features. Their space-based cousins, A-Orbitals and S-Orbitals (short for Artificial and Super, respectively), have been observed to be smaller on average, likely in order to avoid shifting existing orbital paths. Curiously, the existence of several also seem to significantly stabilize their respective starsystems.

The lack of inhabitants and clues as to who might be responsible for these structures has been the driving force behind the creation of the United Nations Archaeological Exploration Administration, a subset of the United Nations Allied Spacefront. Its operatives, colloquially known as Archaeonauts by the public since the division's founding a decade ago, are scientists with expert military training and oversight, who delve into the depths of unexplored structures in the search for answers.

As a member of UNAEA Squadron 676, Callsign "Inquisitive Mind," you've been awaiting your next (or, perhaps, your first) assignment for the past month and a half. What you were expecting was a dig. What you got was a red letter day.






This is a science-fiction RP about space-travel, archaeology, dead aliens, and the dangerous stuff they've left behind.

You'll be playing as a member of Squadron Inquisitive Mind, a mixture of rookies and veterans that have dedicated their professional lives to exploring forgotten alien installations. Each member of Inquisitive Mind is expected to have a unique role on the team, ensuring that the squadron is well-rounded enough to deal with any potential issues that arise over the course of their various investigations. Players will be allowed to come up with their own roles, which (naturally) detail what their character is and isn't capable of. Role examples include (but are certainly not limited to):

  • Engineer. Responsible for the upkeep of team equipment, in and out of the field.
  • Technologist. Expert on installation technology and related fields.
  • Xenobiologist. Expert on foreign biological matter.
  • Fusilier. Long-range combat specialist.
  • Demolitionist. Self-explanatory.
  • Pathfinder. Maps and finds routes to and from objectives.

And so on. For the sake of driving the plot, I'll likely be taking the Pathfinder role; however, if someone has a burning desire for that one in particular, and feel that they can make a good case for taking it instead, I would be more than willing to listen.

I hope that the above mostly explains itself. If there are any questions, however, feel free to ask below! I'm hoping for people that are capable of reasonably detailed posts for this one (a paragraph or so per post, at the very least), and are able to stick around for the long haul.
 
1: What's entry criteria? First-come-first-serve? Role audition? Character acceptance? Something else?

2: How many posts per week is expected? How few posts before you'll kick someone?

3: Strict turn order? No turn order? A loose turn order to let a pair of characters talk back-and-forth for a little?

4: Any particular film, video game or show that's similar in themes and genre?

5: What is the skill level of our characters? In terms of combat capability - in comparison to a modern soldier? In terms of scientific expertise - in comparison to a menial lab tech or researcher?

6: Hi :D
 
1: What's entry criteria? First-come-first-serve? Role audition? Character acceptance? Something else?

2: How many posts per week is expected? How few posts before you'll kick someone?

3: Strict turn order? No turn order? A loose turn order to let a pair of characters talk back-and-forth for a little?

4: Any particular film, video game or show that's similar in themes and genre?

5: What is the skill level of our characters? In terms of combat capability - in comparison to a modern soldier? In terms of scientific expertise - in comparison to a menial lab tech or researcher?

6: Hi :D


1.) Entry criteria will likely be character acceptance. I'll be taking a look over profiles posted for the sake of examining the writing within, as well as the character themselves, mostly for the sake of ensuring that nothing ends up being too broken.

2.) I'd like at least one post every two or three days, for the sake of moving things along. More than that is awesome because it keeps things moving; stagnation is the death of roleplay. Of course, I don't plan on kicking people if they don't post in less than 24 hours, because sometimes things come up for people. I'd also rather not kick first thing, so I'm hoping to stay a little lax to start, and just send out little reminders if we haven't seen people in two or three days. If post speed becomes a constant problem, however, then removal would likely be considered for the sake of keeping things moving for everyone else.

3.) No turn order.

4.) Halo, Destiny, Prometheus, and Titanfall are all good aesthetic markers for the look, feel, and advancement of human technology.

5.) Heightened levels of technology place the new average level of combat capability around that of a current-day United States Marine. This is the level that Archaeonauts are capable of by default, unless they have some sort of offensive or defensive specialization. In terms of scientific expertise, it is fair to assume that Archaeonauts are at or near the forefront of their respective fields. For the most part, they're scientists first and soldiers second, so they are expected to have completed graduate programs from top universities.

6.) Hello again! I remember you! Good questions.
 
2.) I'd like at least one post every two or three days, for the sake of moving things along. More than that is awesome because it keeps things moving; stagnation is the death of roleplay. Of course, I don't plan on kicking people if they don't post in less than 24 hours, because sometimes things come up for people. I'd also rather not kick first thing, so I'm hoping to stay a little lax to start, and just send out little reminders if we haven't seen people in two or three days. If post speed becomes a constant problem, however, then removal would likely be considered for the sake of keeping things moving for everyone else.

I agree on the whole, but is being lax at the start the right approach? Sounds like one or two individuals could kill any momentum gained by everyone else - dead on arrival, so to speak.

4.) Halo, Destiny, Prometheus, and Titanfall are all good aesthetic markers for the look, feel, and advancement of human technology.

Oooooh boy, I'm calling shotgun on engineer then.


Q7: Are our characters expected to know one another prior to this story? Have they been on the same team before? Have they heard of one another?

Q8: How much previous experience have our characters had with extraterrestrial structures? Is this their "first rodeo" where everything they know is derived from books and video recordings? Or do they possess first-hand experience already?
 
I agree on the whole, but is being lax at the start the right approach? Sounds like one or two individuals could kill any momentum gained by everyone else - dead on arrival, so to speak.



Oooooh boy, I'm calling shotgun on engineer then.


Q7: Are our characters expected to know one another prior to this story? Have they been on the same team before? Have they heard of one another?

Q8: How much previous experience have our characters had with extraterrestrial structures? Is this their "first rodeo" where everything they know is derived from books and video recordings? Or do they possess first-hand experience already?


That is true; I'm expecting to be able to move on without them until we get into the thick of things, at which point stalled posts would become a problem. If things threaten to stall right out of the gate, though, I'll probably end up being a little more harsh than I'm hoping to be anyway.



7.) I'm leaving the possibility of rookies open, so if someone chooses to have their characters be new to the whole ordeal, they have that option open to them. However, all characters on the team will be expected to have known everyone else for at least their month-long waiting time.

8.) In accordance with the above, characters that have been part of the team for longer will likely have a decent amount of experience; in the span of a year, the average UNAEA agent will likely have canvassed anywhere from 10-30 structures, depending on size, importance, proximity to other structures, etcetera.
 
Hi, I'd like to join, likely as a demolition man. I have no questions for the time being, only looking forward to playing.
 
_Line 213 _Line 213 This sounds really good! I'm interested in being a Fusilier. What exactly is a Fusiliers duty? You know, other than just long distance combat.
 
_Line 213 _Line 213 This sounds really good! I'm interested in being a Fusilier. What exactly is a Fusiliers duty? You know, other than just long distance combat.
As I understand it, it's up to you. Line mentions these classes are only examples, so its probably not mandatory to make your character strictly around them. If you want to be a long range combat specialist, have set of skills that support it. Trapping, tracking, survival, heavily self reliant approach. That kind of stuff.
 
As I understand it, it's up to you. Line mentions these classes are only examples, so its probably not mandatory to make your character strictly around them. If you want to be a long range combat specialist, have set of skills that support it. Trapping, tracking, survival, heavily self reliant approach. That kind of stuff.
Ah I see. Thank you.
 
_Line 213 _Line 213 This sounds really good! I'm interested in being a Fusilier. What exactly is a Fusiliers duty? You know, other than just long distance combat.

As I understand it, it's up to you. Line mentions these classes are only examples, so its probably not mandatory to make your character strictly around them. If you want to be a long range combat specialist, have set of skills that support it. Trapping, tracking, survival, heavily self reliant approach. That kind of stuff.

Hangover's right on this; these are more a list of prompts that exist to get people's minds going. They can be added to or changed around as one sees fit, so long as things don't get too crazy.
 
This seems like a healthy bit of interest at the moment, so I'm going to go ahead and start getting threads set up tomorrow, or potentially later today.
 
Hallo, rp sounds interesting. If no one's claimed the xenobiologist, I'm definitly looking to fill that role.
 
My profile's still a work in progress - sorry about that. Got personality and background in mind and planned out, I just need to get around to jotting it down.

_Line 213 _Line 213 given that you're playing the pathfinder, your character could take a jump pack if you like and feel it would be approrpiate. The model's satisfied the professional standard of Jem alone - but is still undergoing lab stress-testing and further safety experiments. But I'd imagine that the team's pathfinder could get his hands on one if they felt the risk was acceptable (and were willing to sign a waiver or three). Y'know - as long as the device isn't operated within a UNAEA vessel where possible failure would pose a risk to anyone other than the operator.
 
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