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Space Buddha

The Enlightened One

Midnight Frontiers



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Why are you here?

Well, there could be many answers. Perhaps you investigated the infamous events that transpired at the Comet Pizzeria. Perhaps you stumbled upon our government's black projects such as Stargate and MKultra. Maybe you yourself experienced a night aboard an alien spacecraft, or learned of the mysterious "jump rooms" and America's secret mars colony.

Regardless, it brought you to the Initiative. Your family called you crazy for selling off all your material possessions and joining a "crazy cult". Your friends called you a fool for associating with "gun-toting rednecks", but you ignored them, the close-minded fools, and moved to a remote compound in the wilderness where the Midnight Frontiers Initiative was headquartered. You were trained in the esoteric arts, became a paramilitary weapon of revolution against the tyranny of the New World Order, and opened your third eye to the darkest secrets of this world.



And now it has all payed off, with a daring raid your group has acquired what you long thought the government concealed, going leagues beyond the DMT experiments and orgone cloudbusters of the Initiative, the technology to facilitate physical off-world travel.

And, by some great blessing, you have been chosen to step into this machine first. To journey across the cosmos is such a glorious opportunity, but exploration is not the only purpose of your mission, no. Those among the ranks of the initiative have seen (through the use of high-quality dowsing rods) what lies ahead on this mysterious new world, the supposed secrets that will put an end to disease and the poisons that the government shoves down your throat, and with next to no risk! At least, that is what they tell you. Of course no one has actually been to the other side yet, but the stars never lie. You aren't a guinea pig, promise!



Midnight Frontiers is an RP casting players as members of a cult-like militia, (The titular Midnight Frontiers Initiative) that has acquired top secret government technology allowing them to explore another dimension. Brainwashed cultists and militiamen come from all walks of life, drawn into the fold by some means. The RP will largely focus on exploration, though an end goal of your mission will become clear further on. I'll post more lore for the RP once I get a few people to show interest. Though most of the RP will take place on alien planets, it is set in the current day and begins on earth. OOC discussion will take place in my personal discord where I host all of my RPs.​
 
By popular demand in the discord, here's some lore and the character sheet.

Founded in the mid-90s by a self-proclaimed former guard at Area 51, who now serves as the enigmatic "Director", the Initiative began as a violent, right-wing militia bent on disclosure by any means necessary, and was subject to numerous investigations by the FBI and ATF for supposed hoarding of illegal weapons and stolen "Classified Materials", apparently including pieces of salvaged alien technology, though not the items that would later allow the construction of their very own "jump room", a wormhole generator capable of sending someone's physical body to any location in the universe, which has been used by the government to establish numerous offworld colonies as part of the "solar warden" program. Later, the group merged with a number of new age sects and gained investment in psychic and other paranormal phenomena, and within the compound many are educated in these fields, given labcoats and assigned to test their applications. These researchers make up the scientific department of the initiative, and are often certified as naturopaths, chiropractors, or some other dubious qualification that offers the title of Doctor from one of the many diploma mills that the initiative operates. Outside of this pseudoscientific sector there are those recruited for their supposed abilities, including alien channelers and mediums, many of whom are likely frauds brainwashed into believing their own lies. Outside of the crackpot side of the group there is the even crazier side of its external security division, being composed of militants from the initial group and those recruited from other militia groups.

Regarding members, they come from all walks of life, brought into the fold by friends (or alex jones) and made to feel as part of a greater whole, as happens with many cults or extremist groups. Regardless of its kooky beliefs, the initiative managed to acquire technology that any foreign would pay billions upon billions for, and seems to have no problems risking its members lives testing it out.


- General -


Username:

Name:

Gender:
(Preferably either just male or female, cults usually ain't the most accepting sort but the Midnight Frontiers Initiative is a bit more 'forward-thinking' and makes extensive use of psychedelic drugs so if you want to identify as a tree that's fine by me.)

Description/Image: (Image preferred, but just do a description if you can't find anything appropriate for your character.)


- Personal -


Bio: (A brief history on your character and how they were recruited into the Initiative, worth noting are things like familial relations and their current role in the initiative, be that a desk job like parapsychological researcher, AR-15 toting base security, or even a tactical tarot reader.)

Personality: (Self-explanatory.)

Psychic Ability: (All members of the initiative are trained in the use of their innate intuitive abilities. You can pick one of any psychic phenomena that supposedly exists in the real world. Examples include remote viewing (mapping out places on paper without looking), dowsing (locating objects and divining information), any number of divination systems, astral projection or "no-touch fighting". There are plenty of places to get ideas for this, but there have to be people in reality who actually believe it works in order to qualify.)

Inventory: (Include things like what kind of clothing they are wearing, any tools they may carry on a daily basis, 'EDC', and other such items. Being a militant group, Initiative members can be expected to carry weapons on them on all times in the compound, especially when preparing for a mission as dangerous as yours. Even the labcoat types may carry a sidearm, though some of the more hippie-like guru figures within the initiative may choose to abstain.)

 

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