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7 yrs ago
Hot dogs are already cooked. Might as well just sear them to add flavor.
7 likes
7 yrs ago
I love it when I catch up on my posting.
2 likes
7 yrs ago
If you take college seriously, it opens doors. Harvard and Hopkins makes it easier, but you can do well anywhere.
3 likes
7 yrs ago
Prefer to brainstorm on Discord for that reason.
1 like
7 yrs ago
Windows 10 is very much like a German prison camp guard, "Ah, I see you are tryink to escape work fifteen minutes early, Herr Colonel Hogan, here ist an update zat vill stall you!"
4 likes

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Foreign Legionnaires fighting Viet Minh, 1952
TL;DR Summary

  • French Indochina, 1949-1950
  • Historical/Psychological Thriller
  • The French retook Indochina (Vietnam) after the Japanese occupied it in WWII, but encountered stiff resistance from the Vietnamese, who seek to dismantle the French colonial system in favor of self-rule.
  • I have two characters; the Pole and the German. I am looking for a player to take up the role of the nurse that is married to the German, a woman from France or another country that wound up in France after WWII.
  • The nurse married to the German; the German is trying to escape his past and the Pole wants to kill the German for it; the Pole will find himself in the same hospital, unbeknownst to either party, that the nurse works at.
  • The nurse herself is a survivor of WWII, of an age with the Pole. How she spent the war is up to you, the player. She could have been in France when it was occupied/liberated (possibly Resistance -- teenagers fought and died for France as maquis) or she might have been in exile in Britain or Canada. She might have escaped another country that was invaded and wound up in France. That's your end - very flexible.
  • Based on a true story; both "Street Without Joy" by Bernard Fall and "Eichmann in Jerusalem and the Banality of Evil" by Hannah Arendt.
  • At least a couple paragraphs per post, possibly more.
  • Best place to hit me up is straight in PM or just find me on Discord - I am HeySeuss #6550.
In Character Info

Noms de guerre (French phrase meaning "names of war" or "war names") were frequently adopted by recruits in the French Foreign Legion as part of the break with their past lives.
The tale starts in Poland, where two very different men, a Silesian German man and a Warsaw Jewish boy both hail from. The German is a grown man with a university education and a commission in the Schutzstaffel (SS), the police-military arm of the Nazi party. He oversees the slave labor of Jews in the ghettos and the concentration camps on behalf of the department of labor within the SS. He is reckoned a war criminal by the Allies.

The boy, the son of a Warsaw professor of physics, manages to escape the fate of many Polish Jews; his father has him shipped to France to stay with a colleague's family, before Poland falls in 1939. When the Germans bring the thunder of their Blitzkrieg to France in 1940, he escapes again, this time to Great Britain. There, he lies about his age and joins the war fighting for a King and Country that are not his.

When the war is over, the two men go their separate ways; many Germans join the French Foreign Legion. The French gladly take in these men, even though many of them are wanted war criminals and the invaders and occupiers of la France, yet their need for troops in far-flung corners of their failing empire, in places like Indochina and Algeria, outweigh such considerations. These men are given new names and are hidden. The German man signs his name and joins his kameraden in la Légion étrangère.

The Polish boy, now a man, leaves Europe behind for Palestine, joining the camp survivors and many other refugees to build the new Jewish homeland. There is little peace to be found and he fights a second war as part of the newly-founded Israeli Defense Forces. Eventually he locates people, camp survivors, that he once knew as a child, people who knew his family, and he finds out the bitter details; where and when it happened and who did it. He even manages to find reliable information that the man joined the Foreign Legion.

While he is a serving soldier of the Israeli Defense Forces, he requests transfer to the Navy. When his ship pulls into Genoa, he jumps ship and makes for Marseilles, France, the home of the Legion, at least in France. The Polish man signs his name and takes on a nom de guerre in la Légion étrangère.

The German man is sent to to fight the Communists, the Viet Minh, in Indochine (Vietnam) where he meets and secretly marries a French nurse; she doesn't care about his past, and he doesn't go into details -- the past is done. Together, they plan for a bright and happy future with each other; she with the sort of charming man she always dreamed of, and he putting his own black deeds well behind him by adopting a new name in the Legion and obtaining French citizenship.

Meanwhile, the young Pole is wounded in battle, and he winds up in the same hospital, in Hanoi, where the French nurse works. He has stories to tell; the past isn't as done as she thinks it is.
Out of Character Info

The plot is simple; the Pole is going to kill the German, but he's going to have to wrangle information out of the French woman to do it. He has to track the German down somehow, and doesn't have much information to work with. It may well be that they become friends and he tells her why he's there. Sympathy turns to shock as the tale unfolds and he describes the killer of his family, a callous, amoral monster...and her husband. There's a lot of psychological, emotional and moral choices involved. How you'd care to play it is up to you, I'm down with whatever the outcome.

There is a twisted element to this, of course. There's a potential for a sordid affair, guilt and conspiracy to murder. There's a lot of potential in the plot, but I'm looking for input, more or less, on where to take it. There is another twist, of course...the German is wealthy from the ill-gotten proceeds of the war years. Or at least, he has that wealth stashed away. Hello multiple motives and plot twists.

This is actually inspired by a true story; there was no woman involved, but an Israeli man did kill the man who had his family massacred, while both were serving as legionnaires in Indochina. When he came back after his time in the legion, he was tried for desertion in Israel, but was acquitted. He was even praised -- one less Nazi in the world. That's just a cool postscript, something I read in Bernard Fall's "Street Without Joy" a while ago. But it makes for a heck of a 1x1 idea.
I want to do a head count of who is still with us here. That is strictly to allow for us to adjust the posting order and so forth.

@Aristo@Chicken@Skyrte@GreivousKhan@Sightseer@Sightseer@Superboy

Don't feel threatened if you have real life and so forth, I understand. But I want to keep this RP running, even though we are settled into a leisurely pace.
Space. The Final Frontier...OF ROCK AND ROLL!



UFO sighting at a rock concert...they're breakin' the law, breakin' the law.

TL;DR Summary


  • Science Fiction Comedy
  • A rock band is abducted from Earth through shady contracting practices and loopholes in Terran and Interstellar law...and put on tour in Space.
  • I honestly want to play the band. I'm looking for the long suffering tour guide, possibly a trapped and malevolent intelligence that runs the tour ship. Or some other variation of that theme. Both sides should be able to do multiple characters here.
  • Sex, Drugs and Rock N' Roll, but no probing without mutual consent.
  • Plot is inspired by "Space Jam," "This is Spinal Tap," the Rolling Stones, "Year Zero" (novel) and the work of Douglas Adams. As an homage to "This is Spinal Tap," there will totally be a drummer that is repeatedly cloned. And cloned from that clone...well, yeah, it doesn't go to a good place.
  • Yeah, rock. Let's face it, a rock band is going to get the most out of debauchery on a galactic scale. I don't see J-Pop artists doing all the drugs, do you?

In Character Info


Not everything that's happened at a rock concert has to do with the drugs, though that certainly helps fit everything that can happen, such as alien fan invasions at rock festivals, into the category of plausible deniability. Not everyone is smashed or baked, but no one takes reports of weird shit happening at these concerts seriously anymore. Good thing, otherwise the question of whether or not Humanity is alone would have been a moot one a long time ago.

Interstellar culture has been a fan of music since the 1960's, which is when the space race started, SETI was built and other things were put into place. As soon as alien anthropologists picked up the radio waves emanating from Earth in their study vessels, they started studying Earth culture with a heightened interest. Compared to the advanced standards of the aliens, Human art was laughably primitive, acting was 'so bad, it's good' and so on and so forth.

But what humanity had to offer was music. Aliens loved the music precisely because they were so bad at it, whereas Humanity could hit the sweet spot, every time. Often imitated but never duplicated, the hardest core of alien fans would try to sneak onto Earth just to attend a concert. But because of reasons, such as interstellar law, aliens were prohibited from making actual contact with Humanity, who were a long way off from becoming technologically advanced enough to cope with their place in the galaxy. As a stopgap measure, LSD was introduced into rock concerts by the galactic authorities as part of a damage control scheme designed to minimize the impact of these blockade running music fans.

The live concert was the ultimate temptation for whatever-illions and OMFGillions of Alien fans, dying to see humans play music first hand.

Enter the band; just getting famous off that first album, taking the rock-loving world by storm...and tragically perishing in a freak bus accident on ice somewhere in Canada.

They're a long way from home, and they have a legion of screaming, tentacle-waving fans waiting for them in packed arenas, literally everywhere.

Out of Character Info


First and foremost, this RP is definitely a parody. The band is a long way from home and forced to play for nefarious, shady aliens that want to make money off a real, live touring human band. Then again, that's not too different from most managers and promoters -- these guys just happen to be trans-dimensional horrors that have fangy sucker thingy tentacles. There's a lot of choices to be made by the characters, such as do they try to escape, do they try to rally alien allies to their cause? Do they bother to go home? Would they even be allowed to go home without being mind-wiped? Worse, would they have to assume a new identity, like Chad the Intern? So in a sense, they are captives, albeit pampered, beloved captives that have to figure out where they want to go with this.

I personally envision a rock band like the Stones, Guns N' Roses, Motley Crue, Van Halen or Stone Temple Pilots because these groups have a debauched reputation and I think that it's a much more fun RP if the band is basically willing to try any type of pill, powder or drink put in front of them...good thing the ship has a cloning tank.

Beyond that, I'm all ears on variations on the plot and where it can be taken. If we're laughing a bit as we write, we're in the right place.

"The Soiling of Old Glory" by Stanley Forman of the Boston Herald American, 1977 Pulitzer Prize Winner

TL;DR List


- Modern-Fantasy setting. Modern United States, but probably AU for the purpose of playing with geography and events.
- Magic returns to the world; 2018, rather than 2012. This managed to scare everyone and make the Mayans question their calendar.
- Summer/Fall of 2018 got scary, fast.
- Not Twilight or Harry Potter; this has darker political overtones because humans know about magic and various supernatural beings and are scared shitless and are freaking out. You know how people are in large groups, right?
- In the United States, the government starts rounding up people with magic.
- By Spring of 2018, animals and plants, places and things, start to emerge; energy nexuses, mythical beasts, spirits even.
- The characters are part of a Coven of like minded people, probably with magical abilities they are just touching, in a town or city where there is an internment camp for others of their kind. They are trying to avoid being caught and figuring out a way to undermine the internment camps, to get support to their fellows.
- The characters will be forced to make some stark choices vis a vis retribution, justice, the law and nature.
- This RP was designed back in 2009, well before the current presidency (and I'll be happy to show people the link to it, because it still exists on another forum) and I do not want to shy away from the zeitgeist of the nation, because I think it's interesting material to work with and always have. All the same, I am hoping to avoid a huge discussion of politics outside of the need to discuss it to write good fiction. Themes like the structure of Immigration and Customs Enforcement (ICE) and FEMA camps and all that jazz do feature, but these are policies rather than people.
- Inspirations: Anything John Carpenter did, especially "Escape from New York" and a whole lot of other stuff. Trying to avoid the touchy-feely 'magic in secret' thing. Magic is something that burst out uncontrollably and has turned everyone's lives upside down -- and a lot of people are freaking. Also taking inspiration from underground movements like the French Resistance and the White Rose, though it's also a lot of Martin Luther King meets Merlin the Magician. Someone mentioned District 13 - definitely a good thought.
- Still reading? I'd prefer to have one or two collaborators that have multiple character ideas than a bunch of players that drop off. I'm open to 1x1 for this, but my hard line on this is that I need collaborators that want to help weave the plot, add characters that drive it.
- Discord Chat here. Ask questions, collaborate, brainstorm!

I put out a post -- the idea is that Mattlov is turning that TDR for someone else to take shots.
Movement. A target standing still too long was easily acquired. Maneuverability for most of their mechs was the advantage; a Thunderbolt was a big, dangerous mech of normal maneuverability in its class. Urbanmechs and Panthers were heavy on the guns and armor, but slower.

The FedComs had faster mechs, but they had to actually move to use that advantage. The Thunderbolt might not have him, but it would eventually find the angle.

And so Mattlov pushed the Shadow Hawk off the position of temporary safety as the Thunderbolt was already in motion, moving to the left of the big mech even as it started to turn the corner on the position and obtain the angle with the PPC.

He risked the rake of medium laser fire to do that. A laser fired for a small amount of time, though good marksmen strove to keep the lasers on target. Pulse lasers were easier-- they fired more power in a quicker fashion, often landing more accurately in one location. Betting on the idea that a periphery pilot would be using the old fashioned kind, he swung his arms and torso around to try and spread some of that damage across the right arm and right torso, to avoid a penetration of internal components.

The Thunderbolt also had a blind spot there, from its LRM, that prevented the pilot from easily seeing what was going on to his right. That was an advantage as well.

Mattlov could tell that he took some damage, but he saw the big mech was starting to vent heat, even as he opened up the distance. This made him vulnerable to LRM and PPC fire, but he had the advantage of agility.

He even fired the jets...and on the landing, raked with his own large laser fire at the Thunderbolt's arm. He kept an eye on his own heat, but the Shadow Hawk had upgraded heat sinks and the design was designed to run cool; if the laser started to spike the heat, and the Star League-era ERLL's did that, he could go back to the autocannon. But he was saving it, because the ammo it loaded was an experimental type, armor piercing and heavier than the normal...which meant that his bins carried less of it to keep the weight from straining the mech.

So far, a piece of the TDR's left torso ripped off from a pair of autocannon hits, and the arm scarred from laser fire at the cost of three medium laser hits to his own right torso and arm. But he was forcing the slower mech to turn. The bastard had interior lines to compensate for Mattlov's speed.

The hills they were in and out of had different outcroppings and folds in the land, and his roll-out maneuver put him north of his enemy. It was possible to fire the jets and land behind an outcropping for cover. But he'd have to do it all over again. Instead, he aimed to position himself between the TDR and the water. He'd have to take more fire for it, but at least he'd force his enemy into the rocks. And his enemy wasn't dissipating Steelton's heat all that well...


Would a shamanistic necromancer werewolf biker fly? If not I'm happy to roll with a regular ol' werewolf biker.


I'm probably not running this without sufficient commitment from players, but some sort of magic use and connection to a spiritual world would be an interesting theme to explore, yes. I mean, I try to keep the setting flexible to accommodate new concepts, which is why I avoid doing shit like World of Darkness type RP's anymore; I want the flexibility to invent concepts and create narrative more freely than the constraints of a heavily established lore.

A cover for a collection of Isaac Asimov's short stories by Peter Elson


TL;DR Summary:

- Science Fiction setting; a just-colonized planet
- Inspired by Isaac Asimov, Robert Heinlein, Frank Herbert, Philip Dick and Peter Hamilton; all sci-fi authors.
- The colony is just getting set up; soil detox, water purification and building homes, as well as prefab buildings.
- Rip van Winkle themes; the colonists have been in suspension way longer than anticipated due to unforeseen difficulties. Some of them died in the tanks due to mechanical failure.
- Characters should have useful skills and trades that would come in handy in a working, self-sufficient colony. They are trained to be frontier people, to set up the colony for later. There are relatively few military types, though they have a militia-type familiarization with personal weaponry; these are engineers, farmers, electricians, technicians of various sorts.
- Technology level is roughly equivalent to what was shown in the Aliens movies, though there is AI, AI-assisted auto-fabrication and other advanced technologies with the potential for more.
- Advanced level RP, but see below; I have a little note on advanced posting standards and the posting for this RP.
- Role Requests; I have certain roles that I want to fill out, but I also want some flexibility so that more than one character can fill another's role.
- You are also allowed to play several NPC's and semi-PC type characters, or even a second character, if you wish. There is one secret role request that will require an outright character later in the RP as well.
- Character roles are not first-come, first-served; characters will be accepted on the basis of how they fit the plot (though I will bring up concerns in PM, and you may submit first in PM for feedback in private before posting.)
- I doubt this is a problem, or at least I hope this is an unnecessary point: Keep the OOC polite.
- BTW, this actually was figured out before Mass Effect: Andromeda and Lost in Space, but I fully acknowledge the similarities.
- Looking to establish a system of quickly generating characters and lore without a long process – I usually have people turn their character pages into a single place to post that new content in a ‘stub’ form.
In Character Info:

In 2182, Voyager Industries offers a new life to the bold and the intelligent, the cream of society; others have to pay companies to take them to a new life on an established planet or buy criminals or hire the desperate as slave labor to hack out the wilds and turn them habitable for follow-on colonists, but Voyager instead looks for people with the right skills, talents, fitness and psych profiles to staff their colonies; it's a long term investment. The colonists come to the new planet, carve civilization out and earn their keep as workers, using their industriousness and natural talent to set up the planet for those who come afterward. They are not paid wages, but are given a stake in the planet's profits, a hefty incentive that brings the best and the brightest marching for Voyager's offices.

The trip is decades long in stasis tanks in ships called 'colonial arks' but at the end of the voyage is a new world. They arrive seemingly on schedule but with several systems failures in their colonial ark, things that the maintenance log does not explain. The maintenance staff on ship at the time died, and no one was 'thawed' out to take up their shift for some reason. The colonists emerge on their new planet, expected to build the fundamentals of living with their equipment; set up sustainable food, power sources, habitation and terraforming.

They think everything is going according to plan when they land. Then they find out that they are hundreds of years off their anticipated landing date.

Out of Character Info:

The characters will be colonists on this new planet, very bright, accomplished people who are then further winnowed out based on their ability to work under pressure, adapt in tough situations and endure physical adversity. Once selected, the candidates are put through rigorous training and cross-training to make them competent in space and once on the ground. It is almost like military training, but it's more oriented toward how to build and repair things, how to dig ditches and encampments, and the fundamentals of sanitation and so forth. People would come in with skills and educations in various areas, but they'd also be cross-training to learn how to do the jobs of others; the idea is to set up a colony that can sustain itself while expanding for follow on colonists. It is a first; colonies have never been established so far out in space before; most of the colonies are closer to Earth; this colony will be fa more autonomous.

The colony isn't just about survival, of course, it is about marketability. They are trying to make a nice place to live, a space colony version of the suburban American dream, a place you want to spend time, a lifetime, living in. The idea is to provide good jobs, a nice environment, amenities, comforts and the sort of society they want to live in. It's an attempt to create an ideal place to live for their sort of people; the idea is to also find and capitalize upon what native resources exist; stocks of food, medicine and technological parts will need replacing, and that means setting up the means to produce medical compounds and parts, as well as the difficult task of setting up sustainable agriculture on-planet. But the technology Voyager provide and the skills of the settlers should be sufficient for the task and then some; it is expected that there will be coffee shops with wireless internet within the first year of operation, if all goes according to the plan; yet the expectation is that the colonists will move ahead of schedule, because these are energetic and educated people, the cream of the crop, deliberately recruited for their motivation as much as their skills.

Theese colonist highly capable people, often with extremely good reputations in their respective fields, and they largely are fleeing Earth's bullshit and are trying to start over. Colonization by this sort of person is viewed as a slightly innovative concept, or one doomed to fail. To date, colonies are started with manufacturing and resource extraction goals in mind and the colonists are often deportees and otherwise signed under duress rather than a sense of adventure -- troublesome political groups, ethnic/religious groups and outright criminals are often your typical colonists in the first wave, worked under what amounts to slavery conditions in the Solar System, or, at best, the lunar modules in the nearest stars. Voyager's concept is different, billed as the way forward and the next step in Human expansion into the stars. Much rides on the success of this colony.

Of course, there is a twist. The colonists are several hundred years out of date when they finally do land; the trip was supposed to take decades, but there was a miscalculation in navigation; an asteroid or other anomaly got in the way of the ship and the navigation computer automatically corrected course to avoid this, throwing off the ship's arrival time...and disabling some of the drive systems in the process. To make matters worse, the computer system had to switch to a backup near arrival; the clock and calendar do not reflect the true date; as far as the colonists are aware, they're on schedule, though they arrived with dead crew; the maintenance shift that was on duty when the disaster happened died and no other maintenance shifts thawed out; the ship arrived badly damaged but intact enough to do its job.

What the colonists know when they land is that they must get to work and wait for the follow-ups, the contact from Voyager Inc, and the infusion of people paying to live on their planet. They don't realize that anything is chronologically amiss at first, because the building of the colony is consuming them; it's a hard, spartan life akin to that of colonists on Earth's North American continent in the 17th century; making something out of a wild and untamed land, living rough and making do without a lot of the creature comforts of modernity; but they signed on for a different life, out of a sense of idealism.

As it turns out, that idealism is out of date and they are an anachronism.
Colony Profile

Voyager Incorporated started in the early 2100's as a communications satellite manufacturer using the latest in materials and communications technology. However, in 2164, a team led by Dr. Neill Scott used original work by the young MIT graduate to create the Nagashima-Ashley-Scott Communications Array (NASCA) that stretched the boundaries of viable communications between colony worlds of Earth, at the time limited to Mars and the Solar System and very nearby stars, for which communication, limited to light speed, was viable. The technology was initially meant to enable faster communications uplink between extra-solar probes and Earth, but also, as a consequence, made colonization beyond the Solar System viable. This did not speed up the ability of ships to arrive on new planets and return to Earth, but it did allow for faster communication once those links were made.

Before, colonization beyond Pluto wasn't happening because of the loss of contact, but now it was possible...though colonization focused on buying convicts and undesirables from various regimes in an attempt to gain cheap labor that no one would care about, disposable people. Only a few really worried about the welfare of convicts, for the most part, or really concerned themselves with the conditions they worked under in these mining colonies. But what did rankle, particularly in the scientific community, was that their innovations were taking convicts and corporate suits to the stars and benefitting the suits, but the rest of humanity was generally stuck on Earth, or maybe the Lunar or Martian colonies, or perhaps the Jupiter or Saturn moons. The main adventure, colonizing an actual planet on the fringes that could support life, seemed unlikely.

Voyager was doing well though; it monopolized communications technology through NASCA patents and an army of the sharpest lawyers on Earth, and it managed to spin off technologies allowing limited use of faster-than-light travel derived from the initial breakthrough in order to create probes that could stretch further out into space, and report back. When a suitable planet was discovered, with a very primitive plant and insect life only and a soil type that could be made compatible with Earth plants after processing, the Aeneas project was announced, fueled largely by the passion of Dr. Neill Scott, who very publicly signed himself on as the first colonist and took on the role of the Executive of Aeneas...to the secret relief of much of the board of Directors.

Scott, always the visionary, announced the following: Aeneas was a colony by scientists for humanity, a better way forward than sending slaves into space to finish out their lives mining out of some airless rock, and that the Aeneas Project would return on investment immensely by facilitating research beyond Earth's wildest dreams of what could be accomplished back at home. It was a one-way ticket, but it brought the idealists marching; there was risk, but the prospective colonists reckoned the price worth paying for a variety of reasons. They had a chance to leave Earth, with all its man-made discontent and problems, there was the chance to make a better society away from it, the opportunity to engage in unparalleled research and make exciting new discoveries, a sense of mission in one's life work, a sense of calling in finding and taming a new place. That idealism infuses the scientific side of the venture. Even some of the people on the corporate side are buying into the party line, though the company sent minders to keep the project on task. So much was invested in the project, because Scott was a heavy hitter in not only the company, but as a stockholder and to the scientific community at large; he used his influence to purchase the development projects he needed, the technologies he wanted and saw use for. He drove Aeneas from a pipe dream and steered it into a reality.

With great fanfare, a sleepship, a particle sail-driven colonial ark, propelled with technology derived from the NASCA team's breakthroughs and which would carry the colony in stasis, was launched with a cargo of Humanity's best and brightest, its adventurous idealists who were willing to translate word and thought into deed and example.

And it was never heard from again.
Significant Events (Timeline)

- Day 1 - arrival near the planet Aeneas, systems working on backup, many systems are down and on backups. Due to damage to systems, auto-wakeup crew are activated immediately; the return from stasis to normal functioning takes seven days with computer systems monitoring it.
- Day 7 - the first technical and survey teams are woken up to establish the colony. Medical and Emergency Technical specialists quickly try to fix what is broken to stabilize the colonial ark for subsequent operations.
- Day 15 - surface landings and exploration of potential colony sites begin.
- Day 32 - the colony begins building on-planet, once surveys are completed. Construction rapidly progresses through pre-fabricated units.
- Day 140 - half of colonists thawed out and put to work. As the construction progresses, more units within the colony start their work.
- Day 212 - VICTOR, the colony's AI, is brought online.
- Day 223 - satellite net deployed, sending communications back to Earth with progress reports to Voyager Inc.
- Day 267 - agricultural self-sufficiency through hydroponics, including water purification and geothermal/solar power.
- Day 345 - (First day IC)
Character Roles

This is a list of the roles in the RP that I definitely know I will need, but one does not need to be exclusively these things and good ideas will always be considered; this is a wishlist of the stuff I've thought of. I also recommend people play more than one character.

- Vice Executive of the Colony - Head Honcho #2, a person that is capable of running things if the worst happens. (spoiler alert: the worst will happen.)
- Chief of [Random Science Here] Division - The whole point of the Project is to send some of the best minds out to help seed a new planet, create a new society...and this will require people who have what it takes to adapt the technology they have to the conditions they encounter, which could be anything. There are a number of departments and it’s entirely likely that people picked for this already have invented significant devices or technologies and have the experience/knowledge to add to that.
- The Head of Security - Security is on the colony for two reasons -- to deal with physical threats to the colony, though this is very much secondary to the counterespionage role. Other companies want Voyager's secrets. The Aeneas Project represents huge unknown outcomes and potential breakthroughs that could be worth everything to rival companies...or governments back on Earth. Security's task is made more difficult by the fact that scientists like to share things and that these scientists view Security as largely unnecessary -- Earth's in the rearview, right?
- Executive Assistant - VICTOR is useful, but some of the functions of a good assistant involve politics and dealing with the people. The Executive Assistant is an intern and an understudy of the colony's leadership, a bright young person that often finds themselves in the middle of office intrigue by dint of their position...they are also often sent for coffee, but that unglamorous image doesn't change that this person has access to the decisionmakers and works with them and that they are being groomed for a bigger job down the road.
- Rival Corporation's Agent - In return for financial consideration or other concessions, this character is trying to ferret out the secrets of Aeneas. Interested parties should PM -- this can be any character, but they will not be known to the other players.
- Security Executive Officer - If the character in charge of security is military, this person should have a police/counterintelligence background. If the character in charge of security has a police background, this person should be military. They should play off each other a bit.
- Chief of Operations - A catch-all for the guy responsible for repairs, maintenance and cleaning and so forth, the mundane stuff of the facility. This is not a glamorous job, but it is vital. Stuff needs to be moved, cleaned, dusted, fixed. You can't send a bunch of scientists out and expect them to fix their own plumbing...well, you can, but it's an inefficient use of their time.
- This list is not a complete list -- you can come up with other character concepts as you please. Most characters should be the heads of departments in the place, or second in commands. There are departments for biology, engineering and so forth.

holy shit dude you got me on like...all my aesthetics and interests. Consider me interested.


I'll tentatively throw my interest hat in this.


Thanks for the interest, but I think after three days without further interest, I won't run this one.
Sounds good. There will be rock n' roll (and rock n' roll bands that need to be protected against extortionate vampire record company reps) and there will be supernaturally enhanced drugs.

In one sense, this RP will be a little tongue in cheek. These characters should be way 'out there' as in the 1960's, American youth are very much in rebellion against the mores of middle class, suburban 1950's America, feeling betrayed. Much of this is fueled in the secretive manner in which the government gets into and fights Vietnam.

Of course, as we all know, after that, the Boomers trade in Peace Symbols for Benzos and invest in stocks, but that's later.
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