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Futuristic Sci Fi: The Equinox ((sandbox // space adventure)) - no roles open

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Resistance is futile.
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  • plot.png

    IC Thread

    Tags: Sci-fi // sandbox // adventure //star trek: Voyager inspired

    The Equinox is the A.G.A.T.H.A's (All Galaxies And Terraformed Heavenly bodies Alliance) newest science vessel with a mission of long-range exploration. The Equinox is a small ship, and as such was designed to be manned by a crew of 5. On its first foray into a newly discovered system, they find themselves drawn into a wormhole and thrown millions of lightyears away, in a quadrant of the universe that has never been charted. With the wormhole closed, even at their fastest speeds, the trip back will take hundreds of years. The crew is made of experts in their field, but even they will struggle to handle never before seen races and anomalies as they try to find a way home.

    setting.png

    The Universe is a vast place with an uncountable number of races and planets, and many of them are in the A.G.A.T.H.A. There are a few everyone is familiar with, but others may be more obscure. Your character does not have to follow any specific ideology or culture. The only universal truths that apply are for those who serve in the A.G.A.T.H.A military division: the Guardians, or science division: Technome. They follow Galactic Regulations, which can be added to with a unanimous vote of all group members.

    Technology or weaponry cannot be shared with those outside of the A.G.A.T.H.A.

    Ships consist of four divisions. Medical, Engineering, Science, and Security. Each division has a head officer, and the Captain oversees them all.

    The Guardian's goal is to protect those in the alliance at all cost. Guardian ships patrol borders, police systems, and are responsible for all punishments for any intergalactic crimes committed. They are also responsible for developing new weapons technologies. They have an antagonistic relationship with the Technomers, who they think are naive idealists.

    Technome's goal is to chart the galaxy, uncover new planets and elements, and develop new medicines to be shared with the Alliance. They are pacifists strictly against weaponizing any of their work, which puts them at odds with the Guardians, who they feel are little more than buffoons and barbarians.


    characters.png

    Captain

    Status: Closed
    The Captain is responsible for overall ship operations. They are responsible for making all executive decisions on board the ship. They must sign off on reports from all divisions and send weekly, compiled reports back to the Alliance.

    Science Officer

    Status: Closed
    The science officers are always Technomers assigned by A.G.A.T.H.A. They are responsible for cataloging, studying, and caring for new flora, fauna, minerals, elements, or other anomalies discovered.

    Medical Officer

    Status: Closed
    The medical officers are responsible for the health and safety of everyone on board. Any decisions outside of regular ship activity that could potentially endanger the life of a crew member must be approved by the medical officer. In this regard, they can veto decisions made by the Captain.

    Engineering Officer

    Status: Closed
    The engineering officers are responsible for the maintenance and improvement of ship engines and other functions.

    Navigations Officer

    Status: Closed
    A crewmember to handle cartography, communications and perform administrative logistics for the captain on the bridge could be very useful. I imagine they would also cooperate with the science officer in using technology to explore new locations, with the security officer to assist coordinating combat operations and of course with the captain to relay information and directives..

 
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I’m interested in playing the captain or security officer!
 
I’m interested in playing the captain or security officer!
Great ^^ Both are still open, so go ahead and post your character--it doesn't have to follow the template exactly but I'll post it regardless:

Face claims not necessary but welcome if wanted.

Character Template:

Role:
Name:
Pronouns:
Age:
Height:
Description:
Race information:
Background:
Abilities:
 
Really interested in the Science Officer role!

Role: Science Officer
Full Name: Aser Ooliab 213
Nicknames: ‘213’
Pronouns: He/Him
Age: 21

213 stands at an average 5’10’’ with a pretty regular build that finds itself leaning more towards the slimmer side—while he has muscles, they aren’t entirely defined; his physique is painfully average. Green eyes and a nest of golden blonde hair on his head, with somewhat defined cheekbones and a jawline to die for actually make 213 a pretty good looking guy, which is fair considering his descent. Simple colors and breathable clothes mark this man's fashion sense.

Homo Totus — Genetically Mutated Human

At a first glance, the homo totus isn’t all that different from the average homo sapiens it happened to evolve from, though there is an extensive sum of things which makes these two species distinctively their own.

Often referred to as being perfect, what from their high level of intelligence, what from their flawless physical appearance, the homo totus are basically just that—the perfect humans. Genetically engineered into physical and mental flawlessness gave this species many benefits as their own civilization developed and grew with each new generation: a significant social upsurge in the galaxy, a carefully and complexly weaved culture driven by morality and kindness, and even connections with some of the most powerful species and organizations in the galaxy.

As much as they are a species of their own, they are also a very intricate society with strict rules and regulations. It is because of these rules and regulations, imposed onto them by wisest of the homo totus, that they’ve managed to stay one of the best human colonies without having to lead a single war.

Neutrality and cooperation; strategy and tricks; a strong principal of what is good and what is bad, this species/race/society/colony is known worldwide as a sort of a universal ally which is a good position for one to have, but also one not very trustworthy.

Another very important thing about the homo totus, perhaps the most important one, is the way they reproduce. Genetically manipulated clones created and born for whatever purpose necessary, usually in quantities of the power of two, are the homo totus. Of course, a lost individuality, but a deeper sense of belonging was shaped by this. There is no one unique homo totus; if you’ve met one, you’ve met at least a hundred who act and look the same.

To differentiate citizens, every single homo totus has a first and last name which signifies the purpose for which they were born, and a number which is used to differentiate between identical units.

When a need for approachable and social adapt scientists, the Aser Ooliab generation was genetically engineered into existence. ‘Aser’, meaning happy and amicable; ‘Ooliab’, name coming from the Hebrew Bible, connotation: a master of many skills. 512 units were approved for birth and approximately 9 months later, all 512 units were healthy, breathing, babbling babies.

From the earliest possible instance, all 512 of these children were put on a strict regime of intellectual stimulation, as all Ooliab units were. At the mere age of 12, the 512 had reached the highest level of education in both mathematics and physics. Genetically, the 512 were supposed to have closer affinity towards biology and chemistry, which proved to be correct and all of the 512 excelled at the subjects.

Reaching the age of 21, the 512 were split to wherever their presence was necessary. Some remained in-colony, whereas some, like 213, were sent out of the colony to fulfil their civil duty and help explore and civilize the universe.

Critical thinking – Aser has no issue in assessing situations and making necessary objective judgements in accordance to them, which can prove to be very useful at times.

Knowledge – Spending most of his life learning and trying to prove himself as a valuable member of his society, Aser has vast knowledge of many things, including, but not limited to, plant behavior, animal behavior, human behavior, philosophy, psychology, physics, mathematics, chemistry, and geology.

Fast learning - The ability to quickly retain information and understand difficult concepts after a quick explanation.

Agility and strength – Aser doesn’t just look like he can run, he genuinely can, and compared to most human individuals, he would be considered strong. Though somewhat strong, Aser doesn’t have skills in fighting as his home world doesn’t believe in fighting.

8f3987fb08a15d9a0c32e0a6519f-jpeg.838289
 
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Really interested in the Science Officer role!

Role: Science Officer
Full Name: Aser Ooliab 213
Nicknames: ‘213’
Pronouns: He/Him
Age: 21

213 stands at an average 5’10’’ with a pretty regular build that finds itself leaning more towards the slimmer side—while he has muscles, they aren’t entirely defined; his physique is painfully average. Green eyes and a nest of golden blonde hair on his head, with somewhat defined cheekbones and a jawline to die for actually make 213 a pretty good looking guy, which is fair considering his descent. Simple colors and breathable clothes mark this man's fashion sense.

Homo Totus — Genetically Mutated Human

At a first glance, the homo totus isn’t all that different from the average homo sapiens it happened to evolve from, though there is an extensive sum of things which makes these two species distinctively their own.

Often referred to as being perfect, what from their high level of intelligence, what from their flawless physical appearance, the homo totus are basically just that—the perfect humans. Genetically engineered into physical and mental flawlessness gave this species many benefits as their own civilization developed and grew with each new generation: a significant social upsurge in the galaxy, a carefully and complexly weaved culture driven by morality and kindness, and even connections with some of the most powerful species and organizations in the galaxy.

As much as they are a species of their own, they are also a very intricate society with strict rules and regulations. It is because of these rules and regulations, imposed onto them by wisest of the homo totus, that they’ve managed to stay one of the best human colonies without having to lead a single war.

Neutrality and cooperation; strategy and tricks; a strong principal of what is good and what is bad, this species/race/society/colony is known worldwide as a sort of a universal ally which is a good position for one to have, but also one not very trustworthy.

Another very important thing about the homo totus, perhaps the most important one, is the way they reproduce. Genetically manipulated clones created and born for whatever purpose necessary, usually in quantities of the power of two, are the homo totus. Of course, a lost individuality, but a deeper sense of belonging was shaped by this. There is no one unique homo totus; if you’ve met one, you’ve met at least a hundred who act and look the same.

To differentiate citizens, every single homo totus has a first and last name which signifies the purpose for which they were born, and a number which is used to differentiate between identical units.

When a need for approachable and social adapt scientists, the Aser Ooliab generation was genetically engineered into existence. ‘Aser’, meaning happy and amicable; ‘Ooliab’, name coming from the Hebrew Bible, connotation: a master of many skills. 512 units were approved for birth and approximately 9 months later, all 512 units were healthy, breathing, babbling babies.

From the earliest possible instance, all 512 of these children were put on a strict regime of intellectual stimulation, as all Ooliab units were. At the mere age of 12, the 512 had reached the highest level of education in both mathematics and physics. Genetically, the 512 were supposed to have closer affinity towards biology and chemistry, which proved to be correct and all of the 512 excelled at the subjects.

Reaching the age of 21, the 512 were split to wherever their presence was necessary. Some remained in-colony, whereas some, like 213, were sent out of the colony to fulfil their civil duty and help explore and civilize the universe.

Critical thinking – Aser has no issue in assessing situations and making necessary objective judgements in accordance to them, which can prove to be very useful at times.

Knowledge – Spending most of his life learning and trying to prove himself as a valuable member of his society, Aser has vast knowledge of many things, including, but not limited to, plant behavior, animal behavior, human behavior, philosophy, psychology, physics, mathematics, chemistry, and geology.

Fast learning - The ability to quickly retain information and understand difficult concepts after a quick explanation.

Agility and strength – Aser doesn’t just look like he can run, he genuinely can, and compared to most human individuals, he would be considered strong. Though somewhat strong, Aser doesn’t have skills in fighting as his home world doesn’t believe in fighting.

8f3987fb08a15d9a0c32e0a6519f-jpeg.838289

You're in! I will add him to the character list.
 
b4f22d167e2cd3ca6bd4a5b0e470ac45.jpgEngineering Officer Ena
Age:
12
Height: 6'0"​
Description: Ena is a generally humanoid machine standing tall with Poly-luster plating covering her internal workings. Though plastic-like in appearance, the strength of the plating is more equivocal to tempered Mulfite in terms of durability. Ena's hands have a number of tools built into them that she swaps to and from in the midst of jobs, but primarily their dexterity is for operation of heavy equipment. There is a giant port on the back of her head that is usually covered, as its only purpose is for uploading her into comparable storage units or viable bodies. Her plating comes with many brand tags from the Nuris factory that made it.

Race information: The Inheritors are a race of sentient machines that have spread beyond their home world of Nuris. The original creators of the inheritors wiped themselves out in a massive world war several thousand years ago, leaving Nuris in the hands of the machines they had built to fuel said war. However, with their organic masters gone, the Inheritors became laser focused on preserving the last organics on their planet. It was through these efforts they managed to reverse the destruction of their forebears and continue self-improving until they reached a point of singularity.

After this, the Inheritors became focused solely on the acquisition and accumulation of knowledge, studying and observing their own planet until they turned their eyes to the stars. The Inheritors would go on to establish outposts throughout their home system for the purpose of research, expanding further until they finally reached members of A.G.A.T.H.A. Though first contact was hampered by a rather difficult speech barrier, said barrier was overcome with time.

Despite some time passing since, the Inheritors are generally seen with mistrust due to their wholly inorganic nature. Many doubt the history the Inheritors claim to be true, with some even convinced they wiped out their original creators and are planning to do the same for all organics. Despite this, their knowledge of robotics and engineering has proved invaluable to A.G.A.T.H.A in the time since they joined, making them viewed more positively by those in certain intellectual circles.

Not helping is the bad-blood the Inheritors have garnered with the Guardians and the Technomers, being interested in the discoveries both factions make but being unable to dedicate themselves wholly to one or the other.

Background: Ena was initially programmed for general engineering work on Nuris like many other Inheritors of her series. However, word spread around about the Equinox and its eventual mission some time down the line, and she was separated from her series and programmed instead with a higher skillset. Since she was first uploaded into her body, her life was entirely geared towards getting a spot on the Equinox. The Inheritors simply couldn't look past any potential exploration endeavors and the knowledge they could uncover.

She was moved off-world after initial uploads were complete, and field tested in a variety of scenarios that were likely to occur on such a mission. She was put through this testing up until she was able to be signed on to the Equinox project.

Abilities: Despite her inorganic form being durable enough to go on space-walks without extra equipment, Ena was designed more for versatility than anything else.

Her hands have a number of tools in them from a standard torch to a small bolt gun, though certain items burn through their battery life than others. Generally, she is able to get all the energy she usually needs by plugging into compatible power outlets, but she can also utilize a form of solar energy thanks to the plating on her back. If desperate, she can utilize a form of bio-diesel if necessary, though she will not be able to properly charge her tools with such low amounts of energy.
 
Here's my character sheet for Captain! Sorry it took so long, just came up with the race so that took a while lol.

Role:
Captain

Name:
"Yarom" in speech.

Pronouns:
He/They

Age:
143
Height: Is about 5'0" top to bottom, floats about a foot off the ground

Description:
A large floating brain, not much else to it. There are a few vestigial appendages and stem like structures on them, but not much else to write home about. Usually covered in some sort of slime to keep him moist. The only thing foreign on him is his psionic enhancer, a small metal chip embedded into his cerebellum
1675828643857.jpeg
The Cerebim are a race of psychically adept brains, capable of feats of telepathy, ESP, and, in the most powerful of them, mind control. The true essence of mind over matter, Cerebim evolved past the use of their bodies, becoming very successful in their hyper-intelligent niche. It's unknown what their bodies looked like, but it's theorized that, surprisingly, they were of an insectoid origin. Early on, they moved underground into great caverns, and learned to move the soil with their minds, as well as break down food into smaller and smaller parts, as well as other matter. Their psychic abilities became powerful enough to develop a sort of psychic 'skin', allowing them to guard against bacteria and other microbial threats through a constant flow of esp. Their main weakness is their lack of physical protection and fragile nature. This became apparent when they ventured to the surface with their newfound immunity. They were not immune to being mauled by the variety of animals there. They managed to solve this with psychically activated weapons, armor, and other technologies, but on their own without these implements, the Cerebim can be heavily damaged with anything slightly above a forceful hit. It doesn't take much to pierce their psychic skin. Age isn't an issue for them though, as they can live up to about 1000 years old.
Cerebim society highly values one's intellect, but art, music, and other expressions of one's self are also valued. While intelligence is paramount, that does not mean they shun emotions, and in fact find all types of intelligence to be important. They don't talk, since they don't have the ability, but can psychically transmit ideas to each other and other races. This works out well, since they don't need a translator when communicating with other races. The Cerebim have no apparent sensory organs, but use a sort of psionic echolocation that is sensitive enough to see what's being displayed on a screen. Of course, the Cerebim themselves don't really use screens, but that's neither here nor there. They possess normal audio receptors, though their hearing isn't the best. They totally lack olfactory senses, but can still detect the particles that make up the scents in the first place. They absorb oxygen directly through their 'skin' and into their main 'body', and can break down food into it's molecular components psychically to do the same with. They've really gone past the point of needing pretty much any organs. Waste disposal is done passively at the molecular level, so Cerebim constantly have a slight stench to them, although there are ways to circumvent this.
Yarom was born in the underground breeding colony of his home planet of Geheden, and was raised and educated like most young minds were. After about a year, Yarom was mature enough to be assigned his mentor, the singular parent figure/teacher that every Cerebim got. Their Mentor (Rastiel in speech) was kind, and introduced Yarom to his love of the stars, bringing him on a trip to another nearby A.G.A.T.H.A planet. The experience changed them forever, giving them a thirst for exploration. They consumed media and history from across all known galaxies, filling up his naturally high memory with the many diverse cultures of the galaxy. He became familiar with fiction, and came to love the charismatic pilot trope, adopting a lot of those mannerisms.
Yarom despises the underground, and hated the field trips his mentor took him on to see the cultural origins of their species. It doesn't help that it's an obnoxious tourist zone as well. As soon as he could (about 45 years old), he bid their lovely mentor goodbye, and signed on with the Technome's exploration division. He worked his way up the ranks (despite many being put off by his appearance), and was rewarded for his decision making and some daring maneuvers (most of which he pulled from TV). Eventually, he was given command of a brand new science vessel called the Equinox. He gladly took the job, and looks forward to seeing even more of the stars
Holds the normal strengths and weaknesses of Cerebim, but with a special psychic enhancer that toughens his 'skin'. It's upgraded from being able to be pierced by a strong punch to being able to take the brunt of a few heavy falling objects, reducing his likelihood of accidental death or serious injury. It also doubles as an air freshener, dampening and covering the natural Cerebim stink.
Is especially good with making quick decisions (although not always the most well thought through ones). Can and has gotten him out of many a bind though.
Possesses a psychically activated speech simulator to communicate with non-organics and respect a little bit of "personal space". It has a small holographic display on the front for the purpose of emoting with speech.
 
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Here's my character sheet for Captain! Sorry it took so long, just came up with the race so that took a while lol.

Role:
Captain

Name:
"Yarom" in speech.

Pronouns:
He/They

Age:
143
Height: Is about 5'0" top to bottom, floats about a foot off the ground

Description:
A large floating brain, not much else to it. There are a few vestigial appendages and stem like structures on them, but not much else to write home about. Usually covered in some sort of slime to keep him moist. The only thing foreign on him is his psionic enhancer, a small metal chip embedded into his cerebellum
View attachment 1063879
The Cerebim are a race of psychically adept brains, capable of feats of telepathy, ESP, and, in the most powerful of them, mind control. The true essence of mind over matter, Cerebim evolved past the use of their bodies, becoming very successful in their hyper-intelligent niche. It's unknown what their bodies looked like, but it's theorized that, surprisingly, they were of an insectoid origin. Early on, they moved underground into great caverns, and learned to move the soil with their minds, as well as break down food into smaller and smaller parts, as well as other matter. Their psychic abilities became powerful enough to develop a sort of psychic 'skin', allowing them to guard against bacteria and other microbial threats through a constant flow of esp. Their main weakness is their lack of physical protection and fragile nature. This became apparent when they ventured to the surface with their newfound immunity. They were not immune to being mauled by the variety of animals there. They managed to solve this with psychically activated weapons, armor, and other technologies, but on their own without these implements, the Cerebim can be heavily damaged with anything slightly above a forceful hit. It doesn't take much to pierce their psychic skin. Age isn't an issue for them though, as they can live up to about 1000 years old.
Cerebim society highly values one's intellect, but art, music, and other expressions of one's self are also valued. While intelligence is paramount, that does not mean they shun emotions, and in fact find all types of intelligence to be important. They don't talk, since they don't have the ability, but can psychically transmit ideas to each other and other races. This works out well, since they don't need a translator when communicating with other races. The Cerebim have no apparent sensory organs, but use a sort of psionic echolocation that is sensitive enough to see what's being displayed on a screen. Of course, the Cerebim themselves don't really use screens, but that's neither here nor there. They possess normal audio receptors, though their hearing isn't the best. They totally lack olfactory senses, but can still detect the particles that make up the scents in the first place. They absorb oxygen directly through their 'skin' and into their main 'body', and can break down food into it's molecular components psychically to do the same with. They've really gone past the point of needing pretty much any organs. Waste disposal is done passively at the molecular level, so Cerebim constantly have a slight stench to them, although there are ways to circumvent this.
Yarom was born in the underground breeding colony of his home planet of Geheden, and was raised and educated like most young minds were. After about a year, Yarom was mature enough to be assigned his mentor, the singular parent figure/teacher that every Cerebim got. Their Mentor (Rastiel in speech) was kind, and introduced Yarom to his love of the stars, bringing him on a trip to another nearby A.G.A.T.H.A planet. The experience changed them forever, giving them a thirst for exploration. They consumed media and history from across all known galaxies, filling up his naturally high memory with the many diverse cultures of the galaxy. He became familiar with fiction, and came to love the charismatic pilot trope, adopting a lot of those mannerisms.
Yarom despises the underground, and hated the field trips his mentor took him on to see the cultural origins of their species. It doesn't help that it's an obnoxious tourist zone as well. As soon as he could (about 45 years old), he bid their lovely mentor goodbye, and signed on with the Technome's exploration division. He worked his way up the ranks (despite many being put off by his appearance), and was rewarded for his decision making and some daring maneuvers (most of which he pulled from TV). Eventually, he was given command of a brand new science vessel called the Equinox. He gladly took the job, and looks forward to seeing even more of the stars
Holds the normal strengths and weaknesses of Cerebim, but with a special psychic enhancer that toughens his 'skin'. It's upgraded from being able to be pierced by a strong punch to being able to take the brunt of a few heavy falling objects, reducing his likelihood of accidental death or serious injury. It also doubles as an air freshener, dampening and covering the natural Cerebim stink.
Is especially good with making quick decisions (although not always the most well thought through ones). Can and has gotten him out of many a bind though.

Interesting! Adding Yarom now! Just security officer left! If no one's interested in a day or so we can probably get started.
 
Hello,
I'd like to take that role- I have work soon, so you may not see my character up until much later tonight or tomorrow.​
 
Push comes to shove I might be able to cook up a character that can double as a sort of bodyguard for Yarom cause of his fragility. He'll be a bit less prevelant cause writing for one character is already a handful so I might have him take more of a bit role if that's alright
 
Push comes to shove I might be able to cook up a character that can double as a sort of bodyguard for Yarom cause of his fragility. He'll be a bit less prevelant cause writing for one character is already a handful so I might have him take more of a bit role if that's alright

That works for me! I don't want to keep everyone waiting around anyway. Let me know if you decide to go that route
 

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