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Beyond Terra [OOC | Concluded]

PostPosted: Wed Apr 03, 2024 4:00 pm
by G-Tech Corporation
Beyond Terra

Image

The Prelude
IC - Planetfall
Datalinks



After eons spent drifting through the void in silence, a voyage is now reaching her end. This end, however, is not what her designers anticipated. The U.N.E. Harmony, one of the greatest triumphs of human engineering, is struck by a chain of unexpected system failures in the coolant systems of the main reactor. This reactor supplies power to the bulk of the ship and the cryostasis decks of the colony pods, who are now forced to operate on reserve power supplies. The year is 2220, ninety years after the Harmony left the orbit of Earth seeking a new world, and disaster has caught up to her.

There will not be enough energy in the reserve systems to keep every part of the crew in stasis until they arrive at their scheduled location, the uncharted but promising system designated by UN Space Command as Lagrange 121. An onboard emergency AI makes the unenviable but utilitarian decision to awaken one hundred of the thirteen thousand souls who are in cryostasis aboard the ship, as the considerations which must be taken are now outside of her operating parameters. Crucially, these one hundred officers and experienced civilian crew discover that the captain and his first mate are missing, and airlock logs show inexplicable usage nearly four months ago in their interstellar journey.

The crew on board the ship are now all effectively last in command. Disagreements immediately break out between the crew as to what now needs to be done to ensure the survival of the mission, with some opining that it will be necessary to jettison cryopod capsules to conserve the energy remaining on the ship. This act may save the voyage, but damn thousands to death in the cold void of space. No agreement can be reached on how or if this should be done, with many understandably opposed to mass murder even out of utilitarian concerns. Conflict quickly breaks out, and eventually escalates into physical violence. It is now the duty of those who still believe in the Harmony's mission to make for the planet before them, scavenging what they can from the ship and launching with colony pods for the good of all mankind.

Application


Code: Select all
[b]Part I. [/b]
Faction Leader Name:
Faction Leader Appearance (optional):
Faction Leader Biography:
[b]Part II. [/b] (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:



Welcome to Beyond Terra

You are one of the leaders of the colonization mission to Lagrange 121, or the world known as Adelia. That is, you are now - the officers of the UN mission are missing, and you have taken it upon yourself to instill some order in this mess, or the mission is doomed. There are others, of course, who have taken it upon themselves to lead the mission as well...

In the long term this will be a story about the colonization of Adelia, and the history and decisions of mankind upon this new world. First, however, will come a short Prelude. The prelude starts aboard the Harmony, right after your characters discover the captain is missing. The prelude will be an opportunity for you to flesh out your character, as well as securing vital resources for your faction as they make Planetfall.




Faction Leaders
Senior Security Officer Samuel Turati - The Orson Empire
Automation Specialist Takeda Kamatari - Ovstylap
Research Director, Lieutenant Commander Caitríona Quinn - The Gametopians
Exoplanet Analyst Joseph Kalibronsky - Lagene
Chief Engineering Officer Dmitri Illyich Zakharov - G-Tech Corporation
Second Watch Security Officer Rano Rajemisa - Theyra
Climate Systems Engineer Fawzia al-Rayes - Lunas Legion
Chief Exobiologist Bertrand Rawls - Res Publica Solaris
Head Medical Engineer Dr. Minchao Yang - Khasinkonia
Chief Logistics Officer Tiffany Abdelmassih - Cybernetic Socialist Republics
Chief Personnel Officer John Smith - Kriegsreich of Iron




A New World for Mankind - Mechanics and Gameplay


Time
Every turn for the factions which your characters establish is a Mission-Year, consisting of twelve Adelian months (which are about 26 days in length, give or take). Generally speaking, I'll be looking for every RPer to provide me with order for their faction at least once a Mission-Year, to detail how they aim to develop and flourish on this new world.

Orders are broadly broken down into Development, Clandestine, and Military. One happens after the other, as you might expect, and then a new Mission-Year begin. There are three phases to Military Orders; Advance, Reaction, and Engagement, which again follow eachother in order.

Planet
Adelia is a world broken up into Regions, for the sake of simplicity, each of which has various land or sea routes between eachother, and each Region of which contains a broad multiplicity of Lands within that Region. Factions compete to conquer or control regions, and by default each Region may only hold a single faction base.
Flat: This land is very level, normal in most regards, and vaguely fertile. A Worker here may produce 2 Nutrient Mush, which can be consumed for 1 Food each.
Rough: Broken hills, cliffs, chasms - outcroppings and stone and minerals. A Worker here may produce 1 Rubble, which is worth 1 Material.
Coast: Aquatic borders of the sea, these tidal zones border on the dangerous deep ocean, but have plentiful kelps and vaguely nutritious seaweeds. A Worker here may produce 2 Nutrient Mush, which can be consumed for 1 Food each.
Hot: The sun burns more brightly here, or local conditions conspire to elevate temperatures and ambient energy. Alien activity may be more common, depending on the type of alien. Renewables established in these Lands produce 1 more Energy.
Temperate: A common mix of seasons and temperatures, good for human habitation. If this Land is also Flat, it will produce one bonus Nutrient Mush.
Cold: Frigid conditions slow down thought and life, and render many areas inhospitable, but also relatively uncolonized by native fauna and flora, meaning resource extraction has less delays. Workers produce 1 less Nutrient Mush, but if this Land is also Rough it produces 1 more Rubble.
Lush: Due to local micro-climates, life here is abundant and verdant, rich in biodiversity and available calories. If this Land can produce a Food Resource, it produces one more. Lush Land can be harvested for 1 Organic by a Worker in addition to the normal output.
Riparian: A strong water system flows through this area, providing resources to local wildlife and opportunities for hydrological engineering. Strong chance of increased native aggression, but necessary for the Hydroelectric Levee and other Edifices.
Fungal: Immense macro-fungi have colonized this landscape and are not particularly fond of intrusions into their ecosystem, responding aggressively. This Land must be Cleared before it can be used.
Miasmatic: A thick cloying fog of corrosive spores and devouring micro-organisms hangs in the air above this region, a native ecosystem of itself. Sections assigned to work in these Lands produce -1 Harmony as their health suffers.
Infested: Chitinous eusocial organisms have claimed this area, and though capable of being dispersed will likely not tolerate a human presence for long. Utilizing these areas will increase local alien aggression.
Barren: An ecological dead zone, this area has been stripped of life for some reason or simply developed poorly along the lines for human utilization. A Land with this keyword reduces all basic non-Edifice yields to one.

Savanna: Hot, Flat
Grasslands: Temperate, Flat
Steppe: Cold, Flat
Sunlit Hills: Hot, Rough
Hills: Temperate, Rough
Alpine Heights: Cold, Rough
Warm Beach: Hot, Coast
Temperate Coast: Temperate, Coast
Gravel Beach: Cold, Coast
Riverlands: Temperate, Flat, Riparian
River Valley: Temperate, Rough, Riparian
Black Soil: Temperate, Flat, Lush
Temperate Rivermouth: Temperate, Coast, Riparian
Salish Coast: Cold, Coast, Lush
Forested Hills: Temperate, Rough, Lush
Verdant Coast: Temperate, Coast, Lush
Steaming Jungle: Hot, Flatlands, Lush
Lush Floodplains: Hot, Flatlands, Lush, Riparian
Tropic Coast: Hot, Coast, Lush
Jungle Gorge: Hot, Rough, Riparian
Alpine River: Cold, Flat, Riparian
Alpine River Gorge: Cold, Rough, Riparian
Boreal Ridgeline: Cold, Rough, Lush
Icy Delta: Cold, Coast, Riparian
Salish Delta: Cold, Coast, Lush, Riparian
Clouded Frozen Waterfall: Cold, Rough, Riparian, Infested
Mycelial Vortex: Temperate, Flatlands, Fungal (Alien Presence)
Xenofungus Plains: Temperate, Flatlands, Fungal
Verdant Mycelial Hills: Temperate, Rough, Lush, Fungal
Lush Miasmic River Valley: Temperate, Rough, Lush, Riparian, Miasmatic
Fungal Hotlands: Hot, Flat, Fungal
Teeming Jungle: Hot, Flat, Lush, Fungal
Steaming Fogged Hills: Hot, Rough, Miasmatic
Fungal Tropic Coast: Hot, Coast, Fungal
Mycelial Mangroves: Hot, Coast, Lush, Fungal
Fogged Coast: Temperate, Coast, Miasmatic
Infested Coast: Temperate, Coast, Infested
Salish Coast Delta: Cold, Coast, Lush, Riparian
Scrubland: Temperate, Flat, Barren
Mired Waste: Temperate, Flat, Barren, Miasmatic
Barren Hills: Temperate, Rough, Barren
Blasted Icehills: Cold, Rough, Barren
Windswept Shores: Cold, Coast, Barren


The Economy
Your Faction consists of her Bases, which support your Population and extract and process Resources which your faction uses to pursue whatever nebulous or nefarious objectives you wish to prioritize for your people.

Food: Necessary to sustain human life. Each Section of 10 Colonists will consume a unit of Food every Mission-Year. If a base does not produce enough Food to sustain her Population, those who are not fed will have a moderate chance to perish or abandon your colony for greener pastures. Generally produced by base facilities like Hydroponics Chambers, as the alien ecology of Adelia does not lend itself well to consumption by human biochemistry, though exceptions exist. Food cannot be meaningfully stockpiled.

Materials: The raw building blocks of an economy; ores, petroleum, organic fibers, all these things can be valuable to an enterprising faction. They come in a broad variety of forms, but as a rule of thumb can be processed into Industry for the use of your faction in creating facilities, soldiers, weapons, and so on.

Industry: That is, the less-raw building blocks of an economy; concrete, machinery, synthetic polymers and more, Industry will be the main quantity which your ambitions demand as you tame the wilds of Adelia, constructing new Bases, raising mighty Edifices, and fabricating weapons and armaments to defend yourself against those with different visions for this world than your own.

Energy: Motive force in electrical capacitance, the powered and automated machines of any base worth her salt will require sources of Energy to function efficiently, or indeed at all in most cases. Her sources are many, but her consumers many as well. The vast quantities of Energy a faction requires cannot, as a rule of thumb, be stored from year to year without specialized facilities or technology.

Fuel: The portable form of energy, hydrocarbons or more exotic substitutes, Fuel is the backbone of both intrepid and expensive projects far beyond the bases of most factions, or the feedstock of the immense war-machines which combat on Adelia is founded upon. A necessary good to stockpile if one plans for conflict, and thus also of great strategic value even for those merely interested in deterrence.

Research: This is a new world, with new opportunities, and new dangers. The machines and technical axioms which have been brought from Old Earth will need to be adapted if a faction hopes to flourish on Adelia. To this end, various Facilities and actions may generate Research, which can either be allocated towards seeking new Breakthroughs, or learning about existing Technologies which other factions already possess. Breakthroughs happen randomly, but more frequently the more Research is assigned to them. Existing Technologies require, as a rule of thumb, 10 Research to acquire for every Tier of that respective Research. Breakthroughs come in two flavors - Guided, and General. Guided Breakthroughs are proposals sent to the OP to, say "improve the output of Hydroponics", or things of that nature. General Breakthroughs are more likely to occur, and instead move a faction linearly through a hidden technology tree.

Labor: Sometimes, sweat equity is the only thing necessary to achieve one's goals. Any Section can be assigned to Labor in a given base, producing, well, Labor, which can be used for bootstrapping certain low level economic buildings. Generally you'll want to transition away from this.

Population: Without a devoted coterie of colonists, a faction is simply words written on the air. Your initial faction Population will be determined by the results of the Prelude, but more Sections of Population can be gained by finding Cryopods scattered from the Harmony during her landing and thawing out their inhabitants. By default, it costs 2 Energy to reanimate a Section, with the cost increasing by 2 Energy for every Section already retrieved from a given Cryopod. More Cryopods might be lurking out beyond the bounds of civilization, just waiting to swell the ranks of your followers.

Harmony: Though the colonists of this new world were chosen for their mental toughness, not everything has unfolded as planned. Homesickness, strange diseases, hunger, even the alien sky weigh on the minds of your fellows. If their morale falters, they demand a change in leadership, or even abandon your Faction in their disgust with your failure to offer them a convincing reason to follow you. Every Mission-Year every Section 'consumes' one Harmony, which can easily send you into the dangerous realms of negative Harmony. Thus, a large Population is difficult to keep happy, and an unhappy Population might down tools in a strike, abandon your failing colony, or even attempt a revolt to better their affairs.


Bases and Facilities

In general, Facilities have a structural integrity equivalent to their price in Industry.
Energy
Renewable Array: Solar panels, small wind turbines - a necessity for a fledgling economy. 2 Industry + 1 Industry per existing Renewable Array in a given Base. Any Land. Produces 1 Energy.

Hydroelectric Levee: Little more than a dike, but the minor harvesting of water-power here is useful for upscaling. 2 Industry. Requires Riparian Land. Produces 2 Energy.

Anthracite Furnace: The ancient columns of smoke that this device produces are polluting and a step backwards, but survival includes a harsh calculus. 2 Industry or 5 Labor. Any Land. A Worker can process 1 Coal or 3 Organic here into 4 Energy.

Geothermal Installation: Cold water, pumped down through rock to where the molten blood of the world returns it with heat invested - a means for energy production of impressive scalability. 2 Industry, 2 Material. Any Rough Land. Produces 1 Energy, +0.5 Energy for every other Geothermal Installation in this region. Requires Exoplanet Geology.

Agriculture
Hydroponics Chamber: Little more than a hab set aside for small nutritious crops, but much better than starvation. 2 Industry. Any Land. A Worker here may use 1 Energy to produce 3 Vegetables (worth 1 Food each).

Exterior Growbed: Not all soil is fertile enough to accommodate Terrestrial cultivars, but that which is is of significant value. 2 Industry or 5 Labor. Lush Land required. A Worker here may use 1 Energy to produce 4 Fruit (worth 1 Food each).

Algae Pit: There are nutrients in chlorophyll to sustain human life, if perhaps not human spirits. 2 Industry. Any Land. This Facility may produce 1 Nutrient Mush (worth 1 Food) every Mission-Year at the cost of 1 Energy, with no Worker required.

Resource
Surface Mine: Fortunately, a world of untapped natural resources is rich in mining potential. (2 Industry or 5 Labor) + 1 Industry per existing Surface Mine. Any Rugged Land. 2 Workers may extract one Ore (1 Material), or one Worker may extract one Ore (1 Material) while using 1 Energy.

Organic Mulcher: Biocomposites and carboniferous life are a match made in heaven for the burgeoning engineer. 3 Industry. Any Overgrown Land. A Worker here may gather 2 Organics (1 Material) using 1 Energy.

Extrusion Array: The old world was built on plastics; no doubt this one will be too. 4 Industry. Any Land. A Worker here may fabricate 1 Organic (1 Material) from 2 Vegetables or 1 Nutrient Mush.

Fabrication
Workshop: A simple warehousing space set aside for craft with hand tools. 4 Labor or 1 Industry. Any Land. 1 Material and 2 Workers can produce 1 Industry.

Industrial Lathe: A step above simple artisanship, but simple still indeed. 2 Industry. Any Land. A Worker can use 1 Energy and 1 Ore to produce 1 Industry.

Light Factory: Primitive automation and energy infrastructure propels dreams of the future here. 4 Industry. Any Flat Land. A Worker here can use 1 Energy and 2 Ore or 4 Material to produce 2 Industry, at the cost of 1 Harmony. Requires Core Industrialization.

Fuel Still: Crude biodiesel will run the sinews of war, if absolutely necessary. 2 Industry. Any Land. A worker can process 5 Food value here into 1 Fuel, using 1 Energy.

Research and Development
Field Laboratory: Humble testing kits and survey equipment, and a few computers to crunch the numbers. From these beginnings great accomplishments are forged. 3 Industry, 2 Energy. Any Land. Passively produces 1 Research every Mission-Year, if provided with 2 Energy. 1 more Research may be produced if a Worker and 3 more Energy are provided.

Base Core: This is the foundation of your Colony, and without it your people will struggle to maintain their centralized infrastructure. By default a Base Core produces 1 Food and 1 Energy, via small nutrient replicators and an internal thermoelectric generator which runs off of radioactive decay. Base Cores landed in Rugged Land types exchange their Food output for an output of 1 Ore.
Each Base Core comes outfitted with some primitive automated defenses, and possesses a Structural Integrity of 5. If defeated by attackers, a Base Core is not destroyed, but rather reactivated by the triumphant faction.

Housing - Each Dwelling houses one Section, by default. Some Dwellings do not have a Land requirement.
Ramshackle Dwellings: Basically slums, tents, lean-tos, generic unsuitable houses unfit for long term habitation. Your faction has functionally an infinite amount of these, but for each Section which occupies them, the local Base will lose 1 Harmony every Mission-Year.

Habitation Pods: A Harmony special, these heavy-duty prefabricated dwellings are self-sufficient and impressively durable. They may be relocated to any nearby Base for 1 Energy each, and even function underwater.

Urban Housing: Quickly erected homes of concrete and processed polymers, nobody loves living here, but it certainly beats a canvas tent between you and the alien elements. Any Land. 1 Industry. Costs 1 Energy per Mission-Year to maintain when occupied.

Pressurized Apartments: As you might guess, constructing facilities to endure the stormy weather of Adelia's seas is a bit more intensive than more terrestrial dwellings. Any Aquatic Land. 3 Industry. Costs 1 Energy per Mission-Year to maintain when occupied.

Mission Housing: Impressive fabricated dwellings proof against most dangers and with enough space to actually stretch out and live. Any Land. 2 Industry. Costs 2 Energy per Mission-Year to maintain, but also produces +1 Harmony when occupied.

Services
Canteen: Food prepared instead of dispensed, eaten in a communal setting with the odd bit of live music - it'll take your mind off of your troubles, at least for a while. Any Land. 3 Industry. Processes 1 Vegetable or Fruit with 1 Energy into 3 Food and 1 Harmony. Maximum one per Base.

Recreation Commons: As simple as it seems, time to relax and unwind over games, sports, or your vice of choice is quite important to everyone under conditions of stress. Any Land. 2 Industry. Reduces Harmony loss by 2. Maximum one per Base, requires Social Psych.

Recycling Plant: Even the smallest of cities pile up waste, and dealing with that waste is a better plan than not. Any Land. 2 Industry. Uses one Energy to reduce Harmony loss by one, and produces one Organic. Maximum one per 10 Population.

Civic
Growth Chamber: It is a difficult thing, to replicate the diverse strength of mankind in a petri dish, even with the appropriate genetic feedstock. But using innovations drawn from Adelia, we can seek reinforcements for our numbers even where natural reproduction is too slow for our purposes.
Any Land. 4 Industry, 4 Energy. Consumes 2 Food and 2 Energy every year, and produces a Section every five years. Requires Cellular Stabilization.

Perimeter Defense: A mix of portable blast shields and stationary defensive emplacements, a strong discouragement to any aggressor. Does not use up a Land to construct. 3 Industry. This Edifice has 3 Structural Integrity, which attacker must deplete before they can harm other Edifices or units stationed in a Base. Regenerates 1 Structural Integrity per Mission-Year unless completely destroyed.
Military Fabber: Reworking the industrial lathes that we brought with us to produce weapons isn't the easiest task, but has been proven necessary. Any Land. 3 Industry, 3 Energy. A Worker may be employed here to contributed up to 3 Industry/Research to a Military Unit's construction.


Exploration
As you may surmise, acquiring more Land and exploring the new world of Adelia for her riches and mysteries is very much in your interest. Each Faction will begin with a Scout, a humble mobilized military Section with simple hand weapons and their own two legs to carry them to the hinterlands, and more units may be trained once a Fabber is online.

By default, units with Scout equipment may choose every Mission-Year between three options:

Local Surveying: This will reveal a new Land within a given Region, for the utilization of your Base. In general terms, the more good land has been spied out in an area, the more likely only marginal land will be mapped as time goes on. Eventually, expansion may prove wise.
Exploration: This can be done in either the local Region, or adjacent Regions - it may only reveal Land, but it also can result in your Scouts stumbling across crashed wreckage from the Harmony, other survivors, strange events and landscape formations, or other more mysterious things...
Distant Surveying: This takes two Mission-Years instead of one, but is targeted at an unoccupied Region and reveals 5 Lands in that region. Each Region may only be Surveyed in such a manner three times. These revealed Lands will form the foundation of any newly founded Base in the Region.

Warfare


Sections of your Population may be mobilized at the Military Fabber to serve in Military Units, which secure and defend your faction - or, as the case may be, secure the world for your people through the judicious application of aggressive force. Scouts, Militia, Cargo Haulers, Terraformers, and Colony Pods do not require the Fabber or any technology to create.

Scouts: 5 HP, Hand Weapons. Explorers. 2 Industry or 4 Labor. 2 Food.
Militia: 8 HP, Hand Weapons. Gain additional 50% Defense if deployed in a friendly Base. 1 Industry, 3 Food.
Colony Pod: 10 HP, Unarmed. May construct a new Base Core in an unoccupied region. 5 Industry, consumes 2 Sections of Populace upon fabrication.
Cargo Hauler: 3 HP, Unarmed. May carry up to 2 Sections between Bases at a cost of 1 Fuel, or up to 5 Resources. Can carry Tech Data-Drives at a cost of 5 Energy, which lower the amount of Research to study a specific Technology by 5 Years. Can also transplant Cultivars between Factions if provided with 3 Food and 3 Energy. 1 Industry, or 6 Materials and 2 Energy. A Cargo Hauler can move across four Regions in a year.
Recon Rover: 10 HP, Light Weapons. Explorers (2) - may use Explore actions twice per Year. Evasive. 2 Industry, 2 Energy. Requires Terrain Refactoring.
Terraformer (Former): If operated by a Section, may contribute 0.5 Industry to an Edifice which is classed as either Agriculture, Energy, or Resource every Year. Alternatively, may extract 2 Ore from a Rough Land. 3 Industry or 8 Materials and 5 Energy to construct. Requires Exoplanet Ecology


Research


The technology tree is currently hidden - but your efforts can be assigned in one of five directions: Conquer, Knowledge, Prosperity, Exploration, and Planet.

Cellular Stabilization - Tier 1 Prosperity
+1 Food from Base Cores. Unlocks the creation of the Growth Chamber.

Core Industrialization - Tier 1 Prosperity
+1 Energy from Base Cores. Unlocks the creation of the Light Factory.

Social Psych - Tier 1 Prosperity
Unlocks Recreation Commons

Exoplanet Ecology - Tier 1 Prosperity
Unlocks the Former. Allows Hostile Terrain to be cleared by a Former over the course of three years. Formers may now contribute Industry toward Energy type Edifices.

Exoplanet Geology - Tier 1 Exploration
Unlocks the Geothermal Installation. Units which can Explore may now prospect for Coal in Rough regions as an action.

Terrain Refactoring - Tier 1 Exploration
New systems and biospheres, combined with alien geographies and geologies, have rendered minor adaptations of the Harmony's blueprints for colonial vehicles a necessity, along with their basic functionality.
Exploration has a 50% higher chance of discovering Rare results. The Recon Rover is available for manufacture.

PostPosted: Wed Apr 03, 2024 4:01 pm
by G-Tech Corporation
This post is reserved for expanding needs.

PostPosted: Wed Apr 03, 2024 4:02 pm
by G-Tech Corporation
A post, prepared against the day of requirement.

PostPosted: Wed Apr 03, 2024 4:03 pm
by G-Tech Corporation
If we do not press our claim to this post it will be forgotten. This post will not be a page in someone else's history book.

PostPosted: Wed Apr 03, 2024 4:03 pm
by G-Tech Corporation
And there we go, that should be enough tracts of land for all the hidden things and gubbins. Welcome one, welcome all.

PostPosted: Wed Apr 03, 2024 6:26 pm
by Benuty
I think it would be pretty fun for some sort of religious organization that wants to unite mankind via cybernetic augmentation to create an artificial consciousness that they worship but also represent a part of. I am inspired by the Vanu Sovereignty from Planetside 2 who are the most technologically advanced faction in the game that worship the precursor Vanu as alien gods. There is some obscure lore in the game that something is actively brainwashing them and it isn't human which is given as the in-game explanation for how they were able to find certain techs in the first place.

https://www.youtube.com/watch?v=Eu-RyZt_Uas&t=0s
I recently watched this TED talk where someone was suggesting using AI as a way to bring about consensus and thus an actual human hivemind so to speak. I don't want to go for the Borg approach, but one where you as a person are a part of a greater whole so a sense of self survives within the truth of existence: Humans need each other to survive so why not take things to the next step?

There are some real-life religious explanations about the transient nature of humanity, and what exists so I wouldn't be pulling things too out of the air for my group's theological arguments.

PostPosted: Wed Apr 03, 2024 7:21 pm
by Olthenia
And tag - for future reference.

Lookin' good, G-Tech.

PostPosted: Wed Apr 03, 2024 8:38 pm
by The Orson Empire
Part I.
Faction Leader Name: Samuel Turati

Faction Leader Appearance (optional): Image

Faction Leader Biography: Samuel Turati was born in 2080 to upper-middle class parents in London, England. His father Michael Turati served as an officer in the UN Space Command, while his mother Anna Turati was an accountant. Michael was both emotionally and physically abusive towards the boy, believing harsh punishment was necessary to ensure Samuel wouldn't become weak-willed.

This mistreatment engendered lifelong resentment in Samuel towards both of his parents; he specifically accused Anna of cowardice and failing to protect him from Michael's wrath
Michael wanted his son to follow in his footsteps and enlist in the Space Command, but Samuel ultimately rebelled and underwent training to become a private security guard.

At age 23, Samuel gained employment at the Mariner Development Corporation, which established colonial outposts on Mars and throughout the Asteroid Belt. He was assigned to Ceres, charged with protecting corporate investments in asteroid mining. Samuel quickly rose through the ranks from security officer to detective. He was ruthless in his pursuit of criminals, not above using torture or other nefarious methods to achieve his objective, and he also conducted corporate espionage and sabotage against rivals of Mariner.

In 2129, Samuel resigned from his position at Mariner and was recruited as a security officer aboard the UNE Harmony. He always had a penchant for exploration, and enjoyed touring various colonial outposts in his free time, and the expedition granted him a once-in-a-lifetime opportunity to journey beyond the Sol System.

Samuel was one of the 100 officers and crew awoken from cryosleep by Harmony's emergency AI.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 5:23 am
by The GAmeTopians
A faction RP by the G-Tech Corporation? In the wise words of me almost every time this happens, “Shit, I’m in.” :P
I am very busy for the next 9-ish days, so initial post or two might be slow, but I should be pretty on the ball after that. App’ll be up today, all else allowing.

PostPosted: Thu Apr 04, 2024 6:14 am
by Ovstylap
Part I.
Faction Leader Name: Takeda Kamatari
Faction Leader Appearance (optional): Takeda has a sturdy frame, and is of average height. He is bald-headed, but keeps a beard and moustache. In many ways his looks are not overly outstanding, but he does exude through his confident demeanor an air of competency.

Faction Leader Biography:
Takeda was born to a well-off middle class family, the son of a senior marketing consulting for Hyundai, and a software engineer working for Mitsubishi. He excelled in his education, particularly in STEM subjects. His specialised in engineering and had a highly successful time studying engineering- he received a scholarship and attended Harvard University for a year. As resource conflicts began to have a greater effect on Japan itself, he then spent four years in the Japanese airforce, before two years in the private space industry, and two years at NASA. From here, he undertook a role working for the UN as they sought to develop humanity's spacefaring capabilities. His main area of research and growing expertise has been in preparing for mining operations on new planets.

His specialties are in 3D printing, the utilization of capital equipment, and advanced recycling systems. On the vessel, he has been extensively involved in developing the onboard recycling and manufacturing systems, though he is excited to begin new mining ventures. Once a routine was fully established he entered cryostasis, trusting that the ship could run without him, but he has now been awoken.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 6:28 am
by Lazarian
I really shouldn't overextend myself, but how can I turn this down? You've put me in a tough spot here, G. :p

Give me a day and I'll throw something into the ring.

PostPosted: Thu Apr 04, 2024 6:47 am
by The GAmeTopians
Part I.
UNE Officer Registry
<Image Pending>
Research Director Caitríona Quinn (Lieutenant Commander, UNE R&D)
It is for science, in the end, that we sacrifice a century of our existence to the void. It is for science that we chase a world beyond the limits of our mortal comprehension. To learn, to grow, to change.

Public Biography

Caitríona Quinn, shining star of the Emerald Isle (a title she despises). She spent her late teens and most of her twenties establishing herself as a dominant force in the global scientific community, mostly in physics, but dabbling in several other fields - sometimes publishing papers on a seemingly unrelated subject, only for them to become the pre-eminent literature on the topic.

It is perhaps unsurprising that Director Quinn is a UNE officer in name only. Command approached Director Quinn in the years leading up to Harmony’s departure - the exact details of their discussion and subsequent agreement have not been released, however the Director has been outwardly supportive of the mission, if only for the purposes of expanding human knowledge. Unless the FTL barrier is overcome, it will be another century at least before Earth makes use of any knowledge Harmony uncovers… the Director, though, will be among the first to grasp it, if she has anything to say about it.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 7:05 am
by Khasinkonia
I’ll throw my hat in the ring. Application to come soon. Thinking of someone more focused on biotechnology, with a keen fascination in the extant ecology and finding potential uses for it, among other things, if that would be feasible for the setting.

PostPosted: Thu Apr 04, 2024 7:25 am
by Lagene
Part I.
Faction Leader Name: Joseph Kalibronsky
Faction Leader Appearance (optional): https://imgur.com/a/CaGgHsu
Faction Leader Biography: Joseph was born to a poor family in berlin, but despite his perilous living conditions, Joseph knew how to have fun. He played with his older brother for hours at a time. His father had died only days after his birth, but Joseph's mother told him to stay happy, because everything would get better one da. When he got into school, though, everything changed. He was quite smart the other schoolchildren were jealous. They saw he was weak and ganged up on him. Joseph had to toughen up. You can still see a scar on his back from his days at school. Joseph was on the U.N.E because he was practically a genius. He knew he could help with the mission and needed something to do. When he said goodbye to his mother at home, he didn't think that that would be the last time he ever saw her. Joseph is focused on the prosperity and happiness of his faction over everything else. They would get food and resources and try to live as well as possible on this alien planet. He hopes to make a home for himself and live happily once again. Despite all he's been through, Joseph is a very kind, cheerful person, remembering that he should stay happy because everything will get better one day. Joseph is also interested in working with other factions to achieve their goals.
Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 7:47 am
by G-Tech Corporation
Benuty wrote:I think it would be pretty fun for some sort of religious organization that wants to unite mankind via cybernetic augmentation to create an artificial consciousness that they worship but also represent a part of. I am inspired by the Vanu Sovereignty from Planetside 2 who are the most technologically advanced faction in the game that worship the precursor Vanu as alien gods. There is some obscure lore in the game that something is actively brainwashing them and it isn't human which is given as the in-game explanation for how they were able to find certain techs in the first place.

https://www.youtube.com/watch?v=Eu-RyZt_Uas&t=0s
I recently watched this TED talk where someone was suggesting using AI as a way to bring about consensus and thus an actual human hivemind so to speak. I don't want to go for the Borg approach, but one where you as a person are a part of a greater whole so a sense of self survives within the truth of existence: Humans need each other to survive so why not take things to the next step?

There are some real-life religious explanations about the transient nature of humanity, and what exists so I wouldn't be pulling things too out of the air for my group's theological arguments.


That sounds like a fun premise to me, Benuty - technology isn't quite at that level of cybernetic augmentation yet, but I'm sure that is something your faction could pursue over the years.

Olthenia wrote:And tag - for future reference.

Lookin' good, G-Tech.


Heya Olth, welcome in!

The Orson Empire wrote:Part I.
Faction Leader Name: Samuel Turati

Faction Leader Appearance (optional): Image

Faction Leader Biography: Samuel Turati was born in 2080 to upper-middle class parents in London, England. His father Michael Turati served as an officer in the UN Space Command, while his mother Anna Turati was an accountant. Michael was both emotionally and physically abusive towards the boy, believing harsh punishment was necessary to ensure Samuel wouldn't become weak-willed.

This mistreatment engendered lifelong resentment in Samuel towards both of his parents; he specifically accused Anna of cowardice and failing to protect him from Michael's wrath
Michael wanted his son to follow in his footsteps and enlist in the Space Command, but Samuel ultimately rebelled and underwent training to become a private security guard.

At age 23, Samuel gained employment at the Mariner Development Corporation, which established colonial outposts on Mars and throughout the Asteroid Belt. He was assigned to Ceres, charged with protecting corporate investments in asteroid mining. Samuel quickly rose through the ranks from security officer to detective. He was ruthless in his pursuit of criminals, not above using torture or other nefarious methods to achieve his objective, and he also conducted corporate espionage and sabotage against rivals of Mariner.

In 2129, Samuel resigned from his position at Mariner and was recruited as a security officer aboard the UNE Harmony. He always had a penchant for exploration, and enjoyed touring various colonial outposts in his free time, and the expedition granted him a once-in-a-lifetime opportunity to journey beyond the Sol System.

Samuel was one of the 100 officers and crew awoken from cryosleep by Harmony's emergency AI.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:


A rascally Corpo with some more idealistic vibes, I like it. Welcome, Orson, and Samuel Turati is accepted as a security officer.

Ovstylap wrote:Part I.
Faction Leader Name: Takeda Kamatari
Faction Leader Appearance (optional): Takeda has a sturdy frame, and is of average height. He is bald-headed, but keeps a beard and moustache. In many ways his looks are not overly outstanding, but he does exude through his confident demeanor an air of competency.

Faction Leader Biography:
Takeda was born to a well-off middle class family, the son of a senior marketing consulting for Hyundai, and a software engineer working for Mitsubishi. He excelled in his education, particularly in STEM subjects. His specialised in engineering and had a highly successful time studying engineering- he received a scholarship and attended Harvard University for a year. As resource conflicts began to have a greater effect on Japan itself, he then spent four years in the Japanese airforce, before two years in the private space industry, and two years at NASA. From here, he undertook a role working for the UN as they sought to develop humanity's spacefaring capabilities. His main area of research and growing expertise has been in preparing for mining operations on new planets.

His specialties are in 3D printing, the utilization of capital equipment, and advanced recycling systems. On the vessel, he has been extensively involved in developing the onboard recycling and manufacturing systems, though he is excited to begin new mining ventures. Once a routine was fully established he entered cryostasis, trusting that the ship could run without him, but he has now been awoken.

Part II. (can wait until Prelude is over)
Faction Name:
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Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:


Automation and STEM, sounds good to me. We need bookish types on the new world too. Good to see you Ovst - and Takeda Kamatari is also accepted.




Dmitri Illyich Zakharov

Appearance: A tall, but not desperately broad man, Dmitri is muscled like an athlete or a corporate executive who keeps himself in shape. His skin is weathered and aged more than might be expected for a man of his relative seniority, a testament to the harsh years on the Red Planet and the lesser atmospheric shielding afforded to her inhabitants. A mop of gold-brown hair cut short on the sides in a mimicry of military fashion sits over slightly reddened thick eyebrows who frame a face with full deep emerald eyes. A wicked scar traces the left side of his jawline, as neat as a scalpel could hope. His hands bear small scars and nicks in abundance.
Biography: The story of Dmitri is, in many ways the story of mankind amongst the stars - her downfalls, her failures, but her enduring hope and desperate need. Born in the close of the 22nd century, Dmitri is one of the few sons of Adam who can claim an extraterrestrial birth, coming into the world to Maria Olensky and Vladimir Zakharov in the ramshackle medical quarters of Progeny II, the UN base in the Amazonis Planita region of Mars. Raised in the harsh and unyielding realities of the Red Planet, Dmitri grew up quickly out of necessity, learning how to make do without the luxuries his terrestrial cousins took for granted and displaying great natural aptitude in the realms of intuitive engineering and power systems.

Recalled from the Red Planet at the age of 16 along with the closure of the Mars Mission due to budget cuts brought on by the Climate Wars of the turn of the century, Dmitri was an outsider during his years in university in the Federal Russian Republic, where the political will to do all that is necessary had been eroded by years of resistance to the former autocracy of the post-Soviet oligarchs. He enlisted for a time following his graduation as a combat engineer in the People's Defense Brigades along the border with the Kipchak Khanate, and was commended for his innovative use of hovercraft along the Urals border for the quick resupply of beleaguered Popular Action battalions during the ultimate disastrous reclamation campaign in the close of 2109.

After his time in the service Dmitri adapted to civilian life quickly, simultaneously beginning a new business manufacturing a variety of innovative mechanical and biochemical solutions to degrading soil quality in the former Soviet bloc and receiving his doctorate in material science from Petrograd Technical only a decade before the announcement of the Outbound Flight initiative. His work in the fields of biometallurgy and climate resilience has been hailed as cutting edge in various non-Western circles, and still respected by his European colleagues. Tapped at first as the Chief Maintenance Officer by the Harmony Mission, he ultimately received the post of Chief Engineering Officer after political wrangling led to the withdrawal of several of his more academically-advanced but less practically skilled peers. It doesn't hurt that being a son of one of the few successes mankind can claim beyond Earth orbit, a small amount of star-power for the Son of Mars made several parties more interested in funding the UN initiative.

Now returned to cognition in the wake of the Harmony disasters, it remains to be seen what the tough and ambitious Zakharov will prioritize as complete mission failure stalks the colonization effort.

PostPosted: Thu Apr 04, 2024 7:51 am
by G-Tech Corporation
Lazarian wrote:I really shouldn't overextend myself, but how can I turn this down? You've put me in a tough spot here, G. :p

Give me a day and I'll throw something into the ring.


I do love putting the thumbscrews to people who are already involved in their own things :P

The GAmeTopians wrote:Part I.
UNE Officer Registry
<Image Pending>
Research Director Caitríona Quinn (Lieutenant Commander, UNE R&D)
It is for science, in the end, that we sacrifice a century of our existence to the void. It is for science that we chase a world beyond the limits of our mortal comprehension. To learn, to grow, to change.

Public Biography

Caitríona Quinn, shining star of the Emerald Isle (a title she despises). She spent her late teens and most of her twenties establishing herself as a dominant force in the global scientific community, mostly in physics, but dabbling in several other fields - sometimes publishing papers on a seemingly unrelated subject, only for them to become the pre-eminent literature on the topic.

It is perhaps unsurprising that Director Quinn is a UNE officer in name only. Command approached Director Quinn in the years leading up to Harmony’s departure - the exact details of their discussion and subsequent agreement have not been released, however the Director has been outwardly supportive of the mission, if only for the purposes of expanding human knowledge. Unless the FTL barrier is overcome, it will be another century at least before Earth makes use of any knowledge Harmony uncovers… the Director, though, will be among the first to grasp it, if she has anything to say about it.

Part II. (can wait until Prelude is over)
Faction Name:
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Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:


Science for science's sake, eh? Sounds like a great idea to me. Welcome in Game, and Caitríona Quinn is accepted.

Khasinkonia wrote:I’ll throw my hat in the ring. Application to come soon. Thinking of someone more focused on biotechnology, with a keen fascination in the extant ecology and finding potential uses for it, among other things, if that would be feasible for the setting.


Absolutely. A whole new world worth of nature dabbling in iterative solutions, and not everyone wants to inspect those solutions? Folly indeed. Biotechnology offers many paths forward.

Lagene wrote:Part I.
Faction Leader Name: Joseph Kalibronsky
Faction Leader Appearance (optional): https://imgur.com/a/CaGgHsu
Faction Leader Biography: Joseph was born to a poor family in berlin, but despite his perilous living conditions, Joseph knew how to have fun. He played with his older brother for hours at a time. His father had died only days after his birth, but Joseph's mother told him to stay happy, because everything would get better one da. When he got into school, though, everything changed. He was quite smart the other schoolchildren were jealous. They saw he was weak and ganged up on him. Joseph had to toughen up. You can still see a scar on his back from his days at school. Joseph was on the U.N.E because he was practically a genius. He knew he could help with the mission and needed something to do. When he said goodbye to his mother at home, he didn't think that that would be the last time he ever saw her. Joseph is focused on the prosperity and happiness of his faction over everything else. They would get food and resources and try to live as well as possible on this alien planet. He hopes to make a home for himself and live happily once again. Despite all he's been through, Joseph is a very kind, cheerful person, remembering that he should stay happy because everything will get better one day. Joseph is also interested in working with other factions to achieve their goals.
Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:


This is a unique take on an approach to a new world, and I'm very happy to see it. Cooperation and coordination might prove to be very wise indeed when one pits a very limited number of humans against the dangers and deprivations of a virgin world... welcome in, and Joseph Kalibronsky is accepted.

PostPosted: Thu Apr 04, 2024 7:58 am
by Res Publica Solaris
Part I.
Faction Leader Name: Bertrand Rawls
Faction Leader Appearance: Tall, lanky, light skinned male visibly in his late middle age.
Faction Leader Biography: Bertrand Rawls was born to be an astronaut. Child of a long line of wealthy space enthusiasts, his parents were erstwhile believers that it was the duty of humanity to shed the craddle and lay claim to the vast riches of space. To this end, they leveraged their substantial financial resources to tailor their child's education from the start towards the goal of propelling him into the heavens.

Years of lonely, painstaking conditioning were rewarded when the 26 years old Rawls was accepted in the European Space Agency's Astronaut Programn, and four years later took part in the Artemis VII expedition.

This voyage made him a star in the field of exobiology, thanks in great part to his co-authorship of the paper that revealed the existence of ammonia-based microbial life on Jupiter's moon titan.

Two farther than the belt trips and a series of groundbreaking articles on the processes of storing of information and hereditary transfer of morphological and physiological traits of titan's fauna later, he was made Head of Exobiological Research of ESA.

This promotion came in the heels of the death of both his parents, killed when their private plane was bombed by one of the many bloody transnational terrorist groups of the era. The bloodshed led to Bertrand inheriting a vast sum, which he mostly invested in private research on cell regeneration, and in his own initiatives on Titan. At the same time he became a vocal supporter of the lifting of government restrictions on the various research initiatives around human immortality.

When an opportunity to be part of the UNE's Harmony maiden voyage arose, Bertrand raced to take it, abandoning his position and research to take the place of ESA's exobiologist on this historic endeavour.

A taciturn, reserved man, most of his colleagues see his participation in the maiden voyage beyond the solar system as a way to regain primacy in an ultra competitive field that is awash with revolutionary research. His political opponents whisper rumours painting him as a mad scientist, fleeing the stringent bioethic regulations on earth to probe the secrets of celular immortality away from prying eyes. But what he truly seeks, only he knows.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 8:28 am
by Lunas Legion
I detect a hint of DNA from Hark's ancient Planetfall RP.

Lemme see what I can pull out in terms of ideas.

PostPosted: Thu Apr 04, 2024 8:31 am
by The Orson Empire
Once the RP begins, I plan to have Samuel hold a vote among the crew on whether or not to start ejecting cryopods, acting in his role as Chief Security Officer (as he is charged with ensuring the crew survives and is protected from various dangers). When the vote inevitably doesn't go Samuel's way, his faction will attempt to eject cryopods by force.

PostPosted: Thu Apr 04, 2024 8:49 am
by G-Tech Corporation
Res Publica Solaris wrote:Part I.
Faction Leader Name: Bertrand Rawls
Faction Leader Appearance: Tall, lanky, light skinned male visibly in his late middle age.
Faction Leader Biography: Bertrand Rawls was born to be an astronaut. Child of a long line of wealthy space enthusiasts, his parents were erstwhile believers that it was the duty of humanity to shed the craddle and lay claim to the vast riches of space. To this end, they leveraged their substantial financial resources to tailor their child's education from the start towards the goal of propelling him into the heavens.

Years of lonely, painstaking conditioning were rewarded when the 26 years old Rawls was accepted in the European Space Agency's Astronaut Programn, and four years later took part in the Artemis VII expedition.

This voyage made him a star in the field of exobiology, thanks in great part to his co-authorship of the paper that revealed the existence of ammonia-based microbial life on Jupiter's moon titan.

Two farther than the belt trips and a series of groundbreaking articles on the processes of storing of information and hereditary transfer of morphological and physiological traits of titan's fauna later, he was made Head of Exobiological Research of ESA.

This promotion came in the heels of the death of both his parents, killed when their private plane was bombed by one of the many bloody transnational terrorist groups of the era. The bloodshed led to Bertrand inheriting a vast sum, which he mostly invested in private research on cell regeneration, and in his own initiatives on Titan. At the same time he became a vocal supporter of the lifting of government restrictions on the various research initiatives around human immortality.

When an opportunity to be part of the UNE's Harmony maiden voyage arose, Bertrand raced to take it, abandoning his position and research to take the place of ESA's exobiologist on this historic endeavour.

A taciturn, reserved man, most of his colleagues see his participation in the maiden voyage beyond the solar system as a way to regain primacy in an ultra competitive field that is awash with revolutionary research. His political opponents whisper rumours painting him as a mad scientist, fleeing the stringent bioethic regulations on earth to probe the secrets of celular immortality away from prying eyes. But what he truly seeks, only he knows.

Part II. (can wait until Prelude is over)
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology (the more radical, the better):
Faction Theme Music:


A potentially volatile scientist aiming for the unseen reaches of space to conduct unethical research? I love it. Welcome in, and Bertrand Rawls is also accepted.

Lunas Legion wrote:I detect a hint of DNA from Hark's ancient Planetfall RP.

Lemme see what I can pull out in terms of ideas.


Only a hint :)

The Orson Empire wrote:Once the RP begins, I plan to have Samuel hold a vote among the crew on whether or not to start ejecting cryopods, acting in his role as Chief Security Officer (as he is charged with ensuring the crew survives and is protected from various dangers). When the vote inevitably doesn't go Samuel's way, his faction will attempt to eject cryopods by force.


Sounds like a good time to me. Nothing like a sense of urgency to keep people working against eachother!

PostPosted: Thu Apr 04, 2024 8:53 am
by Cybernetic Socialist Republics
Part I.

Tiffany Abdelmassih

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Tiffany Abdelmassih was born on February 9, 2099 in Toronto, Canada. Her mother was a member of the General Council of the Eironic Cooperative, one of the largest consumer cooperatives on earth, formed in the mid 21st century as a means of delivering bulk goods to the members of of multiple credit unions, building organisations & trade unions across the english & spanish speaking world. Leveraging consumer data from its users for sale to manuftuers & training for its own in-house Artificial intelligence sytems, its revenues grew enough to allow it to invest in the purhase of productive capacity itself & offer membership to businesses & individuals, driving its own exponential growth Tiffany's mother was second generation CRISPR augment, the daughter of two first generation CRISPR augments born in the mid 2030s. The process that created Tiffany, however, was different. She was conceived as an embryo selected by the EC's artificial intelligence agent, fertilised with genetic material synthesised from sequences of genetic information available to it in its database, meaning her father is, in a sense, the Eironic Cooperative itself.

Her early childhood was spent being smaller, slower and weaker than her peers, which given her background made her a rather constant targeting of bullying. She compensated by making use of her natural aptitude for planning, the written world & copious determination. In her teens the 'pace' of her cognition dramatically increased, along with facing a sudden growth spurt, that brought her to a baseline that she shared with other augments, though a childhood spent without the 'privilege' of those advantages made her far more suited to making use of them. By 24 she'd leave McGill University with a doctorate in Systems Engineer & would be recruited directly into the Eironic Cooperative's working to coordinate the cooperatives providing services from the construction of the Harmony. Offered a position aboard as their Chief Logistics Officer, she was hesitant, until a company plane carrying her husband and child was brought down in a terrorist attack by anti-genetic engineering religious extremists. She immediately accepted the offer, ready to leave earth behind.



Part II
Eironic Consumer Protectorate
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Eironic Consumerism
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 “Contrary to the imaginations of futurists at the dawn of the 21st century, the prime threat wouldn’t be the restriction of information, but its overabundance.
We didn’t get digital despotisms held aloft by dark pillars of generalised ignorance. We got disorder fueled by the production & consumption of infinite trivialities. Facing a world falling apart as a result of the sins of the previous century, humanity retreated into mutually exclusive & diverging false realities. Governance, democratic or dictatorial, increasingly grew impossible.” ~Tiffany Abdelmassih, Humanity at the Gallows: How a Century long Stay of Execution was won.

Eironism owes its name to the Greek dramatic archetype, the Eiron, a character whose victory is largely achieved through self-deprecation concealing their strengths from more confident opposed characters. Put simply and effectively, it's built on two pillars. One, that the most effective means of cutting through an overabundance of information & tearing down inefficient systems is through the purposeful search & exploitation of contradiction & specifically in the case of ideas, 'comic irony'. Two, that the most effective solutions to problems are most often produced out of extreme contradiction. Eironists do not consider the fact that these two points stand in seeming contradiction an negative, a positive an example of this truth. In their view, anything that survives the assault of the former, can be considered to representive of the latter.

'As for the consumerism portion of the ideology, eironic Consumerists believe that consumption is point of origin of all value. Which, nessecarily means, the purpose of the universe is to be consumed. This consumption need not be physical, however, appreciating the nightsky is a form of consumption, in fact it is often preferable when it [i]isn't[/i] as it allows resource limitations to be transcended. Nonetheless, resource limits are not perceived as an obstacle to Eironic Consumerism, but infact as goal to strive for, as it those very resource limitations that drive innovations in production & consumption that allow ever higher levels of consumption to be acheived. Providing the basics for all, then allowing them to strive for their hearts desire competitively ensures both a high consumption floor & more points of friction for innovation to emerge.



Beyond Infinity

PostPosted: Thu Apr 04, 2024 9:41 am
by G-Tech Corporation
Cybernetic Socialist Republics wrote:
Part I.

Tiffany Abdelmassih


Code: Select all
Tiffany Abdelmassih was born on February 9, 2099 in Toronto, Canada. She is a third generation of Canada's CRISPR Children, a program that started in the mid to late 2030s, disproportionally pulling from recent immigrants, with her grandfather being the son of Palestinian refugees & her grandmother the daughter of Chilean immigrants. The program's public facing side was sold as a means to practice the elimination of inheritable illnesses, but leaked documents decades later would reveal modifications intended to guarantee athletic & mental capacities in the 99th percentile, to produce a generation of 'super soldiers', as non-nuclear form of Mutually Assured Destruction in the face of a volatile United States of America heading toward a mid 21st century water crisis. By the time the leaks had come out, CRISPR Children had already occupied a variety of key positions in political, social & economic spaces, with the leaks creating sympathy instead of backlash & giving rise to a level of coordination between them that'd been previously absent, solidifying their power.

While Tiffany's grandparents were born of womb, her mother was born from an artificial womb. Tiffany herself, while born from her mother's womb, had a manner of conception was by no means normal. Tiffany's 'father' is an Artificial Intelligence Agent that her mother's embryo out of countless donated to the third generation of the CRISPR Children program for this procedure, making her the first & only conceived this way. The agent proceeded to bring it to fertilization with 'material' made of the genetic sequences that fit 'best' with the embryo, from a database that had been expanding for most of the 21st century. There was no 'donor', the process was fully synthetic, with only embryo of the second generation CRISPR child being its most natural element. Even her name would be picked out by the Agent.

Tiffany grew up surprisingly slow, timid & sickly compared to her peers, even in comparison to those with minimal, or even no genetic modifications. This made her a frequent target of vicious bullying by her peers, especially given what had been expected of her. This had some very significant effects on her, unsurprisingly. It drove her to be an indoors child, even if she did frequently exercise in a seemingly vain attempt to improve herself. Despite being a slower to act and learn than typical, she was by no means unintelligent. She developed an incredibly grasp of the prepared word, the organization of people & things, alongside history This afforded her an opportunity to build an internet presence at a very early age & develop of large following of people that hung on her every word, even if she wasn't all that quick on her feet. As she entered her teens, however, things started to change for her. Her athleticism & physical size grew immensely & while her processing speed and reaction time suddenly shot up.

Her birth had already made her a curiosity & subject of study, but this metamorphosis exponentially increased her fame. The conclusion that she & other experts had come to was that her 'genetic code had been rigged to delay and minimize innate advantages for as long possible, so she could develop the personality traits & inclinations that would force her to efficiently make do with the little that she had, so she'd better be able to deploy those advantages when they came in. Put shortly, her 'nature' was held back to maximize her nurture. The AI agent obviously having come to the conclusion that the latter was much more important than the former. She was at once a monument to the relative unimportance of 'genetic superiority' & one of the greatest example of the advantages genetic engineering could provide.

This fact only served to reinforce some ideological & philosophical conclusions that Tiffany had already reached from younger & they really began to cohere once she entered university. Unsatisfied with simply analyzing a collapsing world, she set out to start changing it. Using the fame & money that came with her celebrity, she'd use  time between & in many ways alongside her studies to start putting some of her theories into practice, seeding & organizing a variety of 'cells' around the world tasked with carrying forth not only her message, but acting upon it. It was during this time period that she'd end up coming into contact with Canada's intelligence services, which put her in a symbiotic relationship with their interests & her goals. In some parts of the world, these cells functioned entirely peaceably & above board. In other parts of the world they'd form the nexus of armed resistance, fighting by any means necessary against their governments. At no point, however, did Tiffany ever do anything illegal herself. She'd simply continue writing books & leading studies.

After graduating with a doctorate, she'd start up a political party built around her ideas, which would quickly gain ground within Canada, bridging a divide that had been growing between a heavily CRISPR elite & a majority immigrant population that came from all around the world, not benefiting from even the baseline modification that all those natively born in Canada had been receiving over the last two generations. While her rise was met mostly with positivity within Canada, outside it was met with a mix of concern, anger & terror in the rest of the world. Religious figures in particular, never fond of genetic engineering, considered her specifically an abomination, a demonic force. Assassination attempts were certainly made, but they all failed. More organized groups & states were fearful of how her followers would respond if she was successfully killed. They had an alternative solution. Rather than allow her to rise to power in her country of birth & give her formal geopolitical power, or execute her, they proposed giving her a position on the Harmony, to send her literally light years away from them. To their surprise, she accepted. They'd end up giving her the role of Chief Logistics Officer, she'd be put in charge of managing human & material resources on the colony upon planetfall.


Part II
Eironic Synthesis
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Eironism
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Coming Soon

Beyond Infinity


Hmm. Two questions come to mind - not exactly concerns, but backstory things I'm curious about in terms of characterization - this doctorate is in what? and how does a civilian figure go about founding ideological cells capable of carrying out open warfare against nation-states?

Things to expand on, perhaps.

PostPosted: Thu Apr 04, 2024 11:48 am
by Lunas Legion
UNE Officer Registry
<Image Pending>
Fawzia al-Rayes, Engineer (High-Energy Power and Cooling Systems)


Part I.
Faction Leader Biography: It is the nature of the UN that compromises are made for politics. Fawzia al-Rayes was such a compromise. Born in the self-contained eco-bastions of the UAE, she recieved a good education but not the greatest, graduated with a good degree from a good university, and went on to work for the UAE's government in maintaining and improving the cooling systems of the artificial habitats that housed almost the entirety of the UAE's population. She was often described as competent and diligent, but nothing exceptional.

During the construction of the U.N.E Harmony, as the crew manifest was being written, Fawzia was slid in by the UAE as an engineer. She was not their best, brightest or most promising engineer, they needed those to maintain and enhance their habitats on Earth; she was deemed good enough to send, but not vital enough to retain. As the UN argued over every last position, Fawzia was agreed on as a good enough compromise for a mid-level position on the ship that others were willing to cede in exchange for support on other matters. After familiarizing herself with the systems that would be under her responsibility during the voyage, Fawzia settled into her cryosleep container, confident in the science behind it and the sturdiness of the systems in her purview.


Part II.
Faction Name:
Faction Color:
Faction Logo (optional):
Faction Ideology:
Faction Theme Music:

PostPosted: Thu Apr 04, 2024 12:51 pm
by Cybernetic Socialist Republics
G-Tech Corporation wrote:
Cybernetic Socialist Republics wrote:
Part I.

Tiffany Abdelmassih


Code: Select all
Tiffany Abdelmassih was born on February 9, 2099 in Toronto, Canada. She is a third generation of Canada's CRISPR Children, a program that started in the mid to late 2030s, disproportionally pulling from recent immigrants, with her grandfather being the son of Palestinian refugees & her grandmother the daughter of Chilean immigrants. The program's public facing side was sold as a means to practice the elimination of inheritable illnesses, but leaked documents decades later would reveal modifications intended to guarantee athletic & mental capacities in the 99th percentile, to produce a generation of 'super soldiers', as non-nuclear form of Mutually Assured Destruction in the face of a volatile United States of America heading toward a mid 21st century water crisis. By the time the leaks had come out, CRISPR Children had already occupied a variety of key positions in political, social & economic spaces, with the leaks creating sympathy instead of backlash & giving rise to a level of coordination between them that'd been previously absent, solidifying their power.

While Tiffany's grandparents were born of womb, her mother was born from an artificial womb. Tiffany herself, while born from her mother's womb, had a manner of conception was by no means normal. Tiffany's 'father' is an Artificial Intelligence Agent that her mother's embryo out of countless donated to the third generation of the CRISPR Children program for this procedure, making her the first & only conceived this way. The agent proceeded to bring it to fertilization with 'material' made of the genetic sequences that fit 'best' with the embryo, from a database that had been expanding for most of the 21st century. There was no 'donor', the process was fully synthetic, with only embryo of the second generation CRISPR child being its most natural element. Even her name would be picked out by the Agent.

Tiffany grew up surprisingly slow, timid & sickly compared to her peers, even in comparison to those with minimal, or even no genetic modifications. This made her a frequent target of vicious bullying by her peers, especially given what had been expected of her. This had some very significant effects on her, unsurprisingly. It drove her to be an indoors child, even if she did frequently exercise in a seemingly vain attempt to improve herself. Despite being a slower to act and learn than typical, she was by no means unintelligent. She developed an incredibly grasp of the prepared word, the organization of people & things, alongside history This afforded her an opportunity to build an internet presence at a very early age & develop of large following of people that hung on her every word, even if she wasn't all that quick on her feet. As she entered her teens, however, things started to change for her. Her athleticism & physical size grew immensely & while her processing speed and reaction time suddenly shot up.

Her birth had already made her a curiosity & subject of study, but this metamorphosis exponentially increased her fame. The conclusion that she & other experts had come to was that her 'genetic code had been rigged to delay and minimize innate advantages for as long possible, so she could develop the personality traits & inclinations that would force her to efficiently make do with the little that she had, so she'd better be able to deploy those advantages when they came in. Put shortly, her 'nature' was held back to maximize her nurture. The AI agent obviously having come to the conclusion that the latter was much more important than the former. She was at once a monument to the relative unimportance of 'genetic superiority' & one of the greatest example of the advantages genetic engineering could provide.

This fact only served to reinforce some ideological & philosophical conclusions that Tiffany had already reached from younger & they really began to cohere once she entered university. Unsatisfied with simply analyzing a collapsing world, she set out to start changing it. Using the fame & money that came with her celebrity, she'd use  time between & in many ways alongside her studies to start putting some of her theories into practice, seeding & organizing a variety of 'cells' around the world tasked with carrying forth not only her message, but acting upon it. It was during this time period that she'd end up coming into contact with Canada's intelligence services, which put her in a symbiotic relationship with their interests & her goals. In some parts of the world, these cells functioned entirely peaceably & above board. In other parts of the world they'd form the nexus of armed resistance, fighting by any means necessary against their governments. At no point, however, did Tiffany ever do anything illegal herself. She'd simply continue writing books & leading studies.

After graduating with a doctorate, she'd start up a political party built around her ideas, which would quickly gain ground within Canada, bridging a divide that had been growing between a heavily CRISPR elite & a majority immigrant population that came from all around the world, not benefiting from even the baseline modification that all those natively born in Canada had been receiving over the last two generations. While her rise was met mostly with positivity within Canada, outside it was met with a mix of concern, anger & terror in the rest of the world. Religious figures in particular, never fond of genetic engineering, considered her specifically an abomination, a demonic force. Assassination attempts were certainly made, but they all failed. More organized groups & states were fearful of how her followers would respond if she was successfully killed. They had an alternative solution. Rather than allow her to rise to power in her country of birth & give her formal geopolitical power, or execute her, they proposed giving her a position on the Harmony, to send her literally light years away from them. To their surprise, she accepted. They'd end up giving her the role of Chief Logistics Officer, she'd be put in charge of managing human & material resources on the colony upon planetfall.


Part II
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Beyond Infinity


Hmm. Two questions come to mind - not exactly concerns, but backstory things I'm curious about in terms of characterization - this doctorate is in what? and how does a civilian figure go about founding ideological cells capable of carrying out open warfare against nation-states?

Things to expand on, perhaps.


Should have put in 'Systems Engineering' for her doctorate. As for the ideological cells, I'm going to expand on that once I outline what 'Eironism' is, which will include me inserting it into the backstory.

PostPosted: Thu Apr 04, 2024 1:56 pm
by G-Tech Corporation
Lunas Legion wrote:
UNE Officer Registry
<Image Pending>
Fawzia al-Rayes, Engineer (High-Energy Power and Cooling Systems)


Part I.
Faction Leader Biography: It is the nature of the UN that compromises are made for politics. Fawzia al-Rayes was such a compromise. Born in the self-contained eco-bastions of the UAE, she recieved a good education but not the greatest, graduated with a good degree from a good university, and went on to work for the UAE's government in maintaining and improving the cooling systems of the artificial habitats that housed almost the entirety of the UAE's population. She was often described as competent and diligent, but nothing exceptional.

During the construction of the U.N.E Harmony, as the crew manifest was being written, Fawzia was slid in by the UAE as an engineer. She was not their best, brightest or most promising engineer, they needed those to maintain and enhance their habitats on Earth; she was deemed good enough to send, but not vital enough to retain. As the UN argued over every last position, Fawzia was agreed on as a good enough compromise for a mid-level position on the ship that others were willing to cede in exchange for support on other matters. After familiarizing herself with the systems that would be under her responsibility during the voyage, Fawzia settled into her cryosleep container, confident in the science behind it and the sturdiness of the systems in her purview.


Part II. (can wait until Prelude is over)
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Faction Ideology (the more radical, the better):
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This looks good Lunas - I especially like the idea of someone acclimatized to extreme climate engineering as their birthright, as it were. Fawzia al-Rayes is accepted.

Cybernetic Socialist Republics wrote:Should have put in 'Systems Engineering' for her doctorate. As for the ideological cells, I'm going to expand on that once I outline what 'Eironism' is, which will include me inserting it into the backstory.


Hm, okay. I'm going to need a relatively good justification for how even a relatively bright individual ends up with political tendrils threatening regimes across the world without something being traced back to them in the Age of Information, but I'll look forward to seeing what you come up with.