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On March 9th, 2026, the first manned space probe was sent to Mars with the explicit purpose of colonization and terraforming. The SHEPARD-1 crew, consisting of 32 men and women, along with 12 children, would be given just enough materials and tools to make history as the first-ever Martian citizens. Subsequent shuttles, ranging up to SHEPARD-7, would arrive within the next 20 years to boost the Martian colonies' numbers. The SHEPARD project would be lauded as a fantastic success for nearly 14 years after the arrival of the seventh crew. Shortly after its 33rd anniversary, the tensions between the United States, China, and Russia would explode into war, the primary factor being the U.S.'s complete domination over the red planet despite the agreement of neutrality. Following three years of bloody conflict, the U.S. had no choice but to concede and withdraw colonists from the Martian colony.
Several Megacorporations realized from these events that they alone would be able to hold the rights to interplanetary colonies, and in 2070, the red planet was once again colonized by U.S. corporations. Shortly after, Io would be colonized by a separate corporation stationed in Russia, and several Jupiter orbital stations appeared in a short timeframe. Humanity's ventures into space quickly accelerated as megacorporations from around the world each reached their hands towards the stars. By 2100, the red planet had more than a few living spaces reserved for the most elite vacation known to man. Io would be revered as the single most powerful paramilitary operation in recorded history. The number of low orbit stations around Earth would threaten to knock NASA instruments out of the sky. The united nations responded in outrage, each of the members of the first world declaring that they had been cheated out of space exploration and the spoils that come with it. Their cries were in vain, as the sheer power of space corporations made each of the member countries look like villages in comparison. To combat the rising call to action against these megacorps, the interstellar tech giants known as Sabre Tech, TerraSpace Enterprises, Rising Sun, and ArES formed the Intergalactic Union of Powers or the IUP for short. The IUP used their collective money and power to buy Earth land and militaries bit by bit, and by 2118, they had ownership of over 40% of Earth's landmass. A year later, the United Nations was abolished, and each of its member states was absorbed into the Union.
With the world's countries out of the way, the IUP was free to expand at a rapid pace. In ten years, they had each planet of the solar system within their grasp. In 20, the first of the Slip Gates was developed, allowing for quick and easy access to any already explored part of the universe. Within 40, Light Rails capable of firing any moderately sized spacecraft deep into space had explorers developing colonies and Slip Gates further and further into the galaxy. Back at the homeworlds, the Sol citizens had made great strides in bioengineering and cybernetics. New breeds of humans appeared with each passing year, and there was hardly a person alive on the homeworlds who didn't have an implant of some kind. These advancements were not made without a great cost. Earth, being a neutral Union territory, was exempt from any kind of supervision. With any and all crimes permitted, and nobody to oversee the social development of Earthlings, violence and crime rates skyrocketed across the blue marble, and the divide between the upper and lower classes became greater and greater each day. Attacks from various paramilitary groups and rebellions only worsened the civil unrest. With global climate change worsening, many sought hope in other worlds.
There was none to be found.
The homeworlds remained inaccessible to anyone but the richest of the rich, acting as primary homelands for the Union's founders and executives. Beyond that lay the expanses of the galactic horizon. Thriving colonies and cities referred to as Gold Worlds were too expensive to start any kind of life. The opposite end of the spectrum lay the WasteWorlds, worlds that had been abandoned due to the failure of the colonies, and were now completely overrun by bandits and marauders with no chance of escape. Seeing the desperation of the masses, Union executives jumped at the opportunity once again, and the Prospector program was born.
Developed in 2263, the Prospector program had one simple goal; cheap terraforming. The idea was simple, instead of taking the time to train and prepare dozens of men and women for interstellar travel and colonization, they would offer the chance to any person desperate enough to leave the hellhole of the Gold Worlds. A dozen people, sixteen and up, would be sent with minimal equipment to livable worlds, known as Prospects, with the goal of colonizing it. If the Prospectors could get a Slip Gate into orbit, they would be offered the chance to continue working on the colonized world, return to a Gold World for a moderate improvement to their living and working conditions, or be transferred to a new Prospect. For prisoners, it was a chance at freedom from indentured servitude and awful conditions. Many thought that only the insane would ever consider this program, but were surprised to find how many desperate Gold World folks were happy to offer their lives at the promise of comfort.
You found yourself among this crowd. Perhaps you had little to your name and hated the taste of bland, gray nutrient paste on your tongue. Perhaps you're a researcher, desperate to find a world with something new. Perhaps you're a romantic, and think the stars are your chance for glory and love. Perhaps you were a bureaucrat, stuck with endless desk work on the Homeworlds. Perhaps you're a nobleman, rich and entitled, but bored with the glamourous lifestyle that you've experienced all your life. Or maybe you're even a prisoner, a criminal in the eyes of the Union, evading your execution through the most dangerous route available. Whatever you are, you signed the waivers and rid yourself of your belongings for the sake of exploration. When the twin suns set on this shiny new world, you will be free, if only momentarily, from the shackles of everyday living. Your future is yours, so do what you will with it.
A fairly standard dystopian colony sci-fi, designed for advanced roleplayers and complex characters. I'd like to start off by saying that there is a a ton that was not covered in this interest check, and I plan on creating a lore page to explain anything that needs explaining.
Here's a quick rundown of some of the important stuff. There are four corporations within the IUP, as stated in the intro (Sabre Tech, TerraSpace, Rising Sun, and ArES), each one has an equal amount of power in the Union. They are """at war""" with each other, but only to such a point that it distracts the masses from the end goals of the Union. Your character will be someone who has been sent to a Prospect world as part of the Prospect Program. You'll awaken after nearly fourteen Terran years of travel to a foreign planet with foreign rules. The story consists of your discoveries, your interactions with other characters, and your struggles to survive, both physically and emotionally.
Characters should be realistic. Though you're permitted any background you want, each character should act according to the history that developed them. There will be times were compassion is appropriate, and there will be times when cruelty is appropriate. I won't be punishing people who play asshat characters, and I won't stop any other characters who try to defend themselves either. There are three major rules:
1. Listen to admins and me.
2. Be nice out of character, we're all just trying to have a fun time here and build a story together.
3. Don't act like a saint. Every character should have sins and virtues.
Also, since this is one of my more complex roleplays, I'll be trying to limit people to ONE character for the time being. If things are going well, I'll allow extras. I won't be playing any major characters, only NPC's and AI characters as necessary. I know people like creating multiple characters, but I get confused by that pretty easily. This roleplay is designed to be semi-advanced or better, with emphasis on better. Larger, longer posts are preferred, but I don't want to read a post from one person that takes up an entire page. There is NOT a sentence minimum, however, empty posts will NOT be permitted. When I say 'empty post' I mean anything where absolutely nothing of interest happens. If all your character does is say "yeah" and nothing else, at least try to describe something happening that forwards the conversation. There will also be a good grammar/spelling expectation. This is pretty flexible since I myself have poor grammar sometimes (yes I realize I use commas excessively and I apologize), but please do your best.
This is not meant to be a depressing roleplay, it's supposed to be a mix of slice-of-life and thriller. Your character is allowed to be happy, have fun, and enjoy themself and others, but there will also be challenges and struggles that cause them emotional and physical harm. Imagine this story like something you'd want to see on Netflix; interesting characters, good plotline, well-timed comedic relief, etc. Do what you need to enjoy the story.
Lastly, to add a bit of spice, I'll be assigning each character a number which you'll place in your character sheet. The number will represent the face of a die, and I will roll the die on certain events. If the die lands on your number, your character will be primarily affected by an event. Your character won't die from any event unless you've specified that you're okay with that happening. You also can't be the primary affected of an event twice in a row, unless it's an event that affects multiple people.
I found this to be a great read. Ripe with the chance for exciting character dynamics as it appears the cast will be of a wide variety. If you still have slots open I would be interested.
The only main question I would have is in relation to gene modding. You hinted at it but in a larger scope what is the societal impression of people with these mods? What are some more subtle ones that exist in a lot of human populations?
Hey, thank you! I put a lot of heart in this, so I appreciate that. There's definitely slots open, you're the first person to say anything lmao.
I'm not sure I understand the question but I'll try to answer it. Gene mods are not well received in society's eyes. It's treated like an early punk scene; a form of resistance against the Union that is often discriminated against. Mods can be as subtle as one wants, and they can be used for either cosmetic purposes or utility. A common one you might find on Terra is cat eyes. Sometimes it's for looks, most times it's for the night vision.
That answers the question perfectly actually. I imagine it is seen in a large part as a punk movement since it is rather hard for companies under the Union to have full control of the spread of some gene mods perhaps? In any case, it does lead to some fun ideas though I will wait for other people to get on board so I can rein in my ideas based on the group that forms.
That will be covered in the intro post, but to summarize it you will be provided a basic shelter, an organic recycler, a water purifier, and whatever scifi tools necessary to expand. There will be a section to cover personal belongings in the character sheets
I also want to clarify there are no strict rpg rules or survival elements. The survival aspects are designed to be fluff (unless every player wants it to be otherwise) so don't worry about starving or anything like that.