• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Futuristic ://π—¦π—œπ—šπ—‘π—”π—Ÿ_π—Ÿπ—’π—¦π—§... (π™‘π™€π™§π™š π™©π™π™§π™šπ™–π™™).

Characters
Here

idiot

𝘴𝘩𝘦 𝘸𝘒𝘯𝘡𝘴 𝘡𝘰 𝘣𝘦 π˜₯𝘦𝘴π˜ͺ𝘳𝘦π˜₯.
74697.gif

://SIGNAL_LOST...
lore thread.
1.
life in 2152
2. big players
3. major events
4. technology

note: while most of the lore is original or influenced by other media, the MHS-Desdemona's map/layout and use of plasma-weaponry is credited to Dead Space and the Dead Space Wiki.
another note: if you have any ideas of lore you would like to include, especially that helps flesh out your characters, let me know!
 
Last edited:






user β€” LIFE IN 2152
:/access//documents//lore/life_in_2152//...
...ACCESS GRANTED!


EARTH: The once glorious Earth has lost its lustre with major concerns affecting the livelihood of its inhabitants. The main concerns include overpopulation, a lack of resources and global warming. Major cities are cramped and were built vertically to help accommodate the ever-growing population, with unemployment being rife. Cities are governed by their respective governments and order is kept with overworked police officers and soldiers. Outside of the city's walls, the land known mainly as, the 'Wasteland', is completely ungoverned with assault, murder and thievery at large. Each country has its own prominent gangs which unofficially "govern" these spaces. These gangs have agreements with city officials to keep their business out of the cities and, in return, they turn a blind eye to their horrendous actions.

These Wastelands quickly became desolate, with most fauna and flora unable to survive in the harsh, hot climate. In fact, most places are subjected to this harsh climate with more and more holes appearing in the ozone. Rain and snowfall are very rare occurrences, with most of the Antarctica's melting away. Most animal species (who can't survive in the harsh climate) are considered endangered and often sold as exotic pets to the elite and wealthy. Considering the poor conditions on Earth, most of Earth is made of the lower-socioeconomic class, with the middle-class beginning to cease to exist. Those who have wealth and status or have relevant skills and occupations that can be applied in space will most likely move to the space stations, Second Earth or join a crew. A lack of resources have caused uneasiness between certain nations, with several wars and skirmishes plaguing Earth and its fragile ecosystem.

Sadly, it seems as though Earth is slowly being forgotten by those who inhabit space, with most intergalactic governments seemingly not having much input or communication with their Earth counterparts. Thus, the problems plaguing Earth are often not extended to those inhabiting space (for example, wars occurring between China and the US on Earth are not extended to the government counterparts in space).

SECOND EARTH: Home to the elite and wealthy, Second Earth was originally advertised as a new home for all the citizens of Earth, but quickly companies saw the opportunity to benefit. Life on Second Earth is considered the dream for most, with ample space, a shopping capital to die for, little to no crime, a dedicated military/security team and grand, lavish infrastructure from the highly-successful, Madeira Corporation. The taxes are high and the prices to afford this lifestyle are even higher, yet most on Second Earth have the money to spare from celebrities to CEOs. Most on Second Earth ignore the problems that their previous home, Earth, is facing and choose to live in utter ignorance.

While terraforming has managed to mirror Earth, the temperature is on the cooler side. Fortunately, most homes are fitted with heating technology ― the capital, for example, is covered in a biosphere that simulates a warmer temperature. Exotic pets and flashy clothing are common, as though competition to show who has the most wealth. The exception is the workers, scientists and their respective families who are housed in several complexes.

Considering the sheer space Second Earth bolsters and its exclusivity, riots and debates are rampant on Earth and the space stations since it could easily be inhabited by millions. Thus, the Second Earth Rebellion was no surprise to anyone but the ignorant citizens of Second Earth. The deaths rattled the community who threw money at security companies to keep them safe and have made Second Earth almost impenetrable.

SPACE STATIONS: To immediately combat overpopulation, influential countries created their own space stations to house their citizens. These countries include the United States, China, Canada, Japan, India, United Kingdom, Russia, Brazil, France, Germany, Switzerland, Mexico and South Korea. These space stations are governed by their respective countries, yet all (and space itself) are under the universal laws of the "Space Nation Federation" which is made up of a representative from each of the thirteen nations inhabiting space.

Space stations try to mirror their Earth's counterparts, with shops, entertainment, occupation and education opportunities. Most people that originally inhabited these space stations were pertinent for space exploration, maintenance and other relevant positions. Those born on space stations represent a new generation of people who are mainly shoehorned into their parent's occupations or other limited opportunities. Everyone must earn their keep or else they face deportation back to Earth. However, most space stations have an abandoned or unused area which is rife with shady and illegal activities, the unemployed and 'undesirables'. For reference, the US space station has an old cargo bay that has been nicknamed, 'The Alleyway'. Prostitution, drugs, underground fights and other unsavoury activities are common in these places. In most space stations the authorities have allowed these places to fester as they offer alternative entertainment for the workers and activities the higher-ups engage in from time to time.

In the end, life on the space stations is hard work, with long, gruelling hours, frequent work incidents, synthetic food and limited free time. However, they boast some of the most intelligent and hardworking individuals you will find in the universe.

SPACE VESSELS/CREW: Those who prefer a more nomad lifestyle will join a crew aboard a spacecraft that is privately owned. This can be for a variety of reasons from families, communes, specialised occupations (e.g., mercenaries, private militias, hired guns, pirates, criminals). They can be legal or illegal in nature, with some vessels being stolen or illegally flown within space with individuals who do not have a legitimate space citizenship. Most seek this lifestyle for a lack of taxes, their own rules aboard their vessel (especially cults or religions that differ from 'normal' ideologies) and more freedom from the gruelling hours aboard space stations.
 
Last edited:






user β€” BIG PLAYERS
:/access//documents//lore/big_players//...
...ACCESS GRANTED!


MELTON-HISANO CORP (MHC): The MHC is a multinational (American and Japanese) conglomerate, consisting of two merged corporations: Melton Limited Corp and the Hisano Corporation. A household name since 2090, the corporation is the leading technology suppliers for both commercial and industrial clients. Well-known for its manufacturing of synthetics and spaceships to everyday household appliances, MHC is a widely successful and powerful corporation. In the past ten years, MHC has been branching out to more non-manufacturing interests with mining and exploration of extra-terrestrial technology to stay ahead of the competition. Recently, the corporation is under fire for one of its flagship vessels randomly combusting and killing those on board which has made national headlines. Another scandal or incident could lead to major financial repercussions.

MHS-DESDEMONA: The MHS-Desdemona was built and is owned by the MHC with its sole purpose to mine and explore for extra-terrestrial technology on surrounding planets and moons. A colonial expedition, the corporation hired an extensive team of varying professions along with their families (considering the long expedition). The Desdemona is one of the first ships capable of the "scan and catch technique" for harvesting mineral-rich asteroids using huge gravity tethers. This allows the Desdemona to lock onto asteroids and pull them into the massive collection bays for smelting. The bolstering crew of 635 inhabitants has been undergoing their expedition for the past eight years. Until recently, they were investigating a strange electromagnetic signal from a distant moon. A year later, they went completely silent after the distress call. The ship's layout and a visual map can be found in the spoiler below (open image in new tab to resize). Since this is where our characters will be spending most of their time here is a Pinterest board with the vibes.

imgonline-com-ua-twotoone-JbbuSuIV6k1w.jpgEngineering Deck: The section of the SS-Desdemona where various engineers work on maintaining the ship. This area is responsible for ensuring the correct function of the ship's ShockPoint Drive, the Gravity Centrifuge and the navigation rockets as well as a continual lifting capacity of 525 trillion kilotons. It is a very dangerous area that only offered access to skilled engineers. Unlike the other areas such as the Bridge and Medical Deck, Engineering is quite dark and industrial with exposed and dangerous machinery on display. It is divided into three primary areas:
> Gravity Centrifuge Access: A large chamber that holds the Gravity Centrifuge which keeps the SS-Desdemona stable.
> Fuel Storage: A large compartment for the titular purpose, Fuel Storage is separated into two sections by a mini-tram. This area feeds fuel into the engines and was dominated by a large rotating ring of fuel cells and the main fuel line.
> Engine Room: A large facility that proudly displays the SS-Desdemona immense engines, several hundred feet in diameter.

Hydroponics/Oxygen Farm: The SS-Desdemona’s internal farm produces the food needed to feed the many workers aboard the ship as well as providing a sustainable production of oxygen. It is typically maintained by the horticulturists, who monitored the production levels of the food. It spans the entire top portion of the SS-Desdemona's two cargo towers and is divided into 2 primary sections: The multi-level Vegetation Growth Chambers and the centrally located cylindrical Food Storage chamber. Directly before Food Storage is the air quality control and ventilation system, the Station features a hologram screen and controls that indicate air production, ventilation and filtration systems.

Cargo Hold: Directly below Hydroponics, this deck is where the valuable ore extracted from operations on the Mining Deck was stored in large containment cylinders. Extra units of furniture, machinery and other supplies are also stored in the Cargo Hold in case of accidents.

Mining Deck: The heart of the SS-Desdemona. This is where the asteroids and planet fragments are broken apart and melted for valuable minerals and examined. A 4-level deck. It is the largest deck on the SS-Desdemona. The asteroids are brought in via an entrance on the third level and held in place by the gravity tethers.

Flight Deck: It is the location of the main hangars where the shuttles would enter and leave the SS-Desdemona. It contains a fully equipped departure/arrival lounge and has access to the cargo bay, allowing the materials to be loaded into the shuttles for transport. The Executive Shuttle Docking Bay connects to this as well as the Cargo Bay. The SS-Desdemona has multiple docking bays situated all over the ship for shuttles of various sizes.

Science/Medical Deck: The Medical Deck of the SS-Desdemona contains various facilities including: Zero-G Therapy, an Intensive Care Unit, Imaging and Diagnostics, Biolab, Cryo-Lab, Chemical Lab, Morgue and also various research areas and offices of the scientists aboard the ship. The deck is serviced by two trams: one at the main entrance and one at the Cryo Storage entrance. The Medical Deck is divided into three areas: Emergency Ward, Imaging and Diagnostics and the Research Wing.

Crew deck: The residential area of the ship and a large deck housing numerous sleeper bunks, a two-level mess hall, a Zero-G Basketball court and several small lounges containing chairs and sofas placed around a large holographic display, possibly for means of entertainment. The Executive Lounge and Executive Quarters are located here as the Executive Shuttle.

Bridge/communications deck: The Bridge is the control room from where the SS-Desdemona is navigated and monitored. It consists of several sections: The Atrium - the main part of the Bridge. The Captain's Nest which is the captain’s personal observation area. Administration where the ship's section leaders work and Communications/External Access where the Communications Array are located. The various sections are serviced by elevators accessed from the Atrium. The escape pods and emergency shuttles are located outside the Captain's Nest. The Captain's Nest is a restricted area and only officers holding a high rank are allowed to enter. The controls are all holographic and various stations with holographic displays are present throughout the Bridge.

Tram system: Considering the vast size of the Desdemona, a tram system spans the entire ship, connecting all of the stations together. This allows for fast travel between the stations but only has one functioning tram. If not functioning, it is possible to walk along the tram's tracks to reach another station.

SS-AZAEL: The SS-Azael is a small spaceship which was built by the MHS, who have hired a small crew of outsiders to investigate the distress call on MHS-Desdemona. They are willing to pay the crew a large sum for investigating the distress call and discovering why the entire crew of the MHS-Desdemona have gone radio silent. The reason for hiring an outside-crew is to avoid any connections to the corporation in case of a scandal which could cripple the company.

SPACE NATION FEDERATION (SNF): Considered the overarching governors of space and everything within it, the SNF is made up of representatives of thirteen countries (United States, China, Canada, Japan, India, United Kingdom, Russia, Brazil, France, Germany, Switzerland, Mexico and South Korea). Their presence can be found in the headquarters of each space station, being responsible for training and employing military and police personnel. While it is possible to join private militaries and protection services, most are ex-SNF soldiers or police. SNF are also responsible for the new and extensive laws, regulations and policies that apply to those within space. Those who break minor laws are usually subjected to fines, public service or warnings. However, those who commit serious crimes or are repeat offenders will have their space citizenship revoked and sent back to Earth. For most this is certain death unless they can quickly adapt to Earth's brutal living conditions. Criminals can re-apply for citizenship after their allotted time - if that survive that is.

AEGIS INTELLIGENCE LIMITED (AIL): Ex-veteran turned private contractor, Patrick Fischer, decided to capitalise on the creation of Second Earth, whose residents were lacking exclusive military attention. After schmoozing a handful of wealthy investors from Second Earth, Fischer was able to use his previous military connections to collate a sizeable militia who were further trained under the scrutiny of Fischer. After five years, the once unofficial private military became widely-recognised as the primary military of Second Earth. Known as Aegis Intelligence Limited, Fischer has become considerably wealthy from his ventures. AIL was the first line of defence and security into Second Earth, with more residents investing into AIL to ensure they kept the "riff-raff" out of Second Earth. Everything was running smoothly up until a security slip allowed for the Second Earth Rebellion to happen. Despite their success in handling the threat, the residents have become cautious and some pulled out in financially supporting Fischer's private military. He has worked hard to rebuild his name, hiring mostly new soldiers, beefing up security and making sure everything is airtight. However, a new competitor is on the block, Madeira Securities, who already have the financial backing to offer Fischer a run for his money.

MADEIRA CORPORATION: Madeira Corp. is a multinational corporation primarily known for its technologies on Second Earth. Founded in 2072 after the beginning of the New Space Age, the original Madeira Technologies quickly climbed the ranks with rapid expansions in operating systems and software. While the original goal of the company was to aid in space exploration, its early AI programs were quickly and widely adapted for uses in city planning and wide-scale simulations. Madeira Technologies would become Madeira Corporation when Kepler-62f 's terraforming ended, with their technologies used primarily for the planning of the elite's lavish mansions hosted on the new planet. Madeira's breakthrough simulation engine NeoSight was used extensively to determine the potential effects of different structures on Kepler's biosphere, ensuring maximum biodiversity and security. After the Second Earth Rebellion, Madeira formed another branch, Madeira Securities: this time aimed at ensuring the rebellion was never to be repeated. While Madeira Corp. was never advertised exclusively to the rich inhabitants of Second Earth, as time passed and their quality and prices rose, their new technology became rarer and rarer on Earth―isolating its clients almost exclusively to those on Second Earth. Over the past 5 years, a litany of accusations has been levelled at Madeira after buildings on Earth built with their old technology began collapsing. Madeira Corp. has never acknowledged these incidents (courtesy of user: pomme).


FORGOTTEN ONE'S SALVATION (FOS): The organised group most infamously known for their large coordinated attack on Second Earth. Not much is known about the group, yet most of their members originated from Earth and believe that space should be open for all. It begun with exposΓ©s about inequalities and the harsh realities of those trapped on Earth but didn't amount to much change. Therefore, the noble cause soon erupted into the only thing people seemingly listen to - violence. A few coordinated attacks were completed on corporations and protests sprouted around Earth and on space stations. However, they didn't become ones to fear or idolise until the Second Earth Rebellion. While they ultimately lost and suffered casualties on their side, the group see it as a success. Since the devastating attack the group has been rather silent with only murmurs being ushered. Rumours have circulated that they are behind the MHC's vessel, MHS-Starhunter, blowing up, yet no evidence was found nor had the group claimed they were responsible. Members of this group are mainly secretive about their allegiance considering the tough stance the SNF have taken on them; labelling the group a terrorist organisation and punishing any rumoured members.
 
Last edited:






user β€” MAJOR EVENTS
:/access//documents//lore/major_events//...
...ACCESS GRANTED!


NEW SPACE AGE (2070): In the year 2070, the United Nations announced that urgent solutions were needed to address overpopulation and the diminishment of natural resources on Earth. The solution came in the form of rapid expansion into space exploration that led to finding new veins of resources, space stations to hold the ever-growing population and terraforming on potentially habitable planets. The space industry became a lucrative venture, with most technological corporations booming; this brought in countless competitors wanting their own share, which in hand made space travel more readily available.

INTERGALACTIC SPACE TREATY (2092): Space was empty no more, with dozens of vessels and the recent addition of liveable space stations, it was absolute chaos. No structure, universal laws or regulations, everyone was free to do as they permitted without repercussions. Thus, thirteen nations who were interested in order and peace gathered and formed the now well-known, "Space Nation Federation". Creating a set structure and universal laws allowed for the chaos to settle in space and remain order.

GRAND-OPENING OF SECOND EARTH (2093): After several decades, the terraforming of Kepler-62f was finally over and announced to be inhabitable. The caveat was that only the elite and wealthy could afford to move to the now dubbed, "Second Earth". Most citizens had already secured their place on the lavish Second Earth, which boasted ample space for its lucky inhabitants and its own private military who would keep them safe.


THE SECOND EARTH REBELLION (2149): Overpopulation is still of major concern and with the terraforming that has made Kepler-62f, now liveable, has also created heated debates to who should live there. Currently, Second Earth is only inhabited by the elite and wealthy (plus relevant workers and sometimes their families). Therefore, people suffering from the effects of overpopulation wonder why there isn't more accessibility for everyone, which has led to small riots and rebellions. However, a large scale rebellion was infamously led in 2149 by an organised group known as the "Forgotten One's Salvation" (FOS). several ships made their way through second earth's security and began a coordinated attack on residents and it's private military. Ultimately, Aegis Intelligence Limited was able to fight off the group but not until 73 people died (16 Second Earth citizens, 34 rebel soldiers and 23 private military soldiers). The FOS group is still a relevant threat and members of said group are considered enemies to SNF. A highly-skilled task-force was created to dismantle the group, which was previously led by sergeant chapman but has been forced on leave for misconduct. In terms of second earth, security has been bolstered and reworked which makes it almost impossible to enter without relevant paperwork.

MHS-STARHUNTER EXPLOSION (2151): One of MHC's earlier models, the MHS-Starhunter is a flagship vessel that had been running for over thirty years before the incident. On the 15th of December, 2151, members of the United States space station awoke to a rumbling and blinding explosion kilometres away. Responsible for creating new technology, the ship and its 254 workers were killed in an explosion that has been dubbed an accident. Upon observation of the wreckage, signs indicate that the ship's engine combusted and spread throughout the ship. This incident has led to many investors pulling out of MHC's endeavours and wariness among consumers. The company reimbursed the worker's families who were killed in the incident and tried to keep the incident rather hushed despite making national headlines. Even the reclusive granddaughter of Hamada Hisano and new head of the company, Kikyo Hisano, made an appearance in an infamous intergalactic conference; reassuring the public that an incident of this calibre will not occur again. Rival companies are secretly hoping for another incident that may spell the downfall for the major corporation's image.
 
Last edited:






user β€” TECHNOLOGY
:/access//documents//lore/technology//...
...ACCESS GRANTED!


SPACE TRAVEL: Now Astronauts are not the only ones who inhabit space, with public transport being readily available from Earth to the space stations and between the stations themselves. Spaceships come in all shapes and sizes with technological advancements into space travel having improvements on the duration of travel (for instance, it is considered 3 times faster prior to new space age). Alike driving a car, a space license is required to pilot a spaceship, which isn't as simple as it sounds. Prospective pilots must complete mandatory training through the Space Nation Federation's program before being considered space-worthy. The SNF flags high-scoring prospective pilots and may offer them a permanent position within their military.

CYBERNETICS: While technology companies have mainly focused on manufacturing and advancing spaceships, some companies have dabbled into cybernetics. Extending on prior advancements surrounding functional limbs, cybernetics are capable of replacing missing limbs with ease. These cybernetic limbs can be modified to the user's desire and outfitted with tools and accessories (if they have the funds that is). It is common for individuals in high injury-related occupations (e.g., engineers, welders, military) to be reimbursed with cybernetic limbs as work coverage in the occurrence of an injury during work. More neural cybernetics have started testing but there are no legal ones currently available on the market. Rumours have spread that Japan has a prototype that allows for the eye to zoom in and out, capture footage and even see in the dark.

EXOSKELETONS: Originally created before the new space age for those suffering from a physical disability. Yet, technology companies saw the potential these held, specifically for physical labourers and soldiers. Exoskeletons thus developed as a way to improve the overall strength of an individual and lower rates of fatigue. Recently, these exoskeletons are equipped with simple AI, which can now detect fatigue or poor posture and send warning signals to individuals and managers to take care. Augmenting human strength comes with the potential of misuse; forcing people working in already brutal conditions to work longer. However, it has the potential to reduce body stress and limit work-related injuries.


SPACE SUITS: More lightweight and wearable, spacesuits come in a variety of shapes and shades depending on the function (e.g., engineer, pilot, security, civilian) of said spacesuit. Most space suits are fitted with exoskeletons to ensure safety of wearers. While spacesuits are known for detachable helmets/face-wear, some are now capable of simply retracting from the face for a more sleek and non-intrusive approach. Check out the board for some ideas/inspirations for spacesuits Pinterest board.

3D PRINTING (REFORGE STATIONS): 3D printing uses computer-aided design to create three-dimensional objects through a layering method. Sometimes referred to as additive manufacturing, 3D printing involves layering materials, like plastics, composites or bio-materials to create objects that range in shape, size, rigidity and colour. 3D printing has evolved since its invention with most ships being equipped with 3D printing stations or more aptly named Reforge Stations. Furthermore, the printing technology has progressed to be time and cost efficient - only taking mere minutes in most situations - and creating more complex and sturdy objects. Weaponry, technology and food rations are often mass produced with Reforge Stations.

WEAPONRY/TOOLS: Technology powerhouses have seemingly had their hands full with more pressing issues than the advancement of weaponry. However, with manufacturing and physical labour becoming one of the most widely-needed occupations, more powerful tools were needed. As such, technology companies have created cord-free, handheld laser and plasma cutters for not only manufacturing and physical labourers but medical personnel for cutting through tissue and even bone with precision. This allows for ease when cutting ores, minerals and rocks, steel and other materials. Military corporations utilized this technology to create a line of weaponry which is capable of firing plasma (this includes blades, pistols, assault rifles and snipers). Plasma weaponry is exclusive to the military and illegal for citizen use/possession. Yet, that hasn't stopped illegal suppliers from selling to citizens and/or companies. Furthermore, plasma cutters have been used as improvised weaponry in the past.
The Plasma Cutter delivers a cohesive pulse-stream, or "bolt", of ionized plasma when fired. It is capable of firing bolts vertically (primary firing mode) and horizontally (secondary firing mode). The Plasma Cutter is very accurate, utilizing three blue laser pointers to indicate the desired cutting plane.

On impact with the target, bolt cohesion fails frontward first, penetrating the target with a focused jet of superheated matter. This causes intense localized shear effects as well as a tunnelling thermal expansion. When used upon brittle, frozen rocks riddled with faults, it can split them open in one or two shots in skilled hands. Against pliable targets, however, the impact will cause minimal damage and thermal expansion will not so much cut as stress the area around the impact site, sometimes requiring several consecutive hits with the non-upgraded tool. Still, when presented with a less than effective alternative against dense organic matter, the Plasma Cutter retains its utility.

The Plasma Cutter utilizes variable-capacity cartridges called Plasma Energy as its ammunition which is capable of cutting down hard, mineral-laden rocks in mining operations. Though seeming to only contain stored energy in them, plasma is in fact highly ionized matter, so either the cartridge is a combination battery/plasma medium, or the Cutter itself contains a reservoir of usable material to carry the ion charge.
Apart from the inclusion of plasma weaponry, all other forms of weaponry still exist and are wildly popular among the military and legal among citizens.
 
Last edited:

Users who are viewing this thread

Back
Top