In 2897 Resources on earth are scarce, though technology is advanced enough to simulate food and water, the toxicity of these have proven to be too much for the human system to handle. Death tolls are rising, cancer being the common enemy. Those who aren't affected by this (whether it be from a strong immune system, enhanced living organism etc.,) live in space ships situated far from Earth, while the sick remain on a withered and dying Earth, attempting to grow food on a planet who just doesn't want to give back anymore.
Specialized teams are sent out to find habitable planets, but as many dangers lurk interplanetary discovery, such as hostile environments and creatures, it's fairly common for them to come back from their ventures in a body bag. It became a high risk and high reward job; some are called space mercenaries, but many refer to themselves as civilization's last hope. A journey that not many are willing to embark on.
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As technology became more advanced, humans grew harshly dependant on it. Tasks that were once arduous and required effort and skill became banal and easily accomplished by most. The Government and authorities, usually referred to as the Elites, had undoubtedly a huge role in shaping this dangerous mentality. Even something as simple as cooking is hardly ever seen anymore as any food could be acquired by a touch of a button. Restaurants were useless, and so were most businesses. Soon enough, only jobs in the technological and medical fields were viable anymore. This created a society divided between the working and ruling class and the ones left with the scraps and often not having the bare necessities to live.
Death tolls came in higher and higher each year, a statistic often overlooked and even underreported to the working class. Though, when the Elites started falling, you can imagine a nation wide panic was quickly installed. No matter what class you were, if your immune system couldn't handle the toxicity, you'd end up sicker than a teenager drinking with their friends for the first time. Even if the technology had surpassed what everyone could imagine, cloning the human body had still been impossible and their dreams of transferring to a younger, healthier host died along with them.
The situation became dire, to the point of no return. The sick remained on earth, having little to no resource to help their cause. The lucky few, not needing Earth's resources to survive, moved to a makeshift home in space; away from the chaos and death, yet stunting their growth as a nation. They too were on survival mode.
The Elites are presumably dead. Some believe, however, like everyone else, they may have had the genetics to survive the toxicity of the environment.
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Humans done fucked up, Earth is useless so let's go suck up the resources off other planets and kick some alien ass to save civilization!
Central Space Station : Hyperion III Description: The space station was constructed 564 years ago for information gathering. As the situation on earth disintegrated over the years, many moved to this station looking for a place to call home. Hyperion III grew in size, its massive circumference and 10 floors now house over 200 000 thousand individuals. The station is circular, the widest ring at the top and the thinnest being at the bottom. Fifteen ship dock surround the station's middle ring. Windows cover the other rings, giving the inhabitants a beautiful view of the milky way which unfortunately, also gives them a front row seat to Earth's slow yet painful curtain call. Location: Milky Way. 378km from the sun. Habitants: 238,589 Orbital velocity and Period: 15km/s. Full rotation takes 2,819 days Currency: Since various items and goods are bought are sold inside the space station, a universal currency was put in place. Since metals are precious resources, Hyperion Chips are completely virtual. Transactions can be made through any personal electronic device. Currency: 1 Hyperion Credit is equivalent to 10 CND, 7,5 USD, 7 EUROS.
1st Floor: Command Station W1: Commander and Pilot Stations W2: Defence Team Operations W2-A: Artillery and weapon teams W2-B: Security (oxygen levels, alerts and alarms) W3: Communications and Dispatch 2nd Floor: Medical Bay W1: Emergency Room W1-A-D: Operating Rooms W2: Research Facilities W2-A: BioTech Labs W2-B: Medecine Labs W2-C: Cryogenic Cells W3: Recovery Center W3-A: Rooms W3-B: Physical Therapy [Evaluation and Consultation] W3-C: Psychological Therapy [Evaluation and Consultation] W4: Experiment Labs W4-A-E: Unknown to the public 3rd-5th Floors: Apartments/Living Quarters W1: Apartments from 1 to 100 W2: Apartments from 101 to 200 W3: Apartments from 201 to 300 W4: Apartments from 301 to 400 W5: Apartments from 401 to 500 W6: Apartments from 501 to 600 W7: Apartments from 601 to 700 W8: Apartments from 701 to 800 W9: Apartments from 801 to 900 W10: Apartments from 901 to 1000 W11: Apartments from 1001 to 1200 W12: Apartments from 1201 to 1300 W13: Apartments from 1301 to 1400 W14: Apartments from 1401 to 1500 W15: Apartments from 1501 to 1600 W16: Apartments from 1601 to 1700 6th Floor: Markets + Docking Bays W1-A: Armory W1-B: Tech Gadgets Creation and Repair W1-C: Implants and Augment Modules W1-D: Weapons W2: Art Showcase and Sales W3-A-O: Docking Bay 1-15 7th Floor: Gardens W1: Common Area (garden, living wall and ponds) W2: Mediation Center W3: Greenhouse 8th Floor: Training and Learning Facility W1-A-E: Teacher Offices W2-A: Weapons Training W2-B: Pilot Simulation W2-C: Survival Training & Basic Mandatory Medical Courses W2-D: Hand to hand combat Training & Gym W2-E: Advanced Medical Classes W2-F: Mechanic and Specialists Courses W2-G: Engineering and Building W2-H: Advanced Architecture W2-I: Basic Science and Tech W2-J: Advanced Science and Tech W2-K: Mechanic Courses W3: Mission Simulator 9th Floor: Engeneerie W1: Main engine room W1-A: Maintenance and Monitoring Station for Engines W2: Main Power Cores W2-A: Maintenance and Monitoring Station for Power Cores W3: Secondary and Tertiary Engines W4: Secondary power cores 10th Floor: Ship Repair Stations W1A-H: Mechanic Work Docks
Every planet we explore will find its way in here, I made two to start us off.
Status: Unexplored Description: Thillia 5B was found in 2645, through information gathering on this Galaxy. It pinged on their radar, however it remained unexplored because both the lack of information from faulty readings. The following description is unknown to everyone: Its rough terrain is harsh and far from friendly to any ship or vessel wanting to enter its orbit. Rock formations are high and irregular, comprised of a crystal material reflecting light, just as a mirror would. Getting lost and disoriented in this maze-like planet isn't the only danger, however, as guardians protect its resources. With good reason, as the start clusters surround it make for a spectacular view, lighting up the planet with a soft hue of different shades of blues, greens and purples. Location: Andromeda IV, roughly 2,5mly from Milky Way Ressources: Unknown Mean Temperature: Unknown Gravity: Unknown Density: Unknown Diameter: Unknown Surface Pressure: Unknown Rotation: Unknown Daylight: Unknown
Status: Known - Unexplored Description: Pleron has an extremely valuable water source. The only problem is most equipment needed to carry the ice aren't suited to withstand such frigid cold. If anyone tries to even enter its orbit the ship and its crew will encounter a quick yet painful death. Location: Hercules A Ressources: Water [extremely viable] Frozen Soil [not viable] frozen, cannot produce any form of plant or crop. Air Quality: [Viable] arctic sub-zero humidity - not adaptable to humans Metals: [not viable] Mean Temperature: Day: -105 to -800 Celsius Night: 105 to -800 Celsius Gravity: 7.0 Density: 5514 Diameter: 6,754km Surface Pressure: 1.034 bars Rotation: 8,5km/s Daylight: 0.254
Humans General Info: Humans are predominant in the universe, or so they believe. In truth, they make up a small portion of living creatures. Location: Earth and Hyperion III Strengths: Emotions. Intelligent life form capable of creation and destruction alike. Weaknesses: Emotions. Biology is fragile and not easily adaptable on its own.
Humanoids General Info: Humanoids are human with two or technological augments or modifications and biological mutations which alter the host in various ways. Whether this modification or alteration is forced or deliberate does not matter. Location: Earth, Hyperion III, various planets Strengths: Similar to humans [depends on modifications/mutations] Weaknesses: Similar to humans [depends on modifications/mutations] Special Abilities: Abilities can range from anything that enhances human characteristics or anything that adds a biologic or tech feature to a person.
Cyborg and Bionics General Info: They are usually made up entirely, or almost entirely, out of biotic material. They were first created to help humans, mostly the working class, but since their efficiency quadruple that of any human, bionics replaced them in most fields that require manual labour. Location: Hyperion III exclusively Strengths: They don't need to sleep, eat or drink to maintain health. They do not fear. No living tissue means that they don't get weak or fatigued. Weaknesses: They cannot wander where there is no electrical currents or strong electromagnetic fields. Requires maintenance often. Easily formatted to anyone with decent computer knowledge. Special Abilities: Since they are tightly intertwined with electronic circuits of all sorts, they can download or upload anything from and to their firmware giving them access to an unlimited number of tools and information. However, they do not have personalities and will obey to anyone who is tech savy enough to control one.
Name: Age: Race: Human, cyborg and pretty much anything in between. It's up to you. Nationality: Physical Description & picture: Personality: History: Special Abilities/role: See Character roles and classes. Abilities based on class is up to you. Equipment: weapons and gear/armor
Tank: Clad with heavy armor, the tank is able to withstand heavy damage. They are the leaders and they are the protectors. They, however, have a small cardiovascular capacity. Their skillset includes, but is not limited to: Enhanced strength and stamina and tactical leadership. Combat Specialist: Combat specialist rely on hand-to-hand combat, but mostly on their special abilities stemmed from their bionics implants and augments. Which means they constantly need to tinker and upgrade their internal equipment. No power= no defence. Their skillset include, but is not limited to: Energy formed weapons, blasts and shields. Weapons Specialist (Automatic, heavy, grenadier) : Weapons specialist relish the power a weapon gives them. They prefer to hang back and cover their team. Their skillset includes, but is not limited to: High ranged and close weapon accuracy, they are experts in weapon mechanics (upgrading, tinkering). Tech. Specialist: The Tech. Specialist is the exact opposite of the weapon's specialist. What they lack in field combat skills, they gained in technological warfare knowledge. Give them a computer and they'll blow you away (sometimes quite literally). Skillset includes, but is not limited to: Hacking specialists, they are masters in engineering biotech weaponry and other elements of technological warfare and can be navigation experts. Combat Medic/Healer: The healer has the biggest job of them all: making sure the Tank is in good shape in order to protect the group over long periods of time. If the tank falls, the group has a chance of pulling through. If the healer falls, the group will perish. Skillset includes, but is not limited to: Biomedical specialist (biotech upgrading and tinkering) and small arms specialist.
Hyperion III Jobs: If you wish to make a character apart from our Moonwalker group, you may make characters that live and work in Hyperion. They may be doctors to simple shop owners. You also don't need to make one, or you may wait until the story progresses further. The choice is yours.
Weapons: You will have the choice between 4 main types of weapons. They apply to all sorts of weapons : handguns, rifles, grenades and any other explosive device. Melee weapons can only be of the Energy type.
Ballistic: Requires ammo. This includes, but is not limited to: armor piercing rounds, burning ammo, freezing ammo.
Energy: Strong catalyst of energy cluster in a hilt, or anything that can be used as a hilt, creating a sword-like weapon that can cut through most strong material. This includes, but is not limited to: swords, knives, fans and blades.
Pulse: A strong burst of energy used to defend against an enemy or hurt them. This includes, but is not limited to: sonic waves, ground tremors and of course, shotguns.
Earth-made : anything that was made on earth and cannot be modified of augmented. This includes guns and swords alike.
Protective gear: There is no standard issue gear that will be provided. You will have the responsibility of finding the right fit for your specific role.
Gallium: Mainly used for lightweight armor for soldiers who need mobility and speed to perform well on the battlefield.
Thallium and Chromium: The heaviest and sturdiest metal. Used by those you wish to make their body a fortress.
Other soft metals such as Gold, silver, bronze, nickel and zinc: Not recommended for armor and mostly used for art on Hyperion III.