([ Interest Check ]) | ([ Roleplay Thread ]) ([ Historical Overview ]) The Earth is dead. As the fragments of Vulcan's Hammer landed, the last few survivors departed the Solar system onboard the Conestoga seeking a new home among the stars. But world after unsuitable world was rejected, and with their resources low — their situation desperate — a marginally-suitable planet was chosen. They called the world New Terra. It was cold, dry — nearly airless — but they saw possibilities. In that spirit of optimism, they named their colony Eden. They came with the best of intentions: to build, grow, and thrive; and for a time, they did. Then conflict arose between the survivors, threatening to rend the colony in two. New Terra would be their home, but on what terms? Many wished to live in harmony with the planet, adapting themselves to live in its harsh realm, no matter the cost. There were plans, however, left in the databases of the Conestoga to tame such a hostile home — to terraform it into a new Earth using unprecedented bio-technology. The two philosophies could not co-exist; talks grew heated as the colonists learned of secret intentions to proceed with the plan despite mixed sentiments and an indecisive council. Catastrophe struck when the only communications link with the Conestoga was destroyed, condemning a third of the last children of Earth to an uncertain fate. Extinction is not an option. ([ Roleplay Description ]) In Divided Destiny, humanity's finest and brightest find themselves amidst a techno-political crisis that could very well mean the difference between life and death. The colonists are subject to ideological, technical, and practical influences, putting them under a degree of pressure known by no others; every decision leads mankind one step closer to either survival or extinction. Each evacuee has been entrusted — hand-selected by a desperate Earth — with the fate of the species, and they are responsible to use every means at their disposal to ensure that the right decisions are made. [ Eden Colony ] A fledgling community of the Earth's most brilliant and most able-bodied personnel works together with a small circle of advanced bio-optical computers to maintain and fortify humanity's last bastion. With many of the colony's functions automated, the survivors have ample opportunity to reconstruct the Conestoga's databases, approach the challenges brought on by New Terra's inhospitable environment, and to maintain a sense of society among their peers. The quality of living is atrocious, with the elite of the colony scraping by in rooms just large enough for an undersized bed — most end up bunking in the middle of public corridors with little more than a thermal blanket to call privacy. Rations are nourishing but unsatisfying, most of the agridome produce reserved for air recycling. Most of these people once lived comparatively luxurious lives on Earth, and many would trade a large favor for some extra rations or an upgrade in living arrangements. [ The Conestoga ] The sleeper ship that brought two hundred hand-picked evacuees to New Terra also brought a gene bank containing the germ of another thousand, a wide variety of seeds for produce, seven Savant-class supercomputers, and a massive database containing even the most confidential information Earth had to offer in hopes that the survivors might be able to make use of their homeworld's knowledge. Its experimental cryostasis suite managed to do its job, but at the cost of the colonists' longevity, having slowed but not stopped their biological clocks. Many are expected to succumb to their age before they've experienced fifty years of life. It is controlled by the most advanced of the seven supercomputers, known as Archer; it was designed exclusively for this purpose, with computational capabilities outpacing any and all of its predecessors. It was tasked with the delivery of humankind to a comfortable new Earth, and failing that, to bring it salvation in the form of a chance. It dispatched probes for centuries, collecting data and compensating course in hopes of encountering a suitable world before its power reserves ran out. It is widely recognized as the savior of humanity, and many consider it a devastating loss that it was not yet recovered when the ship's contact with Eden was severed. [ New Terra ] The Mars-like planet lacks any significant geological or atmospheric activity, providing insufficient heat and magnetosphere for safe living in the outdoors despite the almost-breathable air composition. Gravity is only mildly lesser than that of the Earth's, but for lack of a natural satellite, New Terra is thus the victim of constant meteor showers and debris storms as it wades its way around the solar system. While a significant danger to one's health, it is possible to survive some time exposed to the open air on New Terra. Hypothermia is the most immediate threat and least difficult problem, but within an hour, hypoxemia can settle in as a result of the thin atmosphere's minimal oxygen levels, leaving unprotected colonists unable to rescue themselves as a result of delirium and exhaustion. Ultraviolet radiation is the next concern, as there is no magnetosphere to speak of, and this has proven to be the most costly environmental hazard to solve. Long-term exposure even in enclosed shelter can result in severe burns and cancerous growths if the hull is not fortified with the proper materials. ([ Character Profile ]) I have no requirements regarding profile length, but if you're barely making a paragraph for each of the final three sections, you may find yourself hard-pressed to convince me you have a complete character. Players are not restricted to any specific number of characters so long as they are able to handle the additional weight. It is encouraged (but not required) that you establish a dialogue with me either via PM or in the conference chatbox to discuss character nuances and potential plot hooks before submitting a character profile! :D There is no pre-determined maximum character count and I will accept profiles even after starting the roleplay. If this changes, this line will have been removed. ;3 [ Elders ] These characters are one of Earth's last children, hand-picked out of billions. These individuals are the elite of the ninety-ninth percentile. Minds and bodies of this caliber are genuine geniuses and paragons of fitness. Characters from this category demonstrate their wit and wellness consistently, but this is not to say that they don't succumb to the same fallibility as any other human. Name: You know the drill. x3Age: That is to say, the number of years they have experienced. Do not add the five centuries of cold-sleep. ;3Trade: The character's role in the colony, their academic and professional background on Earth, and enough detail to justify their being hand-picked out of the billions of people in the world. Bragging in this section is encouraged.Biography: Include both a summary of their life on Earth and their experience in Eden. This section should focus on the character's external influences — things that inspired them to become who they are now.Ideology: Just the opposite, this is a purely personal category; the character's personality, views, and characteristic weaknesses should be exposed here. [ New Terrans ] This is the first generation of humans born on an alien world, children of geniuses and Olympians, derived from a highly-selective gene bank or the survivors or a mixture of the two. These children have been given every chance possible to prosper despite the horrid environment they live in. While it is possible that some may not have been the most firm or intelligent, most of them would outpace any child born on Earth. Name: You know the drill. x3Age: The oldest children at this point in time would just be reaching their thirties. Characters should all be experienced enough to have some influence in the colony.Trade: The character's role in the colony, their academic and professional background, and enough detail to explain how they pull their weight and then some. Bragging is encouraged.Biography: This section should focus on the character's external influences — things that inspired them to become who they are now.Ideology: Just the opposite, this is a purely personal category; the character's personality, views, and characteristic weaknesses should be exposed here.