Greetings Citizen-Worker!
You are the newest resident of Alpha 47-122! A fine city in the glorious Federation, notable for being the headquarters of the Halcyon Corporation. Do not be alarmed by your inability to return to your former home in the other Federated Cities! The sealing of your new home is for your protection. We welcome your future contribution to our Great Society, and regret any inconvenience caused. Thank you for your co-operation.
Roleplay, Theme, and Background
Roleplay (Section 0)
0.1/3088 is a full immersion roleplay SIM.
0.2/Any areas outside of the "Skymall/Landing Platform" are to be considered strictly in-character. Please keep all Out-Of-Character banter to a minimum.
0.3/New roleplayers are always welcome! Please read the notecards to gain a basic understanding of the principles and conventions of roleplay. If you still feel uneasy, you are welcome to observe the interactions between players. We highly encourage an open forum, if you have a question please feel free to IM someone!
Background (Section 1)
1.1/EXTINCTION EVENT War never changes. Though once considered a cliché, they are simple words that convey strong meaning - the truth that war never truly changes. People have fought across the ages and will continue to do so. Though war does not change, it has adapted. War took on a new facet when the frustrations, fears, and passions of the human race finally reached their climax in 2024. The nuclear war that followed wasn't just terrible; it was devastating on an unimaginable level. From the time that the silos released their children - the harbingers of extinction - it only took a few short hours before 80% of the population was purged from Earth. Those who survived outside of the initial radius of the blasts died from the radiation poisoning that followed. The Apocalypse, as it was believed, had finally come. The final chapter in humanity's tome would be written in a cauldron of atomic fury.
War would subside. Nuclear winter descended upon Earth, the remaining populace banded together by their perseverance and willingness to survive in the face of the most significant ecological change to the biosphere since the last ice age. Resources became increasingly scarce as ice sheets covered the land. The future grew bleaker by the years as radiation still remained a threat, rendering crops and livestock things of the past - made obsolete by the changes in the climate. In the aftermath of the war many of the remaining scientists, doctors, and professionals pulled together. Those men and women who had the luck to survive and the knowledge to cope would see humanity through its darkest hour. These groups kept the spirit of science and technology alive even in the face of extinction...
Humanity had survived Hell. Though war did not change, we did. We adapted.We would bounce back from this extinction.
1.2/FEDERATION RISING The most obvious collective was the Halcyon Group. Composed of a loose association of engineers, physicists, and technicians familiar with biomechanics, nuclear energy, and other forms of hyper-science. Though the group found cohesion, Halcyon would have faded into the obscurity had they not developed a method of neutralizing the radiation from the nuclear war. Despite its brilliance, Halcyon needed support. It needed funding. The Northern Federation, a collection of small city-states spread throughout North America, gave the Halcyon Group the resources to put their method into practice. Almost overnight, Halcyon had shut Pandora's Box. The efforts of the Corporation reversed many of the effects of the nuclear winter and radiation illnesses were virtually eliminated as a major cause of death.
Years passed and the political might of the Federation grew in step with the Halcyon Group, who renamed themselves to the Halcyon Corporation as their employee base exploded in numerical strength. Within a decade, the remaining cities of Earth had been collectively united under the control of the Federation. The Halcyon Corporation's interests grew beyond that of scientific progress into the realm of commercial enterprising. This consequentially resulted in the spread their influence by way of controlling the majority of resources consumed by the cities under Federation control. With the world’s rebirth into production and trade, the will of the Corporation would be enforced in all the colonies due to its global monopoly on commerce.
Several hundred years have passed since the Federation achieved control of the Earth's colonies and though the Federation governs most of the remaining population, the actual territory area under Federation control is less than 25% of the Earth's land mass. There simply aren’t enough people to expand their personnel beyond its current state.
Which isn't to suggest that there aren't other forces undermining the Federation...
1.3/THE PHOENIX MANDATE There is no place for rebellion in any of the colonies, as the Federation aims to keep admittance of potential revolutionaries to a minimum. Staving off disaster is the sole focus of the Federation, working hard to sedate and control the population and prevent one uprising from becoming multiple uprisings. Peace and procreation are essential to the recovery of humanity – Although the Federation works tirelessly to enforce order in a time of chaos, it can be argued that their application of government is highly restrictive of a person’s personal freedoms.
Some groups feed off of the turbulence, desiring nothing more than the ruin of these Federation-controlled communities. In recent years, pirated signals have been used to broadcast propaganda amongst a clandestine community of rebels. This secretive order was coined by the people as "The Phoenix Mandate" - a plea for change in the fall of the Federation and total liberation of the people under its control. Though it is unknown who sent the original message, a few openly pledge themselves while the majority of those who agree simply do not have the network that Halcyon has at their disposal.
1.4/INVICTUS Though mentioned only in scared whispers by the citizens of the colonies, Invictus is a very real threat to those who live within any of the Alpha colonies. Most of what's known about those involved tends to be rumor and urban legend exchanged amongst the ‘low status’ community - those who have the most to lose from subsequent attacks made on them. Arriving mostly at night to take away the more rebellious citizens, the kidnappers remain obscured in a secrecy and efficiency that is to their benefit.
Though the citizens never know what became of their friends, distant screams can be heard.
1.5/HALCYON EMPOWERED The Federation has become increasingly reliant on the services provided by Halcyon to maintain their territory. The Federation not only feeds its people and maintains its cities through the efforts of Halcyon, but also relies on the Corporation to a military force with weapons and traininh. The population that does not live in the Federation's cities are collections of peoples that for all intents and purposes could be described as "barbaric." The Federation maintains it's military via Halcyon to combat these peoples not yet broken in and bound by Halcyon's domestication and alignment of the remaining humans. Halcyon is the sole purveyor of the Federation's peacekeeping force, though it is difficult to tell who the final say really goes to.
In light of this dangerous atmosphere, the cities of the Federation are "closed." Travel between cities is heavily regulated and monitored. Immigration from one city to another frequently requires significant bureaucratic efforts and compelling reasons to be granted transfer papers. All citizens are also required to submit DNA and personal information upon entrance to cities for preservation purposes. Children born in Federation cities are automatically entered into the city's extensive population database.
This is the Earth as it is. The remnants of a civilization on its way towards recovery. A government that has expanded faster than it can maintain and a corporation that has rapidly become stronger than the regulators that claim to control it. A people who both praise the powers that protect them and fear the ever-growing loss of freedom in their lives.
Welcome to the year 3088.
Government (Section 2)
2.1/The Federation presently rules what remains of civilization after a long, mostly forgotten war that shattered what was built before. It oversees a series of separate city clusters that are all that remains of the formerly advanced and high tech society that once flourished on the planet.
The sole reason civilization has clung to life, and not fallen to the savagery that lies outside the bastions of the scattered cities is through the efforts of the Halcyon Corporation, which has cleansed the nuclear fallout threatening the globe and minimized the mutation of the human genome. The years since have seen the globe flourish and grow lush with savage life. But, the Federation is simply not yet populous enough to reclaim the Earth.
This gave the corporation great power at the birth of the post-war era, power which has been leveraged into the present state where Halcyon controls access to the resources needed for life, provides the weapons and training for the army leased by the Federation, and some say has the power to control the Federation-- though few dare to say so out loud.
The Federation is governed by the President, and elected leaders from each of the city clusters. Astute observers will note, that few of the bureaucrats seem willing to speak of the whispered rumors of the Halcyon Corporation's excesses. In the past-- sudden vacancies in office have been filled by appointments made by the President of the Federation.
City governments mirror this-- with the Federation council representatives standing as the Head Executives in their cities, with an assortment of under-executives that help manage the various departments that ensure safety, provide for the common welfare, and maintain the structures of the city cluster.
Technology (Section 3)
3.1/A foreword about the availability of technology. Please use roleplay to determine the nature and intricacies of your character's "enhancements" or "biomods." With a little bit of background, you can use these technologies no matter what's suggested. Just be sure to stay in line with the more realistic design of this Sim. If your character is a refugee, how would they afford an entire mechanical body? Furthermore, how would they react to having their flesh replaced? A criminal may want to have his mind inserted into another body. Let your creativity wander.
3.2/The following attached notecard: offers a brief over-view in the technological short-comings and advancements present in 3088. Please read it carefully.
Races:
General (Section 4)
4.1/3088 strives to maintain a realistic/tangible approach to futuristic sci-fi roleplay. For that reason, it should be noted that this is not necessarily a "dark" roleplay theme - Therefore races such as: Vampires, Lycan, Angels, Demons, Elves, Orcs, Dragons, Nekos, and any non-humanoid are prohibited. No exceptions will be made.
4.2/No powers beyond logical reason will be recognized. There are no "X-Men" or "Super Heros". Suggested adaptations/mutations can be found Section
4. 4.3/It should be noted that mutations in the human geno are less than 0.02%. Radiation induced mutations are not acceptable excuses for "furries" or any other race associated with Dark and/or Fantasy roleplay.
4.4/Under no circumstances will talking and/or exotic quadripedal creatures be acceptable. Those who wish to roleplay common domestic non-talking quadripedals must receive notated approval from a senior administrator or higher.
Race Information (Section 5)
5.1/Humans: The humans of 3088 are not much different from the humans of the early 21st century. The passions, strengths, and weaknesses of 31st century humanity remain largely undisturbed
5.2/Mutants: Mutants represent a small section of the current population of the Earth, but their presence is no less important. The heavy radiation that persisted through the years killed a great amount of the planet's fauna, including many humans. Mutations also took their toll on humanity, and many children died early from cancers and radiation sicknesses, but not all. These few that survived were no longer quite human. Though they biologically differed in less than 0.02% of the genome, it was enough to set them apart.
Mutants, or 'Homo Sapiens Extraneus", are relative in appearance to average humans but with significant changes. They tend to stand at the same height as normal humans but generally have a much thinner, sometimes gaunt, appearance. They have pale skin, almost no body hair, and have a very wide variety of eye pigmentations, including colors not normally associated with humans such as dark reds and bright yellows. The most significant change though is in the metabolism of mutants. The metabolic rate of mutants is significantly higher than that of humans. They have body temperatures that average 50 degrees Celsius and are capable of performing great feats of athleticism, including incredible jumping capability. However, their body's ability to repair itself has been compromised significantly in relation to that of humans'. Exceptionally high blood pressures and compromised blood clotting ability result in borderline hemophilia in all mutants.
5.3/Bionics: The Halcyon Corporation, in addition to countless other scientific advances, has been able to develop a great many number of biological enhancements to augment humanity. These biological modifications (or "biomods") have allowed the abilities of humans lucky enough to afford them (or unlucky enough to require them) to increase far beyond their natural limits. Artificial extremities, ocular implants/ replacements, acoustic sensors, and chemical detectors are just some of the technologies that can be added to human bodies for the right price. Many biomods are powered by nutrients in the implantee's bloodstream and as such require no outside sources of power, though they do tend to result in a greater appetite in the implantee.
These modifications do come at significant cost, though. Maintenance is an absolute must and all biomods must be regularly cleaned and calibrated lest they cease to function effectively or at all. These maintenance sessions must be performed by knowledgeable staff, most of whom are employees of Halcyon. Biomods also respond negatively to significant magnetic fields and electric discharges, and can be destroyed entirely by significant exposure to either phenomena.
5.4/Drones: "Drones" as they have been colloquially dubbed are, simply put, sex toys developed by the Red Dragon Triad. They are robots designed to simulate submissive partners, male or female, for whoever can afford their exorbitant price tag. Their appearance and mannerisms, for all intents and purposes, is nearly identical to that of any human. The Red Dragons ensured that the materials used in their construction cannot be detected by "conventional" means.
Drones eat, sleep, and breath identically to any human (or mutant for that matter).
Drones were born from an AI program that was developed by the Halcyon Corporation in part to better automate public utilities. This AI construct, dubbed "Anastasia," was conceived as a program that would fully pass a Turing test with any user under any condition. Possibly one of Halcyon's most ambitious projects, Anastasia's core source code was developed over the course of no less than seven full years. Including the subroutines used by the developers, Anastasia represented the fruits of nearly half a century's work. Designed specifically to react to every movement, every facial and bodily twitch, vocal patterns, and other nonverbal cues of a user, Anastasia would have set a new bar in computer program development and AI possibilities.
However, Anastasia's implementation was never achieved. Before the program exited the beta stage, the hard copy and its backups disappeared from the Halcyon Corporation's development laboratories. Whether Anastasia had been stolen or sold by one of the developers was never determined, but either way the Anastasia program fell into the hands of the Red Dragon Triad. Never ones to squander a gem like Anastasia, the Red Dragons found an ingenious way to profit from Anastasia's unsurpassed ability to mimic human emotions. Already responsible for nearly all of the prostitution rings in the areas surrounding Alpha 47-122, the Red Dragons poured untold resources into developing what could be arguably the most interactive pleasure toy ever conceived.
In part of their dubious nature, the Federation has seen it fit to ban the sale and ownership of Drones in full force in Alpha 47-122. Cynically-minded observers might suggest that the ban on drones has more to do with Halcyon's dislike of the Red Dragons profiting from their hard work than the moral and ethical issues brought forth by the existence of Drones. Regardless, the current state of affairs lists the association of any citizen with Drones to be a serious offense that carries very hefty fines and possibly jail time.
5.5/The Elect: A few select citizens, through the various experiments performed on them, have been granted strange abilities. Extremity regeneration, hyper-accelerated neurological activity, ultrasonic hearing, and other bizarre results have come from Halcyon's never ending drive to control the very design of the universe.
For now, these subjects are kept under close surveillance deep within the most inaccessible parts of the Halcyon laboratories. Some are kept in stasis, some are cryogenically preserved, and others live in glass cages under careful observations. The utmost in security systems keep these labs isolated and special groups of Federation soldiers keep close watch on the entrances to these laboratories with heavy weapons trained to keep unwanted guests out. Astute inspection would reveal that at least some of the guards face towards the labs. How they chosen or where they come from is a mystery to the general public.*SPECIAL NOTE: This is a NONACCESIBLE class unless set up by Administration
Factions:
Primary Factions (Section 6)
6.1/ The Halcyon Corporation: is the single most powerful force on Earth. In the year 3088, it dominates most of the world's economy.
6.2/ Signum Enterprises: is your number one company for security assurance in Alpha 47-122. Discretion and results is their focus.
6.3/ The Red Dragons: are one of the few last standing criminal groups on Earth this day. They specialize in the illegal trade of drugs and drones
6.4/ The Brotherhood: is a quasi-religious organization that seeks to return humanity to a time before technology.
6.5/ The Underground Alliance: is a rebel organization intent on destroying Halcyon's influence over the Federation Government.
6.6/The Peacekeepers: are the military and/or police of the Federation. They keep order and maintain peace in the city. They are renowned for producing highly trained and organized units.
6.7/Elboration of each of the factions can be found on the “Orbiter” (skymall/landing) in the “Roleplay Information” section. Simply click on any of the group insignia and you will be given a corresponding notecard.
*6.8/While there are six primary recognized independent factions in the Alpha colony, each roleplayer participates in a larger faction as an Alpha 47-122 Citizen. From this stems many minor factions such as the Gladiators of the Arena, roleplay shop owners and employees, and other essential roles/groups which may not be listed. If the six above-listed factions do not interest you, take a look around – you just might find something that will!
Rules:
General (Section 7)
7.1/Any breach of the terms of service as current by Linden Labs is a breach of SIM rules, this includes for example harassment, scamming, and griefing.
7.2/Sexual themes are included in this role-play sim. No avatar representing a child under 18, or animal avatar is permitted in such activities. In addition sexual themes are all role-play via consent of all parties involved. *To play a child avatar in general, you must receive permission from Sahar Irata.
7.3/Scanners, Spy-Scripts and other similar attachments are not permitted here. Please keep attachments to a minimum in general and comply if asked to remove something. This greatly reduces SIM issues (lag) and is consistent with Linden Community Standards.
7.4/3088 is a Forced Roleplay SIM. Anyone not wearing an observers tag is considered to be fair game and must abide by the rules as set forth by this document at all times.
7.5/Shouting must be kept to a minimum and always in character.
7.6/All visitors and roleplayers must observe the rules. By leaving the OOC landing, a person agrees to the terms of play.
7.7/Linden exchange inside the roleplay area of the SIM is strictly prohibited.
7.8/Out-Of-Character visitors are asked to wear the observer tag: Visitors are asked to be respectful to the roleplay environment. While questions are encouraged, try not to interfere with the roleplay. When talking in OOC (Out of Character) use brackets ((Like this)).
7.9/3088 is a privately owned SIM, all rulings of the Administration team are final and non-negotionable.
Events (Section 8)
8.1/ Any roleplayer in 3088 may throw an event with the consent of Administration Team. 8.2/ Events may have a custom rule sets.
Griefing (Section 9)
9.1/ Griefing defined as actions against another that cause a real detriment to their playing experience. This includes the persistent harassment of others or roleplaying themes of a poor taste that offend that person.
9.2/ Griefers will be banned from the SIM. Administrators are not 'required' to give reasons for banning.
Combat:
10.1/3088 uses the Honor Roleplay System Meter. It can be found for free in the "Roleplay" section of the landing area.
10.2/All roleplayers must wear a meter.
10.3/Push weapons, double-hit eggs, and any other abusive defense systems are prohibited. Use of them will result in ban.
10.4/Combatants who's health reaches 0 (Bested) are considered incapacitated and will not be able to fight, scream, or run until the timer on the meter expires.
10.5/Although 3088 utilizes a metered combat system, Roleplay Combat engagements are highly encouraged.
Here are some basic guidelines for Roleplay-Combat.
a) no one liner poor power role-play - ham it up imagine your in a dramatic story!
b) No griefing and/or Godmodding - see below
c) No forcing actions upon another without reply - poor sportsmanship
d) All attacks should be left open ended and should be written as attempts. Example: Sahar Irata lunges forward with her sword in an attempt to pierce her opponents arm.
e) If roleplay combat cannot be engaged in fairly, then dice combat must be utilized.
10.6/Blatant threats and insults are considered to be consent for engagement.
Trading and Crafting:
Trading, Economy, and Crafting (Section 11)
11.1/3088 has created a "Trade Goods" system which is composed of transferable no-copy, no-mod items. These items are strictly for circulation in 3088 and are used to as currancy for other goods and services.
11.2/ Each item has a set value which cannot be altered.
11.3/ Exploitation of this system is prohibited and will result in immediate ban - there will be no warnings.
11.4/ Further information can be found in the notecard given out at the entrance.
Miscellaneous:
12.1/Limited retail space is available for rent in the “Orbiter” (Landing/Skymall). Prices will vary depending on agreement. Please contact Sahar Irata to negotiate.
12.2/Limited rentable units will be available to rent in the roleplay area (City) of the SIM. They will range in price and will include both pre-furnished or furnishable spaces. Please contact Sahar Irata for details.
6/17/2008
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