The World Left Behind

Dunruffle

Poltergeist Who Loves Oreos
Original poster
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per day
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Primarily Prefer Male
Genres
fantasy, sci-fi
The year is 2159, and the world is falling apart. Hurricanes, earthquakes, wildfires, and many more natural disasters ravage Earth. The time has come for humanity to pay the price for it's constant pollution and destruction of the natural environment. But like most things, there were those who predicted what was coming and took steps to put themselves and their loved ones out of harms way. Enter the space elevator, a marvel of modern engineering and technology. The rich and powerful utilized the space elevator (and the advent of powerful spaceships) to colonize and populate Mars. Why waste time and money trying to fix something for everyone's benefit when you can simply move on to greener pastures? With most of Earth's natural resources depleted, humanity turned it's attention to the stars. Using Mars as a staging area, asteroid mining became a reliable source of resources. With the influx of new resources came advancements in almost every field. Prosthetic limbs, better medicines, more efficient vehicles, and many more beneficial advancements. But as with all things humans make, the other side of the spectrum benefited from the influx as well. Cutting edge malware, deadlier weapons, and more potent drugs to name a few. Earth is now essentially a world left behind. The rich and powerful moving to Mars and leaving the rest of humanity to deal with the mess. The governments around the world are now a laughable act. Everyone knows that it is the mega corporations that actually hold the power.


The state of the world:
-Below is all the information about the current state of affairs and any other helpful information about this story's Earth.


General:
- Technology is advanced, but not far future advanced. Examples include holographic projectors/screens, working prosthetic limbs, advanced vehicles (personal vtols, futuristic cars, etc.) No lasers/flying cars/jetpacks etc. Megacities can range from low tech (mad max/dieselpunk) to low cyberpunk (Futuristic ghettos, virtual reality dens, etc) to sleek and shiny rich people cities. Weapons are still primarily ballistic, no laserguns, guided bullets, robots with guns attached, etc.


Mega-Corporations:
- Eden Corporation: helped construct space elevator, helped build mars colony, pharmaceutical giant. Helpful pharmaceutical facade hides insidious human testing and experiments
- Belka Group: designed space elevator, built asteroid mining ships, heavy industry giant. Appears as a pioneer in helpful devices, actually major cause of pollution and utilizes unsafe working conditions.
- Sparta Solutions: Provided security for space elevator, first to provide pilots for space transport, Security and armament giant. On the surface provides security/safety services for majority of earth, in reality it builds and distributes weapons and mercenaries for any job no matter how illegal.


Africa:
The continent of Africa never seemed to be able to get ahead for one reason or another. After a disastrous civil war that engulfed the entire continent, the few people left fight for survival on a daily basis. There is no solid answer as to what started the war. Maybe it was the pressure from other countries for the last remaining natural resources. Maybe it was that people were tired of their corrupt and incompetent leaders. It could have been that Africa was simply a geopolitical powder-keg waiting to blow. When the civil war began, it quickly took a turn for the worse. Biological weapons, low yield nuclear weapons, and chemical agents ensured that there were no winners. Only survivors. Now Africa is a wasteland plagued by roaming bandits that fight among each other for basic necessities.

Asia:
The current state of Asia is one of constant change. Tsunamis, and typhoons batter the coastal region while cyclones, torrential rainstorms, and earthquakes wrack the rest of the continent. Asia now is home to a loose alliance of countries simply known as the Asian Alliance. Most of the population now resides in the fortress like mega-cities. These mega-cities are full to the brim of the poor and desperate. Ruled by an small but elite group who rule with an iron fist.

Europe (including area formerly known as Russia):
One would think that Europe would at least be somewhat better off. Unfortunately Europe is no stranger to suffering. With the proliferation of orbital weapon platforms and availability of small and portable nuclear weapons, European nations have entered a new cold war. Russia fractured and split into many separate nation-states, each one armed with several weapons of mass destruction. To prevent total annihilation of the European continent, wars are fought in the shadows with assassinations, proxy groups, and mercenaries. Earthquakes and brutal winters ensure that no one nation stays on top for long, each disaster changing borders and areas of conflict.

North America:
The once mighty America is now a shadow of it's former self, a result of a second economic great depression. It's citizens disillusioned with the government full of empty promises, many either left or turned on each other. The five American mega-cities house the majority of America's population (New York City, Los Angeles, Washington D.C, Chicago, and Houston). The rest of America is polluted and inhospitable. Wildfires rage in west and south, the East Coast is battered by hurricanes while the North is gripped in a perpetual ice age. Canada was one of the last nations to fall, it's citizens and leaders holding off the inevitable fall as long as possible. But the changing environment showed no mercy. Canada and the northern territories are now a frozen wasteland, its citizens living in the mega-cities of Toronto and Calgary. The intrepid few who brave the elements outside the two mega-cities have to constantly be on guard against polar storms that can freeze a person solid in minutes.


South America:
Overcrowded and underfed, the two biggest problems plaguing South America. In the beginning of the climate crisis, immigrants from all over the world fled to the supposedly safe continent. Eventually the goodwill ran out and the locals turned on the intruders. The constant drought has destroyed any crops and the once beautiful and vibrant rain forests have been cut down and leveled by people seeking resources and shelter. The countries of South America have actually banded together in the face of adversity, however the thing that united South America was hate. For a period of time, immigrants were hunted down, imprisoned, or simply executed. The locals uniting in their common hatred of the people who invaded their homes and selfishly demanded to be cared for with supplies that had run out.


Australia:
Once a quiet and isolated continent, Australia is enjoying an age of prosperity. The key reason being that the space elevator is located in Australia. Now the continent is run by a puppet government controlled by corporate interests. The once desolate areas of Australia are now plentiful fields of crops and food, owing to the fact that the area was prime real estate to test how food could be grown on mars. The continent is run with ruthless efficiency, surrounded by a blockade of ships and aircraft that dispose of anyone trying to sneak into the verdant paradise. Asteroid miners live in city sized housing blocks with their families, enjoying the safety and reliable source of income. Even though asteroid mining is a job with a nearly 50% mortality rate, the workers soldier on knowing that they and their family can afford a safe home and three hot meals a day thanks to their corporate benefactors.




This story takes place on this dying world. Your character has been recruited by a mysterious benefactor. You don't know much, just that this person has a lot of money and power. Enough to find you and offer you a deal. Work for them, and you get a spot on Mars. Specifically a fully paid for home for you and your family, and a guarantee of well paying work. The question is, just how much do you trust this offer? As they say, the Devil is in the details. But this is the kind of offer people would kill for, so how far are you willing to go to achieve the desired result?


Rules/important stuff:

- no godmodding, rudeness, forcefully controlling story, etc (the usual common courtesy stuff of any RP)
- this will be rated mature (gore, violence, cursing etc) BUT NO WRITTEN SEX SCENES. Should be fairly obvious but this isn't an erotic rp. If you feel the need to have your characters do smut, either fade to black or take it to PM.
- romance is fine tho, just no smutty stuff.
- posting expectations: at the very least a full paragraph. I understand that sometimes you simply need to post fluff to move the story forward. But no one-line posts, you all are talented writers that should have no problem with a paragraph.
- feel free to ask questions, nicely. I am not a perfect being and i expect i will mess up or miss something eventually. Feel free to let me know of anything you feel is important, but please be nice. Nobody likes rude or bossy people.
- Posting timeline: Hopefully once a week is a do-able posting rate. I understand everyone has a life outside of iwaku so i will give plenty of reminders before removing anyone.
- Posting for other people: to follow up on above, if you go AWOL or disappear for no reason i reserve the right to take direct control of your character to advance the story. I have seen many group rp die simply because one person forgot to mention they were on vacation and never posted.
- Notice of absence: I will make a discord group once everyone is on board to provide updates/have an easy way for us all to talk to each other. Also it will be a way for me to tell you all if i will be delayed or you will be delayed etc.
- try to be original. Yes i know this is very subjective but i think we can all agree it is boring to collaborate with a mary sue character (perfect in every way, overpowered, etc)

- I appreciate you all, i aint no master story writer and i certainly aint confident enough to think this RP will be the best on Iwaku. A good rp takes time and effort, both on my part and yours.



Character Sheet:

- Name:
- Age:
- Picture of character: (preferably realistic/not anime)
- Physical description (gender, height, weight, extra details etc,)
- Personality:
- History: (Feel free to get creative, it would be nice to have characters of all types)
- Role: (think rpg game terms. Is your character a healing support character? Maybe a tank who protects others? Or maybe a long range sniper?)
- Strengths (at least 2 please)
- Weaknesses ( at least 1 please)
- Preferred weapons/tactical specialties (this is will be important later, if you need an example i will be posting my own character CS as an example. Or just ask me.)


@Jack Robinson @Dakota K5 @Ur Degaton @Kat
 
- Name: Javion [REDACTED]
- Age: 27
- Picture of character:
daknj7g-ee206574-728e-4948-a6bc-9dc956a5bf27.jpg
- Physical description:
Male, 6 feet tall, birthmark on right shoulder

- Personality:
Javion is suave and charming, at least he thinks he is. In reality he is a snobby and pretentious elitist. Loves being in the spotlight, hates being looked down on. Overall he is a prick. But if needed to Javion can buckle down and use his brain to come out on top. He likes to let others do the heavy lifting and is a clean freak.

- History:
The son of [REDACTED], Javion has enjoyed an easy life in the lap of luxury. In school he easily got top marks but often got in trouble for taking advantage of those he considered underneath him. After graduating high school on [REDACTED], Javion was picked up by [REDACTED]. Seeing the potential in the young man, [REDACTED] put him to work as an officer in the Australian blockade force. Javion is credited with apprehending over 80 intruders and was awarded with his own personal interdiction ship. However Javion grew bored of the ocean scenery and the daily boring routine. Seeking something exciting, Javion applied to [REDACTED]. Upon his acceptance, Javion completed his first few missions with flying colors. However he failed his most recent mission after a [REDACTED] managed to [REDACTED] resulting in [REDACTED]. With this failure still fresh in his mind, Javion has been given a new task and told that failure will not be tolerated.

- Role:
Tactician

- Strengths:
Smooth talker, rich, quick thinker.

- Weaknesses:
Suffers in dirty conditions, has a big ego, his need for success can lead to poor judgement.

- Preferred weapons/tactical specialties:
Skilled handgun marksman, able to plant/distribute espionage devices, skilled in judo.
 
- Name: Bill Watson. Known commonly as Zion Bill or Bunduki Nyeupe, the White Gun, in Swahili.

- Age: Somewhere in his mid to late thirties.

- Picture of character:
1551298885968.jpeg

- Physical description: A man of average height, around six feet tall. Weighs around 180 pounds. He tends to wear a white cowboy hat, jeans, a button down, and occasionally a duster to protect himself from wind and dust. He wears a cross around his neck and keeps a worn Bible in his breast pocket.

- Personality: A generally calm man, Zion Bill has a cool head and fast hands. He's a hard survivalist, having lived and fought in Africa for the past twelve years of his life. He has committed plenty of atrocities, killed dozens of men, and lived basically on the run for a long time. As such, he's slow to trust, riddled with an eternal sense of guilt, and is nearly incapable of relaxing. He is also exceptionally, almost ironically, pious, hence his name, Zion Bill. For such a God loving and God fearing man, he has certainly taken part in many, many sins, all of which he feels deeply and regrets, but he feels as if he is simply unable to stop.

- History: Bill Watson grew up in Houston to a drunk former priest and a pill-popping vegetable of a mother. Bill was pretty much on his own by the time he was six. He worked as a pan handler, a runner of messages (and sometimes drugs), all sorts of things. He did it all to support his parents who could not, or would not, return the favor. Bill was a selfless, kind child despite all his hardships. He had a strong faith in the Lord, courtesy of his frequent visits to church and occasional drunken sermons from his father. Bill lived this way for years, never having much time for school. He just worked, studied Scripture, and tried to stay alive. And he was content with this. He had a place to stay, food to eat, a bed. He was doing fine.

Until his mother was sold to a Ugandan warlord. Bill came home one day to find his father almost beaten to death. Two Ugandan thugs were in the family's apartment. Thinking quickly, Bill snuck up behind one of the men, stole his pistol, and killed them both. They had come seeking Bill himself, as his father had tried to sell him as well. Bill's father died from his injuries the next day. After burying him, Bill was alone. He decided to go to Africa. Find his mother. And save her. And maybe then they could return to their normal lives. Bill hitched a ride on the boat of a gun smuggler heading to Kenya. In Africa, he learned what he was truly good at: killing men. In his quest to find his mother, Bill joined countless bands of outlaws, warriors, and smugglers. He fought in brutal savannah wars, hiding in bushes, stabbing men in their sleep, and gunning down unarmed warriors in surprise assaults. He learned the way of Africa. He learned the way of savagery. Bill was feared by his enemies and adored by his allies. After several years of searching, he found the man who took his mother. Apparently, she had died shortly after arriving in Uganda all those years ago. Bill killed the man. Then he killed the man's family. He was lost. Alone. Bitter and bloodied by the world. Bill has lived in isolation ever since, wandering Uganda and Kenya, killing those as need killing and exacting his own measure of justice upon the continent. The white smugglers and mercenaries call him Zion Bill. The natives refer to him as Bunduki Nyeupe. The White Gun. He has no purpose now, no family. He only lives for the sake of it.

- Role: Gunslinger/dexterity fighter

- Strengths: Handguns, rifles, tracking, outdoors skills, cool head in tough situations.

- Weaknesses: Not too smart, fatalistic, unnecessarily brutal.

- Preferred weapons/tactical specialties: Bill is skilled primarily with long barrel guns and handguns, such as revolvers and pistols. He is best with guerrilla tactics. Hiding, quick attacks, etc. He isn't good in prolonged fights, but rather prefers to do his business as quickly and ruthlessly as possible.
 
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opened signups, spots will be given on a first come first serve basis.
 
- Name: Otto White
- Age: 35
- Picture of character:
Otto White young.jpg
- Physical description Male, 6'5, 200LBS, mechanical left arm. Otto is a man most would call a modern viking, fitting every stereotype of the ancient Norse warriors from the fair hair to being a giant of a man.

- Personality: Otto is what you would call adaptable with how he interacts with people, generally treating everyone he first meets with civility and kindness until they either expose themselves to be a threat, an asshole or a possible friend but how others would label someone with those words doesn't mean Otto will label the same.

- History: The seventh son of a seventh son, Otto was born somewhere in North America outside any of the megacities to a mercenary father and mercenary mother who had a romance on the battlefield as they tried to kill each other in Africa. Otto's early years were constant movement as his parents took jobs to support the large family they had built up, he learned to read by reading firearms manuals, learning to do math was counting rounds to magazines and learning to drive was in a twelve ton APC. By the time Otto was eighteen he was, on paper at least, a better fighter then most veteran soldiers but of course that would only be proven in live combat. After his eighteenth birthday his mother and father waved him farewell and sent him packing to Africa, the proverbial forge for most mercenaries on earth. Much like a lump of iron Otto had all the potential but none of the work had been put into him to forge him into a weapon, that was until he met Hunter. Hunter was a man of fifty who had fought and killed more men then most would meet in their life times and he seemed to take an interest in Otto, Hunter took Otto under his wing and for the next five years, taking that lump of iron and turning it into a honed steel blade. Otto by this time had found a niche in battle as a CQC and explosives expert both conventional and unconventional thought that did come with consequences as he had lost his left arm in a particularity violent even involving a landmine. When Otto was twenty six Hunter passed in a hard fight with cancer gained from years of exposure to the low yield fallout zones in Africa though he had the money and connection to easily get himself cured he chose to die telling Otto "I've had enough of this kid." Several days prior to his death. Otto spent the next nine years roaming from job to job honing his skills further as he became even deadlier with Sub machine guns, shotguns and knifes on top of his artistic like work with explosives.

- Role: CQC and explosives man, you need something blown up or chunked up close Otto is your man

- Strengths: Explosives, shotgun, SMG and knife fighting are things Otto would be considered a master at
Multilingual as his time in Africa had made it a necessity to speak all the most common african and world languages
Friendly demeanor, let's Otto get in close with people weather they be clients or targets needing to be dealt with in a more subtle manner

- Weaknesses: Too trusting, Otto had had his friendliness bite him in the ass more them once
Solitary, Years of bomb making has made Otto rather reluctant to be around others

- Preferred weapons/tactical specialties: Explosives and shotguns are Otto's preferred weapons, not to shabby with an ax either. Uses these to get past otherwise inaccessible places though not always to the benefit of the structure around said place.​
 
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Name: Therese Falk. Always introduces herself as Tess.
Age: 29
Picture of character:
5f17ba3e54c1beac9b0c43fe86b96396.jpg

Physical description: Female; 5'10"; light blond hair; multiple scars over her body, the most noticeable being the one in her left cheek.

Personality:
Tess is direct with her words and her actions, and while she can lie easily if necessary, she rarely has the patience for overly elaborate schemes. Because of that, she tends to take the most direct approach possible to a problem, unless instructed otherwise, making her behavior somewhat reckless. Tess also has a strong sense of loyalty, which sometimes clashes with her hard to trust nature - especially concerning individuals in positions of power.

History: Born in a somewhat important family in Europe, Tess soon grew tired of the constant schemes and behind-the-scenes dealings that her parents often took part in. While her mother would often try to teach her the subtleties of politics and negotiations, Tess was never truly interested, preferring to spend her time on more practical activities - usually disassembling and reassembling guns or messing around with any vehicle she could get her hands on. After enough failed attempts to make her stay away from such activities, her mother finally relented and allowed her to study engineer under a friend of the family, without her father's knowledge. At first, Tess was simply terrible at it, but with time, her focus and unwillingness to give up paid off, and she began to get better and better. Before she could make any kind of career out of it, however, her life turned upside down. Tess had been out with her sister, celebrating her 20th birthday. When she returned home, Tess found her parents' corpses in the living room, killed by a couple of clean shots in their temples. Fearing for her life, she grabbed her younger sister and ran.

They managed to cross the border and sneak into one of the mega-cities of the Asian Alliance, although they had nothing to start a new life there, and became just another two amongst the desperate population of the city. It was there that Tess earned most of her scars, fighting her way to the next plate of food, or the next sleeping spot. While her sister often resorted to subtle manipulation and trade of favors, Tess resorted to violence and direct confrontation. Nevertheless, after a while, the sisters managed to find their own way to navigate their new life, grabbing whatever job or opportunity they could. While Tess would never dare to say it - because she saw no reason to wish for impossible things -, she never stopped hoping for a good opportunity to get out of that life for good.

Role: Mechanic/driver

Strengths: Resilient, quick to react to danger, observant, adaptable

Weaknesses: Lack of patience to create more complex strategies, reckless behavior at times, unwilling to compromise with those who broke her trust or those she really doesn't like

Preferred weapons/tactical specialties: Skilled engineer, especially regarding the construction, manutention or sabotage of guns and terrestrial vehicles. Able to drive with some skill. She can use handguns and can fight, but prefer to avoid melee combat if possible. She can follow instructions and plans well enough, but if left to her own devices will probably just charge straight on and adapt as needed.
 
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- Name: Syd Melner
- Age: 24
- Picture of character:
boss_1_general_vu_by_mitchellmohrhauser_d7xusot-pre.jpg
- Physical description: male; 6'2"; 192 lbs; black hair; well developed musculature; scars all over body and face from various injuries.

- Personality: About as creative as a brick, Syd prefers to get straight to the point. He is fiercely loyal to Javion and will do anything to protect him from harm. Syd is also very callous and has no real personality. He very rarely betrays any emotion, both because of his jaded viewpoint and the fact that his face is a tapestry of deep scars.

- History: The son of European immigrants, Syd was raised in the unforgiving ghettos of South America. When he turned ten he survived one of the many immigrant hunts conducted by South American locals. He watched from inside a dumpster as his parents were doused in burning tar and then torched. Growing up alone, Syd was raised by junkies, criminals, psychopaths, and other dregs of humanity while hiding his immigrant past. Caring and being helpful only resulted in you getting taken advantage of and stabbed in the back. Syd quickly adapted to the rule of survival of the fittest and by the time he was 17 he had become a hardened and brutal individual. After being sold out by former gang members, Syd was about to be killed when he was saved by the 20 year old Javion. Javion was passing by in an armored convoy when he saw Syd about to be executed. Jumping out with pistol in hand, Javion swiftly killed the thugs and saw an opportunity. He had not saved Syd out of the kindness of his heart, Javion saw Syd as a loyal pawn that could be turned into the perfect bodyguard. After two years of grueling training and painful experimental surgeries, Syd was turned over to Javion a new man. Javion's hunch had paid off, Syd offered his eternal service to Javion as payment for saving his life. Nowadays Syd spends his time either watching over Javion or following his orders. Many have tried to either bribe, coerce, or kill Syd to get to Javion. None have succeeded.

- Role: Meat-shield, deadly distraction, Javion's attack dog.

- Strengths:
~Frankenstein; In addition to being heavily muscled, Syd has undergone many extensive surgeries to remove pain receptors all over his body. He also has had multiple cybernetic implants to augment his durability in a fight. He can still feel pain but it is greatly dulled.
~Dirty fighter; Syd does not follow the rules of honorable combat. He will do whatever it takes to win in a fistfight.
~Relentless; while not the fastest on foot, Syd has remarkable endurance. This also applies to many other aspects of life. Syd does not need as much food, water, and sleep, as regular people do.

- Weaknesses: uncreative, not accurate with any sort of long range weapon.

- Preferred weapons/tactical specialties: Syd is proficient in unarmed combat and melee weapons. While not a master marksman or explosives expert, Syd knows how to use and operate just about any type of firearm. He also knows basic battlefield first aid.





- Name: Reina Miller
- Age: 26
- Picture of character:
d8uzq28-5b1dbc14-078a-4f54-b707-20cb2707d5fb.jpg
- Physical description: female; 5'8"; light brown hair; eyes are totally black except for bright blue iris'; compass tattoo on right shoulder.

- Personality: Reina tries to distance herself from others as much as possible. She can easily start caring for people she knows she should not so she tries to keep herself as detached as possible. She believes in karma and tries to stay on the side of good as much as possible. At first she will be cold and distant, but easily falls into the role of a helpful older sister. Can be very sarcastic and witty when she wants to be, often ends up verbally sparring with Javion.

- History: Reina was born in America to a single mother. The oldest of three siblings, Reina has always done her best to take care of her family. Her youngest sister was diagnosed with type 1 diabetes at an early age. Reina took it upon herself to provide for and watch over her family, often doing morally wrong things to make ends meet. Eventually Reina's luck ran out, and no matter what she did she could not find any medicine for her diabetic sister. At her wit's end, Reina decided to sign away her life to the Eden corporation in order to keep her family together. After many years of horrendous medical experiments, Reina's luck finally turned. Just before she was shipped off to an organ farm, her contract was bought by Javion. Javion had been perusing the available patient contracts when found Reina's profile. Casting his bid, Javion purchased the young woman's contract and sent her off for special training. Reina was quickly implanted with a device that could be used to administer painful or deadly neurological shocks. She was then trained by the best of Sparta Solution's teachers and after several years was given to Javion as a second bodyguard. Now a full-fledged killer, Reina began her new life as one of Javion's personal servants.

- Role: Sniper, Scout, Bodyguard.

- Strengths:
~Marksman; Reina has been trained to be the perfect sniper. Whether it is protecting Javion from afar or dealing death from long range, there are few who can match Reina's skill with a rifle.
~Ghost; Reina has been trained and augmented to be an ideal scout. Sabotage, Esionage, or scouting. Reina is at home in the shadows.
~Deadeye; Reina's eyes have been changed into specialized devices capable of seeing in multiple wavelengths and are extra durable.


- Weaknesses: not suited for close range combat, any sort of electric shock will scramble her vision capabilities

- Preferred weapons/tactical specialties: Long rifles, espionage equipment, sabotage methods.