“This planet has - or rather, had - a problem, which was this: most of the people living on it were unhappy most of the time. Many solutions were suggested for this problem, but most of these were largely concerned with the movement of small green pieces of paper with numbers on them, which was odd because on the whole it wasn't the small green pieces of paper that were unhappy.”
- Backstory (Click):
January 1st, 2074: Operation Renewal
It was the perfect project to kick off the new year. Operation Renewal finally got the green light from The Council; a collaborative project that would bring Earth back into its prime. The first objective of the operation was to focus primarily on restoring beneficial flora; past and present. A chemical compound was developed that could be released into a body of water and would self-sufficiently spread across the globe. A dangerous idea, but two years of preliminary test results showed a 99% success rate in an enclosed habitat. Over three-hundred pods were released on each continent, and the chemical compound, which had been nicknamed "Greenwater" by those who created it, spread quickly. It attached itself to water molecules, and traveled with them as they evaporated into the atmosphere. When a new, unaffected molecule came into contact with Greenwater, it divided; bonding with the unaffected molecule.
Results across the board showed a success rate of 99%, with a margin of error of less than 1%.
November 14th, 2075: Operation Renewal
With over a year of success, The Council pushed forward the dates for Stabilized Ecosystem Manipulation (SEM). Which was the largest part of Operation Renewal. Compiled information in regards to the theory of such manipulation would require extreme resources of man power and supplies. Which, in turn, was beneficiary to the entire population of Earth, as it created thousands of jobs worldwide as the demand increased. The economy soared to new levels, and so did Operation Renewal. The first step for SEM project would be to restore the population of positive animal influences, and weed out the less desired. But how could they manage to affect every animal species? How could they make sure to get each and every animal? The solution was simple: everything needed water.
A new compound was not to be. Each test resulted in the Greenwater compound overpowering anything they tried to pair with it. When an animal drank Greenwater, and then ate from a plant, the compound would travel through the saliva and into the plant, helping it regrow substantially faster. The science community was afraid of making a fauna control compound with a higher priority than Greenwater, as it could undo all of their hard work, and potentially destroy the ecosystem. But a modification, another line of genetic code, was the most promising answer. Greenwater became Graywater, a compound that both gives and removes. It was designed to boost the flora growth rate, while increasing the fertility of fauna with certain positive attributes, and becoming a virus for the undesired fauna.
Results across the board showed a success rate of 99%, with a margin of error of less than 1%.
July 9th, 2098: Operation Renewal
It took 24 years for Operation Renewal to see its end. Graywater had become a booming success. Much of the world had exploding ecosystems. There were no longer any deserts, or arctic wastelands. Antarctica had grown into a tropical paradise, trees regrew to their full maturity in a fraction of the time it usually took. Evergreens for instance, took a matter of months to regrow to their full height. There were only two problems with this: the increasing temperature, and rising water levels. That's where the weather towers came into play. Hundreds of these towers, spread across the globe, all powered up on July 9th, 2098. The solution seemed as if it had been achieved; the global temperature remained stable. The towers turned the excess water into towering clouds, controlling the water level.
Results showed success of 99% across the boards, with a 1% margin of error.
January 1st, 3000: Millennium Celebration
The world was looking to become a paradise. Everything was under mankind's control. Weather, ecosystem, energy. Without the need to burrow into the ground, specialized jobs were created for the synthetic manufacturing of many nonrenewable resources. Though with the coming of advanced solar and lunar technology, the demand for such things were low.
August 22nd, 3000: Outbreak
Perhaps arrogant in their success, nobody had seen the Outbreak coming. When a molecule of Graywater failed to divide properly, it instead created two corrupt cells. This error in the genetic make up of Graywater had given itself a higher prioritization than that of the original. By the time it was noticed, it was too late to stop. The corrupted chemical compound turned the water black, as if to signify the death it was to deal. The new code remained attached to water, and kept its original intent, but there was now a mutation. When examined under a microscope, it was described as a shadow. Examination of infected red blood cells showed the same shadow. Media coverage of incidents caused by this new, Blackwater, spread panic across the globe. The once beautiful paradise of the world was quickly changing into something more hostile, and humanity was ill-equipped to deal with it.
Venus Flytraps now grew to a size large enough to capture a person, equipped with enzymes strong enough to break them down should a hermetic seal happen. Reports surfaced in Europe of a jungle cat, originally removed in the fauna manipulation, attacking a neighborhood. Rumors circulated of the jungle cat subduing its prey with the utilization of something akin to a scorpion's tail. And when a human is exposed to Blackwater, they catch a sickness. The sickness, dubbed "The Shadow" by the European population, causes a fatality in about a weeks time. After death, Blackwater takes control, keeping the body alive much the same way it nourished the fauna and flora. The original host becomes a carrier for the virus. However, contraction from a host results in a fatality within minutes, unlike the water variant.
The Aristocratic Evacuation: 3025-3045
The wealthy were the first to leave. After twenty-five years, the aristocrats had formed an alliance with private military organisations, and had provided them with enough funds to have themselves - and their military partners, in kind - escorted from Earth in order to populate the nearest planet suitable for human and anthropomorphic life. The nearest planet would take them another twenty years to reach, but the rich were well-equipped with patience... and the military, with discipline. A select group of the world's most intelligent and brightminded people went too, bringing the hope of ever restoring Earth to its former glory with them.
The people left on Earth soon exhausted the world's resources, and most of them slowly succumbed to the ill-effects of the Blackwater Virus. With survival of the fittest at hand, a last beam of hope was found; an old junker, in disrepair, newly discovered. It was broken; a failed launch attemptee, just discarded by The Council. If it weren't for the claims of it being repairable, it would have been insulting.
"We leave you, the last citizens of Earth, your only hope of survival. Best of luck to all of you."
The Crossfire War: 3055
Okay, so maybe the datalogs were a little insulting. Taunted and mocked by the aristocrats' final parting message - as if they weren't taunted enough already, of course - a war for the last remaining resources on Earth broke out. It began with mere quarrels and small firefights, but once the leaders emerged from the ranks and people had started to follow them for "the greater good", factions soon became clear.
Soon enough, each of the major factions had gained an advantage over the others. While one had access to the launch codes, another had the starcharts and data necessary to navigate the endless void of space. In time, the battles became more heated, and the hatred for one another had grown to disproportional levels.
And now? Well, the battles continue, the struggles persist, and the endeavours of the remaining population all but seem for naught...
- Character Sheet (Click):
Being anthropomorphic does grant you certain advantages, like having a greater sense of smell if you're canine for example, but you will be treated like shit by humankind. In almost all encounters with humankind, you will be envied for what you are... and often enough, will be treated like somebody with the Blackwater Infection (BI): shot on sight. You are, to them, a rabid mutant. You will often be told to stay away from human settlements, and it is often accepted in society that being rid of you is a justice to the world. The more malicious of people are not above rape, torture or envious cruelty without reason. Expect the worst when dealing with humankind.
Name:
Age:
Gender:
Species:
Appearance:
Occupation:
Eye Color:
Height:
Weight:
Unique Physical Identifiers: (Scars, birthmarks, warpaint. Etc, etc.)
Parents: (Alive? Deceased? Missing?)
Children: (Alive? Deceased? Missing?)
Disabilities: (If so, please explain.)
Other: (Anything else you might want to add.)
Biography:
Skills and Talents
You all have basic firearms training, and some very basic medical knowledge. You all know some simple survival techniques too, and you're all aware of how Blackwater spreads; either via the water, or through direct contact with somebody who's already infected. You are all relatively street-smart, and have basic understanding of what something might be worth in trade.
Primary Skill: (Your most useful skill to bring to the group. Are you good with electronics? Perhaps a genius in robotics? Must be beneficial to your job, if applicable.)
Hobby: (A secondary skill that is both useful and applicable. Do you do parkour? Do you garden? Do you know any martial arts? Etc.)
Talent: (A passive talent that could be useful at some point. Can you throw a knife? Do you have good vision? Can you sing? Can you whistle like a bird? Etc.)
Negative Trait: (Afraid of spiders? Bad back? Poor hearing? Something that could be used against you.)
- Gear (Click):
- Pick four of these items, and then choose something for your personal item. All characters start with basic clothing, a waterproof backpack, a shoddy blanket, and enough credits to pay for a few consumables; should they be fortunate enough to have the opportunity.
-- Canned Food, x3
-- Purified Water (Canteen)
-- Melee Weapon of Choice
-- Pistol*, 9mm, 20 rounds. (counts as two slots)
-- Binoculars (Thermal)
-- Rifle*, 5.56x45mm, 30 rounds. (counts as three slots)
-- Ballistic Vest (counts as two slots)
-- Lockpicks
-- Grappling Hook; 30ft rope.
-- Torch
-- Pair of Radio Communicators
-- First Aid Supplies* (counts as two slots)
-- Camping Supplies* (counts as two slots)
-- Multitool* (counts as two slots)
-- Nightvision Goggles
*Pistol - See Glock 17.
*Rifle - See SA80.
*First Aid Supplies - A standard first aid kit, with a comprehensive first aid book. Also include things for headache, upset stomach, congestion, colds, such as Pepto Bismol, aspirin, Tylenol, Excedrin, disinfectants, prescription medicines; and anything else you might use regularly.
*Camping Supplies - A camp stove with good supply of fuel. Includes pots, pans, plates, bowls, and cooking utensils. A good tent, sleeping bag, extra blankets, sleeping pads, and ground cloth - and a waterproof tarp to cover your camp gear.
*Multitool - 2.9" carbon steel knife, wire cutters, regular pliers, wood and metal file, flathead screwdriver, phillips screwdriver, 20cm ruler, a bottle opener, a can opener, spring-action scissors, and a wire stripper.
(Mandatory)
Something personal, like an old photograph or a piece of jewellery. Something that keeps your mind at peace when you look at it. It should be the thing you cherish most, and should motivate you to keep on surviving.
- Profitable Trade Chart (Click):
Items currently in high demand, in order of expense. This will be updated as the roleplay progresses and demands are met.
1. Robotics
2. Firearms and Ammunition
3. Construction Materials
4. Hand Tools
5. Meat (Cured)
6. Light Sources
- Setting (Click):
You are all together. You've been together for a while, in fact. You are familiar with one another, and you respect one another's abilities. However, you do not have to trust them, or even like them. All you know is that being with the other two has been very beneficial to you, and that your small group has become quite popular with the local populace. People have approached you in the past, offering you work for rewards. People have asked if they could join you on your travels, but you've turned them down. People have even tried to kill you; perhaps in envy, perhaps for fun. You did not question why once the bullets were flying. You bunkered down with your companions and fought back. Your actions were not wasted, and because of your clever teamwork - you have all survived. Perhaps it doesn't matter if you like each other or not. Perhaps the only thing that matters is that you've all helped one another survive for such a long period of time. One thing is certain: you are all both loved and hated, evenly divided amongst the people. You yourselves have become a faction of sorts: an army of three. You have yet to receive a nickname for your trio. You have yet to encounter a threat which will actually provide you with a challenge. Perhaps... that's what you've been looking for. Or perhaps, you have no intention of aiming high for yourselves. Perhaps... you just want to survive.
You are all currently bunkered down in an abandoned military training facility. You have been tasked by a local group of mechanics to retrieve as many supplies that might be of use to them as possible. They have promised to reward you with food, water, and some ammunition. There is fuel to be scavenged from old, half-filled oil tanks, canned food untouched in the kitchens, and somewhere - though you're not entirely sure where, yet - there is a working generator. The entire facility still has some power left. The lights are flicking on and off in an unstable manner, and some of the advanced military hardware seems to be functioning. You are walking the hallways together. There are windows on either side; a narrow corridor connecting two of the main buildings together, similar to something you'd see in a hospital. The outside world is visible; a vast surburban jungle in the distance awaits, tainted with green vines and ivy. In the opposite direction, huge rocks and a sprawling forest towers over the facility, slowly creeping in to spread its mutant mark.
As you all reach the middle of the narrow hallway, a loud bout of gunfire is heard from either side. The windows shatter, sending glass flying in all directions. You all scramble for cover beneath the large windows. Luckily, none of you are hurt. The gunfire is still blazing back and forth; people are screaming and shouting from either side. Caught in the crossfire, you are unsure if they were aiming at you, or if there are two different groups trying to kill one another. Either way, one thing is certain: you are in a very dangerous situation. There's at least ten people on either side, all of which seem to be armed with semi-automatic rifles. The only barrier between them is the damaged hallway you're currently bunkered down in. It won't be long before one of them make haste towards the outer reaches of the broken windows, hoping to get closer to their targets.
You all look at each other, still caught in the crossfire and confusion. Were you set up by the mechanics who hired you? Perhaps they paid some members of a faction to be rid of you? You have, after all, upset a large number of people by merely existing and surviving. It was easy to make enemies these days, and the factions seemed to be no more than mercenaries most of the time.
- Blackwater:
The first form of the infection was the transmission of the pathogen from a water source to a living body via consumption. The pathogen causing reanimation is not independently fatal and lies dormant within a host until the host dies of another cause. In the case of an Infected attack, the cause of infectious mortality is generally by necrotic biological debris and other infectious agents contained in that debris (for example, saliva from a bite).
Symptoms of the Blackwater Virus include:
-- Dizziness
-- Weakness
-- Fever/Delirium/Hallucinations
-- Chills
-- Nausea/Vomiting
-- Pale skin
-- Dilated pupils
-- Soreness
-- Fluid discharge
-- Spontaneous aggression or anger
-- Fainting
-- Loss of hair
-- Dehydration
-- Coughing up blood
Because of antibiotic resistance or inefficacy, and extremely fast growth rate of said bacteria, immediate amputation of the wounded limb is usually the most effective method of preventing systemic infection that eventually leads to death. Bites to the neck, head, or trunk are invariably fatal and cannot be treated.
If the wound is not properly cauterized, cleaned, and/or wrapped, however, amputation may not be enough to stop the lethal infection without medicine, and even then, survival rates are not easily estimated, as very few individuals have survived the procedure in each medium. Anybody that has become infected are commonly referred to as "Infected" or "Lurkers".
Though Infected retain a physical resemblance to the living, cognitive similarities are almost non-existent beyond low-level functions, though there are examples of behavior that suggest Infected may retain small fragments of memory of their past lives. Infected have enough intelligence to walk upright, to use their bodies to break objects, and to climb around or over somewhat small obstacles such as chain-link fences. They can ascend and descend staircases, as well as climb ladders, and they do so very quickly. They are swift, and are able to run. They cannot operate doors or gate, and prefer bashing through obstacles rather than traversing them.
Mostly, Infected are void of any emotional expression and thought. When stimulated, whether by noise, sight of prey, or simply encountering a problem they cannot solve, such as being unable to open a locked door, they quickly descend into a state of murderous aggression. If they spot prey when stimulated, they can pursue them ceaselessly, showing ravenous hunger. They are not hunters, however, and take no concern in alerting their victims or trying to hunt them with intelligence, always seeming to roar, grunt, and growl whenever they are stimulated. Infected seem to be drawn to noise, presumably because they attribute the source of the noise to be caused by potential victims. Infected also tend to form groups and stick together, and mimic the actions of other Infected, giving them a mob mentality.
Because an Infected is derived from a physical form, it is limited physically by many of the same constraints that the original host has. But because an Infected is, by definition, dead, it slowly rots and decays like other dead organisms. Over time, flesh and muscles deteriorate, and it becomes less and less formidable. It is assumed that the body will eventually decompose on its own until only its skeleton remains.
They are only truly killed by destroying the brain. A severed head will remain animated and aggressive until the brain is destroyed or eventually disintegrates from decomposition. Fire has little effect on Infected, other than possibly angering them further, and normally lethal things such as acid or electricity also do little to impede them. They can be paralyzed if their spinal cords are severed, though this does not kill them. even if their heads are severed from the bodies.