Hey! I know I'm like, nearly a month late, but here is the apocalypse RP I promised you guys! (*dodges objects being thrown by angry SAMBers*) It's in time for Halloween, too! I swear I didn't plan it, I just finally decided "Hey Silver, you should work on that RP you promised the SAMB a while back." Heh. I'm kinda sorry. *throws apology candy and flees*
It wasn't supposed to be created. It was supposed to be a cure. When scientists attempted making a cure for some disease or another, it went wrong. Anything that it infected turned into a mindless creature, a savage creature. Whoever caught it lost their humanity - all they knew was to hunt. Hunt the different ones.
The "Zombie" Levels -
Level One - Rather easy to defeat, weak, not very smart, work alone, mainly scratch and bite.
Level Two - Slightly harder to defeat, average strength, can work in teams, mainly scratch and bite.
Level Three - Hard to defeat, average strength, can work in teams and use weapons.
Level Four - Practically legendary, very hard to defeat, slightly higher strength, can work in teams, use weapons, and are extremely cunning.
Level Five - A secret for later.
It's been a year since civilization collapsed in the face of the disaese. But we're some of the few who haven't caught the disease. We've grouped up into a clan/tribe/pack, after taking over a local supermarket, and organized according to jobs. Each of the paths and subpaths have leaders (or coleaders)
Path One - Science Path. The two different paths are attempting to find a cure or vaccine against the disease. They don't interact much.
Sub-Path One: Logical Science. These guys are doing research, and being logical about their work. They also are trying to recreate different medicines to help heal wounds faster or take away pain. Their current goals are to create a vaccine and recreate over-the-counter medicines.
Sub-Path Two: Mad Science. These guys perform dangerous experiments, and test anything and everything. They are sworn to secrecy about their work. Currently, they are attempting to cure the infection.
Path Two - Defense Path. The two paths are keeping the store and the inhabitants safe.
Sub-Path One: Watchers. These guys keep watch on the store, making sure no crazies (the infected) get in. They are also sent with the Hunter-Gatherers and the Raiders, to watch for possible attackers. Sounds boring, but it's one of the most important jobs.
Sub-Path Two: Fighters. These guys see the most action, and are in the most danger. They actually fight the zombies, and neighboring tribes attempting to steal their base/food/people/whatever. A few of them are sent with the Hunter-Gatherers and Raiders in case of attack. It's probably the most dangerous. When not fighting/off duty, they often work as part of the Supplier path.
Path Three - Medic Path. The two paths that make sure everyone heals properly and keeps them healthy as they can be. They work closely with Logical Science, Fighters, and Raiders paths.
Sub-Path One: Wounds. These are the ones that bandage wounds, supply painkiller, set broken bones, etc.
Sub-Path Two: Diseases. These are the ones who take care of wound infections, colds, sore throats, allergies, the flu, etc.
Path Four - Supplier Path. Keeping track of and gathering new supplies. The four paths actively manage everything related to food and materials in the building.
Sub-Path One: Hunter-Gatherer. These guys go out into the wild, foraging for berries, plants, and hunting game animals. That's really all.
Sub-Path Two: Gardner. They work up on the building's roof, and take care of plants that they hand-planted up there. During the winter, they work as Trackers or Hunter-Gatherers.
Sub-Path Three: Raider. Second most dangerous job. These guys go out and raid buildings for supplies. They can be attacked by zombies on the way, ambushed by other tribes/packs/clans/gangs at the site or walking back.. They work closely with the Fighter group, and, if not needed for a raid, work as Fighters.
Sub-Path Four: Tracker. These guys have their hands full. They watch the food, making sure no one steals any, run calculations and figure out what they need. Twelve of them also make up the council members. They listen to complaints from the other paths. They practically run the place, and help the leader in diplomatic missions.
Overall Leader (Elected every full moon) (can stay the same for several moons/months) - Open
Council Members (12) - Open
Science Path Leader - Open
Logical Science (Co)Leader - Open
Crazy Science Co-Leaders - TAKEN
Defense Path Leader - Open
Watchers (Co)Leader - Open
Fighters (Co)Leader - Open
Medic Path Leader - Open
Wounds (Co)Leader - Taken
Diseases (Co)Leader - Open
Supplier Path Leader - Open
Hunter-Gatherer (Co)Leader - Open
Gardner (Co)Leader - Open
Raider (Co)Leader - Open
Tracker (Co)Leader - Open
Alright. Lots of information. Here, take some rules on top of it all.
No being OP.
No being a Mary/Gary Sue.
You can either have one path leader spot, or two sub-path leader spots.
Put your favorite candy in the other section so I know you read this.
Please fill out the entire form.
If I see "In POV" in your personality section, I will not accept you.
Don't control other characters majorly. And don't make them OOC (out of character).
Shipping is encouraged.
Try to balance the genders. At least try.
By joining this RP, you subject your characters to plot twists and possible death. Please don't scream at me for whatever happens to them.
Saves last for three days max.
No superpowers or godmodding.
I'll allow a few pets.
I can add onto these rules if needbe.
PS - The "zombies" are referred to as crazies.
Okay. Good, that's over with. *shoves forms in face*
Job (If you are a path leader, it goes here. Or just put your path.):
Aaaand my forms.
Looks: Long dirty blond hair in a tangled mess of a ponytail. She has pale skin, as though she hasn't seen the light of day in ages. She has bright grass green eyes, but they often has bags under them, as though she hasn't slept in a while. She often has bruises from running into things. She's rather thin, as though she doesn't eat.
Clothing: A worn black turtleneck and dark grey sweatpants. She will also occasionally be seen wearing a bright white lab coat. She wears dark grey running shoes and a pair of wirey brown glasses on the end of her nose.
Job (If you are a path leader, it goes here. Or just put your path.): Mad Science Co-Leader
Personality: Eve is bright, perky, cheerful, and a tad bit on the insane side. She's very creative and also very weird. She's willing to try any expirement, and always has some sort of energy around her, like she's running on pure excitment. She will often get sidetracked by her experiments and forget to sleep or eat for days. In her hurry, she tends to run into things. She's impulsive and doesn't always think ahead, but her out-of-the-box thinking and willingness got her the position as co-leader of the mad science path.
Skills: She's very good at making notes, taking care of the subjects of her experiments, good at guessing feelings, good at coming up with completely harebrained schemes and expirements.
Weaknesses: Impulsive, easily sidetracked, clumsy, forgetful, secretive.
Family: Mother (Maria, a crazy), Father (Jacob, status unknown), Sister (younger, Isabella, status unknown), sister (older, Dawn, alive, Gardner).
Other: Sour Patch Kids.
Looks: Short, choppy black hair (it end just under her ears), no bangs. She's got a medium skin tone and a muscular build. She has a few scars on her shoulder from fights before joining the group. She's about average height, with very sharp features.
Clothing: She wears a forest green t-shirt fraying at the bottom with a few tears, and black sweat pants with a few rips. She has a dark brown bomber jacket she refuses to leave behind, and a pair of small, black rectangle-shaped glasses. She wears dark brown combat boots and thick socks.
Job (If you are a path leader, it goes here. Or just put your path.): Wounds Leader/Co-Leader
Personality: Monika is rough and tough, seemingly hardened by a post-apocolyptic world. She's stubborn and cold. She isn't sympathetic, and has a "deal with it" type attitude. She's blunt and straightforward, and a bit hard-headed. She seems a lot happier when she's with Twix, and plays with him and actually smiles. Otherwise she just has a pokerface and doesn't really show emotion. She's harsh on others and herself. Monika is quick to the fight, and sometimes doesn't think things through. She's stubborn and won't often back down. She's a bit reckless in close combat because she's used to being a sniper. Monika doesn't complain, even if she's in pain, so she might be horribly sick, but won't tell anyone, bearing through it until she collapses.
Skills: Hiding anything she considers a weakness, using a gun, first aid, battlefield medicine, working with animals.
Weaknesses: Doesn't show emotion often, bears through pain until she collapses, reckless in close combat, closed off/isolated, unsympathetic, militaristic.
Family: Father (Gilbert, status unknown), Mother (Crow, deceased), Pet Dog (Twix, living, with Monika).
Other: Sour Patch Kids. She owns Twix, a playful german shepherd dog, who is also a trained hunter. She allows the hunter-gatherers to take him out occasionally (under the threat of death if he comes back injured). She was on her own the first 8 months before finding her way to the store with Twix.
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ALEX (Silver/Eevee) Lunice-Ignorè-Argentum-Moonhaven