Hello and welcome to the Wasted Earth RP I hope you enjoy yourself.
-Story-
In 2015, a terrorist organization gained access to a powerful bio weapon that had been engineered by the Indian government. They unleashed it on most of the world. It was then that they discovered what it was capable of. Many died but many more were transformed into horrible creatures from a nightmare. Despite the best efforts of the military, they got out of control and infested almost every place on Earth.
Now, years later in 2042, small fragments of civilization cling onto life. Whether scrap villages in the desert or towns constructed in high rise offices, these towns are all that remain. Now, for your story. Are you from a stronghold, scavenging to survive? Perhaps a bandit, ambushing the weak and preying on the helpless. Maybe you're just alone in the big, big world. Whoever you are one goal will linger in your mind. Australia. Rumor has it that this land survived the apocalypse and that live goes on there. Are the rumors true? Only one way to find out...
-Setting-
This RP is set in North America. Most cities were prime targets and are either covered in toxins or destroyed. Small towns and scrap villages are the safest places. Moving through the cities safely requires use of underground metros, due to all of the gas on the surface.
-Hazards-
Zombies
While not spreading infection through bite, zombies are dangerous none the less. They come in several varieties, each more deadly than the last.
Walker- These are your run of the mill zombies. They shuffle slowly in packs and are attracted to noise. Their main weapons are their claws and their bite. A wound inflicted from a zombie won't infect you on it's own, but will leave you more open to the toxic clouds, as well as having a high chance of bacterial infection if not treated.
Runner- The same as a walker, except they run. That's it.
Butcher- These zombies move at the speed of a walker, but now how to use melee weapons as well.
More zombies will be added as the story progresses.
Toxic Clouds
In some areas, the bio weapon has lingered, causing clouds of toxic gas. While invisible, it is possible to tell if you are in a gas cloud by a feeling of nausea and general dizziness. The gas is absorbed through the pores and open wounds will increase chance of infection. Lingering in these areas too long will cause you to either die or become a zombie.
Raiders and Bandits
When society collapsed, several turned to pillaging and killing to stay alive. They kill indiscriminately and are to be avoided or killed.
-Factions-
Stronghold Dwellers: These people live in strongholds, clinging to whatever life they have left. (Pros of this faction: You get protection by being in a building and supplies are provided by others in the stronghold. Cons: You have to go out and scavenge to help the stronghold. Raiders may attack.
Bandit: Living out on the road and ambushing passers by, bandits have a life of crime, praying on highways and trade routes between strongholds. They tend to steal more than kill, however they won't hesitate if their prey resists. (Pros: Easy access to supplies. Cons: Even other raiders want to stab you in the back.)
Raider: A more dangerous bandit, they will actively look for prey, rather than waiting for an ambush. They often form packs and attack strongholds. (Pros: Even easier access to supplies. Cons: Very dangerous profession. )
Mercenary: Whether escorting travelers, clearing bandit nests or scavenging, mercenaries are the neutral force of the wasteland. Their honour is bound by money and they respond only to cash. Mercenaries do everything, as long as they get paid for it. (Pros: High Reward. Cons: High Risk. )
Travelers: While not an organized faction, travelers are still a force in the wasteland, albeit an unorganized one. People not belonging to a faction are generally categorized as this.
-Rules-
1. No godmodding
2. No power playing, let others respond to your actions.
3. No killing other peoples characters unless they allow it.
4. Most weapons will have been scavenged by raiders or the strongholds. So no finding a minigun in your grandma's attic.
5. Put the following into your app somewhere to prove you read the rules: (There is a seal. It has food. This makes me happy! )
6. Yes, you can be a raider or bandit.
7. Try to keep some realism to your eating, drinking and sleeping habits.
8. OOC posts in the IC thread go like (( this )). Thoughts go in italics.
9. You may be banned for breaking these rules. You will receive a warning, then your character will be killed and you may not make another for a week. Then, you will be banned altogether.
-App-
Name:
Age:
Personality: (What the character acts like.)
Appearance: (What the character looks like.)
Skills:
Faction:
Bio: (The characters history. )
Starting Equipment: (Keep it basic, limit of ten items.)
-Accepted Players-
WaveJones:
Name: Wayne "Wave" Jones
Age: 12
Personality: Imaginative. Well-Trained with Weapons.
Appearance: Dark Skin, Red Hoodie, Black Jeans, Maroon Sneakers.
Faction: Stronghold Dwellers
Bio: Born on February 12, 2030, in Austin, Texas. His Parents passed away 2 months after he was born. He was grown up by himself. He is aware of anything. He always carries his Baseball Bat all around the country. Dwelling around the Strongholds he can find. Trying to get a better future. And he always goes to the beach. There is a seal. It has food. This makes me happy!
Starting Equipment: Baseball Bat. The Map of Each Country on USA. A Small Hatchet. A Small Spade. Toxic Mask. A Small Backpack
Houndmaster:
Name: Kyra Ross
Age: 27
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
Name: Wayne "Wave" Jones Age: 12 Personality: Imaginative. Well-Trained with Weapons. Appearance: Dark Skin, Red Hoodie, Black Jeans, Maroon Sneakers. Faction: Stronghold Dwellers Bio: Born on February 12, 2030, in Austin, Texas. His Parents passed away 2 months after he was born. He was grown up by himself. He is aware of anything. He always carries his Baseball Bat all around the country. Dwelling around the Strongholds he can find. Trying to get a better future. And he always goes to the beach. There is a seal. It has food. This makes me happy! Starting Equipment: Baseball Bat. The Map of Each Country on USA. A Small Hatchet. A Small Spade. Toxic Mask. A Small Backpack
Name: Wayne "Wave" Jones Age: 12 Personality: Imaginative. Well-Trained with Weapons. Appearance: Dark Skin, Red Hoodie, Black Jeans, Maroon Sneakers. Faction: Stronghold Dwellers Bio: Born on February 12, 2040, in Austin, Texas. His Parents passed away 2 months after he was born. He was grown up by himself. He is aware of anything. He always carries his Baseball Bat all around the country. Dwelling around the Strongholds he can find. Trying to get a better future. Starting Equipment: Baseball Bat. The Map of Each Country on USA. A Small Hatchet. A Small Spade. Toxic Mask.
You missed something. Read the rules.
Rollback Post to RevisionRollBack
"Guns make you stupid, better to fight your wars with duct tape; duct tape makes you smart" -Michael Westen.
Kewl RP you have here. Mind if I join?
There is a seal. It has food. This makes me happy.
Name: Kyra Ross
Age: 27
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
Name: Kyra Ross
Age:
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
What's The Age? Anyways, i think you need to look more in the rules.
Kewl RP you have here. Mind if I join?
There is a seal. It has food. This makes me happy.
Name: Kyra Ross
Age: 27
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
There is a seal. It has food. This makes me happy!
Name: Blaze Kurger Age: 16 Personality: Stubborn, acts before he speaks. Likes to taunt people. He is confident, and is clever, but he always thinks his plan will work, even if it blatantly wont. He will protect those who are close to him, but will leave others at the enemies mercy. Appearance: Light blue eyes. Blonde, messy hair. average length. He is of average height of a 16 year old, but is very lean. He is very nimble, but is weak. His normal armor that he wears is a bit like the power armor from fallout, but looks more homemade. It is made of pieces of various metals that have been hastily soldered together, so it is very patchy. His helmet has a rectangle visor that go from the end of his left eye to his right eye. It can come of from the armor seperately. He has a scar down from his right shoulder blade to his right wrist. Skills: Swordplay, Charismatic Persuasion, Fair trading, decent knowledge, terrible memory, fear of birds, knows how to cook zombie meat and not get ill. Faction: Mercenary Bio: Born in all the trouble of the infection, his mum and dad lived as mercenaries. They had their own rooms in loads of settlements, and his dad made money off of selling purified zombie meat. It was a successful life, albeit dangerous, as there were many close calls. One day his dad got attacked by a group of raiders who survived a recent raider nest wipe, which his dad as well as a group of stronghold dwellers. He got killed, but Blaze and his mother escaped to a stronghold, where he was raised up from the age of 2 as a stronghold dweller. It seems the Merc blood ran through him, as he was an excellent swordsman. At the age of 14, he decided to do jobs for whoever had the money, but stayed in a stronghold with his mother. He brings in good money, all because of his father. He got his most recent and only scar in a battle against 3 other raiders, where a horde of butchers appeared and attacked the battle. He was the only escapee. He currently resides in London, and plans to get to Australia by going through the eurotrain tunnel, across Europe and to get a boat from south africa to Australia. Starting Equipment: His armor, His two shortswords (They are steel, with black highlights through the middle of the blade. The hilts are red and have leather grips), 2 cans of lemonade, 3 cans of baked beans, a bottle of water and his backpack.
Both accepted
Rollback Post to RevisionRollBack
"Guns make you stupid, better to fight your wars with duct tape; duct tape makes you smart" -Michael Westen.
Personality: Imaginative. Well-Trained with Weapons.
Appearance: Dark Skin, Red Hoodie, Black Jeans, Maroon Sneakers.
Faction: Stronghold Dwellers
Bio: Born on February 12, 2030, in Austin, Texas. His Parents passed away 2 months after he was born. He was grown up by himself. He is aware of anything. He always carries his Baseball Bat all around the country. Dwelling around the Strongholds he can find. Trying to get a better future. And he always goes to the beach. There is a seal. It has food. This makes me happy!
Starting Equipment: Baseball Bat. The Map of Each Country on USA. A Small Hatchet. A Small Spade. Toxic Mask. A Small Backpack
Houndmaster:
Age: 27
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
I want to be in this RP. I NEED to be in this RP)You don't have to use brackets. This will become the OOC if it gets popular enough. May as well make the app now.
Working on it now.Ok, the OP now includes a list of factions and an application.
Age: 12
Personality: Imaginative. Well-Trained with Weapons.
Appearance: Dark Skin, Red Hoodie, Black Jeans, Maroon Sneakers.
Faction: Stronghold Dwellers
Bio: Born on February 12, 2030, in Austin, Texas. His Parents passed away 2 months after he was born. He was grown up by himself. He is aware of anything. He always carries his Baseball Bat all around the country. Dwelling around the Strongholds he can find. Trying to get a better future. And he always goes to the beach. There is a seal. It has food. This makes me happy!
Starting Equipment: Baseball Bat. The Map of Each Country on USA. A Small Hatchet. A Small Spade. Toxic Mask. A Small Backpack
You missed something. Read the rules.
There is a seal. It has food. This makes me happy.
Name: Kyra Ross
Age: 27
Personality: To her, fate means nothing. Death means nothing. Promises, money and honor are the only things she treasures. Screw with her cash? You're dead. Her promises? Six feet under. Her honor? You'll be wishing for death when she's done.
Appearance: 5'9, at about 130 pounds she's pretty skinny. Between her light brown skin, perceptive sky-blue eyes, numerous scars and liquid soaked clothing, she's obviously been in a fight or two. To the power of ten. Her carbine is in a large holster on her right upper thigh, and her shield is generally on her arm.
Skills: Marksmanship (increased accuracy with rifles and carbines), Mercenary's Intuition (Increased chance of locating enemy combatants, Urban Shadow (better at hiding in ruins)
Faction: Mercenary
Bio: Kyra was born into the family business. No doubt about that. From before she could read she was shooting rifles and pistols with pa, learning which plants 'll kill and which 'll heal from ma, and being educated on hiding, courtesy uncle Hatcher.
And then she turned eighteen, and found out about the marriage her family had lined up with some jackass Raider king type figure. She's shunted with not a penny to her name, and decides to do what she does best. And if that happens to be a hired gun, so be it.
Starting Equipment: 1 mostly empty back pack, 10 days trail rations, 1 hood shield(metal oval cut from a Cadillac. A bit taller and wider than her chest is), basic improvised revolver carbine, steak knife, gas mask.
What's The Age? Anyways, i think you need to look more in the rules.
Both accepted
Also, I've revised the setting. Everyone starts in North America. So, Hoopy will have to change his location.