The Wall {1/6}

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Faodaile

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Original poster
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The rules of survival never change.
You live, you breathe, you struggle. That is survival.

{ Character Depository Thread }

{ IC Roleplay Thread }
{ OOC Chat }
OOC Rules:
↠ Don't be rude OOC. This means no fueds!
↠ At least 500 words per post. There can be exceptions to this, but no one liners, etc.!
↠ Keep character/character combat to a minimum to prevent arguments.
↠ No reserving abilities. If you want one specifically, post a form before anyone else does!
↠ We will keep to a strict post pattern. If someone does not post within 24 hours of the last post, the next designated person may post.
The only exception to this rule is if two/three characters have split off from the main group and are alone. In that situation, you may post whenever you please.
↠ All characters must be human (save for their abilities- see below). And race/gender acceptable! (There should be roughly 3 males and 3 females, however. Just to keep things balanced out!)
↠ Most importantly... Have fun!

Application:
↠ Make sure that you have read the OOC rules and lore (below), first off!
↠ Fill this form out and post it below (keep in mind that, if more than 6 people apply, I will pick and chose who I think is best suited for the thread. I may be lenient and allow a few extra people, but we will see!)
{image of character}
Name:
Age:
Gender:
Personality:
Special Ability:
Appearance: (Images acceptable along w/ description.)
Backstory:
Memento:

Lore:
Six people have been chosen, unbeknownst to them, to participate in a scientific experiment in the year 2020. Society as we know it today has continued, with advanced technology being quite prevalent in peoples' every day lives.
A group of scientists and psychologists associated with the United States government have set up a secluded walled off 'arena' and have chosen six people by random to be placed into the twelve square mile region. Their memories from the hours and days before their capture have been wiped, and they have been left in various places within the arena to find one another.
Their actions as individuals and as a group will determine how they survive; or if they do at all.
You may design your character with whatever physical and mental traits that you might desire, so long as they all occur in the real world.

Each character may also have one special physical 'ability'.' These have been implanted in them by the scientists preforming the experiment. Keep in mind that your character will not know how to use this ability until they discover it themselves through roleplay!


A list of the six abilities that you may chose from are here: keep in mind that if one trait is already chosen and has been marked with {TAKEN}, you may NOT use that trait for your character. Each trait also determines where your character will wake up in relation to the others, so read carefully!

↠ Night vision. Occurs in a period of time from dusk until dawn, though causes severe headaches on occasion. It does not work in the hours of light during the day or in general dark spaces; it must be under the moon. Will awaken in a cave not far north from the lake.
↠ Bouts of sueprhuman strength: These may last 15-20 seconds, though exhaustion is common after this ability is used. It comes out in moments of highs stress. Will awaken in a small forested area West of the Lake.
↠ Teleportation {TAKEN}: This may be used once per in character day by the user. They may only teleport up to twenty feet. Will awaken just beside the wall south of the lake.
↠ Waterbreathing: This may be used by your character whenever they are trapped underwater or voluntarily dive into a body of water at least 6 feet deep. They will have 'gills' on either side of their neck to allow this process to occur and will feel extreme exhaustion after about five minutes under water, putting them at a risk of falling unconscious and drowning. Will awaken on the shore of the lake.
↠ Pathfinding: Your character can track someone or something for up to two miles. This is the only ability without side effects. Will awaken East of the lake.
↠ Telekinesis: A character is able to manipulate matter and move something under ten pounds for up to twenty feet with their mind. Exhaustion is common after each use, and more than three uses in one day can spur extreme exhaustion and in some cases even death. Will awaken South of the Lake by the stream.

The Wall:
Virtually impenetrable by any device that your character has or could make using the resources within the Walls. Made of a special kind of steel that deflects energy back onto whatever hits it. At least 200 feet tall. It also provides a small zap of electricity to any that try to touch it.

The Map:

Roughly twelve square miles of harsh terrain greets your characters when they awaken.
In the center of the map is a lake. North are heavily mountainous areas and a deep cave that will require light (or night vision) to enter. To the East is a deep valley surrounded by large hills and jagged cliffs. To the Southeast is a stram leading down from the lake that leads to a small pond where fish live. To the south is forested area. To the Southwest are large cliffs that loom over the forests that lie to the west. Northwest from there lie strange ruins that have yet to be explored.

Supplies:

Various supplies are scattered around the map. They include 6 weapons, all hidden in secret areas. Exploration will prompt finding them! Each ability is associated with being able to find each weapon:
↠ A sword with deadly poison laced on its edge. Located at the very back of the one cave north of the lake. A stone set in the hilt glows. (Night vision.)
↠ A steel spear (laced with a paralyzing poison as well. Whoever is hit with it will be paralyzed for up to three minutes, however they will not die). Located at the bottom of the lake. The steel tip glows under the water. (Water breathing.)
↠ A hunting knife made for skinning animals. Within it is an embedded tracker that guides the knife to whatever place the thrower wishes it to go. Extremely handy for throwing. Located under a pile of leaves north of where the parthfinder awakens and coated with an odd-smelling wax to promote finding it. (Pathfinder.)
↠ A bow. Under a large log just north of where the subject awakens that can only be lifted by one person. Beside it is a quiver containing 12 arrows that break upon impact with anything (be it animal, human, etc.) (Superhuman strength.)
↠ A pistol with three bullets in the chamber. Located on a ledge above where the teleporter awakens, about twenty feet off the ground (as far as teleportation is possible.)
↠ A set of six small throwing knives. 5 are located beside the Telekentic when they awaken. One is located embedded an inch into their side. It is not a deadly wound, however it will greatly affect their ability to function. (Telekinesis.)

Each player also awakens with a supply pack beside them. Inside each are:

↠ An empty water skin.
↠ A pack of crackers.
↠ 10 feet of rope.
↠ A light jacket.
↠ A strange stone about an inch across each way that glows a bright electric blue color.
↠ A memento of their past. This can be anything from a locket to a strip of fabric, but weapons are not included.

Goals:
The group has several pre-established group 'goals' to guide our roleplay.
↠ Build a camp.
↠ Find food.
↠ Find a way to purify their water.
↠ Find out what the blue stones do.

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Tobi Danvers

"There's always a will and we will find a way."


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Age:
20
Gender:
Female

Appearance:

Brown skin, dark hair.
5'5
130 lb
Slim, athletic build

Personality:
Tobi's main outlook is to look on the bright side. She has an hopeful attitude even when situations get harsh and people spirits fall, only wanting to make the best out of a situation. She's always been the "goody-two shoes", always kept her chin up, and rarely ever loses her determination nor confidence especially if it's meant to help herself and the people around her. Tobi is a bright, smart young woman yet due to her good heart blinding her, she can be very gullible and trust people even if she knows little about the person.

Special Ability:
Water Breathing

Backstory:
Tobi grew up in a typical upper middle-class home, studied at an expensive school, and was the average student. Easily getting along with the people she met, happily took many extra curricular classes while being able to hold up grades. With her parents wealth, she got almost everything she wanted, and with her grades she could've got into almost any school she wanted. Tobi loved having a normal life, good relations, and wanted it to continued to be that way. In her mind: she was a typical princess who cared and wanted to help others.

Memento:
Tobi has never struggled nor was ever desperate so clearly this will be a downfall to her trying to survive. It is a clear sign that she had things given to her but that never changed her view on having to work to get what she needed and is willing to learn as she survives, no matter how hard it will be. If she comes off snobbish or cliche rich girl, she doesn't intend to. Few of her EC's was track, baseball, as well gymnastics are the reasons for her athletic build and her patience to learn.


((kinda wheezing because feel like this CS is shit. Tell me if there are any issues so i can make it better...also tryna branch out when it comes to my characters. (Usually they're rude and a criminal sort.)))