[centre][img]http://fontmeme.com/embed.php?text=The%20Last%20One%27s&name=zombiecontrol.ttf&size=100&style_color=630000[/img] [img]http://fontmeme.com/embed.php?text=New%20Age%20London&name=vorvolaka.ttf&size=30&style_color=630000[/img][/centre] [centre][url=https://www.youtube.com/watch?v=BJIhPE7JBJch]Roleplay Theme[/url][/centre] [hr] [centre][img]http://anglotopia.wpengine.netdna-cdn.com/wp-content/uploads/2011/12/57157929_manchester_apocalypse_wheel.jpg[/img][/centre] [hr] [color=007236][i][b] "The world wasn't exactly prepared for it, were they? No one expected anyone to have such a weapon with the destruction capabilities such as its own. Humanity had always been so idiotic in focusing on wiping out one another to notice how much harm they would do to themselves, as well as the 'enemy'. And now, the world seems to have fallen into tiny spectacles. Ashes of burnt cities and civilisations leave a foul stench in the once beautiful streets and buildings of the world. No one was fast enough to react, and no one was clever enough to prepare... The Year was 2018, when everything took a toll. It started out with the formation of terrorist cults, under the banner of once 'Great' examples such as themselves. They were the offspring of all worldwide anarchists, terrorists, heretics and traitors, hell-bent on causing a downfall in the mass produce of civilisation. They wanted the old world, the old humanity that once existed. Nothing technological was to be allowed. That was all but one however. At first, they seemed only a threat that special-operation groups could handle swiftly, letting them focus on the more 'Serious' matters of the once great collection of nations. Then, it all started in Sweden. A filmed message sent to U.N. Officials notified the slaughter of thousands of innocent men, women and children, both civilian and serviced. At that stage, the world was almost instantaneously put on high alert. No Full-scale operations held by military ministers could be set forward, as these threats were everywhere and not from a specific background. They were already within their countries, their boundaries. Nothing could've been done to drive them out completely. Within two days, recruitment centres went wild in every nation and impressive walls, aligned with other defences, were set up on the perimeters. It'd ensure that any threats couldn't get in, or if they already were, couldn't get out. Countries sent air-personnel, armoured divisions, naval commands and infantry to every other allied nation. Soon, every country was balanced with thousands and millions of soldiers, all set into their own individual assignment. The United Kingdom took the highest of alerts. British Prime Minister John Witts was sent threatening videos of executions by global terror-makers. On the Fifteenth day of March, the streets were almost completely full. Everywhere major had newly trained faces placed into constant defensive postures, waiting for the inevitable strike of evil and corruption. Little did anyone know, the storm incoming wasn't just bullets and low-key explosives...It was something far worse than anyone could've imagined. Controlled Missiles, each fitted with a rare substance, were fitted into launching positions, targeting thousands and millions of towns, cities and locations. The package of these warheads was 'Toxin-73', a newly formed makeshift bacterial toxin mutated during research aimed to be used as a killing blow to all technological users. They didn't care about the innocent lives they were going to use it against, or their own. They wanted the world to be cleansed of current-humanity's filth. Only the strong and worthy would survive, as the saying would commonly go. And on the Eighteenth day of March, the launch sequence was pressed. It only took an hour before everything almost fell silent. The missiles crippled buildings, tore up roads and caused mass-tremors throughout the lands of Earth. The toxin, combined into a gas-form, was injected into the fleeing people, killing them and retaking their own flesh. Animals were effected, people were effected...there was nothing that didn't take some sort of toll against the onslaught. The world had mostly perished, and a new age of life was about to be set free upon everything man had once created. Blackened, leathery skins grew upon those infected that time ago. Patches that looked similar to the Bubonic Plague's symptoms formed on the skins of dead humans. Soon, the once quiet streets became flooded with crowds of the reanimated. Animals became more violent and bloodthirsty, edging to feast upon the meats that were still lurking in their hiding spots. Deformities grew quickly. Rage grew in the minds of those 'infected' by said toxin. The mutated figures would feel compelled to kill those not already prey to their misfortune... The sky fell grey, yet the air didn't seem poisoned. The waters of which tourist ferries used to chug down were still clean, only empty of life. Buildings weren't completely torn apart, yet huge chunks of brick and hardened clay were ripped from their once beautiful places. Windows laid smashed, glass laying everywhere in the streets...Cars were burnt up, and most that weren't seemed almost useless with the majority of fuel being burnt up in the flames of that disastrous day. The city, as well as the rest of the world, had been laid to waste at the push of a single button. Oh, but humanity's story didn't end at this specific point, did it? Very few survivors emerged from the ashes of their once-beloved homes. Some died quickly after so, others not so much. Within the first two months of the outbreak and disaster, the smallest bands of people emerged in their own areas. Four makeshift camps, poorly defended and put together, scattered themselves around the entirety of the city. And that is where the story begins...The New Era - Chapter 1: Welcome to New-London."[/b][/i][/color] [hr] [centre][img]http://fontmeme.com/embed.php?text=The%20Scene&name=youngfrank.ttf&size=60&style_color=7A0C0C[/img][/centre] [hr] [color=gray] So, this is my new idea for a Apocalyptic scenario. Set, as you might've figured out at this point, in a extremely-near future London, as well as other local places within the United Kingdom, after a catastrophic case of [i]Unnatural Selection[/i]. Instead of the complete fall of the city to hordes of [i]Zombies[/i], I've decided to follow the route of both the [b]Metro[/b] and [b]Last of Us[/b] series in a way to alter the types of fallen creatures [Specific types are located in the Codex]. With both insane individuals that lurk amongst the shadows of the fallen city and the dangerous mutations of the past-world, every room in every building in every street is prone to conceal a dangerous end to the non-vigilant. It'll be focusing around a group who are used to maintain the current survivability of their Camp, being one of the four. Only five months after the disaster of Earth, and with access to supplies being filled with danger and death, the group will be little to nothing against their task. As for you, as well as me, the characters that'll be of main focus will be those caught up in the affairs of the Pre-End UK. More specifically, these'll be the civilians that were caught in mass numbers only days and weeks before the conundrum. There is a slimmer chance for those who'd of preferred to go along an Ex-Military path, if you'd kindly ask me [i][Note - This was originally going to be the main focus, but I've changed it to a more, hopefully, ideal character selection list][/i]. Many of these characters are capable of having some shifty and unique backgrounds. Some, for example, might've once lived a life of crime. Others might've been in danger of debt and homelessness. One might've been a successful businessman, only alive somehow due to their beloved patriotism towards the safety of their nation. Many of these characters would have never seen combat, yet had the time to be trained by their camp's Ex-Military individuals. This brings out the idea of fear, vulnerability and no understanding towards the current apocalyptic situation. Many of these people wouldn't be the strongest, most generic survivor that'd be expected in this sort of scenario, as many were simply civilians with a firearm. Those who weren't from the Military were just simple family-people, probably having the job as a Doctor, accountant, builder etc. More of these survived, with many of the Soldier's being in the streets, falling prone to the destruction of the city. A large mix in personality, background and perhaps relations between other characters would create a better atmosphere once in the RP.[/color] [hr] [centre][img]http://fontmeme.com/embed.php?text=The%20Codex&name=youngfrank.ttf&size=60&style_color=7A0C0C[/img][/centre] [hr] [color=gray] This'll be filled with the certain bits 'n' bobs that are needed to know, from types of Camps, to the dangers lurking out in London's streets. This can be updated upon request, because no doubt I'm prone to missing something out.[/color] [centre][hider=Codex] [hider=The Camps]In London, there are four individual camps that were quickly set up by those who managed to survive the flames. There were a few that refused to embark in these collective [i]communities[/i], many of which died off quickly. These were considered the only [i]Nations-within-the-Nation[/i]. Each one had their own rules, leaders, followers, types of communities and areas. Distance was put between these camps due to the constant fear of conflict within the destroyed world. All are poorly defended, only enough to hold off a small horde. Many of which don't see the dangers constantly, picking spots and setting up makeshift alerting systems to provide the safety the communities need. These are the Four Camps: [b][url=http://i.dailymail.co.uk/i/pix/2013/06/11/article-2339765-1A435D74000005DC-821_964x564.jpg]- Camp Buckingham:[/url][/b] As the name might suggest, this camp is located within Buckingham Palace's fences. During the catastrophe, the building took sufficient damage, having unexploded [i]Toxin-73[/i] warheads create holes within the walls. The fencing is moderately damaged, which is replaced with scavenged materials, such as Taxi-Doors, sandbag-linings and flagpoles. All the unexploded warheads were disposed of. This [i]camp[/i] is currently occupied vastly by the survivors of the apocalypse generally originating from Near-Military backgrounds. Many of those in the camp's defence line are recruits to the high-recruitment demand before the bombs fell. Those who were not in the camp, who generally make up the vast majority of the camp, were those that catered for their families, not wanting to live in the world of conflict. This camp has had the ability to gather weaponry from the Royal Guard's posts nearby, allowing them to be fitted with more Military graded gear. Current Leader of this Camp is [i][b]Louis Headworth[/b][/i], a former British Forces 1st Lieutenant. There are a few other Ex-Military personnel, who were enlisted as trainers and potential [i]Group[/i] leaders. This is the Camp the Characters of this story will be based from. [b][url=https://upload.wikimedia.org/wikipedia/commons/b/bc/Royal_London_Hospital_redevelopment.jpg]- Camp Apothecary:[/url][/b] Camp Apothecary got it's name mainly from its location and profession. This is a community mainly following the means of medication. Everyone within the camp has needed to go through basic medical knowledge, including rough military First Aid. Those wishing to continue this lifestyle take up more advanced practices, and medicate the defenders of the camp. It is located at the Royal London Hospital. The defences here are slightly more efficient, and those who defend have managed to gather heavy emplacement weapons to increase their chances of surviving the wasteland known as London. The current leader is Head Doctor [A Role handed out in the Camp] Sarah Varan. [b][url=https://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/Downing_Street_gates_-_DSC08100.JPG/640px-Downing_Street_gates_-_DSC08100.JPG]- Camp Prime:[/url][/b] Downing Street, the famous landmark for the Ex-Prime Minister. Here, a camp keen on advancing Humanity's rebirth lays. With high degree defences, larger options for space and a great deal of food, this camp is one of the best places in London to Offer. Guards are usually dressed in Pre-Disaster Police outfitting, as if reviving the tradition. As safe as they sound, they are highly strict and unforgiving. Few people get inside, and those who come to the front gates are usually shot down if asked to enter. The camp's speciality is technological reviving. They remake radios, allowing them to communicate with scavengers and others within their Camp. It is the only known camp to contain a working IT Suite, with 14 functional computers. With certain discoveries linking to Wireless Connections being linked back to Satellites, they have a Medium efficient internet service, which is usually used for further enhancements to their own gear. The current leader is Henry Stapleton. [b][url=http://www.bdonline.co.uk/Pictures/web/q/c/w/shutterstockNatural-History-Museum_we_634.jpg]- Camp History:[/url][/b] By far the biggest of the four camps, and generally the most violent, the Natural History Museum holds some of the more wide-spread individuals. They are keen on only surviving, and that goes for themselves and themselves only. The weaker one's that take up more medicine and food are usually exiled, and those inside are those who are needed. They have the largest number of those within their community, and hold their own selfishness dear to them. Usually shooting both the creatures and scavengers around for sport or training, they are some of the largest dangers that still exist from the Pre-World. Due to their huge use of ammo on entertainment, many scavengers are seen amongst the streets of London. They travel far, though many do not return due to their recklessness. An ideal danger for the city, and one that'll gladly kill others to get supplies first. To them, it's all about the fittest coming out on top. Their current leader is Gareth Letoman. [/hider] [hider=Toxin 73]Toxin 73 is the initial cause of the catastrophe. It is a bacterium micro-organism that has a high reproduction rate. The way it is spread is through, mainly, the mixing of blood with those newly infected. The toxin releases a substance that increases the chances of mutations within the host, which is the cause for many of the deformities and notable aspects of those who'd fallen prey to it. Unknown to its origin, it was used as part of the [i]Unnatural Selection Process[/i] to eliminate the world's evil by increasing terrorist groups before the disaster. If someone were to encounter a newly infected individual, large dosages of blood and vomit would be thrown up, either on cuts caused by bites, or through the mouth. If the individual doesn't drown from the blood and vomit, or die from having blood ripped out of their systems, within 2 minutes the Toxin will have spread around enough to [i]Turn[/i] the individual. There is no cure for this, as of known, with Camp Apothecary attempting to find a way. The only drug known to effect this Micro-organism is a type of antitoxin pill, which is low in production, which slows the process of infection by about 10 minutes. This allows the individual to have more of a better send off, allowing the comrades around to deal/get some distance from the infected body. A mutated, infected body [Usually a Month after infection] cannot spread the Toxin as efficiently, and has low risks in infection, but higher risks in killing. The Toxin also sends impulses to the host's brain, giving it that sense of life. These impulses are what drives them into killing, as if anger or rage.[/hider] [hider=The Creatures][b][url=http://undeadwalking.com/files/2015/11/burned-walker-walking-dead-season-5-zombies-are-totally-dangerous-and-disgusting-1-ever-notice-this-about-the-walking-dead-s-infected-jpeg-139616.jpg]- The Newborn:[/url][/b] [i]The Newborn[/i] is the nickname given to those who've only been infected by the Toxin for a few weeks or so. These have not yet overcome the full mutations that the Toxin gives. The skin usually flakes off, and blackens, making them looked burnt up. The pupils of the creature usually shrink, or grow intensely, and the sense of smell is usually boosted to hyperactive levels. Noises made from the Newborn are usually moans of pain, as it is said that there is still a minute bit of humanity left in the creature. Those who've been infected for a few days sometimes utter words of help, some for requests of death. Movement isn't fast for these, and usually is restricted to feet dragging or slow jogging. They have regular human strength, to some degree, and are incredibly dangerous in packs or hordes, even groups of 6+. [b][url=http://pre13.deviantart.net/412b/th/pre/f/2011/089/6/c/mutated_zombie_by_3dneksus-d3ctgfq.jpg]- The Leaper:[/url][/b] As the name suggests, the [i]Leaper[/i] uses the contracted legs to leap upon opponents. This is one the extremely common mutations that infected humans suffer from. As the skin seems to have fully decayed, with occasional organs hanging loose from the body, these are extremely deadly. As hideous as they are, one can bring a group of 4 down as a Solo Leaper. Noises coming from their mouths usually sound like clicks, or hissing low-key growls. They usually show up at around darker times, though are known for striking during the day. Sometimes, they use Newborns as their very own distraction, developing some sort of intelligence. They are the only known creature to have some sort of ability to Learn. [b][url=http://fc05.deviantart.net/fs50/f/2009/262/4/1/Mutant_dog_by_Anubiscomics.jpg]- The Mutt:[/url][/b] As it sounds like at first mentioning, the Mutt the basic model of Mutated Dog. Usually vicious, and definitely uncaring towards their own safety, these daredevil creatures are willing to do whatever it takes to get their dosage of a meal. Incredibly violent, and moderately in size, the Mutt will usually work alone. However, multiple areas of London have held homes to [i]Packs[/i], where they usually drag their meals, dead or alive, to. Mutts are sometimes known for fighting others from the same species, even Newborns and Leapers to some degrees, fighting for prey. [b][url=http://vignette4.wikia.nocookie.net/falloutfanon/images/e/e3/Mutant_zombie_goat_horse_by_renji7.jpg/revision/latest?cb=20110814125100]- The Stallion:[/url][/b] The Stallion is more of an unknown kind. They are usually quite rare, and pop out at the most random points in time. These creatures aren't incredibly violent, and aren't as bloodthirsty as the others. With a small stomach, the Stallion usually doesn't require food as often as you'd expect. Most of the only looks of these creatures have been shown in drawings by lucky survivors, or found nearly unfinished by the bloodstains of others. Their tactics are described to charge at the prey, taking as much fire as possible until it reaches the food. Once it has arrived, it uses the thick head to knock the prey to the ground, then trample it to death with the deformed hooves it bares. Very few have come across this once, let alone twice, and even fewer have survived them. [b][url=https://c1.staticflickr.com/7/6105/6235427004_1f14a7b7e1_b.jpg]- The Flocker:[/url][/b] These are probably the smallest of the kind, and one of the more strange. They don't usually attack survivors, but do occasionally feast upon one particular individual caught underneath their airspace. A Flocker is the mutation of a bird, usually crows, ravens and pigeons. Contempt on only controlling a small segment, usually a street or two, they don't spread their numbers out much, and sometimes die of hunger before even encountering a meal. They reproduce abnormally quick, and only attack those within their territory. The most violent scenario caused by these birds was when a Flock came across a group of 15 Scavengers...all that was left were some bloody boots and two legs, each from a different person.[/hider] [hider=Groups]A Group is like a Regiment for an Army, or a company for a workplace. It is the specific branch of role for each and every person still alive in London. Though camps sometimes have their own unique groups, most of them follow the same types. A Group usually consists of four to a hundred individuals [Only in rare cases]. [b]- The Management Group:[/b] The Management Group is usually where Three to Seven seniors from a camp run everything. They are primarily there for keeping order, giving orders and creating rules for their communities. Establishing plans for expansions, assigning tasks and making the vast majority of the Missions, they are usually consistent of four ranks [In order of Lowest to Highest]: Councillor, Lawman, Advisor and Leader. This Group is essential to the community's organisation. [b]- The Defence Group:[/b] By far the most important Group within Camps, these usually have the largest numbers. Consisting from around 30-90 individuals, they are trained to guard camps, posts, patrols and occasionally go with the Scavenging teams. Just because they are the most adaptive with weaponry doesn't make them the toughest, as nearly everyone is afraid of the world they are living in. Ranks go as such: Defender, Watchman, Emplacement Leader, Emplacement Planner, Emplacement Manager. This Group is essential to the community's safety. [b]- The Servicing Group:[/b] This is a collection of a few sub-groups, usually roaming around support for everyone in the Camp. This group has the most commoners within it, and usually contains cooks, medics, nurses, carers, repairmen etc. The group's size is constantly changing, as roles are rushed around and people convert to separate Groups. These Groups are essential to the community's sustainability. [b]- The Scavenging Group:[/b] One of the more suicidal groups, the Scavengers are almost forced to do their job. No one has ever willingly gone out, came back [If alive] and wanted to return to their job as soon as possible. Their job consists of usually retrieving needed items, food, materials, and even commit to Rescue [i]Operations[/i]. They see the worst of the apocalypse, and many die going out there. Their forced role may seem unfair and despicable, but it is a requirement, as the Camp's would fall if it weren't for their efforts and sacrifices. Each Scavenger Group has around four Collections. A Collection is about six teams of Scavengers, all usually taking different paths to cover more ground on [i]operations[/i]. The ranks usually go as: Scavenger [Which splits into many sub-roles], Medic, Team Leader, Collection Deputy and Collection Master. This Group is essential for the resource gathering and sustainability of the Community. [b]- The Individual Group:[/b] These aren't usually part of a Camp, and if they are they work on their own. Each individual usually goes about and camps in one specific high point, away from most dangers. Their role is to observe and apprehend. They usually act as the Camp's, or their own, lookouts, and spot incoming threats or ideal scavenging points. They provide cover, and can halt any small threats early [Or injure them]. Their commands usually outrank the other Groups, besides Management. Their job is almost suicidal, and can lead to death quickly. Only the greatest get this essential role. This [i]Group[/i] is essential for the Camp's Early Warning deployment and Scavenger trails. [/hider] [/hider][/centre] [hr] [centre][img]http://fontmeme.com/embed.php?text=The%20CS&name=youngfrank.ttf&size=60&style_color=7A0C0C[/img][/centre] [hr] The Character Sheet here is just a main guideline. As long as you fill out the essentials in clear detail, or at least enough to cover your character with a good view on them, you can edit the looks and sections as you wish. You can add your own segment if you also wish to. [centre][hider=CS Guideline] [code]Colour's can be decided as you go... [h3]Profile[/h3] [b]Name:[/b] [Put the Full Name here, any Nicknames can be put in the middle within Quotation Marks] [b]Picture:[/b] [img][/img] [It is almost essential to have this. If you cannot get yourself a picture, inform me of this before finishing the CS, then if I accept it, you must give a detailed description about the character] [b][sub]Quote[/sub][/b] [This isn't essential, but if you want to, add one. It can give a little assistance in understanding their personality] [b]Age:[/b] [Between 20-30. The Scavenger Teams, unless you wish to be apart of another Group, are usually Young Adults, due to speed and agility, as well as lesser chances of illnesses. However, if you wish to create a second, less important character, for any other group, with my permission, or to assist your original character, then they can exceed this age gap, as long as it isn't too young or too old with reason] [b]Gender:[/b] [b]Nationality:[/b] [hr] [b]Appearance:[/b] [To describe all that we need to know about that character. This must be very detailed if you cannot provide a picture to go with it.] [b]Personality:[/b] [Generic stuff. Try to make this unique, but similarities is accepted, of course.] [hr] [b]Group:[/b] [I would suspect it'd most likely be the Scav Group, but other groups are definitely welcomed to either participate, or even have a Individual get caught up in their antics.] [b]Role:[/b] [Be reasonable. I don't want any MASTER QUICKSCOPER or DEMOLITIONS EXPERT on here. These guys are still civilians, to some extent, and so they must have some reasonable role within the group. No one here is a complete badass, and even after 5 Months no one is capable of surviving this apocalypse.] [b]Rank:[/b] [If there's any Ranks that need questioning about, ask me. If you wanted a character with a Higher-than normal Rank within the Group, do ask me. These aren't Military Ranks, just nicknames for the more advanced roles within their Communities.] [b]General Equipment:[/b] [Be Reasonable. I don't want any unreasonable weapons within this, especially with attire. Weapons would mainly consist of British Weaponry, so either search up the sort of modern weaponry for the British Army, British Police Forces and Other stuff. Can't be too big, but can be too small. Melee weapons, again, reasonable ones, are accepted widely, and guns can be used, only with the fact that ammo isn't something you can just find everywhere. If anyone needs any firearm ideas, ask me. I do have a moderately good list of British Accepted weaponry that might be able to be in your Character's hands.] [hr] [b]Background:[/b] [Do detail this if you can. It can also be used to explain personality, and even some of the aspects of this Character.] [b]Strengths:[/b] [b]Weaknesses and Fears:[/b] [b]Affiliates:[/b] [As in who they might be Related to, who they might know, or be close to.] [hr] [b]Character Theme:[/b] [Totally Optional. Just something for the fun of it...Also it gives me new Music to listen to. You can have a maximum of two if you must.][/code] [/hider] [hr] [img]http://fontmeme.com/embed.php?text=The%20Rules&name=youngfrank.ttf&size=60&style_color=7A0C0C[/img] [hr] [color=gray] Here are some Basic Rules that you should follow when in and out of Roleplay. Keep in mind that this system runs off a two Strike/Three Strike system. You get 1 or 2 warnings, depending on the occasion, before you'll be evicted from the Roleplay. I hope to not have to come to that, but it is possible.[/color] [hider=The Rules][b]1.[/b] Listen to me, most importantly. What I say, goes. If you have anything you want to say that might clash with my decision, or you want to try and change it, civilly inform me of your idea. As long as it is reasonable [Apparently my most said word in this Thread], non-violent and polite, I'll take it into consideration. [b]2.[/b] Post Lengths need to be at least a paragraph. In this case, I'm going to say 5 Complex-Length Sentences at the minimum. This means we can at least have some detail, and can progress the RP. If you wish to collaborate with another Roleplayer, go for it. It means we can get conversations and encounters efficiently. It isn't a requirement, but it is an option. Make them in a Mid-High Casual Level of writing, which means grammatical skills which allow others to understand what you are going on about. Please try to use the correct punctuation too, it just frustrates me when I don't see the punctuation. [b]3.[/b] The OOC is not a Hunting Ground. If you wish to take a debate onwards, take it to the bloody Private Message. I've had to deal with numerous people arguing in the OOC constantly, making it both spammed and irrelevant. I know, some people don't get along, but it is worth keeping this place friendly and kind. If you have anything you want to report about another Roleplayer without confronting them yourselves, message me privately so I can deal with the situation in the best method I can think of. [b]4.[/b] Characters need to be realistic. I don't want to have complete badasses within this RP. That may disappoint many people, which I am somewhat apologetic for, I just want it to be more realistic. You cannot have people who are fully confident against something quite terrifying as the apocalypse. You can have somewhat situations where they might be brave, meaning everything isn't just in fear, but please...be somewhat realistic. It is more exciting if people are barely confident enough to confront an enemy, making some pretty spectacular running scenarios. [b]5.[/b] Any concerns, regarding going against these rules need to be told to me. Discussing it to yourselves about my performance as a GM isn't going to improve anything. Please, tell me in a civil manner if you disagree with any methods/ideas I'm putting forward. Improvement requires feedback. [b]6.[/b] Interactions between Characters is what makes a Roleplay. However, if things decide to get a bit too kink-tastic, do either numb it down or take it to the PM. Gotta follow those Roleplayer's Guild PG-13 Rules, am I right? This rule doesn't apply to foul language...British People are known to swear a lot. [b]7.[/b] Fun is an essential. Anyone who doesn't have fun dies. End of. [b]8.[/b] If you are going to be absent, please inform us if you can. If it will be for a while, please let someone use your character if they want to move things on. We can't have people waiting whilst we all continue. You'll rightfully have your character back when you return, obviously, but it'll also be handed over automatically if we do not hear from you in a while. Yes, this might be unfair because people have lives and stuff, but it stops us from halting the Roleplay. [b]9.[/b] If you are kicked out, you no longer have your character. We get to control him/her and everything they do, whether we decide to kill them off or have them stay by our side. Anyone who decides to leave will have to hand their character over. However, if they wish to have their character die or continue, they can tell me before you leave. Therefore, we can plan how your character can stay involved or die after you've departed. Makes for plot holes and stuff. [/hider] [color=gray]Alrighty Ho. This should be about it. If you have any concerns, do message or inform me. We are always open to New Roleplayers, and are willingly going to accept those who are interested at most points. If we no longer accept people, it will be informed in the Title. Anyways, to all those who've read this, thank you for wasting your time and I'll enjoy seeing you in the Apocalypse! - [i][b]LetMeDoStuff[/b][/i][/color] [/centre]