[centre][url=https://www.roleplayerguild.com/posts/4235992]<-Back to Roleplays->[/url][/centre] [centre][h1]The Clearing[/h1][/centre] [centre]Never made it out from the interest check due to me getting overwhelmed by the amount of roleplays I was juggling[/centre] [hr][hr] Patient Zero had been identified early on and was quickly contained. Doctors said it was a new genetic mutation of some sort, and that easily appeased the people. There was no reason to panic over it. While unsettlingly big, the growing tumour on the woman's temple didn't seem to affect her much. Her family said she was just as intelligent and charismatic as before the tumour. Eventually, she was released, and life seemed to continue as usual. However, more mutations started cropping up as time went on: people's skin changing colour, body parts growing out of nowhere, and complete personality shifts. Yet life carried on. None of it seemed especially dangerous. Personality shifts were managed with therapy, and the more physical mutations didn't pose any health problems. There were still people who wanted to know what caused these 'alterations' to occur. Researchers spent years analyzing the mutated volunteers' DNA, skin, and blood samples, but nothing seemed out of place. If anything was causing this, it was impossible to detect with existing medicine. Fifteen years later, the Creatures began crawling out of the sea. And out of forests. And from deep within the soil. Their repulsive and unsettling appearance injected fear into the population. The creature's strength and unnatural abilities didn't help the situation either. Their first kill was the beginning of the end. The attacks multiplied, and people raced to prepare themselves for the end times. Individuals abandoned their families not to be slowed down by them, crime rates increased pretty much overnight, and governments slowly began shutting down. However, the mutants were affected the worst of all—the mutations were slowly making them resemble the creatures. [hr] Ten years later, while searching for supplies, you found yourself in a forest clearing. It was peaceful and silent—the kind of silence that you never got to experience—or perhaps experienced decades ago. You ventured deeper into the clearing and waited. You knew something was coming. You don't know what, but it seemed significant. You heard the leaves rustle, and more people entered the clearing one by one. The civilization now: [hider=Cities] It isn't surprising that the civilization pretty much collapsed under the horrors of the so-called New World. However, smaller groups have persevered through the hardship and formed new lives for themselves. Big cities now rely on electricity to survive. The apocalypse gave them a reason to develop new technologies to ensure their survival. City dwellers have access to advanced technology and weaponry not found anywhere else. However, being surrounded by flashing lights and humming machinery makes them less concerned about the horrors outside the city walls. The cities are a utopia that shelters their citizens. Yet, the willful ignorance might lead to oversights with dangerous consequences. [/hider] [hider=Smaller Groups] Smaller groups have the strength of community on their side. Everyone knows each other, and they have forged bonds that will be hard to break. While not as advanced as the city-dwellers, these factions have learned how to defend against and attack the creatures. They are also less reliant on technology, preferring to stick to the older ways of survival (meaning anything made before the New World). [/hider] [Hider=Nomads] Some groups prefer not to settle down and instead wander the ruined world. These range from large groups of friends to lone wolves, who don't want anyone to rely on them. They can survive in harsh conditions and have learned to survive by using whatever they find on their travels. [/hider] [hider=Mutants] Finding mutants settled down with the rest of the population is uncommon but not impossible. They can most commonly be found in small nomadic groups of fellow mutants or wandering the wastelands alone. Their deaths are often caused by being forced out of their homes by fearful non-mutants or their mutation spreading too far, effectively turning them into creatures. [/hider] [hr] That's the basic premise of this RP. The main focus will be on the characters and how they deal with survival, although some mystery and horror elements will be thrown in. The characters can be both mutants and non-mutants from any of the groups listed above. [hider=Additional Information] At the early stages of the mutation, the mutants are humanoid. Only in the later stages of the transformation do their bodies stop looking human. Three types of creatures are planned (sea creatures, earth creatures, and sky creatures). They also vary in appearance and size. The size will affect how powerful their powers are but won't change what they can do. The smaller creatures can be defeated by bludgeoning or other physical means, but the more giant beings will require different methods. They are still a work in progress, but here are some of their abilities/physical features: [Hider=Sea creatures] [List] [*] Have tentacles [*] Hypnotism [*] Incredible agility [/list] [/hider] [Hider=Earth creatures] [List] [*] Superior strength (larger creatures only) [*] Ability to regenerate lost body parts or create new ones [*] Venomous to touch (smaller creatures only) [*] Can reshape their body at will. [/list] [/hider] [Hider=Sky creatures] [List] [*] They are invisible to the human eye [*] They can manipulate sound waves [*] They can float and make themselves intangible [/list] [/hider] [/hider]