Base 6D2
The year is 2149, the world is a barren wasteland. In 2140, scientists tried to find a cure for the terminal diseases that still plagued humanity. A freak accident caused one science base to create 3 creatures, all equally terrifying. They eventually wiped out most of humanity, those who weren’t wiped out created bases that worked as shelters for the people. Only one remains today, as far as anyone knows. Base 6D2, some call it Utopia. Base 6D2 was the only base to figure out a system to keep everyone alive and protected. Now, they work in factions that all work towards the preservation of humanity.
IC:
Factions:
- Soldier | +
The Soldier faction looks out for the people. They hold the perimeter and go out with any members of other factions that need to leave the base. They receive extra survival and combat training and are allowed to carry multiple guns. (As long as they've been trained)
- Science & Medicine | +
Science and Medicine keeps track of how the world is changing, what is safe and unsafe, how to cure new wounds inflicted by the creatures and creating tonics for the Scavengers.
- Technician | +
The technicians build and repair things for the Base. They work closely with the Scavengers, often giving them lists of items they need.
- Scavenger | +
The Scavengers go out into the world, normally in pairs, to pick up anything that may be of use to the Base. They can take work from any other factions, or work on their own projects as long as they’re approved by the Law faction. The Scavengers receive extra training in survival and combat and are allowed to carry one extra weapon along with a handgun. It is advised that a silent weapon is carried, such as a bow and arrow or throwing knives, to avoid attracting the creatures with loud noises.
- Archive | +
The Archive faction oversee keeping the worlds history in order. They also add new files as new events happen, ensuring to keep record of the dark times as well as remembering the good times.
- Law | +
The Law faction ensure everyone lives under the same rules. They oversee the whole base and make the big decisions.
Each child between the ages of 14 - 21 are educated in the faction of their choice. Along with this, every student from the age of 16 is taught how to use a handgun, survive in the outside world and basic combat. Students are allowed a 3 month grace period, where they may change faction should they decide they've picked incorrectly.
Anyone from a faction can work on their own project, (or team up with members of the other factions) as long as:
1. It benefits the Base
2. It isn't a waste of resources
3. It's approved by the Law faction
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Rules:
- Alpha rules apply
- Posting Minimum: Once a week
- OC's only
- You can have as many characters as you feel you can handle.
- You may play a faction leader as an additional character
- Our characters will be young adults, learning the way of whichever faction they have picked.
Rooms and Base 6D2:
Everyone has a room like a pod, with a bed, bedside table and whatever else they would like to personalise their room with. Remember, most pods are underground, so the view is of inside of the base (such as the canteen, or study area) and not outside. There are blinds for people who would like their privacy. Families are moved into family apartments which consists of two pods connected together, one with a double bed and the other with single/bunk beds depending on how many children. Families are discouraged from having more than 2 children, to avoid strain on resources. Members are allowed to apply for their own pod once they reach 18, though it may not be approved straight away depending on space.
Base 6D2 is then split into the various different faction departments. Some areas are accessible to all members of the base. However, ID cards are needed to get into most sections of each faction. The only people who have access to everywhere in the Base are the faction leaders. Should an emergency ever occur, a switch can be hit to unlock every door, but this needs 3 ID cards from the leaders in order to work.
There are communal showers for all members, split by faction and gender. Other communal areas include the canteen, study areas and recreation room.
Canteen:Every member is entitled to three meals a day: Breakfast, lunch and dinner, unless resources are low. If this is the case, children and the elderly are prioritised. Members will always get at least one big meal a day along with snacks to keep them going.
Food is cooked by volunteers from any faction - usually elderly who can no longer fulfill their duties in their faction.
The canteen is large, with 5 long tables that can seat 20 either side.
Recreation Room:The Recreation Room is filled with sofas and tables for people to relax and wind down after missions. There are various board games, such as chess and cards. This room also has a section for children, should they need looking after whilst the parents are away. Again, elderly usually volunteer to watch over the children. There is also an old jukebox type machine, though it's a rarity that someone can get it to work for long.
Study Areas:The main study area is at the entrance of the Archives faction. It is a large library with bookshelves filled with books that people have been able to collect and find over time. It is the Archive factions duty to take care of the library in their spare time. There are many seating areas available for people to sit and read, or write. There are also a couple of computers that the base could spare for people to use.
Creatures:
Swampling
Swampling's normally camouflage themselves against the greenery. They are slow at moving but can stretch their arms out far. To kill, they usually slash their opponent or grab it and bite it with their sharp teeth. They are weak against fire.Golisk
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Golisks have a hard exterior, like the shell of a turtle that most bullets and blades won't work against. To kill, it's best to go for their legs to disable them, before making the final blow. Golisks are known for charging and biting.Poisonwolf
Poisonwolves move faster than regular wolves. Due to their extra legs, they are able to run along vertical walls and climb up trees and other surfaces well. Their pointed tendrils can stretch far and if they manage to grab onto anything, inject poison into the blood.Warptongue
Warptongues are one of the only creatures (that the base is aware of) that can fly. They use their tongues to latch onto prey. Their tongue is also used to see as they have no eyes. The creature will normally dart it's tongue out in front of it to know where it is going. The best way to kill one is a shot to their head or stomach, as the hard shell on their backs is hard to penetrate.More will be added as the Roleplay goes on. At this point, Base 6D2 are only aware of the monsters listed above. All players are allowed to come up with their own monsters if they should so please and as long as their character survives and tells the base, it will be added to the creatures codex.
Please post your character sheets when they're ready! If you'd like to be a faction leader, fill in the extra sheet. :)
Character Sheet:
(Picture)Name:
Age:
Appearance:
(detailed if picture is not provided)Height:
Faction:
Personality:
Blurb on Backstory:
(doesn't have to be too detailed!)Faction Leader Sheet:
(Picture)Name:
Age: (24+)
Appearance:
(detailed if picture is not provided)Height:
Faction:
Personality:
Backstory:
(How did they become faction leader?)---
Characters:
Mackenzie "Mack" Blackburn,
Technician -
@ShadesPhoenix Arana,
Scavenger -
@ToroRojoCole Harris,
Soldier -
@VolatileFelicity Rodriguez,
Scavenger -
@Nero LockheartFinn Klaire,
Soldier -
@AhZombiesFaction Leaders:
Soldier:
Science & Medicine:
Technician:
Scavenger: Xander Klaire -
@AhZombiesArchive:
Law: