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a zombie apocalypse roleplay
- I n t r o d u c t i o n -
xxxxxxxxThe world as we know it is gone. Dead. What started as a small outbreak of malaria, evolved into something far beyond human control. No one knew just how it became to be like this. No one would've have guessed that the symptoms would alter. Nothing hinted at this outcome. For now, the dead roam the streets. One minute of standing still, and they'll be upon you. Most of humanity has been wiped out. More dropping with each day. It's a fight for survival that we humans are losing. Severely. Yet, beacons of hope have arisen. From the ashes, has come the resistance guild, Fairy Tail. Bringing along other groups, this group is widely known as the best. They haven't lost a single member since the first outbreak.
xxxxxxxxAlong with Fairy Tail, other guilds are resisting. The fight for humanity is slowly rising back up in our favor. War is on the horizon. After five years of suffering, we are taking back control. We will not be picked off one by one. That is not the life we want. We fight. We live. We survive. Together, we can be strong. So, what will you pick? Will you join, and become a member of a resistance group, where you have a chance? Or will you cower, and hide away, hoping that the dead don't find you? Warrior, or coward. It's your chance to make a mark on the war. The choice is yours.
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- W e l c o m e -
xxxxxxxxSo, you've made it past the introduction, good for you ^^. In case you couldn't tell, this is a Fairy Tail roleplay, but it's not your typical setting. Instead of being in the magical world of Fiore, this an au that I took quite a liking to. Yes, it's another zombie apocalypse. I know there's a lot already out there, but I decided to try my own hand at this. It seemed fun. Everything will be explained further down below, but after reading and you still have questions, you can always pm me c: So without further ado, I present to you everything you could possibly know, and probably more than you would care, about this particular rp. I think you'll find that this is not your regular one. And neither are the zombies~
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- L u r k e r s -
→ While most are called zombies, for the sake of the overuse of that term, they are called 'lurkers' in this roleplay. Zombies sounds so boring and doesn't really ignite the feeling of being scared in you. In my opinion at least. Lurkers are not what you would typically picture a zombie to look like. Sure, they have a few splotches of blood here and there, but they are clever. As in, they cover it up. If not paying close attention, you could easily mistake them for being an actual living person. They don't grunt, groan, moan. They make no sound at all. They are sometimes referred to as 'silent killers'.
→ Lurkers don't often eat people. They are in no dire need for 'brains' or human flesh of any kind. They're dead. Why would they need to eat? However, they are still deadly. While the eating is a rarity, killing and converting are not. It's a 50/50 on whether or not they will kill you, or turn you. You never know. They make no indication on what they are going to do to you. Either way, it's bad news. Another quirk these creatures possess, is that they don't rely on their eyesight or hearing. It's their sense of smell. Lurkers, in a sense, are like hunting dogs when it comes to searching for prey. They pick up in the smell of a human, and latch on. And they don't give up on the chase until they have their prey.
→ They are also quite easy to kill. The typical beheading usually does the trick with these guys. However, that's only if you're fast enough. These creatures can be extremely fast if need be, and don't hesitate to go in for the kill. If you're not prepared, or fast enough, you can kiss your life goodbye. Lurkers, as mentioned before, are clever. They are learning, and seem to pick up on the tendencies of humans. Though this isn't a problem now, it could become quite the contrary in the future c;.
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- S k i l l s -
Though not everyone has one, most people in the guilds have a certain skill that they have learned. There are usually four, but more could spring up in the future. The regular four are; medic, fighter, navigator, decoy. These skills are valued in guilds, and are what make up the daily patrols. There are also people that lack in these skills, but are learning from fellow guildmates that are trained in the field of what they want to learn.
The Fighter;;
→ Someone who is a fighter, must be excellent in combat. Long-range and close combat. They are essential in patrols. Fighters are on alert every minute of they're lives. When on patrol, they are expected to fight off the lurkers, and protect the medic. They openly risk they're lives everyday, and are not afraid of being killed, or bitten.
The Navigator;;
→ The people that take on this roll, are invaluable when searching. They are skilled in the way of directing, and leading people to certain places, or objects. Navigator's are especially useful at night, as no one knows the terrain like they do. They have a keen sense of sight, and are usually the ones to remain calm in a panic. Though they are not fighters, they do know how to defend themselves pretty well.
The Decoy;;
→ Bravery. That is the main quality one must possess if they are to be a decoy. These people are by far the most brave, even better than fighters. The job of the decoy is to distract potential lurkers, so that the rest of their party can get by with minimal fighting. However, this is the most dangerous skill. To be able to be a decoy, one must be quick on their feet, and have superb reflexes. Like the navigator, they are not cut out for fighting, but they are able to defend themselves, and fight just as ferociously if a fighter is down.
The Medic;;
→ As the name would suggest, these are the people trained in the medical field. When they're out on the battlefield, they are crucial. When someone goes down, it is their job to run out and retrieve them, and then immediately start treatment. No matter what the situation, they must remain calm when treating a person. If a medic loses their head, then the rest shall crumble. The medic is like they're rock. They keep the rest grounded, and save lives on a daily basis. However, medic's are not that skilled in fighting. It is often for a fighter or someone to protect the medic on the field.
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- P a t r o l s -
In this setting of the apocalypse, there are patrols that go around. They're just regular patrols that are conducted every day. They secure the area already taken by us humans, and attempt to take back even more. They consist of five people, and are done at dawn, mid-day, and the evening. When signing up for a patrol, you don't have to join that patrol each time. You can pick any patrol to participate in, but only if they need your skill. In the group of five, there is a medic, two fighters, one navigator, and one decoy. These will vary depending where the patrol will be going, what they're doing, and the time of day. You can also go on more than one patrol in the course of the day. A medic is present in every patrol group.
Dawn Patrol;;
→ This patrol will be in the early morning. The most lurkers are out around this time of day, so more fighters shall be required. In this particular group, it's suggested that there be three fighters, one decoy, and one medic. People can vary.**
Mid-Day Patrol;;
→ For some reason still unknown to the human race, not that many lurkers roam the streets around this time. It is believed that lurkers don't want anyone to be able to see the blood stains, as they are more prominent in the harsh sun. In this particular group, it is suggested that there be two fighters, one decoy, one navigator, and one medic. People may vary.**
Evening Patrol;;
→ This patrol departs at around 7:00pm, and does not require that many fighters. However, since it is the nighttime, the darkness will cause trouble in seeing. To counter this, it is suggested that there be two navigators, one medic, and two fighters. People may vary.**
**These suggestions for the people in the group do not have to be followed. It is only a suggestion. They are there to either be guidelines, or to give you a general idea of what they should be like.
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- H i d e o u t -

→ Days later, Fairy Tail still hasn't found a place to make their new home in this world. Members were dropping from starvation and sheer exhaustion. Finally, a member that was scouting ahead found an abandoned factory building. The rest of Fairy Tail quickly gathered around, and secured the building. And they have been living there ever since. It requires a lot of maintenance, as it is falling apart, but it is their home. And they will protect it with their lives.
→ To get into the guild hall, there are multiple entrances and exits. When the resistance group was exploring it, they found that there were underground tunnels leading to different places around the factory, some even leading away from it. There's a few entrances/exits in the rubble and debris towards the front of the building, and the rest are spread out around it. There is also a main entrance for when bringing back other survivors, a lot of food, or wounded members. This is right under the main building.
→ On the inside, the main hall is located on the second floor, rather than the first. That way, if the guild is ever overtaken, the fairies can have time to prepare for a fight. The rooms and such are located on the third and fourth floors, and the roof is where some food is grown. The tall tower to the right of the building is used as a guard place, where there is always someone up there, watching for a returning patrol, or lurkers that get too close for comfort.
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- F o o d / s u p p l i e s -
→ As far as these items go, the guilds don't have that much of them. Everyday is a fight for food, and if there is none, then you will have to wait until there is. There is some attempting to grow basic vegetables on the roof of the guild, but all it ever produces are meager amounts. There is no constant supply of food. Patrols will bring back as much food as they can, but the main priority over food is water. Thankfully, there is a supply of running fresh water nearby in an abandoned grocery store. However, that could stop working at any given moment.
→ When it comes to other supplies besides food and water, medicine, bandages, blankets, clothes, et cetera, are rare. Medicine has been especially hard to find in the last two years. Patrols may also bring back these, but don't expect that much. If you get sick, then good luck surviving.
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- R u l e s -
Please follow these. These are not here for you to just ignore.
→ Please follow all the regular forum rules.
→ You do not have to join Fairy Tail. Any other guild in Fiore is open for you to join. You can also be a rogue, and not join any guild, if that's what you wish c:
→ Both canon characters, and OC's are allowed in this roleplay! c:
→ Keep the violence down a bit. I know that since this is a zombie roleplay, there will be deaths, and blood, and all the like. But please don't be that detailed. A simple "He rushed forward, stabbing the lurker in front of him." is fine. There's no need to go into detail with that. We know what you did, just spare us the bloody details.
→ No one-liners please. At least write a bare minimum of 2 lines. Anything beyond that is totally fine. I understand low muse, as I myself, have fallen victim to it, but it becomes challenging to form a decent reply when all you post is "She sipped her drink." I'm not asking for much, so please follow this rule~
→ Use some type of brackets () [] {} when talking out of character. It just makes it easier to identify what you're saying. c:
→ Be active. I'm not asking for multiple posts a day, but at least post once a week. If you are not active on this roleplay for 2 weeks, then you will be marked down as 'inactive'. If another 2 weeks goes by with still nothing from you, then you will be deleted from the roleplay. You can always rejoin, if you are interested in it. You can always pm me about you leaving for a certain amount of time, and I will excuse you, so you will not be marked down. :3
→ Romance is not discouraged, but I'm not quite sure when you'll find time for romance in the middle of the zombie apocalypse. But hey, if you want to, I'm not going to stop you~ c: But please, use a 'skip' or 'fade to black' when necessary. This site is child-friendly, as is the roleplay.
→ There is no limit on the amount of characters you can have in here. Just be sure you can handle all of them~
→ Please fill out the form correctly. Don't leave out things that do not have 'optional' next to them.
→ Use proper grammar. Use punctuation correctly, and capitalize stuff that needs to be. Please don't talk in text terms, as it makes it quite irritating to read.
→ No god-modding, spotlight, or powerplay. It is annoying. No character is perfect. They all have their flaws. Also, don't control the other person's characters. Allow them the chance to reply before moving on.
→ Each character is only allowed to have a select number of weapons. Two guns are allowed per character. To keep this real, remember that bullets are not limitless. Three knives are allowed. Two other weapons of your choice are allowed. In total, each character can only have three weapons. Choose wisely~ :3
→ There's no magic in this roleplay. This is why the characters can have weapons. There is going to be no shooting the lurker, then blowing them away with fire~ xD
→ Have fun! I made this roleplay for the soul purpose of fun, so don't hold back!
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- J o i n i n g -
- Code: Select all
[img]PICTURE[/img]
[b]Name;;[/b]
[b]Age;;[/b]
[b]Gender;;[/b]
[b]Guild;;[/b]
[b]Personality [op] ;;[/b]
[b]Description [op] ;;[/b]
[b]Weapon One;;[/b]
[b]Weapon Two;;[/b]
[b]Weapon Three;;[/b]
[b]Skill;;[/b]
[b]Other;;[/b]
** If your character is a rogue, then next to 'Guild', put 'Rogue'.
*** If your character has a gun, please specify what type please! c:
**** You don't have to follow this exact code. You can make up your own, but please have this information in it! :3







