There are lots of rumors and myths about this school. Like the mysterious woman who appears in the bathroom stalls, the bed in the nurses office that always looks occupied, the ghost who runs down the boys dorm halls at night, and various paranormal things. Due to students curiosity of this school with a rich history since it opened in 1904, such as a handful of school suicides, a basement that has been locked for decades, and missing student reports. A group of "paranormal investigators", teenagers who must do something with their required elective, form a small club to find out all the mysteries of the Academy and prove them (hopefully) wrong. But sometimes they're right, and that's not a very good thing.
The premise for this roleplay is fairly simplistic: You play as a student apart of the Ghost Catching Club, a club dedicated to discovering the mysteries of the school within it's current 111 year course. While the roleplay continues some myths are proven wrong, while some lead to bigger questions about the school.
The club can have about 4-10 members, while the rest can be ghosts who haunt the school, or staff and faculty who know about the school. Since investigating can not be done all during the day some "sneaking around" at night might just be required.
The premise for this roleplay is fairly simplistic: You play as a student apart of the Ghost Catching Club, a club dedicated to discovering the mysteries of the school within it's current 111 year course. While the roleplay continues some myths are proven wrong, while some lead to bigger questions about the school.
The club can have about 4-10 members, while the rest can be ghosts who haunt the school, or staff and faculty who know about the school. Since investigating can not be done all during the day some "sneaking around" at night might just be required.