Hi, I'm Felix, the very cool GM of DSoTV. Thanks for taking interest in my garbage. I posted it here since it flopped really hard on another forum. Do keep in mind that this is inspired by The Sun Vanished ARG, but you are not required to know of it to join. This is the DSoTV Master Post! Here you can find the plot, rules, and world-building for the Roleplay- for this reason, I ask that you please read everything before applying. This post may be updated regularly, so do check back every so often.
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Calamity has arrived. The sky went dark. It’s pitch black with no traces of clouds, stars, the moon, or the sun. It all started a week ago in the dead of summer, but nobody knows the exact time. The world woke one morning to find that the night had never surrendered to the day. That’s when all hell broke loose. Mass hysteria. Riots, violence, fear. Large cities had people fleeing like crazed rats. Buildings burned and people were killed. To make matters worse, an unknown force started hunting people down. Strange noises emanate from the shadows, and even stranger lights flickered. Those who looked into them were never the same. Humans were not alone, and they were no longer rulers of the Earth.
Meanwhile, in Tunholsa Valley, a sleepy town tucked in the mountains. Away from the hysteria-ridden cities, the end of the world was much different. In the beginning, there was some panic, but the rural areas proved to be much safer. Camp Akte, a youth summer camp located in the forest, has been transformed into a sort of “safe haven”. Disconnected from roads and large populations, the camp seems to be hidden from the invading force...for now. You may play as one of the many residents of Camp Akte, or a survivor who recently stumbled upon the place while on the run. The doors are opened to those in need of help or a place to stay, so long as the rules are followed- If you are able-bodied, you are expected to pull your weight.
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Roleplay Rules
-No NSFW. Absolutely not, I'm a minor. Depictions of drugs and violence are acceptable.
-Do not start roleplaying until your form has been accepted.
-**In character** "isms" and other forms of bigotry are allowed, so long as they don't go too far. No slurs.
-This is semi-literate to adv lit. No asterisks, brackets, or one-liners. Your post must be READABLE. Use punctuation!! 5 sentence minimum per post.
-No chitchat in the RP section, go to the OOC.
-Don't kill or do anything otherwise drastic without permission and planning.
OOC & Discord Rules
-No in-depth discussion of 18+ topics.
-Under specific request, no suicide jokes. On the note of mental illness, do not treat this place as a therapy session.
-Being a bigot in the OOC/discord will lead to me kicking your ass out and possibly getting the staff involved.
-Don't spam anyone (duh)
-No advertising without permission.
-Discord link will be listed here once I'm finished making the server. It is optional.
-Join the discord here
Character Rules
-Characters must have a sheet. Sheets must have at least 5 sentences worth of content.
-No faceclaim rules! Have fun lol
-Some roles have requirements, so read up butter-cup.
-Supernatural is a no-go, but subject to change. PM me about it for approval. For now, humans only.
-Sexual themes are discouraged for legal reasons. Drugs and violence are okay. I ask that the topic of mental illness and abuse be treated respectfully.
-No character limit
Other Rules
-My word is law! If I tell you to cut it out, cut it out.
-If you ask to be Co-GM, I will shove you into a crockpot
-There is no set strike system. It just depends on the severity of your actions. Minor infractions will give you a warning. If you receive enough warnings (my judgment) you can get kicked. Certain actions will result in an immediate kick.
How to Join
Send me a form through the OOC. I will ignore any forms posted elsewhere. Sheets are posted below. This is not always first come first serve. *Note to all Campers and Head Counselors: You do not pick your cabin, I do based on available space. Applications do not close, but space is (kinda) limited!
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Tunholsa Valley
A small, once uneventful town located in the Appalachian mountains. Population size no larger than 2,500. The town is known for the nearby beautiful forest and is a popular place to spend a vacation. Now, the township lay almost empty, and machine-like creatures with flashing lights lurk the streets to pick off survivors. It is unwise to go, but the now-empty stores filled with supplies are beckoning to be searched through.
Camp Akte
The summer camp was once a place of joy and relishing the beauty of nature, but is now a place of survival. There are four small cabins for campers, a large cabin for the staff counselors, and the main building that contains the mess hall, basement, and nurse’s office. With the arrival of other survivors, tents dot the grounds and the infirmary is overflowing. Located in Sherman woods, oddly close to the Lab.
Sherman Woods & Wilderness Reserve
These woods used to show the wonders of the outdoors, but they have become rather eerie in the dark. Fortunately, the monsters do not linger very long in the trees. About a mile from the lake resides camp Akte, and another mile or two down is the Laboratory. The town of Tunholsa is about five miles out and can be seen from the mountains. (Mostly) Abandoned campsites and hiking trails can still be found. Many of those trapped in the area during the end times were taken to Camp Akte.
Tunholsa Research Laboratory
This elusive research center is a place that almost nobody in Tunholsa Valley knows about. It is top secret, with many of those who work there live on site. Inside, a myriad of dangerous experiments are held- but now the goal of the lab (in partnership with what’s left of the government) is trying to secure a way to defeat the blinking creatures.
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Camp Akte Campers
You’re a youngster sent here to spend a whole month in the forest with no electronics! How riveting. Children are taught survival skills and lessons in teamwork, which is a pretty nifty thing to know during the end of the world. Role requirements are that all campers must be between the ages of 13 to 17. Campers are assigned a cabin and Head Counselor (see character tab).
Camp Akte Staff
Head Counselor (0/4), Counselor, Medic (0/4), Wilderness Guide, Volunteer, Owner (0/1)
You’ve been here since the start of the summer, either as a new employee or a long-time worker. Head Counselors are more experienced, having worked at the camp for at least a year. Originally, their job was to be in charge of one of the many cabins by organizing activities. They’re like supervisors or managers, with the ability to direct counselors and volunteers.
All counselors, heads, and volunteers shared the duty of watching the children. Volunteers are usually younger, but must be of at least 16 years of age. Counselors must be at least 18, and Head Counselors 21. All other staff roles require a minimum age of 21.
Medics are proficient in first aid and can treat the sick. Wilderness Guides may have standard counselor duties and authority, but specialize in some sort of outdoor excursion/activity such as camping, hiking, canoeing, fishing, or foraging. Their job was to originally teach skills to children, but now that survival knowledge has made them quite handy.
The owner is the head honcho of the place. Whatever they say goes. During these dangerous times, people look up to the owner for instruction and advice- the fate of the camp rests on their shoulders. The owner must be over the age of 30.
Other
Survivor, Rescue, Raider, Lab Personnel (0/10)
You were not at camp when the world ended. Instead, you found this place- whether on accident on purpose. You could be a worried parent searching for their child, or an injured person in need of help. Point is, these people are from diverse backgrounds. Most Survivors were residents of Tunholsa Valley, and others were simply hiking in Sherman Woods. They were regular people who rose up when times got difficult. Raiders are much like survivors, but perhaps more sinister. Some are in organized gangs, some are not. They will kill, steal, and break other laws for the sake of their survival.
Rescues are injured or otherwise unwell people found by those at Camp. They have been invited to stay and recover. Deep in Sherman Woods, the Tunholsa Research Lab sits. The employees may have some more insider knowledge of the apocalypse, and maybe they’re trying to engineer a way to fix it. Do you stay in your lab, where supplies are running out, or do you trek out to find more answers? Will you engineer a weapon to fight back and save lives?
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Strobe Monsters
A grotesque combination of organic creature and machine, these abominations have several names. They are referred to as hunters, headlights, strobes, and demon lights- this is due to their strange abilities. They wander around with white light blinking from their face. When they spot a human, the light turns red and they grow aggressive. In the darkness, they’re easily spotted, but they also make unearthly noises. Almost like a camera shutter, a metallic pulsating noise is accompanied by the light. It grows louder when they are aggressive.
The goal of these creatures is not fully understood. For some reason, they seek out humans for the sole purpose of “hypnotizing” them with their light. Staring into the light is known to cause symptoms similar to those of psychosis, and then eventually the person is under control of the Strobe monsters. Afflicted humans are used as scouts to lure and search for others. If cornered, they become aggressive. There is no known cure. Limited, brief exposure to the blinking light can be reversed with time. It is known to cause paranoia, dissociation, and memory loss.
What the monsters look like isn’t entirely known. Any close contact usually results in death or hypnotization. What is certain is that they are very large- well over seven feet tall. So far, nobody has been able to kill one yet, but they don’t like bullets very much. They have mechanical parts. Twisting, retractable metal arms can be used to attack and capture humans.
Motherships
The sky is not safe from the terrible flashing lights. These ships vary in size, but most are very large. It seems they are the source of the strobe monsters, and also is the reason why many believe them to be extra-terrestrials. The ships are very loud, letting out low hums that can reverberate throughout Tunholsa Valley. If the rumbling noise of one of these ships can be heard, HIDE. Another sign of a ship’s approach is the sudden temperature rise. Within seconds, the temperature can shift upwards of fifteen degrees Fahrenheit. Along with having the ability to use the strobe lights, ships can also shine a piercing blue light on others. Direct contact with the light causes a rather gruesome death. Fear the blue light. Always have a place to hide.