Day of Disaster
I never known of what truly is malice. For one human being to create evil for the sake of despair is vile. To be created to hate the world will remain a mystery. Now, I walk outside to see everyone here. In one spot, like a horde of flies attracted to rot. You must wonder why you are being forced to be played in this game. Is it for suffering? But you suffered enough, hadn't you? Before I leave, I have one more question.
What are you doing here? And where did the room in front of you go? - Unknown
App:
- Code: Select all
Name:
Age: (Around 14-19)
Gender: (To balance the boys and girls to be the same amount)
Appearance: (Can be either a picture or a word description. Word description needs to be detailed, however.)
Ultimate Talent: (Creatively is encouraged. Also, remember the theme of your character surviving a disaster or life-threatening situation)
Biography:
Likes: (Optional)
Dislikes: (Optional)
Worst Fear: (Optional)
Theme Song: (Optional, I'm sure some of you have good tunes.)
Notes: (Optional)
RP Examples: (Optional, shows your previous RP experience that you had.)
Locations:
Area 0 - Central Hub: The central area of Hikami Academy. This is where the killing game begins. Itami states that while there are weapons present here to grab, he predicts that the central hub is a 50% safe zone for all students. It's the area where you mostly want to take your time here.
The Gym: A school gym where the time to once exercise or play dodgeball is now the starting point of your character. The school emblem bears itself on the floor in the middle of the room, knowing that you are truly in Hikami Academy. Dozens of glass tanks where your character appears in are protruding out of the polished floor. The windows above the bleachers have been boarded up tightly with metal paneling and nuts and bolts. A decorated stage is set up near the exit double doors, where two podiums and a banner welcoming the new students are on stage. On the other side of the tanks is a menacing red door that is locked.
The Exit and Entrance Hall: After exiting the gym, you find yourself in the entrance hall and a large electronic vault door blocking the only exit out of the school. No matter how much you try to open it, it wouldn't budge. The entrance hall has black and white floor tiles, where several pillars form an arch to the vault. A compass marking on the floor shows which direction is west or east. Any windows that you see have been boarded up, just like the gym.
Hallways: Seemingly clean and full of bright light to make it seem like it's daylight, the winding hallways are the primary navigation in this school.
Classrooms 1-A and 1-B: On the west and east side of the school are classrooms 1-A and 1-B. Entering each, a student will find a normal classroom where rows of metal desks and chairs are set up to face the podium, where a teacher is supposed to be teaching a lesson on the chalkboard in the front of the class. A simple room-sized memento of what was once supposed to be.
West Wing: When you head over to the door to the west wing, you find it locked and covered in scorch marks, as if a terrible fire has occurred behind it. It's best to ignore it till the time comes.
East Wing: On the other side of the school, the door to the east wing is also locked. Rather than being burned, the door has a propeller attached to the front, which you can spin to make it act as a windmill.
The South Hall: In the south of the school, there happens to be a set of double doors, taped up with Caution tape and displaying a radiation symbol on each door. The dangers behind these doors are currently unknown.
Dorms: After much exploring, you might end up at the dorms. A large red hallway on the south-west side of the school where your assigned dorm is marked with your nameplate. Entering the room, you will find a bed to sleep on, a desk and chair to write down notes, a radio that functions as an alarm clock and to play some tunes (if some are available, that is), a closet with matching clothes, a drawer with a lamp, and a bathroom with a shower, sink and toilet.
The Museum: One of the special rooms in the central hub, this is where you can examine the first set of chosen weapons for you to use in a large box. Located on the south-east side of the school with fancy golden wallpaper and floor, the museum displays an item related to a student's talent and the disaster that they have been through. It is allowed to take an item from the pedestal to examine up close, however it's best to avoid taking the item relating to your student's disaster, as it can be simply salt in the wound.
The Cafeteria: Entering through the open door at the northwest side of the school, you will find a small cafeteria with a long table with 16 chairs and a kitchen to prepare food. Checking the capacity of the food, there is enough to feed a crowd for 5 years. One can see the metallic shine of the knives on the racks. The main notable thing of concern is a large hole in the wall, showing metallic stairs going down into the darkness. A large puddle of water is seen near the stairs, as you first walk in.
Area 1 - The Flooded Basement: The moment you walk down the rusted metallic stairs down the stairs, your foot steps in a large body of water that touches the bottom of it. The dimly lit rusted metal hallway that you are in is flooded with water. The hallway seems to give off an illusion that it's tilting. The hallway seems to be a simple long hallway in a straight line, however there are a door on each side and a point of interest at the end of the hallway.
The Shaft: At the end of the hallway is an elevator shaft, which seems to be the source of what is causing the hallway to be flooded. The elevator shaft seems to be filled with water from an unknown source. Attempting to swim down will make it easy for you to swim, unless you have the right equipment.
The Surf Shop: Entering the room on the right of the hallway, you find yourself in a tropical themed store where racks of surfboards are lined for display and several scuba tanks are on the counter. Above the counter is a silver metal surfboard, heavy enough to crush your head, if you're not careful.
Triton's Coral City: A set of double doors with potholes are on the left side of the hallway. Entering the room, you find yourself in a large night club, where a colorful octopus chandelier hangs around the colorful dance floor. There is a bar counter top designed to look like the mouth of a giant undersea whale. There seems to also be a concert stage that has been set up made outta girders and hangs a banner of "Atlantis Whirlpools." At the back of the stage, you will find a bunch of musical instruments and a control console to activite pyrotechnics on the edges of the stage. There also seems to be a command to activate a trap at the bar area. Near the dance floor, one would find a hatch, leading to a flooded room behind the club.
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