

your creature character is unable to talk out loud
they do however, have a mild form of telepathy with other creatures, unknown to the park staff. HOW THIS WORKS: When they focus their thoughts, they can be heard by every other creature within about 30 feet. pro-tip: Use italics and {brackets} to help distinguish broadcasted thought speech.
technically, your creature is only a few years old, but due to a sped up aging process, they may appear to be any age between child-teen-somewhat adultish
they are unable to leave your park area (mountain, coast, forest, fields) unless staff comes to move you, it's like there's always been an invisible wall. This is true for creature on land, in water, and in the air.
dissipation is the result of too much physical damage, misbehavior, or a damaged microchip. When the creature reforms, they do so in their area's lab building.
their microchips emit a soft, sparking vibration within them, most don't even notice it unless it gets damaged and causes them to dissipate

creatures don't have the ability to speak out loud, your character cannot hear their conversations
your character has been invited as a professional, in a professional capacity, with only vague hinting that creatures of myth and legend await them in a magical fantasy land.
they were invited by Daniel E. Whorl Sr. An elderly billionaire eccentric known for the amount of money and effort he spent both debunking and trying to prove magic and the supernatural exists, though he's been extremely quiet for the last few years

creatures don't have the ability to speak out loud, your character cannot hear their conversations
feel free to have them suspect something odd about certain group behaviors tho
The Realms has a section reserved for staff quarters, and while not exactly luxurious, it's not terrible and the food/board is free. It has not yet been staffed as a resort yet, though, so the park staff is on a rotating chore schedule for cooking and general cleaning. (A small, specially flown in staff has been flown in for the visiting guests, though, to keep up appearances.)
the park has been under development for a long time, but no staff current staff member outside of Whorl, Cecil, and Wickett have been there longer than three years
Daniel E. Whorl Sr. is an elderly billionaire eccentric known for the amount of money and effort he spent both debunking and trying to prove magic and the supernatural exists, though he's been extremely quiet for the last few years
Cecil Moore is the head of the labs, and the one who discovered the secrets of creating creatures on their own
Andrew Wickett is the head of Security

(It's up to your character what they choose to share with the guests! Some things are likely discouraged by higher ups, but it's up to you if the character follows their instructions)
LABS
Creature Creation
Creatures are created via a strange compound that's referred to as Imagination. Whorl and Moore claim it's the tangible power of human Imagination. At times it appears to be solid black, while at others it appears to have a sort of glow within. It can seem solid one minute and then a sort of gas the next. Imagination is inserted into egg-shaped containers that are closely monitored via computers over time. About 1 in 10 eggs will begin to form a sort of microscopic core within 3 months, after it's initial formation, the core begins to branch out into unique and complicated patterns like a mutant snowflake. Within a week, the Imagination begins to form itself around the core, creating a body. After another week, the creature is fully alive and able to break out its shell. Newborn creatures are kept in the labs for another month or so, as they're catalogued, microchipped, and undergo observation and rapid growth treatment. Once the juvenile creature is capable of moving freely on it's own, they're taken into the park and placed under the handlers' care.
Creature Creation is incredibly unpredictable, and very often creates results too disturbing to allow into the park. Unusable creatures cannot be destroyed, as they just dissipate and reform. So instead their held in a containment lab until they're shipped away to a different facility. It's said that in the early days of the park, constant attempts to destroy the first of these creatures altered it into a massive, uncontrollable monster that destroyed an entire lab building before Wickett did something to cause it to break and crumble. These are just rumors though, and the higher-ups don't encourage questions about the park's earliest days.
HANDLERS
Creature Care
Creature care involves an interesting mix of skills, and involves a lot of informed guesswork. Practical vet skills and a basic understanding of zoology can go a long way in observing and interpreting a creature's needs. A background in folklore and mythology is also extremely helpful in being prepared for certain quirks and what environment a creature needs in order to thrive.
Keeping creatures sedate and friendly is an important part of the job. They need to each be fed special pellets once a day to make sure they're both up and about but also somewhat sedated. Handlers have to seek out every single creature and make sure they're fed per 24 hours, otherwise the creatures can start to get extremely aggressive. And no one wants an aggressively dragon flying about. If a creature gets too out of control, staff members all carry a remote that controls creature microchips and can swiftly dissipate the creature. This is highly discouraged and is accompanied by a lot of malicious, passive aggressive paperwork.
SECURITY
Creature Containment
Making sure the park itself is secure, as well as the staff and creatures, the security team is both bodyguard and the watchdog that keeps people in line. Watching video feeds of every area, maintaining equipment, keeping an eye on both creatures and staff members is the bulk of the park's security work. There is also a fair amount of effort that goes into keeping the public eye off the park as well. With creatures, security often finds themselves in the position of "bad cop." They're the ones who remove problematic creatures and place them in containment, and also oversee the containment lab area.
While most is fairly normal, some of the equipment used (and happen to be most vital to operations) in the park is odd, featuring a strange language and odd glowing. The higher-ups strongly discourage investigating them. Staff getting caught copying down any information about this equipment may end up terminated, sued, or just simply disappear. Security members are given just enough information to maintain the equipment's upkeep.
Each park area lab has a security station. There are rumors of a few secret security stations hidden in the park as well. These stations usually include a small, very restricted weapons cache, a computer bank, and several all terrain vehicles.

on the bottom of your posts, at least once per page, c/p the name + small description of your character. This will help other players keep track of characters, and make your own easier to approach!
Only play your character in one thread at a time, and make sure to make an exit post to let people know your not in that thread anymore.

Traveling Info

Creatures of nightmare are coming for the humans, and staying in one place for too long will prove deadly. Moving swiftly, gathering up useful items, and not drawing too much attention are the keys to survival. Characters that do not move at least once per day will recieve 5 dmg to their HP (the cause is up to you, it can be from creatures, flying debris, or even friendly fire.)
Everybody starts out at The Realms.
How to Travel
NOTE: ALL TRAVELING THREADS ARE VULNERABLE TO PVP ATTACK
You can travel solo or in groups of your choice!
Create a prp for you/your group, title it with [ traveling from _____ to _____ ]
You or your group leader rolls 1d10 and follows the prompt given.
Reaching any destination (except within the sewer cyoa) requires 5 rolls.
If they find and use a vehicle, those rolls will change.
At any point while traveling, your character or group may end up being attacked by creature characters.
More areas will be uncovered as others on the island get destroyed. These can open up at anytime.
On foot:
1 : Nothing happens
2 : Flying debris from creature rampage causes 1 damage to each human
3 : Nothing happens
4 : A creature attacks! (You can create your own or choose from the list) It has 20 HP, and deals 3 damage to everyone in the group per round until they escape or it's defeated.
5 : They find a 4-Wheeler (see more info below)
6 : Nothing happens.
7 : They find an SUV
8 : Nothing happens.
9 : A creature attacks! (You can create your own or choose from the list) It has 20 HP, and deals 3 damage to everyone in the group per round until they each escape or it's defeated.
10: Flying debris from creature rampage causes 2 damage to each human
Vehicles:
These each have their own HP, can carry multiple people, and can be used as a one-time weapon. When a vehicle's HP reaches 0, it stops running. If a vehicle goes below 0, the difference is taken from the passenger's HP.
4 Wheeler
Seats: 2 people
HP: 10
One-Time attack: roll 3 d6. The first two dice represent the damage done to target, the last is the damage done to each passenger. This destroys the vehicle.
To Travel: roll 1d6
1 : Nothing happens
2 : A creature attacks! (You can create your own or choose from the list) It has 10 HP, and deals 5 damage to the vehicle until you escape or it's defeated.
3 : Nothing happens
4: Debris/environment causes 5 damage to the vehicle!
5: Nothing happens
6: Debris/environment causes 5 damage to the vehicle!
SUV
Seats: 8 people
HP: 30
One-Time attack: roll 3 d10. The first two dice represent the damage done to target, the last is the damage done to each passenger. This destroys the vehicle.
To Travel: roll 1d6
1 : Nothing happens
2 : A creature attacks! (You can create your own or choose from the list) It has 15 HP, and deals 5 damage to the vehicle until you escape or it's defeated.
3 : Nothing happens
4: Debris/environment causes 10 damage to the vehicle!
5: Nothing happens
6 : A creature attacks! (You can create your own or choose from the list) It has 15 HP, and deals 5 damage to the vehicle until you escape or it's defeated.
Battle Info

Human Stats:
HP: 25 (0 and lower is dead)
Regular Attack: roll 2d4, subtract 4 from the total (0 and lower is a miss)
There will be items in the park that can improve a human's stats and rolls, those override these.
Creature Stats:
HP: 25 (0 is dissipation, after 2 ooc hours, they will respawn at the nearest staff building)
Regular Attack: roll 2d4, subtract 4 from the total (0 and lower is a miss)
After a creature has attacked a human, they will find themselves feeling stonger from the human's FEAR. After the first time, their stats will increase to:
HP: 40
Regular Attack: roll 2d8, subtract 6 from the total (0 and lower is a miss)

Battle is a free-for-all. Please state your target right away when rolling! If you've attacked a character, you may not attack again until that character posts a response. After that you can choose to attack them again, use an item, switch targets, or try to run away. If the target is inactive for three hours you can skip their turn and resume fighting.
If you/your group is being attacked by an auto-mob (those generated by dice) and a player-run creatre enters and attacks, the auto-mob runs away.

Fleeing for humans:
Humans are at a distinct disadvantage in battle, and often it's better to try and escape, rather than battle. Items can weigh them down and get in the way, while vehicles can be very handy in this respect. Creatures, on the other hand, have the most mobility of all, enabling them to flee a fight easily (no roll needed.)
When on foot
Roll 1d20 (for every item they carry, they need to subtract the specified amount for that item. Items may be dropped to avoid this, but may not be picked up again by them or anyone else.)
1-10 : Failure to escape
11-15 : Fail to escape, but find something to absord/block the next 5 dmg your enemies deliver (this can be anything, trees, rocks, abandoned vehicles, doors, tables, corpses, use your delightful imaginations ok)
16-20 : Escape! Your character escapes the fight and reaches their destination without further rolling.
When in a 4-Wheeler
Roll 1d20 (no item penalty)
1-7 : Fail to escape
8-20 : Escape! Your character escapes the fight and reaches their destination without further rolling.
When in an SUV
Roll 1d20 (no item penalty)
1-10 : Fail to escape
11-20 : Escape! Your character escapes the fight and reaches their destination without further rolling.
Helpful Posting Form
[b]Action:[/b] attack/flee/item
[b]Target:[/b]
[b]Roll Results:[/b]
[b]My HP:[/b]
[b]My Items:[/b]