[ REMINDER ]: These stats are affected by bonus district points! If any of these stats reaches 0, the faction will be disassembled and a massive debuff will be applied to all characters in that faction (see posts below!)
OFFENSE: 67/100 DEFENSE: 71/100 SUPPLIES: 57/100
Quote:
FACTION UPDATE - SEPT 18TH Last night, some brave University people defeated a small mob in the public washroom! Thank you for your help in averting that particular crisis. Because of what happened, there are now TWO new faction quests, which can be found here!
If you have yet to join in and would still like to, please do so now! All you need to do is post in the ORP to claim a jersey, and then you can have fun RPing with your fellow fAaction members!
Also, Please fill this out if you haven't already! This is so we can keep track of mini site information for raffles and whatnot. Also, Sept 18th's Raffle is open until 11:59pm EST (3 hours before mini site reset!)
UNIVERSITY ORP Please go here to RP - AFTER You've read this thread in it's entirety! Thank you.
gaia_crown[ DISTRICT 4: The Unis ]:
- Location: Emerston University, located on the highest hill in the city. - Faction Leaders:
- Student President: Corey Lane (Enoh Love) - Mascot: Charles "Charlie" Miller (Lilwolfpard) - "Department Head of Engineering": Dr. Caroline Kendall (Nothing Yet)
- Motif: An open book symbolizing the endless possibilities, and the Laurel wreath symbolizing why Emerston University is the BEST UNIVERSITY EVER. The university has a proud sports history with many of its athletes making it into professional sports. While the highest any alumni has ever achieved has been a bronze medal, the fact that they've been to the Olympics is a fact that this school doesn't hesitate to crow about. All faction members wear their school emblem, which is an open book.
- Facilities:
- Private washrooms, shared laundry machines. - Health department. Maybe there's a health major or professor around to help patch you back up in case you're injured... - Different cafeterias to prep food, however most of the equipment is old. Some of the things should have been replaced ages ago. Some of it works, some of it doesn't. - Emerson U Library; it's a place that many students have heard about, but about a third of students never went in there for the correct intended purpose of studying. Emerson University boasts a very large library filled with many books that contain vast amounts of knowledge... Or at least a lot of flammable paper that can be used to start fires. Suggestion: start with the boring books first.
- Benefits:
- Look at this Campus; Emerston U has a maze-like campus filled with many different departments that specialized in many different majors. If there's something you need, or something you need to look up, chances are you can find it somewhere on campus. - Working electricity; the engineering majors have managed to get the back-up generators running, however the campus is quite dim. - Running water; students are heavily encouraged to shower regularly despite the quarantine.
- Draw backs:
- Unsecure; the dorm buildings were built with maximum occupancy in mind, not security. In addition, the dorm rooms themselves have thin doors and thin walls... - Undrinkable water. Due to no information about the current virus, the only safe water to drink is bottled water. You don't want to know who did what to the water tower. Again. - Incredibly Bad Lighting; in order to help save the budget, all light bulbs in student dorms have been replaced with energy efficient bulbs. These energy efficient bulbs have also been used everywhere in the campus. While there's lighting, it's quite dim and strains your eyes after awhile.
Enoh Love
gaia_crownEnoh Love is the GM for this faction! Quote them for any faction interactions!
Lilwolfpard
gaia_crownLilwolfpard is the assisting GM for this faction! Quote them for any faction interactions!
Nothing Yet
gaia_crownNothing Yet is the assisting GM for this faction! Quote them for any faction interactions!
Posted: Mon Sep 14, 2015 2:14 pm
UNIVERSITY RULES - OOC
Please read through this entire document, as well as the DAY ZERO main information thread. Do not post in this thread. Please use this ORP thread for all University-faction rp! Please keep track of any University Currency earned in your character logs, along with a link of where you earned them as proof. Roll Call is mostly for IC flavour, but may come up during the course of RP. We will give fair warning if this happens. When doing quests, be sure to put [UNIVERSITY] (QUEST RANK AND NAME HERE) (CHARACTER NAMES) in the title! (Example: [UNIVERSITY] Freshman - Food Prep (Corey/C/Charlie) would be correct.) If you have any questions, please contact Enoh Love, Nothing Yet, or Lilwolfpard!
UNIVERSITY RULES - IC
The rules are posted in two places, one in the main entrance to the dorms, and the other on campus. It seems to be lightly vandalized...
Stay alert. Stay together. Stay alive. DON'T FREAKING DIE. See something? Say something. Do not use more than you need. We act as a unit. Any attempt at mutiny, or anyone attempting to rogue themselves, are free to leave the premise. Force will be applied should the behaviour continue. Curfew in place. There will be no movement after hours, unless you are on guard. Wake up time is dawn. DOWN WITH MORNINGS Everyone needs to be back in the dorms by dusk. Roll Calls will be taken twice a day: Once before daily activities, and the second before the evening’s announcements. Anyone missing from roll call will be considered lost, and their jersey number will be added to the list. Remember becoming a lost boy is NOT cool. Being labeled as ‘lost’ is considered a threat to our continued survival. These people will be targeted and treated as potential infected. Suggestion: When out and about, move in groups. We suggest no less than three. If you find a non-infected during your travels, you may bring them to the Student Union Building for assessment. We will welcome any helpful strays. We all want to survive until help comes, and to do that, we need to work together! Please, for the good of us all, adhere to the rules, and stay safe! Please, no sexual relations while on active duty. Don't get infected with your pants down. That's just embarrassing.UNDYING IS AN STDZIP UP OR DIEZIP IT DON'T SHIP IT DO NOT USE CHEMLAB EQUIPMENT TO ATTEMPT TO REPLICATE OR CURE THE VIRUS. IT ISN’T FUNNY OR HELPFUL. IT WILL NOT WORK AND DO NONE OF YOU WATCH HORROR MOVIES (the note ends abruptly, with the marker line sliding off the page)
INFECTED / UNDYING / LOST
Infected: If you can safely disable them, do it. Undying: Avoid at all costs. Do not let them trail you back to Campus. ‘Lost’ will be treated as Infected. This is a reminder. Do not allow yourselves to be considered ‘Lost’.
EVENT QUICK REFERENCE
For further in-depth information, please see the main DAY ZERO INFORMATION THREAD It has been one IC month since your sign-up prompt. The University has been thoroughly looted for supplies already, meaning we need to venture out into the infected zones. Your character's stats are tracked on the minis site. Be sure to check it daily! Also make sure you have less than 10 items when doing your daily chance on the minisite. The only items your character has are those in your minis inventory. Concerning your HP:
When you hit 0 HP, you'll need to send all of your items to the Junkyard. When you hit 0 HP, you're not out of the game just yet -- you have 12 hours since the time of your death for someone to heal you. Let's say your HP is 0/50 and someone uses a +5 HP healing item on you, then your new HP is 5/50. You still send your items to the Junkyard, even if you are revived. Whenever you hit 0 HP, you drop all of your items regardless. Your attack dice depends on whether or not you've found a weapon on the minis site.
No weapon? Use 2d6-6. Have a weapon? Use 2d8-6. Lost your weapon? It's back to 2d6-6.
To reiterate, If you have any questions, please contact Enoh Love, Nothing Yet, or Lilwolfpard!
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Posted: Mon Sep 14, 2015 2:19 pm
Enoh Love
Character Name: Corey Lane Age: 22 Gender: Female Faction: 1 - University (LEADER) Weapon: Javelin (Stolen from the gym) (2d10-6, 100HP)
About: - Charismatic - There's a reason she was elected as Student President, once upon a time. Now she's secretly panicking, but hopes she's putting on a brave enough face. - Mildly Hemophobic - The sight of blood - especially her own - makes her feel woozy. She's coping with this, and learning the hard way that she can't allow this particular weakness anymore. Still, she'll leave dealing with bodily fluids to her Assistants. - Has a plan - She knows what the priorities are, and is learning where there is wiggle room in between. Day Zero threw a lot of that into question, but as the dust settles, it's becoming easier to figure out where said priorities now rest. Now to just try and keep everything from falling apart… - Athletic - While she is not a die-hard, hardcore athlete, she is still quite dedicated to physical fitness. Her area of expertise? Long-distance running. - Early to rise, Late to bed - She's the first one awake, and the last one to fall asleep. Judging by the bags under her eyes, it's questionable if she ever even gets sleep...
Appearance: ( See picture - art by bittiface! ) - Looks constantly exhausted, and pretty much done with all of this. - (Before) During her campaign and first months in the Presidents position, she put a lot of effort into herself. Her makeup was always done to perfection. Her undercut hair style was always just right. Her clothes were smart, and only sometimes showed off her tattoos. Then, Day Zero happened. All that primping went out the window. She is now an exhausted looking mess.
THEN & NOW: When she tried for Student Council, she expected long hours, hard work, and stress through the roof. What she didn't expect, was how long the hours were, how hard the work really was, and what 'stress' actually meant. Also, zombies. Still, she pledged to make the University a better place and to keep the student's best interests at heart, and like hell is she going to let a little bit of an apocalypse stop her.
She will not go down in history as the President who failed.
Even if there are Zombies.
(She found a copy of Max Brooks' The Zombie Survival Guide in the library. She's totally got this, you guys.)
LIlwolfpard
Character Name: Charlies "Charlie" Miller Age: 19 Gender: Male Faction: 1 - University (MASCOT) Weapon: Hockey Stick with a Sharpened end - calls it his scythe (2d10-6, 100HP) Degree: Studying Sports Medicine
About:
Athlete- Being a mascot sort of requires this, doesn't it? You need to be in shape to be able to carry around that heavy arse thing and somehow still manage to bounce around inside it. Intelligent- You might think the person behind the mask isn't that smart, being lobbed into the mascot role and all. Not to mention the fact he is actually athletic, being as In fact he gained entrance to the University on scholarships. He doesn't exactly advertise said intelligence, keeping it to himself unless he feels the need to speak up. Cranky- Deep at his roots, Charlie is a cranky little SOB. He would much rather be quiet or criticize your work for not being good enough. He will point out your flaws, and not always tell you about them. Incredibly personal he is not the friendliest person to be around. You better pull your own dang weight. Other side- It's a good thing being inside the mascots requires quiet. Secretly disliking his 'job' as a mascot, he sure as hell can pretend to be farting rainbows while inside of it. He isn't one to do things halfassed, he was given this job and he will damn sure be certain he does it well.
Appearance: 5'11" tall. Messy, Short Chestnut brown hair, Green eyes, pale skin. Wears a mash up of clothing. Being the once-mascot he decided was something he needed to show others, so he can be seen wearing This hoodie
THEN & NOW: Charlie decided he wanted to try out for one of the sports teams at the university. He felt his addition would help whatever team needed it. Seeing sign ups he gladly made his way towards them (not bothering to read the tiny text), only to be the only one to show up? Curious about this, he didn't exactly question it and took the job. That was, until game time rolled around and he found his 'uniform'. Not being one to let anyone down, he took his job as the Mascot seriously.
Even now Charlie seriously hates that smelly old costume, but not as much as the fact he hates all these zombies wrecking everything. Why did he come to this school and work so hard to get those scholarships only to be eaten in a zombie apoc anyways?
Nothing Yet
Character Name: Caroline Kercher; the badge on her jacket says 'Dr. C. Kendall' but she doesn't seem to register that as her name very often, if at all. Age: 53 Gender: Female Faction: 1 - University ("Department Head of Engineering") Weapon: It's metal and has a battery wired to it. An ouch stick. (2d10-6, 100HP)
About:
⑨ Absent-minded - It's like her brain is full of holes, but the portion that still remains manages to maintain a good working knowledge of her technical skills. Everything aside from that is a bit fuzzy. ⑨ Obsessive - She fixates very easily, and can get so caught up in things that it becomes a detriment. She also seems to have some 'Number 23' level obsession with the number 9, but never really acknowledges or explains it. ⑨ Calculating - There's a blueprint being constantly drawn and redrawn in her mind, and boy is it biiig, whatever it is. ⑨ Dishonest - Science fact is science fact. Anything outside of that (motivations, personal history, etc.) most likely isn't going to add up. ⑨ Paranoid - She trusts no one. Not even herself. Especially not herself.
Appearance:Now and in better days. 5'8" + a few inches from boot heels. Disheveled dark red/auburn hair that is loosely pulled or pinned back in about six different ways and places, but always falls over her right eye. Green eyes that seem a bit empty. Faltering makeup. Open white coat with a faculty badge clipped onto it. Often visibly a few pieces short of her brainpuzzle.
THEN & NOW: The Department Head of Engineering is dead, and Caroline Kercher is an opportunist with a plan.
She's been laying low for a while now, assuming any identity that best suits her directive and course of action, and finding someone of indispensable importance within the university system who happened to share her initials and past field of study was quite the opportunity. Whatever happened to him was truly a shame.
Though clearly unstable, she seems harmless enough, and tends to be caught up in the newest project to aid in the University's sustainability. She doesn't throw her position or experience around, and isn't one to cause conflict. That sort of thing has a way of working itself out; she'll wait. She's patient.
Posted: Mon Sep 14, 2015 2:23 pm
RANKING SYSTEM
Rank 1: Freshmen
This is the starting rank. You are only eligible to take on quests marked ‘Freshman’. To get to Sophomore (Rank 2), you must complete 6 unique quests.
Rank 2: Sophomore
You are now eligible to take on quests marked ‘Freshman’ or ‘Sophomore’. To get to Senior (Rank 3), you must complete another 6 unique quests. They must be different from the six done at Freshman rank.
Rank 3: Senior
You are now eligible to take on quests marked ‘Freshman’, ‘Sophomore’ or ‘Senior’. This is the highest work-based rank you can achieve. If you wish to rank further, you must announce your Candidacy, and be voted into the position you requested (please note that Faction Lead and Faction Assistant positions can not be requested).
Rank 4: Team Lead
Elected Rank that only Senior ranks can apply for. Any rank may cast a vote. You will be in charge of whatever it was you requested, and will work directly with the Faction Leader/Assistants to ensure operations run smoothly. (OOC: This is mostly for RP purposes, with small dice bonuses for certain quests depending on what your character becomes the ‘team lead’ for. If and when they’re voted into the position, we will have a chat to hash out your specific parameters!).
UNIVERSITY CURRENCY
Each quest has the opportunity to earn you ‘Course Credits’. If you win them, you may use them later in bidding wars and/or raffles to buy special loot. Please be sure to log any Course Credits earned, with proof of where you earned them. Sharing, Donating or Bartering credits is encouraged. Forcefully removing, bullying or general theft will be dealt with swiftly - namely, a permanent walk outside with the infected and undying.
SPECIAL LOOT
Can only be obtained using Course Credits. There will be three pieces of loot up for grabs each night. The Faction Leader/Assistants will decide how they will be distributed (by either auction or raffle using Course Credits), so please pay attention to the information given during loot time.
In an effort to keep things organized, your character has been assigned a jersey. This number will stay with you, and you are required to wear it when you are anywhere outside of the [ DORMS ].
The purpose is so everyone will be able to stick together as a unit and return safely. If a person does not return to the [ DORMS ] for (IC flavouring) evening roll call, both the character and the jersey number will be marked as lost. 'Lost' ones could mean they were infected, mutinied, or just did not return to base and will not be welcome back in case of the above.
# Assigned | Name List
# 00 - Corey Lane (Enoh Love) - NPC # 13 - Charles Miller (Lilwolfpard) - NPC # 09 - C. Kendall ( Nothing Yet) - NPC
# 00 - Orion Hollister (SkieBorne) # 00 - Mina Cecilia Phillips (Bittiface) # 00 - Eliza Marshall (himehorse) DEAD # 00 - Ivan Huntington (Erina_Nobara) # 00 - Frank Lowitz (wingseagle)
Zoobey Artist
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Posted: Mon Sep 14, 2015 2:25 pm
QUEST REMINDERS - You may only do 2 faction quests per day. - The reset for quests is the same as the minisite: midnight pst. - The day the quest is started is the day it counts for, but you may not claim course credits until the quest is completed. (So I can start it 9/17, and this quest will count as 9/17, but I won't be able to get or use the course credits until I finish the quest - which could be 9/18, or 9/19...)
Freshmen Quest: Cleaning Day
Well it seems like you were the lucky person who was elected to do cleaning duty! Fear not though, because there are other people likely doing the same job as you elsewhere in different rooms. Living in the university is great being as the dorms are home base, so more room... but also means more to clean. Keeping things tidy and clean is not only safer but healthier in the long run!
Roll 1d4 and RP matching your number with that activity below.
Rolled a 1
Seems you were suckered into bathroom cleaning duty.
How messy was it? Roll 1d4 and RP your response!
1- Oh man did a nuclear bomb go off in here? 2- Someone seems to be cleaning up after themselves, shouldn't require much effort. 3- Was that a spider i just saw???? Gross! 4- Seems lived in, but still moderately nasty.
How well did you do cleaning wise? Roll 1d4 and RP your response!
1- Too gross, i did a quick job and got out of there. 2- I did the best i could, but i refuse to clean the floors.... or walls. 3- I took out the trash, good enough right? 4- You could eat off my floors and need sunglasses to even see inside how perfectly clean it now is.
Rolled a 2
You were placed into the dusting team!
What do you use to dust with? Roll 1d4 and RP your response!
1- Oh gosh i actually found a real feather duster! Neat! 2- A washcloth. 3- Uh my sleeve, duh. 4- I just blow air on it, that removes dust right?
How well did you do cleaning wise? Roll 1d4 and RP your response!
1- Too gross, i did a quick job and got out of there. 2- I did the best i could, but not really a great job. 3- I cleaned the counters! 4- Dust allergy people need not be aware! I am the bane of all dust mites, theres not a single spek left!
Rolled a 3
You were put in charge of the floors.
Which floor type do you clean? Roll 1d4 and RP your response!
1- Carpets, We found a working vacuum! 2- Carpets, We have one of those powerless roller vacuums... it doesnt work really well. 3- Hardwood floors, we found a mop! 4- Hardwood floors, if i sit down and scoot around a little does that count as cleaning?
How well did you do cleaning wise? Roll 1d4 and RP your response!
1- Too gross, i did a quick job and got out of there. 2- I did the best i could, but not really a great job. 3- I cleaned all i could see! But i didn't go under objects like tables... 4- You could eat off my floors, i did an AMAZING job.
Rolled a 4
You will be spending your day today washing clothing!
How did you wash the clothing? Roll 1d4 and RP your response!
1- The washer and Dryer are working today, of course i'd just use those. 2- A bucket of water, a brush, and things air dry. Why waste electricity? 3- I just dropped them into the sink and filled it up. Someone else will take care of the drying right? 4- Used the washer but allowed things to air dry.
How well did you do cleaning wise? Roll 1d4 and RP your response!
1- Nasty blood and other stains everywhere, i did a quick job and got out of there. 2- I did the best i could, but not really a great job. There are still some curious stains... 3- Cleaned as good as to be expected, but some clothing was eaten or lost... 4- I bleached the hell out of everything, no stains on MY clothing.
Quote:
OOC Info:
If you wish to complete this task as a Group: You may! The first person needs to roll 1d4 at the start to determine which location you all will be cleaning at this day. Every player after that needs to do the mechanic for that rolled area!
Reward: Cumulatively your posts must be at least 500 words (PER PERSON if doing this in a group) and all posts must be filled out to consider this quest complete. You may claim 2 course credits the first time you complete the Cleaning Quest. You may do this quest Once a day, the second time you complete it and onward you may claim 1 Course Credit upon each daily completion.
Freshman Quest: Food Prep
If experience has taught us anything, noisy packaging can ruin a perfectly good plan. Since the 'Great Sunchip Bag Fiasco Of Two Weeks Ago' and 'Twinkie Wrappers of Two Days Later', we spend some time to transfer packaging safely. This is where you Freshmen come in.
To complete this task, your character is given a temporary key to the food storage units. All of the food had already been counted and accounted for by the time they get there. Their only two objectives to their time in Food Prep are as follows: Organize by type (i.e. perishable vs non-perishable), and Repackage everything that can/needs to be. Once they are finished, they are to return the key, and their work is once more counted - to ensure they haven't taken more than what they are rationed to take.
To complete this task: - Roll 4d20 however you'd like. (You can either do 1 post of 4d20, or 4 posts of 1d20)
First Dice: How many pieces of food you organized. Second Dice: How long it took you to perform the organization. Each number represents one minute. Third Dice: How many pieces of food you repackaged. Fourth Dice: How long it took you to repackage the food. Each number represents one minute.
- Example: I roll 4d20. I get 17, 11, 11, 5. I organized 17 pieces of food into perishables/non perishables, and it took me 11 minutes. I then repackaged 11 pieces of those foods, and it took me five minutes. - You can make excuses as to why the numbers are skewed - in this case, I would say that something happened outside of the kitchen area, and they had to stop me from continuing my work. Or, you know, my character was lazy and the last six pieces sounded like much too much work. If you have excess (example: you organized 5 pieces, but repackaged 20), assume someone else left organized food without repackaging them. More work for you! - Once you roll your 4d20, and write a post of no less than 500 words, you can consider this quest completed, and may count it towards your rankings.
Obtaining Credits - Add up your dice, divide it by 4, then divide that answer by 2. This is how many credits you earn. - Example: I rolled 17, 11, 11, 5. I add them together. 17 + 11 + 11 + 5 = 44. I divide 44 by 4 and get 11. I divide 11 by 2 and get 5.5. Round up, and I managed to get away with 6 course credits.
If you wish to do this in a group: - You may! - Each player in that thread must roll 4d20 - after all, they're there to work together, not all do the same work. - Basically, you can just RP with each other while you play with food.
Quote:
OOC Rules - Assume the key giving, key returning, and counts are all done off-screen. You can just mention them in RP! - When it comes to obtaining credits, always round up if there is a decimal point. - This quest will be considered complete if you roll a 4d20 and write at least 500 words. Because of the ability to win a substantial amount of credits, we will be checking this using this word count tool, so make sure you are getting at least 500 words!
Freshmen Quest: Scavenging
Because this quest is meant for Freshman, the parameters of this one are clear: Stay in the lit areas only. Do not wander into the dark. Do not wander into unexplored territory.
RP Notes for this Quest Make sure the following are mentioned in your RP: - Your Character being given a large reusable plastic bag (bearing the Emerston bookstore's name), and a flashlight. - Once you are finished the quest, please mention them returning the bag and flashlight!
To Complete this quest: - You must scavenge in TWO different areas, and fill in each post with RP to consider the quest completed. - Roll a 1d6 to start - This will determine where you are scavenging. Then, follow the information in that area's SPOILER TAG for further information. - This quest must be done in separate posts - there should be at least 4 posts total (1 to choose location, 1 to scavenge, 1 to choose second location, 1 to scavenge second location). - Scavenging rolls may be done in one post or three (1 post of 3d6, or 3 posts of 1d6). - Please note that any items found are considered IC gains only and will not count towards your mini site totals. Any food or water is automatically given to the University storage for later IC rationing!
1: A First Floor Lecture Hall
- You have decided to scavenge in a first floor lecture hall. Any one of them. They are mostly barren, save for dust and abandoned backpacks. - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1: You flip through someone's notes, and find a recipe for a no-cook meal. Interesting. 2: You trip over something. The Projector in the room screeches to sudden life, sputtering and flashing for a moment before all does still. You find nothing, but you lose a couple of nerves in the process. 3: You find a backpack. You dig through it, and manage to find a half-full (or half empty?) bottle of water. 4: You find a couple sweaters. You may either keep them (IC find only), or bring them back to base to share. 5: Something shiny catches your eye - it looks like someone dropped a toonie. Score? 6: You rifle through an abandoned purse, and discover a few cereal bars. They haven't expired yet! (+1 credit)
2: Emerston University Bookstore
- You have decided to scavenge in the Emerston University Bookstore. It's mostly been picked clean, at least the shelves have, but the floor is littered with debris. There might still be something useful here, right? - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1: You find a backpack. It's big, and fairly intact. Cool. 2: Markers and Paper bound. There should be enough plain paper to start a (very ashy) fire, at least. 3: You find a couple of batteries on the floor. Double-A ones too. You perform the Bounce Test, and there's a chance that they'll work! (+1 credit) 4: You dig under a stack of fallen english textbooks, and find a small pack of candy that survived. 5: Somehow, you manage to find an MP3 player on the ground? I wonder if you could find a charging station for it... 6: You dig, and dig, and dig, and end up with nothing but paper cuts.
3: Gym Locker room
- You have decided to scavenge in the Gym locker rooms. While the lights in this area are dimmer than elsewhere, they still work. Luckily for you this Schools lockers did not automatically come with locks, as a student you had to provide your own. As such, they are mostly all openable. - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1:On the floor you find a few notebooks and pens, partially used. 2: This row of lockers seem to be jammed, you find nothing. 3: Opening a locker you find some (really smelly) old socks and shorts. Do you keep them? (IC only) or you can bring them back to the group. 4: Checking the washroom to the side of the locker room you find a closet filled with new, unused, toilet paper rolls. Something that would be great for the group! (+1 credit) 5: You find a large stack of paperwork in the corner, perhaps good for making fires? 6: Searching a locker you find a pretty nice jacket actually! You can choose to keep it (IC only) or bring it back to base.
4: Guidance Counselor Office
- You have decided to scavenge in the Guidance Counselor office. This would have been one of the first places you saw upon entering the University. Once neat and organized it is now a ghostland of paperwork and chairs everywhere. - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1: Rummaging around you find some high quality pens, some even look unused! 2: Just a bunch of paperwork everywhere, darn! 3: You find a calculator that runs off solar energy! Neat! 4: Rummaging around in an old file cabinet you notice something sparkling at the bottom, and turn up a small hidden stash of unopened gummy bear packets. (+1 credit) 5: You find a bunch of stuffed animals themed after the Universities Mascot in different costumes. You can keep a few (ICly) or leave them there. 6: You find something smelly, only to discover it is a rotten sandwich left behind, ew!
5: Chemistry Lab
- You have decided to scavenge in a Chem Lab. - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1: You find some sturdy rubber gloves. Good for touching gross stuff or for taking off to slap people that offend you. 2: You find a pair of goggles. Eye protection is important, even during the apocalypse! Maybe especially during the apocalypse. 3: Something crinkles under your feet. It is a very helpful poster. Good to know. 4: While checking in the cabinets, you find some unmarked chemicals. Someone wasn't following proper lab procedure! 5: You happen across what looks like a stash of sturdy laboratory glassware, all intact. Finders keepers! (+1 Credit) 6: You find a box marked 'HIGHLY FLAMMABLE'. It might be best to take this one back without opening it.
6: Dining Hall
- You have decided to scavenge in the Dining Hall. - Please roll a 3d6 and match your results to the rolls below to determine what you find.
1: You find some packages of vacuum sealed meats! Pre-marinated, too! (+1 Credit) 2: The cabinet you opened has something in it, but it smells awful. You might not want this. 3: Someone has already ransacked the fridge, leaving nothing. Might be for the best - it would probably be spoiled by now. 4: You find a full bag of sugary cereal! Sweet! 5: You discover a stack of dinner trays that look like they were freshly cleaned before this all started. Might be a cool shield or sled. Or you could always eat off of it... 6: One of the students working kitchen staff left their bag. A change of clothes is still inside.
If you wish to complete this in a group: - You will still need to scavenge in two different locations, but each player must roll a 1d6 in that area. - Example: Corey and Charlie wish to scavenge together. Corey (by OOC rolling) chooses the lecture hall. Both Corey and Charlie's players need to roll 3d6 in the lecture hall to scavenge. They finish that area. Charlie (by OOC rolling) chooses the bookstore. Both Corey and Charley's players roll a 3d6 in the bookstore to scavenge. - All posts must be filled in with RP before it is considered complete for either player. ALL POSTS. Meaning, if Charlie's posts are filled in but Corey's aren't, neither Corey nor Charlie can mark that quest as complete.
Freshmen Quest: Building Maintenance
In light of the recent surprise infected mob, Corey has created a new duty for the University Faction: Building Maintenance. The goal of this quest is to patch up holes and create traps in an effort to protect the overall group.
Quest Notes - This quest can not be completed solo. There must be two or more people in your group. - Each person must do all the steps and dice rolls. No tag teaming! - Your group is given a rather heavy bag of equipment. It's clearly all items from the maintenance shed, and includes such items as a hammer, some nails, a screwdriver set, some fishing line, a measuring tape, etc. Building maintenance supplies. These do NOT count as materials, just aids to help you ICly. - This requires some imagination - after all, there is a very real chance you might be clogging a broken window with a bucket! - No new people may join an open Building Maintenance Thread once the group moves on to step 2.
Step One - Material Gathering - Before you can begin the maintenance, you must gather some materials! - Roll a 5d12 in one post, and match your result to the materials below:
1: You break a couple desks, and now have TWO pieces of wood! (+2 Materials) 2: You find…a bucket? Well, alright. (+1 Material) 3: There are a bunch of backpacks lying around. Three of them. Might as well bring them along. (+3 Materials) 4: You lucky deviant! You found the Janitor's cart. It only has a mop, some cleaning supplies (a bottle of windex, some bleach, and 4 unused garbage bags), and precisely three towels. One of the towels is a grease rag though, at least the other two are clean. (+10 Materials) 5: WILD CARD - You can find ONE item of your choice. It can be anything you think you would find in a university setting. Keep in mind that everyone has had a month to scavenge, so the pickings are slim! (+1 Material) 6: You manage to pry down a dry erase board. It's got to be good for something. (+1 Material) 7: You find a projector. Hurray? (+1 Material) 8: WILD CARD - You can find TWO items of your choice. It can be anything you think you would find in a university setting. Keep in mind that everyone has had a month to scavenge, so the pickings are slim! (+2 Materials) 9: There are a bunch of bells in a box. Three of them. We're not sure why. But there they are. (+3 Materials) 10: You find a bottle of alka-seltzer near a bottle of coke… (+1 Material) 11: WILD CARD - You can find ONE item of your choice. It can be anything you think you would find in a university setting. Keep in mind that everyone has had a month to scavenge, so the pickings are slim! (+1 Material) 12: You find a stack of boring looking books. Three of them. Might as well put them to some use. (+3 Materials)
- Pool your resources. Make a master list of what was found, including how many of them there are. These will be the materials you get to work with as a group! - Continue on to Step Two.
Step One-Point-Five: Choose post order - This can be done however you want! You must go in post order for step two.
Step Two - Makeshift Maintenance - Hurray, you have materials! Now to put them to use. - Each person in the group rolls a 1d10 in turn, until there are no materials left to use. Pooled materials will be used on a first chosen-first used basis. - Match your rolls to the problems below, and do your best to fix them using the pooled materials your group rolled earlier! This means you get to be a little creative with how some of the items are used. - Once a material is used, it can not be used a second time. Once it's used, it's gone!
1: You find a small hole in the wall. (Requires 1 material to fix) 2: WILD CARD - You find something to fix. What it is, is your choice. (Requires 2 materials to fix) 3: There is a slightly broken window. (Requires 1 material to fix) 4: This window is very broken. (Requires 2 materials to fix) 5: WILD CARD - You find something to fix. What it is, is your choice. (Requires 1 material to fix) 6: Some of the flooring is compromised, and has a foot-shaped hole in it. (Requires 1 material to fix) 7: There is a large hole in the wall. (Requires 2 materials to fix) 8: This floor is a mess. A whole person could fit down there (Requires 4 materials to fix) 9: WILD CARD - You find something to fix. What it is, is your choice. (Requires 1 material to fix) 10: One of the vents is open. It's a large vent. Someone could fit through it, unless you fix it. (Requires 2 material to fix)
- If you don't have enough items to finish the last fix - don't worry about it. Really. As long as all your materials are gone, this quest is considered complete!
Course Credits - If you and your team mates complete this quest - meaning everyone has completed their dice rolls and has written at least 400 words - you all receive FIVE course credits. - This is all or nothing - meaning all of you have to meet the criteria to get the credits. If one person doesn't finish this quest/word count, nobody gets it! - Don't forget to link completed quests and earned credits in your journal!
Freshman Quest: Apprentice Guard Duty
After certain events happening (right under their noses!) it was decided there were not enough guards to keep their eyes on everything. The goal of this quest is to start training for guard duty earlier than they have prior to now. All freshman will be assigned to a higher ranking member to show them the ropes.
Quest Notes: -This is a RP format Quest! No dice, just RP. - Choose one (or more than one if you'd like!) Scenario below and RP it out. - The higher ranking officers mentioned are random NPC's, just pretend it is some random member of the group mentoring your character(s). - You can do this Solo or in a group! Just pretend each of you is assigned a NPC mentor. - Make sure to make a note somewhere in your post(s) about wearing your Jersey! You are leaving the dorms so the Jersey is required.
Scenarios:
1: You and your mentor spot one of the infected getting a little too close to the dorms. Quietly look around for something (you're choice) to throw as far away from the university as possible - The noise will hopefully attract the infected away! Does it work?
2: Investigate a strange noise you hear. It turns out to be nothing (perhaps just a mouse or maybe a fellow team member playing a prank?) RP out what you find!
3: You discover part of the University where the lights have gone out mysteriously. Making a mental note to tell the leaders, you decide to check it out as well. What do you find? (most likely a false alarm! Just a fizz'd wire~ )
4: On the rooftops of the dorms you peek over the edges to the open grounds below- What do you see? Infected? Burning Objects? Other people? Nothing? Remember to stay quiet if its an infected or other people! No need to give away our position.
5: WILDCARD: You decide what happens! But remember, no battles!
Requirements: - Being as this is RP format, 800 words is required to consider this quest complete! - If a single person is doing this, write either a one post solo or a multi post solo-thread if desired! - If in a group, 800 words is still required per person total.
Rewards: - Upon completing this quest each person will receive +4 Credits! (If in a group EVERYONE needs to meet the 800 word requirement before you can claim credits!) - If you complete more than one of the Scenarios, add +1 Credit (Max of 5 credits total for this quest.)
Freshman Quest: Healing 101
Charlie felt it would be beneficial to show the newbies some basic medical techniques, hopefully to keep you alive a little longer! Deciding it would be better to actually show them in a (somewhat) more sanitary environment than the Dorms, so this quest takes place in the Health Department (their make-shift Infirmary). There are a few lingering staff and helpers around who show you the ropes.
Quest Notes: - You can do this quest as a group if you'd like! Just roll the steps as usual. - There is a 300 word minimum word count for each person in this quest.
Step One: Learning the Layout - Roll 3d6 in one post OR 1d6 in three separate posts. RP your character inspecting these areas. (if you roll multiples you can either Re-roll or say they inspect that area super closely)
1: Pull out a drawer and inside you find their supply of band-aids and bandages. It seems like a lot but in reality it would not last long if things really went down. 2: A locked Cabinet filled with medicines. The staff tell you that only one person in their group holds the key to it, and he is quite the cranky customer. They say just in case something happens to the holder there is a hidden spare key somewhere. 3: You look down at a metal table with shiny instruments piled on top. Really to you they look like mini torture devices, best not hang around for long. In reality they are emergency items for surgical needs. 4: You instead the tables that the staff have covered in white linens. There are some mysterious stains on them, red tinted. 5: Neat! There is a working height and weight scale the team had moved into the department. Good to know! 6: A small room with a door off to one side. Inside is a simple desk and a few chairs, clearly a private area for meetings if you'd rather keep things hush hush. There is also paperwork on top of the desk. One of them is a log explaining what had been used and who had been there and when.
Step two: Using Supplies - Not wanting to waste their limited medical supply on trainees, instead they improvise using similar objects to practice with. - If doing this as a group feel free to 'practice' on each other, if doing this solo you may say you are using a random NPC to test things on! - Roll 1d6 and match your responses below. - Please roll twice! So do two of them below. (If you roll the same number feel free to re-roll)
1: Fake Bandages! Using some clean socks, pretend to be bandaging up a part of your 'patients' body that might have been wounded. Use clips to clip the socks in place. 2: Using a bottle filled with water from the tap, pretend you are cleaning a wound! Remember you would never actually use the trainted water on a real wound, but this is pretend. In a real situation you would use isopropyl alcohol or something like it. 3: Taking a needle and thread, sew up a hole in the provided tattered clothing. Not only does this show how to make-shift sew a wound, it also patches some clothing holes! Yay for being useful!! 4: On a table is an actual knife. They ask you to take the knife and cut up some of the canned peaches nearby. Why? They state it's another practice but i think they actually just need help with food prep.... Handling the knife comes with a warning of 'If you cut yourself you sew yourself up.' 5: Another station leads towards the earlier metal table with the surgical equipment, there is a note on top that says 'DO NOT TOUCH.' Oh, Ok. Easiest example ever! 6: As a lesson in maintaining a healthy environment, they make you clean down the entire room.
Rewards: - This quest is considered complete once every player inside has rolled all the times and made the minimal 300 word count each! - For Course Credits: Take the very first number and the very last number you rolled in this thread and add them together. If its an even number, divide it by two and thats how many points you get. If its an odd number, add +1 and then divide by two. - Example: I rolled a 2 and a 4. 2+4 = 6. 6 / 2 = i earned 3 credits for this quest. - Example 2: 1 rolled a 1 and a 2. 1+2=3. Oops! Odd number! So add a 1 to make it an even number. 3+1=4. 4 / 2 = I earned 2 credits for this quest. - Max credits possible to earn in this quest is 6. - The numbers you add are your personal numbers, meaning YOU rolled them. If you have multiple people in a thread, they use their own first and last numbers they personally rolled.
RANKING UP FORM - Post the form below in THIS THREAD once you meet the ranking up requirements! - Remember to go from Freshman to Sophomore you need to do the 6 Freshman quests at least once each! - If you wish to RP with us about ranking up you can, Otherwise just make a RP mention that you spoke with one of the NPCs and were promoted.
[size=15][b][color=green]RANKING UP[/color][/b][/size] [b]Character Name:[/b] [b]Old Rank:[/b] (What level your character is at now) [b]New Rank:[/b] (What level your character is ranking up to) [b]Proof of completion:[/b] (post links to each completed quest - remember that [i]all six[/i] must be completed to rank up!)
Posted: Mon Sep 14, 2015 2:25 pm
QUEST REMINDERS - You may only do 2 faction quests per day. - The reset for quests is the same as the minisite: midnight pst. - The day the quest is started is the day it counts for, but you may not claim course credits until the quest is completed. (So I can start it 9/17, and this quest will count as 9/17, but I won't be able to get or use the course credits until I finish the quest - which could be 9/18, or 9/19...)
Sophomore Quest: Power Up
We've got to keep this place running (and maybe build an awesome electric fence or remote controlled attack robot or something), and the current stock of supplies won't last forever! This could get a bit tricky, and noise is a risk, and any kind of power cell or electrical device is best handled with care - so make sure you're up for this one, Sophomore.
For this task, you will be given minimal safety equipment in addition to their standard scavenging gear (bag/light), such as pliers, wire cutters, gloves, etc. You are expected to return these, so don't lose them...and try to stay alive while they're in your possession. You will also be given a list with crudely drawn examples of 'useful things', in case you don't know what that means. You can keep that, champ.
RP Notes for this Quest: Make sure the following are mentioned in your RP: - Your Character wearing their assigned jersey. - Your Character being given a large reusable plastic bag (bearing the university bookstore's name), a flashlight, and safety gear. - Once you are finished the quest, please mention them returning the jersey, bag and flashlight, as well as any equipment they took with them!
To complete this quest: - Roll 10d4. You can split this up into multiple posts or roll all 10 at once, but 10 must be rolled total! - Each number correlates to the quality of what you find:
1: Small materials. Wires, small batteries, electrical tape, small battery-operated toys or toothbrushes or ahem, etc. 2: Slightly larger to mediocre supplies. Unopened batteries, short extension cords, basic tools, rechargeable electronics, etc. 3: Good condition items that are high in demand. Sturdy electrical cables, D cell batteries, sheets of metal, specialty tools, etc. 4: The really good stuff! Small solar panels, car batteries, portable charging units, etc.
- You can choose items not specified here at your discretion. Please note that any items found are considered IC gains only and will not count towards your mini site totals.
Obtaining credits: - Count the number of times you rolled each number. - You receive credits corresponding to the number you rolled most frequently:
- If two numbers were equally frequent, go by the higher number! - You receive 1 additional course credit for each 4 you roll. Example: You rolled 1, 3, 2, 2, 3, 4, 1, 2, 4, 2, or 2 1s, 4 2s, 2 3s, 2 4s. You rolled mostly 2s, so you get 4 course credits, plus an additional 2 course credits for rolling 2 4s, giving you a total of 6 course credits.
As a bonus IC reward, you can choose to keep one small scavenged item of your choice. These would most likely be personal items that are not all that useful to the group as a whole, like an electronic bear that says something when you hug it, or a flashing headband, or electric toothbrush/razor, small handheld games, etc.
If you'd like to do this in a group: - Both will need to roll 10d4. You can alternate posts with 1d4 in each, or alternate with 2d4 in each - whatever method works best for you, as long as you both roll 10 times. - There is no word count requirement, but all posts by all group members must be filled in for the quest to be counted as complete.
Sophomore Quest: Workouts
The leaders felt that now you have a higher standing in the group it was time to enforce workouts. Both good for the mind and the body.
Quest Notes: - Remember only Sophomore Level people can do this quest! - Please roll each in separate posts and RP accordingly. - You may do this one in a group or as a solo. - 500 words mandatory for this quest! - You can re roll if you get a double number.
Roll 1d10 in Four separate posts and match your results with the below.
Run some laps around the Gym! Is that weights? You use a few weights that were left behind from the raids. Wildcard: Choose a activity to do some exercise! (Remember the area was raided, so there is no pool and the actual large gym-equipment seems to have been destroyed) Time to do some curl-ups. Push ups are the way to go. Wildcard: Choose a activity to do some exercise! (Remember the area was raided, so there is no pool and the actual large gym-equipment seems to have been destroyed) There is a bar still attached to the wall, do some pull-ups! I think some nice relaxing Yoga will do, theres a soft section of the floor to the side of the gym. Wildcard: Choose a activity to do some exercise! (Remember the area was raided, so there is no pool and the actual large gym-equipment seems to have been destroyed) Jumping jacks time!
Rewards: - This quest is considered complete once every player inside has rolled all the times and made the minimal 500 word count each! - Completion of this quest will give you 5 Credits.
Sophomore Quest: Spar!
To keep with the theme of bettering your chances for survival the leaders called for you to pair up and spar!
Quest Notes - Remember only Sophomore Level people can do this quest! - You can not do this quest solo, you need one other person to do this quest with you. - For this quest it's 2 people only! Because this is 1 VS 1. - You will be using old Lazar tag equipment against each other. They are old and run on batteries.
HOW THIS WORKS:
- Each player starts off with 20 points. - The goal is to have your opponents points hit 0 before yours do! First person to hit 0 loses!
Step one: - Each of you roll 1d10. Person with the Highest number goes first. - In case of a Tie, Do the above step again.
Step Two: - Once you figure out who goes first, Roll dice as usual! (2d6-6) - Go in order, taking turns.
Example: - Steve and Bob decide they want to spar! To determine who goes first, they each roll 1d10! Steve rolls a 2, Bob rolls a 5. Bob goes first! - Bob rolls his dice, 2d6-6. He rolls 4,5. To determine damage, add the two dice and minus 6 from that total. So 4+5 = 9. 9-6= 3. So Steve takes 3 damage to his points! Steve now has 17 points. - its Steves turn! Steve rolls 2d6-6. He rolls 2,3 to a total of 5. Whoops! When he then tries to minus 6, he finds himself in a negative number. This means his attack missed! - Continue like this back and forth. Whomever's points reach 0 first loses.
Rewards: - To complete this Quest all posts must be filled in with RP and one opponents Points have to be gone entirely. - Wordcount limit of 300 per character! - Upon completing this quest Both of you will get 5 credits.
Zoobey Artist
Magical Incubator
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Zoobey Artist
Magical Incubator
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Posted: Mon Sep 14, 2015 2:26 pm
SENIOR QUESTS - Locked
Posted: Mon Sep 14, 2015 2:26 pm
DISTRICT HAZARDS
Whether a faction likes it or not, the undying AND infected will consistently be attempting to weaken the defenses of the faction. It is the duty of each faction participant to reinforce their faction walls and keep the swarms at bay. They will achieve this by participating in special GM events that award bonus district stats.
A [ Bonus District Stat ] is an additional award you get for participating in the 48 hour events, also known as the major storyline-based [ GM ORPS ]. Additional ones MAY be gained through smaller GM rps. It is your responsibility as a player to pitch in and help your district! This is a group effort!
When you obtain a [ Bonus District Stat ], you may apply the stat to your district's OFFENSE, DEFENSE, or SUPPLIES HP bar. If any of these bars go to zero it is GAME OVER.
[ Offensive Stat ] The more offense your district has, the better natural attacks it has against swarms of the undying and infected. The best defense is a great offense after all!
[ Defensive Stat ] The more defense your district has, the better protected your shelter is against potential natural disasters and wear and tear. Being exposed to the elements of nature is no laughing matter, especially when the vines around you seem to be rather alive.
[ Supplies Stat ] Without supplies, your faction would no longer be able to function at all. While food and water is up to each player, base supplies such as weapons, and shared faction supplies would all be lost, and the result would of course be, mass panic.
At the end of EVERY 24 hours, a "debuff" will be applied to your faction. It could happen to any of the three stats(or some, or all!) of any randomly generated number. Once again, any of these three stats above is at ZERO, your faction will collapse and it is GAME OVER for that faction! To view how your faction is doing, simply look at the first post of this thread in the faction stats quote!!
Zoobey Artist
Magical Incubator
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Zoobey Artist
Magical Incubator
Offline
Posted: Mon Sep 14, 2015 2:29 pm
It is GAME OVER for a faction if your faction's offense, defense, OR supplies stat reaches ZERO. A random event will be rolled daily once every 24 hours, applying a debuff to one or several of them. Remember that by participating in GM ORPS and collecting [ BONUS DISTRICT STATS ], and dropping them off using the form below, you may actually UP any stat that you think is looking weak for your faction to prevent collapse! Their fate is in your hands!
If a faction disbands (GAME OVER), it no longer has a "Safe" hub. All RPs must be done in the zones
If a faction disbands, players cannot align themselves to another faction, BUT they can still wander the zones. Their HP is now halved for the rest of the event
If a faction disbands, ALL items all players own in that faction will be DELETED
If a faction disbands, two RANDOM players from that faction will be rolled for instant death.
Posted: Wed Sep 16, 2015 6:37 pm
Make sure you have the CORRECT FORM when redeeming!
Course Credit Buys/Bids
Each quest has the opportunity to earn you ‘Course Credits’. If you win them, you may use them later in bidding wars and/or raffles to buy special loot.
[size=18][b][color=orange]Buying X Tickets for [Enter today's date here] for [enter item here][/color][/b][/size]
[ BONUS DISTRICT STATS ] Are the bread and butter of keeping your base "alive". Remember that you can spread them out into three stats: offensive, defensive, and supplies. Think carefully, and take a look at the current stats of your faction before making a choice. If ANY of these stats hits 0, it is game over for your faction. Once again, these are obtained via the main storyline GM ORPS.
[size=16][b][color=red]BONUS DISTRICT STAT DROPOFF [/b][/size][/color] [b]NUMBER OF POINTS:[/b] [b]STAT TO APPLY IT TO:[/b] (offense, defense, OR supplies) [b]WHERE WAS IT WON:[/b] LINK(s) HERE [b]NAME OF CHARACTER:[/b]
Zoobey Artist
Magical Incubator
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Enoh Love generated a random number between
1 and 14 ...
1!
Enoh Love
Offline
Posted: Thu Sep 17, 2015 9:39 pm
SEPT 17 ITEM RAFFLE
Rolling 5 winners:
poke mattix EmiyaRinko robot kitten Ghouls SwordOfTheDarkOnes Bloodlust Dante OnionGrump Elyessi Inu-Mitsu Hitsuzen MoonKitsune Jaglion the semblance of unity andbeblue
Enoh Love generated a random number between
1 and 13 ...
10!
Posted: Thu Sep 17, 2015 9:40 pm
SEPT 17 ITEM RAFFLE
Rolling 5 winners:
EmiyaRinko robot kitten Ghouls SwordOfTheDarkOnes Bloodlust Dante OnionGrump Elyessi Inu-Mitsu Hitsuzen MoonKitsune Jaglion the semblance of unity andbeblue
WINNERS 1 - poke mattix
Enoh Love
Offline
Enoh Love generated a random number between
1 and 12 ...
5!
Enoh Love
Offline
Posted: Thu Sep 17, 2015 9:41 pm
SEPT 17 ITEM RAFFLE
Rolling 5 winners:
EmiyaRinko robot kitten Ghouls SwordOfTheDarkOnes Bloodlust Dante OnionGrump Elyessi Inu-Mitsu Hitsuzen Jaglion the semblance of unity andbeblue
WINNERS 1 - poke mattix 2 - MoonKitsune
Enoh Love generated a random number between
1 and 11 ...
3!
Posted: Thu Sep 17, 2015 9:41 pm
SEPT 17 ITEM RAFFLE
Rolling 5 winners:
EmiyaRinko robot kitten Ghouls SwordOfTheDarkOnes OnionGrump Elyessi Inu-Mitsu Hitsuzen Jaglion the semblance of unity andbeblue