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Amor, speaking of chims, i got another random one :')
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After the End [Sign-Ups] OPENApril 16, 2021 07:03 PM

Former Pack
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Posts: 0
#2516257
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=================================================
This just in, newly released from the parents and guardians of a group of highschoolers after a week of silence. A small group of teenagers has just been recovered from a massive fire up in Maine. The fire began at the Riverstone Acre Campground, just south of the small township of Redcliff, and many campers and counselors died in the blaze. These children were sent to the camp over the summer to help with behavioural issues they were diagnosed with, and Riverstone has had a history of the successful reformation of troubled teenagers. Unfortunately, many of the bodies have yet to be recovered, assumed to have been cremated in the heat. They were very lucky that many of the counselors sacrificed themselves to get as many of the kids out as they could. Our condolences go out to those families, and we are glad that the survivors are all safe and unharmed. That’s all for now, goodnight, New York. -New York News
==========================================
Over the summer, you had been sent to an out-of-the-way camp deep in the woodlands of Maine in order to correct behavioral issues your parents, guardians, social workers, or other authority figure deemed you possessed. Along with a large group of others from your home city, all of you were shipped out to the Riverstone Acre Campground for Troubled Teens next to the tiny town of Redcliff. It was a technology blackout zone, where no internet, radio, or other such methods of communication would reach outside the camp’s massive grounds without special dispensation from the camp’s counselors. There you were supposed to go out into the wilderness to learn important lessons about life, love, and friendship, as well as fix whatever it was that got you sent there in the first place. In the beginning, you were mostly fine with the arrangement. Sure, the loss of the internet was a pain, but it wasn’t like any of those horror stories about these kinds of places you’d heard and read about before coming here. Unfortunately for you, the town, and campground by extension, was not a normal place. Deep in the woods, some of you learned things that had previously been kept as buried as possible. The place you were sent was, in fact, the front for a small cult. Their goal was to resurrect their demon god in order to destroy the ‘corrupted’ world and aid in the creation of a brand new, perfect Earth. They used the camp to gain members from the teenagers sent to their gates, and claimed that many of those kids had run away or died. You, and some of your friends, witnessed the human sacrifice of a homeless man taking place. The information was spread to everyone in the camp, and it was decided that you would all escape into the woods to plan more. Once as many of you got out as could make it, you retreated into the forest to figure out the situation. While living there, it was discovered that, not only was magic and the supernatural real, but that your group was able to use it. With magic and additional allies in the form of the wood’s resident monsters, the group of escaped teenagers trained until you were ready to take on the cult. You were too late to stop them completely, though. Their demon god, Jiallkh, (Gee-All-K) had been successfully summoned while you launched your assault. Thankfully, the demon did not have enough power to affect the world outside the barriers of the town quite yet, but the town of Redcliff was overrun with cultists and their demonic allies. Forced to retreat back into the forest once more, the last month of your summer was spent fighting through the cult and it’s summoned beasts to finally reach, and kill, Jiallkh. A pitched final battle ensued, and you emerged victorious over the god after the sacrifice of your leader, Taylor Amano, managed to destroy the object tying Jiallkh to reality, making it mortal. Many of your friends and allies died in the fighting, but the demon was killed, the cult destroyed, and the town restored to its pre demonic-invasion state. The last few days before you were due to be taken back were spent preparing, relaxing, and saying your goodbyes. The night before everyone was scheduled to leave, your group got together to burn down Riverstone Creek. Your guardians found you all soot-stained, standing outside the burning wreckage of the building. Some of your more humanoid monster friends took the places of camp counselors to smooth things over, and you were all returned home. Now the new school year begins, and you have to deal with a sharp return to normalcy after the adrenaline ride of this summer. Hopefully you’ll be able to get through the year without anything extreme happening, and maybe you’ll be able to recover from your ordeal in modern civilization.
===============================================
Threads:
=================================================

Edited at June 1, 2021 06:42 PM by Canis Inanis
After the End [Sign-Ups] OPENApril 16, 2021 07:04 PM

Former Pack
Neutral
 
Posts: 0
#2516258
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===============================================
You, and a group of friends, have just returned from the summer camp from hell. After surviving a lack of any kind of adult supervision in the woods, a total collapse of civilization, and a guerilla warfare campaign, you’re back home. You’ve gained magic powers, to-the-death friends, and a boatload of trauma. Now you have to deal with your burgeoning PTSD alongside typical highschool drama, without showing that you have magic or accidentally stabbing someone before the year is out, all while the supernatural begins to pop up at home. Good luck, you’re going to need it.
===============================================
The Redcliff Survivors, as they will be referred to from now on, are a tightly-knit group of teenagers ranging from just entering highschool to just about to leave it. They are all incredibly close due to what they’ve experienced together, to the point where they all trust each other to protect their backs. The Survivors all have, or have had, some kind of behavioral issue(s). These can range all the way from simply being obnoxious to genuine psychological disorders. Now, they also have a slew of various traumas, whether or not their previous conditions were rectified.
===============================================
The school the Survivors attend functions as both the middle and high school of the area, as it was more cost-effective to use one large building rather than two smaller ones for education. Everyone lives relativly close to eachother, easily within walking distance of each other's homes. Their city isn't the safest or most prosperous in the area, with several small gangs of criminals running about. The local police do what they can about the muggers and gang fights, but aren't the most effective when they don't have the best resources they could have. Some of the normal kids are involved with the darker side of the city, but they tend to keep it under the table to stay out of the limelight.

Edited at April 17, 2021 01:26 PM by Canis Inanis
After the End [Sign-Ups] OPENApril 16, 2021 07:06 PM

Former Pack
Neutral
 
Posts: 0
#2516261
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=========================================
Every one of the Redcliff Survivors have some form of magic, though the strength varies. Each can be split into two main types, with three subclasses each. All the survivors fall into one class at least, but many have a secondary class they’ve chosen, with at least minor training in both. There is a theoretically infinite number of magical applications, from shapeshifting to enchanting, each branch usable by different magical subclasses.
Warrior:
  • Knight: Knights are the heavy troops of the Redcliff Survivors. Thick armor, larger weapons, and shields. They know a small number of weapons enough to get by, and one particularly well. Knights tend towards using longswords, clubs, axes, polearms, or warhammers, while keeping a secondary shorter weapon such as shortswords and daggers.
  • Rogue: Rogues are the light troops of the Redcliff Survivors. Light and flexible armor is combined with smaller, short-range weaponry to make fast-moving and stealthy opponents. Rogues tend to prefer shortswords, daggers, brass knuckles, and artificial claws.
  • Ranger: Rangers are the middle ground between the Knights and Rogues among the Redcliff Survivors. They favor light to medium-weighted armor and a combination of a short-ranged and long-ranged weapon. Bows, rifles, axes, and/or longswords are the typical loadout options.
Mage:
  • Wizard: Wizards are the only class that use internal magic. Because of this, they start off the weakest of the three Mage classes, but have the possibility to become the strongest. Every spell takes energy from the wizard’s magic pool, and using more than is available will cause serious debilitating physical effects, from minor dizziness, and exhaustion to nausea, temporary paralysis, and brain damage depending on the severity of the overuse. Wizard spells do not require anything beyond memorization of the words and available magic. Words of power are not limited to a single language such as Latin, instead being any terms or phrases that the caster associates with the spell they intend to produce.
  • Druid: Druids are the only class that draw on natural magic from the environment. This means that their strength waxes and wanes based on their surroundings. The more life around them, the stronger they get. Certain auspicious times of year give them great power boosts. Different spells will require different areas to be the most effective. For example, a spell to summon a flock of birds will be much easier to do in a high-up place filled with trees. Druid spells need specific materials rather than words to cast, based on the natural properties of whatever was used. Stone makes for good defensive spells, different woods assist in healing, and bone works well offensively.
  • Cleric: Clerics are the only class that rely on objects for magical power. They use items imbued with magic, either from enchanting or use in rituals. The number and strength of the relics they are bound to determines how powerful they are. A cleric can bind any number of objects to themselves, as long as they can actually find them. Cleric spells are based on the affinities of the objects the cleric is bound to. A shadow whip spell can only be cast by an object associated with darkness, for example.
==========================================

Edited at April 16, 2021 07:11 PM by Canis Inanis
After the End [Sign-Ups] OPENApril 16, 2021 07:08 PM

Former Pack
Neutral
 
Posts: 0
#2516262
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==========================================
Magic spells are divided between three categories, each with their own purposes. There are many spells that branch between the categories as well. Each mage class is best suited to one category, terrible at a second, and indifferent towards the third. Magic makes almost anything possible. Players can invent whatever spells they like, to a point. I’ll put the banned spells below. Everything else is fair game, unless it’s too overpowered. I’ll let people know if spells they’re using are becoming too strong.
  • Offensive: These are what anyone thinks of as the stereotypical attack spells. Fireballs, throwing lightning bolts, and the like. Clerics are best suited to this category of spell, and Druids are the least adept.
  • Defensive: These are the protection spells. Building walls, energy shields, and elemental resistance spells are all under the Defense category. Druids are the best at these kinds of magic, and Wizards are the weakest in this field.
  • Supportive: These are the reinforcement and status effect spells. Strengthening an ally, increasing the durability of items, and forcing negative debuffs on enemies all fall under the Support category. Wizards are most talented in Support magic, while Clerics are the worst.
Banned Spells:
  • Time Travel- I think this is kind of obvious; Time travel would utterly destroy the plot, and offline players would have no idea what had happened
  • Mind Control- This is also pretty simple, mind control would be godmodding
  • Precognition- Seeing the future is just unfair to everyone else, plus I refuse to railroad the RP to the point where precognition would even be useful
==========================================
The Survivors all share a range of abilities in various strengths. This list describes what they are and which classes are likely to be better in what skills.
  • Magic Sense: Basically just the ability to feel magic. At its weakest, it’s felt like a minor static buzz across the skin when nearby, but the more sensitive can tell the distance between the mage and source. Everyone has a radius around them that is determined by their sensitivity; A smaller radius indicates a weaker magic sense, while a larger radius is the opposite. Higher magic sensitivity is not limited to the mainly magical fighters, but it is more common. Greater magical awareness isn’t all sunshine and rainbows, however, as the generally magically deficient environment of the city will feel ‘dead’ and less real when compared to Redcliff. The more magic sensitive a character is, the worse a lack of ambient magic will affect their mental health.
  • Weapons: All the teenagers are able to use knives at least passingly well to defend themselves, and many of the Warrior-classed characters are proficient in a number of different weapons, be they modern or medieval.
Over the course of the summer, the teenagers have accumulated a large quantity of weaponry, armor, ammunition, enchanted objects, and spell components.
  • Enchanted Bags: These come in a variety of different appearances based on what bag is enchanted. They range from small fanny packs all the way to pirate chests. As long as it’s a container, it can become an Enchanted Bag. These objects can hold an infinite amount of matter, as long as it will fit through the opening. Every Survivor will have at least one of these, because otherwise they wouldn’t have been able to take full suits of plate armor or the dark-magic-imbued skull of an ancient sacrifice home.
  • Weapons: Anything from brass knuckles to halberds, pistols to rifles. Basically anything that makes living creatures go ‘Ouch’.
  • Armor: Almost all of the teens have access to some form of armor. The more combat-heavy would have more protective coverings, while the support roles would have considerably less.
  • Relics: Various enchanted objects and other magically important artifacts have been squirreled away among the teenagers, including, but not limited to, Clerical foci, flaming swords, and mystical crystal balls.
==========================================
After the End [Sign-Ups] OPENApril 16, 2021 07:10 PM

Former Pack
Neutral
 
Posts: 0
#2516266
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==========================================
Rules:
  • All the WolfPlay Rules, of course!
  • LGBTQ+ friendly!
  • Hate the character, not the player.
  • You can have as many characters as you feel you can handle, but you have to use all of them.
  • No Gary/Mary Sue characters, please
  • Your characters can, will, and have, gotten hurt. Please don’t make your character(s) immortal and unkillable.
  • Post at least 300 words at once in the RP thread. We all can understand writer’s block, but people need something to work with to make the best posts they can.
  • Every Survivor character should show some kind of trauma from, you know, the minor apocalypse they lived through.
  • Non-Survivor characters won’t be the main focus of the RP. You can make them, you can use them, but they’re not going to be influencing the plot nearly as much as the Survivors will. They exist to keep the angst down to manageable levels, provide incentives for the Survivors, and act as antagonists.
  • Please, don’t be afraid to add your own plot points and headcanons into the story! I can’t think of everything, after all. And if you have a major idea to move the story along, feel free to PM me your ideas.
Current Players:
Redcliff Survivors:
  • Trevor Ferroson/17/Male/Ranger & Wizard/Canis Inanis {Page 1}
  • Ichiyuu Shizuya Mochizuki/16/Male/Wizard & Rogue/Overthink101 {Page 2}
  • Pax Romana/14/Male/Ranger & Druid/Pastry Lord {Page 2}
  • Gwyar Ariethous Fraoch/16/Male/Knight &Cleric/Overthink101 {Page 3}
  • Rose/16/Female/Rouge & Cleric/Dragonpipe {Page 4}
  • Jackson White/17/Male/Cleric & Rouge/PackOfSpoons {Page 5}
  • Ace Winters/16/Male/Druid & Ranger/PackOfSpoons {Page 6}
  • Isa/16/Female/Druid & Ranger/Dewgrass Pack {Page 7}
  • Nelson Booker/16/Male/Ranger & Cleric/Pastry Lord {Page 7}
  • Reserved (Winter Stars)
  • Name/Age/Gender/Class/Player
Normal
  • Naomi Wolf/16/Female/Pastry Lord {Page 4}
  • Adbrei Akaiti Kennaway/15/Male/Overthink101 {Page 6}
  • Name/Age/Gender/Player
  • Name/Age/Gender/Player
Sign-Up Sheet:
* Indicate optional fields
Name-
Nickname(s)/Title(s)*-
Age & Grade- (13-18, 8th-12th grade)
Gender-
Sexuality-
Class(es)- (Two maximum)
Appearance-
Permanent Damage*- (This is for debilitating injuries or curses suffered from the apocalypse and cult war; Character A has a limp from a serious cut to their leg, or Character B can’t use magic after being cursed. Curses can eventually be lifted, but would happen later in the RP after serious effort)
Personality-
Strengths- (Have an equal relationship between Strengths & Weaknesses; A bunch of smaller weaknesses will make up for one major strength, and vice versa)
Weaknesses-
Equipment*- (What your character took with them, if anything)
Skills- (Magic sensitivity, known weapons, stuff like that)
History- (Any previous personal issues, why they were sent to the camp, information like that)
Reputation*- (How the normal kids, teachers, and guardians see you; Remember that the Redcliff Survivor characters will be very different from how they were before the summer, so interactions with those outside the group may be strained)
Relationships*- (Family, friends, enemies, etc.)
Theme Song(s)*-
Other-

Edited at June 21, 2021 07:45 PM by Canis Inanis
After the End [Sign-Ups] OPENApril 16, 2021 07:12 PM

Former Pack
Neutral
 
Posts: 0
#2516269
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Example Sign-Up Sheet:

Name- Trevor Ferroson

Nickname/Title- Ferrous, Steelarm; He prefers Ferrous

Age & Grade- 17, 11th Grade

Gender- Male

Sexuality- Bisexual

Classes- Ranger (Primary) & Wizard (Secondary)

Appearance- Trevor stands at a height of 6' 4" and weighs around 190 pounds. His upper body is broad-shouldered and roughly triangular, thinning at the waist. He's become well-muscled from the events of the summer, and sports a heavy copper-toned tan. Trevor's hair is a soft, spikey black, cut in a close-crop that emulates the style of the standard army haircut, though longer. His eyes are a hard shade of pine needle blue-green, naturally set in a glare. Trevor's face is lean from living out of a forest for three months, and his body is covered in various cut, burn, and electrical scars. A large burn scar crosses down the center of his face, from above his left eye to just below the edge of his right. The undersides of his forearms are absolutely peppered with small-to-medium-sized jagged scars, and there are various claw marks along his upper body from demon attacks. His left shoulderblade is branded with an eldritch sigil meant for tracking from when he offered to use himself as sacrifice bait to find the cultist's main base before the final battle. The entirety of his right arm has a slew of Lichtenberg scarring up to his shoulderblade from pulling himself out of a broken wall and grabbing a busted generator. Trevor tends towards wearing highly durable and heavily pocketed clothing ever since the cult. Dark tan cargo pants, a navy blue t-shirt, and a long-sleeved forest-camoflaged jacket are all very typical clothes for him. His pants are tucked into thick calf-height steel-toed boots with a synthetic fur edge. The soles have small steel cleats along the base for easy gripping of earth and tree bark. His jacket has a plethora of pockets and hidden pouches to hold anything he thinks he could need. On the right shoulder is a leaf green patch emblazoned with a gunmetal grey wolf with a muzzle around it's mouth as it tries to howl, with the letters RC in small text beneath it. A thick but short silver chain necklace is kept under his shirt, against his skin. The necklace has a series of charms with various personal meanings to Trevor, a tradition he started after the group ran off into the woods. It commemerates the deaths of friends, strong enemies he's defeated, and important events that he's been through. He has a small brass crown cutout, the front fang torn from some kind of cat demon, a scarred iron cross, a lit torch sigil made from carved wood, and a tiny copper rendition of a .308 bullet. Trevor tends to wear a worn dark grey baseball hat, with the sideview of a muzzled upturned wolf head embroided on the front in red thread. Wherever he goes, he wears a pair of thin modified climbing gloves made to look like they're nothing special. Small claw-like hooks are hidden in the fingertips underneath rubber caps to aid with grip, and he uses his scarring as an excuse to be able to wear them everywhere.

Permanent Damage- Trevor doesn't have a singular debilitating injury, but the damage he's accumulated means he gets stiff in colder weather, especially in the more precise joints like his fingers. His right arm also occasionally has trouble feeling tempurature.

Personality- Towards the people he doesn't know or respect, Trevor is cold and dismissive of. They haven't seen half of what he has, why should he care about the opinions of immature idiots who don't understand life? Among the people he does actually like and respect, Trevor is much more warm and open. The Survivors all have his respect at the very least for living through an actual apocalypse with him, and he genuinly likes most of them. He's heavily protective of the younger Survivors, and generally aggressive towards anyone who he percieves as a threat. Trevor is apt to get into a fistfight over his through-the-fire friends if someone tries to insult them, or worse. He's all the way down for throwing hands at some full-of-themselves bully for the others. Nature is something that Trevor has always enjoyed, but ever since Riverstone he's come to love the wild. High-up, out of reach, and/or dark places have become his favorite spots to lurk, now too used to skulking in the shadows to ambush cultists to ever stop. Shadows make him feel safe, and the more hidden he is the better. Whenever Trevor gets spooked, he's liable to take off into the rafters, or flip a table to conceal himself while he moves to a better hiding spot. He's also, by this point, mostly nocturnal. Cultists and demons were more active at night, so that's when he was attacking them. Waking up early is near impossible, and insomnia is a constant companion by now. Trevor runs on three hours of sleep and pure spite. Guard positions are instinct, and things considered threatening are drop-kicked from a nearby wall with extreme prejudice. Climbing is something Trevor has found himself good at, and he will absolutely use it to his advantage. He absolutly hates the taste of coffee, no matter what's been mixed in, thinks most junkfood is a crime against tastebuds everywhere, and venison is his absolute favorite type of meat.

Strengths-

-Agility: Trevor has loved free-running since being stuck in heavy woodlands for months on end, and had frequently jumped through the branches for funsies
-Stealth: Trevor is used to sneaking through shadows, trees, and ruins to ambush twitchy monsters in the worst-case scenarios; He can handle sneaking around unobservant baseline humans without any kind of heightend senses
-Stamina: Endurance was a must for his main tactic of 'jump on passing enemies and stab to death' to work, so Trevor has a considerable well of energy

Weaknesses-

-Teamwork: Trevor is used to fighting alone, without needing to worry about other people while he does so; It will be very hard for him to adjust to fighting alongside other people
-Hyper-Aggression: Any kind of percieved threat is instinctivly met with an immediate attempt to remove it. That means anything from harsh shoving to a moderatly angry tone could register as 'danger' and end up with something sharp suddenly attached to its insides
-Paranoia: The camp turning out to be a cult has not helped with Trevor's authority issues, and his distrust of people has extended to any adult not firmly proven to be on their side. This manifests as extreme paranoia, thinking that enemies will jump out at any corner

Equipment-

-Rucksack of Holding: Trevor has a large camping backpack as his main storage space, something he got during the summer
-Knives: Two 6-inch solid-sheathed knives with serrations at the base, useful for carving, cutting, and killing
-Dual Shortswords: Two single-sided shortswords with bladebreakers along the spines, made to be used reversehand
-Leather Armor: Medium-weight leather armor interspread with steel rivets and covered in pouches and bandoliers for holding things
-General Camping Gear: Just basic equipment for living out in the woods; A canteen, bedroll, waterproof tarp, block of flint, and some rolls of strong cord
-Climbing Gear: Several yards of sturdy cut-resistant rope, large steel throwing hooks, and a set of gloves with rubberized grips and hidden metal hooks are all inside his bag

Skills-

-Accute Magic Sense (8/10)
-Parkour
-Basic Woodcraft
-Climbing
-Knifework
-Dual Sword & Knife Combat
-Hunting
-Tracking
-Shooting
-Ambush Tactics

History- Trevor was sent to Riverstone because of his natural distrust of authority figure, and a refusal to follow instructions whenever possible. He's a foster kid that hates his current family. While they aren't physically abusive, they are quite neglectful, and have directly told him that they only took him in for the money they receive. He's fed, clothed, and not locked out of the house, but that's it. Trevor has to get his own money for anything he wants, and the couple that take care of him don't care what he does as long as it doesn't reflect badly on them. That's why they shipped him out to Riverstone, hoping that the camp would make him more obedient.

Reputation- Trevor is seen as a stand-offish loner, someone who doesn't care about anyone else, and someone you'd best stay away from. Teachers despair at his complete disregard for their authority, and have given up on reprimanding him by this point.

Relationships- Open for any particularly strong relationships with other Survivor characters; Trevor doesn't have any friends or enemies among the normal kids, being mostly ambivalent towards them all. This has only been reinforced after the summer. Among the other Redcliff teenagers, he's very loyal and protective of them all, especially the younger ones.

Themesongs- Rule the World (Zayde Wolf), State of My Head (Shinedown), Lunatics and Slaves (Sin Shake Sin), Feed the Machine (Poor Mans Poison)

Other-


Edited at May 31, 2021 08:47 AM by Canis Inanis
After the End [Sign-Ups] OPENApril 17, 2021 11:06 AM

Overthink101
Neutral
 
Posts: 11094
#2516606
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Reserve a Redcliff Survivor?
After the End [Sign-Ups] OPENApril 17, 2021 11:20 AM

Former Pack
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Posts: 0
#2516614
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Sure thing!
After the End [Sign-Ups] OPENApril 17, 2021 02:53 PM

Mr. Brightside
Neutral
 
Posts: 202
#2516767
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Could I reserve a Redcliff Survivors?
After the End [Sign-Ups] OPENApril 17, 2021 02:57 PM

Former Pack
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Posts: 0
#2516774
Give Award
Yep!

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