👉 Roles 👈
These roles are your labels, what makes you what you will be inside of this role-play. Choose what fits you the most. There will always be spots open.
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The Promised Leader (taken by yours truly)
This person is someone who can step up to the plate and guide all kids to the right path. They are kind, a mother/father figure People can trust.
They can be male or female, but must be 18. After all, being one of the oldest gives you the right to unlimited responsibilities. However, they are close to joining the adult zombies due to being half affected by the sudden Apocalypse.
The second in Command (1/1)
Being just as important as the leader, the second in Command watches over the leader and creates most difficult or complex strategies.
While the leader makes ends meet with connecting children together into a larger growing group, the second in Command makes sure that everyone is fed and clothed.
The Scouts (4/10)
Any kid with half a brain can fill this role. But not any kid has what it takes to brave the unknown in order to find food, possible new campsites, and the whereabouts of adult zombies.
Scouts are always on the move, they are the most agile children of the entire group. They are also most likely to steal food and carry light weapons on them at all times.
Little Ones (5/infinite)
They are children who are too young to defend themselves, let alone even speak. They are to be watched at all times. Without them, the future of the world may be doomed.
The medics (1/5)
This role speaks for itself. Medics are what keep the child group alive.. too bad there aren't that many of them.
When not working, they do inventory checks constantly and sometimes double as babysitters. None of them have experience with surgery. So please, don't get any deep wounds.
Medics commonly carry Light weapons such as pistols or anything practical. If they don't have a first-aid kit on them at all times, they are better off dead.
Weapon Crafts (3/10)
Someone has to make the Apocalypse style weapons. These guys are engineers, making weapons out of anything they can get their hands on. Normally that either means they're always making weapons or have weapons that are highly lethal.
Keep the little ones away from them, some Engineers tend to build small child sized weapons for fun. Exciting.
Babysitters (2/6)
The mother/father like ones of the group. Or those who were dumped into this role because they can't do much else. Consider them to be human Shields. Each and every one of them has promised to protect the little ones with their lives. Through any means necessary.
Campers (1/infinite)
Any kid with a weapon that joined the group but doesn't want a job to do. They're everywhere and technically freeloaders. How fun.
Hunters (1/7)
They normally travel with the scouts for food/scavenger runs. They are the strongest of the group and not be messed with in fights. Some, if not all of them, were trained in various fighting styles and often carry various items for hunting.
Young Chefs (2/4)
They are the reason why the group can eat mostly clean/healthy foods. Their hands are gifted. And although they seem weak, they have say over who eats and who does not eat. So here is a fair warning, don't piss them off. Your health is in their hands, treat them well.
Trainers (0/2)
Want to learn how to do various things? Come to these people and they can set you up! Single-handedly they can take down a small horde of zombies on their own because they are child prodigies. Potential is endless for them, yet they are also mentally the weakest of everyone in the group.
Lookouts(0/15)
Like scouts but lazier, because they stay at camp. oftentimes they act as gatekeepers or snipers depending on zombie horde activity.
Other (1/limited)
You get to choose what that other role may be. Don't go overboard and don't expect to get that role either.
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The next page is the form. Hope you read through everything and chose wisely. Your choice determines how the roleplay will go from this point and forward.
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