Introduction
It is now 97 years after a devastating nuclear apocalypse wiped out almost all life on Earth. The only known survivors live on 12 space stations in Earth's orbit prior to the apocalyptic event. The space stations banded together to form a single massive station named "The Ark", where about 2,400 people live under the leadership of one Chancellor. Resources are scarce, so all crimes β regardless of their nature or severity β are punishable by ejection into space ("floating") unless the perpetrator is under 18 years of age. After the Ark's life-support systems are found to be critically failing, 100 juvenile prisoners are declared "expendable" and sent to the surface β near former Washington, D.C β in a last ditch attempt to determine if Earth is habitable again, in a program called "The 100". The teens arrive on a seemingly pristine planet they have only seen from space. They attempt to find refuge and supplies at an old military installation, Mount Weather Emergency Operations Center, located in the foothills of the Blue Ridge Mountains. However, they land some distance from the intended target and soon face other problems. Confronting both the wonders and the dangers of this rugged new world, they struggle to form a tentative community. They soon discover that not all humanity was wiped out β some survived the war, and are now called Grounders, along with other lurking dangers: Grounders who have become cannibals, known as Reapers. Is the Earth really survivable?
The Delinquents, also known as "The 100," "The Invaders," and "The Sky People" are a group of 100 teenagers younger than 18 arrested for committing various crimes. As all crimes on The Ark are capital crimes, criminals are executed immediately. Those under the age of 18, however, are instead sent to lock-up until they reach the age of 18 when they will be given a trial and, if found guilty, are floated. One hundred of these delinquents were sent to Earth to see if it was habitable enough for humans to survive and were promised that their crimes would be pardoned.
"You've been given a second chance, and as your Chancellor, it is my hope that you see this as not just a chance for you, but a chance for all of us, indeed for mankind itself. We have no idea what is waiting for you down there. If the odds of survival were better, we would've sent others. Frankly, we're sending you because your crimes have made you expendable."
-Chancellor Mellark
The Grounders (or Outsiders) is a term used to describe a person who was born on Earth rather than in space (like the rest of the delinquents). The Grounders alive today are descendants of humans who survived the Nuclear Apocalypse 97 years ago. Many of the Sky People (delinquents) have negative views toward Grounders, just like a lot of Grounders have a negative view of the Sky People. They turn into primary antagonists.
Grounders have often been shown in some type of armor made out of a variety of materials such as: bone, leather, cloth, and animal furs. They often wear masks or helmets made out of bone and wood. Many wear war paint on their face and body when going into battle. Many members appear to have tattoos on their face and/or body.
Grounders fight with a variety of weapons: swords, daggers, spears, bows, and fists. Many members are skilled in hand-to-hand combat. They do not use guns as it is believed that if a Grounder picks up a gun, they have pledged allegiance to the other side. After the first kill is made, the member is honored by receiving a mark on their shoulder or chest. Every mark signifies a person the warrior has killed. Oftentimes these markings look like welts on the skin as if burned. Most Grounders know English, but their universal language is Trigedasleng.
Our story will revolve around the interaction between Grounders and the 'Sky People.' In the beginning, our journey will open with the 'The 100' waking up on a drop ship with absolutely no idea of their surroundings. Their destination is Earth. Do they have a chance?
After landing on the ground, and after suffering limited casualties, it is up to The 100 to set up camp and test out their new found home. Although they have no radio connection with The Ark, it is their duty to create one (hint hint). They will face the dangers of Grounders, radiation poisoning, and secrets lurking in the dense forest surrounding them.
As for the Grounders, the clan surrounding The 100 is known as Trikru, meaning tree clan. The Grounders are led by a commander, who undoubtedly is against the Sky People's
intentions-- conflict will arise, as well as forbidden romance.
Test your limits. Survive, or thrive. Fall in love, or die. It's up to you.
Every decision can mean life or death in this world. Just be clear of one thing:
can you trust the people who sent you down to Earth?
Or do you trust those who have already inhabited it.
- Name
- Age (Can't be over 18)
- Personality
- Brief history (how did you get to be arrested? If you're not a delinquent, then talk about your Grounder life.)
- Fears
- Likes/Dislikes
- Use fontmeme and pictures! No anime, please.
- Specify your sexual preference.
- Additional info is encouraged!
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Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
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Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
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You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
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Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
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While not required, locations can be organized onto a map. More information soon!
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Collectibles
By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
(case-sensitive, as usual) — this can be followed with /take Item Name
to retrieve the item into the current character's inventory.
Mobs
Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!
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Spawns
Locations where Mobs and Items might appear.
Events
You can schedule events for your players to create notifications and schedule times for everyone to plan around.
The Forge
Use your INK to craft new artifacts in The One Hundred. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
Notable Items
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The Market
Buy, sell, and even craft your own items in this universe.
Market DataMarket conditions are Quick Buy (Items Most Recently Listed for Sale) |
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Fullscreen Chat » Create Topic » The One Hundred: Out of Character
Discussions
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The One Hundred
by ItsViolet on Sun Mar 27, 2016 8:43 pm
- 15 Replies
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- Last post by mirrorones
on Fri Apr 22, 2016 6:22 pm
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The One Hundred
Most recent OOC posts in The One Hundred
Re: The One Hundred
Can I reserve a delinquent? Female. Age 16.
Also, can I move a previous character I have from a dead 100 RP to play as in here, or would you like a new character?
Re: The One Hundred
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Edit: Also, Trikru. I'm dumb <3
Re: The One Hundred
- Hiya, (Trikru)
I'd like to reserve a female delinquent, I may consider more characters but in the mean time. Just this one.
Delinquent || 18 || Female || Crime: Theft
Re: The One Hundred
Re: The One Hundred
The One Hundred
1. Don't join if you're not committed. That's a given.
2. If you'd like to join, reserve a character in the OOC. Specify whether they are a Grounder or a Delinquent.
3. Use the word: Trikru in the OOC to let me know you've read the rules. (This way you can reserve a character!)
4. Swearing is allowed. This is a mature roleplay.
5. Romance is encouraged!
6. Stay active in the OOC, please.
7. You have 3 days to complete your character.