Deleted member 61
donator without a cause
- Joined
- Apr 26, 2016
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When there is no more room in Hell…
The Dead will walk the Earth…
Solanum Roleplay

Solanum Roleplay is intended to be a fast-paced zombie apocalypse roleplay server, in which, the infected range from slow and weak to durable and quick paced forcing people to stick together in bands if they hope for any chance to survive. Characters made by the players are innately immune to the virus, allowing them to be damaged without turning. The central aspect of the server that makes it more entertaining than others is the following bullet notes.
- Zombies are durable and damaging and either fast or slow.
- Weapons and ammo are common compared to most other servers giving players the ability to create characters and accept their deaths relatively quick, or dying out in a fashion they’d do ICly without the OOC grind of having to work away for 1-2 weeks trying to find a pistol and enough ammo to actually impact anything.
- Almost all deaths will be PKs, such is life in the zombie apocalypse, however, it’s easier to get back into the ‘action’ so to speak with character authorization applications as well as common weapon spawn-ins done by staff setting up scenes around the map.
- The main objective is story progression where a combination of player agency by both survivors as well as the small team of national guard sent to help control the city and are tasked with evacuating the remaining survivors until they end up losing touch with command after their final supply drop.
- No whitelists outside of Survivor. All groups/factions are to be made in-character, be selfish and create your own group with a select few of your friends and fend for yourselves, or create a great communist collective, trying to feed each mouth and share your bullets, or go on your own fending for yourself. The decisions you make are to impact the trajectory of the storyline.
- With regards to map changes, the first few maps will be pre-decided for the interlude of the server, however, onwards, community choice will determine where the survivors end up heading.
- There will be rules on mugging/killing for greed to prevent monopolies of people just killing others without roleplay involved. I understand it's the apocalypse, but there's certain anti-fun things that would drive away playerbase.
SETTING
...
JEFFERSON CITY, MISSOURI
LORE IS TO BE INTERTWINED WITH THE PROGRESSION OF THE SERVER.
Nobody knows how the virus started, what it does besides the visible, and if there’s a cure or not.
...
JEFFERSON CITY, MISSOURI
LORE IS TO BE INTERTWINED WITH THE PROGRESSION OF THE SERVER.
Nobody knows how the virus started, what it does besides the visible, and if there’s a cure or not.
Survivors

Military
(6-10 players)
The military will play a major role at the beginning of the server. Initially, their goal will be to bring order to the chaos spreading throughout the city, unfortunately, four other fire-teams go dark (dead) within the first few hours of insertion. After the city capitulates and it’s clear the infestation has gone out of control, the military will attempt to pull out, along with as many survivors as possible by [ spoiler ] and escaping to the outskirts. They attempt to contact command by accessing a military bunker, however [ spoiler ]. As they lose contact with command, their relevance disappears and it becomes the players within the military to simply do what their characters would ICly do, stick together as a unit, either worrying, or ignoring the civilians, running into encounters with some civilians who try to start shit with them, whatever they do, when they die, it’s a PK. This creates an element of fear where they have to either try and keep the civies with potentially rising up against them if they try to control/abuse the civies, or if they choose to befriend the citizens and provide aid for them, suffer the pain of having to share food and water. Military would be applied for and very limited to people who roleplay for the sake of in-character events, actions and reasoning, rather than out-of-character reasons/consequences and a lust for scripts. Once they finish their scripted bits, they become just like any other survivors, plus the knowledge/relationships they had from being in the military.

Notables
- No inventory increasing items. 8KG-12KG max, forcing people to get rid of weapons they don’t have ammo for/need. Primary/Firearm equipped doesn’t take up inventory space so it gives 8-12KG of space for medicine, food, water, and ammo.
- No quarantine zone, leaving it up to survivors to make their own safe havens, however, these would likely have to be on rooftops, up ladders, or in places where zombies don’t usually tread.
- Fast zombies will be able to create danger for even the places that are on a high vantage point, potentially forcing people out of such ‘safe zones’.
- High amount of weapons, and ammo, and durable infected to create intense action to avoid the simplistic gunplay and avoid melee weapons as fighting NPCs with melee weapons has never been fun. Considering deaths will be PKs, melee weapons are very irritating to use.
- Constant progression, whether you and your group want to get a generator up and running and find fuel for it, or you want to have a scavenging run, contacting staff will allow you to have someone set up an objective based event where you feel as if you’re accomplishing something for your ‘safe haven’.
- Never safe. The idea that you can be safe in a zombie apocalypse is a foolish one. There should be no safe places, everywhere you go, you could always try to ensure there’s two exits so you can’t get cornered. You can barricade a place all you want, but if the zombies sense your there, they’ll bash their way through and eat you. Weapons and ammo are an essential force to defend yourself.
- Quick pick-up gameplay. The goal of having high ammo/weapon spawns/spawn ins is because it allows plenty of people to find all sorts of different weapons, ranging from pistols to AKs and the only thing that needs to be found is the specific ammo for it.
- Zombies are NPCs and players if the player requests it. No reason to really have zombie players, but they can if they want. This is probably the best pack I have for the idea. High HP, fair damage (unlike stalker dog or cry of fear chainsaw man) and a combination of fast and slow ones, as well as boss zombies (which shouldn't really be used)
Necessities
- @Zak 's TFA base with specific ammunition requirements.
- A staff team willing to put time into the community's requests when they want to set up a scavenging run, or progress their 'safe haven'.
- Permission to use Clockwork
- 20 slot server.
- A mature and serious playerbase
- Item spawners
- Food/Medicine/Water scripts.
- necro_forest, necro_urban, necro_junction, rp_torrington rp_downtown_night (I think there was a horror version somewhere made for serious RP).
Influences
Left 4 Dead
AfterLife - Warcraft 3 custom game
No More Room in Hell
Zombie Panic
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