After Sunset: Resources

Activity Checks

In order to gauge the activity and participation of After Sunset’s participants, routine checks will be sent out by our staff team. These activity checks are usually sent out before major events/new arcs begin, but they may also be released alongside seasonal opening dates. All checks will have randomized themes, and you’ll be asked to produce a piece of artwork, short story, or collaborative roleplay in order to pass. Each activity check you complete will reward you with EXP!

However, activity checks are mandatory. If you fail to complete one, a staff member will reach out to you and seek an explanation as to why you’ve fallen behind. Additionally, missing a check results in your character gaining a temporary debuff - although these debuffs will usually only last for the duration of a week, it’s a week of roleplayed days. Once you’ve roleplayed seven times with the debuff effectively limiting what your character can do, it will be lifted.

If you’d like an extension on an activity check, you’ll need to reach out to a staff member at least three days in advance to the check’s closing date. We will not issue an extension if you ask any later.

If you’re on hiatus during an activity check, you’re exempt from completing it.

Health System

In order to add emphasis to consequence in After Sunset, we follow a uniform health system in correspondence to conflict & injury.

Should your character lose health during a fight, this health will not be restored to them once the conflict concludes - the injuries they’ve accumulated will stay with them. In most cases, characters will be able to visit the corresponding healer for their Guild after feigning an injury, but should their wounds be serious enough, the healer won’t be able to restore their health to full - serious injuries will need the right amount of care to heal without longterm problems occurring. If these kinds of injuries aren’t cared for as instructed, though, the character may suffer the consequences.

However, your character might not always be in range of a healer when injured - which is why it’s important to routinely scavenge for medical resources. The forest is filled with herbs that can restore health when used, so it’s wise to ensure you have some on hand before heading out on a quest!

How much health your character has to lose will always be announced at the beginning of a conflict. Be smart and think ahead if you intend to keep them in one piece!

Reputation System

Reputation represents the way your respective Guild’s Sovereign perceives your character - the more reputation you have, the more they trust you. Although reputation doesn’t have an influence on the way other characters see you, Sovereigns & NPCs are susceptible to changing their opinion on you sheerly based on your reputation level.

Typically, reputation levels are influenced by your character’s actions. Have you won a spar against a rival Guildmember? Your reputation will go up! Did you lose, though? Then it’ll go down.

Scavenging System

At the beginning of every week, you’ll be given an opportunity to scavenge through the forest, allowing you to randomly find beneficial roleplay resources if you hit a stroke of luck!

Gamemasters will host a total of two scavenging days throughout the week, letting you and a handful of randomly selected Guildmembers to choose two territories you wish to explore. Once you’ve selected your land, you’ll be given a list of places you can look for supplies - as well as a list of resources & dangers you might potentially uncover. You’ll might be able to uncover medicinal supplies, temporary health or stat boosters, or even clues towards the solution of ongoing forest mysteries! However, you might also end up encountering an angry snake while digging through bushes, which’ll leave you with slightly less health than you started with.

Anything you find during a scavenging day will be yours to keep, and will be added into your inventory by the staff team. However, you’re susceptible to being challenged for what you discover, so be wary of your scavenging partners!

Affinity Genetics

All creatures in the forest start with their natural born affinities - affinities they’ve inherited from their parents. These inherited magical abilities are determined through the affinity genetics system, relying on compatibility & dominant genes.

To provide an example, let's say that the parents of your character have three affinities between them.

Their MOTHER only has one affinity - that being Flight.
Their FATHER has two affinities, however - Electric & Metal.
Flight is a RECESSIVE Affinity, while Electric & Metal are both DOMINANT.
This means that the child of these parents will be born with Electric & Metal as their natural affinities, as dominant affinities will always overpower recessive affinities.

What if your character’s parents have more recessive affinities than dominant, though?

If their MOTHER has two affinities - Luck & Poison,
But their FATHER only has one, Fire,
Fire, once again being a DOMINANT affinity, would be the first affinity inherited by the child. However, there’s a 50/50 chance for one of the recessive affinities, Luck or Poison, to emerge alongside Fire. The outcome of this will be determined by a Gamemaster.
But if your character’s mother and father BOTH had only recessive affinities, they would be picked at random when being selected for the child’s natural affinity.

But affinity compatibility also has to come into play. Two incompatible affinities can never be selected for a character. If one of your character’s mother’s recessive affinities is incompatible with your father’s dominant affinity, the compatible affinity must be selected instead.
If all of your parent’s affinities are incompatible, however, this results in a MUTATION.
[Mutations cannot be applied to primary characters. Mutation raffles will occasionally be hosted by Gamemasters for those interested.]