JUMPSCARES MOD. (
monstermasher) wrote in
jumpscares2015-07-09 11:52 am
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Entry tags:
( OPEN ) GAME START.
▶ WHO: Everyone.
▶ DATE: July 9th, 2015 (Day 1)
▶ WARNINGS: Blood, violence, general zombie horror.
▶ SUMMARY: You've met with a bad... however that line goes. Welcome to Earth.
▶ DATE: July 9th, 2015 (Day 1)
▶ WARNINGS: Blood, violence, general zombie horror.
▶ SUMMARY: You've met with a bad... however that line goes. Welcome to Earth.
GOOD MORNING!
Please try and ignore whatever it is that you just heard. It should only last for up to a minute... maybe.
It... it is morning, right?
There are no windows.
There's a light, but it's barely considered one. The compound runs on a solar generator, but that doesn't mean it has a lot of power. The light seems to be hanging from the ceiling, swinging precariously. That's when you might actually start to wake up, sit up, find the things that are familiar to you... and then some of the things that aren't. It'd be wise to explore the small room you're in before leaving through the steel door, but there's nobody around to tell you that.
Outside is a tightly knit compound, just as dark and metallic as the room. The hallway you're in houses dozens more doors identical to yours, and if you're unlucky there may be more people poking their heads out through them, just like you. There's a dull glowing sign that reads MEDICAL BAY but not all of you remember being hurt. Some of you may be just fine, apart from the memory of the sound you heard when waking up.
The Medical Bay is stocked with enough medicine to last a couple of months. There's almost everything that can be found in a hospital. Somebody was thinking ahead.
Outside of the Medical Bay are more doors, some are even locked—many aren't. There are living quarters, a food storage, a kitchen, some laboratories; even a room full of computers and nothing else, all with a screen asking for a password. There's only two doors out of the compound, a vehicle bay with what appear to be a few military jeeps and trucks, and the front doors. It's on the inside of the front doors that something is painted in bright red, flecked with what smell like blood:
DO NOT GO OUTSIDE WITHOUT A GUN AND WATER.
GUNSHOTS ATTRACT THEM.
HOLLOWS IS 1.3 MILES NORTH OF HERE.
GOOD LUCK.
And on the outside of the doors, if you choose to open them:
THE WORLD ENDED JULY 3RD, 2015.
Now... how long ago was that? And where is this place? Luckily for you, Hollows is a small town that can be raided. It hasn't been too long since the apocalypse—surely you'll be able to find something there. Batteries, food, weapons, maybe some people—and what you're guaranteed to find. Them, whatever that means.
Outside of the compound there's a fence with a single gate. Nothing can get past this unless you let them in for tea, so be careful. There's a shooting range and a large shed full of weapons and ammo, enough to last two months if you're careful. Guns, knives, anything that would be used by the military and police is hidden away in the shed. There are even a few hunting bows with arrows.
If you climb up the ladder to the top of the wall, there's enough room to walk along the top. There's definitely something moving in the distance, something you should definitely be worrying about. Maybe it's time to get a good look with a sniper rifle...?
Oh.
It's gone.
Maybe it was just a trick of the light. Regardless, it's impossible for everyone to stay in the compound forever. There are nefarious things at work! The choices are to go to Hollows, stick around, or go somewhere else. Really, the world is almost a blank slate. Maybe more of a used slate, but still yours to explore.
When the night comes, you should be hiding. The screamers, the ragers, whatever the hell they are, are running full tilt through the streets and across the landscape, running through anything in their way, ripping apart anything alive. If you don't make any noise, they won't notice you. Especially since they're stuck listening to each other. But if you get noticed by one, it won't be long until a horde forms... you might be able to outrun one for awhile, but they don't seem to let up on their breakneck pace. Maybe someone should have told you how to kill them.
Please try and ignore whatever it is that you just heard. It should only last for up to a minute... maybe.
It... it is morning, right?
There are no windows.
There's a light, but it's barely considered one. The compound runs on a solar generator, but that doesn't mean it has a lot of power. The light seems to be hanging from the ceiling, swinging precariously. That's when you might actually start to wake up, sit up, find the things that are familiar to you... and then some of the things that aren't. It'd be wise to explore the small room you're in before leaving through the steel door, but there's nobody around to tell you that.
Outside is a tightly knit compound, just as dark and metallic as the room. The hallway you're in houses dozens more doors identical to yours, and if you're unlucky there may be more people poking their heads out through them, just like you. There's a dull glowing sign that reads MEDICAL BAY but not all of you remember being hurt. Some of you may be just fine, apart from the memory of the sound you heard when waking up.
The Medical Bay is stocked with enough medicine to last a couple of months. There's almost everything that can be found in a hospital. Somebody was thinking ahead.
Outside of the Medical Bay are more doors, some are even locked—many aren't. There are living quarters, a food storage, a kitchen, some laboratories; even a room full of computers and nothing else, all with a screen asking for a password. There's only two doors out of the compound, a vehicle bay with what appear to be a few military jeeps and trucks, and the front doors. It's on the inside of the front doors that something is painted in bright red, flecked with what smell like blood:
GUNSHOTS ATTRACT THEM.
HOLLOWS IS 1.3 MILES NORTH OF HERE.
GOOD LUCK.
And on the outside of the doors, if you choose to open them:
Now... how long ago was that? And where is this place? Luckily for you, Hollows is a small town that can be raided. It hasn't been too long since the apocalypse—surely you'll be able to find something there. Batteries, food, weapons, maybe some people—and what you're guaranteed to find. Them, whatever that means.
Outside of the compound there's a fence with a single gate. Nothing can get past this unless you let them in for tea, so be careful. There's a shooting range and a large shed full of weapons and ammo, enough to last two months if you're careful. Guns, knives, anything that would be used by the military and police is hidden away in the shed. There are even a few hunting bows with arrows.
If you climb up the ladder to the top of the wall, there's enough room to walk along the top. There's definitely something moving in the distance, something you should definitely be worrying about. Maybe it's time to get a good look with a sniper rifle...?
Oh.
It's gone.
Maybe it was just a trick of the light. Regardless, it's impossible for everyone to stay in the compound forever. There are nefarious things at work! The choices are to go to Hollows, stick around, or go somewhere else. Really, the world is almost a blank slate. Maybe more of a used slate, but still yours to explore.
When the night comes, you should be hiding. The screamers, the ragers, whatever the hell they are, are running full tilt through the streets and across the landscape, running through anything in their way, ripping apart anything alive. If you don't make any noise, they won't notice you. Especially since they're stuck listening to each other. But if you get noticed by one, it won't be long until a horde forms... you might be able to outrun one for awhile, but they don't seem to let up on their breakneck pace. Maybe someone should have told you how to kill them.
OOC NOTES.
There will be zombies in Hollows. Whether you meet them on the way there is up to you. Apart from the undead and the animals (maybe somebody should let those poor creatures out of their houses) the town is completely deserted. In fact, the closest thing you can find to a human are the bodies of those who died without being bitten, and there's even few of those. You can find anything you'd find in a normal town here, and are free to loot and raid the houses and stores—the cops won't be coming, after all. The power is OFF apart from what you can find that is solar powered or still has a charge. If you're lucky and find another town while exploring the first few weeks, you might find an area that still has power—thank hydroelectricity.
Just keep in mind travel time... and travel expenses.
You have creative freedom over everything else. The world is open. The only stationary places are landmarks and cities—if you want to go to Texas and talk to the poor astronauts stranded up in space, it's there. (Might be a long trip, though...)
If your character can figure it out by geography before getting to Hollows, the compound is located a few hours from the west coast, in California.
The way to kill a zombie is blunt force to the head. The head doesn't need to be removed, but significant damage needs to be done to it. This does not include the throat—it needs to be a headshot.
There's also a glaring hint. The computers in the compound, asking for a password. It is impossible to hack at this time. There will be more on this later!
Finally, if your character is exploring outside of the compound (or extensively inside of it) there's a comment here for linking me the thread. You can also PM me! I'll be ducking in with what your character may or may not have found, via a response to the actual RP thread.
IF YOU HAVE ANY QUESTIONS please direct them here!
There will be zombies in Hollows. Whether you meet them on the way there is up to you. Apart from the undead and the animals (maybe somebody should let those poor creatures out of their houses) the town is completely deserted. In fact, the closest thing you can find to a human are the bodies of those who died without being bitten, and there's even few of those. You can find anything you'd find in a normal town here, and are free to loot and raid the houses and stores—the cops won't be coming, after all. The power is OFF apart from what you can find that is solar powered or still has a charge. If you're lucky and find another town while exploring the first few weeks, you might find an area that still has power—thank hydroelectricity.
Just keep in mind travel time... and travel expenses.
You have creative freedom over everything else. The world is open. The only stationary places are landmarks and cities—if you want to go to Texas and talk to the poor astronauts stranded up in space, it's there. (Might be a long trip, though...)
If your character can figure it out by geography before getting to Hollows, the compound is located a few hours from the west coast, in California.
The way to kill a zombie is blunt force to the head. The head doesn't need to be removed, but significant damage needs to be done to it. This does not include the throat—it needs to be a headshot.
There's also a glaring hint. The computers in the compound, asking for a password. It is impossible to hack at this time. There will be more on this later!
Finally, if your character is exploring outside of the compound (or extensively inside of it) there's a comment here for linking me the thread. You can also PM me! I'll be ducking in with what your character may or may not have found, via a response to the actual RP thread.
IF YOU HAVE ANY QUESTIONS please direct them here!
no subject
You actually expect me to believe that? After everything. You slintheads are still trying that?
[ the medicine and tools are taken from him, and he does actually roll his eyes then. right, of course, where's the fun in him actually having anything that could help him? maybe the pills in there weren't even actual medicine, just placebos, in case he actually managed to sneak some out. he doesn't bother fighting any of it, just lets the familiar crushing helplessness sink in, and the frustration that's built higher and higher with each time this happens. it all came out when jansen had tried to stop them leaving, and even with the man's blood still painting the backsides of his hands, thomas can't build up enough in him to swallow down the sinking feeling of defeat. ]
Thought we were done with trials. Why not just pry my shuck brain out, like Rat Man was so excited about?
[ the voice isn't one he knows, though, which isn't unusual, but still interesting. there's no way a human could be as tall as this thing is, but it is still... mostly shaped like one. for a while, he won't bother saying anything or struggling to get away, but he does lift a hand to... knock on the front of visor at one point, when John's close enough in searching him. anyone home? ]
no subject
[ John said, flatly. Because he hadn't the slightest idea what Thomas was talking about only that he had an interesting take on expletives. And convincing people to trust him was never his forte when he spent the last thirty years knowing he could just show up and expect to be taken seriously. Life outside the UNSC was quickly to proving to be more trouble than he could have anticipated. Handling irate civilians was never something he was cut out for.
And then Thomas did something especially stupid.
One tried and true method of making a Spartan uncomfortable was to touch their helmets. The MJOLNIR armor was an extension of the Spartan wearing it so much so that being out of armor left most of the IIs feeling exposed, as though someone shed them off their skin. It was also how they communicated amongst each other, and touching another Spartan's visor was a deeply personal gesture. One John didn't much care for to have some jumped up little shit doing something even remotely similar in poor facsimile.
John then started to repack a medical bag with greater thought and sense for efficiency than a scared kid with no military training grabbing at whatever he could carry in his own two hands did. For hands the size of Thomas's head, he was surprisingly deft in how he packed everything neat and tight before then passing the pack over to Thomas. ]
Here.
[ John handed off the pack by pushing it against Thomas's chest leaving little room for option. ]
We're going for a walk.
no subject
carefully, slowly, as the... sentry?... is busy with packing the medicine into the bag, thomas begins to rise up, though only gets about halfway before the same bag is being shoved back against his chest, causing him to stumble back a couple steps. an indignant glare is shot his way, but thomas's mind still swims in confusion, with the kind of mounting frustration that comes when he's not getting the answers he wants fast enough. if the man-bot had any reaction to thomas knocking on his helmet, he hadn't been able to see it, aside from prepping a medic pack for him. why would he start helping him now?
questions he doesn't get the opportunity to ask - and doesn't think he ought to, considering 'helping' is never really actually helping when it comes to WICKED - because, apparently, man-bot has decided he wants to go for a walk. ]
Sure. Why not? [ he mumbles, disgruntled, but with arms wrapped around the medical bag as he steps forward to follow him. ] Sounds fun.
no subject
Move out.
[ Stepping aside, John points to the exit and brought up the rear behind Thomas as he marched him outside the compound towards the gate. In that moment, John dimly registers that he must have been channelling CPO Mendez; his strict, by-the-book training officer from back when the SPARTAN-II project was still a pack of kids being drilled into soldiers.
The situation as he could best understand it, was dire. John was not exactly trying to throw this kid into peril head first, but he valued discipline and believed that if the people stranded here were going to be make it was going to be a team effort.
They stop at the gate where the sign warns not to leave the compound unprepared. John steps by the door ready to open it, but first looks at Thomas. ]
Stay close to me.
[ John wanted this kid to understand nothing was gained by raiding their only medical bay. He was taking him to Hollows. ]
no subject
once they're out, he sees where the soldier's leading him, and starts to mentally brace. they're kicking him out into, what? not the scorch, or he'd be roasting right now. on the way out, he takes in the message written in what's either blood or a really good immitation. Hollows, which isn't familiar and doesn't tell him much, other a direction. alright. fine. he's starting to arrange himself, tugging his jacket closed, swinging the medical pack around so he can put his arms through the handles and wear it like an uncomfortable backpack - at least it lets his hands be free. but when he's told 'stay close to me' but the soldier, he gives him a Look. seriously? he's coming with? ]
Sure thing, pal. [ the sarcasm. passing through the door, there's another splash of red that he catches out of the corner of his eye, decorating the outside of the doors like the other message had covered the inside. jerking around, thomas waits until it falls closed to read, coming to an abrupt halt. ]
That's wrong.
[ it comes out in a distant mutter, thomas near completely ignoring john's entire existence at this point, as he shakes his head slowly. ]
The flares hit in 22... [ his eyes scrunch closed, thomas trying to dig around his head and sort out blurred memories, along with things he'd read while in Denver, stuff they searched on the net. what was it? ] 2218? 17?
no subject
[ When John spoke it was also in a very flat, to the point timber; he only spoke just under a conversational volume. John never shouted because he didn't need to. Everyone always seemed to hear him loud and clear.
John followed Thomas out of the gate with his MA5D assault rifle held in a patrol ready carry, bringing up the rear again in the event Thomas got in his head to bolt. Taking point was six of one and half a dozen of the other, John reasoned. In the event of an account he was close enough to draw Thomas back behind him.
Something about the tension Thomas carried before the confused look on his face when John ordered to stick close sat ill with him. Did this kid honestly believe John was throwing him out into the woods alone? Granted, John had not made the best first impression but he believed he made it clear this was a cooperative exercise. Perhaps, he wondered, he still expected too much from civilians. Or there was more that spurred to Thomas to raid the medical bay than he first believed.
And then Thomas started muttering. Dates, it sounded like. Triggered by the sign outside the gate. ]
Something you want to share?
[ John stopped in front of Thomas just on the border where the compound ended and that terrible unknown began. ]
no subject
The sun flares. They hit Earth around 2217, not 2015. [ a beat, and he adds on in a rhythmic sort of rush, like he's reciting something tedious, heard a million times. ] Then the virus got out, then everything went to hell.
[ now that his head's a little clearer, walking through the compound, the equipment in the labs did look dated from what he'd seen in the WICKED facilities. what would be the point of setting something up like that, though? it hardly helps the believable factor of any of it. turning around, he starts to survey the area - flat, vegatation, dry but still there. climate pretty normal, sky... looking like the sky. not that that can't be faked, like the massive screen in the maze they just projected what looked like the sky on. eventually, he turns back around to focus on john again, squinting. ] Who are you?
[ and because thomas must ask all the questions he has all at once, on rapid fire: ]
Why are you here? Who's them?
no subject
[ John intoned, looking around all this green and healthy earth and finding whose ever message that was and their implications of an apocalypse to be lacking. This was supposedly Earth, and it was still alive; not a frozen burning wasteland like one of many glassed colony worlds. This was hardly 'the end' of anything. ]
Master Chief Petty Officer Sierra-117. Last tour of duty on record as 2557.
[ Solar flares don't register, even as one of Deja's history lessons from something so far back as the 23rd century. That was when they discovered slipspace technology, wasn't it? Something wasn't adding it. ]
'They' [ John motions to the treeline with his rifle. are the Flood.
[ He doesn't know or understand the word 'zombie' ]
no subject
[ the virus spread too fast, and the cranks couldn't be contained. the only ones who'd live through it would be the immune, if the others didn't kill them first. he's saying 2557, though, and that's more wrong than the message on the gate is. neither can be possible, not with what he knows of his own world added in. they aren't trying to make him think he imagined it - you'd only need one story for that. so what gives? ]
It was 2232 an hour ago. How's that possible?
[ 'the Flood'. it doesn't ring any bells, and he's seriously doubting either A, how sane this guy is, B, how honest he is, or C, how much he actually knows what's going on. after watching him a moment, gears turning in his head, thomas sighs, turning back to the treeline and continuing to trek that direction. ]
Fine. Let's see 'em.
[ only one way to find out. ]
no subject
[ There was always a bright. At least from the perspective of a thirty year veteran in a war of attrition who had only known pyrrhic victories and too many worlds glassed into wastelands. ]
And now it's 2015. And I wouldn't know.
[ Then, to answer his third question that was more of a demand run ragged with frustration and a gulf of mistrust that Thomas carved out running a mile wide as it did deep - John tapped the side of his helmet. Over his 'ear' to signal for Thomas to listen.
Off in the distance obscured by the copse of skeletal, blackened trees knit close together - there was a howl. Not an animal, terribly and agonizingly human. ]