JUMPSCARES MOD. (
monstermasher) wrote in
jumpscares2015-07-09 11:52 am
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( 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
Best to take comfort in the little things, I suppose.
[ such as the fact that they're not hallucinating. she does not currently feel like a beacon of hope and good will, though she can't really remember when she last felt particularly positive about the imminent future. it's easier to pretend, or at least be somewhat encouraged, when you are surrounded by a company of individuals who wish for you all to succeed. fliss cannot let herself be so disheartened by being alone, for she's not alone here, not really. there are other, just as confused by this as she is, and amongst them, invariably those who will be willing to work together to find answers.
it's strange to think, though, that she feels the absence of her companions so keenly already. they were all she had left. a worrying thought crosses fliss' mind in the form of how much she relies on their presence to support her, and then scurries away again just as quickly. ]
It is well fortified, [ fliss agrees, unknowingly about to echo clarke's thoughts. ] Though leaving would not prove very difficult, if one wished to do so.
[ she pauses, thoughtfully. ]
I wonder whether we should raise an alarm. If it were perhaps some enemy of those who built this keep — [ for that is the only word fliss can think of to describe the compound ] — there is a possibility of attack, but... the movement lacked intent, did it not?
no subject
that's all she ever wanted, on the ground. ]
If that was a scout for an army, it's someone either incompetent or really, really good. [ the movement lacked intent - which could be on purpose, or it could be because there really is no intent to attack. ]
Do you know anyone here?
[ raising an alarm might cause a panic, or it might mobilise people who know what they're doing. with the hundred, clarke would be able to tell what effect an alarm would have.
here? she can't. ] Maybe a scouting party would be less alarming.
[ and more dangerous. ]
no subject
[ the answer obviously troubles fliss somewhat, and as soon as she gives it, she worries at her lower lip with her teeth, just for a moment. without her companions, she doesn't feel as inclined to act strong, either. it's strange, but the weight of being a grey warden that followed her all around ferelden, she doesn't feel it here. she can't say if it was a something that came with the joining, because no one ever mentioned it, but she feels it all the same. the desire to be a leader falters without a clear objective and without support that she knows she can rely upon.
still, acting deflated won't help her here. clearing her throat a little, she nods, looking back to the young woman with renewed focus and clarity in her expression. ]
I believe you are right. Whatever is out there is likely known to whoever had the foresight to ensure this keep's creation, but it doesn't appear that any such individuals remain here to be questioned.
no subject
[ and maybe it is a response to the moment of vulnerability that fliss is showing, or plain exhaustion and misery, but clarke's shoulders sag and she lets her head drop forward for a moment, too. she doesn't want any of this; she walked away for so many reasons, but being overwhelmed had certainly featured among them.
still, fliss is right: acting deflated won't help and by the time fliss is clearing her throat, clarke has already straightened up again, forcing herself into the posture of the leader she's been forced to become. ]
Do you know how to handle yourself if there's a threat? [ she'd rather have bellamy at her side, or octavia or jasper or lincoln. on second thoughts, jasper might not be the best person to watch her back right now -
she pushes that thought away. none of them seem to be here, so she'll have to figure things out without them. ]
no subject
Yes. [ her hands drop to rest comfortably above where her new daggers are sheathed at her sides. their weight is some small comfort, at least, weapons she'd thought she would never need to master, ones she resented somewhat for the diligent study required of her to use them, but ones that feel like a part of her now. such are the outcomes of war and duty. every so often, she daydreams again about being able to go home, to the castle grounds, to read in the sunlight without a care in the world, ignoring her mother's calls to come and meet some new visitor whose name she'd already forgotten before even hearing it. less, though, than before. ] I don't know whether it is a blessing or a curse to have come here from a world in the throes of war, but it serves me well in facing danger, at least.
[ fliss presumes that this means she and the young woman are going to go and investigate whatever lies outside of this place. alone, or with others? it doesn't matter, not to fliss. she's ready to take such a chance, at least. better to do something than wander around here feeling helpless. ]
no subject
she just ended a war, and she's learned just how far she's willing to go to protect her people, just how dangerous she can be. it isn't comforting, this knowledge - she still feels sick when she thinks of charred bodies, burnt by radiation. ]
A curse. [ how can war be anything else? even if the ability to handle themselves will serve them well here, it's still a curse. her lips twist, something dark crossing her expression before she can push all thoughts of mount weather away. ]
I think I saw some cars on the compound. Maybe one of them will still drive. [ that's faster than walking, even though clarke's never driven a car before.
how hard can it be? ]
no subject
[ oh! the realisation dawns on fliss' face after a brief moment of confusion. ]
The strange looking wagons? Do they not require horses? [ she sounds as equally confused as she does incredibly impressed, until she realises that she might be sounding a little daft. it's another instance of talking before thinking, and her cheeks suddenly flush a little pink, though she smiles faintly and huffs quietly with an apologetic laugh. ] My apologies, we do not have anything like that where I come from, and I — I am still growing accustomed to the differences.
[ honestly, fliss is starting to relax a little if only because it's a relief to do something with someone. cling onto the feeling that she belongs to a team, even if she'll endeavour to keep that opinion quietly to herself. ]
If we are able to use it as transport, it would invariably be very helpful.