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
He knows, too, what it meant; raptors were pack animals, and Blue had lost her sisters in the ensuing fracas -- his heart had been heavy when he let her go, hearing her call out for her sisters. He wonders, now, if she knows that they're gone, if she understands loss.
Animals do, usually, and raptors, he supposes, would, too.
But most importantly, there is a dinosaur in the hallway that is otherwise populated with at least a few stray humans now and then, and Owen's more than eager to track her down and keep her from deciding that hunting humans is a great way to pass the time. He comes to her quickly enough, here.
Here. Owen's here and he whistles to get her attention. His surprise to see her and his wariness as to how she would receive him aside, he steps into her field of vision, bold but calm. They are a pack, they are a family, now more than ever, here. ] Blue!
no subject
Echo was another story. Though Blue had been immobile on the ground, as she recovered, she could see and smell Echo's death. That was loss she understood--her sister was hurt, her sister wasn't calling for help. Something happened. No good, no good. Delta had been hurt. No good, no good. Alpha was in danger. No good, no good.
Those were all things she understood.
Alpha had told her to go, that he wasn't going to accompany her to get the pack back together. The permanence of that decision, however, remained unknown to her. Alpha always disappeared for periods of time, but Alpha always came back. She supposed that was just part of being the Alpha--he had things to do. He had been with other meatsacks, he supposed, that he chose to be important. One she recognized the smell of from a few previous occasions, but paid little heed. The only two that really mattered were Alpha and Alpha's companion who worked with them too. She allowed his touches, that was a big step.
So Alpha, once again, returned as expected. As he's supposed to. Because he's Alpha and that's what he does.
She knows that whistle. Blue's head immediately turns to the direction, her name following. "Names" are concept that had been introduced by Alpha in the first place. Concepts of other animals and meatsacks is one thing, but the repeated and unique mesh of sounds to indicate an individual is special. That's why he's Alpha.
Blue spots him further off, but she closes the distance quickly. As she approaches, she slows, her claws clicking along the flooring. When she comes to a stop, it's a short ways away, her head cocked slightly to the side. Then, she chitters questioningly.
You're here. Where is here? Where is the rest of the pack? ]
no subject
He steps closer, carefully, gauging her reaction. Blue's not hostile; her tail is too low to signal any sort of attack, and none of her siblings are nearby. Despite everything, a small part of him is glad to find her safe and well -- Jurassic World is going to be a jungle now that the humans have evacuated and the park is no more, and Blue would have to learn many more key survival skills if she wanted to stay alive.
Right now, however, it's time to lead. To walk with her and to keep her close -- she won't attack him, he knows it now, not after what happened; but she is still dangerous and unpredictable, as most wild animals are wont to be. ]
We've got to find some food, Blue. [ He says quietly, knowing that she'll probably grasp some of the meaning even if she can't register the words. He gestures onwards, right towards the exit, before resting a hand carefully on her back. They're moving, and they have to be quiet and careful. ]
no subject
[ Sometimes reading body language is the easiest form of communication, though there's still plenty that's lost in translation. Blue seems to be waiting for some sort of instruction, some indication of what they should do. He is the Alpha, after all, and while she will make decisions in his stead, it's ultimately his job to lead the pack where it needs to go. Even if it's just a pack of two.
She recognizes the syllables that make up her name, however. It's a sort of lazy, rounded sound that she came to associate with him wanting her attention some time ago. Early images of his large, pink blurry face and those same sounds together bloo, bluu started to form an idea in her mind. Though she can't produce the same sounds and there are calls all the raptors have for each other, as well as the pack at large, it does feel a little special to have a sound that Alpha gives them too.
"Food" is another sound she recognizes. She perks immediately at that, immediate stress of the strange surroundings gone at the thought of a hunt. She makes a high clicking noise in her throat, indicating her interest. Though she flinches at first to the hand on her back--not a type of gesture she's used to--but she accepts it and slowly walks beside him. A part of her wonders why he isn't in the front, but...meatsacks are strange. And she can forgive him some confusing things. ]