JUMPSCARES MOD. (
monstermasher) wrote in
jumpscares2015-07-09 11:52 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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
He has to find out what he's doing here and how far he's been taken from everything important to him. But first it would be really, really good to get outside.
Focused on the mission that is finding the door, on following this hallway to its conclusion, he doesn't even notice her approach. All that hiding in the woods with the HVF must have made her stealthier, because she sounds like a herd of elephants at home.
But the grab at his shoulder does nothing for his rising anxiety, and he's yelled and stumbled sharply away before it even registers: that's his name. That's her voice.]
Jem? Jem. [It's such an instant quell to his panic that he forgets, for a moment, everything else he was worried about. Even being out bare faced.] You're here... wherever here is. What's going on? Has the vicar decided we should be sent to camps now, because I think that's got an unfortunate precedent.
no subject
She takes her hand away as though burned and it's not Kieren's fault, she wants to say. It's not; it's just his eyes. She can't bear to look at them.
She suck in air forcibly, looks away and stumbles back, her eyes stinging. ]
-- Yer lenses. Where's your contact lenses?
[It comes out much harsher than she means too. Internally, she screams get it together Jemima. It's Kieren, he's not going to hurt her. ]
no subject
[The way she recoils is like a punch in the stomach (if he could still feel those). But he'd forgotten for those few seconds, hadn't he. At any other time the idea of forgetting what he is and who they are to each other now, would be pure relief. Now there's nothing but a tight, guilty clench somewhere deep in his otherwise mostly insensate guts.
He turns, quickly, facing the opposite wall and crushing his jaw together so he doesn't say something that sounds too desperate or hurt.] I don't have them with me. They weren't in the room where I woke up. I'm sorry.
[The anxious rush of her breath is noisy in the hallway. She's always been sensitive, but so good at covering up any kind of distress. And there was a time when he always noticed the things she kept under the surface, and knew the right thing to do.
He still notices. The rest's a mess.
Swallowing around the tightness clamping his throat shut, he holds up a hand, slowly, palm out, without turning to look at her at all.]
Still me, Jem.
no subject
When she turns back, he's facing away and she feels awful for it.
She still doesn't talk; it takes all her courage to reach out and link her fingers through his. He's freezing cold, like he always is. ]
I know. I know it's you.
[She does; she knows it's not a rational reaction. ]
It's just -- [his eyes, and he doesn't have his contacts. She's going to have to get used to them or avoid Kieren altogether. She takes her hand away to clench it by her side. She exhales, shakily. ] It's your eyes, I'm not -- good. With them.
no subject
They watched as these things - things like Kieren - ripped people apart. They found the remains. They hid while things like Kieren went through their towns, their homes. Or maybe they fought back, like Jem, and learned a trigger instinct when faced with washed-out eyes. He knows that's not easily forgotten just because the things like him are better now.
If he's repulsed by his own face, how could he expect someone else to love it?
So he's grateful for the squeeze of her fingers. It has to be enough. Her being here is enough... or it will be until he finds out what this place is, and then he'll do nothing but wish her home.]
Yeah. I'm not going to win any beauty contests, am I.
[He's wry about it, though there's a wistful twinge in him that misses Amy and her stupid greetings. Hello, handsome.]
But I don't have them here. No cover-up or anything... [Which all seems so trivial with how she's reacted.] Are you all right?
no subject
It's not ideal, but she's some wilting flower. But she is absolutely not on her a-game, that much is obvious. ]
Okay. Okay that's -- I don't know?
[It's such a stupid reaction; this is her brother. ]
I probably just need to get used to it, first.
no subject
[Yes, he's trying to joke about it. And yes, it's pretty lame. He's feeling a bit too shitty after that recoil to get much of a smile into the words, he'll always try, for her.
Which means trying to keep her safe here, too.]
You know, I think I'm being too calm about waking up in a mysterious compound. I think we all are. How does something like this happen?
[How do the dead just wake up one night, though. Eventually you have to accept that it's insane but sometimes they just do.]
no subject
[she gives him a dry smile. it doesn't reach her eyes. ]
We'll both be freaking out like a couple of lunatics in a little while, I bet.
no subject
[Nothing much reaches his eyes anymore, it's fine.] Have you looked around, yet?
no subject
[something useful. ]
Haven't been down to check the ... the weapons.
no subject
So he nods.]
I could come with you? [If it's not going to freak her out too much goes unsaid.] Oh - did you find anything in your room? I had photos. You, and mum. And, you know. Rick. Even Amy and some bloke I don't recognise.
no subject
[she's asking to be polite; Amy's important to Jem even if she freaks her out. ]
I had a watch and some hot sauce. Really useful. But -- come down with me, if you want.
no subject
[It's a bit risque for Roarton, come on. He starts walking, keeping a step ahead of Jem. That's politeness, too.]
The bloke in the photos... dark hair, slicked back. Big jumper. He looked pretty dead, too, but you know how Amy's into that. Maybe he's from the commune.
[He thinks.]
I don't remember her sending it. [He reads each postcard like it was shakespeare.]
no subject
[That's his name. She's pretty sure. Kieren brought him to lunch and Gary hasn't stopped complaining about him. But it can't be, if Kieren can't remember. ]
Or not, if you don't know his face. Might be another one she met?