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
Which is kind of a dumb way to put it, but he's still trying to play this vague. Cap-Not-Cap doesn't make much sense; he seems kind of dated, which isn't that weird, but this is a different kind of dated.
Clint's looking at him curiously when he gestures to the shed, seems a little startled out of his thoughts. Then he steps to the side, just enough to make it obvious it's fair game.
"Military?"
no subject
He opens up the shed and whistles quietly. "Well, whoever left these here either wants us to make it or didn't expect to lose them."
no subject
"Yeah."
Riveting response to Steve's observations. Clint's attention is elsewhere.
"What year?"
Maybe a little blunt, but as far as uniforms go, that one's vintage. And while at one point in Clint's life that might've been a joke, now it's a serious question; time travel is one of the least far-fetched things he's dealt with, lately.
I'm cackling because clint is THE FIRST PERSON TO ACTUALLY ASK THAT
That's before he gets a good look at the guns inside of the shed. He's seen similar weapons, before. Even some that look like the same basic design as ones he's used on their most recent missions. Over-all, though, these look like ranks of tools that Howard would turn out, modifications and changes and god knows what kind of features. "...Damn."
What's out there that could require this kind of firepower? "Have you been outside of the wall?"
he's a regular sherlock holmes ok
Time travel, not so far fetched. But that's still weird, right? And the message he'd seen had said it was 2015, in the future. Not far into the future, but a little bit into the future. Who's doing the time traveling, here?
Wait, the guy's talking. Clint resists the urge to ask what, manages to guess at what he'd asked based on the last few words.
"Not yet." Yet, meaning he's absolutely planning on it. But before that...
"Hey— can I ask you something weird?"
wow i sure did forget about the 2015 thing gj self
shhh no it's better to hear it from clint obviously
... isn't actually a weird question, is it. Oh well, he's pretty sure it's going to get weirder in a second.
no subject
"Steve Rogers. Yours?"
no subject
Clint looks at the gun, now loaded, then looks back up to Steve. Considers maybe coming at this from a different angle, then decides he isn't even sure what other angle there is. In for a penny.
"Clint Barton. I think we've met."
no subject
"Probably not."
Sorry, Clint. He cannot tell a lie. "I've been getting that a lot today."
no subject
He isn't sure if he should be hopeful or suspicious about that information, and he mostly looks thoughtful while he mulls it over. "Who from?"
no subject
It's not that he doesn't trust Clint - he has no reason not to trust Clint, at least not yet - but giving out information about other people seems rude as well as dumb.
no subject
"So you're— 1943, you haven't even seen the end of the war, huh?"
Clint isn't looking at Steve when he says it — he's scratching at the back of his head with one hand, bow still held idle in the other, and the overall impression is more that he's thinking out loud.
no subject
Only a little irony in his voice. It's very strange to think about it being over. He can't imagine what that world will be like. A good world, hopefully, but there's still a lot of work between him and his friends and it.
no subject
About that. History books say yes and going by the country thing, absolutely, so yeah. He'll stick with yeah.
It's dawning on him that this is probably more responsibility than he's capable of parsing right now. It isn't quite like dealing with a baby Cap, but the idea's still the same. Just... no actual baby. So instead of asking more questions about Cap's theoretical future, he goes for something less abstract.
"You planning to check out the other side of the wall?"
Not the smoothest segue, but if that touch of irony's anything to go by, the change in topic might be welcome.
no subject
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Because exploring dangerous territory with any Steve Rogers has to be smarter than doing it solo, right? First smart decision he's made this month.
"Probably not the only one. I guess it depends on if you want to run a mission based on safety or stealth."
no subject
Rather than answering the immediate question, Steve says, "You military too?"
no subject
"Not exactly. More like government work."
The closest he'd ever come to being military was taking orders from Captain America. Probably not an answer that'll make a lot of sense, all things considered.
THIS IS A QUALITY TAG
Explain pls.
THE MOST QUALITY
Super smooth, super convincing. A bit more awkward rubbing at the back of his neck, and it's honestly a miracle he isn't outright shuffling his feet. Right, vintage Cap. Avengers won't mean anything. It takes him a second to dredge up a more useful point of reference.
"Ever heard of SHIELD?"
When was SHIELD founded? Have they always had slightly shifty morals? Is that a useful and/or safe reference? No idea.
no subject
"Afraid not." He's tempted to ask if Clint has ever heard of the SSR, but he's learning, slowly, not to share information unless prompted by need or circumstance. He's not as big a fan of the secrecy part of his job as he is a fan of blowing things up. "Should I have?"
no subject
What else? Big names. Names that go that far back, have SHIELD connections. After chewing on the inside of his cheek for a second, and completely ignoring Steve's answer:
"Stark?"
no subject
"You know Howard?"
no subject
"Not personally." Good save. "But I've met a— friend of his. Tony? Science guy." He almost says big nerd, but the waters are already muddy enough. "But the point is— same circles, so I know your story. Sort of."
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ironic laughter aka crying