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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
[That is mostly a joke.]
no subject
This excursion has more than one agenda, though. One, because supersoldiers have eyesight better than she does; better senses, too, and she wants to know if Steve's himself by more than just name. Physicality can be faked as can voices, faces. Superserum? No such luck. ]
Jury's still out.
[ It doesn't sound threatening, but her smile isn't really a smile either. Natasha squints into the distance. ]
Mostly empty.
no subject
...People. There are people out there. Just moving around. [He leans back, gripping the edge of the wall with both hands.] Something's... It's not right.
[More than everything else that isn't right. The disinterested wandering makes his skin creep.] They might need help.
no subject
Nothing. But she knows better than to think Steve's hallucinating.
(Jury's sort of still out, though.)
She sets the binoculars down. ]
From what?
no subject
[Which, you know, there's that whole issue of possible contagion, but if there are people out there that need help he's not going to just leave them.]
no subject
She hates that feeling. ]
And you think going out there is going to help them?
[ It's not antagonistic. Right now, it's just a question. ]
You don't know if you're immune.
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[ They can at least share. ]
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[ Well, 'here'. Not the compound, which Natasha actually plans on leaving, but her point isn't about semantics.
It's in the small things. This Steve, or— or whatever the biology of it is, it's not the man she stood with up on a floating rock in Sokovia. The atmosphere getting thin, burning in her lungs, thinking that the view was nice.
She sort of misses her friend. ]
I only know basic medical triage. Are any of the people here doctors, or nurses? What are we dealing with? Are we all infected, too, or just carriers, or none of the above? [ Steady questions, rather than increasingly annoyed or aggressive. ]
no subject
She reminds him of Peggy. Steady, sensible, relentless. Forcing him to see what the world is instead of what he wants it to be.
Quietly, in a tone that's probably more familiar: ]
We need to find out the answers to at least a couple of those questions somehow. And I'm not seeing much in here that'll help, not yet. [ He swallows a small knot and clears his throat. ] If we can't help them, maybe we can talk to them. There have to be breathing masks in the medical bay.
no subject
But breathing masks are better than nothing. ]
It can't hurt.
[ Which is her way of being kind, right now.
Bait. If she were working this, those people out there, if they are people? They'd be bait. ]
no subject
Deep breath. Exhale. ]
Maybe I should do it alone. [ He does look at her now. ] You know, right? Who - what I am?
no subject
[ Firm. Also not an answer, but they both know it by now, and Natasha isn't in the business of being obvious unless there's a point to it. She meets his eyes and doesn't look the least bit like she cares in making that sound reassuring. ]
I can check the weapons shed. See if there's anything with long range capability.
[ She's not a Howling Commando and she's not Bucky Barnes. She also doesn't want to get sick.
Watching his back doesn't have to be right next to him, even if sniping is a little outside her favored realm of expertise. ]
no subject
He didn't think he'd like it. He thought wanting help - needing it - would make him feel weak. ]
Good idea. I'll check the med bay and meet you at the vehicles?
no subject
[ There's a moment there, between one blink and the next, that suggests she wants to say something. But she doesn't, the cut of her mouth quirking up into a little smile — friendly and outwardly so, rather than just some sort of mild amusement or another non-answer — and she jumps the ladder's distance rather than climb down, off to the shed.
Of course, when she comes back, it's with another man in tow. ]
no subject
He's still not entirely sure why he's following... Natasha. She said her name was Natasha. Maybe it's that she's the first familiar face he's seen, maybe it's because she gave him the first orders he's heard since HYDRA fell. But he follows, his hands close to his weapons and his eyes scanning the area.]
no subject
His throat closes up. A dozen questions occur to him at once - what happened to your Peggy said you were when was the last time you got a haircut? He can't voice any of them, and the last is so ridiculous he almost laughs.
He tries to read Natasha's expression, then looks for recognition in his friend's face. How many times is the world going to shift around him today? How many times will he be able to move with it? ]
...Bucky?
no subject
Steve.
[ Firm, to catch his attention. Her expression can't help — there's a caution in it but little else, no hint whether she's afraid or this is supposed to be some sort of welcome reunion. ]
He's going to help us. [ A beat. She glances sidelong to the Winter Soldier. ] Right?
no subject
Best friends since childhood. The words from the exhibit echo through his mind again, but he's still not sure what it all means, who his is, who this man is to him.
Natasha looks at him, and he catches the not-so-subtle hints of the order and shifts back out of the attack stance, though he doesn't relax.
He's not sure what to say, what he should say or what he might want to say, so instead he just nods.
Yes, he'll help. Though he doesn't know what's going on, and he's not sure how far he can trust these people.]
no subject
Something snaps, or crumbles. He feels his back against the car and realizes, again not for the first time today, that he's backed up without meaning to.]
Bucky. Talk to me.
no subject
Steve.
[ She repeats. ]
HYDRA conditioning is strong. Right now, what he needs is neutrality and order, or you're going to make the splitting worse. [ She doesn't do James the disservice of stepping away, pretending like he doesn't exist and speaking in hushed tones. He does know; he just doesn't remember. Natasha, she's just intimately familiar with the way this all works. ] We'll do a scout outside. Both of you need air.
no subject
He blinks, steps back a little, his hands closing into fists and opening again. He's agitated. He doesn't understand what's going on.
He looks back to Natasha.]
He doesn't remember?
no subject
[ He immediately clamps down on his temper and his worry, forcing himself to think about what Natasha just said. HYDRA conditioning. HYDRA.
Hate so pure it feels surreal burns through every other emotion. He's going to get out of here, he's going to find every base Schmidt has ever even thought about building. He'll burn down that monster's legacy and salt every footstep Schmidt's ever taken.
Breathe. Breathe. Think.
His fists are knotted tight enough to make his hands ache. His voice at least sounds calm, even if the calm is a lie. ]
I'm all right. Don't worry about me. Sorry, Buck.
no subject
[ Russian, quick and quiet. It's not supposed to be isolating; Natasha, if one looks closely, might be trying for reassuring over authoritative. ]
He's from before the ice. [ She keeps her body between them, lets her head turn from the Soldier to Steve, nodding. ] You wake up again, in our time. We're all at different points in history— I'm further along than both of you.
[ Cool place to totally rock your world, right. ]
We're going to go outside now.
[ She says it firmly, because her suggestions can be more subtle, have been, but she's not interested in expending valuable energy with social engineering right now. Right now, she wants to go outside and check on the signs of— something. Life? ]
no subject
Time shit. Sure, why not. Might as well add that to all the other confusing shit going on.
He looks at Steve with a bit of a concerned expression, because it's clear that despite his assurance, things are NOT fine or okay. But he doesn't know how to handle it, and Natasha seems to, so he looks back to her and gets ready to move out.]
no subject
Nothing Natasha says makes sense, except for her being farther ahead. Before the ice, waking up. He has the odd sense of impending disaster, of something bearing down on him from a distance, and he doesn't even know the shape of it to determine if it can be stopped.
He needs to talk to Peggy again. Bucky can't help - Bucky needs help - and Steve needs perspective that he can't find in himself.
He also, very abruptly, doesn't trust Natasha.
Steve loads his chosen supplies into the Jeep's tiny storage space and climbs in back, trying several times to think of something to say and each time coming up empty.]
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I LAUGHED AND THEN FELT LIKE A BAD PERSON
bwahahaha
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