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
[ if you won't do it for them, do it for me. please, clarisse. ]
[ but they wouldn't be standing here if clarisse had agreed, if she'd just let it go and listened, instead of letting her pride, her hubris blind her, break her. a fatal flaw, they call it, but it hadn't been truly fatal for anyone but silena. some part of clarisse died with her, left an emptiness that could never be filled, not with grief or rage -- only now does she feel complete again, overcome with emotion that silena is here and real and hers once more. her other hand settles on the curve of silena's neck, firm but gentle, keeping her rooted, keeping her looking. clarisse never wants to stop looking, never should have. ]
[ with a tilt of her head, clarisse leans in, lips fit together as though they were born of the same being, finally coming together, two parts of a whole, and all clarisse feels underneath her is the humming energy of life, the brightness of silena's radiance almost blinding -- even with her eyes closed, clarisse can see everything, feel everything: the warmth of silena's lips, her breath, the outline of her mouth; and never before has she felt this enlightened, as if she truly is in the presence of a god, intoxicating herself on the precious nectar silena offers her. she could stay in this moment forever, but like all good things, they aren't meant to last. ]
Stop. [ it isn't harshly said, but there's an authority in her voice that wasn't there before. she doesn't want to hear the shoulds and shouldn'ts, the apologies -- shouldn't she be the one apologizing? i'm sorry i didn't listen, i'm sorry i was too late, i'm sorry i let you go -- the only thing she wants is silena, silena, silena. ]
[ she presses her forehead to silena's, like two magnets connecting, always meant to be together, her eyes squeezing shut to hold her tears back. daughters of ares don't cry (but they do; only last time one daughter of aphrodite wasn't there to dry them). ] Stop it. [ her voice is choked, her grip firmer than it was before. her eyes are strained when they open, her gaze steadfast despite the tears rolling down her cheeks. ] I don't care what happened. It doesn't matter. We were both -- stupid. But I won't let it happen again, I promise you that. I swear it on the Styx. I won't let you go. Not this time.
no subject
it's the first pang of regret, this kiss. the knowledge of what she always knew but could never name on her own, could never claim a heart as hers when clarisse was so dedicated to the fight, so in love with spears and swords and chris and chris and chris, that silena could never hope to penetrate that thick skull -- her death took it, this wake up call, this realization that silena is ephemeral, is replaceable, is not as eternally clarisse's as she might have thought. she is, though, if not in the physical sense than in every other one -- this battered and beaten heart of aphrodite that's been shattered and smashed in the ground into angry, splitered pieces -- it's clarisse's, it's all hers, no matter how broken it might be, she always holds the key to fixing it up. this touch, this kiss, silena gasps and cries against her mouth, eyes shut fast and her hands moving to grasp desperately at her shirt. she wants the words to be true, this promise on the styx speaking volumes of her seriousness -- but she knows clarisse, she knows her heart sometimes better than her own, and she knows these truths.
the war is always first in achilles' heart. patroclus will always lead him into the underworld, the story of tragedy never changes, and neither will theirs.
heroes are never born to be happy. )
Silly, silly girl. My dumb Clare. ( clare, her special, beautiful clare, who makes anger and rage beautiful emotions, who wears scars and hate better than silena ever could. her hands move up and cradle this too delicate face, the face of her warrior lost of its armor, walls broken down and tears on her face. it's heartbreaking, the beauty in it, how pretty it is to see clarisse, her clare, feel anything other than violent cockiness, to cry and be open and to be the one witnessing it.
she tips her head down, pushes kisses against her eyelashes. the hero looks beautiful when she cries, but it remains to be seen if there's anything more beautiful than clarisse's smile. )
Dying for love is never stupid. Never never. ( she doesn't want to say it, and she's sure clarisse doesn't want to hear it, but what would a daughter of aphrodite be if she couldn't explain her heart? silena quiets her sobs, puts on a smile through the tears covered on her ugly face, wishes clarisse wouldn't swear something so impossible on their most sacred of vows -- but she wouldn't be clarisse if she weren't impossible, if she didn't make life and death and love all that much more difficult. ) I'd die for you again and again, it doesn't matter. Break your promise and I'll still be yours, and I'll still be dead. That's our fate. It's okay. ( she curls in close, lips pushed against hers. that's our fate, for me to always be pining for someone who will never be mine. ) It's okay. It's okay.