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
[It stops her from thinking about home for about five seconds. Zombies. Dinosaurs. She's dealt with one, but not the other, and neither sound like a good time here. But if there's anything that's going to ground her in reality (if that's what this is), it's a mention of Henry.
Regina is right; if he's here, they need to find him. He can't be wandering alone with zombies and dinosaurs.
They all know that the first thing Henry is going to find here is trouble.]
Alright, then we need to look around.
[Split up or stay together? There's only three of them and the entire realm is one giant unknown, so she's going to go with staying together. She flexes her fingers, because everything's normal so far. They might be expecting the worst, but she doesn't feel any different. Wouldn't she know if her magic was dark now? Regina's not picking up on anything, that's a good sign.
And if they need it, she should know how much of it she has.]
Should I see if my magic works, too?
[Just in case, Emma thinks to add - ]
Hook has the dagger.
[He'll stop her, if he has to. If she loses control of herself, he'll be able to order her back in line. It's not that much of a comfort, but it's all she has to work with. He might wish he didn't have to, but he can handle this.
She looks back to Killian, giving him a small shrug, like she wants to know how he feels about it. Everything feels the way it always has, but it wouldn't hurt to check.]
no subject
he nods to the idea of looking around, but if there's a split up that is going to occur then they're going to be saying goodbye to the dear mayor. he's not quite ready for distance yet. he's still not entirely confident that this is all real, that Emma is with him, and the idea of walking away seems too dangerous. she might disappear all over again, and he knows that using the dagger to try and summon her doesn't work.
as to the idea of Emma using her magic, well; Hook is a bit at a loss. her magic is not inherently dangerous, not in and of itself. she's the savior, she has a great deal of light magic at her disposal, and it very well might be helpful... it just seems like it might not be the wisest course, considering the precarious nature of the dark one curse. if she taps into her own magic, will she tap into the darkness tethered to the blade? he doesn't want her to infect her heart for no cause, not when they could find another way.
the problem is he can't quite tell if he's simply paranoid over losing her, or if it's genuinely a bad idea. )
It seems risk— ( his sentence deflates before it even finishes as Emma tosses out the last bit. honestly, the pirate wouldn't have mentioned that to Regina Mills. in a matter of strength, Regina is a better keeper of the dagger, but Hook doesn't trust her with it in the slightest. she's been tempted by darkness, bloody hell she and her mother tried to steal the damn thing and betrayed him to do it, so he has his reasons. she's too controlling not to think she's entitled to the task, though, which will make things ... awkward. ) Risky. Not even I know how this curse works, Emma, and I hunted the Dark One for centuries. Could be that using the magic while tethered to the dagger might invite darkness into your heart.
( he's never considered the fact that the dagger is what made Rumpelstiltskin evil. it doesn't sit well on him, but just in case, it doesn't hurt to be careful. his expression is concerned, because he is. it's up to Emma, in the end, but he would rather know more before they make any rash choices. especially where she is concerned.
the glance he sends in Regina's direction is far less friendly. he's not giving her the dagger, she'll have to take it from him; hopefully the fact Emma has left it with the person she wants to have it will be enough to stay her hand. )
no subject
He has the dagger?
[No, she doesn't think it's a good idea. In her opinion, Hook has yet to make himself particularly useful. Just this year, he has been under the Dark One's control -- and that was when it was still firmly tethered to a person who could, at least, be reasoned with. For all they know, the dagger without the Dark One might just be useless, but they can't be sure.]
With all due respect, but I think it should be me who has it.
[She speaks with crystal clear enunciation, making no effort to hide the contempt she feels. Hook could never hope to handle the dagger. Regina thinks back to holding it when she was freeing the fairies from the sorcerer's hat; how even then, she'd felt the darkness seeping into her, tugging at her consciousness. Anyone but an experienced magic user would be hopeless to keep it on them at all times.
Speaking of magic; she once more turns back toward Emma.]
As for your magic, I agree. It would be better if you don't try for now -- at least not without my supervision. And I'd prefer to have more information first. About how magic works here, about the Dark One's curse...
[She expels a loud, frustrated sigh as she combs a hand through her hair; a concession to her true feelings. Incredibly restless, upset about this whole situation. She can feel it brewing right beneath the surface.
Damn, she doesn't have time for this now, so she shoves her feelings down and straightens herself up again, emitting authority. Emma and Hook are confused and can be somewhat hapless altogether, so clearly it's on her to take the reins.]
no subject
Fine, no magic - for now.
[They can start with that, because it's easier to deal with. If this is the land of zombies and dinosaurs, she'll be better off with a weapon than abilities she's still not entirely confident in. If and when things get worse, it's her magic, she'll decide for herself. There's nothing pulling her toward the darkness right now, and she's betting that means her magic is unaffected. Without having experienced it like Hook and Regina have, it's hard to jump in with the same level of caution. The immediate problem is this place, not the curse.
They need to look around and get an idea of what they're up against. If that eventually means taking a few risks with her magic, so be it.]
I know you think you should be the one to hold on to the dagger, but it has my name on it. That makes it my choice.
[He said he wanted to protect her heart, and he has. He's given everything he has for the two of them to be together, chased her through other worlds and helped her restore her family's history. When he heard she was in trouble, he outran a curse and convinced her to trust her instincts. There's darkness in his past, that's true, but Emma sees the hero in his heart. She's the one who sacrificed herself, the one who's putting him through all of this. The only thing she can be sure of now is that he'll find a way to set things right. They all will - but that involves working together.]
Look, I get that the two of you aren't exactly friends, but right now, all we have is each other. If we're going to get back to Storybrooke, we need to work on finding a way out together.
[She's not leaving either of them behind, that much is clear. But while Regina wants to assert her authority, Emma doesn't need a leader. She needs a friend; someone who she can share ideas with. Preferably someone who isn't going to try barking orders, because even without the Dark One's anger, that's not going to go over well.]
When we were in Neverland, I said we had to be who we are. You're both heroes now, so stow the dagger crap and start acting like them.
no subject
Fine.
( he doesn't appreciate the lecture, and honestly, when has he ever? Hook doesn't care for being talked down to, not even from Emma. he didn't realize he was doing anything wrong by standing around as Regina made demands, but the fact is he's likely too reactive right now. it's probably impossible for him to not be bothered when everything seems to be splintering in his hands.
as long as Emma wants him to keep the dagger, then he will. if she wants it to go to Regina, he really won't have any place to argue, either. she's right, it's her name, and it's her call. as long as it's in his possession, he'll do whatever he needs to keep it safe. as much as he doesn't like Regina, he thinks she'd do about the same, but if it came down to Emma or getting back to Henry, he's not sure that Regina would do the right thing. there's not a great deal that will change his mind on that but time to know the queen has truly changed. )
Might as well keep scouting the place. There's a bay with those dreadful automobiles, might be we could take one of those to Storybrooke. If it's even here.