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!
roof ;
Strategically, not a great position.
He's still not perfected his situational awareness, particularly in scenarios where he feels secure. So he doesn't hear someone come up, focused as he is on drawing the curves of the horizon - until he hears someone whisper what the hell in a voice that's almost familiar.
He turns sharply, starts to reach for the shield, and then stops.
Instant confusion.
He recognizes the arm. That's easy. The face is eerily similar. But it isn't the man he met hours ago, his Bucky Barnes.
Is this guy shorter?
What the hell is definitely the phrase of the hour.]
roof ;
But he doesn't expect the face that turns toward him, or the amount of confusion on it. ]
Steve?
[ Does he have something in his teeth? ]
no subject
Who are you?
[ A start. Because this isn't Bucky. Close enough that Steve would believe it, in a dream, but this guy carries himself differently, is built just a little differently.
He scrapes to his feet and hefts the shield so it's between the two of them, wondering - a little crazily - if this is someone sent as an infiltrator, one of the ones who left them here.]
no subject
Still Bucky Barnes, last I checked.
[ There's a wry, tremulous sort of humor in it, but he looks back up, studying the other man. He looks younger somehow, less sure, or at least less sure of him. He raises his hands at waist-level, palms out. ]
You don't— What's the last thing you remember? Before you got here, I mean.
no subject
It's 1943. [ He plants himself a little more firmly, forces himself not to be shocked and instead to be ready. That girl could shapeshift. Maybe this is like that. Maybe he's like that, using Bucky's shape for... For what?
Nothing about this place makes any sense. ] I pulled Bucky Barnes out of a HYDRA lab a month ago. You're not him.
[ More than he should have said. What happened - what really happened, hyperbolic newspaper articles aside - is classified. But it hurts less than saying 'I saw him him once today already and he didn't even know who I was.' ]
no subject
[ A HYDRA lab, like it's important, like they hadn't broken out of a dozen of 'em over the course of the war. His brows knit, trying to figure this guy out. If this is just a timeline problem, why would that one lab be so important?
Unless it isn't a timeline problem at all. ]
In 1943 I saw the inside of a lot of HYDRA labs, [ he continues, not matching Steve's wariness, but his eyes are searching nonetheless. ] Pulled you fellas out of one myself not so long before that, and Namor finally stopped looking at me like something he'd scraped off the bottom of his great winged foot. Sound familiar?
no subject
If he were thinking clearly, he'd remember what Rikki had said about ending up in a different world. That it had happened more than once, that there's more than one of him. But that's so far past the edge of his experience that it doesn't come to mind, not with everything else that's happened today. Not with everyone else who's kept to strictly asking him about when he's from and what he remembers. ]
I don't know anyone named Namor.
no subject
[ If he sounds a smidge relieved, well, let's just say one of his best friends forgetting his existence is really plenty, even if it he wouldn't mind having Steve's help with all this. ]
My best guess is alternate universes. [ He gives a small shrug, apologetic. ] I'm not the Bucky you know, and you're not the Steve I know. Although I'm guessing there's some overlap. [ With a glance to the shield. ]
no subject
He lowers the shield, glancing at it and then back to the familiar stranger. He shouldn't be so ready to believe this. There are about a thousand reasons not to be willing to believe this. ]
[And then how to ask the question:] I've still got the shield? Or... he does?
no subject
[ A beat. ]
You weren't surprised, about the arm. [ he says, reaching it out to stretch the metal, eyebrow quirked. ] Or the hair.
[ In 1943, he sure would have been. ]
no subject
Bucky - my Bucky - he's here. But he's... well. He's got the arm, and the hair. And he doesn't.... [How much do they have in common, these two versions of James, and how much should Steve say?] He's not doing very well.
no subject
[ Like he's piecing it together while he says the words, only they're hollowed out and sharp-edged, for Steve going through it, and for having a fresh idea of what that feels like himself.
Christ. He brings a hand back through his hair, taking a step aside and shaking his head while a mixed bag of emotions flicker across his features. If the other Bucky's here and he doesn't remember, there's no cosmic cube here, no quick fix. Maybe that'll be easier, gentler to get his life back in bits and pieces instead of one horrible rush — or maybe he won't get anything back that way at all. Maybe he'll end up like Novokov, so far adrift for so long revenge became his only anchor. Maybe he's dangerous.
Not anything Steve needs to hear right now. ]
I don't know if it's the same, or if it'll be the same for him. It's been almost five years for me, since I was... bad off. It got better.
[ It took five years. ]
no subject
No, he doesn't remember.
Watching this one - this one, what a weird thought - and knowing his own so well, he can see that there's more being considered than what's being said. Steve can read a remembered nightmare on that face, the same way he could read it sitting at a bar with his best friend after the return from Schmidt's factory.
He's still worried. It's still obvious. Lips pulled tight, shoulders tensed, brow furrowed. But he nods and clears his throat.]
Thanks. [A longer pause, then, slightly awkward:] I'm glad you're all right.
no subject
I'm glad some things don't change. [ Steve being Steve, caring about people. ] You'll figure it out. At least he's got you here with him.
[ At least it didn't take Steve's death to bring them back together, and that's another thing he doesn't say, held back behind the eyes. ]
Wherever the hell here is, anyway, [ he adds instead with a sideways look out off the edge of the roof, trying to ground the conversation again. ]
no subject
Five years. Early fifties, depending on how soon he can find Bucky after losing him. Maybe not at all if he really can change the timeline. His thoughts boil with possibilities, to the point where he almost misses Bucky's - James's - last comment.]
California, supposedly. [Steve studies the spread of the landscape, empty as it is, and his skin prickles with goosebumps.] A lot less crowded than the last time I was here.