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!
hi did you say something about cr
Sturdy boots, knife, satchel. He doesn't recognize her, but that isn't surprising. He hasn't recognized anyone yet.
"Did you find the keys?"
no subject
"They weren't so difficult to find," she raises her chin. Indeed, she knows where most of the keys are for most of the wheel-sets in this makeshift motor pool.
no subject
He hadn't even looked for the keys. He hasn't looked for a heck of a lot since he woke up and found some mysterious paperwork under his mattress. The bow and arrow had been all chance.
Which is dumb, in retrospect. He should probably start looking harder.
"What about in your room? Anything useful?"
no subject
"A bit of unidentifiable horn, a sachet of the most appalling powder I've ever tasted," Peggy takes a moment to better observe the stranger. He looks...not so well put together, she thinks. Except the bow keeps her piqued. Surely, no one merely chooses a bow. Except gunshots attract them. Whoever they are.
"And an umbrella. Tell me, have you peeked outside yet? Does it look likely to rain?"
Her words are bone-dry.
no subject
Looks her over again — considers the outfit, the accent, the quiet impatience. She doesn't seem particularly thrilled by his company, but she does seem smart. And while she could be lying about what she found, he sort of doubts she'd lie about finding an umbrella. So, after a beat of thought, he takes a gamble.
"I found information on a compound. Said it was in Maine."
no subject
Ah, concrete details. They act like a kind of key -- unlocking Peggy from that proverbial tower in which she'd placed herself. In a flash, her body language opens up. She leans forward. She's curious.
"A compound." Indefinite article. "But not necessarily this one? I suppose it stands to reason there should be more than one." Whatever had happened had been dire enough to necessitate this place, after all. "Where do you you think we are?"
Umbrellas were quite forgotten.
no subject
Where does he think they are? Good question.
"Other than the United States?" Based on the equipment he's seen around. That truck she's sitting on, for one. Besides that, he hasn't really gotten a good look outside. Maybe someone smarter would be able to figure out the region based on the trees, like in those shows—
Actually, semi-related.
"Do you know what year it is?"
no subject
Word by word, she relaxes. Perhaps only because the conversation is low-key and unlike herself, he hasn't made the mistake of coming in with threats a-blazing. But the espionage simply can't be taken out of the woman, and so she relaxes only to the point of entertaining the archer as a possible sounding-board. A testing ground for theories and thoughts.
"I have it on uncertain authority that the other side of that door," she nods her head, "claims the world ended in July of 2015. Funny thing is, before I woke up in this...whatever-this-is, it was (without question) 1946."
no subject
If the idea of time travel bothers him, it doesn't sound like it. He'd actually been more concerned by the idea that he'd been in a coma for a few months; hearing that everyone's from a different time is almost reassuring.
Except the year 1946 is specific in its own way. A beat to eye her thoughtfully, then: "The end of the war?"
no subject
She nods. Although she's far from stricken, there's no denying the strain that enters her eyes. It's a gut reaction. "A year beyond it, actually," she gives the correction in a softened voice. "Nearly to the day."
no subject
That's a little too frank, too simplistic. He knows it isn't that simple, but he thinks he'd prefer knowing. In terms of the big picture, at least; the smaller details... he isn't actually sure what her smaller details are, but she's English. That means the winning side.
Although— he pauses, studies that tightness in her expression, reconsiders.
"You did win, right?"
He has yet to wake up in the alternate universe where they didn't, but what the hell. Anything's possible.
no subject
VE Day had been a mixed bag of emotions. Relief; joy; despair. Peggy feels most of her strain now because she realizes (in the aftermath) that she shouldn't have given the archer her proper year. Having lied to Steve about the precise moment from which she'd been torn, it wouldn't do to let word get back to him. Her stomach still hadn't settled after deceiving him. Telling herself it had been for the Captain's own good did nothing to quell her doubts.
Peggy hops down from the lowered tailgate and offers him her hand. "Peggy Carter. I only wish I could say it's a pleasure to meet you, Mister--?"
Her brows raise.
no subject
Between that and the decade she fell out of, it's easy to make the connection to Cap. Except she's still standing there with her hand out, so maybe focus, dummy. The awkward pause only lasts a second, maybe two, but it's impossible to miss before he accepts the offered handshake.
"Barton. Clint Barton."
no subject
She polishes her unfinished sentence with a name. Respectful. Distant. And she shakes his hand with that manner of handshake best-loved in an older time: firm and brief and impersonal. She is no weak-wristed milquetoast. She draws no explicit attention to how long it had taken him to return it. She makes no verbal note of how stunned he'd seemed -- almost as though he knows the name. Curious.
"As I was saying, it's a shame I can't say it's a pleasure."