
OPTIONS:
WAKING UP
You wake up in a studio in an apartment building that's got windows all boarded up. You remember being sick, you remember dying, and you probably can't believe this is the afterlife. If you head out into the hall you'll see that others are heading out too, looking just as confused as you are. All of you died, most of you of the same thing. If you head down to the front office, you'll meet a native resident who will explain in brief that you're in Aqora, a settlement living among the undead and that people like you show up every so often. You'll be given an informational pamphlet, a shitty cell phone, and a walkie. Then you'll be expected to figure it out. No one has time to hold your hand.
EXPLORING
Miscellaneous things here: shops and restaurants turned into places to live, apartments full of people living day to day, the main focus (the library) being the hub where people come to learn and children go to school. Because school never ends, even in the apocalypse. Feel free to buddy up with other newcomers to figure out what the hell is going on.
OR, say you've been here a while. It's time to figure out how to get more supplies! Let's go on a supply run. You'll just be heading out past the barricades to start, and you'll have to dig through buildings to try and find things. If you're lucky, maybe you'll hit a cache. If you're unlucky, you'll find too many undead to fight. No one goes out alone though, so hopefully your partner can help.
"NETWORK"
Someone has set up a rudimentary network using the nearest cell towers. You can communicate with others in the area but only via voice and text. Anything further out is voice only via walkies. You can have a username or leave it blank.
Have fun, campers. |
no subject
"So does chitter chatter. You a talker, Quill?"
The look Mick's giving him suggests he's already surmised an answer: yes. However, if being annoyed is the worst thing that comes out of this mission, it's going to be a pretty good day. He's more concerned with what kind of weapons Peter has visible on him, if any. Mick himself has a police-issue sidearm that's on loan to him, which couldn't be more ironic, given the fact he spent most of his ( previous ) life as a career criminal. He still hasn't decided on whether or not he's going to give it back when they return, or if it's going to get 'lost' sometime during their run.
no subject
Not with a zombie horde, though, because you apparently can't sweet-talk your way with those. You can't negotiate, you can't intimidate; you can't do anything but two options, which is run like hell or sit there and let yourself become a living buffet. Good times.
Peter pushes off from where he'd been resting on the crate. He might not be armed with a pistol today - he still needs some more training to get used to Earth-style guns - but he isn't unarmed. He's got a claw hammer in one hand and hanging at his hips is a machete that he sharpened himself just to be sure it can actually cut. Personally he's aiming for the ninja in, ninja out tactic. If they do this right, they'll be in and out before the zombies can raise enough of an alarm to drag in a whole slow-moving swarm.
"The briefing said I was supposed to follow your lead. You've been to this place before?" Peter pokes around, tries to establish if Mick here is a total newbie or he's at least been on one scouting run. Helps to know if you're both new or one's a vet.