WEEK 1
WEEK ONE
!the beginning of the end
That’s what’s playing on repeat on a tape recorder, when the survivors come to.
Characters will find themselves in a humble, American townhouse, which other than being a bit dusty, is still mostly clean. All characters will be sprawled out on the floor and furniture of the living room, in front of what looks to be a giant portal. Characters will also notice they have a seemingly indestructible silver wristband around their wrists, and they have nothing with them but the clothes on their back.
Take a look around, and you'll realize that everyone in the room is likely a stranger. Aside from the tape playing, there's little explanation or proof that what's being said to you is even true. For all you know, one of the people in the room could be responsible for you being suddenly taken here.
Exploring the house's many rooms will reveal that there are small stockpiles food, water, weapons (a few guns, a few bats, a few knives), and maps, along with a large, strange container of blue liquid. The maps all chart a route from Los Angeles to San Francisco, and sport detailed recommended time stamps on them. Strangely, the recommended path occasionally diverges into two separate routes.
Upon searching the house, Haru Okumura finds a set of notes, while Leontuzzo Bellone finds a separate set. They are free to keep these notes to themselves, or share them with the group.
Nothing has anyone's names on it — not the notes, and certainly not the supplies. Everyone will have to compete for the same things. Or maybe all of you can be civilized about this, before anyone goes hoarding weapons and food? Maybe you can even introduce yourselves, while you're at it. For some strange reason, every window and door in this place is locked (and impossible to break), and will be for at least 72 hours, as if someone wanted you all to be cooped up together for a time before heading out.
Most interestingly, in the deepest basement of the house, there's a room with a large, heavy dresser shoved in front of it… and a low moaning and banging emanating from the other side. The door’s slightly ajar, and a closer look reveals a zombie is the source of the sound. Context clues around the basement, like the PhD in interdimensional travel hung up on the wall (for a Dr. Bei), hint that the woman inside is whoever left you this cryptic message - the woman who brought you here, allegedly. But she's long long gone, only this monster left in her wake. It seems she was smart enough to lock herself away to prevent you from being harmed, at least... and it'll give you a preview of the threat that looms outside.
Characters will find themselves in a humble, American townhouse, which other than being a bit dusty, is still mostly clean. All characters will be sprawled out on the floor and furniture of the living room, in front of what looks to be a giant portal. Characters will also notice they have a seemingly indestructible silver wristband around their wrists, and they have nothing with them but the clothes on their back.
Take a look around, and you'll realize that everyone in the room is likely a stranger. Aside from the tape playing, there's little explanation or proof that what's being said to you is even true. For all you know, one of the people in the room could be responsible for you being suddenly taken here.
Exploring the house's many rooms will reveal that there are small stockpiles food, water, weapons (a few guns, a few bats, a few knives), and maps, along with a large, strange container of blue liquid. The maps all chart a route from Los Angeles to San Francisco, and sport detailed recommended time stamps on them. Strangely, the recommended path occasionally diverges into two separate routes.
Upon searching the house, Haru Okumura finds a set of notes, while Leontuzzo Bellone finds a separate set. They are free to keep these notes to themselves, or share them with the group.
Nothing has anyone's names on it — not the notes, and certainly not the supplies. Everyone will have to compete for the same things. Or maybe all of you can be civilized about this, before anyone goes hoarding weapons and food? Maybe you can even introduce yourselves, while you're at it. For some strange reason, every window and door in this place is locked (and impossible to break), and will be for at least 72 hours, as if someone wanted you all to be cooped up together for a time before heading out.
Most interestingly, in the deepest basement of the house, there's a room with a large, heavy dresser shoved in front of it… and a low moaning and banging emanating from the other side. The door’s slightly ajar, and a closer look reveals a zombie is the source of the sound. Context clues around the basement, like the PhD in interdimensional travel hung up on the wall (for a Dr. Bei), hint that the woman inside is whoever left you this cryptic message - the woman who brought you here, allegedly. But she's long long gone, only this monster left in her wake. It seems she was smart enough to lock herself away to prevent you from being harmed, at least... and it'll give you a preview of the threat that looms outside.
sewer diving
After 72 hours have passed, one and only one door unlocks – in the very same basement that the zombie of Dr. Bei can be found. It leads down to a dark, dingy tunnel that connects to the sewers. Not only is the smell awful, but (non-infected) rats scurry about, keeping to the shadows – but the smell of any of the food you've taken from the house will attract them. Careful!
The party will need to create some light to navigate their way out and keep the rats at bay, or they’ll be bumping around in the dark for quite a while. Now might be a good time to share if you have some matches, or a special talent for being a lantern. Mercifully, there's only one exit that actually opens down in this labyrinth, as if it's a route the Doctor designed to take all the time.
At one point, Puppy falls into the sewage, and loses something they brought from the house.
The party will need to create some light to navigate their way out and keep the rats at bay, or they’ll be bumping around in the dark for quite a while. Now might be a good time to share if you have some matches, or a special talent for being a lantern. Mercifully, there's only one exit that actually opens down in this labyrinth, as if it's a route the Doctor designed to take all the time.
At one point, Puppy falls into the sewage, and loses something they brought from the house.
oh! that's a baseball
Once characters make it out of the sewers, they’ll be a day’s travel to the first mark on the party’s map: “Dodger’s Stadium.” The road they’ll have to hike to get there is winding, curvy, and uphill, which will give the party a good overview of the now dilapidated Los Angeles, along with the many abandoned buildings and cars that litter the place. The stadium itself looks to have been cleared of threats and fashioned into a safe spot a long time ago, as all entrances but one have been completely welded shut. The high walls keep zombies out, and the winding path up here deters most of them from even approaching.
Inside the stadium, there’s some baseball merch (and equipment) to scavenge, not to mention some really old peanuts! Delicious. Maybe there are even some old fireworks laying around this place. Setting up camp here won’t be very comfortable… but at least it’s very safe. A luxury the party won’t have for much longer, if the map is anything to go by. You'll be heading through the city, next, so rest up while you can.
Inside the stadium, there’s some baseball merch (and equipment) to scavenge, not to mention some really old peanuts! Delicious. Maybe there are even some old fireworks laying around this place. Setting up camp here won’t be very comfortable… but at least it’s very safe. A luxury the party won’t have for much longer, if the map is anything to go by. You'll be heading through the city, next, so rest up while you can.
!week one objectives
➤ make acquaintances with your fellow travelers
➤ decide what to do with the zombie of dr. bei
➤ arm yourself with what you can find
➤ scavenge some portable food from the house and while traveling
➤ make camp at the stadium
➤ decide what to do with the zombie of dr. bei
➤ arm yourself with what you can find
➤ scavenge some portable food from the house and while traveling
➤ make camp at the stadium
iii.
[Kotoha is seated dangling her legs over the edge of the nosebleed section. Is that dangerous? Yes. Does she seem to mind? No, not at all.]
You're looking at the number one baseball player in all of Sakurashin City! [This is a lie.
Kotoha makes some sort of victory sign at Hella.]
It was my homerun that brought victory in the infamous Battle of The Arsonists. [This is also a lie.]
no subject
What? No way they picked some plain old athletes for this shit.
[ She waves a hand, thinking there must be way more to the story than her just being good at this elusive "baseball." Hopping up haphazardly from one of the seats, the starts climbing on the steel beams that lead up to where the other girl is sitting, looking right at home doing things like this. Even with her foam finger in tow. ]
How come you're not down there teaching everyone a lesson, then?
no subject
Kotoha waits patiently and politely until Hella makes it up to where she is before responding, a little sheepishly:]
Me and what team? Playing baseball by yourself is kind of pointless.
I'm not just some boring old athlete, though, don't worry.
no subject
[ This is the main thing she understands about baseball... it's fine. With a final hup, she hops up onto the same beam the other girl is sitting on, kicking her legs to and fro where they're dangling off the edge. ]
But that's what I thought! Seems like we all got picked for some special reason, or whatever.
no subject
Yeah, right? Everyone here's so interesting. So what's your special reason?
no subject
To them? Probably that I'm a Sinner.
[ a beat, while she thinks of the vaguest, easiest to comprehend way to describe what Sinners are, without dropping all of the political problems associated with being one. Sinners are genuinely regarded very negatively by the public, and she'd rather things not spin that way with this group — better to keep herself in a good light. ]
I guess you could say, like.... Sinners are better at resisting this certain type of contamination in our world. For regular people, if you're around it too much, you basically turn into something close to a zombie. Sinners can handle a lot more of it.
[ She shrugs. ]
Maybe they thought I'd be fine in this world?
no subject
[Having just spoken to a Sunday earlier, she can't help but feel like there's some weird religious imagery that keeps popping up here.
Regardless:]
That'd be awesome if true though. Not that we should test it if we don't need to, buuuuut. Imagine having zombie immunity in a zombie horror story! You'd be basically set.
no subject
[ smashcut to mark. Anyway, she shrugs, and while she's just joking, she doesn't sound all that enthusiastic about it. What would be the good in surviving all by herself? She has her own doubts about whether this virus can infect her, but she thinks as soon as she shares that doubt, there might be people who put her on the front lines. ]
Now it's your turn to cough something up. I'm waiting!
no subject
Hey, you like that foam finger, right?
[Foam's pretty easy, she thinks, so--
She sticks out her tongue, and her eyes flash green for a moment, a crackle of equally green electricity sparking around her tongue, and then:]
Open-celled foam block shaped like a larger-than-life hand in a fist with one finger pointed up, with a hole in the bottom that is large enough for a human hand.
[... Poof! Foam finger, take two! It appears as if out of nowhere, and Kotoha sticks it on her own hand.]
There, now we match!
no subject
[ GIRL??? Her eyes go comically wide when the foam finger somehow materializes out of thin air, her jaw dropping as she leans closer to inspect it. Sinners have all sorts of strange powers, so it's not her having powers at all that shocks her... it's just that this has to be among one of the most useful and awesome abilities ever. What if she can just materializes free snacks? Or MONEY? ]
That was awesome! You can just do that with anything?!
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Pretty much! I've gotta be able to describe it down to what it's made of, and I can't make food [tragique] or living things.
But otherwise, it's fair game.
no subject
[ She gestures with her hands, laughing mischievously. Please, Kotoha is about to become her best friend if she can help her with her fraud and stealing scams. One thing that sucks about this zombie apocalypse world is there's no money for her to spend or very innocently take out of people's pockets. ]
no subject
[She says that, but her tone is all sorts of willing. Kotoha is always up for showing off.]
A picture would help. Are they solid gold? Or are they made of some other stuff? It's the compositional make-up that's most important for me.
no subject
It's made of... a flexible material? It's not solid. [ It's not paper, not rock, but a secret third thing. Quick as she can, she draws a shoddy picture of what a DisCoin looks like, shading in the black accents. ] It kinda makes a wub sound when you wave it back and forth.
[ does this help, kotoha.... ]
no subject
It goes wub wub wub...
[Mmmmmm... She grabs the image, squinting at it.]
Maybe like--some vinyl or something? If you've got one on you, then I could break it down more easily.
no subject
[ HER MASTER PLAN IS FAILING RIGHT BEFORE HER EYES.... she pouts, in the throes of despair. ]
What is money like where you come from? Maybe it's similar!
no subject
Hm... I don't have any yen either. Not that it would be anything like yours regardless.
[...]
How about this. When we get outta here, show me some of it and I'll make you some as a reward. Just don't tell anyone, okay? [THAT'S SUPER ILLEGAL.]