ARRIVAL.
_________what to expect. Characters wake up strapped to a table in a laboratory room. Characters will not be able to force their way out of the table until the phone begins its automated message, as seen in the premise. Afterwards, they are free examine the phone at their leisure. Along with the phone, they will notice two pamphlets left on the table for them to peruse; one pamphlet is titled Fictional Realities and YOU! (Pages: 1, 2), while the other is called What to Do If You Aren't Real (Pages: 1, 2). Upon its buttons being pressed for the first time after its initial message, the phone displays a welcome screen that goes into an automatic brief tutorial about its functions. On the touchscreen there are six buttons, labeled "Network", "Text", "Call", "Video", "Camera", and "Map". "Network" displays a website similar in appearance to Facebook mobile; characters can make posts to this network that anyone can respond to. There is no character limit for these messages, but posts to the network are always public. The default setting to post is text, but characters can respond or post with either text, voice, or video. The "Text" button takes you to a simple phone texting option, along with a list of names. This also does not have a character limit. The list is automatically updated every time someone new is brought to the real world. Characters are able to mass text, and can select multiple names to send a text to (as a note, if you are planning to send a text to multiple people, you are allowed to post it on the network for easier organization and convenience. Otherwise, please post texts to private inboxes). There is no way for characters to change the color of the font, whether it's on the network or in personal texts; its only color is black. "Call" brings up a list of people, as well as another option labeled "Network". Characters are allowed to make public calls on the network (which will be seen by others as an mp3 clip). Due to the public nature of the network, such an option is really more of a recorded message for the population. Private calls are simply that of a regular phone conversation, and like with texts, multiple people can be selected to speak with at the same time, similar to the effect of a Skype room (also as in the case of texts, calls to multiple people may be posted to the network but otherwise please keep one-on-one chats to private inboxes). "Video" works as a simple video recorder. After you finish recording, you can choose to upload it to the network or simply just to show a person/select group of people. It appears to others in a similar fashion to a youtube video. "Camera" can be selected to take pictures of whatever you want. They can also be uploaded to the network/shown to certain people. "Map" brings up a scan of a hand-drawn map of the area, with important buildings labeled for convenience. Each phone comes with a charger and has a battery life of one week. Phones may be charged in apartments, houses, or general stores. If a phone is used until the battery is dead, it takes four hours before the phone becomes fully charged again. Phone service is not available in all areas. While service in available within the town (barring some abitrary static in places), service is rather sporadic outside of it. The walls in the laboratory consist mainly of glass; characters inside can see the outer world fairly easily. What they will see is the very portrait of a rather gloomy and dilapidated city. Cars have been abandoned to rust in the streets and building doors have been left swinging open or otherwise torn off the hinges completely. A gloomy and destitute place, filled with the ruin that comes with a place that's long been abandoned as well as evidence of a more man-made destruction, if the curious, dark smears along the walls of the outside buildings have anything to say. And if you look out long enough, you may see a flicker of movement in the shadows. Or maybe it was just your imagination. Upon entering the lobby, characters are greeted by the sight of a pile of duffel bags in the corner. Characters may grab one duffel bag each; every bag consists of a week's worth of food and water, along with a random weapon which will be OOCly told to the player upon acceptance. These weapons can range from firearms to a baseball bat, and will be randomly determined by way of an RNG. Characters may find shelter in one of the many houses or apartment rooms in the area. The houses have Three bedrooms, one bathroom, one kitchen, one living room, and the apartments have three bedrooms each, with a private living area and a communal kitchen on both floors, along, of course, with whatever personal touches the family that lived there before had left behind. Food, however, has long since been spoiled, and characters will have to venture outside in order to search for it. Remember though, a home isn't a safe base, and zombies are able to swarm at any time. Most cities like Kingswater have a lifespan of about two months before they finally get overrun. The Caretakers will tell the characters when the optimal time to move would be. | |
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