Post by hazard on Aug 2, 2008 21:16:27 GMT -6
Set in Mid-June of 2009, in the fictional US metropolitan center of Crescent City, after 1 week after a mysterious virus was released, the entire city has fallen under the cloud of the ever-patrolling undead. The police force, and emergency services are out of commission. Stores, malls, hospitals and even the local Military base have been looted clean, and no safe haven exists except for what survivors can make on their own.
As a survivor, you must roam day and night, fighting for every piece of food, clean water, and every bullet you can find. Through an interested barter and trade system, selling the new currency for necessities through street vender's, local gangs who control parts of the city, and even from other survivors. Its kill or be killed and everyone for themselves in an utter struggle for survival in mankind's darkest hours. Old rivalries will surface, and new alliances will be born, will it be enough to survive...
Thats up to you
[/color]Features:
-Large city, tons of undead, and several places to make shelter. How long the shelter lasts is up to you.
-In-depth bartering and trade system between survivors, vender's and street gangs who now control vast portions of the city.
-Form your own alliance with fellow survivors, or go it alone as a lone wolf.
-Ammunition is scarce, food and water more so. The Army is dropping what they can, but its first come first serve, or who has more guns gets the biggest serve.
Enemies:
Regular Citizens: The unfortunate victims of the unknown virus. They are slow, not very smart, but tough to kill, feel no pain, no emotion or regret and know only one thing.....hunger. They travel in packs as small as 5 and as big as 1000. This is a major city remember.
Rotten Weilers: The pets and work dogs of Crescent City. Generally found in packs of 5 or more, they range from already vicious Rottweilers of the police force, to small pet dogs of Crescent City homeowners. Quick, agile and vicious, these pups can cause a problem, or a hole in your leg.
Runners: More advanced, mutated versions of regular zombies, Runners have the ability to move quickly, and use progressive thought. It make take them a while, but they'll remember how to open doors, and even use blunt weapons to attack. Still not overly smart, but a group of 20 Runners can seriously mess up your day, or end it permanently.
East Side Killaz: A street gang from the East Side Projects, the Killaz have a famous standing with good citizens of Crescent City, and especially the police. They are vicious, and don't care much about anyone except their members. After the outbreak, they have been known to use living survivors as bait for the undead, and even go so far as to kidnap people for ransom money and food, weapons and ammunition, or even use of a shelter. They have even "mistaken" survivors for the undead. They are to be avoided, if you want to live to fight the undead.
"Extinction": Formed by the escaped convicts of Crescent Cities jail cells, and the State Prison not far away, the ruthless murderers, rapists and every other vile criminal that survived the infection, now roam Crescent City on the hunt for survivors to brutalize. Each group is different, some are out for money, food, or to steal your shelter. Others are made up of murders, who simply take joy in killing survivors, and even groups of rapists, and considering in their mind the world is ending...well....you get the idea. The few remaining police officers are always on the hunt for these guys, and offer rewards, additional supplies from the already rationed supply sources. It is rumored that these vicious criminals were the first to raid the nearby military base, and are said to be in possession of military grade weapons and gear, a god-send in Crescent City. Taking out these groups offers rewards, better weapons, and safer travel for everyone.
Friendlies
CCPD: The few remaining police officers, held up in several homes, stations and other priority locations, armed with courage and an overwhelming desire to help every survivor as bes they can, control the flow of supplies through out the city. As the situation deteriorates, survivors may frequently come upon heavily armed police patrols, scouring the city for survivors. They ration out supplies dropped by the military, and even offer protection for safe havens. Some groups are corrupted by the possibility of power in these dark hours, but several police units still hold firm to the "protect and serve" oath they all took.
United States Military: All the words anyone needs to hear in Crescent City, several National Guard units and elite Army Ranger units are due for dropping into the city, to attempt a cleansing. Several companies of National Guard already surround Crescent City, and are eve vigilant for survivors making their escape. Getting out of a major city, with hundreds of thousands, if not millions of undead hot on your heels, easier said than done. The army commonly drops supplies, such as ammo, food, water and medical supplies, most dry up before you get there, some are destroyed by undead and during the drop. Requests through radios are becoming frequent, but the Military is still in staging, and every second counts in Crescent City, don't hold your breath for the Military to save you.
With all these allies, it would seem Crescent City is, somewhat, under control. WRONG. Don't forget, for every good cop, good survivor, or US Soldier, there are 50 undead who see you as their next meal, and will do anything, for however long, to get it. Survival is key, making the right choices of who you deal with, and what you risk in this monopoly of survival horror, determines if you live, or become another zombie of the once great Crescent City.
Welcome to Crescent City!
Population 11,------ To Be Determined
Population 11,------ To Be Determined