Feral Survivors: Difference between revisions

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[[Category:Groups|Feral Survivors, The]]
[[Category:Groups|Feral Survivors, The]]
[[Category:Human Groups|Feral Survivors, The]]
[[Category:Survivor Groups]]
[[Category:Feral Groups]]
[[Category:Feral Groups]]
{{Groupbox|
{{Groupbox|
group_image=|
group_abbrev=|
group_name=Feral Survivors|
group_name=Feral Survivors|
group_image=[[Image:Harmanspy.PNG|100px]]|
group_abbrev=FS|
group_membership=Whatever the Game Stats say|
group_membership=Whatever the Game Stats say|
group_leaders=None (founded by [[User:Doc Groucho|Doc Groucho]])|
group_leaders=None|
group_goals=To survive and thrive |
group_goals=To stay alive |
group_recruit=Free for all|
group_recruit=Self tagging|
group_contact=Radio or talk page}}
group_contact=}}


== '''Feral Survivors''' ==
Feral survivors are an informal group of individuals that have gained an unusual experience in self-sufficient solo survival. They have spent most of their time unaffiliated to any organization and, throughout time, have called many suburbs as their home.


Feral Survivors are individuals stranged from any structured society, spontaneusly pushed to similar strategies and goals by the zombie outbreak. Therefore, it would be unproper to call them a group, as any coordination emerging among them is only a result of their enviroment and dynamic interaction.
Although their identity as formal group is arguable, their behaviour tends to congregate them in suburbs that meet very specific thresholds. They certainly play a key role in recovering lost areas of the city, and the impact of their similar strategies can be compared with the actions of organized large groups. Feral Survivor tags are probably worn just to fend off recruiters.


Their adaptations to survival are a mirror-like of zombie strategies. While many structured groups fail at imposing order among their inner chaos, the feral survivors bet their success to creating an ad hoc order from their inherent chaos.
Survival logic, specially when facing large numbers of coordinated enemies, dictates that the most likely place to find feral survivors is in abandoned areas with low zombie count ―about thirty or less― and barely any survivor activity. Their essential equipment can be as little as a radio tuned to the EMR broadcast and a few aid kits for their own use.


For those reasons, nobody can claim to control, to be talking for, to represent or to manage Feral Survivors as a whole.  
Individuals that match this description, self tagged or not, have been observed avoiding malls or other high profile buildings, and seem to be comfortable sleeping in ordinary ruins. It is uncommon to see a feral survivor interacting with zombies. Generally they prefer to move out of the way without disturbing them.


== Who is a Feral Survivor ==
Their compromise with the survivor cause can vary. From their perspective, revivification tasks may be regarded as a way to cover their backs as they move on, to slow down the movement of hordes or to confuse inexperienced zombies that peek around in ghost suburbs. Being usually disconnected from communication networks, with their movement impaired by the lack of free running lines, and led by the EMR to suburbs without large revive queues, it may not be rare for them to extend [[Sacred ground|sacred grounds]] to parks, monuments and any other place where a hardcore zombie is less likely to end their day.


{{RadioFreq|freq=28.75|coords=Anywhere}}
The group was named by [[User:Doc Groucho|Doc Groucho]], a practicant for many years of this survival style. Notoriously, he survived an entire year at Ridleybank's border without firing a single bullet.
 
A feral survivor, as the name implies, is an individual no longer driven by cultural laws or norms. Their focus is their own survival, and all their actions are aimed to that goal. As zombies punish the least efficient survivors, though, many find advantageous to their self-interest to collaborate with other survivors.
 
There isn't any baseline among ferals, as there isn't any guaranteed cooperation either. Ferals are out there on their own, at all times, and respect is the only way up the pack. Therefore, any former Malton citizens that think about themselves as Feral Survivors can use that tag.
 
== Their General Strategy ==
 
Feral Survivors don't follow any specific tactic. They are only lead by their instinct and their vital need to keep an edge over zombies. Their individuallistic behaviour wouldn't allow them to engage in such a task as controlling large areas, so a logical tendency is to cooperate around [[factory|factories]]. There they can collect all the necessary hardware to repair, power, loot and abandon other buildings.
 
Feral Survivors are among the most interested in keeping a good surveillance and communications network. Watching their neighboroughs with binoculars and NecroNet systems, installing radio transceivers inside factories, scanning frequencies of other groups, powering phone masts, sharing information and sending messages to their contacts (specially those known to be always near a transceiver), are usually investments of worthy returns. It could be properly said that, wherever a feral survivor hides, the [[STREETS_IS_WATCHIN'|streets are watching]].
 
There isn't any centralized hub for feral survivor communications, as there isn't any suburb where they use to roam. They may have some interest, though, on the three factories that host phone masts, located in [[Ketchelbank|Ketchelbank]], [[Miltown|Miltown]] and [[Molebank|Molebank]].
 
== What Do the Feral Survivors Tolerate ==
 
The Feral Survivors are no single entity to which apply any attitude, so it cannot be said that feral survivors, as a whole, tolerate or forbid anything. But, said that, there are some behaviours that earn respect among the living ferals and some that harm it.
 
When they ask others for help, they may or may not receive it depending on their social position. If there's no proof that there will be a benefit from it, they will be ignored. On the other hand, those that performed useful actions or showed tactical skill in the past are more likely to be helped and followed.
 
Problematic individuals aren't welcome (or even able to live) among feral survivors, as additional problems are always a disadvantage. Convincing a feral survivor to loot NecroTech facilities and bring syringes to a Revive Point isn't an easy task, and a troublemaker doesn't make it easier.
 
== Diplomacy ==
 
Group leaders can only attempt to talk with respected feral survivors that others may follow, or directly tune in their radio network, send a message and hope some decide to show up.
 
A good way to get their help is to watch for them at the revive points.
 
== Member list ==
 
There ain't such thing.

Latest revision as of 03:11, 25 May 2011

Feral Survivors
Abbreviation:
Group Numbers: Whatever the Game Stats say
Leadership: None
Goals: To stay alive
Recruitment Policy: Self tagging
Contact:

Feral survivors are an informal group of individuals that have gained an unusual experience in self-sufficient solo survival. They have spent most of their time unaffiliated to any organization and, throughout time, have called many suburbs as their home.

Although their identity as formal group is arguable, their behaviour tends to congregate them in suburbs that meet very specific thresholds. They certainly play a key role in recovering lost areas of the city, and the impact of their similar strategies can be compared with the actions of organized large groups. Feral Survivor tags are probably worn just to fend off recruiters.

Survival logic, specially when facing large numbers of coordinated enemies, dictates that the most likely place to find feral survivors is in abandoned areas with low zombie count ―about thirty or less― and barely any survivor activity. Their essential equipment can be as little as a radio tuned to the EMR broadcast and a few aid kits for their own use.

Individuals that match this description, self tagged or not, have been observed avoiding malls or other high profile buildings, and seem to be comfortable sleeping in ordinary ruins. It is uncommon to see a feral survivor interacting with zombies. Generally they prefer to move out of the way without disturbing them.

Their compromise with the survivor cause can vary. From their perspective, revivification tasks may be regarded as a way to cover their backs as they move on, to slow down the movement of hordes or to confuse inexperienced zombies that peek around in ghost suburbs. Being usually disconnected from communication networks, with their movement impaired by the lack of free running lines, and led by the EMR to suburbs without large revive queues, it may not be rare for them to extend sacred grounds to parks, monuments and any other place where a hardcore zombie is less likely to end their day.

The group was named by Doc Groucho, a practicant for many years of this survival style. Notoriously, he survived an entire year at Ridleybank's border without firing a single bullet.