Feral Survivors: Difference between revisions

From The Urban Dead Wiki
Jump to navigationJump to search
m (typo)
(107% more cheesy)
Line 14: Line 14:
== '''Feral Survivors''' ==
== '''Feral Survivors''' ==


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.
Malton had thousands of common citizens, including young people, blue collars, vendors, businessmen, homeless and investors in Beauty Therapies, that were heavily struck by the outbreak.  


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.
As time went by, they were forgotten, if not despised, by many military, paramilitary and scientific organizations concerned only about defending their own turfs and fighting their wars for power and glory.  


For those reasons, nobody can claim to control, to be talking for, to represent or to manage Feral Survivors as a whole.  
Thus, they were left with only two choices: to '''turn feral or die'''.


== Who is a Feral Survivor ==
== '''Feral Men and Women, or The Day to Day Life in Malton After the Outbreak''' ==


{{RadioFreq|freq=28.75|coords=Anywhere}}
{{RadioFreq|freq=Like the district. Keep an ear too to 25.96|coords=Look in factories}}


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 is one fundamental truth about a zombie outbreak: when a mob of immortal oozy corpses are trying to chew off many of those members and appendixes you grew so attached to, you have to acknowledge that you aren't in control anymore.


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.
Some pretend that they can defeat the zombies with a combination of Ancient Chinese warfare and butterfly kicks, but those master plans rarely acknowledge that somebody, lost in a remote corner of Malton, can be trapped in a banana factory with a hundred zombies knocking at the door, no weapon but an outdated newspaper, and unable to use a fancy solar-powered wireless laptop to call the Chuck Norris Squad or make some Lolzeds.


== Their General Strategy ==
Since they must be able to survive on their own, survivors that go feral give more credit to their own eyes, use what the streets and the darkness give, and scrap and share every bit of information they get from a broken radio or a gloomy spraypaint. They know no Sgt. Honcho will ever be there to tell them why they shouldn't leave a death-rattling zombie at their back.


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.
== '''Identifying a Feral Survivor''' ==


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]].
Oddly, some feral survivors actually identify themselves as Feral Survivors. But, in any case, their behaviour can also betray them:


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]].
* Leadership, as it could be expected by their radical, wild, irrational attitude, is often granted to those that know what they do, and where they are, and how does one get out of here.
* They rush factories to get tools, generators and fuel. They rush other resource buildings to pack what they need. Then they abandon them. They sleep inside any tall, useless building. They never wake up when you scream.
* You never get a revive by looking at them with big, trembling eyes. Now, if you tear apart their barricades, claw madly at them and drool yellow ichor all over their last taco from that expired pack they got in the mall, they are going to stab you with whatever they have at hand.
* Many are often overburdened with [[Radio Transmitter|radio transmitters]], which they can't get in the remote suburbs where they often roam. If they install one at your block, be sure you don't dare to touch it or even retune it.
* Feral fashion is somewhat clashing. They do that to confuse some Very-Macho Warriors of the Post-Apocalypse that measure people by their sense of fashion.
* They use radios and mobile phones to communicate, because internet trolls are more scary than Yo zombie momma.
* They can pick up a pair of binoculars, look around and know what is going on in 1/10th the time other survivors take to check the Wiki, check the suburb Map, check the Scentereal Map, check their forums, check the Wiki, check their alts, check their spies and then realize that you can never tell what's going on beyond the range of a pair of binoculars.
* They actually [[Contacts list|ignore]] annoying, inmature and trenchcoaty people.


== What Do the Feral Survivors Tolerate ==
== '''Short Handbook for Feral Survivors, or How Not to Be Eaten by Your Neighbour''' ==


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.  
* Carry what you can't loot.
* Abandon what you don't use.
* Listen to the [[Radio|frequency]] of your district.
* Use binoculars.
* Bring [[radio transmitter|radio transmitters]].
* Share what you see.
* Share what you hear.
* Meet around factories.
* Use the [[X:00|X:00]] tactic.
* Rush together abandoned buildings.
* Stay in touch (get a mobile phone).
* Don't sleep near the [[revive point|revive point]].
* If you are zombified, trash things around the revive point, so others want you alive rather than dead.


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.
== '''List of Illustrious and Gentlemanly Feral Survivors (add your profile)''' ==


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.
* [http://http://urbandead.com/profile.cgi?id=382208 Doc Groucho], former Mad Scientist.
 
== 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.

Revision as of 05:40, 16 December 2008

Feral Survivors
Harmanspy.PNG
Abbreviation: FS
Group Numbers: Whatever the Game Stats say
Leadership: None (founded by Doc Groucho)
Goals: To survive and thrive
Recruitment Policy: Free for all
Contact: Radio or talk page

Feral Survivors

Malton had thousands of common citizens, including young people, blue collars, vendors, businessmen, homeless and investors in Beauty Therapies, that were heavily struck by the outbreak.

As time went by, they were forgotten, if not despised, by many military, paramilitary and scientific organizations concerned only about defending their own turfs and fighting their wars for power and glory.

Thus, they were left with only two choices: to turn feral or die.

Feral Men and Women, or The Day to Day Life in Malton After the Outbreak

know what you are talking about Short-wave Radio Info
This group or location has a dedicated radio frequency.

Frequency: Like the district. Keep an ear too to 25.96 MHz
Transmitter Coordinates: Look in factories

There is one fundamental truth about a zombie outbreak: when a mob of immortal oozy corpses are trying to chew off many of those members and appendixes you grew so attached to, you have to acknowledge that you aren't in control anymore.

Some pretend that they can defeat the zombies with a combination of Ancient Chinese warfare and butterfly kicks, but those master plans rarely acknowledge that somebody, lost in a remote corner of Malton, can be trapped in a banana factory with a hundred zombies knocking at the door, no weapon but an outdated newspaper, and unable to use a fancy solar-powered wireless laptop to call the Chuck Norris Squad or make some Lolzeds.

Since they must be able to survive on their own, survivors that go feral give more credit to their own eyes, use what the streets and the darkness give, and scrap and share every bit of information they get from a broken radio or a gloomy spraypaint. They know no Sgt. Honcho will ever be there to tell them why they shouldn't leave a death-rattling zombie at their back.

Identifying a Feral Survivor

Oddly, some feral survivors actually identify themselves as Feral Survivors. But, in any case, their behaviour can also betray them:

  • Leadership, as it could be expected by their radical, wild, irrational attitude, is often granted to those that know what they do, and where they are, and how does one get out of here.
  • They rush factories to get tools, generators and fuel. They rush other resource buildings to pack what they need. Then they abandon them. They sleep inside any tall, useless building. They never wake up when you scream.
  • You never get a revive by looking at them with big, trembling eyes. Now, if you tear apart their barricades, claw madly at them and drool yellow ichor all over their last taco from that expired pack they got in the mall, they are going to stab you with whatever they have at hand.
  • Many are often overburdened with radio transmitters, which they can't get in the remote suburbs where they often roam. If they install one at your block, be sure you don't dare to touch it or even retune it.
  • Feral fashion is somewhat clashing. They do that to confuse some Very-Macho Warriors of the Post-Apocalypse that measure people by their sense of fashion.
  • They use radios and mobile phones to communicate, because internet trolls are more scary than Yo zombie momma.
  • They can pick up a pair of binoculars, look around and know what is going on in 1/10th the time other survivors take to check the Wiki, check the suburb Map, check the Scentereal Map, check their forums, check the Wiki, check their alts, check their spies and then realize that you can never tell what's going on beyond the range of a pair of binoculars.
  • They actually ignore annoying, inmature and trenchcoaty people.

Short Handbook for Feral Survivors, or How Not to Be Eaten by Your Neighbour

  • Carry what you can't loot.
  • Abandon what you don't use.
  • Listen to the frequency of your district.
  • Use binoculars.
  • Bring radio transmitters.
  • Share what you see.
  • Share what you hear.
  • Meet around factories.
  • Use the X:00 tactic.
  • Rush together abandoned buildings.
  • Stay in touch (get a mobile phone).
  • Don't sleep near the revive point.
  • If you are zombified, trash things around the revive point, so others want you alive rather than dead.

List of Illustrious and Gentlemanly Feral Survivors (add your profile)