Caldwell Irregulars: Difference between revisions
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[[Dohoney Grove Police Department]] - is a very nostalgic police department to one of the founding members. The group is known to actively protect it and make sure it's barricaded and lit whenever possible. The group respects the barricading policies of [[Fryerbank]], [[Dragonhead]], and the [[SEQA]] so they try to keep the building as an entry point at all times. Exceptions are made in times of chaos when the suburb is littered with ruined buildings to use as entry points. | [[Dohoney Grove Police Department]] - is a very nostalgic police department to one of the founding members. The group is known to actively protect it and make sure it's barricaded and lit whenever possible. The group respects the barricading policies of [[Fryerbank]], [[Dragonhead]], and the [[SEQA]] so they try to keep the building as an entry point at all times. Exceptions are made in times of chaos when the suburb is littered with ruined buildings to use as entry points. | ||
[[The Garniss Building]] - is a fun little spot located in [[Scarletwood]] that was discovered during a supply run and | [[The Garniss Building]] - is a fun little spot located in [[Scarletwood]] that was discovered during a supply run and was forever marked for return visits. The mood is almost identical to that of [[The Strangemore Building]], differing only by the constant cloud of marijuana smoke, and the residents are equally as fun. The beer is tasty and always flowing and the place is well kept. Although the group has no claim to this building, the place is considered by some members to be a home away from home. And that beer, so good. | ||
Latest revision as of 20:07, 8 April 2010
The Caldwell Irregulars are a pro-survivor group who actively help maintain Fryerbank and the surrounding suburbs. Members can be found scattered throughout all of Malton, but the highest concentration sticks to the southeast quadrant. Because of this, the Caldwell Irregulars are considered to be based in Fryerbank, with their unofficial HQ being the Strangemore Building.
Currently, the group consists of a tightly-knit number of people, all good friends outside of Urban Dead, who happen to have a shared fascination with zombie apocalypse preparedness. As a rule, they tend to enjoy craft beers, intelligent conversation, the works of Hunter S. Thompson, and busting zed skulls. They rather look down upon folks who trash their suburb, the butchering of the English language, most PKers, most zerg hunters, overcading, spammers, the Malton Mob, and impolite dead people who try to eat them.
USE THE FORCE! | |
This group only uses their powers for good, and for tipping over small babies. |
Code of Conduct
Human
The Caldwell Irregular code of conduct is, well, irregular. While human, the members are friendly to other survivors, helpful, and generally well behaved. They can be found carrying out a range of tasks such as barricading buildings, installing/refueling generators, clearing break-ins, healing others, hunting PKers, and reviving the polite dead people they recognize. The Caldwell Irregulars are not afraid of conflict and are not fazed by death. They are known to commonly and openly kill any member of rival factions as well as maintain a group kill on sight (KoS) list. Even though death is inevitable in Malton, it is still their primary goal to remain alive. Therefore, although the destruction of generators is normally frowned upon, exceptions are made for extremely heavily barricaded cinemas, clubs, and/or banks.
Zombie
In the event of death, the code of conduct takes on it's more irregular characteristics. Those characteristics being, the complete lack of any code what-so-ever. While dead, members are free to do as their unbeating heart desires. The only stipulation is that they notify other members of their death and current location so they can be revived by the first available syringe. Other than that, a dead Caldwell Irregular is completely unpredictable. At times, they'll sit quietly mrh-ing at revive points, awaiting some sharp object to pierce their spine. Other times you can find them smashing on barricades, graaagh-ing at passers-by, and nibbling the brains of both humans and zombies alike.
So, while alive, the Caldwell Irregulars are your friends. However, it is always best to revive any dead members you may come across. They're much more personable with a pulse. It is also important to note that the code of conduct is not a strict set of rules, but more of a guideline.
Area of Operation & Common Behavior
Tagging
The Caldwell Irregulars don't claim any specific area as turf, nor do they feel any area should be claimed. It is the belief of the group to maintain and respect the area one wishes to reside, but the land belongs to no one. Therefore, other turf claiming factions may find their tags painted over and be slightly annoyed by this. Unfortunately for them, it is just something those factions will have to deal with. The Caldwell Irregulars are known to tag over anything and everything, not to claim territory, but to make people aware of their presence.
Spray Addict | |
Tag anything that sits still long enough. |
Revive Points
The Caldwell Irregulars practice the scan before you shoot policy at revivification points across Malton. Members also perform scans before every revive to ensure the right people are being brought back to life. In the event a Caldwell Irregular is killed at a revive point while awaiting a revive themselves, the offending player is immediately put on their KoS list. If the player is later found by any member, that player runs the risk of waking up cold, stiff, and outside.
Favorite Buildings
The Strangemore Building - is the unofficial head quarters of the Caldwell Irregulars. They are known to spend many nights there, as well as maintain it and the surrounding buildings. They've been known to hold many late night bashes at that location. Usually those bashes consist of members celebrating successful missions over a variety of quality beer while encased in a thick fog of marijuana smoke. Other times they'll keep it quiet and just hang around drinking a variety of quality beer while encased in a thick fog of marijuana smoke. Generally speaking, the mood is pretty consistent.
Dohoney Grove Police Department - is a very nostalgic police department to one of the founding members. The group is known to actively protect it and make sure it's barricaded and lit whenever possible. The group respects the barricading policies of Fryerbank, Dragonhead, and the SEQA so they try to keep the building as an entry point at all times. Exceptions are made in times of chaos when the suburb is littered with ruined buildings to use as entry points.
The Garniss Building - is a fun little spot located in Scarletwood that was discovered during a supply run and was forever marked for return visits. The mood is almost identical to that of The Strangemore Building, differing only by the constant cloud of marijuana smoke, and the residents are equally as fun. The beer is tasty and always flowing and the place is well kept. Although the group has no claim to this building, the place is considered by some members to be a home away from home. And that beer, so good.
Groups Considered Friendly
It is important to note that the groups listed below are not allies of the Caldwell Irregulars. They are groups the Caldwell Irregulars consider friendly and will often lend a helping hand to. In no way have these groups had direct contact or discussion with the Caldwell Irregulars regarding alliances.
DK13
The Fortress
Creedy Defense Force
Groups Considered Hostile
The groups listed below are considered hostile by the Caldwell Irregulars and members of such groups are most commonly killed on sight.
Malton Mob
The Ridleybank Resistance Front
PKA
Creedy Guerilla Raiders
Brotherhood of the Reckoning
Pathetic Bill
Browncoats
The Skorpions
Kill on Sight (KoS)
The actual list itself is confidential. Any player on the KoS list will be notified of such in game before their death. Once notified, that player can appeal to any Caldwell Irregular they run across in game. If the appeal is successful, the player will find himself/herself no longer being killed by any Caldwell Irregular.
There are only a few ways one can be added to this list, and they are as follows:
- The unprovoked killing of any Caldwell Irregular member.
- The constant destruction of valuable resources such as generators and radio transmitters.
- The killing of any zombafied member at either a revive point or cemetary. (Scan before you shoot)
Supported Policies
Suburb Mutual Barricade Plan supporter | |
This User or Group supports the Suburb Mutual Barricade Plan by actively maintaining barricades according to the agreed-upon SMBP for their resident suburb. |
Sacred Ground Policy Supporter | |
This user or group supports the Sacred Ground Policy and acknowledges that all Cemeteries in the city of Malton are considered Revivification Points. |
Dual Nature | |
This User or Group supports the Dual Nature Policy & believes that the citizens of Malton should embrace their two-fold nature. |
Ban Stupidity | |
This user or group does not tolerate stupid people. |
Bounty Hunter | |
This User or Group hunts and kills PKers. |
Optimus Prime | |
The owner of this page believes that Optimus Prime is fucking badass and can kick everyone's ass. |