Feral Survivors: Difference between revisions

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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 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 more 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]].
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]].
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]].

Revision as of 06:57, 15 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

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.

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.

For those reasons, nobody can claim to control, to be talking for, to represent or to manage Feral Survivors as a whole.

Who is a Feral Survivor

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

Frequency: 28.75 MHz
Transmitter Coordinates: Anywhere

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 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 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, Miltown and 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.