Feral Survivors: Difference between revisions

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{{Groupbox|
{{Groupbox|
group_name=Feral Survivors|
group_name=Feral Survivors|
group_image=[[Image:Harmanspy.PNG|100px]]|
group_image=[[Image:Panic_in_the_street.jpg|120px]]|
group_abbrev=FS|
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 survive and thrive |
group_recruit=Free for all|
group_recruit=Free for all|
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== '''Feral Survivors''' ==
== '''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.  
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, the only plan you are going to stick to is your own instinct.


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.  
Malton had thousands of common citizens, including young people, blue collars, businessmen and homeless, that were heavily struck by the outbreak. Instead of being herd by other survivors, they resorted to self-sufficiency and swarm instincts to get along.


Thus, they were left with only two choices: to '''turn feral or die'''.
Feral survivors act without orders. Like Marabunta ants, they only have a basic method and require minimal information to perform it. Anybody can join and leave a swarm at any time.


== '''Feral Men and Women, or The Day to Day Life in Malton After the Outbreak''' ==
== '''The Method''' ==
{{RadioFreq|freq=Like the district, 26.1x|coords=Variable}}
* Pick an X:00 hour (UTC+0, UTC+6, UTC+12, UTC+18) and set up an alarm device to it.
* Rest in a safehouse (junkyards are good).
* When the hour arrives:
* - If you have syringes, perform revives.
* - Otherwise, advance along any freerunning line that connects two main resource buildings, repairing or bridging any break.


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


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.
<table border=1 cellspacing=0 style="font-size:80%;text-align:center;vertical-align:middle;">
 
<tr>
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.
<td width="10%">[[Dakerstown]]<br>&nbsp;</td>
 
<td width="10%">[[Jensentown]]<br>&nbsp;</td>
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. No Sgt. Honcho will be there to tell them why you don't leave a death-rattling zombie at your back.
<td width="10%">[[Quarlesbank]]<br>&nbsp;</td>
 
<td width="10%">[[West Boundwood]]<br>&nbsp;</td>
== '''Identifying a Feral Survivor''' ==
<td width="10%">[[East Boundwood]]<br>&nbsp;</td>
 
<td width="10%">[[Lamport Hills]]<br>&nbsp;</td>
Oddly, some feral survivors actually identify themselves as Feral Survivors. But, in any case, their behaviour can also betray them:
<td width="10%">[[Chancelwood]]<br>&nbsp;</td>
 
<td width="10%">[[Earletown]]<br>&nbsp;</td>
* 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.
<td width="10%">[[Rhodenbank]]<br>&nbsp;</td>
* 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.
<td width="10%">[[Dulston]]<br>&nbsp;</td>
* 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.
</tr><tr><td>[[Roywood]]<br>&nbsp;</td>
* 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.
<td>[[Judgewood]]<br>&nbsp;</td>
* 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.
<td>[[Gatcombeton]]<br>&nbsp;</td>
* They use radios and mobile phones to communicate, because internet trolls are more scary than Yo zombie momma.
<td>[[Shuttlebank]]<br>&nbsp;</td>
* 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.
<td>[[Yagoton]]<br>&nbsp;</td>
* They actually [[Contacts list|ignore]] annoying, inmature and trenchcoaty people.
<td>[[Millen Hills]]<br>&nbsp;</td>
 
<td>[[Raines Hills]]<br>&nbsp;</td>
== '''Short Handbook for Feral Survivors, or How Not to Be Eaten by Your Neighbour''' ==
<td>[[Pashenton]]<br>&nbsp;</td>
 
<td>[[Rolt Heights]]<br>&nbsp;</td>
* Carry what you can't loot.
<td>[[Pescodside]]<br>&nbsp;</td>
* Abandon what you don't use.
</tr><tr><td>[[Peddlesden Village]]<br>&nbsp;</td>
* Listen to the [[Radio|frequency]] of your district.
<td>[[Chudleyton]]<br>&nbsp;</td>
* Use binoculars.
<td>[[Darvall Heights]]<br>&nbsp;</td>
* Bring [[radio transmitter|radio transmitters]].
<td>[[Eastonwood]]<br>&nbsp;</td>
* Share what you see.
<td>[[Brooke Hills]]<br>&nbsp;</td>
* Share what you hear.
<td>[[Shearbank]]<br>&nbsp;</td>
* Meet around factories.
<td>[[Huntley Heights]]<br>&nbsp;</td>
* Use the [[X:00|X:00]] tactic.
<td>[[Santlerville]]<br>&nbsp;</td>
* Rush together abandoned buildings.
<td>[[Gibsonton]]<br>&nbsp;</td>
* Stay in touch (get a mobile phone).
<td>[[Dunningwood]]<br>&nbsp;</td>
* Don't sleep near the [[revive point|revive point]].
</tr><tr><td>[[Dunell Hills]]<br>&nbsp;</td>
* If you are zombified, trash things around the revive point, so others want you alive rather than dead.
<td>[[West Becktown]]<br>&nbsp;</td>
 
<td>[[East Becktown]]<br>&nbsp;</td>
== '''You, Yourself and Your Other Self''' ==
<td>[[Richmond Hills]]<br>&nbsp;</td>
 
<td>[[Ketchelbank]]<br>&nbsp;</td>
The ferals won't treat you well if you bring any 'telepathic alter ego' to the pack. They like to play with the creaky radios and the sparkling phones, and your alter egos would just ruin their fun.
<td>[[Roachtown]]<br>&nbsp;</td>
 
<td>[[Randallbank]]<br>&nbsp;</td>
Besides, it's against the rules of Totem God Kevan.
<td>[[Heytown]]<br>&nbsp;</td>
 
<td>[[Spracklingbank]]<br>&nbsp;</td>
== '''Knives Are Weapons Too''' ==
<td>[[Paynterton]]<br>&nbsp;</td>
 
</tr><tr><td>[[Owsleybank]]<br>&nbsp;</td>
Most of the time, a feral survivor won't be able to carry guns among all the hardware. Though a fire axe is often regarded as the best alternate choice, any proper feral survivor and worshipper of prophet McGyver wouldn't go anywhere without a pocket knife. Pocket knifes, with their higher accuracy, can equal or even boost the zombie slicing chances for survivors with all the skills:
<td>[[Molebank]]<br>&nbsp;</td>
 
<td>[[Lukinswood]]<br>&nbsp;</td>
* If the zombie has 2 HP left, the knife has 10% more chances of finishing it.
<td>[[Havercroft]]<br>&nbsp;</td>
* If the zombie has 4 HP left, the chance to kill it with 2 blows is 16% for the fire axe and 25% for the knife.
<td>[[Barrville]]<br>&nbsp;</td>
 
<td>[[Ridleybank]]<br>&nbsp;</td>
Up to 13HP the knife remains a decent enough option with a slightly higher AP cost. Survivors limited by encumbrance can carry a pocket knife instead of a fire axe, which is good enough to probe a zombie's health and finish it if it's badly wounded. This frees room for the DNA Extractor and some syringes, which can be used both to combat zombies and to help other survivors.
<td>[[Pimbank]]<br>&nbsp;</td>
 
<td>[[Peppardville]]<br>&nbsp;</td>
== '''How To: Using a Transmitter (for Ferals)''' ==
<td>[[Pitneybank]]<br>&nbsp;</td>
 
<td>[[Starlingtown]]<br>&nbsp;</td>
Check if the transmitter is [[radio|tuned]] to the district frequency. They go from 26.00 to 26.20. If you can't operate those frequencies yet, you should be using your actions to other purpose instead.
</tr><tr><td>[[Grigg Heights]]<br>&nbsp;</td>
 
<td>[[Reganbank]]<br>&nbsp;</td>
Include in your first message your ID number (Hint: look at the URL of your profile), an abbreviation of your suburb and a dot:
<td>[[Lerwill Heights]]<br>&nbsp;</td>
 
<td>[[Shore Hills]]<br>&nbsp;</td>
'''382208Rudd.We need more cowbell!'''
<td>[[Galbraith Hills]]<br>&nbsp;</td>
 
<td>[[Stanbury Village]]<br>&nbsp;</td>
That was me from Ruddlebank. Now, you can use a plus sign and the last two numbers of your Id.:
<td>[[Roftwood]]<br>&nbsp;</td>
 
<td>[[Edgecombe]]<br>&nbsp;</td>
'''+08.And bring pizza too!'''
<td>[[Pegton]]<br>&nbsp;</td>
 
<td>[[Dentonside]]<br>&nbsp;</td>
Say 'OFF' at the end of your last message:
</tr><tr><td bgcolor="#cccc00">[[Crooketon]]<br>Hour 12</td>
 
<td>[[Mornington]]<br>&nbsp;</td>
'''+08.Kbye someone is knocking.OFF'''
<td>[[North Blythville]]<br>&nbsp;</td>
 
<td>[[Brooksville]]<br>&nbsp;</td>
Avoid Rambo Commando texting. Many won't get your Alphas, Charlies and Zulus. Here's a way to report a binocular scouting. First the biggest groups of standing zombies you saw outside buildings:
<td>[[Mockridge Heights]]<br>&nbsp;</td>
 
<td>[[Shackleville]]<br>&nbsp;</td>
'''382208Rudd.11@Panes 6@Dudden 4@factory17,84 3@Coopey'''
<td>[[Tollyton]]<br>&nbsp;</td>
 
<td>[[Crowbank]]<br>&nbsp;</td>
Then a list of interesting buildings that have lights on (yellow):
<td>[[Vinetown]]<br>&nbsp;</td>
 
<td>[[Houldenbank]]<br>&nbsp;</td>
'''+08.Power:Panes Furzer factory17,84.OFF'''
</tr><tr><td>[[Nixbank]]<br>&nbsp;</td>
 
<td bgcolor="#666600">[[Wykewood]]<br>&nbsp;</td>
== '''The Spraypaint Can: Saving Malton With Tips''' ==
<td>[[South Blythville]]<br>&nbsp;</td>
 
<td>[[Greentown]]<br>&nbsp;</td>
Many distressed maltonians and propaganda groups have been covering walls with information that is rather useless for unorganized survivors. Because feral survivors are already used to that kind of life, they tend to overwrite useless signs with useful tips to help anyone who sleeps there. Besides the lines from the short handbook, these other have been seen spraypainted by these people:
<td>[[Tapton]]<br>&nbsp;</td>
 
<td>[[Kempsterbank]]<br>&nbsp;</td>
* If you die, go to xx. (the name of a nearby revive point)
<td>[[Wray Heights]]<br>&nbsp;</td>
* Keep radio tuned to 26.xx! (the district frequency)
<td>[[Gulsonside]]<br>&nbsp;</td>
* Listen to xx.xx MHz! (the district frequency)
<td>[[Osmondville]]<br>&nbsp;</td>
* Sleep at xx! (usually a dark building)
<td>[[Penny Heights]]<br>&nbsp;</td>
* Don't wander! Know where you go!
</tr><tr><td>[[Foulkes Village]]<br>&nbsp;</td>
* Contiguous flares point to action!
<td>[[Ruddlebank]]<br>&nbsp;</td>
* Keep the phone mast powered!
<td>[[Lockettside]]<br>&nbsp;</td>
* In case of horde, leave this area. (usually in undefendable neighborhoods)
<td>[[Dartside]]<br>&nbsp;</td>
* Danger: Freerunning dead end!
<td>[[Kinch Heights]]<br>&nbsp;</td>
 
<td>[[West Grayside]]<br>&nbsp;</td>
== '''Give an Use to that Flare Gun''' ==
<td>[[East Grayside]]<br>&nbsp;</td>
 
<td>[[Scarletwood]]<br>&nbsp;</td>
Some unexperienced survivors and fireworks lovers fire, and follow, flare guns everywhere, rendering them almost useless. Many among the firework lovers are zombies, and those that intend them to bring help are set for a bad surprise.
<td>[[Pennville]]<br>&nbsp;</td>
 
<td>[[Fryerbank]]<br>&nbsp;</td>
To Feral Survivors, they are a "Batman Call" when two of them are fired from contiguous blocks, and they point in the general direction where things are happening. If you are watching, you'll see two flares fired roughly at the same time, with coordinates that are slightly different:
</tr><tr><td>[[New Arkham]]<br>&nbsp;</td>
 
<td>[[Old Arkham]]<br>&nbsp;</td>
* A flare 5 blocks north and 8 east, then another 6 blocks north and 8 east, is pointing North of there.
<td>[[Spicer Hills]]<br>&nbsp;</td>
* A flare 6 blocks south and 1 west, then another 5 blocks south and 1 west, is pointing North of there, that's it, more or less towards where you are.
<td>[[Williamsville]]<br>&nbsp;</td>
* A flare 6 blocks south and 5 west, then another 5 blocks south and 5 west, is pointing North of there, which would be somewhere West of your position.
<td>[[Buttonville]]<br>&nbsp;</td>
* A flare 3 blocks north and 4 east, then another 4 blocks north and 5 east, is pointing Northeast of there.
<td>[[Wyke Hills]]<br>&nbsp;</td>
* A flare 5 blocks north and 5 west, then another 5 blocks north and 5 west, is some moron playing with flares.
<td>[[Hollomstown]]<br>&nbsp;</td>
* A flare 5 blocks north and 5 west, then, ten minutes later, another 4 blocks north and 5 west, means either there is more than one moron in your area, or this was a lazy one.
<td>[[Danversbank]]<br>&nbsp;</td>
 
<td>[[Whittenside]]<br>&nbsp;</td>
== '''Where to Find Packs of Feral Survivors''' ==
<td>[[Miltown]]<br>&nbsp;</td>
 
</tr></table>
Don't forget to sign up. Place updated suburbs at the top.
 
[[Crooketon|Crooketon]] --[[User:Doc Groucho|Doc Groucho]] 21:38, 19 December 2008 (UTC)
 
== '''Illustrious and Gentlemanly Feral Survivors That Carry a Mobile Phone''' ==
 
* [http://http://urbandead.com/profile.cgi?id=382208 Doc Groucho], former Mad Scientist.

Revision as of 19:18, 17 January 2009

Feral Survivors
File:Panic in the street.jpg
Abbreviation: FS
Group Numbers: Whatever the Game Stats say
Leadership: None
Goals: To survive and thrive
Recruitment Policy: Free for all
Contact: Radio or talk page

Feral 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, the only plan you are going to stick to is your own instinct.

Malton had thousands of common citizens, including young people, blue collars, businessmen and homeless, that were heavily struck by the outbreak. Instead of being herd by other survivors, they resorted to self-sufficiency and swarm instincts to get along.

Feral survivors act without orders. Like Marabunta ants, they only have a basic method and require minimal information to perform it. Anybody can join and leave a swarm at any time.

The Method

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

Frequency: Like the district, 26.1x MHz
Transmitter Coordinates: Variable

  • Pick an X:00 hour (UTC+0, UTC+6, UTC+12, UTC+18) and set up an alarm device to it.
  • Rest in a safehouse (junkyards are good).
  • When the hour arrives:
  • - If you have syringes, perform revives.
  • - Otherwise, advance along any freerunning line that connects two main resource buildings, repairing or bridging any break.

Swarms Locator

Dakerstown
 
Jensentown
 
Quarlesbank
 
West Boundwood
 
East Boundwood
 
Lamport Hills
 
Chancelwood
 
Earletown
 
Rhodenbank
 
Dulston
 
Roywood
 
Judgewood
 
Gatcombeton
 
Shuttlebank
 
Yagoton
 
Millen Hills
 
Raines Hills
 
Pashenton
 
Rolt Heights
 
Pescodside
 
Peddlesden Village
 
Chudleyton
 
Darvall Heights
 
Eastonwood
 
Brooke Hills
 
Shearbank
 
Huntley Heights
 
Santlerville
 
Gibsonton
 
Dunningwood
 
Dunell Hills
 
West Becktown
 
East Becktown
 
Richmond Hills
 
Ketchelbank
 
Roachtown
 
Randallbank
 
Heytown
 
Spracklingbank
 
Paynterton
 
Owsleybank
 
Molebank
 
Lukinswood
 
Havercroft
 
Barrville
 
Ridleybank
 
Pimbank
 
Peppardville
 
Pitneybank
 
Starlingtown
 
Grigg Heights
 
Reganbank
 
Lerwill Heights
 
Shore Hills
 
Galbraith Hills
 
Stanbury Village
 
Roftwood
 
Edgecombe
 
Pegton
 
Dentonside
 
Crooketon
Hour 12
Mornington
 
North Blythville
 
Brooksville
 
Mockridge Heights
 
Shackleville
 
Tollyton
 
Crowbank
 
Vinetown
 
Houldenbank
 
Nixbank
 
Wykewood
 
South Blythville
 
Greentown
 
Tapton
 
Kempsterbank
 
Wray Heights
 
Gulsonside
 
Osmondville
 
Penny Heights
 
Foulkes Village
 
Ruddlebank
 
Lockettside
 
Dartside
 
Kinch Heights
 
West Grayside
 
East Grayside
 
Scarletwood
 
Pennville
 
Fryerbank
 
New Arkham
 
Old Arkham
 
Spicer Hills
 
Williamsville
 
Buttonville
 
Wyke Hills
 
Hollomstown
 
Danversbank
 
Whittenside
 
Miltown