Feral Survivors
Feral Survivors | |
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
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 |
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corner of Malton, can be trapped in a banana factory with a hundred zombies knocking at the door, no weapon but an outdated newspaper, and unable to use a fancy solar-powered wireless laptop to call the Chuck Norris Squad or make some Lolzeds.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. No Sgt. Honcho will be there to tell them why you don't leave a death-rattling zombie at your 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.
You, Yourself and Your Other Self
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.
Besides, it's against the rules of Totem God Kevan.
Knives Are Weapons Too
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:
- If the zombie has 2 HP left, the knife has 10% more chances of finishing it.
- 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.
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.
How To: Using a Transmitter (for Ferals)
Check if the transmitter is 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.
Include in your first message your ID number (Hint: look at the URL of your profile), an abbreviation of your suburb and a dot:
382208Rudd.We need more cowbell!
That was me from Ruddlebank. Now, you can use a plus sign and the last two numbers of your Id.:
+08.And bring pizza too!
Say 'OFF' at the end of your last message:
+08.Kbye someone is knocking.OFF
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:
382208Rudd.11@Panes 6@Dudden 4@factory17,84 3@Coopey
Then a list of interesting buildings that have lights on (yellow):
+08.Power:Panes Furzer factory17,84.OFF
The Spraypaint Can: Saving Malton With Tips
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:
- If you die, go to xx. (the name of a nearby revive point)
- Keep radio tuned to 26.xx! (the district frequency)
- Listen to xx.xx MHz! (the district frequency)
- Sleep at xx! (usually a dark building)
- Don't wander! Know where you go!
- Contiguous flares point to action!
- Keep the phone mast powered!
- In case of horde, leave this area. (usually in undefendable neighborhoods)
- Danger: Freerunning dead end!
Give an Use to that Flare Gun
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.
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:
- A flare 5 blocks north and 8 east, then another 6 blocks north and 8 east, is pointing North of there.
- 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.
- 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.
- A flare 3 blocks north and 4 east, then another 4 blocks north and 5 east, is pointing Northeast of there.
- A flare 5 blocks north and 5 west, then another 5 blocks north and 5 west, is some moron playing with flares.
- 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.
Where to Find Packs of Feral Survivors
Don't forget to sign up. Place updated suburbs at the top.
Ruddlebank --Doc Groucho 21:38, 19 December 2008 (UTC)
Illustrious and Gentlemanly Feral Survivors That Carry a Mobile Phone
- Doc Groucho, former Mad Scientist.