Feral Survivors
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 |
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, leave, create, split or merge a swarm at any time.
The Method
- Tune your radio to the frequency of the district.
- Rest in a safehouse (junkyards are good).
- When you are rested:
- - If you have syringes, perform revives.
- - Otherwise, advance along any freerunning line that connects two main resource buildings, repairing or bridging any break.
Dual Nature
Feral Survivors isn't incompatible with Dual Nature. I.e. change your tag to Feral Zombie (not Feral Undead) when you are dead.
Swarms Locator
Announcements
Zero Hour Swarm
The Zero Hour Swarm moves usually around Western Malton. Currently Doc Groucho takes care of the updates and looking for interesting places to camp at. He has a taste for ghost towns and recently ruined suburbs.
February 2009
February 6th
Owsleybank is safe and uneventful. Moving into Molebank to occupy the ruined cinemas and clubs.
February 3th
Human presence in Grigg Heights is now way too organized. But Owsleybank's abandoned and dark buildings can provide us a chance to hide in a less militarized place. Don't forget the aid kits to heal any bruise, and remember not to repair dark buildings nor lit the junkyards.
January 2009
January 29th
Crooketon is already too safe to be comfortable. If it turns green it may start to catch the attention of more organized groups of zombies, which are harder to deal with. It's a good idea to start moving north, to the less populated NW suburbs.
January 24th
Several survivor groups have recovered The Merson Building in the southern border of Grigg Heights.
January 22th
A report says we'll be able to pick up supplies and have some fun at the Crooketon/Grigg Heights area. Lets get there tomorrow and repair any ruins.
January 20th
A radio station is already installed in North Blythville. The district frequency is 26.11.
The freerunning lines are currently broken or threatened in the middle of the suburb.
January 19th
Zero Hour Swarm moves through the Mornington - North Blythville border to maintain a freerunning line to South Blythville.
January 17th
Crooketon's freerunning lines are recovering. Mornington and Grigg Heights are reconnected through the St. Matheos bridge. --Doc Groucho 19:28, 17 January 2009 (UTC)