(
This thread has officially moved to the Advanced Interest Check section and won't be updated again as of 3/7/2014). Check out this link if you're unfamiliar with the game! http://thelastofus.wikia.com/wiki/The_Last_of_Us. Still trying to see if I can garner some interest!)
The Bitter End
In the year 2014, a "fungal-based, brain-altering pandemic" spread across the US and the world, infecting 60% of the world's population in a matter of months. Panic and hysteria spread. Six months after the outbreak, with the US Government in complete shambles, the US military decided to take over and formed a total police state. They established quarantine zones throughout the US and assigned survivors accordingly. Although it was safe inside these new city walls, some were unhappy living under the strict rules of the military.
A few years after the establishment of the zones, some of these unhappy people gathered the courage to organize and formed the Fireflies, a force that would grow immensely in numbers over time. Their goal was to re instate the branches of the US government and look to for a cure for the Cordyceps brain infection (CBI).
Our story begins 10 years after the initial outbreak. People, for the most part, have settled into this new way of living. Whether they choose to live safely, but under military rule inside the zones, or outside on their own scavenging, trying to survive, or somewhere in between, they're cutting a path for themselves in this new world.Factions & Groups For Play
During the initial outbreak, martial law was instated causing the military to set blockades on main highways to ensure the safety of any leaving civilians. It is likely that the United States Military, as well as the rest of the world's military forces, fell apart and scattered. The organized troops were deployed to massive quarantine zones. Later, the Air Force carpet bombed the surrounding areas.
Ten years later, in 2024, they currently hold quarantine zones in the remains of major cities. The military aims to contain all uninfected persons in these quarantine zones and makes sure no one leaves. There are regular checkpoints throughout these zones where the population is inspected for signs of the infection. If tested positive, the individual is immediately killed.
They also have vehicle patrols that go outside the walls to search for anything worth taking. The vehicles, with working batteries indicate that they have at least some industrial capacity; given how it seems standard policy for Free Survivors to be captured, it is possible the military uses prisoners as labor to allow troops to focus on their duties.
Equipment
Soldiers wear gas masks at all times to protect against spores. While they still wear bulletproof vests and use 9mm pistols, revolvers and assault rifles, they also wear riot helmets that cover their faces and protect them from Infected attacks. They also carry handheld scanners to test survivors for infection.
They wear police-style riot gear likely because it is easier and safer to scavenge equipment from police stations in the Quarantine Zones than to go outside the perimeter and into overrun military bases. Additionally, some soldiers wear a hat instead of a helmet and mask in low-risk areas, suggesting the military wisely reserves combat equipment for those troops likely to be in high-risk situations.
The Military still mounts occasional patrols through the areas outside of the Quarantine Zones to search for anything useful. They still make use of Humvees, some mounting what appear to be .50 caliber machine guns, and short-bodied variations of M35 trucks. No one knows where they get fuel for these vehicles, but it is assumed that they scavenge it from abandoned vehicles. Another possibility might be that they've figured out how to produce biofuels to supplement dwindling petroleum reserves.
No one knows if the military can still make use of larger land vehicles or aircraft. None have been seen near quarantine zones since their establishment since the carpet bombing.
Because they have access to assault rifles and body armour, they are a very difficult foe. Because of the lack of powerful guns and ammunition, it is advised not to engage in a firefight with them as it will most certainly get you killed. It is best to either stealth kill them or simply sneak past them, however, should you choose to engage, the rewards would include valuable guns, ammo, and gear.
Weapons: All
The Fireflies were founded sometime after the CBI outbreak in response to the US military's martial law placed on the quarantine zones. The group called for the return of all branches of government to end the military's rule and staged several attacks within the quarantine zones. Support from the public increased when soldiers executed at least six Firefly members in a large quarantine zone near Boston.
The Fireflies were successful in overthrowing several quarantine zones such as the one in Pittsburgh, but did not have the desired results.
Since the outbreak, the Fireflies have searched in vain for a cure to counter the CBI.
Morale within the organization is falling as the military, with their superior tactics and manpower, are using tremendous resources to hunt them down.
Their main headquarters were established in 2017 at St. Mary's Hospital in Salt Lake City, Utah.
Upon initiation and acceptance into the Fireflies, recruits are branded with the Firefly symbol on the inside of their forearm.
Equipment
The Fireflies make use of military equipment and vehicles they have found while either scavenging or have acquired in skirmishes. They make use of alliances within the quarantine zones to get supplies. They also often depend on smugglers to sneak things in and out of zones for them.
They do have ranks like with the military, and rely heavily on organization and planned tactics.
Weapons: Medium and Light. If you're character is a vet, Heavy might be allowed. Indicate it in the application.
Zoned Survivors live within the military patrolled and kept confines of quarantine zones. The military rule is strict and they are not allowed to leave. Food and water are a bit easier to come by, but are heavily rationed, as the needs of the military always come first. As long as the zone is military-controlled these citizens are safe from infected.
Zoned Survivors can include Firefly collaborators and Smugglers.
Weapons: Medium and Light. If character is a Vet and either Firefly or Smuggler, indicate in the application your petition for a heavy weapon.
Free survivors have chosen the freedom of living without military rule, but sacrifice their safety in doing so. They have to fight infected by whatever means necessary. They are also vulnerable to the many gangs of highwaymen and marauders who roam the country (usually near zones) who do not hesitate to take whatever they want by force.
Some free survivors are lucky enough to be able to gather and form small, but highly organized, communities in which they can co-exist. These people are just trying to survive while holding on to their humanity.
These survivors are typically highly skilled hunters and scavengers, but aren't the best fighters and defenders. They use their intelligence and stealth above all. They have an advanced understanding of the infected as they often have encounters with them.
Free Survivors can include Fireflies, Firefly collaborators and Smugglers.
Weapons: Medium and Light
Hunters are hostile survivors so named due to their tendency to brutally kill anyone entering their territory (referred to by hunters as "tourists") in order to steal their clothes, supplies, and food. Pittsburgh is Hunter controlled.
History
After the outbreak of cordyceps brain infection, the people of Pittsburgh gradually became impatient with FEDRA, accusing them of being corrupt liars when they ran short on rations or simply did not distribute food regularly. Eventually, after a protest was violently put down with at least three people executed and branded as traitors, the citizens rose up against the military and state of martial law. The surviving soldiers abandoned the city, the rioting citizens took complete control of the perimeter, demonstrating their animalistic brutality by killing any travelers passing through the area in order to steal their possessions. Because of this behavior, they became known to outsiders as hunters, and referred to outsiders as tourists.
They are known to use whatever means necessary to trick Tourists. It is known that they have some chain-of-command and leaders.
It is thought that some other Quarantine Zones ended up like Pittsburgh and became completely occupied by Hunters. More than once has the leader of the group attempted to expand the perimeter beyond the city limits, such attempts ending with multiple hunters getting killed, possibly by infected or other survivors.
The hunters in Pittsburgh possess a large arsenal of weaponry, including a modified military Humvee, and a stolen mortar launcher.
These survivors are advanced fighters, but weaker planners. They are extremely dangerous due to the fact that they have obtained Military Weapons and Armor. It is best to avoid them at all costs.
Weapons: All
Unlike Hunters, Marauders are less organized and seem to only live outside of the zones. They are primitive criminals that have largely abandoned all humanity in order to survive. They do not hesitate to kill or enslave if it suits their needs. Some more radical bands have turned to cannibalism for sustenance. They prey on the weak.
These survivors are typically very good fighters. They use heavy-handed tactics to procure food and weapons. They do whatever is easiest, which usually means stealing what others have already procured through much effort.
Weapons: All
Note: If you can think of other cool classes, let me know! :)
Smugglers
Smugglers are a very important asset in this new world. They have the capability and contacts to sneak supplies in and out of the quarantined zones. They are highly intelligent and are advanced in mapping and stealth. They know the lay of the land better even than the military. They know where it's safe and where it's not. Their one weakness is greed. If you have nothing to offer them, then they will typically not help you.
Weapons: Medium and Light. If your character is a vet, Heavy might be allowed. Indicate it in the application.Doctors
Doctors in this world are highly valued assets. They are sought out by the military to help in quarantine zones, as well as the Fireflies, to help find a cure. While they're highly intelligent, they lack common sense and survival skills. They have to rely on others to help them procure what they need. They work best as a member of a team
Weapons: Medium and Light
This group is semi-retired and will have a character limit, at least for the time being.
The Federal Disaster Response Agency (FEDRA) is the last remnant of the pre-outbreak United States government.
Post-Outbreak
Following the outbreak of cordyceps brain infection (CBI) in late 2014, the Federal Disaster Response Agency (FEDRA) took control of the US Armed Forces and declared martial law, removing all other government departments from power. In order to contain the Fungus, FEDRA had the military move all uninfected civilians into large quarantine zones within major cities such as Boston and Pittsburgh.
FEDRA became a military dictatorship, exercising absolute power over the zones, which prompted the creation of the Fireflies, a militia group dedicated to defeating FEDRA, restoring democratic government and finding a cure for the disease.
In the years leading up to the events of The Bitter End, FEDRA and the US Military struggled to maintain control of the various quarantine zones due to a combination of the authoritarian government, growing food shortages, Firefly attacks, and further CBI outbreaks.
The Fireflies attempted to wrestle control of several quarantine zones from FEDRA in order to establish a better society, but this result was rarely achieved. For example, the Fireflies-led revolt in Pittsburgh was initially successful, but its inhabitants eventually became the Hunters.
By 2024, ten years after the outbreak, FEDRA and the military had abandoned almost all of the quarantine zones, remaining in only a handful across the country such as Boston, which they held onto with an iron grip.
Boston in particular had extreme levels of security, with soldiers and checkpoints everywhere, and 30 foot high concrete walls with guard towers and searchlights. This stands in contrast to the Pittsburgh zone which appeared to have only a concrete wall topped with razor wire and a handful of checkpoints.
The remaining intact zones not controlled by FEDRA were controlled by a mixture of Fireflies, bandits, and independent civilians.
Cuurrently, FEDRA still controls Boston, and appears to have gained the upper hand in the war against the Fireflies. Though it controls only a few zones, it is still powerful, with control over the remnants of the US military.
Weapons: All
InfectedNote: These are NPCs that can be played by anyone engaged in an encounter, at any time. Manipulate them how you will to suit your story needs.
Runners are the first and weakest stage of the Infected who have recently entered their transformation. Since the eyes are first targeted by the fungus, runners have poor eyesight, but maintain many human instincts. For example, their moans are still human, just like their overall appearance. A way to tell them apart from normal survivors is their glowing red eyes. Their body language is sluggish while they are passive, suggesting they are resisting the fungus's influence. Sometimes they do not attack at all, even when non-infected individuals are right in front of them. These non-aggressive runners will only attack if attacked first or when an object is thrown at or near them, thus losing control. Much like sneezing, the urge to attack after such interactions happens involuntarily and unwillingly by the host. Runners are confirmed to be able to attack in packs flailing their arms trying to trample the survivor.
They can be attacked and killed from behind if they don't spot you first.
Strategy
Anything works on them, just don't let them swarm you in large numbers. It would be advised to run away if they ever do swarm you, then take out your gun and start shooting. Do not waste time using a knife on them as you will need those for Clickers and possibly Stalkers if in large numbers.
Stalkers are the second stage of the Infected. They have the vision and speed of Runners and a slightly weaker enhanced echolocation of Clickers. The most notable physical traits that define the "Stalkers" is the distinct croaking noises they make, the beginning of fungal growths on the head and face, the development of pseudo echolocation, and their discretion upon spotting a victim at distance - they will strafe and take cover, eventually closing in on the victim, hence the name "Stalker". Up-close, Stalkers are very aggressive and will charge immediately at the victim without hesitation. Stage 2 may take place anywhere between a few days after the start of the infection (Stage 1) and up to a year (Stage 3).
Their strength is equal to a fit human being as their attacks can interrupt actions made by the character.
Strategy
Some Stalkers have a bioluminescent vein in the face, and some of them are known to be impossible to punch, forcing the player to shoot them or use a melee weapon. This makes them deadly in combat especially when confronted in numbers. Therefore it is best to keep your distance when trying to confront a group of Stalkers. The character may lure Stalkers into oe place then use explosives to kill them in numbers.
They can also be shived and strangled like Runners but the character must approach them with caution without getting seen or caught otherwise the Stalker will charge at the character nearby. They may also run away to take cover if they see a character approaching from a distance.
Clickers are the third and most distinctly recognized stage of the Infected. They have had prolonged exposure to the fungus, and now possess strength that significantly surpasses the average human. This makes them deadlier, but at the price of being completely blind due to fungal infection overtaking their face. However, Clickers are able to maneuver through areas by utilizing echolocation, which produces noticeable clicking noises to locate sources of sound.
Clickers appear less human than Runners, with faces that are skewed and scarred by fungus developed from their infected brains. Clickers are dangerous and much more aggressive than Runners, and no longer resist the fungus because their humanity has been eliminated.
When provoked, a Clicker will immediately enter into a "berserk mode," aggressively flailing its arms. At this point, if a survivor has been "spotted" by a Clicker, the Clicker will attack head on and will not flinch when shot unless using high powered rounds.
Strategy
If the character is grappled by a Clicker, they can save their life if they have a knife. If not, Clickers will bite and rip into the neck, instantly killing the character. It is possible to avoid or distract Clickers instead of fighting them directly by throwing small objects away from you and your path. Boxing a Clicker with bare hands is ineffective. Most of the time the Clicker's berserk mode will override a punch.
Clickers can be stealthily killed by either using a shiv or a bow and arrow. Still, using an arrow to kill a Clicker requires a headshot; this has an 80% of chance of breaking the arrow. This is risky, however, as the fungus grows around their face it begins to act as a sort of armor, which significantly reduces the chances of killing them with one shot.
It is fairly easy to outrun a Clicker, as their crude echolocation has a short range and they only walk quickly to their destination. When far enough or behind cover, the Clicker will get confused and click in all directions. This makes them easy to avoid as you just simply have to crouch still behind cover roughly 10 feet away as the echolocations only range a few feet unless you fire a gun.
Bloaters are the fourth, final, and most dangerous stage of the Infected and are immensely strong. Bloaters take the longest to develop, making them the rarest of the infected. They are covered in thick fungus that effectively doubles as armor plate. Due to this protective covering, they can withstand multiple hits from weapons such as the Shotgun and Hunting Rifle, and even hatchets and machetes making them extremely tough to eliminate. Bloaters are extremely aggressive, but are rather slow-moving causing them to be more predictable than other infected. Like Clickers, Bloaters 'see' using echolocation to locate and trap a survivor as the fungus has completely deformed their face and blinded them, though their echolocation is a lot less refined than the Clickers. If a Bloater grabs a survivor, it will forcefully rip their jaw apart through brute strength, or grab the survivor's head and smash it, killing them instantly. There is no way to defend yourself if grabbed - the result is an instant kill.
Bloaters will throw sacks of Mycotoxin, a toxin produced by many fungi in the real world. The sack will explode on impact, spraying the target with the toxin. The Mycotoxin will hurt the player over time, so it is recommended to avoid these deadly clouds.
Bloaters, like all Infected, have a weakness to fire. When set ablaze a Bloater will wildly thrash around trying to put out the flames. After being immolated, they will be charred black and smoking. Their armor will also be charred and brittle, making them vulnerable to low-powered weapons. Despite this weakness, fire-based weapons such as Flamethrowers or Molotov cocktails still require multiple uses before killing a bloater. Their other less effective weakness if fire is inaccessible is armor piercing rounds from a weapon like a hunting rifle.
Strategy
The most efficient way to kill bloaters is to throw a Molotov Cocktail or use the Flamethrower on them. Then, while they are stunned, use a shotgun and shoot two or three shots to kill the bloater, saving supplies and ammo. Although you can actually just throw two Molotov Cocktails and wait for them to burn out just don't get too close.
Another very efficient way is to throw a Molotov Cocktail then use a bomb while they are on fire.
Even after an infected individual has died, the fungus will continue to grow. By this point, the corpse becomes skeletal and brittle, and the fungus sticks the body to whatever surface it is on. The fungus will begin to emit spores from the body which will infect anyone that breathes them. To combat this, survivors who know they are at risk carry gas masks.
Quarantine ZonesThe Quarantine Zones were set up by FEDRA and the US Military, after martial law was declared nationwide, to protect the remaining uninfected population of the United States by separating them from the infected.
The Zones are generally located at strategic positions in each city. This includes the waterfront in Boston, a high up location accessed mainly by a few bridges for Pittsburgh, and the local hospital for Salt Lake City. Other important factors include availability of military resources and the presence of a sizable refugee population.
Known Quarantine Zones
Atlanta (Abandoned, Infected)
Boston (Operational, Military-Controlled)
Chicago (Fate unknown, although the Fireflies have been recruiting there)
Cleveland (Operational, Military Controlled)
Columbus (Abandoned, Survivor Controlled)
Dallas (Fate unknown, a lot of fighting has been taking place between the Military and Fireflies as of late)
Hartford (Abandoned, possibly Survivor-Controlled)
Los Angeles (Operational, Military-Controlled)
Miami (Abandoned, Survivor Controlled)
New York City (Operational, Military-Controlled)
Pittsburgh (Abandoned, Hunter-controlled)
San Francisco (Operational, Military-Controlled)
St. Louis (Abandoned, Firefly Controlled)
Salt Lake City (Abandoned, Firefly-controlled)
Seattle (Abandoned, Firefly Controlled)
Washington DC (Operational, Military Controlled)
(This histroy was taken from the game. Please feel free to add on! Indicate it in you character app.)
In the years since their formation, the Fireflies, have staged both successful (Salt Lake City) and unsuccessful (Pittsburgh) uprisings against the Military's control of the Quarantine Zones. Others have been abandoned by the Military due to a lack of resources or population to protect. Those still in the hands of the military are protected heavily by armed forces, as seen in Boston.
Boston, Massachusetts
Boston is still heavily guarded by a sizeable military force 10 years after the outbreak. The military has increased security in Boston (including more checkpoints) to prevent the Fireflies from gaining a foothold in the city. Infected still appear daily from residents sneaking out and getting bitten. It seems that only Runners and occasionally Stalkers penetrate the underground of the zone, meaning that the zone is quite safe unlike other zones.
Pittsburgh, Pennsylvania
Pittsburgh was overrun by a civilian revolt roughly 4-5 years ago, judging from the presence of skeletons. It is occupied by Hunters, making it dangerous for outsiders to enter, as they could be attacked. They seem to patrol regularly to find tourists and clear buildings of Infected. They guard the entrance to the bridge to get in and out of the city heavily meaning it is just like a Quarantine Zone, but controlled by hostile people.
Salt Lake City, Utah
Salt Lake City was occupied by the Fireflies about seven years into the outbreak and it's currently run by the group. However, it seems that they only patrol inside and nearby the hospital so, unlike Pittsburgh, they have not managed to clear most of the city of infected to allow them to control the whole city.
Weapons ListPlease see the character description sheet above and IC Rules below for what your character can and can't carry. if you'd like to make an addition to the list, you must get permission from finalcatharsis. You'll notice where I've stated "only so and so class can start with these," but please don't let that discourage you. Perhaps your character collaborated with the military or Fireflies at some point and gained the knowledge to use/make these weapons. Perhaps they were in the military prior to the outbreak.
Note: Only Military and Marauder characters can start with one of these types. Smugglers and Fireflies can make the argument if they wish to start with one.
Grenade Launcher
Flamethrower
Military Sniper Rifle
Auto Shotgun
Rifles (hunting, assault, burst, auto & semi auto)
Ranged Weapons (bows & cross bows)
Bigger Melee Weapons (2x4, baseball bat, pipe, machete, hatchet)
Shotguns (pump, semi auto, sawed off)
Knives/Shivs/Blades (nothing bigger than standard hunting/military knife)
Pistols
Revolvers
Molotov Cocktail
Nail Bomb (only Military, Marauder, and FIrefly class can start with these)
Smoke Bomb (only Military can start with these)
Frag Grenade (only Military and Marauder can start with these)
Flashbang Grenade (only Military can start with these)
The following weapons would have cropped up and subsequently all been used or lost in fights between the military and infected. However, some military are really lucky to know where they are kept. Some scavengers might have been lucky enough to find them. They all qualify as heavy weapons. By group only, I mean only 2 can be used by one faction at a time. Meaning players in the Military can pick two to be used near a base. NO players can carry them around with them.
Light, Medium, Heavy, and Grenade Machine Guns
Light Anti-tank, bunker busting, and anti-armor Rockets
Anti-tank and anti-aircraft missiles
Small Mortar
Obviously, singular to Military. Could see it in a Marauder or Firefly Faction that had seized it in a skirmish. If we ever allow for tanks or helicopters, the list will expand. :)
Heavy Machine Guns
Minigun
GAU .50 cal
Melee weapons can be modified however you see fit.
Firearm mods really need to be a discussion between the moderator and one who wants to add on to one of their weapons. Talk to finalcatharsis.
General Supply ListIf you think of anything that can be added, let finalcatharsis know. Remember to check the IC rules below for how many items you can carry. You can not stack items, meaning if you want to take 3 first aid kits, they will take up 3 slots in your bag.
Gas Mask (a must)
Maps (only characters who would have a great need for a map can start with one, meaning only characters who spend the majority of their time traveling and outside quarantine zones)
First Aid Kit
Flash Light
Batteries
Lighter
Repair/ Explosive Making Supplies (such as those for repairing blades. You can carry enough Explosive supplies for one bomb without it using an extra space.)
Gas
Creature Comforts (such as alcohol, medication, drugs, cigarettes, books, candy, toys. Each item will take up a separate slot)
Change of Clothes
Blanket
Sewing Kit
Mess Kit
Duct Tape
Matches (will allow for 3 boxes in one item slot)
Oil
Scissors
Hand Crank Radio
Rules
This is a casual/advanced play. 2+ Paragraphs are expected, perhaps 1 if it is a scene with intense action. Good English skills and thorough descriptions are a must! I'd like to relegate members to 2 characters a piece for now. Please understand that CREATIVITY is valued above all. Don't bore me! :)
Bags
I put this one at the top because it's reeeallly important. In this game, what's in your bag and on your body are crucial to your characters everyday survival and crucial to any encounters they might have with other characters or with infected. Weapons (at least for now) are relegated to class. In other words, a typical Zone Survivor can't start off with an Assault Rifle. They would have to play out an encounter in which they got one from stealing, fighting, or smuggling AND they'd have to be a Firefly Collaborator or Smuggler at that. In addition, a character in this game can only carry so much. You can't have every single weapon or every single supply in the game. You'd barely be able to move. Creature comforts like books or toys would, in real life, take up valuable space in a bag, so things like that will still count for slots.
All that being said, NOTHING can stop you from making alliances. Take advantage of your friendships and combine your collections of weapons and supplies.
IF you can make a good argument for being able to carry more, I'll listen. Likewise, if you're unsure about something, just ask.
If you're in an encounter, or are preparing for an encounter, you can find melee weapons like pipes or 2x4, or fashion a molotov cocktail. You can also use objects around you and throw them at your enemy or use them for distraction, provided the environment allows.
For now I'll make a general rule that you can carry up to 2 explosives, 1 heavy weapon (if your class can), 2 medium weapons (both different types, only one firearm), 4 light weapons (only 2 firearms), and 10 items. At this point in time, ammo will not use up space in your bag. This may change eventually. Additionally, food and water will not take up item slots.
In regards to combat/violence/danger, there will be absolutely no character killing, unless you have obtained permission from the mun prior to the encounter. HOWEVER, most likely your character can not avoid an explosive on foot and can not dodge bullets. Be a pal... if in real life you character would 100% die in a given situation, have them find cover, run away, or get knocked out or something.
NPCs (Infected or enemies not being played by muns) can be controlled by whoever in whatever manner they choose. We'll rely loosely on turn-based logic in group play. Private play battles can be determined how muns see fit.
Please keep the group involved! We are all interested in what you're writing! If you play outside of the forum, post a log of what happened!
Throughout the story I plan to do "major events" that we can all participate in to get everyone together. Please be willing to make a contribution to those!
I think that's it for now...
For questions, PM or kik finalcatharsis, or email catharsisfinal@gmail.com.
Mun
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Character
Character Model
Name
Alignment/Class
Age
Family
Birthplace
Survival Story
What are you packing (includes what's in your characters bag or on their person... weapons/supplies. Check IC Rules!)?
Disposition
Preview Post
Characters created by finalcatharsis who will be playing Chase. Rus is up for grabs and for change.
"Oh fucking shit... Get down and don't move." Rus put his heavy hand on the shoulder of Tim, the man squatting next to him, in an effort to get him to go down a few inches lower behind the old car. Everyone knew by now that in this new world, stealth was the only true weapon you had. As the guard passed just on the other side, feet from them, Rus moved his hand to the revolver tucked into the back of his pants. They were so close to being past the border now. His eyes slowly moved from left to right, following along the path of the guard until he was out of sight. When he thought the coast was clear, he motioned to Tim to follow him.
Tim was anxious, but trusted Rus and followed him closer to the wall. Tim had never been outside the gate before. He watched as Rus pulled his gas mask out of his backpack and put it on. Rus waited until Tim did the same before pulling back some old nailed-together pieces of ply wood at his feet that revealed a hatch.
"Follow me. Stay close." He opened it as quietly as he could and went down the ladder. Once at the base he helped Tim with the last few rungs and turned on his flashlight. The spores hadn't dissipated since the last time he was here, which was a good thing. It meant that even if the guards found out about it, they wouldn't risk using it for fear of infection. It was at the least busy part of the wall anyway.
Rus was a man of action, not words, but he couldn't help but be curious as to why this old man wanted to get to the other side. It was dangerous as hell with all manner of monster, infected and human alike. "So, why're you headed to the other side old man?" He spoke over his shoulder.
"Well," said Tim, "I'm going to find my grand child. She was staying with me up until a few months ago. She was spending time with the wrong crowd. We got into an argument and she disappeared. Meg is an old friend of mine since before the world went to shit and owed me a favor. I had her do some digging and she found out that Jessie.. that's my grand daughter... went over the wall with some of those assholes she was hanging around with. Anyway, Meg told me you owed her a favor. I'm it." The old man was huffing and puffing by now and tripping over his toes. He was relieved when they came to the exit. He didn't know they had been in an old sewer and was glad he simply had to walk out as opposed to climbing another ladder. The sun was just starting to come up and he took a moment to watch it rise over the horizon while wiping the sweat from his brow.
"Good. I'll be done with her after this then." Rus wasn't too pleasant a guy either. He was solitary. He had lost a lot over the years, including himself. He stopped and pulled a map out of his shirt pocket. "Alright, old man. About three miles to the rendez vous. After that I'm handing you over to Meg's buddies and---" He was interrupted.
"I know. They'll take me from there. I'm lucky. Meg said they had nearly tracked her."
Rus preferred to travel the rest of the way in silence. He tried to keep up a good pace, but the old man was slowing him down, often stopping to take a short break or a sip of water. What should have taken no more than an hour turned into two. At least he got to be out in the open for once. He hated being inside of that concrete jungle of a city. Out here the buildings were spread farther apart with lots of over grown grass and bush in between. Made for good cover too in case of emergency. It wasn't long before they came to a long-abandoned two story building. Ivy was growing up the side. Spray painted on one of the walls in yellow paint was 'RISE!" a common slogan among these righteous types. Rus gave a sarcastic huff at that.
"Stop where you are and get your hands in the air!" Rus was caught off guard at first, but after following the sound of the voice noticed a young guy standing in one of the top floor windows, glaring into the scope of his rifle. The old man, now standing in front of him was quick to follow the order. Rus grinned and slowly put his hands in the air too.
"Easy there! I've brought the old man at Meg's request. I have instructions to turn him over to Cameron." Rus took a step forward before the sound of a gun shot echoed through the area. He heard a thunk next to his foot and when he looked down he saw a hole where the bullet dug into the ground. This kid wasn't fucking around.
"I said don't fucking move, asshole!" Rus just continued to smile up at him.
A minute later, a middle aged woman emerged from the first floor entrance with two people, a younger woman and man, trailing behind, their pistols pointed toward Rus and Tim. "I'm Cameron," their apparent leader said. She lifted her right hand and the others lowered their weapons. Even the young man on the second floor. "Can never be too careful. Can we give you some water or food for the trip back?" The old man was already being led into the building by the two younger ones that followed her out. He looked once over his shoulder back at Rus and nodded a thank you.
Rus gave a slight nod back before turning his attention back to Cameron. "Yeah, I could use it. Hadn't planned on going back just yet. Got some business not too far from here." Cameron pulled a few bottles of water and some granola bars from her waist pouch and handed them over. Rus put them in his backpack. "Tell Meg I'm done with her. Debts settled," he said. The woman smiled cunningly as if she had a secret she was keeping from him before turning and walking back toward the building.
Rus pulled his map back out, glancing at it for a few seconds before heading West. He figured it'd take him about five hours to get to his cache. It was time he resupplied on ammo. And who knew? Maybe one of the other trader's he worked with would have dropped something else nice off in the mean time. Peter, a black market contact of his, owed him an assault rifle and said he'd be dropping off sometime soon.
About two hours into his trip he stopped to take a break under a tree. It was a hot day. He drank half a bottle of water and ate half a granola bar. He thought he might take a short nap and leaned back against the trunk of the tree. There hadn't been any sign of infected in the area for months. It was still in a semi-quarantined zone, with small groups of guards running semi-annual check ups to keep infected numbers down along the outskirts of the city. He dozed off in the shade of the tree in no time.
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Chase had been on her own one year to the day. She wiped her glasses on her shirt before pulling a locket out from under her shirt and popping it open. Inside were two pictures, one of each of her two siblings, an older brother and sister, both who she hadn't seen since township fell. She was tired. She had been on her journey a long time and hadn't come up with any answers yet. In truth, she was just a shadow of her old self. She was pulled away from her thoughts at the sound of a distant rumbling. As it got closer she realized it was he sound of an engine. She quickly grabbed her bag and started running away from the road, back into the trees and thick shrubs. Everyone traveling on the road knew to avoid other people, especially people with working vehicles. Everyone shared horror stories about their experiences with the highwaymen and marauders that traveled in ravenous packs taking whatever they wanted-- weapons, supplies, women, lives. She stopped when she was just far enough away to barely see the road. She laid down on her stomach hiding between the weeds and waited for them to pass by. She put her cross bow in one hand, and her knife in the other. She heard the engine getting closer and closer and just when the truck reached her line of sight, it stopped. "What the fuuuccckk..."
"I gotta take a piss!" She heard the driver yell as he opened the door. There were three others, two in the bed and one in the passenger seat. The driver started walking toward her position, one of the guys from the back following behind. Her heart stopped and she froze. They stopped about ten feet from her before each finding a tree to do their business. She stayed completely still, just hoping they wouldn't notice her. They were carrying on a conversation, but she couldn't hear the words, which is why she failed to understand the one when he said “Someone's been here. Recently too.”
Both men zipped up and started looking around. It wasn't long before they spotted her. “Hello,” the driver said and smiled at her.
Her body reacted faster than her brain and the adrenaline got her to her feet quick enough to get the drop on them. Without much time to aim, she fired the cross bow and hit one in the leg. He screamed in pain and alerted the others waiting at the truck. She turned and ran, the driver pursuing her. “Don't shoot him! We want him alive!” He yelled to the others. She had almost made it to a clearing when she tripped over a tree root and lost her glasses. She was able to scramble back to her feet and continue for a few seconds until she felt herself get over taken. Arms reached around her and she was tackled to the ground. The force of the push knocked the wind out of her and she was stunned and could barely breathe, let alone speak. She was frantic in seconds, squirming around while the driver straddled her. The other forced her over onto her back and wrenched her knife away. “There's nothing to be afraid of little fella! We just want to be friends!” The driver said, huffy and still trying to catch his breath. She was still struggling, trying to break free, but it was no use.
The one holding her down stared over her face, looking confused. “He sure is pretty!” The driver laughed at the comment as he took a closer look, examining her. He put one hand under her chin and forced her head back and to the right. She closed her eyes tight. His other hand wormed its way inside of her shirt to her chest. He grinned before pulling it out quickly. “That's because this is actually a girl! She shaved her head and did her best to hide it, but underneath this dirt and baggy clothes is a girl!”
Although her vision was blurry without the glasses she could make out what looked like the shape of a man under a tree not twenty feet from them.