Drifting Fear: The Outbreak of the S.S. Olivia PLOT POST/INFO

Apr 15, 2010 17:38

Time for PART TWO of Weskerplot. This is going to be a huge section with lots and lots of action and stuff to do for everybody, so PLEASE read this post carefully to make sure you know what's up. This is the plot/info post for Part Two: Part Two is located here!

Part One Here
Part One Plot Post Here
Part One and a Half Here
Part One and a Half Plot Post Here


Shipboard People:

ADULTS
1. Angela Montenegro
2. Karen Starr
3. Jiraiya
4. John Sheppard
5. Franky
6. Pepper Potts
7. Sebastian
8. Ivan Braginsky
9. Terry
10. Francis Bonnefoy
11. Leon Kennedy
12. Berwald
13. Ororo Munroe
14. Emma Frost

STUDENTS:
1. Buttercup
2. Rikku
3. Edward Elric
4. Xion
5. Naruto
6. Ulquoirra (Lex/Pamela-mun)
7. Beast Boy
8. Kate
9. Kurt Wagner
10. Billy Kaplan
11. Nia Teppelin
12. Yusuke Urameshi
13. Alfred F. Jones
14. Waka
15. Wendy
16. Temari
17. Riku
18. Heero Yuy
19. Harry Dresden
20. Jean-Paul
21. Rinoa
22. Chopper

Welcome to the Good Ship Wesker/S.S. Failboat/Other Amusing Nautical Joke here! Wesker's research vessel is six floors, five decks and one upper deck where the control room is situated. You'll need to explore all over the ship to open the way to the highly secure Laboratory Access Corridor on the second floor-- from there, you can reach the bowels of the ship where the students are being held, as well as a method of escape.

Because Wesker is a Resident Evil villain, the moment you arrive on the ship it becomes apparent that there's been a T-virus outbreak on board. All of the ship's crew, passengers and a few random scientists have succumbed to the virus and become flesh-eating horrors, and lots of experimental creatures have escaped from the labs below. Avoid being bitten at all costs-- unless, of course, you want to become one of them.

The following monsters are infesting the entire ship, and your teams can include as many of them as you like:

ZOMBIES: Ordinary humans affected by the T-virus, your classic movie monsters. Zombies do little more than shuffle around and moan, but in large numbers they're very dangerous. They move slowly (no running zombies here, sir) and attack by grabbing, clawing and biting. If you get bitten, you better hope we reach a source of T-vaccine before twenty minutes is up, or you'll start feeling more than a little "// 4 itchy tasty."

The zombies on the ship vary in appearance-- some of them are member's of the ships crew, dressed in nautical uniforms. Some are wealthy socialites and executives who were riding the ship as tourists, dressed in fancy suits, evening gowns and other high-class clothes. Some are scientists, wearing labcoats and stuff. Some are security guards/soldiers, and look very much like the gas-masked men who kidnapped the students.

The best way to kill a zombie is to destroy the brain or burn them (like, charred crispy going home in a matchbox burn them.) Simply doing bodily damage to knock one "unconscious" will deal with them for a while, but they have a tendency to, er... get worse...

CERBERUS: Zombie dogs. Pretty self-explanitory. They're violent and vicious and bark and attack on sight. They all appear to be Dobermans for reasosn never adequately explained. Perhaps the socialties were members of the American Kennel Club for Purebred Dobermans or something. Same as zombies, killing them is easiest by destroying the brain.

LICKERS: Scary, fleshy things that look like humans crawling on all fours. They have no eyes and huge, swollen exposed brains-- their limbs are extremely muscular with huge claws and they almost look more like tigers than like anything that was a person. They're named for their tongues-- they can stretch several yards and are strong enough to impale a human or wrap around their neck and strangle them. As if that weren't bad enough, they can crawl up walls and on the ceiling. Fortunately, Lickers are blind... unfortunately, they have very sharp hearing.

Lickers can also be dealt with by destroying the brain. This variety of Lickers also has an exposed heart on their underside, and stabbing it will kill them quickly.

Each team will also have their own SPECIAL monster to deal with. :3 I'll reveal the strengths, weaknesses and appearances of these monsters when the time comes.

ENOUGH OF YOUR CHATTER, WOMAN, WHERE ARE THE KIDS?!

The students are being held on one of the lower decks past the extremely well-secured Laboratory Corridor Door on the second floor. The door is currently locked by an electronic security system, a card key-controlled door lock, and an emergency pressurization sequence-- all three of these must be undone before the door can open.

This door cannot be broken down, disabled, forced open or unlocked by powers. Why? Because. Play along. The only way to open the door is to perform the following:

1. Open the door to the Control Room on 5F with Emblem Puzzle Pieces
2. Retrieve Card Key from the Engine Room B1F
3. Use the Card Key to disable the security system and get the Other Card Key.
4. Secure the Laboratory Corridor door on 2F
5. Use the Other Card Key to open the door
6. Use the Red Valve Handle to release the emergency pressurization and open the door.
7. ????
8. PROFIT!

Groups will need to work together, fighting off hordes of the infected creatures infesting the place and gathering the items they need. I will pop in to "deposit" the items and creatures in threads as they become necessary.

There are six different missions that your characters can partake in aboard the ship. Each mission will perform one important task on the way to reaching the students, whether it be finding an item, protecting the structural integrity of the ship, or preventing all manner of horrible things from killing everybody. All missions involve fighting zombies, Lickers, Cerberus and other monsters. All missions are equally important. No team will reach the students in this part. The differences between missions have to do with where they take place and what happens in them.

Here are the six missions:

GROUP ONE: 4F BALLROOM
This team will explore the main deck of the ship, the 4th floor, where the sun decks, lounge, dining room, kitchen and ballroom are located. These beautiful locations are a contrast with all the death, blood and destruction around. There are tons of socialite zombies who had no idea what kind of cruise they were in for. From the ballroom, they hear the sound of human voices screaming in terror...

GROUP TWO: 4F INDUSTRIAL SHAFT TO ENGINE ROOM
This team finds the corpse of the ship's first mate wandering around on the rear part of the main deck. A cell phone lies on the floor next to him and a strangely convenient recorded message relays that he was heading to unlock the Laboratory Corridor on the second floor when he accidentally dropped his card key down the Industral Shaft... like the one right next to his corpse. This team must head down to the dark, zombie-infested engine room and locate the card key if they ever want to reach the bowels of the ship.

GROUP THREE: 3F GUEST ROOMS
Most of the important-looking doors on the ship are locked with electronic locks-- not to mention the ship is now careening out of control across the ocean. This team attempts to open the Control Room on the fifth floor only to find the door locked by everybody's favorite: an EMBLEM PUZZLE. The four emblem-shaped pieces you need to open the door ("See No Evil" "Hear No Evil" "Speak No Evil" "Reside No Evil" [tee hee]) are scattered throughout the guest rooms on the third floor. Along with something else kind of awful.

GROUP FOUR: 2F LABORATORY CORRIDOR
A door on the 2nd floor cuts the upper decks off from the entire secure lower sections of the ship-- no doubt where the students are being held. Unfortunately, the 2nd floor is also the nearest dump for the vent system from below, so this vital location is CRAWLING with all kinds of miscellaneous ickies. This group will need to secure the corridor and keep it secure until the other groups find all the pieces they need.

GROUP FIVE: 1F CREW QUARTERS
This group heads down to the lower decks of the ship, where the unfortunate crew members have all entered (and possibly woken up from) the Big Sleep. Among the flesh-hungry and rotting crew members there is but one sign of life: a scientist, hastily rifling through one of the rooms. When he spots the group, he makes a run for it. He might know something about what's going on here! After him!

GROUP SIX: VENTILATION 4F AND DISPOSAL, B1F
As this group explores the main deck, they hear the sounds of voices coming from a large vent in the central part of the ship. Crawling into the ventilation systems might be risky, but if they can get downstairs and find a way through disposal, they might find a way to bypass the Lab Corridor Door entirely. Of course, it means digging through a little garbage... and whatever else has been thrown away around here.

I will post headings for each mission below. The first six characters to sign up for each mission will get it. Six per team! No more, no less! You can organize the teams however you want, but there must be SIX PEOPLE PER TEAM.

Another thing to keep in mind is that no teams are going to reach the students (that's in Part Three!) The point of this part of the plot is to have some fun killing some zombies and shit, not to SPEED THROUGH AS FAST AS POSSIBLE AND SAVE THE CHILDREN OMFG RIGHT THE HELL NOW. The monsters, especially the "special" ones, should be difficult to kill and your team will not be able to instantaneously find what they're looking for. I will also have a very hard time keeping up with the groups if you rush too quickly. So PLEASE don't rush through this. Keep pace with everyone on you team and let everybody have a chance to post.

Most importantly, have fun with it! Be creative with your fights! Use as many zombies and monsters as you like! THIS IS THE ZOMBIES YOU'VE BEEN WAITING FOR, PEOPLE!


Not on the Ship People

For students who stay behind on the X-Jet and for people from the Institute who caught a lift with the military carrier, things are quiet to begin with. Feel free to post your characters worrying, putzing around, messing with the military's equipment, etc, etc.

Of course, things aren't going to stay quiet for long... B3


Kidnappees

Unfortunately, there's not much new for the kidnappees to do in this phase. The laboratory section of the ship is well-insulated and aside from a sudden lack of scientists around, your students will probably not notice anything besides the eerie silence. Their powers are still gone and they are still trapped in the cells.

Don't worry, you'll be rescued soon! In the meantime, keep posting on parts 1 and 1 1/2 and don't forget that you can start posting experiments in part 1 1/2 now.

What's Next

Once the missions are complete and the laboratory corridor door is open, Part Three will be ready to go. There will be a similar planning post for that part, and I wouldn't expect it anytime before Tuesday, April 20th.

As usual, if you have ANY QUESTIONS about this, the missions, what you should be doing, what there is for you to do, etc., IM me at FullArmoredGG! (If you drop me a PM, please use my personal LJ at ggmoonycrisco or I may not notice when I get it.)

You can also post your questions here, of course.

zombies

Previous post Next post
Up