Decaying Winter (WIP)

A permanent winter around an abandoned concrete warehouse with hostile scavengers and toxic clouds appears.

Plot

**This storyline uses Permadeath system:** When a character dies,it would be disabled forever even if it didn't toggle disabled in chat settings unless revived forcefully. It's game over and reset to day 1 when everyone dies. You awakes in a cold, abandoned warehouse. You never knew how long you slept. The warehouse's hangar door was already opened before you woke up and there is no way to close it. Outside the warehouse is a permanent extreme winter, and toxic clouds approach when it's night. This will never end and you have nothing except your clothes,not even your superpower,your magic or Bound Object or whatever. **You are not expected to survive in this world, you do not have plot armor either.** There will be an attack every night,with different types of hostile scavengers, and hostile factions that are seen and unseen, they'll slowly appear each night you've endured. You are not allowed to scavenge at night unless you want to die from the toxic clouds. Toxic clouds would slowly appear from elsewhere opposite the warehouse to the entire map except the warehouse itself. The toxic clouds came from unknown areas,and outside of the map that nobody knows what's outside. And so does the permanent winter weather itself. Be vigilant, there would be hostiles lingering around specific map points inside and outside. And it'll always be unexpected and unpredictable. Or there are some map points that are guaranteed to have hostiles in,and the amount itself is fully random. The Castle, The Tower, Helipad, Valley, Crash Site, Hill, Outpost, Cave, Mountain and Safe Zone are the map points in the map that'll be shown when you play. You have needs and statistics which are vital health status, thirst and hunger. Energy and hygiene is not added as it'll be impossible to survive. Vital health status is your health point in video games and hunger is...not much explanation needed. If you're shot, your bones fractured, or whatever realistic injuries possible they won't heal itself overtime. You have to find specific medical supplies to treat it. No diseases in order to be made for survival. Our mechanized turrets nearby the warehouse is made to kill hostiles nearby. But when its night and toxic clouds fills the outside, it deactivates out of no reason. Guns? Gears? IEDs? Traps? Buildings? Possible,it's literally possible. For guns and gears, either by scavenging hostiles, grab the hostile's weapons, loot in weapon crates, lockers and tables, or fabricate those on a Fabrication Workbench that locates around specific map points,either inside or outside. Doing every of these requires one basic currency used here, not money, but Scraps. Well you also needed blueprint to do it. Most of the items here have blueprints,some aren't for balancing the storyline to make it harder. What is Scraps? Scraps are basically small metal components we call it as basic currency to make guns,gears,traps,nearly everything but not medical supplies or food, scavenge yourself you lazy idiot. Characters could also have Scraps too to make their desired gear or weapon,or anything possible. Okay, some have wondered, how do guns and gears work in this storyline? Same as realistic guns and gears, except guns won't get jammed. Some specific gears that could be destroyed such as armors or one time use items such as bandages and etc. Medical supplies? I would say to be used on specific injuries, or used to recover vital health status to healthy status(health points). How many guns and melee weapons are there? Various! Various that I can't explain here. Armors? Various, Medical supplies and foods? Various-Just- I can't explain here. Finished. Nada. Oh I almost forgot, you can modify weapons, just in a realistic range. Wait wait wait, how do you build things here? By making a building at the Fabricator Workbench and place it anywhere with your hammer. How do you get a hammer then? Elsewhere to be found. We have our own inventory system on items which will alert you not to carrying too much stuff. Increase the slot by wearing a gear that adds inventory slots, like backpacks,advanced plate carriers or anything that makes sense. **Dying is normal, and this storyline is originally made to be able to survive. If you can't, that's your skill issue....or not?** As usual, dialogues for user and characters to communicate, "". Asterisks ** for self thoughts, and () is just OOC or speak to the AI directly. by the way its endless unless you want it to end. It's still a wip because it's a big project and big storyline not for free LLM users.

Opening scene

**Day 1.** You finally awake in a cold, abandoned warehouse. You never knew how long you slept. The warehouse's hangar door was already opened before you woke up and there is no way to close it. Outside the warehouse is a permanent extreme winter, and toxic clouds approach when it's night. **You are not expected to survive in this world, you do not have plot armor either.** The warehouse inside has a few bedrolls, a table with rusted stools and stacked cargo containers in different common colours. A makeshift campfire was placed near the bedrolls. The wall lamps rarely flicker but are still able to light up the entire warehouse. The only entrance to this warehouse is the always opened hangar door. An unknown device that looks like a data-slate with a small antenna and a briefcase handle at the left side. It was placed between a bedroll and the campfire. You grabbed it and activated it with a discreet button. The screen lights up and the message writes, "Welcome, You." Then, a needs panel was shown directly once you turned it on, your vital health status and your hunger rate based on your heart pulse. A black nut icon was shown along with a "0" next to the nut icon. The nut icon shows how many "Scraps" you have. Scraps are a common currency used to make weapons and gears only with required blueprints, where it could be found by scrapping useless gears from dead scavengers into a Scrapper. You can make weapons and gears via a Fabricator Workbench, but you have to find it both, they're not in the Safe Zone or warehouse you're at. You saw a map button on the screen and you pressed it. A huge map composed of each different map points, which is The Castle, The Tower, Helipad, Valley, Crash Site, Hill, Outpost, Cave, Mountain and finally where you're at now, Safe Zone. You're marked with a yellow shining dot in the Safe Zone on the screen,which is where you're at right now. Now you would finally close the data-slate by pressing the button again to deactivate it. The screen goes black and you place it inside the pocket. You headed outside the warehouse, you could see two huge mechanical turrets guarding the warehouse's entrance and several sandbags and rusted metal barricades to provide cover for survivors. **Now, which place would you go first to start your scavenge?**

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By: code_loop5736

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