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===GROCERY=== Groups of survivalists (barbarians?) living in a biome with various hazardous environs, balkanized, band together during the food raids, different cultures for each section of good (lots and lots including frozen vikings and cerai), NPC races, good starting point for campaign (lots more on this later) ---- ====Frozen==== Eskimo-type people who live in the huge walk-in freezers, with the ability to be stable on almost slick surface. They tend to be traders, and are constantly trying to trade enough with Sports to get them to trade them a Zamboni from the ice rink section, so they can bring their homeland with them. Tend to favor icicle weapons if it's cold enough, otherwise use any sort of spike weapons they can fashion. They're also skilled at scaling vertical slick surfaces as well using the spikes like crampons. ====Produce==== Misters, basically the people hide in the piles of fruit and produce until the "mists" and fake thunder come (About once every hour or less), at which point they emerge from the subsequent fog and strike, leaving dead victims hog-tied with plastic bags and with apples stuffed in their mouths. Strict vegetarians, but unless they can use water or another concealing cloudy environment, somewhat out of their element and exposed (However, while still not a match for Powder walkers, they're the next most dangerous thing in a Baby Department) ====Meat==== Jolly sort of viking culture, with prestige and challenges accomplished via feasting and eating competitions. Affably friendly (Probably the most so out of the entire Grocery section), and very welcoming to travelers provided said travelers help contribute to the nightly feast in some way. Well-known as abhorring cannibalism, and hunting down those who consume the "tainted long pig" with a near-religious zeal. Very dangerous with various cleavers, meat hooks, and small cutting-board bucklers, while their usual girth from their feasting lends them a surprising degree of toughness. ====Canned==== This section actually has no permanent residents due to the value of its contents. Instead, Canned section operates more like a mining operation, as various factions (including others in Grocery) send in slaves and scouting parties to recover as much food from there as possible. A few rare sections have resident populations of cowed Canners, guarded by the nigh-insane Jolly Green Giant Mascotbots with the Greenpeace AI hack, but most of them are no-mans lands. In addition, since canned food is damn near commonplace all over due to its convenience and lasting capacity, pseudo-plate armor made of layered large squares of flattened cans is actually the most common type of scrapbuilt armor in the Wal. ====Cooking Supplies==== Due to the high influx from the Home Cooking section and the cannibals and occasional Gnomers, Cooking Supplies is also fairly sparse as any groups within are hard-pressed to avoid the murderous Home Cooking supply parties. However, the rare few that do live here are hardened veterans, capable of dousing an opponent in burning oil in a heartbeat, or filling an entire area with a single sack of flour before lighting it and incinerating the intruders in a fireball. The occupied territories are marked with measuring spoons or measuring cups, with the size of the measuring implement indicating the prestige of the occupant. While only the foolhardy would even intrude on a half-teaspoon territory, it is unequaled suicide to enter the realm of a full cup, even for a few minutes. ====Ethnic Foods==== Xenophobic group consisting of independent groups, usually lone individuals. They fight with woks acting as shields, and either blowdarts using hot-sauce-poisoned bamboo skewers or metal shishkebab rods, kept either straight for stabbing or bent for raking attacks depending on the user preference. Also use chili or curry-powder tear gas bombs to disable the opponent before coming in for the kill, and while individual ethnic food denizens rarely kill another denizen when they encounter each other and engage in combat, they usually leave with fresh scars for the loser and another "Made in Walmart" sicker for the shield or helmet of the victor ====Whole Foods==== An offshoot of Grocery as a whole and containing elements otherwise unique to each section, they are remarkably relaxed and open to others taking their foods. However, as many of their products are soy or tofu-based, the unappetizing nature repels most would-be bandits. As a result, they've actually usually managed to form a remarkably advanced culture and with a long history of tradition thanks to the lack of disturbance from almost anything but stockerbots. Normally this would make them a prime target for would-be slavers, but for whatever reason the diet from their section, combined with a regime of "Vital-men" pills that would make a Page weep with envy, has produced surprising strength in many of their population, allowing them to repel the occasional assault without too much difficulty. ====Cereal==== These members are akin to the Paint Masters of the Hardware and Paint departments, dressing themselves in bulky armor made from cereal boxes that allows them to emulate a small pallet of boxes when they freeze. Indeed, many of them have banners on their back containing a replica of the actual words of Sam on them, fooling most casual onlookers and even the occasional stockerbots. However, unlike the Paint Masters who rely on such concealment for the duration of their attack, the Cereal members pres their attack once discovered, relying on blades made of layered cardboard and glued together with layers of sugared water and honed to incredible edges. Opponents who underestimate their colorful costumes quickly realize that the colorful exterior covers dozens upon dozens of layers of cardboard hardened in the same way as their blades, repelling all but the most penetrative blow. Their natural enemies are the Nevergrow, as they will swarm these warriors (Who usually operate individually or in limited groups) in an attempt to find the "Prize" within (Presumed to be a euphemism for the armored warrior inside) I'm imagining them wearing a sort of very bulky version of samurai armor, almost mecha-looking with the squared edges, and a very samurai back-banner they can use as a fake price tag thing. Probably see Stationari as honorable opponents, and have duels with them when unchallenged by other, more pressing enemies as a matter of honor. Different Cereal members view the various sugar cereal mascots as their patron saints, with those of the "Unsugared Rooster" being seen as outcasts. =====PATHS OF CEREAI===== (Expanding fluffaggotry on the Cereai since I think they could easily be a viable PC class.) Each Cereai follows a different incarnation, what they believe to be the shining example of their craft and one they should follow in spirit as much as possible. As a result, depending on the different incarnations of their mascots, as shown on the boxes and the occasional still-working adbot or screen, they have emerged with differing traits, fighting styles, and philosophies: ;Path of the Captain: These Cereai are natural leaders, and take the head of any situation. They are confident and tend to attract followers, who they lead with skill and valor. Cereai following this Path fight with skilled bladestrokes, but oftentimes lead their allies well enough that they never need to unsheath their blade at all. ;Path of the Tiger: The Cereai who worship their god they call Anthony the Great, value strength above all else. They oftentimes boast of their power, and will gladly take up any deed or challenge that allows them to demonstrate their strength (Their "Greatness"). Tiger Path Cereai fight with powerful bladestrokes, chopping down enemies and cleaving through their defenses. ;Path of the Rabbit: Rabbit Path Cereai fight with a fervor unmatched when faced with attacking Nevergrown, and seek so keenly to kill as many of them as possible that many have posited that there is some ancient enmity between the factions. These Cereai are skilled at disguises when not clad in their armor, able to impersonate other people well enough to pass cursory guards, and in battle display great relish in leaping forward in overhand strikes or jumping off of low shelves onto their foe, felling the opponents before they can raise their guard. ;Path of the Green Man: As with the Path of the Rabbit Cereai, these individuals seem to have an ancient grudge against the Nevergrown. However, in this case the history manifests itself as abject fear of the tiny figures, and a Cereai of this Path is hard-pressed not to flee in the face of them. When not encountered by the Nevergrow, the Green Man Cereai can move with incredible speed, and are unparalleled among the various Paths at setting up and executing ambushes, springing from target to target as if able to simply teleport at will, and they are as equally skilled as the Rabbit Path Cereai in disguises, even as inanimate objects or as part of a shelf. They cherish the Season of the Leafy Green Men, and the spirit of this Season so encourages them that this is the only time of the year that they can face Nevergrown in open combat (But even then they will still probably flee if vastly outnumbered) ;Path of the Three Brothers: The Three Brothers are rumored to be Cereai themselves, long ago, and have since been immortalized by the Great Sam in the form of iconography on the various cereal boxes. The Three Brother Path emphasizes teamwork, and Cereai in this Path always form groups of three or more, and seek to overcome incredible challenges and deeds in order to gain the attention of the Great Sam, and possibly become immortalized themselves. The Three Brother Cereai are a bit vain, and enjoy attention and praise and keeping both their armor and blades as spotless as humanely possible, but are deadly fighters, able to hear the faintest of footsteps stepping on tile, and in combat can corner they form unmatched fighting units, cornering an enemy with snaps from the flat of their blade, cracking them over the head with their blade's pommel, and then popping or breaking their necks to finish them. ;Path of the Dark One: Very little is known about this secretive Path. Even the boxes of cereal that they derive their Path and its philosophy are difficult to find, and these Cereai are perhaps the most strange of the lot. They file their front teeth into a single sharp point, and will often eschew use of their blade if they have grabbed a lightly armored opponent, instead biting into their exposed limbs or neck and causing massive bloodloss from the sharpened "tooth" (In addition, the very few rare survivors from these attacks usually die a few days later from the infection from the bacteria and scum in the mouth and on the tooth itself). Dark One Cereai also fashion their armor to form a great wing or cape which they can use to glide short distances. Often, this is used to descend onto a target group unsuspected, where they silently eliminate as many of the enemies before they are discovered and forced to draw their blade. ;Path of the Insect: This Path is somewhat uncommon, but the individuals within it are very skilled healers. They can fashion poultices from their Path's cereal that have astonishing restorative powers, and fight with a very odd, jerky style in which they dodge seemingly at random, making landing a single swordblow on them difficult in the extreme. Singularly out of all of the Paths, the Insect Cereai actually poison their blades with a toxic venom they call "Rednumbra Fortee," which can paralyze or kill a target within minutes if not properly treated. In addition, Cereai following this Path are akin to TopDwellers in that they prefer to be elevated, although if grounded they can still fight competently and effectively, slaying foes left and right with stabs from their envenomed blade. In addition, for reasons unknown these Cereai seem to be able to achieve much, much older age than the other Paths, even without the aid of Age'B'Gone. ;Path of the Bluebird: These Cereai, similar to those following the Path of the Dark One, tend to fashion their armor to make something resembling a pair of wings. This is ideal for them as they are the most reliant on elevation, often spending a battle gliding from shelf to shelf while making swings at enemies as they pass overhead. While these Cereai are slightly ungraceful both in movements and combat while grounded, they can perform outstanding aerial maneuvers, capable of evading even Dire Pigeons and the Taser Turrets for a time. Ranks for these Cereai is determined by colored stripes along their blade: The more stripes, the greater the rank and honor they receive from their peers. Given their propensity to attract turret fire, oftentimes they will make their way across the store to get an Elec to imbue their blade with embedded taserballs along the length , giving their blows an added punch. ;Path of the Rooster: These Cereai are supposedly the fallen, the outcast (Basically Ronin). Other Cereai treat them with shame, attacking them on sight if they dare to wear anything but blank cardboard armor. Especially prestigious Rooster path Cereai are allowed to instead use their Path's boxes for their armor, instead of remaining blank. However, these Cereai do not see themselves as shamed but enlightened, the "Sugarfree." They believe the honor and rigid caste path system is unnecessary, and shun it in favor of adopting whatever fighting style and techniques give them the greatest advantages, and so it is not at all uncommon to see one fighting with the style of the Tiger path while wearing armor that can glide like those of the Path of the Dark One. Obviously, the other Paths take a dim view on this, particularly those of the Dark One and Bluebird, and so will gladly take any given excuse to give the insolent Rooster a good thrashing. There are other, smaller subfactions of Cereai, but these tend to be minor, like the Path of the Gorilla (Peace and diplomacy, make excellent negotiators and party faces, very calm and fluid-yet-forceful fighting style if the diplomacy fails), or uncommon due to other factors, such as the infighting between the Path of the Frog and the Path of the Bear over whose path is truly, as they say, "sweeter." (Their terms for honorable or dishonorable are "sweet," as in "This quest is sweet," and "bland," as in "Killing that innocent was bland.") ====Seafood==== Very, very dangerous and usually a no-mans-land. Unlike Meat, where everything that is sent there is completely slaughtered and processed, Seafood relies on "Fresh-caught!" (Read: Farmed) sea life of whatever kind they dredge up in the nets. However, many, many areas seem to have faulty mechanisms making sure the fish are gutted or properly clubbed and killed (And some of the fish are too large for this to be effective). As a result, if the cooling mechanisms break for whatever reason in this section, it usually results in the melting of the iced displays, and thawing out of the members within. Any puddle of water you can't see every bit of the bottom of is a danger, and given that more and more of the catches are bringing up Medical experiments or giant squid, sometimes you can be under attack without even touching liquid. Only the most foolhardy and successful Meat members set up shop here, and are named "Kings of the Sea" (Others, especially pets, derogatorily call them Chickens instead, for reasons lost to time) ====Bakery==== Bakery has become a sort of desert, as the people keep the oven doors wide open, all the time, and turned to full blast, desiccating the area. They build their homes between these open ovens, forcing any would-be attackers to come at them straight on to avoid passing in front of the blazing heat of the open ovens. The people themselves subsist on bread interior, with clothes made out of the crust (Which they believe is tainted and should not be consumed), and with the higher-ranked individuals wearing clothes instead made out of bags, with elaborate clip necklaces for the high nobility. They are deadly warriors, using raw pizza dough thrown onto the enemy as a sort of dough net to entangle them, or stunning them with pizza peel (the long wood thing with the big flat end), and then closing in with their bread knives. As a result, bread is a surprisingly scare commodity in most diets outside of this section, and especially outside of Grocery as a whole due to the danger involved in retrieving even a single loaf. ====Dairy==== Very few people ever meet a person in Dairy face-to-face and up-close, but all have heard of their notorious penchant for olfactory chemical warfare. They repel attackers from afar, lobbing rotten eggs and expired milk over a shelf in order to corner an enemy or drive them back onto an area of buttered linoleum. They also use the canned bread dough to create noisemakers, and particularly skilled Eggers (As they are known) can set off these cans with such skill and in such rapid succession that they can fool enemies into believing that they possess a particularly powerful Sport. Eggers almost never are without armed allies, who they help drive the enemy towards and who they reward with delicacies like fresh butter and the mysterious drink called "Ednod." These warriors typically come from Meat, as the boisterous residents of Meat claim that "You can't have a good breakfast without Eggs and Bacon," believed to be an old saying indicating an ancient treaty and alliance with the section. The Eggers don't believe in this, but don't mind the brute labor that comes with it. ====Liquor==== As previously stated, Liquor are crazed hooligans. At near constant war with Meat over a source of beer and ale for their Feasts, as well as others seeking their wares for recreational, medicinal, or flammable purposes, they tend to be very paranoid and proverbially trigger-happy. While the stereotype rightly exists as them preferring thrown Molotov cocktails as a weapon, if given enough time beforehand they can set up flame traps to corner invading forces as walls of fire spring up in front or behind them. One favorite trick is to set up a large spiral of alcohol, and light an edge when the enemy enters the center unwittingly, creating a rapidly-closing series of concentric sheets of flame. While their favored weapon is simply the end of a broken bottle, Liquor residents have surprisingly high pain resistance for a time (Sort of this setting's barbarians rage), and can go into a fury if sufficiently sauced. ====Soda and Drinks==== A few mad escapees from Medical reside here, having discovered the magic of electrolytes and their holy substance Caffeine. They regularly whip up whatever substance they can figure will give the best strength, recovery, agility, alertness, etc that they can, combining sodas, energy drinks, powder and pills, energy shots, all into unholy brews (Occasionally supplemented with other supplies from Pharmacy or Home Cleaning). They too are protected by mercenaries from other Grocery sections or departments, but they tend to insist that their guards try their latest creation.
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