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    Ogre in the Playground
     
    Ashen Lilies's Avatar

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    Jun 2008
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    Default [NEXUS] WATCHTOWER 16: Quick and Dirty


    Jutting out of the side of Overlook Waterfall like the bow of some great ship is the fortress known as WATCHTOWER. It's a place where those interested in the Nexus not getting blown up by some scenery chewing villain or invaded by demons or something. Though their goal often puts the WATCHTOWERites against the forces of evil, WATCHTOWER opens their doors to all, regardless of moral stance or alignment, as long as their goals match.

    Previously abandoned, the WATCHTOWER has now been refurbished, thanks to the constant attentions of the members. Recently, it's gone an expansion as well, adding new buildings to the old fortress.

    The base is also now Dimension Locked, to members and non-members alike. Teleporters, and other such users of inter-spatial travel, will only be allowed to appear or disappear at or from the main gate, at the closest.

    OOC NOTES & RULES
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    1. No destroying the place, or doing something to it that'll produce a similar effect (for example, no placing a massive time freeze on the entire area forever), unless it's part of an epic plot, and you've run it through me. You're allowed to damage it, but destroying it just takes the fun out of it for all the other players.
    2. No godmoding/godmodding. Even if it's permitted in some ACRONYMs, it isn't in the WATCHTOWER. The occasional mishap's OK, repeated offense isn't.
    3. Please try and keep posts longer than one or two lines of speech. Description is appreciated. One-or-two-liners that don't do much are OK once in a while - but not regularly.
    4. If you want random smashy hahaN00BlulzFun, here's not the place. Anything spammy, random, or just plain annoying, can go! Of course, if your silliness is in moderation and well-roleplayed, and considerate of other players, then welcome in.
    5. Romance/Fanservice/Secks/WOOHOO!/Whateveryawannacallit is acceptable here, but remember to curtain once it goes past the snuggling stage, and be aware that there may be IC repercussions for dropping the curtain whenever you're online, as this is a thread with a mission. And said mission does not involve ******* like rabbits.


    FREQUENTLY ASKED QUESTIONS - Submit a Question today!
    • What the hell is WATCHTOWER's purpose, anyway?
      An excellent question! And one that I've just noticed is not answered in the OP in any way! Which is terrible! Anyway, whereas GLoG concerns itself with redeeming evil-doers (and healing the sick and sheltering refugees etc.), HALO smites them and AMEN are them, WATCHTOWER doesn't typically concern itself with concepts of good and evil in any way. Rather, WATCHTOWER exists to deal with massive scale threats to the Nexus, like apocalypses or vast demonic invasions. Of course, given that evil-doers tend to be the ones who cause those things, WATCHTOWER tends to be pitted against the forces of evil more often than not, but is unlikely to concern itself with muggings, murders or exploding taverns. Also, calling WATCHTOWER a 'Good' organization is likely to draw the ire of some of the more omnicidal members around.



    THE FORTRESS
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    WATCHTOWER is an impressive place. The first thing anyone approaching it will see is the wall. It's a rather impressive wall, befitting a fortress, over 12 meters tall, made of stone 4 meters thick. Four towers dot the wall at regular intervals, not including the southernmost gate tower, which is larger than the other four, and of course, has a gate in it.
    Inside the walls is a large open courtyard, filled with grass, wild flowers and bomb craters. A gravel path leads from the main gates, splitting off to lead to each of the buildings within the fortress.
    To the west, one of the wall towers has been extended to be slightly taller than the three others, and has a few smaller buildings coming off it. This is the Training Tower, and in front of it are the Training Grounds. Also to the west are the Lab Tower, built up against and into the cliffs, as well as the Airship Gantry, built higher up, halfway between the base of the cliff and the top. Directly under it, near the vehicle lift, is a small stable for whatever animal mounts may be brought into WATCHTOWER, though their owners are required to take care of the animals themselves.
    To the east is Overlook Waterfall itself, tumbling off the cliff and into a river which flows south out through a grate in the walls. Most of the east courtyard is occupied by an apple orchard, dotted with small magic obelisks which enhance its growth and fertility, ensuring that it is always in fruit, spring, summer and fall (but not in winter). Up against the cliffs, next to the waterfall, is the Hospital building.
    Directly to the north of the front gate is the Keep, set into the cliff and towering above all the other buildings in WATCHTOWER, flanked on either side by the Barracks Buildings, which serve as extra housing for the growing membership. Slightly to the east of the of the Keep is a small forge built by Harnel for his smithing.

    Training Tower + Training Grounds
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    Converted from one of the defensive towers, the Training Tower serves as the main training resource for WATCHTOWER members. The bottom floor of the tower contains a small armory full of basic weapons and armor for training. The upper floors hold a fully equipped gym. At one wall on the bottom floor is a secret panel that when pressed by an active member opens up a portal to the Safe Room. Non-members pressing the panel will have no result.

    The Training Grounds take up much of the west part of the courtyard. Facilities in the Training Grounds include a track, a shooting range, a modular obstacle course, and several rings for sparring.


    Keep
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    Ground Floor
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    • Main Room - A sort of wide, square lounge area. There are several low tables and comfy chairs. And a TV. To one side is a 'fireplace' which is really just a stone recess occupied by the illusion of a fire, and several heating glyphs. No chimney, you see. Several torch brackets hang on the walls but are empty. Light here is provided (as in all rooms of the building) by glyphs in the ceiling. At the back are three doors, leading to the barracks and stairway. At one wall is a secret panel that when pressed by an active member opens up a portal to the Safe Room. Non-members pressing the panel will have no result.
    • Stairway - A small square room dominated by a spiral staircase which leads up the tower, to identical such small square rooms on every floor. Has two doors, which lead to the Main Room and Kitchen.
    • Kitchen - A large kitchen and storage room. It contains modern kitchen equipment.
    • Barracks (East) - An 'L' shaped corridor, which leads off to several bunk rooms. Each room was originally designed to house four soldiers, but has since been re-furbished to provide a sort of quarters for a single (or perhaps two) member(s). A room initially contains a single bed, a dresser, a desk with a chair, and a miniature closed off bathroom area containing a toilet and a sink with a mirror. All rooms have 'windows' which are not actually real windows, due to being inside a cliff, but magically show what it looks like outside anyway.
      • Rooms
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        • Room 1 - Cessie Mithar and Harnel
        • Room 2 - Room with Bathtub, belonging to Cessie Mithar and Harnel
        • Room 3 - Ilpholin Xar'Cha
        • Room 4 - Dominic
        • Room 5 - Decker and Butler B. Butler
        • Room 6 - Spyridon
        • Room 7 - Boris Krestyanov
        • Room 8 - Jakob
        • Room 9 - Nathaniel Hutchinson
        • Room 10 - Ithuriel
        • Room 11
        • Room 12
    • Barracks (West) - An 'L' shaped corridor, which leads off to several bunk rooms. Each room was originally designed to house four soldiers, but has since been re-furbished to provide a sort of quarters for a single (or perhaps two) member(s). A room initially contains a single bed, a dresser, a desk with a chair, and a miniature closed off bathroom area containing a toilet and a sink with a mirror. All rooms have 'windows' which are not actually real windows, due to being inside a cliff, but magically show what it looks like outside anyway.
      • Rooms
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        • Room 1 - Terrowin
        • Room 2 - Shrine to Dalachrech, Demon Lord of Invertebrates, made by Terrowin
        • Room 3 - DC
        • Room 4 - Jeremy
        • Room 5 - Catherine
        • Room 6 - Mr. Sirtch
        • Room 7 - Harin Grael
        • Room 8
        • Room 9
        • Room 10
        • Room 11
        • Room 12
    • Showers - A shower room accessible at the end of each barracks corridor.
      ...
      Wait wait wait, communal showers? How barbaric!
      NOTE: There are cubicles. The showers are 'public' not in the sense that WATCHTOWER members will be forced to look at each other naked, only in the sense that they are not present in the rooms.
      (Of course, there's nothing stopping members from buying themselves a nice little bathtub or something.)




    Second Floor
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    • Stairway - A small square room dominated by a spiral staircase which leads up the tower, to identical such small square rooms on every floor. Has four doors, which lead to the Library, Planning Room, Infirmary and Labs.
    • Library - A large room, with a large window that overlooks the courtyard. In the center of the room is a statue, perhaps a shrine to some long-forgotten god of knowledge, that has been covered with a purple cloth, and a sign that warns 'Do Not Remove Upon Pain of Death.' How strange. Radiating out from the statue are masses upon masses of shelves, upon which sit books on all topics, but mostly magic. At one wall is a secret panel that when pressed by an active member opens up a portal to the Safe Room. Non-members pressing the panel will have no result.
    • Planning Room - Once an office, this room has been converted to provide something slightly more useful to WATCHTOWER's needs. Still relatively sparse, it has a cupboard full of maps covering most of the Nexus, as well as most of its major locations, though some of them, such as Remnant HQ or MURDER, are incomplete, for obvious reasons. The center of the room has a large table white table for maps to go on. If a slightly more high tech option is what you need, there is a computer in the room as well, with access to the WATCHTOWER database as well as digital copies of all the maps. Images form the computer screen can be projected onto a wall or the table, and there's a drawer full of miniatures to play with as well, if you're into that.
    • Infirmary - A stark white clean room, with several partitions. Each segment contains a bed, as well as various medical equipment both magical and technological. The beds themselves are sturdy, quite comfortable, and also have straps if restraining the patient is necessary. There are several shelves in each section containing medicine and healing herbs and stuff. The infimary is meant for general use and minor surgeries, and is not equipped for anything more 'heavy duty'. More extreme medical emergencies should be dealt with in the Hospital, and the Hospital is probably more convenient for such anyway, since unconscious and wounded people don't have to be dragged up a flight of stairs.
    • The Labs - Previously where the Dillinite mages performed unholy experiments and summoned volatile beasts. The first room is a semi-circular one, which leads to four labs which are separated from the 'main' room by thick blast doors and decontamination chambers. Access to this room is restricted to Members only, or guests accompanied by a Member, as determined by a magical handscanner. These four labs are intended for general use only, and are identical to each other. Personalized member labs for larger projects go in the Lab Tower.




    Third Floor
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    • Stairway - A small square room dominated by a spiral staircase which leads up the tower, to identical such small square rooms on every floor. Has four doors, which lead to the Security Room, Rec Room and the two Vaults.
    • Security Room - Access restricted to Members only, as determined by a magical handscanner. If WATCHTOWER were a ship, this would be the bridge. Overlooking the courtyard, this room is filled with magical interface panels which control the base defenses, internal and external, as well as the prison cells. Computer wires and ports interlink with the panels, converting mana signals into binary, allowing control from one of the computer terminals in the room for the less magically inclined. The computers are also wired to the WATCHTOWER mainframe, which is located in this room, allowing for access to the main database. The mainframe itself is also contained in this room. At one wall is a secret panel that when pressed by an active member opens up a Doorway to the Safe Room. Non-members pressing the panel will have no result.
    • Rec Room - Once an arena for fighting, this roundish room has been turned into a rec room, for relaxing and having fun. I wonder what that says about WATCHTOWER. Like the Main Room, it has a bunch of couches and soft chairs and low tables and a TV, though the TV is larger than the one in the Main Room, and may or may not have several gaming consoles attached to it. There is also a pool table, because no Rec Room is complete without a pool table, dartboards, and cupboards with boardgames like Twister: HALO Edition (like regular Twister except all players are required to be female and also nude), The Game of Undeadtime and Magopoly. Generally, if it's fun, it can be found here. Though... not that kind of fun. Save that for the rooms.
    • Prison Cells - A 'C' shaped corridor that surrounds the Rec. The prison cells are actually along the inside of the C, and once could open backwards directly into the Arena, something that the Dillinites used regularly, to much enjoyment. Now that the Arena is a Rec Room, this capability has been removed. The cells are sparse, three walled affairs containing a chamberpot and a mattress. The front of the cells (facing the corridor) are barred, of course, and the bars can be magically charged or supplemented by a magical forcefield, activated from the Security Room.
    • Vaults (East) - An 'L' shaped room, this particular Vault acts as an armory, containing racks of weapons and armor (magical or not) left behind from the Dillinite days, as well as a few extra additions.
    • Vaults (West) - An 'L' shaped room, this particular Vault holds some gold, and also some of the artifacts, good or evil that WATCHTOWER have managed to procure. This vault has more security than the other vault, and has a handscanner much like the security room. Right now it contains:
      • A large block of an incredibly strong concrete-like substance, etched with runes of binding and sealing, warded against teleportation or dimensional irregularities, and a number of other things. Sealed inside are a pair of ceramic jars, similarly warded, which house the captured souls of Shepherd and Cynthia.




    Basement
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    • Safe Room - A large room located deep underground, filled with mattresses and several months of consumables. Virtually impregnable, and accessible from the main building only via the secret portals scattered around the base. The portal may also be used to return to any of these locations (even by non-members, if they entered through different means or as a guest). In the back is a small door that leads to the Escape Tunnel. There is also a large bronze door, locked and inscribed with runes of sealing and warding, which leads to the Catacombs. This room is teleport proof, scry-proof, psi-proof, spy-proof, teleprot proof, and whatever other proofs you care to imagine (including 180-proof!) save for Epic MagicTM.
    • Escape Tunnel - A long tunnel. It leads to a hidden one-way trapdoor further south, near the Taverna Generica.




    Catacombs
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    A bunch of catacombs and stuff below the basement, extending into any direction under WATCHTOWER. Excitement and plots sure to be found here, as well as a viable avenue for a sneak attack. This isn't technically, part of the building, merely a network of DungeonsTM under it. NO probably has a tunnel leading into here. If not, they're being painfully lax with their network.



    Observatory Level
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    • Observatory - Accessible through a trap door at the top of the spiral staircase. The room is enclosed entirely by tremendous glass dome, which serves as the viewing port for one of the most powerful scrying spells on the planet, which manifests as the glowing magical nexus hovering over the top of the tower. In the center is a raised circular viewing platform, with more runes etched around. On three sides are magical interface panels linked to computers like in the Security Room. The computers here are partially networked to the Security Room computers, and allow searching to a copy of the Central Database. The computers and interface panels are primarily used, however, to control the view from the observatory. The scrying spell is capable of reaching across a large area of the planet, as well as deep space. Things can also be viewed from any angle, eliminating conventional obstacles, however things underground or inside buildings cannot be seen. The scrying can of course be severed, blocked or traced back to its source using magic. There is a door to the side of the Observatory that leads to the Airship Gantry. At the back wall, opposite the Gantry door is a secret panel that when pressed by an active member opens up a Doorway to the Safe Room. Non-members pressing the panel will have no result.




    Barracks Building East
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    To the east of the Keep, this building holds extra barracks for members. It is constructed somewhat similarly to the Keep itself: the front has a small sitting area and kitchenette, though neither are as large as the Main Room and Kitchen in the Keep; the middle of the building is a long corridor with rooms on either side; and the back is a communal shower room like the one at the back of the Keep. The rooms are identical to the ones in the Keep, except contain real windows instead of magic ones (due to not being inside a friggin' cliff), and are so are slightly better for fresh air purposes (though the Keep is well ventilated anyway) but worse for security purposes, as you have some panes of glass in the middle of your stone wall. A secret panel in the shower room opens up a portal to the Safe Room when pressed by an active member. Non-members pressing the panel will have no effect, though they can still walk through the portal if a member opens it for them.
    • Rooms
      • Room 1 - Adir and Sakura Frescot
      • Room 2 - Shawna von Letters
      • Room 3 - Jasper
      • Room 4 - Vizekasadriz
      • Room 5 - Claude St. Aureon
      • Room 6 - Hildur Lange
      • Room 7 - Matt Vulpan
      • Room 8
      • Room 9
      • Room 10
      • Room 11
      • Room 12
      • Room 13
      • Room 14
      • Room 15
      • Room 16



    Barracks Building West
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    To the west of the Keep, this building holds extra barracks for members. It is constructed somewhat similarly to the Keep itself: the front has a small sitting area and kitchenette, though neither are as large as the Main Room and Kitchen in the Keep; the middle of the building is a long corridor with rooms on either side; and the back is a communal shower room like the one at the back of the Keep. The rooms are identical to the ones in the Keep, except contain real windows instead of magic ones (due to not being inside a friggin' cliff), and are so are slightly better for fresh air purposes (though the Keep is well ventilated anyway) but worse for security purposes, as you have some panes of glass in the middle of your stone wall. Four of the rooms in this building are currently reserved for use by guests to WATCHTOWER. A secret panel in the shower room opens up a portal to the Safe Room when pressed by an active member. Non-members pressing the panel will have no effect, though they can still walk through the portal if a member opens it for them.
    • Rooms
      • Room 1 - KR and Wenomir
      • Room 2 - Darcy Diavolo
      • Room 3 - Valeriya Waskensen
      • Room 4 - Mia Mechanicus
      • Room 5 - Triumphant Rose Guardian
      • Room 6
      • Room 7
      • Room 8
      • Room 9
      • Room 10
      • Room 11
      • Room 12
    • Guest Rooms
      • Room 1
      • Room 2
      • Room 3
      • Room 4


    Lab Tower
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    Set into the cliff on the west side of the base, the Lab Tower contains personalized member labs, for those more tech or magic or SCIENCE(!) inclined members that might want a personal space to work on their pet projects. The Lab Tower has four floors, with the first three floors each having three labs arranged around a central room. Like in the Keep, each lab has two doors for decontamination purposes, if necessary. A secret panel in the central room of each floor opens up a portal to the Safe Room when pressed by an active member. Non-members pressing the panel will have no effect, though they can still walk through the portal if a member opens it for them. Like the labs in the Keep, these labs can only be opened by members, and certain members *cough*KR*cough* may have installed extra security measures. The fourth floor has a walkway to the Airship Gantry.
    • Labs - Players of members who have labs are free to write up descriptions of their labs to be posted here if they are particularly bored, or inexplicably popular and therefore sick of having to describe their lab over and over again.
      • Lab 1 - KR
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        KR's lab is kind of a mess. For all her genius and despite (or perhaps because of) her former existence as a robot, KR is apparently no big believer in a clean workspace. Workbenches are scattered with wiring and machine parts and the innards of half-complete or half-disassembled (it's hard to tell really) weapons and robots. Slightly more complete robots stand deactivated in every corner, and racks of weapons created on a whim and promptly discarded adorn most walls. A row of laptops remains on at all times, in strict defiance of the environmental movement, and a minifridge holds a rather dangerous combination of computer parts, drives, and soft drink cans. To one side, a hovering tray carries several high-tech containers full of some sort of molten metal. Though no heat seems to emanate from the containers, it's probably not suggested that you dip your hand in there just to make sure.
      • Lab 2 - DC
      • Lab 3 - Mia Mechanicus
      • Lab 4
      • Lab 5
      • Lab 6
      • Lab 7
      • Lab 8
      • Lab 9



    Hospital
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    A largeish building near the cliffs on the east side, near the waterfall, and thus mostly sheltered away from the rest of the base, with a nice view of the orchard. The building, though not as large or extensive as a proper civilian hospital, pretty much lives up to its name. The first floor has several rooms fully stocked with surgery equipment, an x-ray room, and several other rooms filled with most of the kinds of things necessary for treating a membership with a distressing habit of getting shot, or stabbed with swords, or smacked with maces, or burned by magical fireballs, or bitten by horrendous demonic monsters, etc. The second floor, accessible by stairs or a lift large enough to carry a bed (as all of them are on wheels), contains several wards for recovering patients. Aside from the PC doctors, the Hospital is staffed by a number of drones, specialized to serve as surgeons, nurses and orderlies, so that patients here are always in good care. A secret panel on each floor opens a portal to the Safe Room when pressed by a member. Non-members pressing the panels will have no effect, but they can still enter portals opened by a member.


    Airship Gantry
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    Jutting out the side of the cliff to the west of the the Keep, near the Lab Tower, and even slightly set into it for protection, is an large gantry, which is accessible from the Observatory and Lab Tower by elevated walkway, or from the ground by lift or (really really tall) spiral staircase. The Airship Gantry acts as an airdock for WATCHTOWER's small (but ever increasing) airfleet. It's pretty awesome. There is room for expansion, and the WATCHTOWER construction golems have built a larger lift as well so that land-based vehicles can be stored up here too.
    • Vehicles
      • A large, heavily armored zeppelin of K-Corp design, captured after a failed attack on WATCHTOWER. It's been decorated psychedelic patterns painted all over the envelope, as well as a pair of angry eyes and mouth. The gondola, while not as eye-blindingly colorful, has a memorial to Butler B. Butler painted on the side. The zeppelin has a rather large cargo hold, as well as a separate bomb-bay, which can drop rather large bombs (though they are currently in rather short supply). It's armed with a rather heavy variety of weapons, including: two disruptor quad-cannons mounted in the aft of the envelope (one ventral, the other dorsal); two heavier disruptor quad-cannons mounted on either side of the gondola and two long-range flamethrowers mounted on the fore. The thing is powered by one of DC's zero-point modules, and can pretty much stay aloft and fire forever, carrying no fuel except for that which goes in the flamethrowers. It has energy shielding, though prolonged use cuts into the ship's energy supply significantly. Currently WATCHTOWER's only functioning aircraft, and is usually used for large scale assaults.
      • A smaller airship stolen from Lethargia, built for transport. It has controls, two seats for the pilot and co-pilot, and cages in the back for prisoners. It's currently in a state of refurbishment, (and has been for several months, due to KR's lack of proper materials). The combustion engines have been replaced by much simpler ones, seemingly powered by magitech, and everything that can possibly be simplified has been. The hull has been reinforced slightly, and is now both fireproof (up to several thousand degrees centigrade) and vacuum proof. The inside has been hollowed out somewhat, regular controls having been replaced, again, by much simpler ones, and benches have been added along the sides, for extra passengers. The center is dominated by some sort of receptacle, for what looks like a large cylindrical device that stretches from floor to ceiling, though the device itself is currently missing.
      • An alien spacecraft, hijacked by DC during an extraterrestrial invasion of Inside. Details in the spoiler:
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        -It's solar-powered and never lands, instead meant to sit in space and recharge. The solar power tech is enough that so long as it's kept charged, it shouldn't run out unless it's being used heavily.
        -Its main weapons are high-efficiency laser cannons (basically, more shots than usual) with a single mass driver mounted somewhere. I imagine the bottom or something like that. He said it was better for ground targets due to being difficult to aim, so I imagine it's on the bottom or something.
        -It has shields, with variable amounts of power able to be diverted to them. They're quite strong at max power, but this takes power from movement and weapons.
        -The main method of boarding it consists of transporter beams (aka cliche 'abduction beams'.)
        -There are, of course, airlocks.
        -There are shuttle ports.
        -The ship's actual frame/armor is pretty tough, though some of the interior is...flimsy at times, or so I saw during the hijacking.

        And of course, the ship has an armory!

        -Many laser rifles (can be dialed down for weak rapid-fire or dialed up for more powerful shots but slow-firing)
        -Power armor designed for aliens
        -Beam focuser modification for lasers (allows greater armor-piercing capability for the lasers weakens them a bit, they have to be dialed up fully to regain normal power)
        -Deployable uni-directional shields (can be fired through from one side but not the other, lasts a minute maximum, can be depleted by enemy fire)
        -Mines, grenades, and directional charges, probably fairly standard explosives or something since they weren't described much. The grenades are supposedly some kind of cross between frag and incendiary.
        -Pickaxe/hammer-like melee weapons that use pistons to deliver a secondary shock to drive the pick in deeper. Designed to pierce armor.

        Much of the armory (including all of the alien power armor) and quite a bit of the interior have been disassembled and/or removed by WATCHTOWER's rather large cohort of mad scientists for study, though some of it's slowly being put back and reassembled. As of the moment, it's non-functional.
      • Several generic cars and motorbikes intended for use by members. They're unarmed and (mostly) unarmored, and though somewhat futuristic looking (running on electricity rather than hydrocarbon fuels), are plainly intended for transport only.


    Defenses
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    The internal defenses of each building include magical forcefields in every doorway that can be activated singularly, or all together in an emergency.

    External defenses include extra strong magical forcefields on the main gate and front doors of each building, a magical forcefield bubble that starts at the walls and encloses the entire base, as well as magical forcefields over the windows. There are also a variety of cunning magical traps buried in the courtyard and the path to WATCHTOWER, that may be deployed for explosive effect.

    Forcefields may remain active for roughly 4 hours before having to recharge (for 24 hours), or until they are beaten down or dispelled. Traps take a roughly 12 hours to recharge. Simply dispelling the forcefield or traps (or indeed, any of the various glyphs in the building) only deactivates them. More powerful spells (like a Mage's Disjunction, for instance) must be used to get rid of them permanently.

    All the defenses are triggered from the Security Room.




    MEMBERSHIP
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    Membership at WATCHTOWER is a two-step system.
    Prospective Watchmen should fill out the below form and submit it to any member.
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    Name:
    Age:
    Sex:
    Species:
    Profession:
    Reason for joining WATCHTOWER:
    Special skills/items you believe will aid/have decided to contribute to WATCHTOWER:
    Other Information:

    Additionally, prospective Watchmen must prove their worth to the organization. The proof is open-ended, and can be decided by any member, (Watchman or higher) with proofs ranging from a simple interview or test of skill, duels in the arena, even to accompanying a member on a WATCHTOWER mission. ((OoC note: Players of prospective members are encouraged to discuss the terms of their test in advance with the player of their 'interviewing' member, in order to find a test suitable to both players. Not everyone wants to run an entire adventure for a new member, but on the other hand, some people might find a simple interview or test too simple for their tastes.))
    Prospective members who have been approved by a member become Watchman Initiates, and gain access to the base's facilities, including member quarters that they can personalize as they wish, as well as full access to the Labs, Safe Room, East Vaults (Armory) and vehicles from the Airship Gantry/Garage, but do not have access to the Security Room or West Vaults without another member present.

    To become a full Watchman, Watchman Initiate must perform in any Watchtower mission, or other 'real life' (ie, non-staged) situation, under the approval of a senior member (Sentry/Beholder rank or higher). This can be any sort of situation that proves the Initiate's ability to handle genuine danger/risk, and can range from fighting full, apocalypse level threats, to things as simple as spying on someone, scouting out a place, negotiating a thingy, or healing a severely injured person. WATCHTOWER doesn't have room for people who are going to crack under pressure, no matter how skilled they might otherwise be.
    Watchmen Initiates who undertook a mission as part of their initial membership trial can forgo this step and become a full Watchman immediately, providing there was a member of appropriate seniority there to witness and approve their membership. Watchmen get the full run of the base, including restricted areas, and can approve new Watchmen Initiates.

    WATCHTOWER is also accepting applications for cleaning, nursing, secretarial, maintenance, security, or other miscellaneous duties, without the full responsibilities of membership. Prospective staff members should apply to, and be interviewed by a senior member for suitability. WATCHTOWER staff members will receive quarters if requested, and will be allowed full run of the base except for the Labs, Vaults, Prisons and Security Room, unless as required and allowed for on account of their job.


    LIST OF MEMBERS
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    Oracle (Commander)



    Sentinel (Sub-Commander)


    Sentry (Lieutenant)


    Beholder (Specialist) Roughly equivalent to Sentry, with added responsibilities.
    • Dominic (Doctor) - billtodamax
    • Darcy Diavolo (Infiltrator) - Happyturtle
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    This OP will be subject to updates, so even though major updates will be posted or generally mentioned in the Nexus OOC thread, it would be advisable that you check back regularly. Also, whenever this thread reaches 50, I'd ask no-one else start the new thread, at least until all the pictures are in, or until I say okay.
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    She’s graduated from child soldier to unstable teen sorceress, way to go.

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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by The Bushranger View Post
    [Courtyard]

    "...no, I need to know who you are and why you are here," Shawna says, deactivating the lightsaberplasma blade, but still looking quite stern.
    I'm just a student, alright? I'm not going to tell anyone about this... this whatever this is, I just want to get back to school. He must have stumbled on some sort of military base or something. They are definitely going to kill him.

    ((Thank you Kris))
    Last edited by billtodamax; 2012-10-10 at 08:47 PM.
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    Default Re: WATCHTOWER 16: Quick and Dirty

    Shawna runs her hand through her multicolored hair and mutters something under her breath about misaimed teleports.

    "Well, welcome to WATCHTOWER, then. What school was it that you were attempting to teleport to when you were misplaced here?" she asks, a bit more friendly in tone now.

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    Default Re: WATCHTOWER 16: Quick and Dirty

    Not, like, to the school, but between different buildings of the school - it's the Phillips' School of Applied, uh, Magic, but I'm also taking a couple of Theoretical classes there because they don't allow you to summon without the background of where you're taking it from, and my major was in summoning but they just introduced that rule recently, so I already had some experience in summoning and uh... I... Please don't kill me.
    Man this guy is easily freaked out. He's clutching the brim of his (quite frankly ridiculous) wizard hat, and is ringing the hell out of it as he rambles.
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    [Courtyard]

    "Worry not, Rincewind the Great Wizzard," Shawna observes with a bit of a smirk on her face. "You are among friends. And we will do our best to get you back where you belong as expeditiously as can be achieved."

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    Great. Good, great. He still seems pretty nervous. It's probably because of the not-lightsabre that was flourished at him. So you know where the school is, right? So, if I could just get a map or something...
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    [Courtyard]

    Shoe dropping in 3, 2, 1....

    "I am afraid I have to say that I have never previously heard of your school," Shawna says apologetically.

    Shoe? More like diamond boots.

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    How can you not have heard of it? It's the biggest university in the country! I- Wait, what country am I in? Oh man I screwed up. No way he could have messed up the teleport that badly, right?
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    [Courtyard]

    "Did your teleport have any sort of octarine effect?" Shawna asks, that being a Thing with BR characters arriving in the Nexus. "You are in the world known as the Nexus, near the community known simply as Town."

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    Courtyard

    What do you mean, Nexus? I haven't... heard of...

    The wizard pales slightly, and goes digging through the pockets of his robe, pulling two spheres that glow blue slightly. He raps them sharply together a couple of times, and they start to heat rapidly before he yelps and drops them, where they sizzle away on the ground.

    I'm not... I'm not in my universe anymore, am I?
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    Courtyard

    "No, you are not," Shawna says apologetically, shaking her head. "You have my condolences."

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    Courtyard

    Is there... like, a place nearby, where I can sleep? Do you... do people sleep here? Parallel universes suck. I think I need to set up a few beacons. He starts rummaging through his pockets again.
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    [Courtyard]

    "Yes, we sleep here, and you may be able to arrange for temporary quarters. However that, and setting up your beacon network, should likely be discussed with those who are in charge here," Shawna points out.

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    Oh, okay, I didn't - cool. Who is in charge? He asks, pulling out a small square paper stencil with a complicated rune ready to be inscribed.

    It's basically cheating at magic.
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    [Courtyard]

    "You should probably speak with KR, although I am not sure if she is available right now," Shawna tells the newcomer.

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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by Mindfreak View Post
    Courtyard -> Katherine's Room
    Kari does, of course, retrieve a key from her bag and unlocks the door.
    Moving to the bed, she reaches underneath and retrieves a bag.
    Opening the closet, she retrieves another bag, one that didn't have gifts in it.

    Katherine's Room


    Mia will try to be close. After all she isn't 100% sure about the granddaugther thing. She looks a bit confused at Kari, as she took another bag

    "Is everything OK?"
    Last edited by Zefir; 2012-10-11 at 06:32 AM.
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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by Gulaghar View Post
    [Forge]

    "No? Suppose someone could be using a similar word, but that seems odd. Dwarves where I'm from are largely known for our work with metals. I grew up in a mining community myself. Worked with my father at the forge in my youth, though I was better suited to fighting than forging. And that's the other thing we're known for, our armies. Or at least we used to be, but that'd take a history lesson to explain."
    "I've heard they wander the hills and mountains, have strange customs and magic, build tall towers and don't like goblins. But I've never met a goblin either," Siemko says. "I've never met a non-human until we came here."
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    [Forge]

    "Tall towers? Hah. That'd be the day. At least my people prefer to live underground. Interesting to hear about, though." Yazon says, looking ponderous for a moment. "I've met a few humans in my lifetime. Usually traders, though never a lot. Goblins on the other hand. Met a lot of them."

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    [Forge]

    "Did you fight them? I've heard goblins and dwarves fight a lot. One of my friends, he has a brother and he once met a one-eyed dwarf who said goblins had taken his eye." Word of mouth is one of the primary ways peasants know anything about the world outside their land.
    Last edited by Morty; 2012-10-11 at 12:05 PM.
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    [Forge]

    Yazon chuckles and nods. "Several times. A few skirmishes, a couple fairly big battles. See, I lived in a small nation on one side of a mountain range, and on the other side there were a number of goblin communities. Eventually we both decided we wanted to expand inward and fighting broke out. Not for at least sixteen years now, though. We eventually made peace, and you can even find the odd group of both goblins and dwarves between us."

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    [Forge]

    "Uncle Wenomir says he fought hobgoblins and halflings when he was still a soldier. They live on the big plains near our land. I've never seen them, though. I was taught not to trust non-humans but here everyone lives with everyone else," Siemko says, clearly intend on getting a few things off his chest.
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    [Forge]

    "Mm, people tend to distrust other people for all kinds of reasons, species being just one of them. Best thing to do is to judge a person on what kind of person they are. Course, it's best to be cautious around strangers in general." Yazon says.

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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by Zefir View Post

    Katherine's Room


    Mia will try to be close. After all she isn't 100% sure about the granddaugther thing. She looks a bit confused at Kari, as she took another bag

    "Is everything OK?"
    Katherine's Room
    Really? Even after she had the key to open the room and knew exactly where the bags were?
    "Yes, everything is okay indeed...now can you bring me to Harnel and Cessie?"
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    Default Re: WATCHTOWER 16: Quick and Dirty

    Katherine's Room

    Under the bed and in the closet. I won't say these aren't places you find a bag. The main problem is still the 40 years thing. It's not like this can't happen in the Nexus, but still people have a normal sense of time.

    "I think that's possible."
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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by Gulaghar View Post
    [Forge]

    "Mm, people tend to distrust other people for all kinds of reasons, species being just one of them. Best thing to do is to judge a person on what kind of person they are. Course, it's best to be cautious around strangers in general." Yazon says.
    "I am careful around strangers. But uncle Wenomir said I can trust the people here. I haven't met many of the fighters here, though. Just my uncle and Master DC."
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    [Forge]

    "Don't worry about that. I haven't met everyone here either. You'll get to know everyone eventually." Yazon assures him.

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    Katherine's Room
    That may be, but she didn't look. She just went straight to the spots where the bags were.

    Honestly, there's not anything that points to the fact that Kari's lying. She does, however, have quite a bit pointing towards the conclusion that she is Katherine's grand-daughter.
    "Then lead the way."
    Last edited by Mindfreak; 2012-10-13 at 09:17 AM.
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    Katherine's Room

    Didn't she say she is her grand daugther? That means 40 years pass by which is something most people won't belive. In fact I was overreacting due to a missunderstanding. Mia will not make a bakground check, but still she will be carefull around her. After all Kathrin wasn't a good friend of her.

    "Follow me." Mia says.

    She will lead her to the Mithar Keep, which as far as I know, is common knowledge of the Watchtower members.
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    Default Re: WATCHTOWER 16: Quick and Dirty

    Quote Originally Posted by Gulaghar View Post
    [Forge]

    "Don't worry about that. I haven't met everyone here either. You'll get to know everyone eventually." Yazon assures him.
    Siemko nods.
    "I hope so, sir. Thank you for the kind words, but I need to go and practice now. It's very important that I do that."
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    Default Re: WATCHTOWER 16: Quick and Dirty

    [Forge]

    Yazon nods. "I bet keep busy as well. I'll talk with you later then."

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