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    Ogre in the Playground
     
    Ashen Lilies's Avatar

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    Default [NEXUS] WATCHTOWER 12: Maturity Optional


    Jutting out of the side of Overlook Waterfall like some sort of weird cathedral that got turned on it's side and converted into a fortress, is the WATCHTOWER.
    Who built it? Unknown (A sect of mages known as the Dillinites). What purpose does it serve? Unknown (Dillinite Forward Command Base). How do people even know about these things? A sort of sixth sense, really, which tells everybody in Acronymia when a new thread is created (Unknown).


    Previously abandoned, the WATCHTOWER has now been refurbished, thanks to the constant attentions of the members. However, due to recent events it still bears several craters and battle damaged bits and the like.

    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.





    THE BUILDING
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    Ground Level/First Floor
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    • Courtyard - A courtyard, surrounded by high stone walls. Bare, and pretty much uncultivated, the courtyard is filled with grass, wild flowers and bomb craters. A gravel path leads from the main gates to the main entrance. Off to one side is a well and an small, overgrown apple orchard, dotted with small obelisks carved with faded runes that once, and now once more, having been reactivated by Sakura, fueled powerful spells of growth and plenty. Off to the other is what might have once been a vegetable garden, and a large animal pen, which is now an ad hoc stable building for the rare occasion people bring horses or other animal mounts to the WATCHTOWER. Near the building, against the cliffs, construction golems have built a wide lift, large enough to accommodate several vehicles, up to the Airship Gantry.
    • Main Room - A sort of wide, square lounge area. There are several low tables and comfy chairs. To one side is a 'fireplace' which is really just a stone recess occupied by the illusion of a fire, and several heating glyphs (restored by KR). 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. Near the fireplace 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.
    • 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 kitchen. It contains modern kitchen equipment. It's also square. Has a door leading to the stairway. Has never been visited. Ever. For shame, people. This room claimed in the name of Butler!
    • 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.
    • 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). One of the rooms has become a miniature shrine to the Demon Dalachrech, Lord of Invertebrates. 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.
    • Showers - A shower room accessible at the end of each barracks corridor.
      ...
      Wait wait wait, public showers? How barbaric! Public MIXED-SEX Showers? How... Yeah, it's 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, Offices, 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 Doorway to the Safe Room. Non-members pressing the panel will have no result.
    • Offices - A sparse room that doesn't see much use. The office contains a back-up mainframe, as well as filing cabinets where hard copies of important information (and member forms) are stored. The offices also provide storage space for the dozen or so Construction Golems that were left behind.
    • 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 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. The four labs vary wildly in appearance, due to the differing styles of the resident MAD SCIENTISTS (and mages). Each one, however, contains magical interface panels linked to computers, which can be used to control laboratory functions.




    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, Arena 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 can only be accessed from the computers in this room. Internal defenses 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 doors, 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. 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.
    • Arena - A large, squarish (and yet also roundish) Arena. It's been somewhat refurbished as a training room/gymnasium, with some training equipment, a few dummies and bags and a weapon's rack.
    • Prison Cells - A 'C' shaped corridor that surrounds the Arena. The prison cells are actually along the inside of the C, allowing them to open up directly into the Arena. Something that the Dillinites used regularly, to much enjoyment. The cells are sparse, three walled affairs containing a chamberpot and a mattress. The rear wall is hinged, to open into the Arena. The front of the cells is 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 secret Doorway in the Main Room, Library, Security Room or Observatory. The Doorway 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. 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 at the front half by a tremendous glass dome, which serves as the focus for the powerful scrying spell etched all around. 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.
    • Airship Gantry - Jutting out the side of the cliff, and even slightly set into it for protection, is an large gantry, accessible from the Observatory, which 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 large lift so that land-based vehicles and mounts can be stored up here as well.
      ::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:
        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.




    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 quarters, 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.


    FREQUENTLY ASKED QUESTIONS - Submit a Question today!
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    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.



    LIST OF MEMBERS
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    Oracle (Commander)
    • DC - Darkcomet
    • KR - Kid Kris
    • Wenomir (in denial) - Morty


    Sentinel (Sub-Commander)
    • Cessie Mithar - Shadowcaller
    • Harnel - Harnel
    • Ilpholin Xar'Cha - Reinholdt


    Sentry (Lieutenant)
    • Jeremy - Wolfbane
    • Shawna von Letters - The Bushranger
    • Catherine - horngeek


    Beholder (Specialist) Roughly equivalent to Sentry, with added responsibilities.
    • Dominic (Doctor) - billtodamax
    • Darcy Diavolo (Infiltrator) - Happyturtle
    • Terrowin (Cleric) - Earl of Purple


    Watchman (Member)
    • Decker - Happyturtle
    • Spyridon - FireFox
    • Adir Frescot - Murkus
    • Sakura - Gulaghar
    • Sarget - Gulaghar
    • Valeriya Waskensen - Murkus
    • Boris Krestyanov - Rotting Baron
    • Jasper - ThirdEmperor
    • Tic - Gulaghar
    • Tac - Gulaghar
    • Toe - Gulaghar
    • Mia Mechanicus - Zefir
    • Jakob - BladeofObliviom
    • Vizekasadriz - Shadowcaller
    • Mr. Sirtch - Lord Magtok


    Watchman Initiate (Recruit)
    • Kathrine Wyrmhunter - Mindfreak586
    • Harin Grael - C'nor
    • Wolfgang Hirsch - Rotting Baron
    • Nathaniel Hutchinson - billtodamax


    Staff (Restricted Access)
    • Butler B. Butler (Janitor/Butler) - Reinholdt



    ARCHIVED THREADS


    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.
    Last edited by Ashen Lilies; 2011-10-01 at 02:44 AM.
    Quote Originally Posted by Lord Magtok
    She’s graduated from child soldier to unstable teen sorceress, way to go.

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    Jakob's hanging around somewhere. Probably doing some kind of magical experimentation. Or sleeping. He does that a lot...
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    Hot Mech-on-Mech Action: A Campaign Journal

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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    Wolfgang can be found in his lab. He seems to be working on something that resembles a pistol. A small lump of a glowing orange metal sits near the German, who is now wearing safety goggles in stead of his usual glasses.
    King Dedede avatar by Recaiden


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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    Quote Originally Posted by Gulaghar View Post
    [Kitchen]

    Yay for not freaking out! She found it rather weird that anybody would freak out about it to begin with, so this is good.

    "Yeah, it's been quite a while now. I'm only just starting to get big now though." Sakura really seems quite excited. Best to cut her off before she starts gushing. =X
    Repost for new thread.

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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    Mia will enter here . She is searching around again. After all she doesn't know all places here and will just enter. Followed by MDM as usual.

    "Oh! Hello there."
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    "Ach!" Wolfgang yelps and turns around quickly, going from suprised to surly. "Don't sneak up on me like that! What do you need?"
    Last edited by Devixer; 2011-08-19 at 12:49 AM.
    King Dedede avatar by Recaiden


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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    Mia sets a smile on her face.

    "I didn't sneak up. The door wasn't even closed. And I'm just going to know WATCHTOWER a bit better."

    After all are there things Wolfgang is working on?
    Grammer is my declared deadly enemy!
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    Let's PLay's in German Take a Look at Bravely Default.

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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    There's a pistol frame on the counter Wolfgang was standing at, and a piece of orange, glowing metal next to it.

    Mia gets a somewhat exasperated look in return. "Whatever you say, Miss..."
    King Dedede avatar by Recaiden


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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    "Mia, Mia Mechanicus. And this behind me is MDM."

    She points at the 6 feet high robot, which seems to come from a steam punk univers, but a keen eye may say that the way he is moving and acting is more related to a much later century.
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    "Mechanicus... appropriate. Anyway, it is a pleasure to meet you and your sentry. I am Wolfgang Hirsch." He nods his head in a greeting fashion. "Was there something you needed from the lab?"
    Last edited by Devixer; 2011-08-19 at 01:30 AM.
    King Dedede avatar by Recaiden


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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [LAbs]


    "Yes. I searche around for a place to construct and most likly a few more fitting weapons and gadgets for him."

    She points at MDM.

    "It seems that his current equipment isn't fitting Nexus terms."
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    "Hmm..." Wolfgang looks at MDM for a few moments. Well, he could spare some of his Elerium. He really didn't need all of it. "Do you mind if I took a look at it? Perhaps I can provide assistance."
    King Dedede avatar by Recaiden


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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Labs]

    "No I don't mind. Just be carefull, he is a bit sensitive about some parts."

    MDM will go on his knees for now. There seems to be no position where he can open the hull expext the one between his head and the right shoulder.
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Here and There]

    Wenomir continues looking for Harnel. He's carrying a rolled-up paper with him.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Harnel is currently in the arena, doing some training for combat with his claws. each of his strikes is powerful, as is his wont to do, and the dummy before him is torn up in short order. His hammer is sitting by the far wall, as is his staff, and he's currently shirtless. oddly, he doesn't seem to have worked up a sweat - probably because Harnel doesn't sweat. His scars aren't really easy to see, put they're present under his scales. wherever his scales have been broken and come off, they've grown back a couple shades lighter, the scales just a bit smaller, so one could only truly notice them if they were looking for them.

    Harnel won't notice Wenomir if he comes up here
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Wenomir does get there eventually in his search. He approaches Harnel slowly but loudly, so as to make his presence clear. He knows better than to suddenly interrupt someone's training.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Once Harnel realizes that Wenomir is here, he'll relax out of his battle stance. a bit of smoke trails out of his mouth as he says, "Hey Wenomir. You looking for someone?"
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    You, actually. I lost my sword destroying a statue of an eldrith old one or whatever it was, so I need a new one. And since I saw you work with metal... He waves the rolled-up paper he's carrying.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Harnel nods, looking at what he's got in his hand, "What's with the paper? Ideas for the new sword?"
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Yes, actually. It's a description of a sword I think would suit me. He unrolls the paper, which contains a picture and lots of words, numbers and graphs.
    Last edited by Morty; 2011-08-19 at 07:35 AM.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Harnel will move to take the paper and look at it for a moment, before saying to wenomir, "I can do that. It'll take a few days though. Wasn't your last sword enchanted though? You'll have to find someone else for that. I don't know any magic."
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    The paper reveals that the sword is made from an high-quality steel alloy mixed with graphit and borax, using modern smithing techniques. That is, modern for the world it came from. No doubt the labs in WATCHTOWER contain adequate tools. The runes along the blade appear to give the blade anti-magic purposes - overcoming spells and supernatural resistance.
    It was. But I think I'll be fine without an unenchanted sword this time. This paper says the rules have anti-magic purposes, too.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Harnel nods, then will go over to his pile of stuff against the wall, saying, "In that case, do you mind if I add a pair of runes to the blade?" He pulls his silver glove out of the pile and tosses it to wenomir. on the palm is the Elder Sign, and on the back is the Eye of Derleth, "They're runes for going up against old ones like Zee's family and their spawn. The one on the palm is defensive, while the one of the back is offensive. Adding those to the runes should make the sword fairly effective against that sort of monster."
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    If you think you can fit them there, sure. Apparently, the existing runes need to have a quite specific size and proportions to work. And I can help you out in making of the sword, if you need it. I'm not a smith, but I have been around weapons most of my life. And it's kind of appropriate since it's going to be my sword. There's a hopeful tone in Wenomir's voice.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    "True." he says, still looking rather contemplative, "If you want, we can make it out of a different material. I'm something of a collector of rare metals, so I have lots of it to spare."
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    [Arena]

    Wenomir shakes his head. Thanks, but no. I'd rather it was made of steel.
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Kitchen]

    Harin decides that it's easiest to just get a glass of water, and does so. Though if he can find one, a pitcher would probably be better.

    "So, I've never seen anyone with hair like that before. What are you?"

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    [Arena]

    Harnel shrugs, "Alright, fair enough. I won't try to force anything on you there. If you can get me the materials, then I'd be happy to make it for you right away." he hands the paper back. "I collect rare metals - I don't actually have any steel."
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    Default Re: [NEXUS] WATCHTOWER 12: Maturity Optional

    [Arena]

    Normal steel is easy to get. Magnetic steel which this sword requires may be trickier, but still not that much of a problem. I'll look around.
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    [Arena]

    "Come get me when you've got it, and I'll set to work. Anything else you need?"
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