MURDER
Mysterious Unscrupulous Reconnaissance, Dispatching, Espionage, and Ruination
This relatively young organization’s location is unknown by most, but its members know it to be from two to three kilometers underneath the East Side of Riverside. Specifically, underneath a very normal looking bar. However, it’s said if you either order the exactly correct drink, or are already a member, you will be allowed into the base proper. It is carved straight into the bedrock beneath the bar’s foundation.
MURDER is an establishment for the more illicit and/or gruesome actions that people may wish carried out. Supplies are low, but talent is high. Expect precision out of your contract.
Current Contracts
SpoilerRiv: Kill or maim.
Ivaz and Zavi Erizo: Sever the life-bond between them. (taken by Sarah Bloodchanter.)
An unnamed group of thespians: Kill.
Eon: Capture or kill. Leave no witnesses.
Magtok: Poison four of his clones.
Sornolu Xar'Cha: Kill.
T'rissylene B'xarenef: Kill.
Rules of Membership
Spoiler1. There are three steps to becoming a member of MURDER. The first is an interview with the current leader (the Operative.) Second, a test of the potential member’s worth. It’s rather open-ended, but the leader is encouraged to think of an appropriate test. If both are completed to the current leader’s satisfaction, the final step is simply to fill out a membership form.
2. A member may not attack another member for any reason, inside and outside base premises. Doing so is grounds for immediate, permanent, and irreversible dismissal.
3. Intentionally interfering with a contract is grounds for temporary dismissal, or another appropriate punishment.
4. All members of MURDER must contribute to the organization’s assets somehow. Members aren’t expected to go on every contract, but they will not loiter, either. Making weapons, training with other members, making repairs, etc., are all acceptable. (Note: This rule will be more lax in an absence of contracts.)
5. Revealing any information regarding MURDER, its members, or any contracts, to a non-member, is grounds for immediate dismissal.
6. Members are encouraged to work together to complete a contract. Any member who assists another for such a purpose will be rewarded appropriately.
7. Before making an attempt on a contract, a member must present sufficient information on the target, as well as a sufficient plan for the contract, to the current leader.
8. Dismissed members may appeal to have their dismissal reversed (except in violation of Rule #2.) Success requires such a member to get the current leader’s approval, and for them to complete a contract.
Members who voluntarily left may rejoin at any time, with the current leader‘s approval.
Rules of Contracts
Spoiler1. Contracts cannot be made against members of MURDER. That said, you cannot become a member to avoid a contract against you.
2. MURDER reserves the right to reject your contract for any reason. We also reserve the right to not disclose this reason.
3. Contracts are for black ops - capture, theft, interrogation, assassination, and the like. If your contract does not follow this guideline, it will be rejected.
4. Generally, money is not an acceptable payment for a contract (except in very high amounts.) Favors, artifacts, or something of importance to the employer are preferable.
5. Payments must be in advance and in full.
6. Refunds are not given, except upon situations that make the contract impossible to complete.
7. Accepted contracts are active until either completion, or termination by the employer or the current leader.
8. Time limits may not be imposed upon contracts.
9. Making any attempt at espionage will result in the termination of your contract. You will not be informed of this, nor will you be subject to a refund.
Membership Form
SpoilerName:
Age:
Gender:
Species:
Specialization:
Power Source:
Other Important Information:
OOC Notes & Rules
Spoiler1. Don’t destroy the place or cause something similar (such as a permanent time freeze) unless it‘s part of an epic plot, and you‘ve ran it by me. Damaging the place is perfectly fine, but complete destruction tends to take all fun away from the other players.
2. No godmoding/godmodding. We all make mistakes, but repeated offenses fall under the realm of “not cool.”
3. Please try and keep posts over one or two lines of speech. Description is welcome. One-or-two liners that are mostly inconsequential are okay sometimes, just not all the time.
4. If you want random, lulzy stuff, this is absolutely not the place. Take that crap somewhere else. That said, silliness that is in moderation, well-role played, and considerate of other players, is absolutely welcome.
5. Romance/Fanservice is acceptable here, but always remember to curtain when you get past cuddling.
6. MURDER isn’t readily available knowledge. Most people don’t know of its existence, but anyone who has shady connections or questionable morals will know where it is and how to get there. PC’s shouldn’t have trouble getting to the place.
7. Assassinations are tricky, for IC and OoC reasons. If you want another player’s character dead, I will run it by that player via PM. If they’re okay with it, then all is well. If they’re not, then it’s not happening, and please don’t try again.
8. Until further notice, I will be starting all future MURDER threads. So, when we reach that 50-page mark, I ask that nobody start a new thread. However, helping me with a witty subtitle is more than welcome.
The Building
SpoilerThere are several hidden cameras and sound recorders in almost every room of MURDER. Can’t be too careful, after all.
(The Front - Ground level)
SpoilerThe front for MURDER is a bar. Surprisingly, this bar has gotten somewhat popular, though nowhere near Trog’s or BDD levels. The bartender is a MURDER employee, and allows people into the base if they know how to get in. The cellar of the tavern also houses the entrance to MURDER - an elevator, called up by the bartender or from below. This elevator travels down exceedingly fast, and in about a minute, any passengers will find themselves at the first floor.
(First Floor - 2 km underground)Spoiler
Main Room
MURDER’s main room is more of a lobby than anything. It’s the first thing someone will see upon exiting the elevator. It is hexagonal in shape, with a center desk, a few chairs, and no TV. (wot wot?!) There are several sliding doors on each wall, each of them leading to a different room, except the one across from the elevator, which leads to another, similar elevator. That one accesses all the other floors of MURDER.
Briefing Room
This, overall, is about what one might expect from a briefing room. There’s a long, rectangular table, with two dozen comfy chairs laid around it. The center of the table houses a neat and perfectly functional hologram projector, that doubles as a communications device.
The Operative’s Office
Actually the current leader’s office, but as long as the Operative’s leader, it’s his office. There’s a small desk, two chairs, and an empty bookshelf against the back wall. It will presumably contain all of MURDER’s immediate paperwork in the future, but it also hides a secret entrance to the Operative’s personal quarters.
Archives
This room is rather small. It houses four bookshelves, and two computers. This is where all of MURDER’s backlog is stored, including completed contracts, information relevant to said contracts, and all membership forms. It is kept under lock and key at all times.
Quiet Room
Sometimes, a client will want to have a bit of privacy. The Quiet Room is for that. It is completely sealed from the outside, and there is only one surveillance device - a tape recorder. Only two people in MURDER are allowed to access this recorder - the current leader, and whomever is most relevant to the contract (sometimes also the current leader.)
(Second Floor - 2.25 km underground)
Spoiler(Note: From the second floor down, all rooms and such are connected by hallways, rather than a central room.)
Kitchen
This professional-grade kitchen doubles as a dining room. There’s food, and it varies in tastiness. There are also several tables where people can sit and eat said food, in an area separated from the actual kitchen by a half-wall.
Barracks
As of now, there are thirty rooms in the Barracks, although there seems to be plenty of space to expand and build more rooms in. The rooms are arranged in three rows of ten, with five on each side. Each room is spacious, but clearly built for one person. There’s a bed, a desk, a dresser, and a bathroom with a toilet and sink. Members are allowed to refurbish their room as they desire. Each room’s doors are fitted with a keypad lock. Members are allowed to change the codes for that lock, but must tell the current leader that code.
Recreational Area
First and foremost: This is where the TV is. And it’s a pretty nice TV, too. Other than that, though, this rather spacious room contains several tables that might be used for cards or other such games, a few dartboards, a pool/billiards table, and numerous other items that other people can think of. There’s even a mini-bar! (Empty, right now.) Seems the Operative knew the importance of relaxation when he had the place built.
Showers
Public, and coed. There are cubicles, though, and curtains can be drawn across them by more shy members.
(Third Floor - 2.5 km underground)
SpoilerArmory
Now with a number of energy-based weapons and a few sets of armor, as well as three conventional firearms and a selection of melee weapons. Members are encouraged to donate any non-personal weapons they either find or buy to the Armory.
Lab
For those members who like a scientific touch to their modus operandi. The lab is available to anyone who wishes to use it. The two main parts are a section for anything tech-related, and a chemist’s counter, mostly for making poisons.
Infirmary
Sometimes, people get injured. When this happens, they're taken to the infirmary. It’s fairly state-of-the-art, with a healthy stock of medical equipment, anti-toxins, and the like.
Training Room
Where members go to train, oddly enough. There are training dummies (most notably, a few Myrs, courtesy of Fade,) a firing range, and an obstacle course. A common method to test potential members is the assault course, a combination of a range and obstacle course.
(Fourth Floor - 2.75 km underground)
SpoilerGarage
As of now, there are no vehicles in the garage. Members are encouraged to contribute to this. There is a tunnel that leads to the surface, large enough for any conventional vehicle.
Vaults
Storage for payments and collateral. Access is restricted to the current leader, and any who accompany them.
Security Cells
Occasionally, someone is about to be subject to MURDER’s particular brand of interrogation. These people are taken to a Security Cell. They are 15’ square, and contain a single gurney, which a prisoner is usually strapped to. The back wall has all manner of torture instruments attached to it, in a number and variety that would make Jigsaw cry. There are no surveillance devices in these cells, and people on the outside cannot look inside.
Tunnels
There is a network of tunnels branching from the Fourth Floor to the surface, mostly as an emergency exit. Members are issued with a map of the tunnels. They are encouraged to use it, as the tunnels are constructed as a maze, to detract pursuers or infiltrators. If one gets lost in the tunnels, survival will be rather difficult.
Defenses
Spoiler-There are a few “wrong” drinks to order at the Front. Ordering any one of these will get you into the back of the front, but not into MURDER proper. Instead, you will be interrogated and likely killed. These drinks include the “Lament of Death,” the “House Brew,” and a Black Shadow.
-All entrances, which consist of the Front and all of the escape tunnels, can be sealed at a moment’s notice. The Front’s entrance will just look like a basement wall, and the tunnel entrances will look like the end of a cave.
- The second elevator is only operable by registered members and staff. If someone else tries to use it, the elevator is flooded with mustard gas, then fire.
-The entire base is under constant video and audio surveillance.
-Thanks to Teq's psionic dampener, all psions will find their powers either cancelled entirely, or severely impaired. This is particularly evident in attempts to read minds.
-Because of Fade's "Story Circle," teleportation in and out of the facility is impossible.
Current Assets
SpoilerMembers
SpoilerThe Operative (Founder & current leader) - Rotting Baron
Jane Doe (second-in-command) - Rotting Baron
Jasper Thorn (Investor) - ThirdEmporer
Peter Owersen Warsh - The Alexandrian
Fade - Zefir
Turiel Eseina - bladescape
Teq Vraal - Murkus
Kal'selthezaar - Kid Kris
Lars Malbren - ThirdEmporer
What Pumpkin - Lord Magtok
Sarah Bloodchanter - BladeofOblivion
Rael Kairos - C'nor
Employees
SpoilerJohn Doe
John’s the bartender of MURDER’s front. He’s an NPC, playable by anyone. His loyalty to MURDER is unwavering, though, and he never leaves the base. He’s a burly, muscular man, practically covered in tattoos from the neck down.
Weapons
SpoilerFirearms
-1 CheyTac Intervention
-1 HK G36K
-1 HK MP7
-5 AK-47s
-3 HK416s
-1 M249
-3 Robinson Arnament XCRs
-1 Vepr
-2 Minebea PM-9s
-1 XM8 Rifle
-2 Mark 14 Enhanced Battle Rifles
-3 FN P90s
-Additional generic weapons to be added later.
Other
-Several energy-based weapons
Completed Contracts
Payments
All payments are stored in the Vaults.
Spoiler-Two pieces of paper. Burning one will summon a demon to give a free Abyssal Pact (no pledging of your soul.) Stored in a Vault, awaiting completion of a contract.
-A stache of concentrated Time, which makes objects immortal and paralyzes people.
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