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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 15: New and Improved!


    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.



    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
        • 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 - Yazon Skala
        • 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 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.




    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
      • 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.


    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)



    Sentinel (Sub-Commander)


    Sentry (Lieutenant)


    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
    • Valeriya Waskensen - Murkus
    • Jasper - ThirdEmperor
    • Tic - Gulaghar
    • Tac - Gulaghar
    • Toe - Gulaghar
    • Mia Mechanicus - Zefir
    • Jakob - BladeofObliviom
    • Vizekasadriz - Shadowcaller
    • Mr. Sirtch - Lord Magtok


    Watchman Initiate (Recruit)


    Staff



    Other Residents
    • Butler B. Butler (Janitor/Butler) - Reinholdt
    • Sakura (Wife of Adir Frescot) - Gulaghar
    • Sarget (Treant of Sakura) - Gulaghar
    • Matt Vulpan (HALO Liason) - FireFox



    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; 2012-09-29 at 02:15 PM.
    Quote Originally Posted by Lord Magtok
    She’s graduated from child soldier to unstable teen sorceress, way to go.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Quote Originally Posted by Kid Kris View Post
    Well damn. And here I hoped he'd start channeling saidin. That would have been hilarious.
    ((Wenomir using magic? The universe would implode.))

    Quote Originally Posted by Harnel View Post
    [Training Grounds]

    Harnel opens his eyes and frowns, "I don't know if I'd call this shutting down. More like clearing - the direction this exercise is supposed to take is to clear your mind so you can focus on what you're doing and consider the different ways it could change. The Diamond Mind is clarity of purpose and the ability to focus - a flame is just what I use to represent clearing my head."
    Quote Originally Posted by Wolfbane View Post
    Training Grounds

    "With respect sir, but imagine looking through countless eyes and hearing through as many ears while doing thousands of tasks at once. I am all focus and have none at the same time. I know precisely what each part of me is doing, but I'll never be able to clear my "head" so to speak."
    Pat explains.
    Wenomir opens his eyes.
    I think I understand what she means, Harnel. I guess singular focus and a hive mind just don't mix, he says. I'm good at my own methods of focusing my mind because of how straightforward I am.
    Last edited by Morty; 2012-05-14 at 09:36 AM.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Quote Originally Posted by Zefir View Post
    Front Door

    Mia takes a look over it.

    "Well that's not much you offer."

    After all he don't have to sign up on it.^^

    "As far as I know there aren't many big adventures going on and Watchtower is meant to stop apocalypse."

    Grantz got ignored by her since there isn't much to tell him.
    ((So you read the OP and I would like to hear what kind of test you would prefer for her))
    "I guarantee I kin outshoot anyone in 'ere," Cornelia promises proudly, narrowing her gaze at Mia. That sounded like a challenge to her. "And that souns' like an adventure to me, missy. 'Sides, do you have yer own gunsmith?"

    ((A test of bravery or skill would seem most appropriate. Skill is open ended - her skill as a smith, skill as a shootist, etc.))
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    Quote Originally Posted by Murkus View Post
    "I guarantee I kin outshoot anyone in 'ere," Cornelia promises proudly, narrowing her gaze at Mia. That sounded like a challenge to her. "And that souns' like an adventure to me, missy. 'Sides, do you have yer own gunsmith?"

    ((A test of bravery or skill would seem most appropriate. Skill is open ended - her skill as a smith, skill as a shootist, etc.))
    "Challenge Accepted!" >:3
    ...
    Sadly that doesn't happen as KR is currently dealing with a halfling doctor.

    Quote Originally Posted by Frozen Messiah View Post
    [Main Room]

    "Very true, Miss KR, you have no knowledge of my skills." Claude says with a small smile due to the mere chance of being able to work. "If the doctor is around then you can merely show me to his office." Claude says with a small little nod, "you can also probably leave me there to speak to him or her, you seem to not have a great fondness for doctors."
    [Main Room -> Infirmary]

    ...
    "This way."
    KR will attempt to lead him upstairs to the Infirmary, hoping that Dominic is currently willing to undeadtime, but also hoping that Dominic is not.
    Quote Originally Posted by Lord Magtok
    She’s graduated from child soldier to unstable teen sorceress, way to go.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Front Door

    In memory of KR MDM Let's out a steam cloud watching at Cornelia. Mia turns around a bit confused.

    "Challenged accepted?"

    For a moment it seems that MDM declares things to Mia who just nods several times. She then heads back to Cornelia.

    "We don't have a gunsmith here, since near no one here uses guns. Also we have a few scientist who work on experimental weapons. Me and MDM have just thought of a test for you."

    Then she looks at Garret.

    "Please clear your business with him , since I can't allow him to enter."
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Front Door]

    It was plainly obvious that Cornelia would be busy. Grantz leaves the place called watchtower somehow feeling that he'll be back later....... much later.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Front Door

    I'm sure Cornelia and KR will find some time to see who's better.

    Also, on the matter of how many people wield guns, I know at least five or six that do use such things. Even Harnel's picked up a firearm once or twice.

    "Well then yer all about t' start. Gimme yer best shot," Cornelia says, quite prepared to prove herself and then rub it in Mia's face. She glances over her shoulder to watch Grantz depart, presuming he'll be back a bit later.
    Last edited by Murkus; 2012-05-15 at 01:28 AM.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Front Door -> Training ground

    Well Mia will lead her to the training ground since Cornelia don't needs to deal with Grantz.

    Assuming there are several target to test her aiming. MDM in that time changes his arms which will then appear as two big guns.

    "Let's first go over some warm up."

    There are three targets in several ranges. let's see how good she is.
    MDM is calculating his aiming and shoots three short shots hitting the mid point.^^
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    Training Ground

    Cornelia is led to the new building, quite impressed by the additions that have been made. There definitely wasn't anything like this while she was here.

    "Warm up?" The gunsmith grins at the turn of phrase, reaching into her pack and drawing a long, beautiful lever-action rifle with a blue-steel barrel. She props it against her shoulder and draws a bead on her own target. "If you say so."

    Her primitive weapon suddenly belches smoke, a split second before the first target's head explodes in a ball of blue fire. Alchemical cartridges hurt. She'll treat the other two targets much the same, and it's hard to tell just how exact her shooting is, given that there's not much left of any target to identify. That might be seen as cheating.

    But considering the size of MDM's arms, large damage is going to be the standard here.
    Last edited by Murkus; 2012-05-15 at 02:03 AM.
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    [Training Grounds]

    Yeah the 'no one uses guns' thing is pretty much... blatantly wrong. Also I suppose KR and DC count as 'gunsmiths' though most of their projects are slightly more... high tech, but KR does make some old fashioned chemically-propelled-bits-of-metal firearms as well. Hell, looking at her current weapon list, most of her preferred weapons are projectile weapons, not energy weapons, or only have an energy weapon attached as a backup.
    ...
    ...
    ...
    Mia and Cornelia may notice a small white cat with a black collar watching them. Yeah. Creepy.
    Quote Originally Posted by Lord Magtok
    She’s graduated from child soldier to unstable teen sorceress, way to go.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Training Grounds]

    To be true Mia only knows a bunch of people, Darcy, DC, Harnel, Wenomir, Cessie, Sakura and Adir. Non of them used a gun ever when she was near them. So no point there. And actually I think Wolfgang and Mia herself make guns as well. I just don't count it as gunsmith more as experimental weapon research.

    Mia concentrates to create new targets, A man with a hostage in front, a tank and something very tiny far away. There is one set for MDM and Cornelia. MDM changes one of his arms into a laser gun fireing it at the tank. With a small explosion the tank is gone.
    The other one get shot by his other arm, head shot to the villian without hitting the hostage and the small target is split in mid. (Aiming to such targets is easy for a machine while they have much harder times hitting a moving target.^^)
    Grammer is my declared deadly enemy!
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Training Grounds]

    Cornelia looks at the tank with a perplexed, mocking expression. "How'm I s'posed to miss that?" She lifts her gun and shoots it casually, doing much the same to that villain with the hostage.

    However, that hostage is gonna get a little singed. Oh well, small price to pay and all that flim-flam.

    That last target gives Nelia some trouble, though. MDM is flawlessly steady with his aim, while Cornelia can only shoot so far without a more precise medium for aiming. She hits it, but it's low and to the right. The target, were it a man, would likely survive. Cornelia curses beneath her breath, several decidedly forum-unfriendly things.

    It's just then that she notices a cat watching them, and more out of annoyance than anything, she says, "What're you lookin' at?" She does not, in fact, expect a response.
    Last edited by Murkus; 2012-05-15 at 12:45 PM.
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    Woods just outside Watchtower

    After letting Riss lead her through the Magcave, Misha has ended up back here to forest she first appeared onscreen in. She's been leading with no real direction, just wandering around and enjoying nature with Riss for the time being.

    "So do you like things more outside, or inside?" Cessie, were she around to see it, would be very impressed to see that Misha has acquired a sloppily folded toga to cover herself with, even though she's been picking at it for the past little while. Clothing continues to make her uncomfortable it seems, but she's doing this as a favor to Riss.

    ((Semi closed interaction here, no need to plotclone a Watch member, this has been pre-arranged with Harnel and Terumitsu.))
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    Quote Originally Posted by Morty View Post
    Wenomir opens his eyes.
    I think I understand what she means, Harnel. I guess singular focus and a hive mind just don't mix, he says. I'm good at my own methods of focusing my mind because of how straightforward I am.
    [Training Grounds]

    Harnel scratches the back of his head, "Well... I'm sorry then, I guess I can't teach that to you." Harnel seems upset somewhat. it's mostly with himself for not being able to teach someone something so useful, but there it was, "I guess you'll just have to do without. Can i ask you to show us a bit of how much fighting you can manage now?" Harnel will stand up and offer a hand to both Wenomir and Pat so he can help them stand.
    Quote Originally Posted by Slii Arhem View Post
    Woods just outside Watchtower

    After letting Riss lead her through the Magcave, Misha has ended up back here to forest she first appeared onscreen in. She's been leading with no real direction, just wandering around and enjoying nature with Riss for the time being.

    "So do you like things more outside, or inside?" Cessie, were she around to see it, would be very impressed to see that Misha has acquired a sloppily folded toga to cover herself with, even though she's been picking at it for the past little while. Clothing continues to make her uncomfortable it seems, but she's doing this as a favor to Riss.

    ((Semi closed interaction here, no need to plotclone a Watch member, this has been pre-arranged with Harnel and Terumitsu.))
    [Woods Outside Watch]

    There's a little girl playing here, building things that... look like guns made out of plants? She's very obviously using magic a bit to make these shapes, and then is running around with the finished product. She already has a wooden sword and a grass pistol, and she seems to be starting on something made out of flowers. She herself looks like an apple tree in terms of her skin and hair.

    Well, isn't this odd.
    Last edited by Halae; 2012-05-15 at 07:37 PM.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Quote Originally Posted by Harnel View Post
    [Woods Outside Watch]

    There's a little girl playing here, building things that... look like guns made out of plants? She's very obviously using magic a bit to make these shapes, and then is running around with the finished product. She already has a wooden sword and a grass pistol, and she seems to be starting on something made out of flowers. She herself looks like an apple tree in terms of her skin and hair.

    Well, isn't this odd.
    Quote Originally Posted by Terumitsu
    [Woods Outside Watchtower]

    That's an... Interesting question. "Well, I'd have to go with inside with the given that there would be some sturdy walls up around me." the muse said after a moment's thought. But rather than leaving the question there, she pondered Misha's exact words and said: "Wait.. Were you talking about inside and outside as locations or environments? Because I'd have to change that based upon how you meant that exactly. While I have a preference bias toward being inside, I like the varied environment outside more provided safe passage, really. Especially here... Well, not right here but the general area of here with all the green, I mean. If that was what you were talking about, then outside..." Riss seemed satisfied with this answer for a moment but rather than leave the question alone, she slowed her pace as she rested her chin in a hand and began to think aloud. "Though, since these plants and things are biological, it would be theoretically possible to construct an artificial environment inside a room suited to it's needs and thus negate the need to go outside in the first place.. So maybe inside is the superior in this case given that it allows more control and safety over all... However, outside's lack of such standards allows for a greater range of permutations and given that observation is how one gains access to the governing laws of the universe.."

    Trailing off into what would probably sound like nonsensical mumbling to Misha, Riss simply continued on until: "...but even with the value of extrapolation, external evidence is needed to verify the accuracy of projected data. Thus introspection is not a replacement for observation as the external happens regardless of the internal. For example, a wholly internal entity would be unable to view that which was not itself. Like that girl over there with the... Wait. Misha? Does that person have a firearm constructed from vegetable matter?" the muse asked, shaken out of what had been shaping up to be an even longer self-debate.
    Woods Outside Watch

    Misha tries following the flow of conversation as some of the terms Riss uses fly right over her head. Then again, they seem to mean the same things as the shorter words she'd use, so she's able to puzzle out a response.

    "I meant aesthetically, I guess. You know, which do you prefer to look at? I didn't know you could grow all this inside, but if you could I'd probably rather live inside too. Things outside are nicer- huh? Oh, I guess. Maybe it's just shaped like one? She's pretty feyish, so she's probably just shaping plants like I do water." A logical conclusion! Now what to follow it up with...

    "Let's go say hi! Maybe she's lonely." Rampant impulsive actions! Misha will begin walking in the little girl's direction without waiting for confirmation from Riss.
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    [Woods Outside Watch]

    As the pair approaches, the little girl sees them and abandons her project, a smile lighting up her face. She quickly puts the sword into a makeshift rope belt she has tied around the waist of her dress and rushes over to them.

    she'll try to take one of their hands each and say, "New people! I don't meet new people very often! What are your names?"
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    Quote Originally Posted by Harnel View Post
    [Woods Outside Watch]

    As the pair approaches, the little girl sees them and abandons her project, a smile lighting up her face. She quickly puts the sword into a makeshift rope belt she has tied around the waist of her dress and rushes over to them.

    she'll try to take one of their hands each and say, "New people! I don't meet new people very often! What are your names?"

    Quote Originally Posted by Terumitsu
    [Woods Outside Watchtower]

    ”How can you tell she’s-” Riss tried to ask but Misha was already well on her way. Okay... Talking with two people at once... This will be a challenge. I mean, sure, one of them is Misha and she waits for me to finish spitting it all out but that means I’ll just drag everyone down as they wait on me... I just hope she doesn’t ask too many questions. Or at least ask me too many. Listening is fine, I can do that. But... Oh crap she’s already gone on ahead. Speed up a bit! While it was not entirely unintentional, Riss would end up standing slightly behind Misha as if she were a shield of some sort, occasionally shifting her weight to creep just a little more out of sight.

    The muse’s hands would quickly migrate behind her back as she was reached out to. If still sought after, however, Riss wouldn’t hesitate to start backpedaling. Names, though, would be another matter as she couldn’t exactly expect to go completely silent and have it not be questioned. At least, not after she had been spotted speaking so animatedly. Okay.. Just gonna stay quiet here and hope she doesn’t get any clos- Wait, what if she sees this as me just being stuck up? Why do people have to act so friendly all the time, anyway? But I don’t want her to think that yet I don’t want to just make myself look stupid for no reason either. Um.. Names come first, though. I’ll... I’ll just wait for Misha to speak before me. So, unless the neriad had other plans, Riss would introduce herself by a quietly mumbled ”Riss.” as she maintained her eyes on a spot about a foot over the (presumably) fey girl’s head. Though... How exactly does she bend rigid matter like that anyway? At least, it looks rigid.. Perhaps there are properties that I’m unaware of that allows this?
    Woods Outside Watch

    Misha lets Riss hide behind her, unintentionally or not. She's understanding of Riss' problems with people, even though she's only becoming cognizant of them again now. It's kind of odd hearing her stutter again after all that time with her speaking so verbosely.

    Still, there's a little fey girl to greet and entertain, so Misha grabs hold of the extended hand in greeting, "Right, I'm Misha and this is Riss. We were just out walking, and I guess I lead us back to here because my pool isn't too far away, and we were kind of just wandering aimlessly."

    Misha takes the opportunity to give the little girl a closer look, "If you don't mind me asking, what kind of dryad are you? Oh! And your name, if you have one." Misha didn't have one normally after all, but the little girl might.
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    [Woods Outside Watch]

    The girl doesn't seem particularly disturbed by Riss not wanting to take part in the conversation, because Misha is definitely making up for that herself, "I'm Terrie! My tree is an apple tree! I'm a little far away from it right now, but I should have about an hour left before I start getting sick from being too far away."

    Terrie thinks for a moment, "Do you two want some apples? I can make really good apple pie."
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    [Woods Outside Watchtower]

    "...Ah, 'Your tree?' And being away from it? What does that mean? "What do you mean, si-" Riss' question was cut short the moment Terrie mentioned apples. ...You know, this might be the first time I've ever felt grateful for not being able to speak well with people because I don't think I could have stopped myself from saying 'Yes' there. Though.. What's this 'pie' thing? Well, obviously it's something involving apples but... At times, I really wish there were more nouns that could be figured out based upon their root words... Or, wait.. That normally is the case so that means this is probably a root word or something similar... Assuming it is in the same language at least. But if it is, then that implies it is in common circulation which means I have no idea what something everyone else knows is...

    And I'm not sure if I should say yes simply based upon the principle that it apparently has apples in it... It's tempting, though. Surely they wouldn't just use the word to mislea-No they wouldn't as, again, this is something everyone apparently is familiar enough with.
    "Um.. Just apples?" the muse asked, her tone indicating a request rather than the inclination that she thought that Terrie had only apples. Though, she wouldn't mind at all if this was true.

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    Woods Outside Watch

    "Oh right." Misha puts a thumb to her lip and ponders the best way to fill Riss in.

    "Fey are mostly nature spirits, and dryads like Terrie are born from trees, which they generally have to stay near all the time or they get sick. Nereids like me can be away from our ponds, so long as we get enough water to replace whatever we lose through dehydration." The word nereid might hold some unsavory connotations for Terrie if she knows just what they are, but Misha doesn't seem to care whether it does or not. She's not ashamed of what she is.

    "Pie is like a baked good, I think. It's a pastry with a bunch of fruit in it and baked. I've never had one, but I've seen them before. Apples would probably be easier, if you have to get back to your tree soon."
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Woods Outside Watch]

    Terrie Nods, and then tilts her head over to the side, "By the way, my name is Terrie. Did I tell you that already?" She honestly can't remember. As she does this, four flowers bud on the end of her hair, before blossoming and then becoming apples - a natural process greatly accelerated. Misha should know this isn't a natural ability for a dryad, but it still seems inherent, and it's not like the little girl is using any trickery - she's too bubbly and childish for that.

    Once the apples have grown, Terrie picks them painlessly out of her hair two at a time, first handing two to Misha and then handing two to Riss, "Enjoy!"

    For the record, Terrie doesn't seem to know what a Nereid is.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Quote Originally Posted by Murkus View Post
    [Training Grounds]

    Cornelia looks at the tank with a perplexed, mocking expression. "How'm I s'posed to miss that?" She lifts her gun and shoots it casually, doing much the same to that villain with the hostage.

    However, that hostage is gonna get a little singed. Oh well, small price to pay and all that flim-flam.

    That last target gives Nelia some trouble, though. MDM is flawlessly steady with his aim, while Cornelia can only shoot so far without a more precise medium for aiming. She hits it, but it's low and to the right. The target, were it a man, would likely survive. Cornelia curses beneath her breath, several decidedly forum-unfriendly things.

    It's just then that she notices a cat watching them, and more out of annoyance than anything, she says, "What're you lookin' at?" She does not, in fact, expect a response.
    That's wise. Shows a good, strong character. It's also a little unfortunate.
    "This organization slowly decaying. More than it already has, I mean."
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Woods Outside Watchtower]

    While the majority of other denizens of the Nexus would see Terrie's actions as nothing to be surprised about, Riss' experience with fey beings was still quite limited. At least in comparison to what might be considered 'average' in the Nexus. As such, the sudden growth of fruit like that would be simultaneously confusing and absolutely terrifying in a cerebral sort of way.

    So, when it came time for the dryad child to hand over the apples, Riss would be surprisingly reluctant to take them. What the hell was that?! That's.. Is that where these come from? That's just.. Eeww.. Wait.. Hold on. I think I'm just getting caught up in the moment here. Vegetable matter doesn't normally grow that quick. I know that much at least. And Misha just said she was a spirit-thing. So that means she's.. A representation of an apple tree if I understand what Misha said correctly. So.. Then that means this was magic... I'm starting to hate magic. And not in the disdainful way either. But still, that means that she didn't really grow them from her hair as much as.. It was.. What was the word I heard? A focus or something? It's like a component that isn't consumed in the creation process so.. Oooh. So that would mean it's just a catalyst. So maybe if I start thinking about magic more in terms of chemistry... And that means these things are safe. At least that's what I've convinced myself and I'm not gonna let myself think otherwise because the implications would probably put me off apples from now on.

    Feeling markedly more comfortable now, Riss gently took the pair offered to her... Though she couldn't help but give the pair given to Misha a greedy glance or two. "Thank you." she said after reminding herself to focus on something other than the fruit given to her for a moment.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Woods Outside Watch

    Misha takes her own pair of apples, but notices Riss' look right away. Oh well, it's not like she really needed them.

    "Oh sorry Terrie, but nereids don't need to eat. Maybe if you had some apple juice or something... but nevermind that. I'll just save these for someone else, if you don't mind." Someone else being Riss, if she accurately judged how crazy for fruit the muse was by the way she scarfed down that breakfast before they left the cave.

    "Do you want us to walk you back to your tree? I don't want you getting sick." That would be a nice gesture in exchange for this, right?
    Julie, everyone's nth favorite succubus, by Gulaghar.
    An amazing Misha, Mimi, and Riss painting done by Ofride.
    For anyone in plots run by me, know that I always tailor solutions to those in the plot. The answer may not be obvious, but it's there, and doable by the displayed abilities of the present characters. If you need help or hints, I'll try to be available to provide them.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Woods Outside Watchtower]

    Terrie nods, "That'd be really nice," and she begins walking in what is presumably the direction of her apple tree. It actually is, but not that Misha and Riss know that, "So what were you two doing in the woods together? Kiiiiissiiiiing?" Terrie says, giggling all the way.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Quote Originally Posted by Kid Kris View Post
    That's wise. Shows a good, strong character. It's also a little unfortunate.
    "This organization slowly decaying. More than it already has, I mean."
    Oh my. Overcoming her immediate bewilderment in the face of a talking cat, Cornelia furrows her brow. "And by that you mean?" There's still a slight edge to her tone, mostly stemming from confusion, because... well... she is speaking to a cat.
    Last edited by Murkus; 2012-05-17 at 03:32 PM.
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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Training Grounds]

    Mia sights. After all the tank was a real tank so I#m not sure how much damage she caused to a metal tank. The thing with the hostage realy is bad.

    "I hoped your going to be more polite. We are here to save innocent people, not killing them as well. As for the other targets each has it's reason to be here. I fear your not that qualified."

    And then the cat speaks up.

    "That's true, baby boom and a leak of apocalypse have caused many of the members to lower their guard."

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Woods Outside Watchtower]

    Riss' face would quickly pale at the dryad's question. Though, depending on how much attention Terrie was paying her, there might not be a great difference at first glance. Being rather pale normally had that effect. Well there is no way that I'm gonna be able to answer that question. At least not right now. I hope Misha doesn't mind me letting her do all the talking...

    Following behind Terrie, Riss gave the apples she was carrying a tentative sniff, still somewhat put off by the process of their creation. They smelled nice enough but.. There was something just slightly different than usual. It wasn't a bad different but it was certainly new. Like... An additive? Um.. Blend? No, that's not it. Some kind of enhancer, though. If it's more magic then... Okay, maybe not All magic is terrible. But it is weird, still. Not gonna change my opinion on that.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    Woods Outside Watchtower -> Terrie's Tree

    Misha shakes her head hard at Terrie's last question, sending blue and blonde locks flying, "I wouldn't kiss Riss, she's too nice for that. Kissing is for jerks who won't leave me alone and can't take a hint." Well, that was a rather mixed signal for anyone who doesn't know what a nereid is. Misha doesn't seem to think she has to elaborate.

    She half-turns to Riss to see how her companion is doing. Oh, okay, she's just apple-sniffing at the moment. Probably not all that hungry if she isn't actually eating them.
    Julie, everyone's nth favorite succubus, by Gulaghar.
    An amazing Misha, Mimi, and Riss painting done by Ofride.
    For anyone in plots run by me, know that I always tailor solutions to those in the plot. The answer may not be obvious, but it's there, and doable by the displayed abilities of the present characters. If you need help or hints, I'll try to be available to provide them.

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    Default Re: [NEXUS] WATCHTOWER 15: New and Improved!

    [Terrie's Tree]

    The tree that Terrie is bonuded to is a perfectly normal apple tree that appears to be coming into bloom at this point. she immediately begins climbing it, asking, "Why? I thought people loved kissing. They do it a lot around here, and they seem to like each other."

    Terrie watches everything!
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