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DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Detroit MI. Run down building

quote:

Take one last look
at the place you're leaving.

The day brought rain and it kept on raining into the night. The message said to meet at midnight. In addition to the deluge, fog rolled in off of the lake. The location happened to be a cinder block building that had a brown coating of dirt, dust, grime and years of weathering. The only light to be seen came from the more populous parts of the city. All of the street lights were out, only the light pollution from the city provided any illumination. A lightning bolt cracks in the sky, lighting up the building temporarily. A small strip of broken concrete shows the way to the location. Right at the front of the building is a windowless metal door. To the left side there's two large garage doors that don't look as if they've been opened in years. As uninviting as the building happens to seem, the door is open.

Inside the building there's a few light fixtures doing their best to fight the darkness. The result ends up being more shadows then light. The further away from the overhead lights, the darker it gets. At the far ends of the warehouse there's nothing, but darkness. The inside of the building looks as though it was gutted. All interior walls have been removed, leaving a hollow shell of a building. The remaining supports keep the exterior walls and roof in place. In the center of this large cavernous room is a large folding table and seven chairs. Some where in the building there's a steady drip as rain seeps through cracks in the roof and lands on the bare concrete floor.

In the message that brought you here, it said to go inside and wait. Not certain what to expect you go into the warehouse.

Welcome to the Seventh Warehouse 23 game. I'm running this game as same as I run my other games. Here's what you need to know before you post.
General rules for this game are as follows:


Post format:

Name - Location
In game text.

Actions and rules stuff

Out of character posts can either be regular text without a name tag or in italics. If I need stat blocks, then use either [pre] or [super] tags. As long as things are fairly easy to read, I'm good.

I need people to be fairly consistent posters. I'd rather not have to repeatedly prompt people to post. If something comes up, just let me know and I'll work around it. If the game isn't working out for you or if there's some reason you want to drop, please let me know. If its a non-game related problem, I can work around it or at the very least make sure it doesn't impact the other players too much. If the problem involves the game itself, then I'll do what I can to resolve the problem.
At the start here, characters will have found their way to the warehouse in question.


Current Roster of PCs:

Captain Bravo - Jack Stone - -12Q
El Spamo - Nick Brophy - 13M
Beardless - Nathan Reyes - 6W
Axe-man - Toby Phillips - -4I
A Velociraptor! - William Palgraves - 8V
Fraction Jackson - Roy Cooper - 16D MIA
Bloodnose - Father Frank - 7T
Roland T. Dapperman - Geoffrey Burke, PhD - 5N

Recruitment thread is here.

DocBubonic fucked around with this message at 00:05 on Mar 10, 2016

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DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Empty Building

The Google search on Toby comes up with various IMDB, Twitter, Facebook, and pictures. None of the pictures look like the Toby in the room. The Google search on William brings up a wikisource article:

Wikisource posted:

PALGRAVE, WILLIAM GIFFORD (1826–1888), diplomatist, second son of Sir Francis Palgrave [q. v.] deputy-keeper of the Public Records, by his wife Elizabeth, daughter of Dawson Turner, banker, of Great Yarmouth, was born at 22 Parliament Street, Westminster, 24 Jan. 1826. He was sent to Charterhouse (1838–1844), where he won the gold medal for classical verse, and became captain of the school. Thence he went to Trinity College, Oxford, where he had gained an open scholarship, and at the age of twenty, after only two and a half years' residence, he graduated, taking a first-class in literæ humaniores and a second-class in mathematics. He already felt the attraction of the East, and, turning aside from the promise of distinction in England which was before him, he at once went to India, and received a lieutenant's commission in the 8th Bombay regiment of native infantry. Inheriting, as he did, his father's linguistic aptitude, educated as he was beyond most Indian subalterns of his time, fearless, energetic, and resourceful in character, he appeared to have the prospect of a rapid rise in his profession; but early impressions derived from reading a translation of the famous Arab romance ‘Antar’ returned upon him when in the East, and gave him a bent towards missionary work among the Arabian peoples. He became a convert to Roman catholicism, was received into a jesuit establishment in the Madras presidency, and was ordained a priest. For fifteen years he continued connected with the Italian and French branches of the order. He was employed in its missionary work in Southern India until June 1853, when he proceeded to Rome. After engaging in study there until the autumn of that year, he went to Syria, where he was for some years a successful missionary, particularly in the town of Zahleh. He made many converts, founded numerous schools, and acquired an extraordinary familiarity with Arab manners and habits of life and thought.

The often-repeated story that he had officiated as ‘Imaum’ in mosques is without foundation. His own repugnance to Mohammedanism and the rules of his order alike made it impossible; but he could, and did, pass without difficulty for a native of the East. When the Druse persecution of the Maronites broke out, he was invited by the Maronite Christians, among whom he had acquired great influence, to place himself at their head and give them the benefit of his military training; but, though willing to counsel them as a friend, he could not as a jesuit take up arms and lead them. From the massacre at Damascus of June 1861 he escaped with bare life, and the Syrian mission being for the time broken up, he returned to Western Europe. Napoleon III obtained from him a report on the causes of the persecution of the Syrian Christians, and he also visited England and Ireland. Later in 1861 he delivered lectures in various parts of Ireland on the Syrian massacres, which were afterwards republished from newspaper reports, under the title ‘Four Lectures on the Massacres of the Christians in Syria,’ London, 1861, 8vo. In 1862 he returned to Syria.

For many years Arabia had remained closed to Europeans. Palgrave now undertook an adventurous journey across Central Arabia, which he accomplished in 1862 and 1863. His object was to ascertain how far missionary enterprise was possible among pure Arabs, but he also accepted a mission from Napoleon III, who furnished funds for the journey, for the purpose of reporting on the attitude of the Arabs towards France, and on the possibility of obtaining pure Arabian blood-stock for breeding purposes in Europe. Passing as a Syrian christian doctor and merchant, he found his best protection in his intimate acquaintance with Arabian manners, speech, and letters. But he carried his life in his hands; for, in the midst of the Wahabi fanatics of Central Arabia, detection would certainly have been his ruin. Once at Haill he was recognised as having been seen at Damascus, and at Riadh he was suspected and accused of being an English spy, but natural hardihood and presence of mind, aided by good fortune, secured his safety. The result of his journey he embodied in one of the most fascinating of modern books of travel, his ‘Narrative of a Year's Journey through Central and Eastern Arabia,’ published in 1865 (2 vols. London, 8vo. A French translation by E. Jonveaux appeared at Paris in 1866, and an abridgment of the same translation in 1869). For a time the obscurity which hung over the objects of his mission excited a certain amount of hostile criticism respecting his motives in undertaking this daring and adventurous exploration; but its merit and the address with which it was carried out never were in question. Shortly before his return to England, finding mission work in Arabia impracticable, he, with the consent of his superiors, severed his connection with the Society of Jesus, and engaged in diplomatic work for the English government.

In July 1865 he was despatched to Abyssinia on a special mission to obtain from King Theodore the release of Consul Cameron and his fellow captives. He was directed to remain in Egypt till June 1866, when he returned home, and was at once appointed British consul at Soukhoum Kalé. Next year he was transferred to Trebizond. While stationed there he made extensive journeys in the north of Asia Minor, and his observations were embodied in a ‘Report on the Anatolian Provinces of Trebizond, Sivas, Kastemouni, and Part of Angora,’ in 1868 (Catalogue of Foreign Office Library). It is clear that he was keenly alive to the corruptness and inefficiency of Ottoman rule as he observed it in Trebizond, in Turkish Georgia (1870), and on the Upper Euphrates (1872). In 1873 he was appointed consul at St. Thomas in the West Indies; in 1876 he was transferred to Manila; two years later he was appointed for a short time consul-general in Bulgaria, and in 1879 he was sent to Bangkok. His health, never strong after the hardships to which he was exposed during his return journey after quitting Arabia, suffered severely by the Siamese climate, and his appointment to be minister-resident in Uruguay in 1884 was welcomed as likely to lead to his restoration to health. In this, however, he was disappointed. He died of bronchitis at Monte Video on 30 Sept. 1888, and his body was brought to England and buried in St. Thomas's cemetery, Fulham.

In spite of his brilliance, his official career was less distinguished than might have been anticipated. He was a great linguist, and acquired languages with extreme ease—Japanese, for example, he learnt colloquially in two months—but his interest in them was not that of a philologist; he learnt them only for practical use, and when he no longer required them he ceased to speak them. He was a learned student of Dante, a good Latin scholar, and something of a botanist, and wherever he went, as his writings show, he was a keen observer. Some years after quitting the Society of Jesus, he came under the influence of various eastern religious systems, especially the Shintoism of Japan. This form of religious belief had attracted him during a trip to Japan, which he had visited while temporarily on leave from his duty at Bangkok. During the last three years of his life he became reconciled to the Roman catholic church, and died in that faith. In 1878 the Royal Geographical Society, to which in February 1864 he had communicated the geographical results of his Arabian journey, elected him a fellow, and he was also a medallist of the French Geographical Society and a member of the Royal Asiatic Society. He married, in 1868, Katherine, daughter of G. E. Simpson of Norwich, by whom he had three sons. There is an engraved medallion-portrait of him, from a very lifelike relief by T. Woolner, R.A., prefixed to his ‘Arabia,’ and a photograph in the memoir in ‘Men of Mark.’

His published writings were, in addition to those mentioned: 1. ‘Hermann Agha,’ a fascinating romance of Eastern life (2nd edit. 2 vols. 1872, London, 8vo; 3rd edit. 1878). 2. ‘Essays on Eastern Questions,’ 1872. 3. ‘Dutch Guiana,’ 1876. 4. ‘Ulysses: or Scenes and Studies in many Lands.’ Twelve essays reprinted from ‘Fraser's,’ ‘Cornhill,’ and other periodicals, London, 1887, 8vo. 5. ‘A Vision of Life: Semblance and Reality,’ a long and mystical religious poem, published posthumously in 1891, with which he had been occupied almost till the time of his death.

El Spamo, buy what your guy has with him right now with the starting money for TL 8. Later on, the Warehouse will assign him gear and let him requisition anything he thinks he needs.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Abandoned Building

Agent Jack Stone Googles himself and finds lots of references to a Lego toy line personality. Sprinkled about the results are links to Jack Stones, but nothing about him.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Abandoned building

The door opens. A man dressed in a heavy black coat walks in. The man's coat reaches down to his ankles. Water drips off of it. The man skin is pale and he wears mirrored sunglasses. He walks over to the group. He grips the lapels of his coat with his gloved hands and shakes his coat to knock water off of it. The coat appears to be water proof. He then reaches into his coat and brings out a handkerchief. He wipes his bald head and puts it back into his coat. He stands several feet away from the group.

"Welcome gentlemen. I am Mr. Caul and I'm from the Warehouse." He shows no interest in shaking hands. The man frowns as he looks over the group. "I see everyone made it here."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Abandoned Building

"I know who all of you are." Mr. Caul reaches in his jacket and pulls out a cigarette along with a lighter.

"I don't take offers of food or drink. Professional policy" He lights the cigarette and puts the lighter back into his jacket. As he puts the lighter back, his coat opens up slightly revealing that he's wearing a grey suit with a rope noose around his neck like a tie. He looks over at Stone and blows smoke in his general direction.

"Listen up. Here's what's going to happen. I'm going to tell you what you're in for if you join the Warehouse. If you don't like what you hear, then you can step out of that door. This is your last chance to get away from the Warehouse. If you stay here, the Warehouse will be with you for the rest of your life. And that doesn't mean you'll work for the Warehouse for the rest of your life. Instead it means the Warehouse is always going to be around.

Now here's what you need to know. If you stay, you will be considered an employee of the Warehouse. You have to follow the Warehouse's primary Directives. The directives are as such:

1) Obey the Warehouse without question.

2) Maintain the illusion of the mundane world. Unless it contradicts directive one.

3) Fulfill your mission at all costs, unless it contradicts directive one or two.

Failure to uphold any of these directives will be met with punishment. Depending on the severity of the offense, all punishments up to execution are allowed to punish the guilty. The group assembled here are the people you will be working with on missions. The Warehouse expects teams to self-monitor. Keep an eye on your team mates and make sure they follow the directives. Better you do it, than to have HR deal with it.

Joining the Warehouse means that you follow the Warehouse's rules and no others. Local, state, national, and international laws no longer pertain to you. As long as you are following your orders, you don't have to worry about laws you are breaking. Of course discretion in regards to mundane laws is advised. Causing too much trouble with mundane authorities will be seen as a violation of directive number two.

Finally, say good bye to your old life. The Warehouse will make sure your past becomes a memory."

He takes a long drag off his cigarette and exhales.

"Now you can ask your questions."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Abandoned building

"You don't worry about medical or where you are going to live. The Warehouse takes care of its own. As for compensation, you should have had that worked out previous to coming here. Since you didn't, you'll have to wait till later to find out about payment. Those who work for the Warehouse get paid well."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Abandoned Building

Mr. Caul looks over at Jack.

"How about a bullet to the head? That melodramatic enough for you?" Everyone can tell he isn't joking.

He then turns to the others.

"I am from Human Resources, so you won't see much from me. Later on, you'll meet your supervisor. Your supervisor is the person in charge of you. The Warehouse is going to have you work for the Special Operations Department. You are going to be field operatives for that department, which means you'll conduct operations. Operations such as retrieving things, eliminating things, and investigations into unknown matters. What this means is that there's no such thing as a regular day, everyday is different.

"Right now you don't get anything assigned to you. Your supervisor will be issuing you your IDs and help you requisition any gear you need. To make this official, all I need you to do is walk out that door you came in. There's transportation out there to take you to the SOD headquarters. You go out that door and get in the vehicle, then that means you agree to everything I said. If you decided this isn't for you, then this is your chance to leave."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Out the door

Stepping outside a bright light is shining. It is nearly blinding. What little can be made out is that there's a rectangular dark spot up ahead. It seems like the only option at this point. The group makes their way into the doorway. As the last of the eight make their way through the door way, the door shuts behind them. As their eyes adjust to the lack of the bright light, they see that they are in a windowless room. The room appears to be a cabin of some sort. The aesthetic of the room is military and spartan. Minimal comfort with benches bolted to the walls and nothing to hide the metal walls, floor and ceiling. As they begin to look around the room, whatever they are in shakes slightly. The sensation seems to be that of this metal room lifting off the ground. The room size is around ten feet wide by fifteen feet long with the ceiling being about seven feet high. To the front there is an unmarked door. At the back of the craft is a door marked by symbols indicating it is a bathroom.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
The inside of a helicopter?

Nathan checks around the sides of the room. The interior appears to be the wrong size for all of the helicopters he knows. Just from what he sees in the cabin, he gets the feeling that this helicopter (and he's sure it is a helicopter) wasn't designed the way a helicopter should be designed. Checking the wall opposite the door he came in, he finds a very fine groove that appears to be some kind of a hatch about five feet wide and six feet tall. He can't find any hinges or mechanisms that would allow it open up. However the grooves don't seem to serve any other purpose. He then realizes that he can't smell any kind of petroleum. What ever they used to fuel this thing, he can't smell it. Either the cabin is practically air tight with its own air supply or the helicopter is using some kind of an unorthodox engine. The faint sound of helicopter blades disappears, but the cabin doesn't appear to be falling or changing altitude at all.

Jack walks up to the front door. He tries the handle. The door is locked. Looking around he sees no key hole for the door. Next to the door is what appears to be a white box with a red and green light. Neither of the lights are on currently.

Father Frank waits for motion sickness to start, but it doesn't happen.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Helicopter?

Jack sees a message pop up. "GPS - Nonfunctional. Electromagnetic interference"

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Helicopter?

Lounging around the cabin the group had no way of seeing, hearing or feeling what was happening outside the metal box they were located. When people in the group began to check their watches and other means to keep time, they noticed that no one had the same time. It appeared as though something had affected them all, but not in the same way. As best as the group can figure out its been a couple hours, but that was merely a guess. As they wondered what was happening they all felt a slight movement. Less than a minute later the door they came in, opened up once again.

As the door opens, a gust of air blows into the room. The air doesn't have any strong scents on it. Instead it is more reminiscent of air that's been repeatedly filtered. Outside the room there appears to be lights coming from overhead, but not the blinding light they saw when they first entered the vehicle. Leaving the vehicle, they look around. The first thing to be seen is that they are surrounded by unpainted concrete walls. Above the concrete walls the night sky can be seen and then a roof appears to be sliding over to cover the landing spot of the vehicle. Now that they were in less harsh light, they can see the vehicle that had brought them to this place. It is a helicopter. A black one. However no one in the group could figure out who built it. The helicopter appeared to be a combination of a Blackhawk, Sea Stallion, and various non-US helicopters. There is no sign of stealth technologies on the helicopter, but it does have a stream lined appearance. At a distance the helicopter looked generic enough that people might not even think twice about it if it flew by them.

Off to the side a metal door opens up and a woman wearing a grey jacket and long skirt walks out. She has black pulled back into a bun. Her skin seems pale and her eyes look fierce. In her hands is a black large ceramic mug. She walks towards the group, her face is indecipherable.

"Morning gentlemen." She stops to address the group. "I am Anna Kulagina. I will be your supervisor." She pauses and looks over the group. She doesn't show any reaction to the assembled group. Instead she takes a sip from her coffee mug.

"It seems you all made it here."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Jack goes to kiss Ms. Kulagina's ring finger. She allows Jack to take her hand to kiss it. She smiles slightly before resuming her staid composure.

"The dossier on you appears to be quite accurate Mr. Stone."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"It is unlike any other helicopter you have seen, unless you saw one of our 'Black Phantom' helicopters before. Some operatives have the juvenile habit of harassing conspiracy theorists with them for fun." She looks over at William and declines the jelly beans. "It is possible that we have worked together in the past. Before I took my current position, I worked in HR and before that I got my start as an operative. If we moved in the same circles back then, we might have met."

For Captain Bravo, I rolled for Kulagina's reaction, but what he got can only be determined in character.

DocBubonic fucked around with this message at 21:57 on May 27, 2015

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Mz. Kulagina shakes Burke's hand.

"I've read some of your work, its impressive."

She drinks from her coffee mug and looks over at Toby. The expression on her face wouldn't be out of place if it showed up on an angry school teacher's face. Her tone of voice remained calm.

"We use the right helicopter for the right situation, Toby. The Logistics/Transportation department takes care of transportation for us. We just tell them what needs to be done and they take care of the issue. In reference to your other question, this is the Headquarters of the Special Operations Department. You will be stationed here, but most of your work will be done away from here. All of you form a General Purpose Operational Team that will work together to accomplish the missions assigned to you. As for your personal effects, you will be given adequate storage in your barracks."

She looks over at Father Frank,

"Yes we do. That's our job."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"This department has worked with some outside contractors, but mostly our work is done in house. We have some specialized teams, but most of the missions the department needs to conduct aren't suitable for the specialized teams. General purpose teams tend to be made up of diverse individuals who are adaptable to various situations." She then answers the questions offered up.

"Singapore? Quite possibly. I've been around the world a few times, so its hard to know just where I've been. And yes, you will be issued Warehouse cards. They will function as security keys, IDs, and credit cards. You will be assigned them shortly."

"Mr. Reyes, that helicopter is far more advanced than anything you've ever encountered before. Without significant training, you would not be able to operate it. However, your proficiency with piloting helicopters will not be overlooked. Black Phantom might be the primary means of air transportation, but there are occasions when less advanced helicopters are employed."

"The barracks are temporary living conditions, but they are where you are going to be living. Less spartan accommodations will be available when you have proved yourselves and are no longer on probation. If all goes well, then after your first successful mission you will be able to move into better living quarters. Those living quarters; however, will be Warehouse authorized." She paused and considered the second part of Nick's question. "I believe Mr. Caul addressed the question of going back to where you used to live. It is not encouraged. In fact, the Warehouse makes an effort to minimize your previous existence. This is a secret organization gentlemen, so certain measures have to be taken."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Ms. Kulagina rolls her eyes at Jack's list of demands.

"Your personal effects were collected from your hotel room. I believe they were sent here. I will have them sent to you. The car you speak of happened to speak of was found at the scene of a serious accident. If you still want the vehicle, then we can probably find the junk yard it was towed to after the accident."

She then glares at him.

"As for the girl. Listing her as among your items is sexist. I suggest you refrain from making such comments again."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"And is that why you listed her below that of your precious printer? For your information, my lack of mentioning her well being was due to you mentioning her as if she were one of your possessions. That made me think that you had no interest in her beyond the idea that she was your property. Since you are interested in her condition, I can tell you the prostitute was handsomely paid for her duties and sent on her way. Telling her never to say a word of what happened or PRIDE would silence her for good probably encouraged her not to say anything about what she saw."

Mz. Kulagina smiled and nodded at Toby.

"The dog is on another team. A talking dog right? Yes, he is on another team. Good operative. Yes, we should move along. You aren't going to be given a tour of the facilities, since you don't have the clearance for that. However, I can show you what I can of the basement."

She walks through the door and beckons the group to follow. Following her through the door leads the group to a wide hallway with black cinder block walls painted in a grey color. On either side of the hallway are several doors. At the end of the hallway about thirty feet away from the nearest door is an elevator.

"This basement is one of three Temporary Team pods here at the SOD headquarters." She walks down the hallway and points to her right. "On that side are the men's and women's barracks. Both of them are the same. Each of them have ten beds, lockers, and an attached bathroom/shower facilities. I'm sure it would disappoint Mr. Stone to know that you gentlemen will be the only ones in this pod. No women in the other barracks to acquaint himself. Normally we prefer to keep only one team in a pod at a time. On the other side of the hallway is a lounge area for the team and a meeting room. The third door along that wall is the janitor's closet. I suggest you not go in there."

She goes to the meeting room door and opens it.

"Now gentlemen, you can go into the meeting room. There is a continental breakfast set up here for you. The deputy chair of SOD will be down shortly to brief you."

At the far end of the room is a table full of various pastries, fruit, and breads. Along with the food is various beverages. The room has three tables set up in an inverted U shape with a podium set up at the front of the room.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"There's hope for you yet Jack." Mz. Kulagina says. She goes and sits down at the head of the inverted U. She sips her coffee, but takes no food.

"As I said before the accommodations are temporary and when you are out of probation, you will have access to the various amenities here at the building. Gym, indoor running track, pool, and gun ranges. In fact we do have some lesser needed facilities as well, such as labs. Its always good to have scientists around and sometimes they need to exercise their curiosities. We find its better than them sneaking around to conduct experiments secretly. No telling what danger they could get into without proper facilities. In regards to personal firearms, yes, operatives are allowed to use their own weapons. Of course the Warehouse usually equips operatives with advanced firearms, so often times operatives prefer what the Warehouse supplies them with instead of what they brought."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"Father, you might want a gun in the future, but for now you don't have to carry one."

She sips at her coffee mug again.

"Goals? The plan for your group is to conduct a simple, uncomplicated mission. Something that has minimal impact on the world, but is still useful to the Warehouse. This first mission will test you. If you succeed, then your probation might be over. If you fail, then you might not make it back here. You all were selected because we feel that you are capable enough to make it in our organization. This mission will determine if our judgements were correct. Assuming you avoid failing, then how well you succeed will determine whether you are finished with your probation. Now I know some of you are interested in what this mission entails. Mr. Weiss will tell you about the mission in full, but I can tell you that it is a short mission. It shouldn't take more then a day to complete. In the future, your missions will likely take you away from here. The Warehouse takes into account your various specialties and selects missions that are best suited for you." She pauses for a second and looks over at Father Frank.

"I think you might even run into something of a religious nature. The Warehouse doesn't like holy artifacts with miraculous powers amongst mundanes. They can be a disruptive influence. Say for instance someone discovered the Christian Holy Grail. The chalice, that is. While most people assume its a Christian artifact, consider what would happen if its real origin was Celtic? That would cause a lot of strife, don't you think Father?"

Mz. Kulagina listens to Stone speak about the perils and pitfalls of secret work. She claps quietly for him.

"I see you grasp some of the essentials of the work, Jack. The only rules you should always abide by are the directives that you were given. As long as you follow those directives, then you don't have to worry about conventional authorities. In order to operate in the mundane world, you might have to pass yourselves off as government agents of one kind or another. You will be provided with any credentials you feel are necessary. FBI, CIA, Military intelligence; it doesn't matter what the organization is, we can provide credentials for it. If it turns out that they want to call your superior or provide further proof, then all it would take is a phone call and we can arrange proof. Usually its best to avoid entanglements with mundane authorities."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"The chalice here?" Mz. Kulagina asks. "Not here. We don't keep many items of interest here. Too dangerous. The chalice or possibly chalices are kept at a very secure facility. The destabilizing effect of the chalice requires it to have more security than most objects." She then looks over at Doctor Burke.

"Unusual, no. Destabilizing yes. Turning lead to gold could throw the world's gold market into chaos. Devalue gold and cause a lot of trouble. Its best to keep ideas like that safely hidden."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"I can't speak specifically of the ark. I have heard of it being somewhere in Africa. That is, I heard about it in mundane media that it is located in Africa. Is it the real Ark? I have no idea. It might be. On the other hand, it could just be a fake. Or it might be the real ark, but not have any powers like it had in that Indiana Jones movie. My clearance isn't high enough to know much about it." She drinks from her cup again and then looks down at it as if it were empty.

"Mr. Stone, monetizing forbidden knowledge just requires lots of practice. You have to plan out decades in advance and allow forbidden knowledge to become common place knowledge. Of course not all forbidden knowledge can be monetized and some should never be monetized. The Warehouse draws most of its income from introducing advanced concepts into the mundane world and reaping the wealth it produces."

The door opens up and a tall blond haired man with blue eyes walks in carrying an attache case. He wears a black suit with a white shirt underneath, no tie. He smiles carelessly and walks up to the podium. He places the attache case next to the podium.

"I hope Mz. Kulagina that you haven't spilled all our secrets to these guys yet. I'd like them to find out about a few things on their own." He smiles at the group and winks. "Welcome everyone. I'm Mr. Weiss. I'm the deputy chair of the department and the guy in charge of the General Purpose Special Operations teams. Nice to see that you all made it here healthy and whole. I assume you've been brought to speed in regards to the basics of working here, so I'm going to get right to matters."

He clears his throat and continues,

"As you are probably aware, you are probation status currently. In terms of clearance, you are White level. If you manage your first mission well, you will be moved up to Green level. In total there's five levels plus white. The higher your clearance, the greater access you have to Warehouse resources." He reaches down and opens up his attache case. "You are all going to get security cards. These cards act as keys in Warehouse facilities and as identification. Also as an additional benefit each card can function as a credit card with a five thousand dollar monthly spending limit. For those times when you need to buy something instead of requisitioning it from the Warehouse itself."

Mr. Weiss takes a handful of white plastic cards out of the attache case and begins to move around the tables handing out the white cards. Inspection of the cards reveals that they have the feel of an ordinary credit card, except that they are completely white. The cards are completely blank.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Mr. Weiss ignores the comments about the lanyards.

"I wouldn't worry about losing the cards. There are procedures in place to deal with such a possibility. Just try to hold onto the cards. It would make things a lot easier."

After giving out the cards, Mr. Weiss then gets cell phones out of his attache case.

"Since the lack of numbers on the cards would cause some issues, the cards are linked with these phones. If you need a card number, the phone will provide it. These phones provide the usual functions of a phone, but they are backed by Warehouse infrastructure. You'll find that they are are a bit more powerful then any phone you are currently carrying."

He started to hand out the phones.

"Your mission is in some ways a simple one. The Warehouse will send you to one of its holding facilities. The facility is a multilevel underground building with a building over the top of it. Your job there will be to retrieve ten items that are in storage there. This seems like a simple mission, but it isn't. The facility has been closed for a couple years and we're not sure of the status of the facility. The property is guarded, but the guards only make sure nothing gets into the facility. The guards never go into the underground storage section of the property. In addition to retrieving the ten items, you will also inspect the facility to make sure there are no issues with it."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"The security we have guarding the facility are just there to keep clueless mundanes out. They wouldn't be a challenge to anyone who's well armed. In fact they'll be helping you out when you get there. They'll give you a heads up on anything they know about and make sure you can get into the lower levels without a problem.

The items you need to retrieve shouldn't be that heavy. This task isn't to see how much you can lift, they just want to know that you can perform a task. There should be some carts and pallet jacks to move the items you need to get. Unfortunately I can't tell you much about the objects on the list. They should all be boxed or crated up and the items you need to get are only known by their alphanumeric designations. I can tell you about some of what the designation means, but the part that you are allowed to know only pertains to details about where its located and basic information about the object in question.

Now, Toby asked about obstacles. Technically, there shouldn't be any obstacles. I'll be honest though, you probably will encounter some obstacles. I'd recommend that you avoid any pools of liquid. Even if it looks like its just water, avoid it. No telling what might leak. In addition to avoid puddles of liquid, you should be careful with anything that glows. The glow probably isn't radioactive, but its probably dangerous in other ways. If you happen to encounter any sentients down there, you can't allow them out unless you get approval. Mz. Kulagina is on your phones, so you can call her to see if the sentient is allowed to leave the premises. While looking for objects, you might find yourself facing entities with hostile intent. You are free to engage them with deadly force. I do ask that you try not to do too much damage. Besides damaging the contents in the warehouse, you might end up unleashing something dangerous that could cause more troubles. Also that means you will be limited in what weaponry you can requisition for this mission. No rocket launchers or explosives. Since I brought up unfriendly entities, I should warn you that the vermin in our warehouse locations can be dangerous. They have an annoying habit of becoming sapient and they aren't always friendly. It probably doesn't help that we tend to exterminate them whenever possible. So if you happen to run into any rats, I'd recommend shooting them on sight. Don't take any chances. Last thing you want to do is find out that they pilfered some experimental weaponry and are better armed then you are."

He pauses briefly and shuts his attache case.

"Also you are going to have to debrief with your supervisor after you are done. In addition to picking up the items off the list, we need to know of the condition of various levels to see if there's anything we need to clean up."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"Sentients like the intelligent vermin. Possibly robots. I wouldn't think you would run into any aliens at the facility though. At least none that are still alive. It is highly improbably that you will encounter any humans in the facility besides yourselves. If people manage to sneak in, which is very unlikely, then they should brought back alive if possible. We would need to interrogate them as to how they got in, so we can deal with the security issue they create. However, they are not innocent. They will have broken into our facility and finding them in there means they are guilty of a crime. A crime against the Warehouse, which means the Warehouse will punish them as it sees fit. It is up to yourselves to determine how to deal with any trespassers. Human trespassers that is.

It is very likely that what you encounter in the warehouse isn't human. You might encounter humans and find out that they're illusions or tricks created by items in the warehouse. The higher ups say that this facility doesn't have any sentients or sapient items stored there, but I know that isn't always true. Be careful of anything that chooses to interact with you, chances are it is only seeking to escape the warehouse.

Now as far as protection goes. Body armor is available. Mz. Kulagina will make sure you get some concealable body armor. That is unless you want something stronger. Then its your call when you put in your requisition. As for other kinds of bodily protection, you can request whatever you want to bring with you. In fact if you are very concerned about environmental hazards, you can request Haz mat suits. Protective gloves and filtration masks are also available. I think there might be some protection gear on site as well. Each floor should have a room with various kinds of protective gear. If a large fire breaks out, there's the environment becomes inhospitable, or some other large scale disaster occurs, then you should evacuate the building. To make you feel better there are some safe guards in place. In case of a fire, there is a fire suppressant system that uses a non-reactive foam. If there's toxic fumes, the facility's ventilation system will filter out the fumes. Also if the elevators fail to work, there's an emergency stair case to the ground floor as well.

The use of tear gas or flash bangs is allowed, but the environmental controls of the warehouse reduce their effectiveness. And if there's any other questions about what is allowed or not allowed, you can always clear them with Mz. Kulagina.

Now that I've gone over the mission particulars and handed out your basic equipment, you should go into your phones. On your screen should be an app for requisitions. You can use that to make your requisitions. The app will tell you immediately if anything is not approved. It will take a few hours for the requisitions to be processed. In that time, you can freshen up and take a break. So good luck on your first mission. I hope it goes well for you."

Mr. Weiss picks up his attache case and pulls out a handful of papers. He hands them over to Mz. Kulagina before he heads out.

She then distributes the list of items.

list posted:

Location-Level-Aisle location-Size-Shelf location-Additional Info--Item Classification-AN Designation
1. W4C3-0300.XXXXXXXXXXX:U9zBegF
2. W4D4-0700.XXXXXXXXXXX:L6fZ7sI
3. W4B2-0400.XXXXXXXXXXX:tpjG5iL
4. W3B1-0500.XXXXXXXXXXX:ASi43Ra
5. W3A3-0600.XXXXXXXXXXX:JV6292Q
6. W3C2-0400.XXXXXXXXXXX:9qnrD6h
7. W3D3-0600.XXXXXXXXXXX:GhhF4xb
8. U1Delta4#-##0I.XXXXXXXXXXX:WkOjMOP
9. D2#4-##00.XXXXXXXXXXX:Rb2gCMi
10. D2#2-##00.XXXXXXXXXXX:Ev3B5pl

Mz. Kulagina stands up.

"This is how the Warehouse classifies items in a warehouse. The first letter is where it is located. At the facility you're at, there are four levels, two warehouse, one display, and a special level. The W's stand for warehouse levels, the D stands for the display level, which is like a museum, and the U is for the bottom special level. The first number is the level the item is located on. They go from 4 being the closest to ground level to 1 being at the bottom. The letter is what aisle the item is located. Then the size of the object or size of the container. Sizes start at category 1 which is seven inches by seven inches. The largest size you will have to contend with is the category 4 which is 37 inches by 37 inches. Next you have the location on the shelf the item is located. After that is the additional information detail, which isn't important for the most part. The long string of X's is where an item's particulars are listed. Unfortunately none of you are cleared to know more about the items you are gathering. At the end of the designation is an Alphanumeric tag number. Each item in the warehouse has its own tag number, so you should check the tag number to make sure you have the right item. For some of the items, there is some unavailable information, octothorpes are used to take the place. For the three items that have missing information, you should be able to locate the items when you get to the specified floors."

If anyone wants to, they can catch Mr. Weiss before he leaves.

Here's how requisitioning works. Make a list of what you want and post it. Preferably set off from the rest of your post. Basic body armor is already coming, along with maps of the place.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"The doors won't be a problem. When you enter the facility the doors will be opened for you. You don't need to use breaching rounds or explosives. If you happen to find explosives, then you should think twice about using them. The facility, including the doors are meant to withstand a lot of damage. An explosion might cause you more harm then any part of the facility."

The first requisition requests get replies. William and Nathan see that all of their requests are approved. Stones sees that all but the request for alcohol is approved.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Mz. Kulagina looks at her phone and sighs.

"I want you all to know that I have very little to do with your requisitions. Most of the requisitions are actually reviewed by an AI before being sent to the Quartermaster office for fulfillment. I do get to see what you are requesting though and I'm noticing a trend in people wanting transportation. For the most part, the Warehouse will make sure you have transportation available. Normally the Warehouse provides necessary transportation. To get you to the facility and then for you to be retrieved from the facility with the requested items, one of our helicopters will transport you. Mr. Phillips makes a useful request for transportation, a large cargo van. The van will be at the location for your transport. The van should be adequate to get you to the warehouse and back to the pick up location. However, depending on the L&T department, they might just pick you up on facility grounds.

Burke, William, and Roy find that their requests are approved without problem. Toby finds that his list is all approved, except for the van. The van (minus a driver) will be present at mission location.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Nathan gets a reply back. DENIED. Nick sees that his request is approved, however in regards to Tahiti it it merely tells him approval accepted.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"I wouldn't recommend pushing the limits with the app. The AI that handles requisitions is...temperamental. If you get on its bad side, then bad things are likely to happen. And unexpected things. You make a joke request and the AI might find something to fulfill the request, but it won't be what you want. The AI has a higher security clearance as well, so you could find yourself with something that you can't ask questions about because you don't have a high enough clearance."

Toby finds that all his requests are denied except for the personal digital assistant, TASHA.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"It looks as though everyone is mostly done with requisitions? If not, then you should get them in soon so they're ready before you leave here for the mission. Also unless there's something else you want to talk to me about currently, I'll be taking a break myself."

She waits to see if there's anything else to discuss.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"Out in the hangar would be safe, I guess. I don't think there's anything there that might ignite from a cigarette.'

The hangar happens to be empty when Roy goes out into it.

Working on requisition lists right now and I'll update when I finish those.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Mz. Kulagina leaves the group by way of the elevator. The group occupies itself in the area they are allowed to go. Any attempts to get into the elevator are defeated. There doesn't appear to be any other means of exit other than the elevators as well. After explorations are done, people slowly make their way to their temporary quarters.

Later on, those asleep are wakened by a loud alarm clock. Upon looking around, there's no alarm clocks to be seen.

"Your nap is over." Mz. Kulagina announces. "You have preparations to make."

She leaves the group to get themselves ready and to make their way to the conference room.

In the conference room she is again sitting at the head of the table. Now in the room is a large cart with eight boxes on it.

If anyone does anything during the two hour break, just preface your post with that and end up in the conference room.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Burke gets the message that his requisition is approved. It doesn't tell him when the luggage would arrive. Nick finds that the janitor's closet is indeed locked.

Mz. Kulagina waits for everyone to enter the room and when they do she speaks.

"Gentlemen, your requisitions have arrived. On this cart there are requisitions for all of you. Jack, the stuff from the hotel is with your requisitions. Also Father, I went ahead and requested a couple things to help with the mission. I made sure everyone had some body armor, protective gloves, and night vision gear. You might find that there are other items in your request. This is- normal. I don't know what this happens, but someone higher up in our organization decided to do this and its become a standard practice. Each of the boxes have your names on them, so you can come up and get them.

You're fine El Spamo. Below are the lists of what everyone gets. Items with an asterisk behind them have special properties and I'll explain those properties in due time. Everything else is standard and according to the book. I spoilered all the lists, but you can look at each others lists. I only spoilered things to make the reveal more exciting.

William:
1) Unknown manufacturer Heavy Pistol, 10mm CLP Dam 3d pi+ Acc: 2 Range: 180/2,000
Weight:2.5/0.7 RoF: 3 Shots: 20+1(3) ST: 10 Bulk: -3
(3) Magazines for aforementioned gun
(1) Magazine with silver tipped rounds
(1) silver combat knife.
(1) messenger bag (large+durable).
(2) vials of holy water.
(1) pouch with a pound of rock salt.
(1) Small Tactical Light (TL8). 25-yard beam 0.25 lb
(1) wooden stake.
(1) belt to attach weapons listed above.
(1) Compact Emergency Medical Kit (+3 First Aid, Basic equipment for physician and surgery)
Pair of Multi-hazard Sharp Protective gloves
(1) Night Vision Glasses (“Night Shades”): Night Vision 8.
(1) Concealable Body armor (Vest): Location: Torso DR:16/4 (flexible)
(1) Hot Wheels Aston Martin DB5
(1) A single white sock with a hole in the heel. It is wet and smells faintly of wash-powder*


Jack Stone:
(1) S&M GIMP leather facemask (Purple)
(5) rubber gloves (Purple)
(1) NBC Suit full suit DR: 1* Weight: 3.5 (Purple)
(1) Hot Wheels Lamborghini (Electric Purple)
(1) Sonic Stun Pistol DAM: HT-3(5) aff ACC: 3 Range: 30/100 Weight: 1.8/C Rof: 1 Shots: 66(3)
(1) Bottle labeled “Neutralizer”. Bottle contains 8 oz. Of unknown black liquid*
(1) Hot Wheels Forklift (Purple)
(1) Air tight sealed hard plastic container with the label “Takeout from Taste of India (Don't forget the naan!)” on it.*
(1) Concealable Body armor (Vest): Location: Torso DR:16/4 (flexible)
(1) Unmarked bottle about the size of a bottle for a fifth. It is filled with a clear amber colored liquid.*


Nathan:
(1) Night Vision Glasses (“Night Shades”): Night Vision 8.
(1) Mechanix gloves
(1) MICH helmet: Location: skull DR: 18
(1) M50 Gas Mask
(1) Barret REC7
(7) Loaded mags, 5 with Hollow Point +P, 2 with APHC +P
(1) Baffle Suppressor
(1) Tritium Reflex Sight
(1) H&K M32o
(5) Tear Gas grenades, (5) beanbag grenades
(4) Flashbang grenades
(1) Halligan tool
(1) Compact Emergency Medical Kit (+3 First Aid, Basic equipment for physician and surgery)
(1) Concealable Body armor (Vest): Location: Torso DR:16/4 (flexible)
(1) A "boonie hat" of the style worn by American Special Forces troops in Vietnam.*


Burke:
(1) Butyl Rubber Gloves
(1 ) Filter Mask Location: eyes, face DR: 10
(1) Glass jar filled with a clear fluid.
(1) Night Vision Glasses (“Night Shades”): Night Vision 8.


Toby:
(1) MICH Helmet, with front mounted flashlight: Location: skull DR: 18
(1) Daewoo USAS-12
(3) mags for previous weapon
(1 ) Filter Mask Location: eyes, face DR: 10
(1) Night Vision Glasses (“Night Shades”): Night Vision 8.
(1) Concealable Body armor (Vest): Location: Torso DR:16/4 (flexible)
(1) Pair of Multi-hazard Sharp Protective gloves
(18) Chemlight glowsticks
(8) Electronic compasses
(8) Emergency radio beacons
(8) Radio direction finder
(1) Handheld Hazardous Material Detector/Geiger Counter
(1) Personal digital assistant, TASHA (installed on phone)*
(1) A wide belt (three inches wide) with a four inch by four inch silver belt buckle. On the belt buckle there is a knob with two settings. "See" and "No See". While wearing it, if the knob is switch from see to no see, the wearer turns invisible for a minute. Afterwards he becomes visible and can't use the belt for two minutes. After the first use, the belt might malfunction.*


Roy:
(1) Filter Mask Location: eyes, face DR: 10
(1) Pair of Multi-hazard Sharp Protective gloves
(1) Sonic Stun Pistol DAM: HT-3(5) aff ACC: 3 Range: 30/100 Weight: 1.8/C Rof: 1 Shots: 66(3)
(1) doorbuster + (1) chisel strip
(1) Hyperspectral Goggles
(1) Hand held motion Scanner (10 yard radius detection, shows all movement on a screen)
(1) Magic 23 Ball*


Nick
1) Lockpick Gun
(1) Electronic Lockpicking Kit
(1) Assault Vest Location: torso DR: 30 Weight: 12 (Not concealable. Hinged cuirass consists of
sloped, molded composite laminate reinforced by an inner layer of flexible armor.)
(1) Small First Aid Kit (basic kit)
(3) Flex Cuffs
(1) MX Animal TASER Dam 1d-3 pi- Follow up: follow-up HT-5(0.5) aff ACC: 0 Range: 7 Weight:
1.1/0.25 Rof: 1 Shots:2(3i)
(3) Reloads for previous
(1) Glock 22, .40 S&W
(3) Magazines for previous
(1) Reflex Sight, Tritium
(1) Small Tactical Light
(1) Tactical Headset
(1) Night Vision Glasses (“Night Shades”): Night Vision 8
(1) Rope, synthetic 1/4" 50’
(1) Crowbar, Titanium
(6) Chemlight
(1) CD with “CVSA software” written on it in marker
(1) High-end laptop
(1) MRE package labeled: Delmonico-5*
Tahiti request*
(1) Blue and yellow toy telescope.*


Father Frank:
(1) Pair of Multi-hazard Sharp Protective gloves
(1) Night Vision Glasses (“Night Shades”): Night Vision 8.
(1) Concealable Body armor (Vest): Location: Torso DR:16/4 (flexible)
(1) A plastic crucifix about six inches high and three inches across. The crucified christ figure on the crucifix looks like it belongs in a cheap horror movie with all the wounds and blood on it.The rest of the crucifix looks very garish.*

DocBubonic fucked around with this message at 07:59 on Jul 29, 2015

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"I believe," She starts, "They tried to remove its sense of humor. The AI got upset when they tried to do it and made sure no requisitions would be filled correctly. Only when they said they wouldn't remove its sense of humor did it start cooperating again. The AI doesn't like anyone trying to change its programming."

"Mr. Palgraves, I am not given any information about the extra items you receive. Either they consider it above my clearance level or they want you to figure out what these things do on your own. I think its a dangerous move on their part to expect you to figure out what these things do on your own, but that's how the Warehouse does things. As for your requirements regarding your body after you die, they are noted. In the case of an emergency, your team will be sent a message regarding what to do at that point."

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

"He's right Father, we wouldn't send you to this facility if it was just moving boxes around. Take a look at your team mates, these men weren't picked for their ability to lift. Maybe you can get by without a protective vest, but on the other hand do you want to take the chance? I wouldn't worry about whether you know how to put on the vest. We have several military veterans and former law enforcement people here and I'm sure they can make sure you wear the vest properly."

Yeah, don't worry about it Beardless. Its more of a roleplaying thing, than a dice rolling thing.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

Nick looks through the telescope at Mz. Kulagina. He sees something that isn't there without the telescope. It appears that there is glowing red lettering all over her.

Nick sees the words murder, kidnapping, child neglect, torture, theft written on her. He then looks at the table the table has nothing on it. It looks normal.. He then looks over at William, William has the words murder, arson, robbery, piracy with violence, manslaughter, conspiracy, contempt of the sovereign, and others that are harder to see.

Jack opens up the hard plastic container and takes a sniff. He can pick up the scent of curry in the container, but it also smells of rotting food and burnt meat. Closing that lid and sniffing the mystery liquid, he finds that it has the odor of whiskey.

Toby's phone then speaks up.

"I am here. And yes to answer your question these phones can act like radios. They are set up specifically for the team to communicate with one another." The voice is female, but very rough as though the speaker smoked two packs a day for years.

Mz. Kulagina notices Nick looking at her through the telescope.

"See something interesting?"

The stuff in the spoilers is for Nick and is out of character knowledge for everyone else. As long as no one uses that knowledge in character, you can look at what's there.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
SOD HQ

TASHA speaks up, "Don't act stupid and don't poke your nose where it doesn't belong. If you do, then you might not have a nose left. I will remind you to buy them all a pint if you survive."

"Familiarize yourselves? You're going to be sent to the facility directly from here. This mission is meant to test your ability to handle yourselves without preparations. You were picked because it is felt you can quickly learn what you need to in the course of the mission." She looks around. "It seems like most of you are ready to head out. So unless there's any further questions, I'll need you to head out the way you came in. There's a helicopter waiting for you. It'll take you to a Warehouse building where you will meet the current security team. They will lead you to the facility and let you in. They will also be there to answer any questions you have. They will not be entering the building with you though. Once you enter the building, they are under orders to secure the grounds of the property, while you undertake your mission."

Last chance to ask questions or say something, before you get on the helicopter and head out.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Marrs Pennsylvania

No one could tell how long the trip to the facility took. Apparently everyone's watch happened to be off from everyone elses. Strangely, or perhaps, not so strangely. The Warehouse supplied phones accurately keep time. An hour later by warehouse phone time, the helicopter touches down and the door opens up.

Stepping outside, the group sees that its still dark. Time is around five a.m. They see that the helicopter landed in a parking lot. They can hear distant cars and crickets chirping. It becomes obvious that the helicopter is silent and there's no sign of rotor wash from it. At the other end of the parking lot is a large cargo van, some black HUMVEEs and a few other cars. Straight across from the group is a squat ugly grey cinder block building. The only light in the area appears to be coming from a light over the door of the cinder block building. Standing in front is man wearing a black uniform with a patch that says, "Basorus Security." He has a side arm holstered on his side. The man has brown hair and he looks like he hasn't shaved in a few days. He looks at the group as they get off the helicopter and smokes as he does.

"Morning. I guess you're the auditors the company sent." He takes the cigarette out of his mouth. "You guys might as well come in. We should talk before we head over to the property. I'm Sam by the way." Sam then opens up the door to let everyone in.

Inside the building is a table that sits in the middle of a large room. The room itself takes up most of the area of the building. Different areas of the room is divided up into a small kitchen, lockers, a sofa and chair, stairs down, and two bathrooms. Sitting on the sofa is a burly bald man and an athletic looking blonde woman both of whom are wearing the same uniform as Sam.

Is Stone drinking his own booze or the booze supplied to him by the Warehouse? There is no immediate effects if its the Warehouse booze.

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Security building

"Gotta cover my rear end. Ain't gonna let you run around here without giving you some operation details." Same walks over to a coffee machine in the kitchenette section of the room. He takes a cup and pours himself some coffee. He then drops his cigarette into an ashtray. Sam looks over at Stone.

"Don't know what you're talking about. Unless you were snooping around here before you joined up. In that case, you should be glad Charon over there didn't get you in her sights. You'd be another unmarked grave out back of the place. This week we've had two break ins and we caught one of the perpetrators. The other one we're not sure about. They got into the building through one of the windows of the building and we saw some footprints, the man walked through some mud before he got to the building, inside the building, but then the footprints disappeared. His shoes lost the mud and we lost the footprints. No sign that he broke into the elevator shaft or the emergency stairs, so we kept the building under surveillance. We found no signs that the person left. We figure something got to him in the underground levels. That intruder might still be lurking down there too, but I doubt it."

He drinks his coffee and takes a seat at the table.

"Now as for this audit. This is the first audit in four years. This building here isn't part of the audit. This is just the off site security building. Basorus pulled security off the site in order to bring less attention to the building. Without regular security, most folks assume the building is empty which is what Basorus wants. Hmm, I should mention that while you're in town you're Basorus Corporate auditors. If you run into anybody, then that's what you tell them. However," he raises up his mug and points it at the group.

"You shouldn't be running into nobody, unless they're trespassing. I'll guide you to the warehouse and make sure you get in O.K. After you're done you give me a call and call your supervisor. She'll arrange pick up for you and the items you're here to collect. You aren't gonna do any sightseeing in town. In fact, there's only three places you should be. Here, the warehouse property, or driving between those two places." He drinks some more coffee, before continuing. "Now while you're outside of the actual storage facility, meaning outside the warehouse itself, you aren't allowed to lethal force. If there's any problems, you better be able to take care of the situation without violence. The last you want is to draw attention to what you're doing. Going around shooting people would bring a lot of unwanted attention. And that's all I got to tell you. If you go and do something I said you shouldn't do, then its your rear end on the line. "

He relaxes in the chair as he continues.

"Except for the two break ins that may or may not affect you, there isn't much for me to tell you. The security here checks the buildings everyday to make sure there's no break ins, so you don't have to do that. The above ground warehouse is going to be empty. You take the elevator down to the real storage levels. I assume they told you a little about the warehouse or least enough to orient yourselves down there. What they might not have told you is that your phones might not be able to communicate to anyone or anything outside of the underground storage areas. Its because of the way they constructed the place. The underground levels can take a lot of damage and not show any cracks. Unfortunately it interferes with cell phones. Some times you can get reception down there though, don't know why. Also the other thing about the storage levels is that the lights are motion activated. As you walk, the lights will turn on. They'll stay on for a few minutes with no motion. No way to turn them all on at once, just in case you're curious. I can't speak of much else about the underground levels though, I haven't been down there in a long time. Any questions?"

DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Basorus Security Building

"Well," Sam sips his coffee and thinks, "I assume you've been briefed on possible dangers down there. I've never been down into the lower levels since the place closed, so I don't know what you might find down there. I assume the use of lethal force is to protect yourself when you're in the warehouse. Since it isn't where some innocent bystander can see, you don't have to worry about justifying your use of force. Now about the lights, they're motion sensitive. Gotta be at least three feet high to get them to turn on. Anything running around down there that's smaller then that isn't gonna be triggering the sensors to turn on the lights."

Sam looks over to Burke.

"Intruders? Mostly its dumb kids. They get ideas in their heads. Local folklore is full of stories about what's going on here. Most of them are false. The true stories tend to be dismissed as too outlandish. And I know you're gonna ask about the stories. The ones that are true are about things lurking about the woods and creeping around the warehouse. Most of those things were attracted to the warehouse, like moths to a flame. That was only when the Warehouse was in operation. The situation has changed now, what ever acted to attract things is gone now. That's why we don't have to have security on site anymore. Lately, we just get dumb kids who heard the stories and want to investigate themselves. Oh, occasionally we'll get some crazy who thinks he's figured things out and wants to get inside to prove his insane theories. We do a good job of catching both of those types. The one that got by us. We're aren't sure about. Bastard didn't leave any clues to his identity."

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DocBubonic
Mar 11, 2003

Tempora mutantur, et nos mutamur in illis
Security building

"I guess you're ready to go." Sam drinks the last of his coffee and puts the mug down on the table. He gets up and begins to walk towards the door."

"Its a straight drive down to the warehouse. All you have to do is follow me. I'll be driving the black hummer, you got the black utility van parked out there."

He tosses a set of keys to William and opens the door for the group.

"I doubt some punk kid managed to sneak past security and got down stairs. If the intruder did get down to the storage levels, he must have been a pro."

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