"What you are about to enter is a world beyond what you will ever think of. Its filled with bizzare, fantastic, and amazing objects will shatter everything you ever thought about the world. And this place itself... No matter how much time I have spent here, I have yet to find out all of its secrets. And the people incharge of it will surprise you. But, I think that this simple introduction is enough, and that you will see what I mean in mere moments.Welcome to Warehouse 13."A simple introduction to the WarehouseWelcome to the roleplay Warehouse 13: A Different Day to Live In! This is my version of the roleplay, and a beginning, I will give a simple definination of the Warehouse:
The Warehouse is a large facility in South Dakota that is able to constantly expand the amount of items held within it, due to being placed right next to a mountain and being underground. It has many different sectors, depending on the objects stored and how dangerous they are considered to be. There is the main area, which contains most of the general artifacts, and it can be considered extremely large, being as far as the eye can see. While it does have an actual end, it is very easy to get lost in it and think the place has no actual end. There are many smaller areas which contain artifacts according to either a time period, being extremely dangerous, or just plain whacky.
The Warehouse is run by a group of people known as the regents, who are a group of average people from all around the world, and they make the large choices for the Warehouse, as well as ensure it runs smoothly. Along with the regents, there is a single person known as the Caretaker. The Caretaker is the person who is directly responsible for the Warehouse, being in direct contact of it and the people running it at all times, when he or she are needed. The Caretaker is given certain special abilities to ensure he has a special connection to the Warehouse, and only very certain people can be chosen.
When it comes to collecting the artifacts, tagging them and managing the inner parts of the Warehouse, there are agents. There can be any number of agents at any given time, and they are only granted access if they were invited by the Caretaker, after the latter has deemed them to be right for the job. They go around the world, chasing the artifacts as they appear on the surface, and after they manage to ensure it harmed no one and move it safely to the Warehouse, they tag it and then place it in the appropiate place, which is usually defined pre-maturely to the artifact's arrival. Once in its proper place, the agents go on to the next case.
Detailed explanation of how the Warehouse is built and the different sections in it:
The Warehouse, a massive metal and stone structure, provides storage for both artifacts and items of significance to Warehouse operations. It includes a variety of rooms, most of which exist underground, and each with different purposes.
The Umbilicus
The Umbilicus is a cylindrical shaped corridor filled with explosives which can be detonated in the event of an emergency. This is the only main entrance to the main Warehouse. The Umbillcus is entered through the only door in the Warehouse's exterior, and leads to Artie's office. The Umbilicus controls entry to the rest of the Warehouse with a retinal scanning device.
Alternate Entrances
There are supposed other entrances to the Warehouse, but those remain secrect, only to be used in time of need.
Warehouse Main Office
The Umbilicus leads to the main Warehouse office. This room houses the Warehouse's office as well as the main power and the central alarm system used in cases of emergencies. Along the wall to the right and rear of the desk are two massive filing cabinets. The first wall of drawers resembles an old library card catalog. The second has yet to be identified. In one corner, a small kitchenette sits in an alcove and includes a refrigerator and coffee maker. Directly next to the kitchenette is a metal, circular staircase leading to an upper level. Last notable thing about this room is that it leads to a small balcony overlooking the main artefact storage.
Artifact Storage
A coordinate grid mapping system locates each artifact stored in the Warehouse, though no clear indication is given of the reason for the organization of the grid itself. The grid system may be indicated by large, yellow circles on the floor of the main storage area that contain letters and numbers in them. The coordinate mapping system doesn't seem to be related to the actual organization of the artifacts, however. Artifacts appear to be placed in the Warehouse based on overall balance of energies and locations added to the Warehouse computer system after placement, rather than a grid location found first and the item placed there second.
Every aisle is given a name and at the beginning and end of each there should be a sign indicating what aisle that is. An aisle's name usually has something to do with what artifacts are kept in it.
Despite careful placement, artifacts in the Warehouse frequently appear to move on their own (in theory towards anyone who is metaphysically predisposed). Regular screenings every decade ensure items remain where they are recorded to have been located last. Although Warehouse personnel can walk or ride through the Warehouse to retrieve or store artifacts, in emergencies they can strap into a harness and use a zip-line system to travel to specific Warehouse coordinates quickly.
Due to the large number of artifacts, and the psychic turbulence each artifact generates, the aisles of the Warehouse occasionally generate 'static', which Artie assures is harmless. Despite this claim, he warns the agents to 'duck and cover' as soon at it appears. The static manifests careening orbs of ball-lightning that carom off the shelves and support columns of the Warehouse, seemingly without direction or purpose.
When in the Artifact storage area it is important not to touch anything and not to go in the storage area with high emotions. The artifacts can pick up on a person's negative energy and accidentally activate.
Warehouse Filing Room
In addition to artifacts, the Warehouse contains a massive paper filing system housed in a separate room. The filing system contains details about each person who has ever worked for Warehouse 13. According to some, this room has yet to catch up with the Warehouse's technological advances.
More places will be detailed as the Warehouse is explored further.
Rules:
GM: Mr Nim
1) No Godmodding. I will not tolerate it. If anyone who is controlling a char vanishes for a period longer than 3 days, then in order to ensure the story goes on, the last person to have contact with the freezing character, or the person who needed to post after the freezing character, will need to make a post where they either approach a different character, one which is possible for them to contact, or simply cause something that will attract the attention of their character. If the owner of the freezing character will not be around for longer than a week, it will be stated that the agent had an emergency (Different reasons will be stated, depending on the character's personality) and they have been given time off until further notice.
2) Each person gets to control one character. Simple as that. I will allow the use of NPC's, but only to advance the missions and such.
3) While all characters get to have skills and such, I do have to request that you try and stick to only one skill in which their char is an expert. I do not mind that they will know how to do several things, but they cannot be an experts on everything. Even the Caretaker has only one thing they are an expert on, and that is the Warehouse.
4) If you don't agree with someone or something, you can tell them that. Nobody is going to feel insulted because of that, and most actually feel like you helped them. However remember that the GM always have the last word, don't argue with them if they don't agree with what you say. It's fine to bring it up, it's not fine to drag an argument on for pages. Again, try to contact one of the other GM if you can't agree with one of the decisions. But stay civil at all times.
5) If you want to fight another person's character, be sure to let them know first. I will not tolerate people autohitting others, but I will also not agree to people managing to dodge a lot of bullets without blinking. Everyone in the Warehouse is still human, regardless of using an artifact or not.
6) A) Do not go around and use artifacts with a light head. While I agree that some do not have a negative effect, Most of them have a negative effect, if it happens during the use or after. Most artifacts can also activate by simple emotions being felt near them, so you might want to watch out with where you are doing some of the things.
B) Do not go and create artifacts out of the blue. I will agree to use the artifacts from the show, but you must first ask me if it is inside the Warehouse or not. As for original artifacts, there is a template for them and every single artifact used must be snagged, bagged and tagged (If its a canon artifact then link it to the Warehouse 13 Wiki or use the template, if its original then a template is a must.)
Character Sheet for an Agent:
(Remove all " " before posting the character sheet.)
["b"]Name:["/b"]
["b"]Nickname:["/b"]
["b"]Age and Birthday:["/b"]
["b"]Sexuality:["/b"]
["b"]Appearance:["/b"] (Will only accept real life pictures. No Anime, Manga or cartoons.)
["b"]Personality:["/b"]
["b"]History:["/b"]
["b"]Skills:["/b"]
["b"]Traits:["/b"]
["b]Role in the Warehouse[/b]: (Quite obviously that everyone is an agent, but you may add here if you have any other more unique roles in the Warehouse.)
["b"]Weapon:["/b"] (You may choose to not have one.)
["b"]Other:["/b"] (Is there anything else you may wish to mention about your character?)
Artifact Sheet
(Remove all " " before posting the character sheet.)
["b"]Name of the Artifact:["/b"]
["b"]The effects it creates:["/b"]
["b"]History of the Artifact["/b"]: (Including how it gained its effect/ability.)
["b"]In possession of:["/b"] (Where is it now?)
Warehouse Personnal:(Will expand as more agents join)
Stephen Lincoln - Caretaker (Mr Nim) : The Warehouse Caretaker is the agent who has a form of symbiotic connection to the current incarnation of the Warehouse. Their link allows them to actively search through inventory, sense if the Warehouse is in trouble, and above all be a living body for the Warehouse's soul to share. A Caretaker has access to the restricted files on the current and past Warehouse secrets.
The Regents (NPC's) - The idea of having a group of people running the Warehouse was first started by Warehouse 2. The Regents serve as the protectors of the Warehouse and create the artifact protection procedures that are used. Over time as more and more artifacts became stored in the Warehouse the Regents not only became the Warehouse's govenors, but also the keepers of its secrets.
The symbol of the regents is the Eye of Horus. In Egyptian mythology the Eye of Horus represents protection, royal power and good health. The Regents also have a higher position in the line of running the Warehouse, to ensure the Caretaker does not have too much power in his hands. The Regents never meet in the same place twice and when they meet they do it quickly and quietly. Having multiple Regents in one place at one time could prove disastrous if anything unfortunate should happen.
The Agents -
These are the people that keep the Warehouse going, collecting new artifacts that need to be gathered, make sure the Warehouse is safe, and do the everyday jobs that are required to maintain it. There is usually one agent who is considered to be the Head agent, and he is the one who is responsible of giving out the missions for the other agents, but he is often also involved himself in doing the missions, to ensure they run smoothly and that everything goes well.
Head Warehouse Agent -
Marianne Malvo - Revans Exile
Agent -
Axle Niebo - Charlie
Agent -
Alexander Tenning (Warehouse Fresh Arrival) - Mr Nim
Agent -
Herbert Grover Carver - FuzzyFly
Name of the Artifact: Shroud of Anubis
The effects it creates: Indestructible shroud. It can absorb many things, in the name of protection protection. The more someone uses it, the more their sanity drains.
History of the Artifact: It was part of King Tut's Mummification, until grave robbers stole it it had been passed around all of the middle east for centuries.
In possession of: The Warehouse
==========================================
Name of the Artifact: Natalie Nishimura’s Prison Rags
The effects it creates: Makes the wearer and those in the vicinity lose all hope, they go into a deep depression, they also will periodically and at random experience the feelings of being tortured and raped. It cannot be removed by the wearer.
History of the Artifact: Natalie Nishimura was arrested for mass murder and espionage, thrown in jail for life she was tortured for information and raped by the prison staff for three years. She also had any organ she could spare against her will. Over the three years the constant rape and torture and knowing that is all she will ever experience for the rest of her life imbued the rags with the power to inflect the same upon the wearer and those around him/her.
In possession of: The Warehouse.
"Now, I only have one question to ask. Will you accept an invitation to an Endless Wonder?"