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warehouse_mods ([personal profile] warehouse_mods) wrote2013-10-15 06:25 pm

NEW ARRIVALS PAGE - NON-WH13/EUREKA CHARS


NEW ARRIVALS: NON-WH13/EUREKA CHARS


1. Where do the characters arrive?
When it became clear that the Regents could not turn off the camera (and could not predict when it would spit out a new character), they sectioned off an area inside the Warehouse for new arrivals. This area consists of a set of rooms inside the Warehouse. However, there is no unsecured access to the rest of the Warehouse so the average character can't go wandering where they don't belong. They call the arrival room the 'Projection Room.' You can see the layout and orientation of these rooms HERE and you can see where they are situated in the Warehouse HERE.

The camera sits in an adequately lit, smallish room (about 8ft by 10ft) - big enough for a person to be deposited in, but not much more. The camera is housed in a transparent plexiglass casing for its own protection (we'll get to the reason why in a moment), with a hole cut out of the front for the purpose of projecting new characters. The floor is gray tile, the kind one finds in showers, and there is a drain in the center of the room. Ominous.

The wall behind the projector is one-way glass (which is bullet- and shatterproof). Who is beyond that glass is not revealed at this time. There is a door on the wall opposite the side of the room where the projector sits, and your character will be ushered through that door soon after arriving.

Your character will not get more than a second to take all of this in because their arrival triggers a sensor that starts the orientation process.



2. What happens immediately upon arrival?
The orientation process begins.

Almost the moment your character arrives in the Projection Room, they are 'neutralized' with what is affectionately called 'purple goo.' A purple substance best resembling mucus is dumped on the characters from above. Due to the properties of this stuff, the characters are instantly rendered dazed, compliant, docile – and, most importantly, completely harmless for the next few hours (long enough for the orientation process). The purple goo has some other benefits; we'll talk about them in another question.

The door of the Projection Room automatically opens and an electronic recording (of a grumpy male voice - you'll learn who that belongs to later) instructing your character to follow the blinking arrows on the floor. An electronic sign above the door flashes these instructions as well. Your character will understand, perhaps this is odd for your character given a percieved language barrier, however, they just do. Your character will naturally comply, because of the purple goo. The arrows lead to, blessedly, the De-Gooing Room (a room with showers - each shower has its own locking, sealing door for maximum privacy).

In the De-Gooing Room, your character will meet the New Arrival Receptionist, James Wong. (They can ask him questions, but he won't be forthcoming with any answers.) James will give your character a change of clothing (detailed below), and ask if your character wants a traditional shower (with hot water) or a *sonic shower (no water). If your character chooses the former, James will also give your character a towel, and a shower caddy containing the appropriate soaps and direct your character to the water showers. If your character chooses the latter, they will get no additional cleaning impliments and will be instructed to the sonic showers. There are writen instructions for how to use either shower posted on the outside of the shower doors. There is a bin where your character can put their goo-ed clothes for washing during orientation.

Any pets or personal effects the characters have with them will be dutifully watched over and groomed (as they would be goo-ed, too.)

*Sonic showers do not use water, but rather sonic vibrations to lift dirt and grime (and goo) off your character's body. They have been generously supplied by Global Dynamics in Eureka. They are used like a water shower - characters strip, turn on the shower, and wait for the dirt to be lifted away, then when clean, they turn the shower off.

Once your character is showered and dressed, they will be instructed (again, by Mr. Grumpy's recorded voice and via electronic signs) to follow the blinking arrows on the floor to the Orientation Room. Once there, they will meet Art-IE (the Artifical Interactive Explainer, named by Claudia), a holographic program. This interactive hologram - who, incidentally, has the same voice as the electronic recordings - will explain the situation to your character and answer any questions they have if he has the answers. He will seem to communicate in a manner your character understands.** (If you have specific questions you want your character to ask that aren’t address by the information on this, let us Mods know and we will tell you what answers they will get.)

After this, your character will be given back their old clothes, freshly laundered and goo-free, their personal effects and pets (if any arrived with the characters), and the 'New Arrival's Survival Kit' (also named by Claudia).

From here your character, still under the effects of the purple goo, will be escorted out of the Warehouse through what is called the Umbilicus (a walkway that looks like, from the outside, a giant umbilical cord, but is really just a raised, enclosed walkway leading from the Arrival Rooms to the exit) to a waiting 15-passenger van. Then, they will be driven to Leena's B&B in the town of Univille. Shortly after arriving at the B&B and getting settled in their room, the effects of the purple goo will wear off, and your character will be able to fully react to their situation in their normal manner.


**Art-IE and James Wong will be universally understood by all characters. They seem to communicate in the manner your character best understands. The same Artifact that is used to make the Farnsworths universal translators has been used on the Arrival Rooms, rendering any language (visual or audial) used in those rooms universally understood (even electronic recordings).



3. Wait - what is the 'purple goo' and WTH is 'neutralization'?
Is it harmful?
First of all, the purple goo is not harmful, even if ingested. But it is kind of gross. It is a gooey purple substance that looks a lot like Slimer from The Ghostbusters fame, just purple. (It probably feels like Slimer, too.) It is the stuff the Warehouse Agents use to neutralize the effects of most Artifacts. (Sometimes the Artifacts need to be deactivated through additional means, like when there are components to the Artifact that must be addressed, manipulated, or collected first before goo-ing.) It turns off the Artifacts until they are activated again.

And because the characters are brought to this world by an Artifact, the neutralizer/purple goo has an effect on them, in that it can render them harmless and compliant for a short period of time - a couple of hours. (If your character gets out of hand, the Agents have a means to subdue them. And yes, the Agents will use this stuff on your character if necessary. See Question 9 on this page for details about the Regents' No Killing/Serious Harm measures.)

And for your viewing pleasure, Purple Goo in a barrel.

Okay, you mentioned it does other things - what are they?
Any contagious or terminal diseases your character is carrying will be neutralized. (This is a one-time thing connected with first arrival and the properties of the camera - the purple goo will not be used as a 'cure all' for stuff that happens to your character in the future.)

Fresh wounds will be healed. (This is a one-time thing connected with first arrival and the properties of the camera - the purple goo will not be used as a 'cure all' for stuff that happens to your character in the future.)

(As for chronic illnesses, non-contagious diseases, or physical limitations that are part of the character's characterization - think Dr. Charles Xavier - we will take these on a case by case basis in the event a player would like to keep this part of their character for character development. If your character has one of these, let us know and we'll discuss your options with you.)



4. What does does Art-IE tell the characters?
Art-IE will explain the following:

First, he will explain that the characters have been pulled from their universes into this one by a mysterious object. He will explain that the object was activated but cannot be turned off at the moment, nor can the Warehouse Agents manipulate it in a way to send the characters back to their universes at this time. And he will explain that the object is unpredictable, and might send them back at any time, but because the Agents cannot control that, unfortunately no one can predict if and when the characters will be returned.

He will not name the object as an 'Artifact,' but he will explain there are people working on fixing the object.

He will tell the characters that the Warehouse is there as a home for dangerous objects such as the camera, and tell them to leave it at that. He will explain that the Agents are there to figure out a solution to the rift problem and to see to the basic needs of the characters (food, shelter, medical aid).

He will NOT explain anything further about the Warehouse's true nature, the Agents' real job, the Artifacts, or the Regents. And he will also NOT mention the mysterious person who activated the camera, what kind of other chaos this person is causing, or that the Agents are trying to find them.

He will state who the Agents are - Artie Nielsen (probably in glowing terms, given he's modeled after him), Myka Bering, Pete Lattimer, Claudia Donovan, Steve Jinks, and Helena Wells. He will explain Joshua Donovan and Hugo Miller are there to help the Agents (but nothing of what they are really doing regarding Artifact hunting, retrieving, and storing).

He will explain who the other Warehouse personnel are and what they can do for the characters. He will emphasize that Leena is who the characters should seek out if they need something, but that Leena is a no-nonsense type who won't put up with any unreasonable requests. He will explain Dr. Cho and Dr. Calder - the psychologist and physician at the characters' disposal. (They both live at the B&B and have offices there.)

He will NOT mention Mrs. Frederic at all at this time.

To view a complete list of the game's NPCs, their appability, knowability, and contactability statuses, go HERE.

Their new home - He will explain Earth as he knows it, the US, and the state of South Dakota. At this point, for non-human characters, he will explain that Earth is a very bigoted place full of ignorant people who let their fears guide them, and because of that they have been given the holographic projectors. He will explain what those are, how to use them (the characters just have to wear it), and what they will do for the characters.

He will explain the B&B, where the characters will be housed. He will explain Univille and how boring it is. He will explain that the residents of Univille have been told the Warehouse is an IRS tax filing facility, and that they should not be corrected in this belief. He will also explain that, while they are welcome to travel as far as their funds and IDs will take them, they are expected to be law-abiding citizens while they are away from Univille, and can and will be forcibly returned to Univille if necessary.

He will explain the items in the survival kits and give a brief tutorial on the Farnsworths.

He will explain that the characters are not free to cause mayhem and destruction, but that they are expected to be law-abiding citizens during their stay on Earth. He will state that the Agents have a means of ensuring the characters do not cause a ruckus, and that if characters get too unruly, including using their meta powers overtly in public (remember, the citizens of Univille are average humans, they aren't accustomed to meta powers), the Agents will take measures against the characters. Sometimes those measures will be very invasive, depending on the severity of the ruckus the characters caused. He will then explain what bronzing is.

And finally, he will explain that once the characters leave the Warehouse compound they will not be allowed back inside, and that they will not be able to find a way back inside - UNLESS it's to be bronzed. (At later dates in the game, the Warehouse might be opened up to the characters, so keep your eyes peeled.)

~*~

Your character is welcome to disbelieve anything that is told to them - they can even think the Agents are behind everything. The explanation that Art-IE gives is clearly not the whole truth, but at this time, he hasn’t been programmed with a different explanation. If your character would ask a question that is not answered by the information above, talk to us mods and we'll tell you how Art-IE responds.



5. What is Art-IE, really?
Art-IE is an interactive holographic program created by Claudia Donovan and Hugo Miller. He is modeled after THIS MAN (Artie Nielsen, head Agent at the Warehouse) in looks, manners, and voice. While he has been programmed to answer questions, he tends to get grumpy easily and will bark at you if you go too far off-topic. He does have the capacity to take in data and learn from it. He cannot leave the Orientation Room, and does not want to. However, Claudia being the pop culture queen that she is, Art-IE is hip to all that the youth think is cool these days. (He just doesn't like that stuff.) What is your favorite drink?

Art-IE will be universally understood by all characters (the same goes for James Wong, the Arrival Receptionist manning the distribution of clothing). The same Artifact that is used to make the Farnsworths universal translators has been used on the Arrival Rooms, rendering any language (visual or audial) used in those rooms universally understood (even electronic recordings).



6. What is the 'New Arrival's Survival Kit'?
This kit was designed by Artie, Claudia, Helena, Leena, Myka, Pete, and Steve to help the characters assimilate into their new surroundings. (We've designated below which Agent/WH personnel added what to the starter kit.)

A new South Dakota State IDA (not a driver's license - characters will need to get that on their own). With an incorrect name on it.

The incorrect name is intentional because the characters are fictional characters brought to life, but the Regents do not want to draw more attention to this than necessary. No, the Agents will not fix the name on the ID, no matter how often/nicely/meanly your character asks. The WH people will tell your character they'll 'look into it,' but they won't be able to help the characters. This is your character's new identity for their stay on Earth. Of course, they will know their real name and so will the Warehouse Agents, and your character is free to tell whomever they want what their real name is. (Avoid having your character explain this to NPCs if you don't want your character punctured.)

The ID misname will be similar to the character's actual name, but different enough that it won't draw attention to the character's fictionality. Ex: Bugs Bunny would get the name Bob Bunné. A character's pseudonym will be told to players when they join the game and it will be listed on the Taken page.

A fresh set of clothes,S which they are already wearing by the time orientation starts. These clothes consist of: A pair of jeans, a purple T-shirt, a gray hoodie (the T-shirt and hoodie both bear an interesting logo for a place called 'Claudia's Clown Shop'C), your character's choice of a pair of wildly designed socksP (sorry, no white), and plain tennis shoes. If the characters arrive during cold weather, they also receive this winter gear: a hat, scarf, pair of gloves, and a winter coat.S Everything fits, though it might not be in your character's preferred style.

If your character is unable to wear such clothes due lack of or additional limbs (because, for example, they are not human), accomodations will be made and this will be addressed by the Mods before the character is accepted to the game.

(Don't worry, the characters also get to keep the clothes they arrive in - they will be laundered while the characters are filled in by Art-IE.)

$100 starter cash.A (In five $20s)

Key to their room at the B&B.L (This key also works on the the front door of the B&B.)

A snack of some kind (bag of chips, candy bar, bag of cookies, nuts, fruit cup - your character might be hungry) and a choice of beverage (water, orange juice, soda).P

A Farnsworth, their means of communicating with the other characters and the Warehouse personnel.C

A map of Univille (not that it will be too difficult to learn all the streets of this very boring town).M

List of WH personnel the characters can contactC (that list is: Artie, Myka, Pete, Claudia, Steve, Helena, Joshua, Leena, Hugo, Dr. Calder, Dr. Cho. No one else at this time. You can see a complete list of which NPCs are contactable HERE).

South Dakota Driver's Manual and State Laws book.M

Guide to Manners (book, written from an Earth perspective, specifically a British woman's perspective).H

21st Century World History book (Earth history, obviously).H

For characters still in their primary education, they will also receive:
A school ID to the local school the Agents will enroll them in.A

For characters that cannot pass as human:
Holographic Human Interface Projector.C The orb inside oscillates.



7. What are the 'Farnsworths'? What do they do?
Named for the brilliant scientist Philo T. Farnsworth, their inventor, Farnsworths are a type of communication device. They look like THIS (and here is another VIEW), and they can do the following:

Video and/or voice communications only. (Sorry, no text or internet - your character is welcome to get their own cell phones for that kind of thing.) Characters can leave video and/or voice messages with them, or use them like a phone to have a real-time conversation. While on the show they cannot make 'mass' calls or messages, for the purpose of the game Claudia and Hugo have found a way to give the characters their own 'network' on which they can do such things (post mass messages, filtered messages, etc).

They can only access other Farnsworths and the Farnsworth Network - they operate on their own signal that cannot be hacked. All WH personnel have a Farnsworth, too.

They act as universal translators. As long as your character has their Farnsworth on them they will be able to understand and communicate in English.

If your character breaks or loses their Farnsworth, they must appeal to the Warehouse agents for a replacement - but they may not get what they ask for. Your character should be careful.

They are about the size of an iPhone, and yes, they are in a tin case that, when opened, is a bit bulky. But they are light and easy to use.




8. What are the Holographic Human Interface Projectors? What do they do?
They are given to characters who cannot pass as human because Earth is not a very tolerant and welcoming place for individuals who don't look and act like the socially determined norm. Earth kind of sucks like that. Here are the facts about the projectors:

They look like THIS.

They must be worn by the character so that it is in contact with their skin - around their neck or wrist, etc.

They have a default setting that cannot be changed or turned off. It is always active when worn. This default projects a human hologram (that looks completely real - think the EMH Doctor from Star Trek Voyager) at non-Warehouse-affiliated NPCs. These NPCs will not know the difference.

The characters who must wear these can decide if this human hologram is projected at the played characters (the ones arriving via the camera Artifact) and/or WH personnel (though they will all know who has the projectors and what their human hologram looks like). This is a setting that can be changed.

It is a rule of the Regents that characters who cannot pass as human must wear the Holographic Human Interface Projector. If the character does not comply there will be consequences that escalate in severity with each incident of non-compliance. (Keep in mind the Regents are not overly forgiving and it's possible they may graft the hologram projector to your character's body for repeat offenders.)




9. What are the no killing/serious injury measures the Regents have put in place?
The Regents will leave law-abiding, harmless characters free to live out their time on Earth in peace. However, if your character tries to seriously harm/kill another character (NPC or PC), the Regents will intervene before your character can complete the task.

How are the Regents so quick? Is it perhaps something to do with the camera Artifact? The Regents work in mysterious means.

Whatever their methods, and they aren’t telling, they will subdue the offending characters (remember, the purple goo renders characters docile, harmless, and compliant), and assess them to determine if they are a danger to other people. Was this a one-time, heat of the moment fight? Or was this a more nefarious attack? If your character is deemed ‘generally safe’ despite this incident, they will receive a stern talking-to and told if they offend again, there will be more severe consequences. They might lose the privilege of having their weapons for a while. If your character is deemed dangerous, the Regents will take measures to ensure your character will not attack/harm another - keep in mind that sometimes their methods are very invasive. (Because of this, players must clear plots involving this much violence with the Mods prior to their implementation.)

Harm applies to both physical harm and psychological harm. Severe physical harm AND severe psychological harm will both be stopped. If you are unsure what counts as 'severe harm' talk to the Mods.




10. What does my character do now?
Explore Univille... sorry that it’s not more exciting...
Meet the other characters
Find employment. What else are they going to do in Univille?
Rage against the system - try to find a way home, perhaps?
Figure out what this Warehouse organization is? Something fishy is going on, someone needs to uncover things...
???
Profit!




11. Wait, my character has specific needs that weren't addressed in this explanation.
Not all characters are human or even bio-sentients (ex: Androids, holograms, Slimer, etc.) And these characters might not benefit from receiving a change of clothes, for example. If your character is not your average human, or bi-pedial sentient, the Mods will discuss with you the variation of the arrival process that works for them. All characters will still arrive in the Arrival Room, receive the orientation information, and then be taken to the B&B, but the steps inbetween might be different. But in those cases, the Mods will let you know wha those differences are.
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LAST UPDATE
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