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warehouse_mods ([personal profile] warehouse_mods) wrote2013-10-15 06:00 pm

WAREHOUSE INFORMATION



WAREHOUSE INFORMATION


1. What is the Warehouse?
The Warehouse is three things:
It is the name of the secret organization run by the Regents and their Warehouse personnel that hunts, collects, and safely houses Artifacts away from the public. While the place that houses the Artifacts is real, the Regents have no official headquarters - they meet where they need to when they need to and are as mysterious and powerful as they sound (they have their means). They are a high-tech, highly funded, highly secret organization.

It is also the name of the giant building in which all of these Artifacts are stored. The current location of the Warehouse is smack dab in the middle of the South Dakota Badlands. It fronts as an IRS storage unit for old tax forms; that is the cover the Warehouse organization maintains to the neighboring town of Univille. This is where the Agents work, their 'base camp' as it were, and from where they stage their assignments to go out and find Artifacts.

Warehouse 13 is also an awesome television show (on Syfy) which is the basis and inspiration for this game. The game is canon to the show up until almost the very end of season 3, at which point we take the game AU to accommodate the needs of the game. You do not need to watch the show to join. However, we highly recommend it because we love the show so much, and it will help you understand some of the mechanics of the game.

Eureka is a show on Syfy that takes place in the same universe as Warehouse 13. Elements from this show sometimes factor into our game; example, the sonic showers in the de-Gooing room. Players do not need to watch this show to join the game.



2. What is Eureka and how does it play into this game?
Eureka is a city located in the state of Oregon in the US. The city was purposefully founded by Global Dynamics out of the way of most civilization so that top scientists in the world could work on their theories and experiments in relative peace. However, many scientists have families, and so a community of brilliant people sprung up around where the scientists worked.

Global Dynamics funds the research of these scientists and provides the labs and equipment for them to work. Most of the advances in science and technology during the past century have come from this community. They are also the company that supplies and maintains the technical half of the Warehouse's security systems.

They do not have a hand in searching for Artifacts; as far as the Warehouse Agents know, they are not connected at all with the broken camera Artifact bringing people across dimensions.

Their full role in the game is yet to be determined.



3. Where is the Warehouse Building located? What does it look like?
It is located in the middle of the South Dakota Badlands - the heart of the Black Hills.

If you don't know what that looks like:


The Warehouse building is built right into the Black Hills bluffs, and is larger inside than it looks.

Here is a view of the Warehouse from the outside:

And for perspective, HERE'S that same building with a car in front.

And here is what it looks like on the inside:


All characters pulled to this universe by the camera start off inside the Warehouse, but they only see a limited part of the Warehouse. To refresh your memory, THESE are the Arrival Rooms. They are situated next to Artie's Office. That room in the middle of the image is Artie's Office. The Arrival Rooms are behind and to the right of that office and the Umbilicus, like THIS. And to really get an idea how vast the Warehouse is on the inside, we offer THIS for your consideration. (Please accept our crudely drawn room layouts.)

During the course of the game, your character might get to see the inside of the Warehouse - whether that's because of an invitation to help the organization or to be punished in the Bronze Sector is up to your character's behavior.



4. How does anyone get around something that large?
To get around a facility this vast, Agents use catwalks, a zipline system, segways, and Thomas Edison's Bioelectric Stagecoach.



5. What is this 'Umbilicus'?
It is the connecting walkway between the front door of the Warehouse and Artie's office, and for our game, to the Arrival Rooms. On the inside it looks like THIS. From the outside, it looks like a giant umbilical cord, hence its name. As a means of protection, it is lined with bombs. In the event the defenses of the Warehouse are breached past the front door, the Umbilicus is rigged to blow up.



6. Who are the Regents?
They are something like a board of directors who oversee the operations of the Warehouse. In the early stages of the Warehouse organization, they were the original Agents. But as the organization grew, the Regents stepped back into a management role and relegated Agents into a lesser role.

Now, they run interference with the governments of all the countries on Earth. They make all major decisions about the Warehouse organization, such as determining where the physical Warehouse will be when the old location is compromised or destroyed. (Yes, this is currently the 13th manifestation of the Warehouse; it has been destroyed a number of times in the past.) They also determine who the Agents are and if they are fired.

And finally, they oversee the Bronze Sector of the Warehouse and determine who gets bronzed.

We list the current the Regents HERE.



7. Who are the Warehouse personnel? Who are the Agents?
These are the group of highly skilled individuals who work for the Regents and the Warehouse organization in various capacities.

Warehouse Agents track down and confiscate Artifacts, and then bring them back to the Warehouse building for storage. They also maintain the organization and upkeep of the Warehouse’s contents. Both are messy jobs, but someone has to do them. They are highly trained individuals, usually picked from law enforcement agencies from around the world for their special skills and training. They are not people to cross. Some even have special meta abilities that make them stand out above the crowd.

There are others who work for the Warehouse, as the organization has many needs. More about the personnel currently associated with the Warehouse can be found HERE. At that page you can see what each individual does for the Warehouse and a little bit about them.



8. What are Artifacts?
"Artifacts are mysterious relics, fantastical objects, and supernatural souvenirs that are imbued with enough energy from human activity and emotions to somehow move and affect other objects on their own." (From the WIKIA.)

In short, they are objects, any kind of object, with a supernatural power. That power is unique to each Artifact, but it is usually associated with the activities humans were doing when the Artifact was created. Ex: Benjamin Franklin's Lightning Rod, "a metal rod that boosts the energy level of any device to which it is attached."

Some Artifacts are upheld by religious groups as proof of divine existence (and given how powerful some are, it's not difficult to see how people jump to that conclusion). Some Artifacts are benign and can be used as tools by their owners without any ill effects. Agents only collect benign Artifacts when their original owner passes on, or, if they slip the Warehouse's notice, when the Artifact is used in a harmful way and draws negative attention.

Some Artifacts cannot be moved from their current location; so long as they are harmless, they are tagged and monitored by the Warehouse to make sure they do not harm anyone while out in the real world.

Some Artifacts are too dangerous to be left out in the world, however, and those are the ones the Agents actively try to find and bring back to the Warehouse. Agents use a neutralizing substance to deactivate the Artifacts before bagging and tagging them for storage.

Characters will not be finding Artifacts willy-nilly lying around Univille. The Mods will let players know if an Artifact is causing mayhem in the game.



9. How do Agents even find Artifacts?
Artifacts are located a few ways. First, the Warehouse uses an Artifact to track the creation and use of other Artifacts, the Artifact Tracker Football. It looks like a football, but that is just the casing. It opens to reveal a mini computer connected to an Artifact. When thrown into the sky, it can propel itself for one rotation around the Earth, always returning to the Warehouse. As it travels, any Artifact created or used within its sensor range is recorded and that information is sent back to the Warehouse computers. This is not the only method Agents use, as the range of the football isn't perfect. They keep an eye out for any news about strange happenings and investigate if it seems like an Artifact was involved.




10. What is the 'neutralizer' stuff? Is it harmful?
No, it is not harmful. And thank heavens it is tasteless and only vaguely smells like ozone, which is gross enough. But it isn't the most pleasant. It is a gooey purple substance that looks a lot like Slimer from The Ghostbusters fame, just purple. It neutralizes the effects of most Artifacts. (Sometimes the Artifacts need to be deactivated through different means, such as rearranging the parts of the Artifact first. But for the most part, the purple goo works).

Surprisingly, and much to the Agents' relief, because the characters are brought to life by an Artifact the neutralizer has an effect on them, in that it can render them harmless and compliant for a short period of time. If your character gets out of hand, the Agents have a means to subdue them.

Agents either use the neutralizer in its goo form, pictured here in a barrel, or special bags and gloves made with the neutralizer, pictured HERE with Agent Pete.



11. What is the Bronze Sector?
The Bronze Sector is a section inside the Warehouse building that houses some of the world's most dangerous individuals. It is no ordinary prison with cells and bars and guards watching over the inmates. No, the individuals housed here are all bronzed. And that's exactly what it sounds like. Through a delicate process involving an Artifact and a 'bronzing chamber,' a person is put into stasis; they come out looking like bronze statues (much like Han Solo's carbonite experience). This place is maximum security and only the top Warehouse personnel can go here.

If your character causes too much of a fuss and proves they will not abide by the laws of the land (and the other rules imposed by the Regents), they will be tracked down, neutralized, captured, and then bronzed for a period of time determined by the Regents. Your character does not want to be bronzed - they are fully conscious the whole time they are encased.

Allow Claudia (a Warehouse Agent) to demonstrate. (But warning - spoilers for images from season 4 of WH13.) The bronzing chamber looks like THIS. And bronzed individuals look like THIS.



12. What are the Farnsworths? How are they special?
Named for the brilliant scientist Philo T. Farnsworth, Farnsworths are a type of communication device. They look like this:



And here's another view:

They can do the following:

Video and voice communications only. (Sorry, no text or internet - your character is welcome to get their own cell phones for that kind of thing.)

They can only access other Farnsworths - they operate on their own signal that cannot be hacked.

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 (Claudia and Hugo specifically) for a replacement - but they may not get what they ask for. Just so you know. Your character should be careful.


Those familiar with the show may recognize the Farnsworth shown here as 'Claudia's Farnsworth,' and not a model the rest of the cast uses. Because Claudia is in charge of the distribution and maintenance of the Farnsworths, she naturally chose her model as the basis for creating more Farnsworths. So you can thank Claudia for giving you all the 'cool-looking' Farnsworth model.



13. What is a Tesla gun?
Pictured here:
 photo teslagun_zps8ac6eb3f.jpg
Invented by Nikola Tesla, who incidentally worked for the Warehouse back in the day, they are a type of handheld weapon that shoots a stunning bolt of electricity. The strength of the bolt can be adjusted and can stun a person for hours. They are not meant to kill, but only to incapacitate.



14. Can my character become a member of the Warehouse organization?
Yes they can! Your character has to have been in game for at least ONE (1) IC month, which translates to THREE (3) OOC months. They also need to have some special skill or ability that they can bring to the Warehouse. For example, Pete Lattimer gets vibes when something bad is going to happen, Myka Bering has an eidetic memory, Leena can read people's auras, etc. If your character meets these requirements, head right over here to the Warehouse Employment Page, fill out the form and submit!



15. What is Claudia's Clown Shop, and how does it benefit my character?
We give a detailed answer about this over HERE.



16. Why do you keep referencing 'Endless Wonder'?
Yup, we have it all over the game pages. 'Endless Wonder' is how the Warehouse personnel affectionately refer to the amazing things they encounter while working for the Warehouse. On the show, when someone is introduced to the Warehouse, they are introduced to ‘a world of endless wonder.' And so, we welcome you players to the endless wonder that is our game. What is your favorite color?



17. How much of this setting is canon to the show?
A great deal is. The concept of the Warehouse organization, the Regents, the Agents, the Artifacts, how Artifacts are neutralized and stored - all of that is canon to the show.

Almost all the Warehouse personnel are canon characters - the only ones who are not are the 'arrival assistants.' They have been invented for this game. All WH personnel are listed with their canon PBs.

Many of the Regents are canon - Mr. Kosan and Jane Lattimer are completely canon in PB and name. Shawna Williams, Charles Gans, and Matthew Michaels have canon PBs, but we needed to make up names for them. The rest of the Regents have been invented by us - on the show, there are about 9-12 Regents at any given time, but at the canon point at which we start the game, a number of Regents had been killed off on the show. We needed to fill in the gaps. The Courier is canon.

Univille resident Brenda is canon, and so is the post office. The rest of the Univille residents have been made up for the game.

The villains are all fabricated for the game.

Some of the places in Univille are canon - Leena's B&B, the vet's, the post office (though it was closed in season two, but we reopened it for the game), Tokyo Sushi, the hearing care clinic, the ice cream shop, the hardware store, the diner, the open mic bar, the conservatory and the park are all canon places. The rest we made up to make the setting more playable.

And finally, while the TV show has a number of Artifacts, Cecil B. DeMille's camera is not a canon Artifact. We've made it up for the purpose of our game.



18. What are the canon timelines for WH13/Eureka and where does the AU of the game fit in?
Here is the general timeline for Wh13/Eureka:
2006 - Season 1 of Eureka
2009 - Season 1 of WH13
2012 - Season 5 of Eureka (Final season)
2013 - Season 3 of WH13 Ends and the AU picks up
2014 - (Jan/Feb) The Camera Artifact is located and starts spewing out random people.
2014 - (Feb/March) The Regents impliment measures to manage the situation.
2014 - (April) In-Game start date.
WH INFO

MAIN PAGE
CLOWN SHOP





GAME ADMIN

NAVIGATION
PREMISE
RULES
FAQ
HOLDS
APPLICATION
TAKEN
WANTED
PLAYER CONTACT
MOD CONTACT
HIATUS
DROPS
CREDITS


GAME SETTING

NEW ARRIVALS
WAREHOUSE INFO
UNIVILLE
HOUSING
PLOTS
NPCs
CALENDAR
EMPLOYMENT





LAST UPDATE
24 Feb 2014

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