Facility 3

Jun 18, 2009 20:29


Facility 3 is very different from Facility 1 and 2. Your characters are outside, roaming around a town. They have their powers back, and their primary weapons. Yes, this should make them very nervous.

The city changes from trip to trip.  Previous locations have included Hope's End (fictional town set in Trigun style setting), Manhattan (So You Want to be a Wizard universe), Death City (Soul Eater universe), and Isla Nublar (Jurassic Park universe).  Hope's End is used for an example of what a trip to Facility 3 is like.  An OOC write-up of the location is provided before each trip to let the writers plot.

The City of Hope's End



And what you will find in Hope's End:

Location:
Abandoned desert town, recently abandoned so everything is there including food, alcohol, supplies, etc. Modeled after the anime 'Trigun', it has an old west feel with modern amenities like electricity and indoor plumbing. All buildings are unlocked and accessible.  There is very little wildlife, just some random kit foxes and the like. Watch out for the scorpions.   Outside of town is nothing but desert in all directions.

Saloon - bar with alcohol, stage, piano, tables, decks of cards and chips for poker
Barber - barber's chairs, razors, scissors, basic medical supplies
Hotel - standard hotel fixtures, gas lamps, over the saloon
General Store - food, alcohol, ammunition, clothes (this is where they will find their usual stock of clothes, along with some charming old west outfits, including cowboy style outfits for the guys and saloon girl style outfits for the ladies)
Houses - furnished houses, including food, street numbers will be assigned before the event to keep things from being too confusing. 
Church - standard Christian style church
Post Office - stamps, letters, mail boxes, etc.
Bank - very sturdy safe
Mines - seemingly endless tunnels, ill-lit with gas lamps, it reeks down here but the source is mysteriously unidentifiable, monsters will be found here . . . big ones
Mayor's house - larger than the rest and more luxuriously outfitted

Ghosts: This town is haunted. For those with spiritual abilities, they can be handled as normal ghosts. They can be seen, communicated with, sent or buried. They will be replaced, though, since this haunting is not natural. They will do things like push people down stairs, rearrange things, or just wander around watching and doing ghosts things.

Hollows: Where there are depressed ghosts, there are hollows (Bleach fandom). These are large, mindless creatures that feed on souls. Those with spiritual abilities can see them.

Bandits: They don't speak, and don't even look entirely human. They appear to be riding horses, but the horses have red eyes and sharp canines. You're not looking at herbivores here. They're just part of the setting. They can't be taken alive, and do nothing more than whoop and holler as they gallop into town and try to run people down and kill them/rob them. They are super powered bandits, the kind that will give demons trouble, with really damn strong guns. You don't want a direct hit, mecha guys. Team work is recommended for the raids that will be taking place.

Vampires:  After dark, there are vampires (Buffy the Vampire Slayer style).  No, no one can be turned into a vampire.

For anyone thinking about leaving, there is a dome over the entire city.  It's so massive that it's not noticeable, but fly up one mile and the characters will encounter it.  It surrounds the area and is made out of the same impenetrable metal as the walls in Facility 1 and 2.

!facility 3 layout

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