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 Gesellschaft Headquarters

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Synthia
First Generation
First Generation
Synthia


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Gesellschaft Headquarters Empty
PostSubject: Gesellschaft Headquarters   Gesellschaft Headquarters EmptyWed May 10, 2017 6:28 am

Residence Type: Group
Residence Class: S
Chosen land of residence: Augsburg, Germany.
Image:
Outside Image:
Description of Residence:

- Upper Floor:
(Personal Quarters)

* The Fuhrer's Personal Quarters:
Home to The Fuhrer herself, this perhaps surprisingly modest bedroom consists of a large bed near a window along with a desk built for writing and dealing with the large amounts of paperwork The Fuhrer personally signs each day as well as a standing mirror for The Fuhrer to carefully tend to her appearance before going out to speak with her soldiers for the day.

The room has no real special qualities, although it does contain important documents pertaining to Gesellschaft along with Astrid's own personal diary concealed beneath her pillow.

* Assistant's Quarters:
A room directly to the right of The Fuhrer's own, this bedroom is meant to house the personal assistant to Gesellschaft's Fuhrer and contains the same furnishings as The Fuhrer's room with the key difference being an additional phone added for contact with other individuals within the building along with any other minor furnishings that the current residence would desire upon their appointment to Fuhrer's Assistant.

* Head Of Medical (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Medical department, this bedroom is located directly to the left of The Fuhrer's and is considered to be a stand-in for the Assistant when they are not available or one has not been appointed for the current time. They are also furnished with a phone that has a direct line to The Fuhrer and her assistant along with any other minor additions that might be required such as lab equipment or materials needed to perform their duties.

* Head Of Reconnaissance (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Reconnaissance department, this bedroom is located to the right of the Assistant's own and also contains minor additions such as a phone and working internet if the residence desires.

* Head Of Infantry (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Infantry Divisions, this bedroom is located to the left of the Head Of Medical's Quarters and is slightly less lavish or well-decorated than the other rooms due to not being in use all that often though remains open for when the Head Of Infantry desires to stay at the Headquarters for an extended period of time.

* Head Of Research (Captain) Quarters:
Quarters designed specifically for Gesellschaft's Head Of Research, this bedroom contains many shelves for books and extra tables with lab equipment and charts spread across them. The bed itself in the room is just large enough for one person to sleep in comfortably and the single window is typically covered by a thick black curtain. It is much more densely packed with materials and such than the other rooms and lacks the comfortable home feel as many of them have, instead it feels like a constantly buzzing workplace - this room is located directly to the left of the Infantry Captain's headquarters.

- Ground Floor:
* Entrance Hall
Directly upon entering Gesellschaft's Headquarters, visitors are greeted by two immediately branching halls to either side along with a large staircase ahead of them that leads up to the Personal Quarters and behind this staircase are further halls leading deeper into the building itself.

* Dining Hall
(Large Image):
Behind the staircase in the main hall, this large banquet style hall is reserved typically for celebrations although at times common soldiers will eat there depending on whether or not their normal spots in the Soldier's Mess Hall are taken. The large table in its center is adorned with several candleholders and lit candles along with enough chairs to seat up to forty men at a time comfortably and enough room for several courses of a meal to be on display at once.

* Kitchen
Just behind the dining hall is the Kitchen; Simply put where all the food is prepared and served from. It has nothing really remarkable about it but remains an integral part of the day to day lives of the many who work and live within these walls.

* Recreational Room
Down the hall on the right from the main entrance to the Headquarters, the first door along the way leads to the Recreational Room which contains several pool tables, dart boards among other things which the soldiers find entertaining and serves as a place for soldiers to unwind after eating or finishing their jobs for the day.

* Administrative Affairs
(Large Image):

The next door after the Recreational Room leads to a large office space where most of the paperwork for Gesellschaft is handled and collectively is known as Administrative Affairs. The Fuhrer herself does work here from time to time and it is considered to be rather bland and not too memorable due to the fact that it - as the name implies - deals purely with paperwork.

* Doctor's Office
From the main entrance, the first door down the left hallway rather than the right leads into a modestly sized tiled office with an examination table, a desk and various medical supplies which serve as the office for the current Doctor on duty for the Headquarters and is where any ill or injured soldiers will go to be treated.

* Munitions Room
Just past the Doctor's Officer and usually covered by at least one Armed Guard, this room contains basic Rifles and Pistols which the Guards turn in and check out depending on their shift as well as cleaning materials and ammunition in the event that they are needed. There are a total of twenty rifles and twenty pistols located within this room, enough to arm the various guards and a few of the Officers if needed.

* Communications Room
Containing various receivers and radios, this room is purpose-built for the Communication and Reconnaissance departments so that they may track enemy and ally transmissions as well as broadcast to either in the event that communication outside of the Headquarters is necessary such as in the event of an invasion.

* Library
At the far end of the left hall is the Library, which contains over twenty shelves loaded with rows of books primarily in the German language which are typical titles that involve military tactics or the like although there are a few more classical books for those so inclined. The library also contains several chairs and tables for reading and is typically not under heavy guard due to the fact that it is not a priority location to the Fuhrer.

* Entrance to Subterranean Floor
Located within the Munitions room is also an Electronically Locked doorway at the far end which leads into a stairway that leads to the Sub Floor, this being the only way to access these sub floors without teleportation or other abilities that could bypass the space between the Ground and Subfloor.


- Subterranean Floor:
* Subfloor Main Hall
Upon exiting the staircase and entering the Subfloor of the Headquarters, one is greeted with a long hallway that has four doors to the left side and three to the right as well as a large door at the very end. These doors lead to the different sections of the Subfloor of the Headquarters and are each secured by Electronic Locks.

* (Left Hall) Medical Laboratory
Where most medical research is conducted, this is typically home to the Head Doctor of Gesellschaft at the time and contains any lab equipment or materials that one could need to research and develop cures as well as treatments for new types of injuries along with several first-aid stations to allow immediate treatment of injured individuals as well as an examination table for studying purposes.

* (Left Hall) Human Research Laboratory
Led by the current Head Of Research, this laboratory is located directly beside the Medical Laboratory and is where any Human Experiments are conducted such as attempting to Nullify powers via certain materials or inducing powers in non-powered individuals through intense trauma or via specially made serums. This room is also built to be soundproof so as to avoid wandering individuals from hearing the screams within.

* (Left Hall) Armory
Much like the Munitions room on the upper floor, this room contains the same amount of weaponry as its upper counterpart but is tighter in security and contains B-Rank weapons rather than C-Rank, furthermore including Shotguns and Assault Rifles to the list of weapons alongside rifles and pistols.

* (Left Hall) Generator Room
This room contains various Batteries for the Air Cannons as well as the generator for the Nullification Field, meaning that this is where one will wish to go if wanting to disable it and is typically guarded by a single Armed Guard at all times due to its importance though this is not always the case as in if there were an invasion or something similar that would require troops to be drawn away from this location.

* (Right Hall) Barracks
Where most Armed Guards and other important soldiers within the Headquarters sleep, this room is lined with ten rows of bunk beds to either side and various lanterns spread throughout the room to keep it well-lit during waking hours. It also holds trunks at the foot of each bunk bed so that Soldiers can store their belongings inside if they so desire.

* (Right Hall) Mess Hall
Similar to the Dining Hall yet less extravagant in appearance, this room contains several large tables that can fit up to forty or so soldiers comfortably and is where many eat their rations provided by Gesellschaft or warm meals if not under any impending military threat.

* (Right Hall) Meeting Room
A simple meeting room for The Fuhrer and her Heads, this room contains a large rectangular table that seats eight as well as a large map on the wall that is typically marked with troop placements and such. Furthermore, this room also contains a phone which has direct access to any of the Heads along with the Fuhrer's own room in the event she is needed to be called there.


* (End Hall) Training/Sparring Room
At the far end of the hall and through the large doors of the Subfloor Main Hall is a training room roughly fifty meters by fifty meters in size and having a ceiling which reaches up to twenty meters due to how low the Subfloor actually is from the Ground Floor. This room provides ample space for Gesellschaft soldiers to train and is where many go to prove their worth to the Fuhrer in a spar or to hone their powers while not on the field of battle.



Add-Ons:

Anti-Air Blaster-Cannons:
(Large Image):

Specialized anti-air cannons placed strategically around the perimeter of the Gesellschaft Headquarters totaling ten in number: These cannons do not fire standard ammunition but instead are fitted with Energy Batteries and larger bored barrels allowing them to fire powerful concussive bursts of Blaster Energy that have a base strength of "50" in their Energy stat with each round and are capable of firing two rounds each per post and requiring a recharge after twenty shots per cannon.

These cannons are capable of reaching a maximum distance of one-hundred meters and can be aimed in whatever direction that the soldier firing it desires, however, they are destructible and have a base health of 1,000 Each and the Batteries can be targeted if in melee range with a health of 200 each.

If destroyed, these cannons must be replaced at a cost of 100,000 GC per turret and their batteries cost 500 GC if destroyed.


Lockdown Capability:
In the event of an emergency or an invasion, the building is able to be locked down completely with all exterior entrances and windows being covered by bars with a health of one-thousand per bar with up to four bars being placed over doors and two on each window. These bars are retractable at the Fuhrer's command and are only used if there is no other choice but to do so.


Armed Guards:
All throughout the Headquarters, armed guards patrol the perimeter and the interior of the building and are stationed at key points within the boundaries of the Headquarters itself:

These guards have a Life Point stat of 100 and a fifty in every other stat field save for vitality which they have 200 of. The Guards are equipped with C-Rank rifles and C-Rank pistols and are a mixture of non-powered conscripts, volunteers, and some basic Blaster-type individuals who have not yet unlocked enough of their potential in order to cast abilities.

There is a total of twenty guards at any given time, with five being positioned outside: Two at the front entrance, one at a guard shack on the far north end of the property and two patrolling the perimeter.

The remaining guards are placed inside, giving a total of fifteen guards inside of the base at any given time usually with at least one covering an area at all times as to prevent any unwanted disturbances to the soldiers working inside as most Administrative Officers are unarmed and considered to be noncombatants due to their lack of firearms training.

Nullification Field:
Within the base's walls, thanks to a generator hidden within one of Gesellschaft's underground labs designed by the Science Team all Powered individuals entering the premises who do are not wearing the Gesellschaft Eagle pin (made with a metal which the field reflects off of) suffer a minus twenty to their main Power stat and are unable to utilize flight, or enter breaker/changer states so long as they are being affected by the Field. However, all other powers can still be utilized even while under the effects of the field.

This field does not extend outside of the walls and the generator can be destroyed within the Science Lab of Gesellschaft's underground section with a health of one-hundred and furthermore makes a distinctively loud engine noise while active as to make it easily located by both friend and foe alike.

Access Control:
All Personal Living Quarters and Underground sections of Gesellschaft's Headquarters are secured by electronic card lock that cannot be opened by ordinary lock-picks and must be hacked by a Tinker ability of rank B or higher in order to gain entry unless the individual has access to the card for the specific door in question.

These special doors have a health of two-thousand with an equal health for the electronic locks attached to them.

Containment and Isolation Cages:
While inside of the walls of the Headquarters, an intruder can be isolated via panels in the floor and ceiling which are strategically placed so that while an individual walks through the halls of the building they will constantly be in a position where they can be contained within the strong steel walls that have a health of five-hundred per panel with multiple panels able to be closed at a rate of one per post at a speed of one-hundred.
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Adam Jerald
First Generation
First Generation
Adam Jerald


Posts : 141

Skill Sheet
Skill 1: Crescent Moon Style
Skill 2: Runic Magic
Skill 3: Cooking

Gesellschaft Headquarters Empty
PostSubject: Re: Gesellschaft Headquarters   Gesellschaft Headquarters EmptyWed May 10, 2017 5:42 pm


Approved.



Astrid wrote:
Residence Type: Group
Residence Class: S
Chosen land of residence: Augsburg, Germany.
Image:
Outside Image:
Description of Residence:

- Upper Floor:
(Personal Quarters)

* The Fuhrer's Personal Quarters:
Home to The Fuhrer herself, this perhaps surprisingly modest bedroom consists of a large bed near a window along with a desk built for writing and dealing with the large amounts of paperwork The Fuhrer personally signs each day as well as a standing mirror for The Fuhrer to carefully tend to her appearance before going out to speak with her soldiers for the day.

The room has no real special qualities, although it does contain important documents pertaining to Gesellschaft along with Astrid's own personal diary concealed beneath her pillow.

* Assistant's Quarters:
A room directly to the right of The Fuhrer's own, this bedroom is meant to house the personal assistant to Gesellschaft's Fuhrer and contains the same furnishings as The Fuhrer's room with the key difference being an additional phone added for contact with other individuals within the building along with any other minor furnishings that the current residence would desire upon their appointment to Fuhrer's Assistant.

* Head Of Medical (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Medical department, this bedroom is located directly to the left of The Fuhrer's and is considered to be a stand-in for the Assistant when they are not available or one has not been appointed for the current time. They are also furnished with a phone that has a direct line to The Fuhrer and her assistant along with any other minor additions that might be required such as lab equipment or materials needed to perform their duties.

* Head Of Reconnaissance (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Reconnaissance department, this bedroom is located to the right of the Assistant's own and also contains minor additions such as a phone and working internet if the residence desires.

* Head Of Infantry (Captain) Quarters:
Quarters tailored to the liking of the current head or "Captain" of Gesellschaft's Infantry Divisions, this bedroom is located to the left of the Head Of Medical's Quarters and is slightly less lavish or well-decorated than the other rooms due to not being in use all that often though remains open for when the Head Of Infantry desires to stay at the Headquarters for an extended period of time.

* Head Of Research (Captain) Quarters:
Quarters designed specifically for Gesellschaft's Head Of Research, this bedroom contains many shelves for books and extra tables with lab equipment and charts spread across them. The bed itself in the room is just large enough for one person to sleep in comfortably and the single window is typically covered by a thick black curtain. It is much more densely packed with materials and such than the other rooms and lacks the comfortable home feel as many of them have, instead it feels like a constantly buzzing workplace - this room is located directly to the left of the Infantry Captain's headquarters.

- Ground Floor:
* Entrance Hall
Directly upon entering Gesellschaft's Headquarters, visitors are greeted by two immediately branching halls to either side along with a large staircase ahead of them that leads up to the Personal Quarters and behind this staircase are further halls leading deeper into the building itself.

* Dining Hall
(Large Image):
Behind the staircase in the main hall, this large banquet style hall is reserved typically for celebrations although at times common soldiers will eat there depending on whether or not their normal spots in the Soldier's Mess Hall are taken. The large table in its center is adorned with several candleholders and lit candles along with enough chairs to seat up to forty men at a time comfortably and enough room for several courses of a meal to be on display at once.

* Kitchen
Just behind the dining hall is the Kitchen; Simply put where all the food is prepared and served from. It has nothing really remarkable about it but remains an integral part of the day to day lives of the many who work and live within these walls.

* Recreational Room
Down the hall on the right from the main entrance to the Headquarters, the first door along the way leads to the Recreational Room which contains several pool tables, dart boards among other things which the soldiers find entertaining and serves as a place for soldiers to unwind after eating or finishing their jobs for the day.

* Administrative Affairs
(Large Image):

The next door after the Recreational Room leads to a large office space where most of the paperwork for Gesellschaft is handled and collectively is known as Administrative Affairs. The Fuhrer herself does work here from time to time and it is considered to be rather bland and not too memorable due to the fact that it - as the name implies - deals purely with paperwork.

* Doctor's Office
From the main entrance, the first door down the left hallway rather than the right leads into a modestly sized tiled office with an examination table, a desk and various medical supplies which serve as the office for the current Doctor on duty for the Headquarters and is where any ill or injured soldiers will go to be treated.

* Munitions Room
Just past the Doctor's Officer and usually covered by at least one Armed Guard, this room contains basic Rifles and Pistols which the Guards turn in and check out depending on their shift as well as cleaning materials and ammunition in the event that they are needed. There are a total of twenty rifles and twenty pistols located within this room, enough to arm the various guards and a few of the Officers if needed.

* Communications Room
Containing various receivers and radios, this room is purpose-built for the Communication and Reconnaissance departments so that they may track enemy and ally transmissions as well as broadcast to either in the event that communication outside of the Headquarters is necessary such as in the event of an invasion.

* Library
At the far end of the left hall is the Library, which contains over twenty shelves loaded with rows of books primarily in the German language which are typical titles that involve military tactics or the like although there are a few more classical books for those so inclined. The library also contains several chairs and tables for reading and is typically not under heavy guard due to the fact that it is not a priority location to the Fuhrer.

* Entrance to Subterranean Floor
Located within the Munitions room is also an Electronically Locked doorway at the far end which leads into a stairway that leads to the Sub Floor, this being the only way to access these sub floors without teleportation or other abilities that could bypass the space between the Ground and Subfloor.


- Subterranean Floor:
* Subfloor Main Hall
Upon exiting the staircase and entering the Subfloor of the Headquarters, one is greeted with a long hallway that has four doors to the left side and three to the right as well as a large door at the very end. These doors lead to the different sections of the Subfloor of the Headquarters and are each secured by Electronic Locks.

* (Left Hall) Medical Laboratory
Where most medical research is conducted, this is typically home to the Head Doctor of Gesellschaft at the time and contains any lab equipment or materials that one could need to research and develop cures as well as treatments for new types of injuries along with several first-aid stations to allow immediate treatment of injured individuals as well as an examination table for studying purposes.

* (Left Hall) Human Research Laboratory
Led by the current Head Of Research, this laboratory is located directly beside the Medical Laboratory and is where any Human Experiments are conducted such as attempting to Nullify powers via certain materials or inducing powers in non-powered individuals through intense trauma or via specially made serums. This room is also built to be soundproof so as to avoid wandering individuals from hearing the screams within.

* (Left Hall) Armory
Much like the Munitions room on the upper floor, this room contains the same amount of weaponry as its upper counterpart but is tighter in security and contains B-Rank weapons rather than C-Rank, furthermore including Shotguns and Assault Rifles to the list of weapons alongside rifles and pistols.

* (Left Hall) Generator Room
This room contains various Batteries for the Air Cannons as well as the generator for the Nullification Field, meaning that this is where one will wish to go if wanting to disable it and is typically guarded by a single Armed Guard at all times due to its importance though this is not always the case as in if there were an invasion or something similar that would require troops to be drawn away from this location.

* (Right Hall) Barracks
Where most Armed Guards and other important soldiers within the Headquarters sleep, this room is lined with ten rows of bunk beds to either side and various lanterns spread throughout the room to keep it well-lit during waking hours. It also holds trunks at the foot of each bunk bed so that Soldiers can store their belongings inside if they so desire.

* (Right Hall) Mess Hall
Similar to the Dining Hall yet less extravagant in appearance, this room contains several large tables that can fit up to forty or so soldiers comfortably and is where many eat their rations provided by Gesellschaft or warm meals if not under any impending military threat.

* (Right Hall) Meeting Room
A simple meeting room for The Fuhrer and her Heads, this room contains a large rectangular table that seats eight as well as a large map on the wall that is typically marked with troop placements and such. Furthermore, this room also contains a phone which has direct access to any of the Heads along with the Fuhrer's own room in the event she is needed to be called there.


* (End Hall) Training/Sparring Room
At the far end of the hall and through the large doors of the Subfloor Main Hall is a training room roughly fifty meters by fifty meters in size and having a ceiling which reaches up to twenty meters due to how low the Subfloor actually is from the Ground Floor. This room provides ample space for Gesellschaft soldiers to train and is where many go to prove their worth to the Fuhrer in a spar or to hone their powers while not on the field of battle.



Add-Ons:

Anti-Air Blaster-Cannons:
(Large Image):

Specialized anti-air cannons placed strategically around the perimeter of the Gesellschaft Headquarters totaling ten in number: These cannons do not fire standard ammunition but instead are fitted with Energy Batteries and larger bored barrels allowing them to fire powerful concussive bursts of Blaster Energy that have a base strength of "50" in their Energy stat with each round and are capable of firing two rounds each per post and requiring a recharge after twenty shots per cannon.

These cannons are capable of reaching a maximum distance of one-hundred meters and can be aimed in whatever direction that the soldier firing it desires, however, they are destructible and have a base health of 1,000 Each and the Batteries can be targeted if in melee range with a health of 200 each.

If destroyed, these cannons must be replaced at a cost of 100,000 GC per turret and their batteries cost 500 GC if destroyed.


Lockdown Capability:
In the event of an emergency or an invasion, the building is able to be locked down completely with all exterior entrances and windows being covered by bars with a health of one-thousand per bar with up to four bars being placed over doors and two on each window. These bars are retractable at the Fuhrer's command and are only used if there is no other choice but to do so.


Armed Guards:
All throughout the Headquarters, armed guards patrol the perimeter and the interior of the building and are stationed at key points within the boundaries of the Headquarters itself:

These guards have a Life Point stat of 100 and a fifty in every other stat field save for vitality which they have 200 of. The Guards are equipped with C-Rank rifles and C-Rank pistols and are a mixture of non-powered conscripts, volunteers, and some basic Blaster-type individuals who have not yet unlocked enough of their potential in order to cast abilities.

There is a total of twenty guards at any given time, with five being positioned outside: Two at the front entrance, one at a guard shack on the far north end of the property and two patrolling the perimeter.

The remaining guards are placed inside, giving a total of fifteen guards inside of the base at any given time usually with at least one covering an area at all times as to prevent any unwanted disturbances to the soldiers working inside as most Administrative Officers are unarmed and considered to be noncombatants due to their lack of firearms training.

Nullification Field:
Within the base's walls, thanks to a generator hidden within one of Gesellschaft's underground labs designed by the Science Team all Powered individuals entering the premises who do are not wearing the Gesellschaft Eagle pin (made with a metal which the field reflects off of) suffer a minus twenty to their main Power stat and are unable to utilize flight, or enter breaker/changer states so long as they are being affected by the Field. However, all other powers can still be utilized even while under the effects of the field.

This field does not extend outside of the walls and the generator can be destroyed within the Science Lab of Gesellschaft's underground section with a health of one-hundred and furthermore makes a distinctively loud engine noise while active as to make it easily located by both friend and foe alike.

Access Control:
All Personal Living Quarters and Underground sections of Gesellschaft's Headquarters are secured by electronic card lock that cannot be opened by ordinary lock-picks and must be hacked by a Tinker ability of rank B or higher in order to gain entry unless the individual has access to the card for the specific door in question.

These special doors have a health of two-thousand with an equal health for the electronic locks attached to them.

Containment and Isolation Cages:
While inside of the walls of the Headquarters, an intruder can be isolated via panels in the floor and ceiling which are strategically placed so that while an individual walks through the halls of the building they will constantly be in a position where they can be contained within the strong steel walls that have a health of five-hundred per panel with multiple panels able to be closed at a rate of one per post at a speed of one-hundred.
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