Building Ownership | Solstice Roleplay

Building Ownership

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Raindrops

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Sep 23, 2018
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#1
Fort Duskwood is a preconstructed colony, meant to be small and centralized with many existing buildings to interact with. If you want to construct another building, contact the colony owner with an image of your build idea here! Additionally, constructing a new building takes time and resources, and this process should be carried out through roleplay. Of the existing buildings, though, feel free to make a claim and make it known here!

To claim a building for your own, follow the format below and post here. Defences might include the structure of the building, any materials of interest, locks or other security methods, or whoever might be there at the time. Interactions might include things that players can acquire or do without the presence of an IC owner.

If you'd like to surrender ownership of a location to someone else, or the location no longer exists, don't delete it! Just edit your post and throw everything into a spoiler, perhaps noting why the location is no longer under your control.

If you need help making something pretty, just ask! Colony staff reserves the right to make alterations to buildings, with due cause.
Large expanses of land or territory cannot be claimed due to lack of space on the planet!





Name of Location

[Image]

Owned By
Who!

Notable Features
What!

Defences
What!

Interactions
How!

(totally not ripped from loswake, thanks aiko)
 

Raindrops

New member
Sep 23, 2018
26
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#2
Duskwood Clinic



Owned By
Naoko Setoharu, Antares Faction for Humanitarian Aid [IC], Raindrops (raindrops#1261) [OOC]​

Notable Features
A fixed up clinic on the west edge of town. It's warm and lit inside, providing good shelter from the unrelenting weather. In the back room, there is a supply closet, an operating room, and a ward. The clinic can hold up to four patients at a time.​
Defences
The building is made mostly of wood. There are two workers inside, who wouldn't take too kindly to any kind of altercations inside. They also prevent people from stealing supplies out of the back room!​

Interactions
The downstairs doors are unlocked, and the back room is open. There's a receptionist at the desk, there to take in patients, and a nurse usually staffs the hospital. There's some supplies and equipment, enough to perform basic operations and care for patients with basic ailments. The fridge in the back room hosts a supply of blood, donated and synthetic.​
 
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Hex

New member
Oct 5, 2018
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#3
DUSKWOOD LIBRARY
1541723084889.png
Owned By
(IC) Kathrine Wright (OOC) @Hex#1017 (Hex/Exuria)

Notable Features

The Library is mostly operational, possessing electricity and a few radiators. It's been fixed up enough to provide protection against the elements and is quite sturdy, being mostly stone.

Defences

Lock and bolt coupled with a very thick wooden door. Generally closed when she isn't around.

Interactions

When open there is quite a hefty amount of literature, consisting of mostly non-fiction. Of course additions will come with time and any book not Avalible can be ordered. It also appears Kathrine brought most of her collection of books on the occult.
 
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Markus

New member
Nov 11, 2018
2
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#4
Name of Location

Sawmill

1541929643491.png
Owned By

Borislav / ✠ mͫaͣᚱƙuͧ丂 ✠#6702

Notable Features

Ability to produce various lumber products, out of wood.

Defences

Reinforced padlocks hooked to a metal sliding system incorporated into the sturdy skeleton of the structure, this should deter most common thieves.

Interactions

You could try and use it unattended, lose a limb or your life. It mostly contains wood working tools, some food and other maintenance tools. However, most of these tools would have been made for larger humanoid creatures.
 

pure pure

New member
Oct 2, 2018
14
17
3
#5

Sheriffs' Office





Owned By


IC: Ceffa L'foure / Joel

OOC: Snek(Snek#9166) / Raindrops (raindrops#1261) [i think]

Notable Features

The Sheriffs' office is open to the public, but the two usually residing inside wouldn't take kindly to strangers poking around in their belongings. Not that they're always there, though. The cell on the second floor is locked, as is the gun cabinet in the basement. Said cabinet contains a few rifles, alongside a spare automatic handgun. The filing cabinets are unlocked, but really only contain irrelevant, old files.

Defenses

Two wooden doors, both lockable, but barely locked.

Interactions

There's a pad and a pen on the desk downstairs, with a note asking would-be visitors to leave a message if nobody's around.
 
Likes: partizan

DUWANGO

New member
Sep 28, 2018
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#6
1543958684434.png

Owned By:

Germain (ic)
duwango (ooc)

Notable Features:
Being an abandoned and intact trading post and the sign above it, Germain hopes to turn this place into a viable homestead.

Defenses:
The door's locks and his guns and fists.
 
Dec 5, 2018
13
35
13
#7
Vokwell Cabin
cabin.png

Owned By
IC: Syed and the rest of the Suhl'Kali.
OOC: THE SHAPE IN THE GLASS#0069

Notable Features
A normally silent cabin with a set of heavy, black blinds covering the windows, obscuring the interior from view. There are no lights on the exterior, and the blinds block out light from the inside, making it very hard to spot at night.

Defences
The door is usually always kept locked and bolted, a "No Trespassing" sign on the front, and small wooden perimeter fence surrounds the front of the property. It rests on the top of a steep hill, and the falcon is always watching.

Interactions
Psions that walk near it will sense the same presence that every Suhl'Kali gives off. A series of rat tunnels dug in its basement connect it partially to a derelict ventilation system in the bunker, as well as other locations in and around the settlement. Entering the cabin uninvited is a consent to death by its residents.
 

Attachments

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Liraxus

New member
Dec 19, 2018
7
0
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#8
Western highway tunnel

Camp.png

Owned By
'Dove'

Notable Features
It's a camp, nothing's really been altered inside.

Defences
Nothing, really.

Interactions
Well, its a camp with a sleeping bag in the tent, if you want to do something to it, just message Liraxus#4961 on Discord.
 

Dimov

New member
Oct 14, 2018
12
20
3
#9

Owned By
Orion Corlenda-Buren

Notable Features
It's an old, rusted out truck, with O.C recently spraypainted on the doors to the trailer. A stenciled big game cat is spraypainted on the left door as well.

Defences
None

Interactions
None (yet)
 

EvDo

New member
Oct 20, 2018
10
1
3
#10

Безымянный.png
Owned by:
IC
Tephetkan Aesura
OOC EvDo#3203

Notable features:
An unremarkable rift (don't know what it really is) in the east of Fort Duskwood, the entrance to which marked by several autonomous beacons. The camp itself is located in a cave with a several traps, behind a hand-made small ice wall. The camp consists of tent, portable camping stove, an improvised workplace with folding chair and holographic computer, signal lamp connected to a motion sensor in the cave, notes in high avosian on the wall about where inhabit edible wildfowl, a steel case from a portable survival system (PSS) with a biometric lock and avian hieroglyphic code.The compact plasma-drilling unit (CPDU) is installed near the far wall, but not functioning due to the absence of a nuclear micro battery. Nearby there is a battery pack, which seems to have been brought from the fort, hastily connected to the CPDU, perhaps it was an attempt to restore the unit to work.

Defences:
The cave tunnel equipped with several expertly hidden traps:
  • The simplest and first trap is the barbed wire at the cave entrance, which isn’t immediately visible, especially at night. You can walk past it through a small distance from the right wall, which is unnoticeable if you don’t know in advance where it is;
  • The next trap is hidden under the ice crust, reinforced with metal fittings. A motion sensor installed between reinforcement and connected to the explosive chain. However, charge isn’t enough to kill, it is necessary to violate integrity of the ice crust. When triggered, the victim falls on wooden pins;
  • The third trap more insidious: in pocket cave set faulty autonomous beacon which simulating a campfire. When someone comes closer the “camp” the detonator sensor triggered and blocks the entrance to the pocket cave, making victim immured;
  • The fourth sensor is already on the way to the camp, and connected to the signal lamp. It is a signal for camp resident to prepare for battle. A wall of ice cubes and gravel, reinforced fittings protects the camp. Before thewall is spotlight with a switch, to blind the enemy and to designate his location.
Not in game, I disable the traps in order to avoid triggering, but IC its worked continuously.

Interactions:
On the cave wall glued notes about where inhabit edible wildfowl. In the tent: sleeping bag, avian amulets, prayer book, metal bowl and knife, a few cans of beans and meat.After hacking computer (which not connected to an extranet) you can get access to notes about ecosystems, instructions and blueprints of various equipment, photo signed “Heaven” an unknown planet with a close to the terrestrial type climate, several photo depicting existing devices of an unknown civilization, also a photo of a female figure of an absolutely black creature with a blue glow dressed in matte armor made of stone-like material, she stands half a turn among electrical discharges in the forest. In the PSS case you can find several omni-tools, papers A4, broken ceremonial avian sword, two discharged nuclear micro batteries.
 
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