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Hunter's Guild in depth

-Layout
Here's a closer look at each of the rooms in the Guild. As the building is quite huge and sometimes urgency is needed, Warren, Anna and John all have beepers. Warren and John have master keys and due to her age Anna only has clearance to get in Store 2 and the unlocked rooms.
Picture: Hunter's Guild floor plans
Artist: Paws

Lobby
The lobby, also known as the 'waiting room', which is found behind the main entrance doors, is a fairly simple room. From entering there is a white door (which leads to the sickbay) to your left in the corner and next to that is the main desk with several CCTV stations, a phone, a computer and some files. This desk which is caged in a very tough type of metal, is where Warren can mostly be found sitting on a swivel chair. Behind Warren is the record room.
Directly opposite the main entrance are the double doors to the library.
The only other things in the room are a few cupboards and rack with wanted posters and newspapers in and six chairs varying from cheap plastic to old wooden ones. There is also a free payphone on the wall next to the entrance.

Record room
Rarely seen ever by anyone than Warren and John, in contains hard copies of all the Guild's files on demons and hunters as well as viruses and cures. There are several personal computers on a network in there too. There are locked doors to the north and south. The north leading to Store 1, and the south leading to the sickbay.

Sickbay
Where John is most of the time either developing new cures or saving patients lives. It's an average sickbay with a medi-computer, an intercom to either the lobby, living room or upstairs lab. The locked door to the north is to the record room and the one to the east leads to the lobby.

Store 1
A store room filled with weapons and assorted items that are effective against types of demons. Both doors to this are locked, the one below leads to the record room while the one to the right leads to the library.

Library
The room beyond the lobby is a floor-to-ceiling library, and just beyond the double-doored entrance, opened up to two stories of shelving. All sorts of mysterious books lined the walls, and a scan of titles, those that she could read, prove to be on the topic of myths, legends, and magic. The books within are the biggest wealth of arcane knowledge know and help hunters out a lot. A few old couches are set in the middle of the library, a worn coffee table positioned in the center. Various decorative arts, desks, plants, old adornments and elaborately worked carpeting create a rather leisurely, calm atmosphere. Another door to her immediate right was also closed. There are another two doors to the west and east side of the room. The west leads to a storeroom know as Store 1. The east leads to the living room.

Living room
A decent sized room, well decorated, with a TV and phone and Anna's toys. The door to the left leads to the library and the one below leads to the second store room that is locked.

Store 2
Unlike the first store room this one contains food rations and other supplies as well as a bunch of starter packs for new hunters. The only entrance/exit is to the north, which leads to the living room.

More information; Warren, Anna, and John

(more to come...)