Entry tags:
TLV - Admiral Requests
Post your requests to the Admiral below (and also a note if you would specifically like that request to be rejected), and we will get to them in a timely manner. All Admiral requests (with the exception of Inmate resurrections) must go through this post, and their approval cannot be handwaved. Additionally, requests will only be granted to Wardens.
Unless otherwise specifically noted, all threads on this post are considered to be Private.
Though the Barge does not speak in any traditional way and is not reachable by communicator, it is sentient, and characters occasionally reach out to it via tapping on walls in Morse Code, spelling out messages in alphabet-letter fridge magnets, and other creative methods; if your character decides to try this, those messages may be dropped here as well!
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Because no one here is gonna be scared of a .22.
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The retro ray gun look can also be very goofy and not-intimidating, you know. But alright. You'll have to aim it the normal way, though.
A shortcut to zero isn't something I'm willing to do. But if you would like a Helpful Handcart to make hauling unconscious people easier, I might be able to manage something.
[She can probably hear the capitals.]
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What about like, a rope or something that makes them visible on warden items for the Zero wardens? Or the unassigned inmate people?
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[What's the stupid word.]
...contingency. [Ha, got it in one.] Not a first choice. ...Does the handcart have actual hands?
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...I know a ray gun wouldn't be intimidating either, but the difference is someone who's been on board for a while is going to look at it and think 'that's trouble, it does something.' They're not going to think twice about a kid with a small gun, just that it's the only thing I can manage.
I don't plan on running around shooting at people to prove a point, but being underestimated is like, one of my primary advantages here.
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[She will find in her room a pretty little .22 purse pistol with no ammunition. Instead of a manufacturer's name, the words Nerf Gun are subtly machined along the barrel. It will render anyone hit with it unconscious for between ten minutes and an hour.
There is also something that looks like nothing so much as a large version of a child's red wagon with cartoon hands attached to the sides. In fact, the hands are large, puffy, four-fingered white gloves that strongly resemble those of a certain mouse, with arms made of matte black pistons and springs.
An attached card informs her that she can activate the Helpful Handcart with the phrase "Helpful Handcart Go!" The hands will then spring out to grab the nearest person other than her, and place them in the wagon bed. The wagon is nearly indestructible and will always feel as though it has a maximum weight of about ten pounds. The hands will attempt to hold any person placed in the wagon, but are probably not fool-proof, so the Handcart is perhaps most efficiently used on unconscious targets. The Helpful Handcart has star-shaped wheels sized to catch and roll on the barge's stairs if the elevators are out, and it can also be used to carry heavy loads that are not people with the same weight-reduction effect. The Helpful Handcart's magical functions will only operate on the barge or in its immediate sphere of influence in ports.]