Constructs


Ye Olde Creature Shoppe

Leader: Sophie Mills (Syndicate - Media Control - NPC)

Members: All Union Personnel in the San Diego area


Mundane Introduction

Ye Olde Creature Shoppe (YOCS) is a special effects house and animatronics workshop that provides digital visual effects, animatronics, and soft puppetry to the international film, television, online, and advertising industries. The Shoppe is currently based in San Diego, near the Warehouse District.


YOCS' primary client is the PanTel Global Media Group, a news and entertainment conglomerate that focuses on television network broadcasting but also dabbles in other areas. The PanTel headquarters building is merely blocks away from the Shoppe's site, making it easy for Shoppe employees to access PanTel studios and personnel.


Enlightened Introduction

Ye Olde Creature Shoppe is a front for Technocratic Amalgam SD001 and a Syndicate-owned asset. The company certainly functions as described above, employing sympathizers, Extraordinary Citizens, and processed allies in the fields of computer animation, animatronics, film art, and make-up art. These employees are not aware of the amalgam's presence below them, though they sometimes witness the passage of its agents. Many people employed by YOCS never even set foot in the building, as they are dispatched, assigned, or attached to other companies (studio firms, etc).


Description

The YOCS site is a two-story brick building. A small lobby sits at the front of the building, manned by an administrative assistant and/or a desk guard. Two elevators sit at the end of the lobby, though the left one seems perpetually out of service. Perhaps one day the manager will get around to fixing it, but for now, employees who do work in the building are restricted to using the right elevator. The offices and workspaces for the Shoppe occupy the upper level of the building, and include all the functions necessary for the business to remain profitable (computer/tech assistance, costuming, wardrobe, make-up, props, the whole nine yards).


The lower floor of the building consists of just the lobby and a rear-facing garage. This garage comprises the amalgam's motor pool. The garage can be accessed through the left elevator of the lobby, which possesses two sets of doors. The left elevator also descends to the construct proper.


The basement level of the building contains the necessary elements of a functioning Union construct. There are cubicle workspaces dedicated for investigation, two small laboratories (one mechanical and one chemical) dedicated to research or development, an infirmary for treating injuries sustained in the field, and a conference room for amalgam meetings. While relatively small, it can be assumed that the construct meets the basic needs of its agents, and players should feel free to create nuances or quirks (within reason).