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TLV Mods ([personal profile] bargemods) wrote2009-05-31 01:53 pm
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TLV - Setting

SETTING


Picturing the Barge can be a little difficult, so this page is here to help fuel the imagination as best it can. Below are pictures and descriptions of all major areas on the ship; please keep in mind that though the pictures are excellent guides, not everything can be perfect. The descriptions should be trusted first and foremost.

When picturing the Barge, think of the Titanic sailing through open space. There is no obvious shield around it, but somehow passengers can stand on the deck and breathe air. It's better not to question these things, just be grateful the wonders of space can be observed in relative safety.

The stars are incredibly difficult to chart, as they seem to change regularly. Charting the course of the Barge is often futile; the Admiral has a habit of cutting his own path - one that must be through space and time or at incomprehensible speeds, if the stars are anything to judge by.

Inside the Barge, there are 8 levels for living, two upper deck levels, and, at the very bottom, level 0. On each living level are two common rooms, one at each end of the hall. These each come equipped with a couch that could seat three people if necessary, two arm chairs and a coffee table. There is also a television with some sort of video player. It's not any brand anyone will recognize, and it's not clear if it is meant to play VHS or DVD or blu-ray or something altogether different, but it certainly seems to take all three. The only downside? No cable. Sorry, folks. Signals get pretty weak in space. There are, however, assorted movies in the TV stand, but they're probably things most people have never heard of, or would never want to watch. The bow side common room on the sixth floor also contains a pool table, with a cue rack bolted to the wall.

The upper decks are Warden Only areas: that means that a Warden Item is necessary to access these decks at all, though not necessarily the attendant warden. A lock doesn't discriminate over who holds its key, after all.




  UPPER DECK 2   UPPER DECK 1
DECK   LEVEL 1   LEVEL 2 LEVEL 3
LEVEL 4   LEVEL 5   LEVEL 6 LEVEL 7
  LEVEL 8   LEVEL 0





UPPER DECK LEVEL 2


THE ENCLOSURE
The door to the top most deck of the ship is the door to the Enclosure. A simple ship's hatch from the outside, the immediate interior shows a flight of ten descending steps (or a ramp for those who require one). What lies beyond the steps is mostly unseen, kept in shadow. On the right wall, at the top of the stairs, is what looks like an intercom, but more elaborate. The more tech savvy may poke around and discover that the Enclosure can now be programmed or left up to the whims of the Admiral, which will take effect by the time the steps are descended; the less tech savvy can press the intercom button, and voice what they want. Specificity can be an important thing, especially when requesting a training simulator.

The Enclosure does have certain limitations: it can create man made structures, but it will not recreate specific people, so requests for homes will yield the building(s) and surrounding land, but not anyone who might have lived there. As far as training programs go, the created enemies can cause injuries, for the sake of realism, but safety measures ensure the programs will never cause a death. No matter the simulation, training or environmental, the door will always remain, just up the steps (or ramp).
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UPPER DECK LEVEL 1


THE PUB
Located in the center of this deck, the pub door is a little shabby but not run down. It's like the entrance to a well known tavern, something familiar but not quite remembered. Inside there is nothing especially fancy, save that the room seems to be deeper than the bounds of the ship should allow. There are quiet booths in the back, plenty of tables and chairs, and of course an unusually well stocked bar lined with stools. There is often a warden present to supervise any inmates who may work here, and when no one is present patrons are free to serve themselves: their tab is eternally open, after all.

As this is on a level that requires warden access, inmates will need to ask for assistance in order to attend.
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LABORATORIES
The laboratories are divided into medical, scientific, and technical sections. Each section sports several work tables and excellent lighting, however all materials beyond the basics of what might be found in a high school chemistry or biology class will need to be requested of the Admiral. There is room enough for several projects to be conducted simultaneously, though perhaps not with much elbow room, and any inmate workers must be supervised at all times by a qualified warden. WARDEN ITEM
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THE POOL
Walking into this room is like walking into a hotel pool room: the ceiling is impossibly tall (shouldn't that be interfering with the above deck?) and there are chaises and lounge chairs scattered around the pool edge. The pool itself is Olympic length, perfect for endless laps or impromptu games of Marco Polo. Fluffy white towels (and the occasional crazy colored beach towel) are provided to the left of the door on built in shelves, below which is a hamper for the used towels. Maintenance will see to it that these are properly laundered every week. Beside the towels are similar built in cubbies for people to set down their devices, watches, etc.

As of May 1st, Tiffany Doggett used a flood to expand the pool room: the ceiling is noticeably taller inside now, and the pool itself has more than doubled in size. An in-ground hot tub has been added off to one side, and passengers will no doubt make use of the twenty-foot slide that empties out into the deep end for some serious splashing.
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DECK


THE DECK
The main deck of the Barge is typical wood planking, with the occasional bench near the prow. A rail surrounds the deck, between waist and chest high. It's good protection against anyone stumbling, less so against being bodily thrown overboard. Try to avoid that. OPEN ACCESS
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THE GREENHOUSE
Where once there was a separation of garden and greenhouse, now there is only a greenhouse, twice the original size. This is the first door along the port side of the ship, and instead of a typical, solid metal ship's door, this is clearly the door to a greenhouse: clear, occasionally fogged glass. Inside there are sprawling gardens and fruit trees, both useful and practical. In one corner is a garden shed, partially overgrown by ivy. This is locked at all times and requires the greenhouse key from the Admiral as the shed contains all the tools of the gardening trade. Safety first, when it comes to a Barge full of people who could use a hoe in very creative murders.

The greenhouse is a public space accessible to everyone; the garden shed requires a key for access.
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THE CHAPEL
The chapel is fully non-denominational. It contains a raised dais at the front, and several rows of benches in two columns facing the dais. Various prayer books can be found in a cabinet in the corner of the room, providing basic information for all Earth religions and many non-Earth religions. More specific prayer books (for certain holidays, for instance) can be requested from the Admiral. OPEN ACCESS
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LEVEL 1


DINING HALL
The dining hall is very close to a typical cafeteria set up: there is a buffet line where kitchen workers can oversee the distribution of (and avoid tampering with) food. The tables are assorted, some long with benches, some circular with attached backless seats. The lights are never quite bright enough, but there have been various deaths that have occurred here: is it really a necessity to see every dark corner? In between meal periods there are snacks left out here, but consider carefully before accepting them as they are open to the entire population of the Barge and unsupervised.

The dining hall is a public space accessible to everyone; the kitchens require a key to enter.
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THE KITCHENS
Kept spotless and pristine only when the shift leads are diligent, the kitchens are fully modern with spacious counters. There always seems to be more room than necessary in here - but that may be because kitchen shifts are often short staffed. Occasionally, heads of shifts will use their keys to allow people in on off hours, but without permission or a key, there's no hope of accessing this particular playland.

Prompted by a request from Jean Grey, a kosher annex has been added off the main kitchen. It is complete with a working sink, stove, and oven, and has two sets of sets of dishes, drying cloths, washing basins, and table clothes: one set in blue, the other in red.
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LEVEL 2


THE INFIRMARY
Over the years, the infirmary has seen updates and downgrades. Once, potions and twenty-third century technology reigned, but at the moment these clean white walls don't have much beyond twenty-first century modernity. There are several beds for convalescence, equipped with curtains for privacy, as well as equipment for surgery and full body scans, should either become necessary. Most often, this hall is used to recover from the death toll. And there aren't even stocked magazines to read, so try to avoid needing to spend much time in here. There is an office in the back for the wardens who work in the infirmary, and all drugs and dangerous or specialized equipment are kept under careful watch, lock, and key. A neutralizing room has been added for those passengers who cannot or will not control their abilities but are in need of medical treatment.

The infirmary is a public space accessible to everyone, but always supervised by at least one staff member; the medicine cabinets require a key for access.
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COUNSELING OFFICES
Within the infirmary there are three counseling offices shared by those with keys. This is for those wardens with backgrounds in psychology, and those inmates and wardens in need of someone to talk to over the course of their stay. The rooms are not soundproof, but it's almost impossible to get back here when not accompanied by a counselor. WARDEN ITEM
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CYBERNETIC MAINTENANCE
Located beside the infirmary, the cybernetic maintenance facility contains all the tools appropriate for maintaining upkeep of the cybernetically enhanced peoples on board. This can range from humans with cybernetic body parts, to full AI. The tools included here are based on the characters currently aboard, and will vanish should those characters leave.

As a safety precaution, the Admiral has ensured that tools cannot be removed from this facility. Anyone trying to carry one out will be able to walk through the door, only to find the tool incapable of moving past the threshold. Tug of war is an option, but will not yield positive results.
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VETERINARY CLINIC
The clinic is found on the other side of the infirmary, to keep all medically based areas centrally located. This is a small clinic by most standards, complete with stainless steel examining tables and a small handful of kennels for both cats and dogs. This is for any animal owned by someone in a Barge Coma or taking a brief trip off-ship. It's also well stocked with all typical treatments, including flea and tick prevention, as well as less common necessities, like casting materials. There is always a jar of treats by the door.

The clinic is a public space accessible to everyone; the medicine cabinets require a key for access.
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LEVEL 3


INMATE BATHROOMS
Divided by gender, these bathrooms present as a typical college dormitory does: mostly clean, but no one really wants to spend a lot of time here. There are several shower stalls and toilet cubicles, as well as adjoining changing rooms and lockers. They seem completely normal, unless one considers the murders that have taken place here. OPEN ACCESS
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LEVEL 4


THE GYMNASIUM
A strange cross between a fitness center and a high school gym, the Barge gymnasium has everything expected, including more space than it feasibly should have. There are weight machines, treadmills, the sort of things seen on late night TV that everyone kind of wants but would never purchase. There are the blue mats every elementary school child always wanted to build forts with, there are punching bags and dummies of all sizes and preferences, and a storage closet for all of them - and maybe some other stuff. Par for the course, the closet is a lot bigger - and a lot fuller - than it has any right to be. All equipment and the usage of it is supervised by the supervising warden and any inmate support staff. OPEN ACCESS
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LEVEL 5


THE LIBRARY
Contained in this immense, three story room are hundreds of thousands of books, movies, CDs - but curiously, none of the canons belonging to the characters currently on board. This means that if two neighbors don't get along, they won't be able to go to the library to hunt down their canon source and thus mock them for their failures. There are, however, books written by those characters. The Admiral's collection clearly spans many universes, and is constantly growing. It's best not to ask how all those levels fit without offsetting the floor above.

Like any good library, there are also study and reading rooms available, as well as educational materials, books in Braille, audiobooks - and what library would be complete without a card catalog? The Admiral is an admirer of the dated, however: it's an actual card catalog. What makes this library more fun than most are the small passages that lead between the various rooms and levels within. Be careful, though - passengers could get lost for hours following these tunnels, either intentionally or unintentionally.
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LEVEL 6


LAUNDROMAT
Once upon a time, the Barge played house to faceless beings who picked up after wardens and inmates alike. For unknown reasons, autonomy became all the rage. Thus, the laundromat. There are tables for folding clothes, and plenty of washers and dryers that come with useful if occasionally difficult instructions to operate on the inside lids. There are four of each, so the typical rule of thumb remains: don't leave clothes in the machines, or they will get dumped out or disappear. OPEN ACCESS
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COMMUNAL WARDROBE
An annex to the laundromat, this massive storehouse of clothing of all types, in all sizes and colors, and for all styles; the only consistent thing about the selection is the quality (which is high). Similarly, there is jewelry, shoes, and accessories of all types (everything from cuff links and bracelets to gloves and scarves) available within as well. Everything is neatly organized for ease of use, by color, style, and size. The Wardrobe was made to provide clothing choices to both inmates and wardens (with an emphasis on the inmates) and as such, is free for anyone to add to or take from as they like. There is also a small note there to request tailoring, if it should be necessary. Clark Luthor will be adding to it at any port where such a thing is possible, so the variety should only increase over time. OPEN ACCESS
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LEVEL 7


ART & MUSIC THERAPY ROOM
This room is like any big art work room found in a university: the open space is full of high tables with several drawers for different sorts of supplies. In one corner, there are a couple pottery wheels, in another is everything that might be expected out of a wood shop, in a third are more easels and palettes than anyone would know what to do with, and it's almost impossible to find a table without supplies for drawing and sketching of any kind. As there is the potential for mischief and danger here, this is a warden-locked area. After the music room was removed, a request saw it added as an annex to the art room. Featured is a piano, some guitars, maybe even a few wind and brass instruments, if you look in all the lockers. WARDEN ITEM
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MAINTENANCE & REPAIR OFFICE
The Maintenance and Repair office is adjacent to the Custodial Supply Closet and requires a Maintenance key to gain access, held by the warden heading the department. Inside is a worktable for minor jobs, a desk for paperwork, and an area for storing the tools and materials required for repairing and (deep) cleaning the various appliances and fixtures around the Barge. The only cleaning supplies kept in this room are those for specialized, potentially hazardous cleanup. There is a paper system for work orders to monitor any assigned inmate's activity throughout a maintenance shift, and a small filing cabinet for keeping them in the event of future issues arising - as well as several pencils stuck into the ceiling tiles from bored or frustrated workers. Accessible only through the main part of the office - and thus behind the key locked office door - there is an extra room for storage of supplies. WARDEN ITEM
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CUSTODIAL CLOSET
Just like the office, the closet is packed to bursting with mops and buckets, brooms, dusting supplies, plungers, etc. If it cleans something, it's in here. As it has all manner of cleaning agents, though, this is warden-locked. WARDEN ITEM
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LEVEL 8


ENGINE ROOM
This is not like any engine anyone has ever seen, whether they're used to steam, electric, or thirtieth century tech. There are no real blueprints for how the ship runs, and thus neither are there any for the engine. This room is half engine room, half control room, while offering complete access to neither. The ship cannot be steered through here, but it can be sabotaged. Anyone working here should be aware that several past take over attempts have been pushed through the engine room, because they'll certainly be held accountable if it happens again. WARDEN ITEM
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GEOMETRICAL TREE
This perfectly geometrical tree used to be one of the coffee tables on the eighth floor. It was transformed by Dillon Cole, and still retains little oak legs at four perfect corners around the circular trunk as an allusion to its former appearance. Several gaudy ornaments have been hung on it to date.
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LEVEL 0


LEVEL 0
Located below level 8, Zero is the Barge's equivalent of a brig. It’s a place where Wardens can drag their Inmates when they need to sit and think about what they’ve done, or where dangerous and/or out of control Inmates can cool their heels while someone figures out what to do with them. It contains 10 standard prison cells which Inmates can be confined in for up to 7 days, after which the doors will open automatically. If the cells fill up, inmates will have cell mates. The layout is standard: bunk beds, a toilet and sink in the corner, and a desk unit. One wall is all metal bars, with the door resting dead center. Instead of keys, a warden uses his or her Item to open a cell. It is impossible to pick these locks. Only the Item that put an inmate in a cell can open it to let that inmate out. Any warden can put an inmate in Zero, however, as may be necessary when misbehaving inmates are unassigned. Upon stepping into Zero, anyone with supernatural abilities of any kind will have those abilities stripped. This applies to wardens as well as inmates: no powers exist in Zero. Everyone has baseline human strength. Despite this precaution, there is a rotating patrol duty among wardens, so that someone is always nearby should intervention be necessary.

This is a warden only area. Inmates may visit other inmates, but they will need a warden to allow them in.
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The above are our main locations on the Barge, but in a relatively small environment filled with people who can and often do incredible things, it's possible for characters to create their own additions to the ship. If you would like to add something to the Barge, please fill out the form below. Comments will be screened, and moderators will approve or reject at their discretion. Please note: this is not for petitioning new rooms that the Admiral would have to add. This is only for additions that characters would build or create themselves.



Last Updated: 02/01/2017