Entry tags:
TLV - Setting
SETTING
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Picturing the Barge can be a little difficult, so this page is here to help fuel the imagination and keep everyone playing in the same setting 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, and as such the descriptions should be trusted first and foremost. When imagining the Barge, think of a high luxury, brand new modern cruise liner sailing through open space. There is no obvious shield around it, but somehow passengers can stand on the deck in relative comfort 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. The Admiral has a habit of cutting his own path - one that must move through space and time at incomprehensible speeds, if the stars are anything to judge by. Inside the Barge, there are 8 residential levels, one deck level and one upper deck level, and, at the very bottom, level 0. Navigation between levels can be done via stairs (decorated with strange-looking charms) or elevators, with both the stern and bow having a set of each. On each residential 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 or internet. Sorry, folks. Signals get pretty weak in space. For the most part, the common rooms are pretty uniform, though some have their own quirks and customizations. For more details on the residential cabins and common rooms, see the Cabin List. |
UPPER DECK |
This is the uppermost level of the Barge, and as such, it covers the least surface area. It has a wide catwalk with a sturdy guardrail that circles all the way around the rim, and is accessible by a set of iron stairs that wind gracefully up from the main deck below. One corner section of the upper deck has been shaped into a small covered saltwater aquarium that houses coral and other tiny sea life. The hull of the ship is serviced by a safety net. The upper deck is a Warden Only area: 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. |
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The closest door to the stairwell is the door to the Enclosure. A simple ship's hatch from the outside, the immediate interior shows a flight of ten descending steps with a ramp down one side for those that require such. What lies beyond the steps is mostly unseen, kept in shadow. 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 be programmed to generate whatever sort of virtual setting is desired, which will take effect by the time the steps are descended. The less tech savvy can simply press the intercom talk button and voice what they want, with the same results. Specificity can be an important thing, especially when requesting a training simulator. Characters who wish may request a widget from the Admiral that will allow them to pre-program in a set of instructions for a customized enclosure space, in lieu of needing to customize the room anew each time; however, just saying something like "give me the same setting as you did last week!" will also net the same results. The Enclosure does have certain limitations: it can create specific man-made structures, but it will not create representations of any life more complex than animals. The only exception is AI opponents for the purpose of combat training; if requested, they make take the form of people (human or nonhuman), but they will not be capable of anything other than fighting back as requested, nor will they speak, react if spoken to, or show any signs of sentience. AI enemies can cause injuries for the sake of realism, but safety measures ensure the programs will never cause a death. The Enclosure can generate essentially object, tool, or weapon requested by a user; however, anything done within the virtual simulation will have no effect on the rest of the Barge, nor will anything made in the Enclosure be removable for use in the rest of the ship. If someone attempts to remove an Enclosure-generated object from the Enclosure, it will simply poof out of existence. The door to the Enclosure cannot be locked from the inside, and no matter the simulation, the door will always remain in place just up the stairs/ramp. Anyone using the Enclosure may find themselves intruded upon by other Barge-goers (so long as they have Warden items, or are let in by someone who does). An operating program within the Enclosure cannot be ended by a new incoming user. When someone departs the Enclosure, their simulation is not left running; rather, the room reverts to whatever internal neutral space it exists in until it receives the next set of instructions. Very occasionally, this neutral space may be populated by a mysterious flock of chicken-velociraptor hybrids. Weird! Probably nothing to worry about, though. The Enclosure requires a Warden item to access. Player-added notes are here. |
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The door to the Lounge is polished and well cared for, with decorative glass-like windows making up the majority of its bulk, although it doesn’t break like glass does. The interior is part old familiar neighborhood hangout, part uptown night life scene, and entirely too large for the space it’s slotted into from the outside. The bar is sturdy, wooden, and lined with several floor-anchored stools, the liquor cabinets and draft faucets are well-stocked, and there are wine glasses hanging down in front of the wall-mounted mirror. There are tables surrounding a glossy-tiled dance floor, and a half-deck raised a bit above for intimate, cushioned booth seating as well as a better view. The sound system is excellent, but difficult to locate, either running automatically or at the beck and call of the jukebox in the corner next to the pool table. Along one entire wall, a physics-defying aquarium has been installed, where the cookie cutter shark that once inhabited the library is now settled along with several new species of aquatic friends - some recognizable as Earth contemporaries, and some less so. A sharp eyed observer might note that the species in this tank, while absolutely real, tend to change inexplicably from time to time. The Lounge requires a Warden item to access, and a supervisor key is required to access the area behind the bar and all its supplies. Player-added notes are here. |
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Sandwiched between the Lounge and the Pool, the Warden conference room is situated behind an unobtrusive, nondescript wooden door. Unlike other Warden-locked doors on the ship, this one isn't answerable to a Warden item. It's unlocked, in fact - but if an inmate opens the door, it will simply open onto the main deck. If an inmate attempts to enter the space alongside a Warden, the Warden will be able to enter successfully, but the inmate will both see the deck through the open door, and end up on the deck if they go through. All attempts to circumvent this result in slapstick - a Warden carrying an inmate through will, you guessed it, drop them onto the deck. If a Warden goes through the door, however, they'll find their conference room. There are a few round tables (good for workshopping!), and a tiny kitchen area with a fridge, a sink, and a microwave (no reheating fish, please; don't make all your colleagues hate you). There are some humorous fridge magnets, and a cork board for notices. Perhaps most importantly, it also contains a ledger of inmate information chained to a writing podium, and the Big Red Button. The Big Red Button, when pressed, will immediately and completely depower every inmate on the ship for one (1) hour, regardless of pairing status. A helpful sign on the wall next to it explains this information. If your Warden presses the Big Red Button, please remember to alert your fellow players via an OOC comm post! Not only is the Warden conference room resistant to being perceived by inmates, it's resistant to recording and remote viewing as well. Photographs and video (including network video) taken inside the space will show an empty, white room. Any hard copies of the information in the inmate ledger will erase themselves if they're removed from the room, and if anyone attempts to dismantle the chain and remove the ledger from the room, it'll blip out of their hands and back into its proper spot once they hit the hallway. Likewise, it's resistant to tampering and sabotage: pages can't be ripped out, nor can a Warden erase, scribble over, or otherwise obfuscate any writing other than their own. If a Warden is unable to read or write, the ledger will narrate any of its pages upon request, and its pen will autonomously write messages that are dictated to it. Upon an inmate's graduation, they will be able to take and keep their own page from the ledger; if they choose not to, it will disappear. Player-added notes are here. |
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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. There are also regulation height diving boards down at one end. The pool contains freshwater rather than chlorinated water, though it always seems to be sparkling clean. The pool's tiles are colored ones, designed to look like a reef along the shallow end, with the deep end a dark blue mosaic. 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. A stand of bamboo acts as a privacy curtain to change behind. The Wet Works crew 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. There is a sleek-looking curved above-ground hot tub off to one side; a sauna room off to the other; and a twenty-foot slide that loops up through the ceiling for a quick view of the deck and stars, back in through a wall, and empties out into the deep end for some serious splashing. The pool requires a Warden item to access. Player-added notes are here. |
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 on the average human. It's good protection against anyone stumbling, less so against being bodily thrown overboard. Try to avoid that. The hull of the ship is serviced by a safety net. The deck is occasionally patrolled by robotic horses that are free for passengers to ride. A repair droid can also be found performing minor maintenance and clean-up. Player-added notes are here. |
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Instead of a typical, solid metal ship's door, this is clearly the door to a greenhouse: it's made of clear, occasionally fogged glass. Inside there are sprawling gardens and fruit trees, both decorative and practical. There's a small hydroponic garden, which is largely automated and self-sustaining; there's also a chicken coop housing a small flock, four average-sized beehives, a small livestock stable with an adjacent pasture, and (eek!) a semi-sentient plant monster. In addition, the space also houses a fishing pond that's stocked with edible fish, snails, crawdads, and plants such as lotus and watercress. A lean-to filled with fishing gear sits adjacent to the pond, as does a sign stating that the gear should be placed back cleaned and unbroken on pain of getting smacked by wet wasps. The greenhouse is a large space that contains ample room to expand, if necessary. Additionally, a number of no-smoking signs have been posted all throughout the space. In one corner is a garden shed, partially overgrown by ivy. This is locked at all times and requires a greenhouse supervisor 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. Wardens with supervisor keys to this space can find a separate box on the outside of the door that permits for greater temperature control within. The greenhouse has its own separate energy grid, with solar panels on the top feeding down to aid in controlling the temperature. The greenhouse is a public space accessible to everyone; the garden shed and temperature controls require a supervisor key for access. Player-added notes are here. |
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A large, geometric dome-like Gazebo is situated on deck close to the Greenhouse, with a larger Deck Garden making up the space between the Gazebo and the Greenhouse. At different times of the year, it houses seasonal blooms and small vegetables. Light shines in and pools in prism colors to illuminate and inspire. A small koi pond hides in one corner; a rock garden is part of the path between these structures. Inside the Gazebo itself are a couple of pottery wheels, everything that might be expected out of a wood shop, a couple digital cameras and their related supplies, and more easels, palettes, and drawing supplies than anyone would know what to do with. A small music annex houses a piano, some guitars, and maybe even a few wind and brass instruments if you look in all the lockers. There are also some shelves containing both arts and crafts books as well as sheet music. A mosaic decorates the floor. As there is the potential for mischief and danger here (particularly when it comes to those woodshopping tools), the Gazebo requires a Warden item to access. Player-added notes are here. |
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The non-denominational (mostly; passengers occasionally bring in their own iconography, which remains unless removed by others in the future) chapel is rustically-decorated and done over with natural wood floors and paneling, with a candle chandelier and wall sconces providing ambient lighting. Painted artwork decorates the walls: hands in prayer, serene landscapes, and some smaller ones of the cross. The chapel 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. Directly outside the chapel door is a small indoor garden of potted plants. The chapel is a public space accessible to everyone; the supply cabinet for candles, oil, and any more specific religious icons requires a supervisor key for access. Player-added notes are here. |
Level 1 |
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The dining hall is something right out of an upscale turn-of-the-century cruiseliner. A large chandelier is the focal point of this room. The lighting is elegant, and the tables round, with high-backed chairs and lots of burnished wood. That said, if casual dining vibes are more your style, a set of eight wood and vinyl booths have also been installed along either side of the room. On each side, the booth closest to the Kitchen is larger than the others, and has been outfitted with conveniently-placed holes to accommodate passengers with tails. A dart board is mounted on the left wall near the door (pointed away from the door and diners), and a gaming table with dice, cards, shogi, and mahjong sits to the right side opposite it. A list of all the Wardens on board, which automatically updates itself to take account of graduations, arrivals and disappearances, is posted beside the door. Unfortunately, there are no waiters here to get your orders, so it’s self-serve buffet-style in this hall. Actual meal services are Vaguely Timed, but usually last 60-90 minutes. Between meals, helpful shifts may leave out granola bars, fresh fruit, or other snacks. Utensils and tableware are only set out during mealtimes. Cutlery can theoretically be stolen, if negotiated OOCly with players of members of the meal service shift. The dining hall is a public space accessible to everyone. Player-added notes are here. |
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The Kitchens contain an eclectic mix of fixtures. On one side of the space, the appliances are fully modern, with spacious counters. There always seems to be more room than necessary in here. There's a large fridge; a walk-in freezer; and an entirely perplexing and random assortment of those As-Seen-On-TV utensils, up to and including the SlapChop. There are also an appropriate number of fire extinguishers scattered throughout. Walk a little further and the accommodations look like they might be right at home in the 14th century. This medieval kitchen offshoot has herbs drying from the ceiling rafters (which are surprisingly low to the ground), along with a cauldron, old-fashioned fire hearth, and a butter churn. When looked for, a small kosher annex manifests. It is complete with a working sink, stove, and oven, and has two sets of sets of dishes, drying cloths, washing basins, and tablecloths: one set in blue, the other in red. There is a net attached to the ceiling in an unused corner of the kitchen where the garbage usually sits before it's taken out. It's the right size and shape to allow for people to be throw up into it and get tangled such that it is very difficult to get out by themselves. Below it hangs a bright yellow sign with an arrow pointing up, and sparkly black lettering that reads: If You Are Not Kitchen Staff And You Act Like An Asshole, You Go In Kitchen Jail. The Kitchens require both a Warden item and a supervisor key to access. Player-added notes are here. |
Level 2 |
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Over the years, the Infirmary has seen updates and downgrades. At the moment, care involves a hodgepodge of tech from different worlds and eras, as reflects the diverse backgrounds of current and recent Infirmary staff. There are several beds for convalescence in the main open area, each equipped with curtains for privacy, as well as steampunk-looking call buttons that function similarly to bank alarms in that, when pressed, they silently trigger a flashing light in the infirmary wardens' office. Much of the equipment on offer reflects a 21st century Earth standard of care (equipment for surgery and full body scans, for example), though there's a surprising number of 19th century tools as well. On the other end of the spectrum, there's a bacta tank, for those who can stomach it. The less tech-y, more magical options on offer include self-levitating stretchers, as well as a private room with power nullification properties just like the cells in Zero. There is an office in the back for the wardens who work in the Infirmary (with a public-facing roster posted by the door), and all drugs and dangerous or specialized equipment are kept under careful watch, lock, and key. Adjacent to the Infirmary is a small lab with the equipment required for the upkeep and general maintenance of cybernetic components. It connects to the Infirmary, so all surgeries can be performed in the general Infirmary space, though does contain one small examination table. The Infirmary is a public space accessible to everyone, but is always supervised by at least one staff member; the medicine locker, the large equipment rooms, and the cybernetic maintenance area require supervisor keys for access. Player-added notes are here. |
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Across the hall from the Infirmary are the Counseling Offices. The front office is cozy, with soft white couches and pale blue walls, and little white tables stacked with helpful resources: books on PTSD, recovering from different forms of abuse, cognitive-behavioral and dialectal workbooks, as well as wellness and meditation self-help books. There's a single plant (spiral grass in a white pot) atop a sometimes-occupied front desk. There's also a bell, and menu-like forms that allow anyone who wanders into the office to simply check boxes for what kind of resources they're looking for, including "help navigating resources". Behind the front office are several private rooms for therapy. These have a variety of decorating schemes: from a plain white room; to a giant blanket fort with bean bags and snacks; to a cozy plush couch room full of red velvet, warm wood, and golden light. There's also a back office where employees can confer, study, and store files and psychiatric medication. These filing cabinets are only accessible to supervisor keyholders. One of the private rooms has been converted into a Memorial Room, which serves as a safe place for passengers to keep mementos related to those that they've lost. Another has been converted into an open animal therapy lounge. The front office is a public space accessible to everyone; the rest of the space requires a supervisor key for access. Player-added notes are here. |
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The clinic is found to one 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 small- to medium-sized animals. There's also a small seating area in one corner of the main kennel room, containing a comfortable couch and armchair; a little coffee table; some pretty artwork; and a handful of pet beds and toys. Animals owned by someone who is in a Barge coma or taking a brief trip off-ship have the option of being cared for here, though it does have a few full-time residents: a small tank of fish, and swamp dragon. 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, and this area seems to be more or less shielded from the calamity that often strikes the rest of the ship. An exam room in the back has been converted into a reptile room filled with tanks, water pools, and heat lamps. In one corner sits a blocky box with a few different-sized adjustable collar attachments. The quantum entangler is designed to keep people from being separated from their pets in the event of involuntary warden disappearances. Instructions have been rendered neatly and taped up on the wall behind it. The clinic is a public space accessible to everyone capable of getting through the always-supervised infirmary; the medicine cabinets require a supervisor key for access. Player-added notes are here. |
Level 3 |
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With one on each side of the hall, these bathrooms present as those in a typical college dormitory do: 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. In one corner of each is tucked a small self-contained sonic refresher: a space-age waterless shower for the hydrophobes onboard. The Inmate Bathrooms are a public space accessible to everyone. Player-added notes are here. |
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Inside the Inmate Bathrooms is the Speakeasy. The Speakeasy is the one Inmate-controlled space on board the ship, as well as the only place on the ship that's impossible to find out about purely by accident. Currently, only a single Speakeasy key exists. If an inmate holding the Speakeasy key enters the inmate bathrooms, they may notice a small keyhole appearing in the furthest mirror from the door, at handle height. For Inmates who do not have access to the key, they may whisper a password into the mirror. The password can be reset at will by the keyholder. The door automatically shuts behind anyone who enters after they cross into the passage, or after thirty seconds if they chicken out. It can always be opened from the inside. Once the door has been opened with either key or password, the mirror will swing inwards and reveal a stone passageway down to a small, rustic space, decorated in the manner of a prohibition era speakeasy. The furniture is vintage, and salvaged. Most of the liquor on tap has been either pilfered or home-stilled - indeed, there's a set-up for a still in the back room. There are some tables and chairs, as well as shelving, a stone-carved chess set, and what decor has been scraped together. Bare incandescent lightbulbs hang from strings. A small cache of basic medical supplies is housed in the speakeasy, provided that the inmates with access keep it stocked. Generally, a Warden's item will give their Inmate's location as just Inmate Bathrooms if they search for their Inmate while they're in the Speakeasy. If they cross the threshold into the Inmate Bathrooms in their search, items may seem confused (like a compass in a fluctuating magnetic field), or they may point to the mirror, depending on the form of the item and OOC preference. Currently, the door will not open without the key or password, but it does not have any of the same access filters that cabins do, and does not block general powers that work remotely. Player-added notes are here. |
Level 4 |
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A strange cross between a fitness center and a high school gym, the Gymnasium has everything expected, including more space than it feasibly should have. There are weight machines, treadmills, and every exercise machine 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 there is 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, and a firmly-worded sign warns against misuse and misconduct. The Gymnasium is a public space accessible to everyone; the storage closet requires a supervisor key for access. Player-added notes are here. |
Level 5 |
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Contained in this immense three-story space are hundreds of thousands of books, movies, CDs - but curiously, none of the canons belonging to the characters currently on board. There may, however, be media from their worlds. 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 tactile writing systems such as Braille, and 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. Anyone unwilling to brave the Dewey Decimal system will have to content themselves with free-browsing. For those who are behind the times when it comes to technology, a full-table display has been set up in the media section of the library; it contains detailed written and drawn picture instructions on the various types of media that are not books, how to use them, what machines might be necessary to utilize them, and what they all do. 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. Some may find exploration to be well worth the risk, though, as there are all sorts of hidden gems to be found. Next to the front desk is a rack of twenty large, beautiful antique magnifying glasses. Fourteen of them, when held over a book, will convert the text into Lexend fonts, which make reading easier for most people, but especially those with dyslexia. There are two magnifiers for each of the seven variations, each with unique handles. The remaining six magnifying glasses have a playful decoration that looks like the outside whorl of a bronze ear around the rim of the glass. If held over books, they will produce an audiobook-quality reading. Volume controls may occasionally be wonky if the glass gets too smudged up. The Library has an in-house fire suppression system, passenger-constructed and visible on the ceiling, running along all levels. It includes chemical fire suppressant foam, built-in redundancies in case one part of the system fails, and some very loud and annoying alarms. The Library is a public space accessible to everyone. Player-added notes are here. |
Level 6 |
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Turns out that even in space prison, the laundry still needs to get done: hence, 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 into the communal wardrobe. Soap and fabric softener are available. The Laundromat is a public space accessible to everyone. Player-added notes are here. |
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An annex of the Laundromat, the Communal Wardrobe is a 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 available are jewelry, shoes, and accessories of all types - everything from cuff links and bracelets to gloves and scarves. Everything is neatly organized by color, style, and size, and each aisle is headed by strings of shape-coded beads meant to guide blind passengers. The Wardrobe was made to provide clothing choices to both Inmates and Wardens (with an emphasis on the Inmates); as such, it 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. However, the note is yellowed, and reflected the good nature of the person running the communal wardrobe when it was posted. Actual alterations will need to be negotiated with communal wardrobe staff (check the Job Listings.) The Communal Wardrobe is a public space accessible to everyone. Player-added notes are here. |
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The Commissary is a small bodega-style shop is adjacent to the Communal Wardrobe. There's a door to one side, a counter facing out into the hall, and recessed shutters that can be opened or closed depending on whether a worker is on shift. It contains a few metal shelving units, currently stocked with the baskets of very miscellaneous toiletries, from nice-ish rose and lavender body wash (Store Brand: Nudson Hues?) and glow-in-the-dark toothbrushes, to some Arabic-stamped soap bars tied with twine. There's a bushel of apples from the greenhouse, and a beverage fridge full of sodas that aren't the right colors: there's royal purple sprite and yellow coke on offer. Not any special flavors, just...yellow. The tampons, condoms, and ibuprofen look fairly normal. The non perishable snacks are more dubious, and some of the gum flavors sound downright unpleasant. Some of them are listed as 'salt-free'. There are a few months of issues of Teen Beat 1993, except all the celebrities in the pictures have wings. If the shutters are up, the Commissary is a public space accessible to everyone; if the shutters are down, they require a supervisor key to open. Player-added notes are here. |
Level 7 |
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The Maintenance and Repair Office is adjacent to the Custodial Supply Closet. 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 storing 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 is an extra room for storage of supplies. The Maintenance & Repair Office requires a supervisor key for access. Player-added notes are here. |
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The Custodial Closet is packed to bursting with mops and buckets, brooms, dusting supplies, plungers, and any other supplies that one might need for day-to-day custodial work. If it cleans something, it's in here. As it houses all manner of cleaning agents, the Custodial Closet requires a supervisor key for access. Player-added notes are here. |
Level 8 |
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This is not like any engine anyone has ever seen, whether they're used to steam, electric, or thirtieth century tech. Instead, the Engine Room is a strange, semi-organic medley of crystal arrays, beeping terminals, and old-fashioned dials - not to mention a significant arcade component. There is a Pong console at the center of the room, which has had several operation stations and consoles added in addition to the obvious machinery. There's an air hockey table with marble strikers and a puck that looks like an intricate, giant coin. Several of the (barometric??? hydraulic???) brass instruments are connected to puzzle toys by thin brass chains - Rubik's Cube variants, ball-bearing mazes, and similar. Near the Pong station is an old fashioned Cyclone game, with what looks like colored sand art inside, displaying beautiful pastel spirographs with no obvious source pendulum under its clear dome. Multiplayer games may be played, as usual, with multiple players; however, if a single player attempts to play one, the game will mysteriously play back. This room is half engine room, half surreal control room, while offering complete access to neither. Passengers usually cannot directly steer the ship through here, but it can be sabotaged. Anyone working here should be aware that several past takeover attempts have been pushed through the engine room, because they'll certainly be held accountable if it happens again. Occasionally, changes in the engine room may presage things to come - the steam from some of the valves smelling of brine before an ocean port, or the sand art in the Cyclone showing stylized maps for a day instead of geometrical shapes - but never with enough specificity to make real predictions. The Engine Room requires a supervisor key for access. Player-added notes are here. |
Cell Block |
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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. Most cells are uniform; however, the cell furthest from the door is padlocked shut and covered by a set of heavy blackout curtains, and the cell directly next to it has its upper bunk missing. (Should anyone break open the padlock, they'll discover that the cell has been transformed into a cozy little bedroom for a long-gone resident, with the missing upper bunk from next door shoved up against the bottom bunk to make a bigger bed.) Outside of the cells themselves are a desk and chairs, for use by the attending warden(s); there's also a bookshelf, filled with self-help, terrible romances, and some audio books of the same genres. Instead of keys, a warden uses his or her Item to open a cell. It is impossible to pick these locks. Any warden can put an inmate in Zero, however, as may be necessary when misbehaving inmates are unassigned. Upon stepping into a cell, anyone with supernatural abilities of any kind will have those abilities stripped. This applies to wardens as well as inmates: no powers exist inside the cells. Everyone has baseline human strength. The Zero Wardens will be responsible for either providing full time coverage should anyone be put in the cells, or arranging the roster for who takes Zero shifts while there is a cell occupant. If the position is vacant or if the Zero wardens are otherwise indisposed, the responsibility transfers to the Warden of the inmate being incarcerated (permanent or temporary.) If the incarcerated inmate is unpaired then the responsibility transfers to the warden who locked them in the cell. A key and instructions will be provided by the Admiral. Locked cell doors can only be opened by the Warden who locked them up, by a Zero Warden, or by the Inmate's own Warden. Zero requires a Warden item to access. Player-added notes are here. |
Last Updated: 5/9/2024F
THE LOUNGE