slip caretakers (
slipcaretakers) wrote2012-11-10 09:05 pm
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(SETTING)
Or, well, as comfortably as they can get.
The character's goal? Survive living with people and creatures that are outside their social comfort zone. When a character is labeled 'REJECTED' from the experiment, they are transported back to their own world and time, leaving no trace of themselves behind. While they are stuck in the Home Realm, though, they can enjoy a life of luxury and adventure.
➞ (LIVING QUARTERS)
Characters initially wake up in a bedroom and the first thing they will notice is a balcony beyond their bed and glass, double doors. What's so special about the balcony? Well, if a character steps outside, they will find themselves floating in an endless sky. Looking right or left will reveal more balconies leading to similar rooms. The first voice they hear upon waking is ELI the AI, a friendly AI program that is in charge of the Hall of Rooms, the living space of the Home Realm. ELI has a vast knowledge about certain subjects, but asking him certain questions will result in an error message. The rooms are similar to dorm rooms, with two bedrooms, a shared bathroom, and a living room area. Characters will also be issued a touch-screen communication device that will only work for them.
➞ (COMMON AREA)
At the end of the Hall of Rooms, they will find a door, which leads to a staircase going down. The room below is known as the Common Area, where characters will often see the Caretaker milling about. It is also where characters can congregate and socialize. There are sleek televisions, although you'll find they play nothing but movies. Bookcases full of books and magazines from different cultures, languages, and genres line the walls. Anything else a character wants to have in the Common Area simply needs to ask the Caretaker, who will be more than happy to import the object in question. After all, he's here to make you happy.
In the next room of the Common Area, is a the communal kitchen, outfitted with enough space to allow up to six people at a time to cook and prepare food. There are six refrigerators, stoves, ovens, sinks for characters to use and stock. Initially, the kitchen is only stocked with bare essentials, but characters are welcome to fill it up with whatever they find.
➞ (PORTAL ROOM)
To the left of the Common Area is a door leading down to the Portal Room. The Caretaker knows it would be unwise to keep the masses locked up in one small place for so long and has graciously opened a few portals to different realms. It's unclear if these places are real or simply just created by the Caretaker, but they are large and filled with things to do. See the Realms entry for more information.
➞ (RECREATIONAL AREA)
To the right of the Common Area is another door, which leads down to the Recreational Area. This is an indoor park setting, big enough that walking from edge to edge will take at least 30 minutes at a normal pace. Residents the Caretaker brings who are large animals and cannot fit in the living quarters are allowed to make their homes here. The Recreational Area can be used for any means which the residents want and, if the residents want something implemented in the area, all they have to do is ask the Caretaker.
➞ (MED BAY)
Finally, by the door leading from the Hall of Doors in the Common Area, there is the Med Bay. This is a full equipped medical facility that can allow for care of anything, even surgery if need be. It is looked after by the Doctor, an android made with the purpose of being highly skilled in medicine and surgery. Unfortunately, his bedside manner is a little bland and he doesn't seem to have a face. Characters who have training in the medical field are always welcome to use the medical facility to help their fellow neighbors.
The Caretaker is very interested in keeping characters happy, comfortable, and interested, and will do almost anything to make them stay. So, from the Caretaker, he wishes the residents good luck and a warm welcome home.
MAPS AND LAYOUTS
ADDITIONAL ROOMS
ADDITIONAL ITEMS