SETTING Welcome to the Barge. Please make yourself at home.
I. Barge Overview
A.
Physical Structure B.
Inmate Overview C.
Warden Overview D.
Ports E.
Floods F.
Death TollII.
Levels 1-8III.
Level 0 a.
Other PunishmentsIV.
The Deck and Above IA. Physical structure
The Barge is a massive ship that traverses time, space, and dimension. It draws new passengers onto it all the time, for reasons that are rarely explained to anyone. It does not travel on water, but rather floats through unknown space, which can be seen from the deck. It has eleven levels, including the Wardens-only upper levels and level 0.
IB. Inmate Overview
Inmates are villains: any baddie from any medium has the potential to wind up here, barring of course, those irredeemable by their very nature. The barge tends to snap them up when they die, or right before they're about to die.
Some Inmates are consistently ornery, some learn what they're supposed to and return to normal life, and a few may decide they are of more use on the Barge and stay on as Wardens themselves.
If you're an Inmate, you don't get to use your powers at the same level as you normally would. Expect to have them reduced by roughly 80%. When you apply, you will need to set power limitations. The Mods will check over your reductions and ask for revisions if necessary.
Keep in mind: powers that directly affect other people - we're talking breathing fire, psychic powers etc - will likely either be gone or have their range and strength significantly reduced. Although they will still need limitations, powers that only affect you are likely to be less harshly restricted. Similarly, if it is a trait or ability that you had at birth - like being born with claws, or belonging to a race where everyone can read minds, etc. - there may be reduction, but not total removal.
If an Inmate plans to cause trouble, you need to inform any people who are involved, and that includes anyone with
a cabin on the level it will take place. Please remember to make an OOC post giving any information players will need to know. Remember, if you do something bad, you are going to get caught. You're on a prison ship. Make plans for it in advance and don't godmod everyone else into complicity. If you want to do something bad and keep it a secret, you'll have to plan it so that people realistically won't notice. Talk to the mods first.
IC. Warden Overview
Wardens are the keepers of the Inmates. They can come from any time, place or universe, but it’s pretty rare for an Inmate to be paired with a Warden from their own world. Each Warden has a unique item that points them in the right direction in ports and alerts them when their inmate has died, as well as acting as a key to Warden restricted areas like the CES or cells in Level 0.
Unlike Inmates, Wardens have the option to leave when they feel like they’ve done all they can. Wardens may choose to leave after they’ve helped reform a number of Inmates, while some simply give up on an incurable Inmate and leave them alone.
If you're a Warden, don't come into the game asking where you are. You've already made your deal with the Admiral, you already know what is expected of you. The only characters that should be confused are Inmates. There are exceptions. If it fits the Warden character to not know what's happened to them, then that is fine. But this should not be the case for everyone and must be discussed with the mods.
If you’re a Warden with special powers, you’ll still have them on the Barge; they should be used to help your Inmate. When you get assigned, you’ll be given a file of your Inmate’s history and past crimes. All Wardens should review the Inmate's bio in their application and familiarize themselves with any special powers/personality quirks. Regardless of any physical weaknesses you may have, it is your responsibility to request from the Admiral anything you'll need to make keeping your Inmate under control manageable for you. If you need clarification, ask your Inmate's player.
It’s your job to help your Inmate to redemption. This means doing something beyond asking if they're all right every week or so. If your Warden's personality suggests they will be a negligent or dangerous person for their Inmate, that's fine. Just bear in mind that In Character actions breed In Character consequences. If you are not doing your job, people will notice, including the Admiral, and you will be addressed accordingly. Inactive Wardens run the risk of having their Inmates transferred to another Warden.
In regards to In Character actions, keep in mind that Warden/Inmate sex will create IC consequences. This game is not for shipping. If you came here solely because you wanted your character to hook up with another character, then you picked the wrong game. If you want to develop some tension, have your characters start a relationship, or even abuse their status as a Warden or Inmate, that is fine, so long as it's In Character. Do it realistically, and be aware that any and all characters who know of it may respond accordingly. If your Warden decides to have sex with an Inmate (or vice verse), bear in mind that again, it won't go unnoticed.
ID. Ports
Every port is an optional stopover in a certain world. Some are more dangerous than others. Before landing, the Admiral will announce the port and explain any specific tasks he wants the Warden and Inmate pairs to do while they’re there. Usually, tasks laid down will specifically have to do with the further growth of the Inmate, but sometimes a task will challenge the Warden as well.
Only Inmates with Wardens may go off-ship, though interim Wardens can be assigned to unpaired Inmates. If a pair chooses to leave, they step into whatever world the Barge has stopped at. They might be returning to a world where an Inmate or Warden used to live, or they might be stopping somewhere entirely new.
In port, Wardens and Inmates have to blend in, do what the Admiral asks and stay alive. Pairs need to find some way to work together, as their survival may depend on cooperation.
Sometimes in port, a Warden and Inmate will be split apart. This doesn’t mean the Inmate wandered off while they were in port - which is bound to happen, by the way - actual separation is a great deal more dangerous and a lot more trouble.
Separations happen when someone falls off, steps off or is thrown off the Barge before it docks in port.
Falling off the Barge causes the person to become integrated into the port world. They’ll have no memory of who they really are, they could be anybody, they might want to hurt you and it’s the job of the other half of the Warden Inmate pairing to find them and bring them back.
IE. Floods
Every now and then, the Barge will pass close enough to a world that some of its essence will seep onto the ship. Though there is no actual water involved, this phenomena is called a flood and will last from a single day to five. This is usually preceded by a sudden and generally noticeable quake, followed by an announcement by the Admiral.
IF. Death Toll
As the Barge seems to exist outside of time and space and is largely populated by the dead, is it still possible to die? The short answer is yes.
One of the many perks of being a Warden is that if you die you will be restored to life by the Admiral somewhere between eight and twenty four hours later, no matter what the circumstances. However, if you're an Inmate? Your restoration is conditional to your Warden requesting your return to life.
However, death is not to be taken lightly. Though you can be revived, there is a Death Toll, which occurs to everyone, warden and inmate, after they are revived. The Death Toll is an umbrella term for any and all of the symptoms which will affect Wardens and Inmates for a period after they are restored to life. More information and specific effects of the death toll can be found
in the FAQ under In-Game Issues.
II. Levels 1-8
In addition to personal cabins (which are the character's room/apartment/living space from their home, in most cases) and two common areas per level, each of these contains a different, special room.
On Level 1, you've got the galley and the dining hall.
On Level 2, you'll find the medical ward.
On Level 3, there are two bathrooms for the Inmates, divided by gender. These contain shower stalls, toilet stalls, adjoining changing rooms and lockers.
On Level 4, you’ll find a gymnasium where you can let off steam. Or just work out.
On Level 5, you'll discover an immense library, stuffed with books from various times and places.
On Level 6, there's a laundromat and an awesome pool table for everyone to share.
On Level 7, you'll find a closet full up with custodial supplies, and the art therapy room.
On Level 8, you'll discover a broom cupboard so full that stuff falls out when you try to open it.
III. Level 0
Level 0 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. It contains about ten standard prison cells which Inmates can be confined to for up to seven days. If they fill up, then inmates can double up.
The keys to the cells are the items belonging to whichever Warden is in charge of the Inmate occupying that particular cell. Unoccupied cells can be opened by any Warden. If an Inmate is causing trouble and their own Warden isn’t present to deal with them, or they aren't yet assigned, other Wardens can intercede.
An Inmate’s cell can only be opened by their Warden, and only if the Warden has their special Warden item with them. For Inmates who don't have an assigned Warden, only the Warden who sentenced them to Level 0 can let them out.
While Inmates are allowed to visit one another in Level 0, they are unable to do this without a willing Warden to let them in and supervise the visit.
Level 0 also contains two facilities set aside for Wardens to use if necessary. These are:
Observation Room - This is a place where Wardens who're going to stay down in Level 0 to guard/watch their Inmate can rest while keeping the cells in sight. Like the cells, it has to be opened by a Warden who has their item on their person. So, it a sort of stand-alone room with a big plexiglass sort of window, a bed, private toiletries, etc.
Interrogation Room - This is where Wardens can drag an Inmate they need to question in person, where they won’t be interrupted by naysayers, troublemakers, etc. Also like the cells, it has to be opened by a Warden who has their item on their person.
IIIA. Other Punishments
Level 0 is not the only way to discipline or punish an inmate. Wardens have a plethora of options on how to control, reward and punish their inmates. Wardens can filter, monitor, or temporarily restrict journal use by their Inmates. They can ask the Admiral to take away luxuries, and request other interventions which the Admiral may or may not grant. There are no official restrictions on how Wardens choose to deal with their inmates, so technically they can use whatever means they see fit to penalize their charges.
IV. The Deck and Above
The deck looks out to a field of stars, planets and other celestial bodies. The railing is tall enough to discourage jumpers and any small spills you might encounter. There are chairs provided for those who wish to just take in the view.
In addition to that are the gardens. The gardens have an area of the main deck all to themselves. They aren't huge, but parts have been added over time, including the rose/flower garden and color garden. Most areas of the gardens are public accessible at all times except for a tool/potting shed where dangerous tools and such are kept, and one greenhouse where the dangerous plants are kept. Part of the gardens are exposed to open air, including the rose garden, which has rose bushes, decorative flowers, and very small ornamental trees. The color garden and most of the rest are in a glass enclosure, much like the greenhouse, to protect them from the worst of the Barge's artificial seasonal weather, but the main doors aren't locked.
There is a wardens-only area above the main deck. This has two levels:
On Level +1, you'll find the pub, a pool and spa, and a Warden conference room. This is a place for Wardens to take some time out, and is also a place they can have private meetings.
On Level +2, Wardens can enjoy the Closed Ecological System (CES), which provides a relaxing natural environment. The default setting is a lush green forest; however, the CES can and will spontaneously change to different environments that the characters come from, so long as they are an ecological system, and not a cityscape or other man-made setting.
Again, these levels can only be accessed by Wardens, but if a Warden chooses, they can take their Inmate up there.