The Voice from over the Intercom (
intercom_voice) wrote in
the_campus_ooc2013-05-04 10:19 pm
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Entry tags:
Setting
They cannot leave their respective areas, and can only do their assigned duties.
They also cannot be harmed or killed under any circumstances; even if a sudden support beam has to fall in the way to save them from maiming.
The Nurse
Her name is Lisa Gray. She's a nervous and fretful nurse. She's young and plainly pretty. She wants only to help you, and really hopes that nobody has to say here too long...
Lisa never seems to leave the clinic.
The Lunch Lady
Edna Rutledge, a disgruntled, rude, and disinterested lunch lady. She's slightly overweight and doesn't seem to take much care of herself. She couldn't care less about the quality of the food she serves you. There's rumours that she spits in it...
Edna never seems to leave the cafeteria.
The Janitor
What about the janitor? Somebody's got to clean the halls, but you never see him/her.
The Voice
She sounds like a mature, authoritative woman with a husky voice. Not much is known about her, but residents have a chance to converse with her via various intercoms at least once a month.
Her journal is
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General (Campus)
▶ The actual name of the campus can't be found anywhere, so people have gotten into the habit of merely calling it "The Campus".
▶ There are no working computers or communication devices in the building. If a character comes in with a working laptop/cellphone, they'll find that the Campus is a dead zone as far as cellphone and internet connectivity goes.
▶ Televisions do work, but there is no cable. VHS/DVD players and game consoles can be hooked up to them.
▶ In every hall, you will find an intercom with a single button in the corner that allows you to talk back to any announcements made over the loud speaker. When you do this, The Voice will speak to you directly through this intercom in a "private" conversation as opposed to over the louder speaker.
▶
▶ The barrier is impenetrable and utterly indestructible. It's also un-teleport-around-able. It's invisible, but evidence suggests it's likely dome-shaped. Anything that tries to escape by flight will finds its wings suddenly paralyzed, sending it spiraling back down to earth.
▶ Rooms are sloppily repaired overnight.
▶ If you die, you come back within three days (at least). Oddly enough, some people revive fully healed while others retain scars.
Courtyard
The courtyard is about the size of two football fields stacked vertically. In the center there's a large ornate water fountain with a cherub on top. The rest of the area is comprised of benches, picnic tables, cement paths along with lots of grass, shrubbery, and flower beds.
Access to the courtyard is available from all wings. If you come out through the East or West wings you will be pleasantly surprised by some tasteful pillars and a nice, shady overhang with some seating.
The Roof
The roof is accessible and
Central (Southern) Wing
This is where the front doors are,
▶ Clinic: Your character wakes up here, it's a small but efficient nurses office that holds anything and everything medical you could possibly need. Lisa somehow has the ability to save anybody from the very brink of death...unless you don't want her to. There's also a helpful FAQ board hung in here thanks to Rin.
▶ Lounge: An area with comfy seating and always fully stocked snack, soda, card, and gashapon machines. There's also magazines and coffee tables, along with a coffee machine. There are computers on some desks against the far wall, but they don't work.
▶ Cafeteria: A large cafeteria with pre-made food. Your server is a disgruntled lunch lady who may or may not spit in the food. It's advised against eating here unless you like food poisoning.
▶ INACCESSIBLE AREA / Janitor's Closet: This door is always locked. It seems to exhume a strange aura...along with reggae music at odd hours of the day.
▶ Headmaster's Room: It's lavish, with a nice big oak desk, but it's completely empty and seems to have been untouched for years. But if nobody lives here, where's that voice coming from...? There's a liquor cabinet in here that seems to be perpetually stocked.
▶ INACCESSIBLE AREA / Other Rooms: All currently locked.
East Wing
This area is the designated sports/game zone of the campus. It also strangely appears to be larger on the inside than the outside. The roof over the track/soccer field is made of panes of glass to allow the sunlight to come in.
▶ A large indoor pool (along with school-authorized swimsuits).
▶ Workout equipment (weights, treadmills, stairmasters, etc.)
▶ A track/soccer field.
▶ Communal showers.
▶ An arcade room (electronic games, air hockey, etc.)
▶ A game room (board games, tabletop games, etc.)
▶ A laser tag arena. On the wall are vests with a sensor above the heart, as well as a set of matching guns. The rules posted on the wall are as follows:
EACH PLAYER TAKES ONE VEST AND ITS CORRESPONDING GUN.
DO NOT COVER UP THE SENSOR ON THE VEST.
THE OBJECTIVE OF THE GAME IS TO HIT THE TARGET ON OTHER PLAYERS' VESTS.
WHEN YOU ARE HIT, YOUR GUN WILL TURN OFF.
THE LAST PLAYER STANDING WINS!
East Dorm Wing
This area of The Campus seems smaller on the inside than outside, forcing characters to share rooms no matter what the population size. It never seems to get too crowded or too empty, as if the wing itself is slightly elastic. There is also a laundry room with multiple washers and dries so everybody has the luxury of being able to wash their clothes/sheets/what-have-you whenever they want.
▶ Library N-Z: Contains books as well as DVDs/VHS.
▶ Laundry Room: Contains multiple washers and dryers. Change required,
▶ Dorm Rooms: Each dorm is identical, consisting of a full bathroom, a small kitchen, a living room with a TV and DVD/VHS player, and of course...the bed room! Hopefully everybody enjoys bunk-beds, because each room has two, allowing four people to fit somewhat-cramped into one! You can also find all sorts of spare clothes in the dressers here, they seem to fill themselves with each character's personal tastes, too!
Here's a visual reference (click through for fullsize):

West Dorm Wing
The same as the West Dorm Wing, but with Library A-M instead. The dorm layouts are mirrored.
West Wing
Here you've got your science classrooms and lab, art rooms, music room, and culinary classroom.
▶ Art Rooms: There's a ceramics classroom, a painting/traditional drawing room with all the supplies you could ever need, and a dark room for photography (cameras included).
▶ Science Labs: Beakers, hot plates, microscopes and 3D diagrams, all sorts of volatile chemicals. Don't break anything! The regular classroom consists of tables, a few early twenty-first century computers, and lots of motivational/science related posters on the wall. "Hang in there!"
▶ Music Room: Every instrument you could possibly imagine is here, along with anything else you'd need.
▶ Auditorium: Near the music room, it's big, full of cushy seats, and boy is it empty. It's almost a little ominous with those cat walks hanging up above the stage. Sometimes the stage lights flicker, but the electricity in here seems to be cut off.
▶ Home Economics: All the unprepared food and ingredients you could ever need, plus every possible obtuse piece of kitchenware you could ever use to cook it. Anything you make here will be better than what the cafeteria serves, even burnt eggs.
▶ INACCESSIBLE AREA / Other Rooms: All currently locked.
Northern Wing
All the rooms down this section of the building are not only close together, but the hall itself is much more claustrophobic than anywhere else on the campus. Nobody's counted, but there seems to be well over a hundred doors in this area. Most end up just being empty rooms, some might have semi-valuable supplies, and a few just end up having odd effects on the denizens that enter them. We're talking from suddenly being the epitome of greed to being conspicuously handcuffed to the nearest person.
It seems everything behind the doors change daily, and to add to the perceived danger, none of the rooms really look suspicious at a glance. Due to the nature of the rooms in this wing, you cannot stay in any one room for more than 24 hours. If you try, you'll simply wake back up in the clinic.
RARE ROOMS
▶ Classic Effect Room: An emotional or physical change in character that lasts for a set period of time or until you leave the room.
▶ Requirement Room: A certain goal must be met to leave the room (such as gathering 3 hugs).
▶ Effect Requirement Room: An exterior physical effect (such as being shoved into a dress) that either needs to meet a requirement to be escaped, or causes an emotional/physical effect when you try to escape it. Or both!
▶ Junk Rooms: Contain huge piles of abandoned/lost stuff for the taking.
UNCOMMON ROOMS
▶ Supply Rooms: Rooms that have some furniture scattered around along with semi-valuable supplies.
COMMON ROOMS
▶ Common Rooms: Just what it says on the tin. They're plain and unremarkable.
General (Island Around Campus)
▶ On August 15th, the invisible barriers around the Campus atrophied, leaving the school and its "students" open to the outside world and its elements. The island around Campus is about five miles across the diameter at its longest point.
▶ There is extensive wildlife, ranging from fish to rabbits and even bears, along with varying edible and inedible flora, and mosquito bites.
▶ One side of the island just south of the school has a sandy shore, allowing the residents some beach time. All other areas leading out to the ocean are cliff edges.
▶ There is a cave system on the island, explorable but somewhat dangerous. The first entrance is right by the beach's short, hidden behind some rocks to the west. The second is in the jungle itself.
▶ The island varies between thick and thin jungles with the occasional plain of dirt or grass.
▶ There's a single mountain to the north, treacherous to climb but filled with quite a few niches to hole up in for the night.
▶ A small rocky stream laces and twists through the island before leading up to a freshwater lake just north of the center.
▶ INACCESSIBLE AREA: The only evidence of humans having ever inhabited the island before are some old, abandoned camps that seem to be from the early 1970s. The camps are worn down and overgrown, having obviously been uninhabited for decades. As of right now, the only camp visible is high up on the side of the mountain. If one somehow manages to come within range of it, they'll instantly fall asleep and fall to their possible death.
▶ Anybody who tries to leave the island will find themselves harshly yanked out to sea by a riptide, eventually being drawn up towards the cave near the shore through an underwater entrance. Try not to drown!
This can include built or found items, items from home, or permanent rooms (which will be listed in the above lists as well).
Damage to the Campus itself repairs and is not eligible.
Please contact a Mod to get on this list!
▶ The FAQ board in the nurse's office. There's an Up-to-date version over here.