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Cog Mods ([personal profile] henleinmods) wrote in [community profile] blowingsteam2013-07-25 12:13 am
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TEST DRIVE

Welcome to Henlein's first Test Drive Meme!
Feel free to give anyone you'd like to bring in a whirl. Threads here are also welcomed when giving samples in your applications.


Before we get to the prompts, here are a few important reminders:
  • Your character doesn't know their name or the name of anyone in their canon. On their wrist is a prison id number that is formatted as follows: The letter of their crime (M-murder, A-arson, TH-theft, TR-treason, B-battery, D-destruction), the number of their cell (01-09, 10-32), and then three random numbers. So an id that reads M23-879 lets you know this is a murderer who lives in cell 23. Even though names are impossible to recall, they can recall the faces and voices of castmates if a mun chooses.

  • They don't remember doing the crime that sent them here, or how they arrived here at all. The presence of other memories is up to the mun, as long as characterization isn't sacrificed.

  • There's a new shallow metal slot in the back of their head.

  • This is a prose game, so please keep the formatting traditional. "Dialog goes in quotations." Actions happen outside.



The Prison
Welcome to Henlein, prisoner. Feel free to explore the prison. The circular hallway stretches on past 32 cells and comes to an end at the lobby. A glass wall welcomes you inside, showing a magnificent view of The Turner, a giant clock in the center of the prison. Over its face stretches a large and thick layer of glass. A section of the lobby's glass wall opens, allowing entry but there's nothing to gain other than a closer look at the cogs underfoot.

Besides cells, the hallway also passes a men's and a women's shower, a old dim cafeteria, and two store rooms. In the cafeteria is an Eye machine. Hold up your bracelet under its lamp and it will dispense one ration pack. In the store rooms are jump suits in all crime colors and sizes as well as shoes and very little else. To the south, by the lobby are also rooms 101 through 104. Each of these strangely ornate doors are locked. Too bad.


The Labyrinth
If you venture past the lobby's exiting hallway, you'll enter into the labyrinth. The walls are warm and still pulse with The Turner's beat. We hope you don't get too lost as you travel its curving pathways. If you're lucky, you might find a ration pack at the end of some sorry dead end.

If you're unlucky, you may find a needlepoint spider instead. These small clockwork pests hold a mild sedative in their fangs. It helps slow you down so that by time the swarm comes, you won't get away. While they don't eat you, they are very territorial and will kill to protect their areas. Also lurking these dim halls are metal scorpions. Though they travel alone, they're just as poisonous as their organic counterparts. If you see a flash of light speed past an entrance, run. Run and don't look back. Lava hounds like to play hunt through the labyrinth, but if they see you they will attack you. These beasts usually travel in small groups of three, so be prepared for a fight. Removing their magma heads from their bodies or cutting out their obsidian hearts are the key to finishing these puppies off.


The Streets
It's bright out here, hot and glowing. The city exhales steam from a nearby vent in the bronze street by the labyrinth's exit. The avenues stretch before you, radiating from the curved line that cuts through metal street and solid sidewalk. You're free to wander down any you'd like.

If you travel north, you'll have the pleasure of seeing Exhalo stretch above the city's skyline. The volcano is especially beautiful tonight, ablaze with fresh magma. All you'd have to do is climb a forgotten fire escape to catch a glimpse of the lava fields just past the city's massive wall.

A breeze welcomes you if you travel south, making the hot and bitter air all the more humid. The steam that bellows up from the ocean passes just past the tops of the buildings and obscures the night sky. However, the pipes that snake overhead here drip with welcomed condensation and leave puddles in the streets below.

To the east are stores, though almost all of them are empty and dark inside. A cafe shines with a soft light and beckons with soft music playing over the ambient ticking of Henlein. If you venture inside, there are a few special treats inside. Come and enjoy fresh coffee and stale cakes and breads. As for attendants, there are none. Take what you like; you're already a criminal.

To the west the lights are fewer and far between. In the darkness, the ticking fades away, leaving rare silence in the shadows. If you venture this way, you'll find a warehouse. Inside isn't much, but there are a few good mattresses, far better than those what were in the prison. You might even find a few useful tools out here, a wrench, a crowbar, a roll of medical bandages. It's almost as if someone else was living here and happened to step out. Will you take what's not yours? Perhaps you'll claim this bed as your own. Whatever you do, just know you may not be alone for long.


Feel free to make up your own as well. Want to play out your character's first prosthetic? Go for it. Want to share a memory or experience the first memory cog insertion? Please do! For more information on any of these things, please stop by our FAQ
xochipilli_cursed: (smirk)

[personal profile] xochipilli_cursed 2013-07-29 06:38 pm (UTC)(link)
The teenager in the green jumpsuit has been exploring to the best of his ability. Much more like a scavenger, he picks about and changes between the high ground and low as he scours the city. He keeps the streets, walls, and even the volcano to the North in mind as he tries to get his bearings on it all. And then there's the tall, silver haired individual stalking the streets.

Aaron, even if he doesn't know his own name, knows predators. He knows them and he remembers being told when to be wary of them. If he did everything he was told his life might be far less interesting. Still, not wanting to confront this one like he has others, Aaron follows along. He's not hiding himself, he's just tailing this guy at a distance. The teenager just lets himself be seen for now and hopes he has enough ground between them in case the other takes violent offense.

[personal profile] youwillrot 2013-07-31 01:24 am (UTC)(link)
And for all the exploring this one still has to do, the most mundane of objects has stopped him–a simple clock, notable only for its size, tick, tick, ticking with massive hands on the face of a decrepit building.

He watches it, enthralled. Something about the steady pattern, the reliable strum, soothes him. It's a constant in a world full of inconsistencies and he wants nothing more to stay there and hope that maybe, if he lingers long enough, it will provide some form of guidance. Some sign or symbol he can follow. The wing he's been dragging along strains, but it's no use. He cannot fly. He cannot touch the clock and ask, where should I go?

But he does sense the presence of another, a pinging in the back of his head. A tail he's acquired and has yet to lose. He's neither frightened nor invested enough to regard him with anything besides a ruffle of fraying feathers in his direction, and a simple inquiry:

"Were you watching the clock?" Despite youthful appearances, the tone is deep. He's older than his visitor by a significant margin. "Or were you watching me?"
xochipilli_cursed: (Default)

[personal profile] xochipilli_cursed 2013-07-31 12:23 pm (UTC)(link)
When he's acknowledged, he leans against the nearest wall as if he planned to come out here to relax. Crossing his arms, he looks up at the clock, then back to the silver haired man. Of course the other prisoner stands out more. "Do you think the clock is on Eastern Standard time? Or maybe it matches Big Ben."

This place is strange enough without trying to figure out where it lines up with. Aaron's seen strange things, but a one winged man is not on that list. It's not decoration; he definitely saw the wing move like an actual appendage.