henleinmods: (Default)
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
parallels: (CHASE ★ i'm always running)

Clara Oswald | Doctor Who | OTA

[personal profile] parallels 2013-07-26 01:33 am (UTC)(link)
This isn't a typical prison.

She may not be able to remember her name, or where she came from, or very much at all. But she knows this place isn't normal. Prisons were dark and dank, not filled with glass and clockwork. It was a pity, really, this place would be beautiful if it didn't taint itself with the ugly connotations of the word prison. If she had felt she could spare it, she would take time (haha, she laughed to herself at that) to marvel at the beauty of the Turner in the center. She has a fondness for clocks, she has a bracelet of watch faces around her wrist. Good things, waches, practical and yet somehow pretty; and the ticking sound is a calming rhythm in her ears. It's funny how she could remember that this isn't a prison and such a silly thing like an appreciation for clocks and yet so little else.

But no, there were two very important things preventing her from taking the time to marvel at her surroundings. The first was that she was absolutely and entirely she that she did not belong in this prison. The memory of any crime or accusation of such was gone from her head like so many things, but she could feel that she was not some sort of thief (as indicated by the color of her clothing).

The other thing was that she needed to find a man. A man who's name she couldn't remember and who's face she couldn't picture. But he was there, lurking in the edges of her mind, memories that were fuzzy and out of reach. Finding him was the most important thing and so she began her journey out of the prison and into the lobby.
xochipilli_cursed: (Coyote what was that?)

[personal profile] xochipilli_cursed 2013-07-26 02:58 pm (UTC)(link)
This prison is strange enough as is. The clockwork mechanism at its heart and the lack of prison guards are just icing on the cake when one takes in the memories they've lost. More disturbing is the thought of how they were lost. Something is definitely wrong here, and there is more to this prison then bad climate control and strange tech. The prisoners are also a tad out of place in this. Still, no more out of place than the animal she’ll find in the lobby.

A coyote sits off to the side, licking a fresh burn on its leg. Other than the burn, and a strange metal plate on the back of its head matching that found on other prisoners, it seems like a normal coyote. Not mechanical, and not on fire. The missing patch of fur around the burn and still freshly singed hair can be a warning that what waits ahead may be dangerous. It looks up as she enters but makes no move to leave its spot for now. Just watching her.