Pluviosa Mods (
pluviosamods) wrote2023-10-12 04:19 pm
IC HOUSING
IC HOUSING
Sitting up on the aft end of the ship's main deck are three elevated partial decks, with a large (double-height) atrium below them. These decks are labeled as R2-4 (counting upwards from deck R0 aka the upper topdeck) on the elevator and ship blueprints. Individually, their names are Apple, Tomato, and Wheat. (There is also an R1, but it remains closed off; its name is Cocoa.) As the contents of these floors are largely similar, they will be handled as a unit.
As implied by their names, the residential decks are all food-plant based, divided into fruit, vegetable, and grain categories. They are largely temperate, with an increase in general temperature and humidity going foreward on the ship. (So, for example, cherry trees and peas can be found further aft, while citrus and hot peppers can be found in the fore.) True tropicals are presumably contained in the inaccessible Cocoa Deck.
Although 'feral' rather than 'wild' is an accurate descriptor of the plants contained on these decks, they are not much less overgrown than their counterparts on the other decks. The lower decks are full of individual rooms with labels such as "Potatoes - Gold" and "Parsnips" and an entire row of suites labelled "Wheat," but those labels alone don't do justice to the blackberry brambles straining to explode from behind closed doors or the squash taking over nearly the entire forward-port quarter of Tomato downwards. The topside pools on Apple are a cranberry bog with accompanying spiders; on Tomato they're a feral lotus patch; on Wheat they're a rice paddy. And so on.
These upper floors do have a unique trait that also lends itself to treating them as a unit, however; they bleed over into each other. Characters on one residential deck will be able to perceive characters in the same physical location on the other decks, and in the actual suites, they may even be able to perceive those who aren't on the residential decks (dimensionally speaking) at all, who have come up via the stairs or other means. Thinking about how this works too long will almost certainly give you a headache, so perhaps it's best not to dwell on it. Have some strawberries instead.
Further down on these decks are the floors which serve as the ship's food supply. In comparison to the other decks of the ship, these food jungles are generally not dangerous, or at least substantially less so. Characters can spend a decent amount of time here without constantly feeling as though they need to look out over their shoulders. However, the dimensional bleed over of these decks induces migraines if characters spend too long in the lower sections, which grow steadily more debilitating and can even cause characters to pass out. (Typically the pre-migraine feeling kicks in about the two hour mark and the migraine itself at about three hours, but if your character is already prone to migraines, it may be faster.) And as always, the deeper you go towards the bottom of the ship, the more likely it is that you'll have a dangerous encounter - in particular, ghosts haunt these decks much more than is typical. More information on these individually can be found on the main Setting page.
As implied by the name, the residential decks' centerpiece from a gameplay perspective is, of course, the suites assigned to characters for housing purposes. The suite decks can only be accessed by the aft stairs or the aft elevators - the decks ends before the forward elevators, so naturally they don't reach up here. The bank of stairs and elevators is position between rooms 10 and 11 on each side.
Unlike the main ship decks below, the bleedover of the upper residential decks is stable; the three decks of suites effectively occupy the same place, and do not induce migraines with near as much frequency as those below, regardless of what dimenion characters are technically on. They are also the cleanest section of the ship - it seems what little staff the Ship has worked overtime to get them prepared - and the safest. Unless otherwise noted in an event's text, characters are safe from ship hazards on these three levels. There are no wandering malignant ghosts or strangling vines here, so please work hard to keep it that way!
Each level has forty balcony suites (twenty on each side) to which characters are assigned. However, many suites are closed off due to damage, plantlife, or plantlife-related damage. At each end of the rows is a larger suite that is not assigned to anyone. All of the aft suites are simply marked RESERVED and locked, as are the forward suites on the top floor (R4). On R3, the forward suites are labelled as MEDICAL and opening them reveals that they have been turned into makeshift clinic rooms. There is no visible staff and most prescription medications are under lock-and-key; a dispenser with a key scanner will produce medication for any character that needs it. The R2 forward end suites are set up as storage rooms from which characters can obtain supplies such as toilet paper, soap, additional towels, and paper and pens. Wheeled mop buckets, rags, and vacuum cleaners can also be found here, though there are no readily available cleaning chemicals stronger than soap, vinegar, and lemon juice.
Suite deck R4 (Apple) is only the suites, with a wrap-around walkway that is accessible by elevator. Rather than a central area, this floor (which has a domed glass roof) opens to a view of the lounge area that takes up the central part of R3 (Tomato). This area has all the benches, couches, and table-and-chairs you could possibly need, but no other amenities. There is a small terminal for communicating with the Ship directly beside the doors of each sealed aft suite, where characters can leave feedback and request replacement keys to their rooms (which come out of a slot at the bottom). The view is open both forward (the side with the walkway between the two halves of R4) and aft (unobstructed view).
The internal area of suite deck R2 (Wheat) is a collection of further suites that have been converted into workrooms and the like, the beds removed and replaced. The sixteen port-side suites are study spaces or something of the sort, with desks and work-tables. The sixteen starboard-side interior suites have been converted into a laundry list of things including a double-wide laundry room (the inner wall of the two after-most suites removed), two incredibly under-equipped passenger-accessible kitchens, storage rooms, and so on. The furthest-forward two suites still have their beds; these rooms are labelled as QUARANTINE across the doors.
Deck R1 (which is named Cocoa on the elevator buttons, but remains inaccessible multidimensionally) is similar to deck R2, in that it's nothing but additional suite rooms. All of the doors on this floor, however, are locked and sealed.
The double-height area of the top deck beneath the residential decks is also maintained to a similar standard. The restaurant-bar-lounge that formerly occupied this space has been converted to a cafeteria. The food is maybe not the greatest, but it beats starving to death by a long shot. Most of the cuisine is vegetarian, with beans, mushrooms, and nuts as the primary sources of protein. Fish is the most common meat, followed by what appears to be ground beef directly included in spaghetti sauce. Full cuts of meat, as well as true dairy products, are rarities. (Exact meals can be found on the game's regular update posts.) The bar does not presently have a supply of alcohol. There are a handful of "public" restrooms here, including shower stalls. This area is technically on the upper topdeck (R0) and is the only area of that deck that fully covers the deck below rather than being divided down the middle to allow sunlight into the center of the ship. (The rest of R0 is detailed on the main setting page.)
Characters are assigned to a suite room by the Ship, and do not typically have input on their accommodations. (OOCly, moderators take a few factors into consideration when assigning rooms, such as avoiding putting characters played by the same player together and a player's response to the mixed-gender housing question on the character's application.) They are given a key to their suite with their suite number marked on it. One character is currently assigned per suite, however, if more characters appear, the Ship may start doubling-up rooms.
Keys are electronic and come in two forms - key cards or bracelets. Characters will receive one key in their preferred format. This key only opens their own room, and it will not work for any other character - even your roommate cannot gain access to your room using your key. If a key is lost, a replacement can be requested at one of the terminals in the R2 lounge; characters who are particularly prone to losing keys may find that the ship requests that they perform a chore such as picking up trash around the lounge before receiving their new key.
All suites are functionally identical except that some suites have two single beds and some have a single double bed. (Players are allowed to make this decision between themselves.) Each suite has a moderately sized bathroom (one sink, one enclosed toilet, shower stall, and a small-but-deep bathtub ill-suited to stretching out but actually capable of submerging yourself in), a closet, and a "living room" with a fold-out couch and small desk-and-chair, with a variety of inbuilt storage cupboards and drawers around it. Each room also has a television screen, either in the living room or the bedroom, mounted to the wall; however, these are nonfunctional and have a 50/50 chance of being cracked and unusable. Finally, each room has a balcony area beyond a sliding glass door, where characters can enjoy the "exterior" of the ship (though still within individual protective bubbles); the glass of the windows can be blocked off with blackout curtains. There is no mirror in the bathroom.
When characters move in, each room has one complete change of bedding for the number of beds it has (fitted sheet, flat sheet, and pillowcase(s) for the appropriate bed(s)), four sets of towels (bath towel/hand towel/washcloth), a small assortment of hotel-sized soaps and shampoos, and two extra rolls of toilet paper in a bathroom cupboard. Anything else, characters must source for themselves - fortunately there are supplies in the new laundry rooms on R2 that the Ship replenishes from somewhere. Characters are responsible for changing out their own sheets and towels, but the dirties can be left in the laundry bins on R2 - it's just that the Ship won't enter character rooms unless there is an emergency. If characters don't pick up clean bedding when they drop off the dirty, it will be left outside their door the next morning.
Room numbers can be broken down into the format [deck number]-[port/starboard][number]. For example, Suite 3-101 would be suite 01 on the starboard side of deck R3, while room 2-017 would be room 17 on the port side of deck R2.
SPREADSHEET HERE
As implied by their names, the residential decks are all food-plant based, divided into fruit, vegetable, and grain categories. They are largely temperate, with an increase in general temperature and humidity going foreward on the ship. (So, for example, cherry trees and peas can be found further aft, while citrus and hot peppers can be found in the fore.) True tropicals are presumably contained in the inaccessible Cocoa Deck.
Although 'feral' rather than 'wild' is an accurate descriptor of the plants contained on these decks, they are not much less overgrown than their counterparts on the other decks. The lower decks are full of individual rooms with labels such as "Potatoes - Gold" and "Parsnips" and an entire row of suites labelled "Wheat," but those labels alone don't do justice to the blackberry brambles straining to explode from behind closed doors or the squash taking over nearly the entire forward-port quarter of Tomato downwards. The topside pools on Apple are a cranberry bog with accompanying spiders; on Tomato they're a feral lotus patch; on Wheat they're a rice paddy. And so on.
These upper floors do have a unique trait that also lends itself to treating them as a unit, however; they bleed over into each other. Characters on one residential deck will be able to perceive characters in the same physical location on the other decks, and in the actual suites, they may even be able to perceive those who aren't on the residential decks (dimensionally speaking) at all, who have come up via the stairs or other means. Thinking about how this works too long will almost certainly give you a headache, so perhaps it's best not to dwell on it. Have some strawberries instead.
Further down on these decks are the floors which serve as the ship's food supply. In comparison to the other decks of the ship, these food jungles are generally not dangerous, or at least substantially less so. Characters can spend a decent amount of time here without constantly feeling as though they need to look out over their shoulders. However, the dimensional bleed over of these decks induces migraines if characters spend too long in the lower sections, which grow steadily more debilitating and can even cause characters to pass out. (Typically the pre-migraine feeling kicks in about the two hour mark and the migraine itself at about three hours, but if your character is already prone to migraines, it may be faster.) And as always, the deeper you go towards the bottom of the ship, the more likely it is that you'll have a dangerous encounter - in particular, ghosts haunt these decks much more than is typical. More information on these individually can be found on the main Setting page.
THE RESIDENTIAL DECKS
As implied by the name, the residential decks' centerpiece from a gameplay perspective is, of course, the suites assigned to characters for housing purposes. The suite decks can only be accessed by the aft stairs or the aft elevators - the decks ends before the forward elevators, so naturally they don't reach up here. The bank of stairs and elevators is position between rooms 10 and 11 on each side.
Unlike the main ship decks below, the bleedover of the upper residential decks is stable; the three decks of suites effectively occupy the same place, and do not induce migraines with near as much frequency as those below, regardless of what dimenion characters are technically on. They are also the cleanest section of the ship - it seems what little staff the Ship has worked overtime to get them prepared - and the safest. Unless otherwise noted in an event's text, characters are safe from ship hazards on these three levels. There are no wandering malignant ghosts or strangling vines here, so please work hard to keep it that way!
Each level has forty balcony suites (twenty on each side) to which characters are assigned. However, many suites are closed off due to damage, plantlife, or plantlife-related damage. At each end of the rows is a larger suite that is not assigned to anyone. All of the aft suites are simply marked RESERVED and locked, as are the forward suites on the top floor (R4). On R3, the forward suites are labelled as MEDICAL and opening them reveals that they have been turned into makeshift clinic rooms. There is no visible staff and most prescription medications are under lock-and-key; a dispenser with a key scanner will produce medication for any character that needs it. The R2 forward end suites are set up as storage rooms from which characters can obtain supplies such as toilet paper, soap, additional towels, and paper and pens. Wheeled mop buckets, rags, and vacuum cleaners can also be found here, though there are no readily available cleaning chemicals stronger than soap, vinegar, and lemon juice.
Suite deck R4 (Apple) is only the suites, with a wrap-around walkway that is accessible by elevator. Rather than a central area, this floor (which has a domed glass roof) opens to a view of the lounge area that takes up the central part of R3 (Tomato). This area has all the benches, couches, and table-and-chairs you could possibly need, but no other amenities. There is a small terminal for communicating with the Ship directly beside the doors of each sealed aft suite, where characters can leave feedback and request replacement keys to their rooms (which come out of a slot at the bottom). The view is open both forward (the side with the walkway between the two halves of R4) and aft (unobstructed view).
The internal area of suite deck R2 (Wheat) is a collection of further suites that have been converted into workrooms and the like, the beds removed and replaced. The sixteen port-side suites are study spaces or something of the sort, with desks and work-tables. The sixteen starboard-side interior suites have been converted into a laundry list of things including a double-wide laundry room (the inner wall of the two after-most suites removed), two incredibly under-equipped passenger-accessible kitchens, storage rooms, and so on. The furthest-forward two suites still have their beds; these rooms are labelled as QUARANTINE across the doors.
Deck R1 (which is named Cocoa on the elevator buttons, but remains inaccessible multidimensionally) is similar to deck R2, in that it's nothing but additional suite rooms. All of the doors on this floor, however, are locked and sealed.
The double-height area of the top deck beneath the residential decks is also maintained to a similar standard. The restaurant-bar-lounge that formerly occupied this space has been converted to a cafeteria. The food is maybe not the greatest, but it beats starving to death by a long shot. Most of the cuisine is vegetarian, with beans, mushrooms, and nuts as the primary sources of protein. Fish is the most common meat, followed by what appears to be ground beef directly included in spaghetti sauce. Full cuts of meat, as well as true dairy products, are rarities. (Exact meals can be found on the game's regular update posts.) The bar does not presently have a supply of alcohol. There are a handful of "public" restrooms here, including shower stalls. This area is technically on the upper topdeck (R0) and is the only area of that deck that fully covers the deck below rather than being divided down the middle to allow sunlight into the center of the ship. (The rest of R0 is detailed on the main setting page.)
THE SUITES
Characters are assigned to a suite room by the Ship, and do not typically have input on their accommodations. (OOCly, moderators take a few factors into consideration when assigning rooms, such as avoiding putting characters played by the same player together and a player's response to the mixed-gender housing question on the character's application.) They are given a key to their suite with their suite number marked on it. One character is currently assigned per suite, however, if more characters appear, the Ship may start doubling-up rooms.
Keys are electronic and come in two forms - key cards or bracelets. Characters will receive one key in their preferred format. This key only opens their own room, and it will not work for any other character - even your roommate cannot gain access to your room using your key. If a key is lost, a replacement can be requested at one of the terminals in the R2 lounge; characters who are particularly prone to losing keys may find that the ship requests that they perform a chore such as picking up trash around the lounge before receiving their new key.
All suites are functionally identical except that some suites have two single beds and some have a single double bed. (Players are allowed to make this decision between themselves.) Each suite has a moderately sized bathroom (one sink, one enclosed toilet, shower stall, and a small-but-deep bathtub ill-suited to stretching out but actually capable of submerging yourself in), a closet, and a "living room" with a fold-out couch and small desk-and-chair, with a variety of inbuilt storage cupboards and drawers around it. Each room also has a television screen, either in the living room or the bedroom, mounted to the wall; however, these are nonfunctional and have a 50/50 chance of being cracked and unusable. Finally, each room has a balcony area beyond a sliding glass door, where characters can enjoy the "exterior" of the ship (though still within individual protective bubbles); the glass of the windows can be blocked off with blackout curtains. There is no mirror in the bathroom.
When characters move in, each room has one complete change of bedding for the number of beds it has (fitted sheet, flat sheet, and pillowcase(s) for the appropriate bed(s)), four sets of towels (bath towel/hand towel/washcloth), a small assortment of hotel-sized soaps and shampoos, and two extra rolls of toilet paper in a bathroom cupboard. Anything else, characters must source for themselves - fortunately there are supplies in the new laundry rooms on R2 that the Ship replenishes from somewhere. Characters are responsible for changing out their own sheets and towels, but the dirties can be left in the laundry bins on R2 - it's just that the Ship won't enter character rooms unless there is an emergency. If characters don't pick up clean bedding when they drop off the dirty, it will be left outside their door the next morning.
Room numbers can be broken down into the format [deck number]-[port/starboard][number]. For example, Suite 3-101 would be suite 01 on the starboard side of deck R3, while room 2-017 would be room 17 on the port side of deck R2.
HOUSING LIST
SPREADSHEET HERE
DECK R4
The topmost of the residential decks, labelled "Apple". It has a wrap-around walkway, accessible by elevator. Rather than a central area, this floor (which has a domed glass roof) opens to a view of the lounge area that takes up the central part of R3. The left and right sides are connected by a walkway at the forward end.
Left side
Right side
"RESERVED"
Locked
"RESERVED"
Locked
4-001
PLANTS
4-101
Hatsune Miku
4-002
Namine
4-102
PLANTS
4-003
4-103
4-004
Fridtjof
4-104
4-005
Federico
4-105
4-006
PLANTS
4-106
Vash
4-007
4-107
Sunday
4-008
4-108
No bathroom door
4-009
4-109
PLANTS
4-010
Broken glass doors to balcony
4-110
ELEVATORS
ELEVATORS
4-011
Furina
4-111
PLANTS
4-012
Eula
4-112
4-013
4-113
Brain
4-014
Hole in the floor to 3-014
4-114
4-015
Rouge
4-115
Hole in wall between rooms
4-016
4-116
4-017
Lalli
4-117
4-018
No water
4-118
Fou-Lu
4-019
4-119
PLANTS
4-020
Aventurine
4-120
"RESERVED"
Locked
"RESERVED"
Locked
DECK R3
The middle of the residential decks currently in use, labelled "Tomato". The central area has all the benches, couches, and table-and-chairs you could possibly need, but no other amenities. There is a small terminal for communicating with the Ship directly beside the doors of each sealed aft suite. (See more info above.)
Left side
Right side
"MEDICAL"
Makeshift clinic
"MEDICAL"
Makeshift clinic
3-001
3-101
PLANTS
3-002
Thancred
3-102
No lights
3-003
PLANTS
3-103
Chirithy
3-004
3-104
No lights
3-005
Neuvillette
3-105
PLANTS
3-006
Boothill
3-106
3-007
3-107
3-008
Alisaie
3-108
3-009
Casper
3-109
No entry door
3-010
Lucia Corina
3-110
Mario
ELEVATORS
ELEVATORS
3-011
PLANTS
3-111
No doors to balcony
3-012
3-112
Noah
3-013
3-113
PLANTS
3-014
Hole in ceiling from 4-014
3-114
Mint
3-015
Clara
3-115
PLANTS
3-016
Wriothesley
3-116
3-017
No water
3-117
Kaeya
3-018
No lights
3-118
PLANTS
3-019
Shang Qinghua
3-119
3-020
Malos
3-120
Aurelia
"RESERVED"
Locked
"RESERVED"
Locked
DECK R2
The bottom of the residential decks currently in use, labelled "Wheat". The central area of this deck is a collection of further suites that have been converted into workrooms and the like. (See more info above.)
Left side
Right side
STORAGE
Supplies available
STORAGE
Supplies available
2-001
2-101
2-002
No lights
2-102
No water
2-003
PLANTS
2-103
2-004
2-104
2-005
2-105
2-006
2-106
Hole in ceiling from 3-106
2-007
2-107
PLANTS
2-008
2-108
2-009
Hole in wall between rooms
2-109
2-010
2-110
ELEVATORS
ELEVATORS
2-011
No furnishings
2-111
No furnishings
2-012
2-112
2-013
2-113
2-014
2-114
2-015
2-115
2-016
2-116
2-017
2-117
2-018
2-118
2-019
2-119
2-020
2-020
"RESERVED"
Locked
"RESERVED"
Locked
