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Phantasmal Rift Mods ([personal profile] phantasmods) wrote2018-01-17 09:17 am

SETTING - KEYSTONE STATION

Keystone Station

One of the only remaining stable pieces of the world, Keystone is a research station built into a coastal cliffside. From the roof and the windows on the upper floors, characters can see a wide expanse of sky above - just a bit tinted and distorted from the stabilized Fissure that surrounds the station - and a beach extending from the bottom of the cliffs below. To the immediate north is the ruins of a lighthouse, which once warned ships away from the reef to the northeast. To the southwest, a forest can be seen in the not-too-far distance. A bit to the east of the station proper lies the Annex building and a small stable.

The research station is divided, roughly, into five levels, plus the roof. Near the center of each level is an elevator. It can be used to freely access the other levels. Additionally, emergency stairs can be found at either end of the level.

Level 1: Generator Level

The very lowest level of the station, a winding stone staircase down from the others, completely encased in the cliffside. Thick cables are tacked along the ceiling of the staircase, and it's consistently damp beyond the sealed door to the second level.

At the bottom of the stairs lies a natural cavern carved by the constant motion of the sea - and indeed, the sea is still very much here. At high tide, characters will find the sea water up to their ankles, sometimes higher.

Most of the cavern is taken up by the three large generators built into the floor. Two are on at all times, and the third is a back-up - together, the hydro-electric turbines provide most of the power the station needs to run.

In the very back of the cavern (which anyone with a canny sense of direction will realize is actually the forward part of the cave, closest to the wall dividing them from the Fissure and the sea), there's also a complicated device for distilling drinking water from the ocean. A second, matching machine stands next to it, not yet in use.

Level 2: Farm Chambers

Beyond the door leading up from the sea cave is the station itself - reflective metal walls and electrical sliding doors opening into a long hallway.

A hallway crammed with bright lights, rolling carts, and... tomato plants?

Level 2 is the rushed-together gardens designed to provide the new arrivals with something other than bland nutrient paste and other emergency rations. The lights in each room are on a separate timer to imitate different seasons and regions of the world, and every room is crammed full of growing vegetables, grains, and fruits. Even the hallways are crammed full of growing things -

Or, well, almost every room. One near the far end contains nothing but a growing compost heap and a dozen or so young, confused chickens.

Bottom can usually be found somewhere on this level, though it might be a bit of a search...

Level 3: Residential Chambers

Previously the homes of the researchers who built the station before they entered stasis, these rooms now belong to those unfortunates who have arrived through the Fissures - first come, first serve. At least for now, there doesn't seem to be a lack of space, but there's only fifty of the small one-room apartments in total, so it could get rather cramped in the future.

Each apartment has a full-sized bed, a water closet with a toilet and shower, and a bit of storage space for personal items. The front section of the room work desk, couch, and TV (not that there's much to watch). You could probably fit two people in here, if they knew each other pretty well and didn't mind sharing space, but anything more than that would get crowded fast. Most of the rooms have no ornamentation or sign of the previous occupants.

(For more info on the apartments, and which are claimed, please check the Housing page.)

Also on this level are two kitchens - one at either end of the station, as well stocked as they can be at the moment with the limited food supply, with a large dining area. The kitchens seem to share a single food supply via some magic, which can be found here. There's also a small laundry room attached to each kitchen, with three regular and one oversized of each washers and dryers. 

A large central gathering room in front of the elevator that seems to have served as a center of entertainment on the station. The recessed floor holds a number of couches and armchairs, enough to sit about twenty people.

Viewing Deck

Tucked into the cliff side of the station, this wood-and-metal deck lacks the handrails of the rooftop viewing area above. On the other hand, what it does have is a roof - a clear plastic covering stretched over about half the deck to keep the rain off, anyway. It doesn't offer any protection from the sea breeze, but if you're the sort to sit outside during a rainstorm and listen to the drops fall, then it might be just perfect for you.

Various pieces of patio furniture are scattered around the deck - in total, there are six chairs, two tables (one small with a glass top, the other fairly large, with one of those umbrellas with lights on the underside), two lounge chairs, and a bench swing. Not a single piece of the furniture matches the others, but, hey, beggars can't be choosers, right?

There's two means of access to the deck. A door across from the elevator in the residential floor's common room leads outside to it, and a ramp runs up around the side of the station, connecting it to the roof above.

Level 4 - Research level

The entire reason the station exists, the research level is where most of the interesting things happen. In total, there are eight labs all on one side of the station - the other half of the level is devoted to storing specimens of the world before the Fissures, largely animal tissues and seeds. There are also additional bathrooms on this level, of the "nice public restroom but still a public restroom" variety.

Of the eight labs, only four are operational -

The Tech Lab is full of gears, machinery, and grease. Its tables are constantly covered in parts, and the walls are tacked with faded schematic drawings. Top can often be found here, elbow-deep in some piece of Old World machinery.

The Biology Lab has been converted to a medical bay by Strange - its wide glass windows are blocked off by white curtains to allow patients privacy. At the very back, past the curtains and cots, is the small space that is actually still used as Strange's personal lab.

The Magic Lab is covered floor-to-ceiling in faintly glowing runes, which a deft eye can tell are actually chunks of three different magical arrays. Otherwise, this room is empty except for the desk in the center, which is covered in whatever project Charm is currently at work on, and the android himself.

And of course, the Fissure Lab holds all of the documents and data taken from the Fissures for the purposes of research, as well as any number of odd materials and crystal formations that Up is actively using at the time.

Level 5: Command Level

A half-sized level over the labs, Level 5 holds all of the station's communications equipment, as well as the controls for the various systems that keep the station running.

Down can be found, almost invariably, at the nexus of screens and wires that keeps the station's communication network running. This is doubly true if a Fissure Expedition is out, because this communications array is the only point of contact between the station and the expedition. When no expeditions are out, Down's focus is in attempting to contact Keystone's sister stations.

There are also a handful of what must have been meeting rooms on this level, but no one has bothered to maintain them, and as a result they're full of dust and rolling chairs and not much else. Meeting rooms 2-6 are available for character use; meeting room 1 holds the androids' charging docks and other personal maintenance equipment and is off-limits without special permission.

Roof

The roof is divided into two sublevels (due to the half-sized Level 5). Both are floored, seemingly, with black glass - actually solar panels - which resists most, but not all, attempts to shatter it. It doesn't ever get hot enough to burn anyone's feet, but it gets quite slick in the rain.

The lower section is open and available for characters to access via a door on the command level. Other than being the only part of the station open to the outside, there's nothing really noteworthy about it. Just a waist-high railing around the edge of a metal roof, with the scent of the sea and a constant breeze.

The upper section isn't technically open to anyone, but it's not really that difficult to get up there if you can jump well, fly, or have some other way of getting a boost up there. Unlike the lower section, it's crowded with antennas, satellite dishes, and other technological doodads.

If one looks up while on the roof, the majority of the sky is slightly distorted by the remains of the Fissure - but the view is now clear, the sun, clouds and stars visible to anyone who cares to look. Those seeking familiar constellations from home will find themselves at a loss to locate anything they recognize, however.