TRAFIX

  • So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!

rissa

the clairvoyant pterodactyl
Original poster
VENGEANCE
DONATING MEMBER
MYTHICAL MEMBER
NEVER NORMAL
TRAFIX




What would you do to save your own life? The life of your child, sibling, or friend? How heinuous of a crime would you commit, if you knew it was the only thing that would save the one you love? If it was the only thing that allowed you to keep breathing— to keep living? How far would you go...

before you'd do anything, no matter how monstrous?​






CATALOGUE


Housing and Residential Life

Important Locations

Macintosh & Co.

Miscellaneous Lore

Training and Development



Housing and Residential Life

Life with Macintosh is restrictive. Privileges are given and taken freely, entirely as he sees fit. Good behavior and excellent work in the field can grant modicums of freedom, with the lingering threat of it being revoked at any given time. Chefs and housekeepers come and go on a recycled schedule, to ensure no relationships are made, as are the scientists that help Macintosh with developing gadgets for player characters. The only constant face these characters have come to know are Macintosh and Doctor Alvarez.

Player characters live primarily at Hawaii HQ. There they live on an island estate owned by Macintosh himself, surrounded by a tropical paradise with hidden beaches, an olympic sized pool and bathhouse to match. The estate house, where everyone has a room on the top floor, is actually more of a compound than a mansion, but it serves its purpose. The island is deserted save for them and with good behavior, the run of the island is allowed.

Everyone has their own bedroom, lockable from the inside. Each room has a queen sized bed and a full bath. Depending on merits, behavior, and personal choices, rooms can be decked out with posters, pictures, computers, gaming systems, and the like. However, each and every one of these has the potential to be taken away. Characters are given an allowance of $1200* a month wherein they can order toiletries and other essential items, as well as clothing. All of the shopping is done online via a specialized portal created by Leo. With their allowance, characters are allowed to buy books, games, and the like if they've earned that privilege.

There's a common room, essentially a living room, that's stacked with books, magazines, movies, couches, and the like. To the left of the media area, there's an industrial sized kitchen, with a long bench-like table where everyone gathers for meals in the early evening. Breakfast, lunch, and dinner are prepared daily, but characters are free to make their own meals in-between those periods. There is a food sheet that goes around on the 17th of every month wherein characters can write down any food they wish the chefs to bring into the compound. To the right of the common room is a long hallway leading to two other separate areas. The Art Room and the Sims Training Center. Sims Training is open 24/7 but the Art Room "shuts down" at 2am, as does the media area.

* All characters have an "account" that they use to order with. All extra money not used within the month stays and is accumulated. If shopping privileges are revoked, the money is filtered into another account-- but the full amount is always given back upon reinstatement.


Important Locations

Alaska HQ
Though similar in layout to the Hawaii HQ, the Alaskan base is larger, bedecked with the full Sims Training Center, a private runway, and haunting memories due to the death of Genevieve. Rooms here are slightly smaller, less personalized, and lack the full bath. There is a library and computer room here, as well as a makeshift doctor's office, where every 4-6 months characters visit Dr. Alvarez.


Hawaii HQ
Home base. Characters arrive via boat on the north side of the island. A smaller version of the Sims Training Center is located here. Maximum of four people at a time, excluding Macintosh. Check Housing and Residential Life for a more detailed explanation.


London HQ
???


Macintosh & Co.

Macintosh Graves

Neither cruel nor outrageously kind, Macintosh is still somewhat of a mystery after these five years. He is both caretaker and taskmaster, punisher and reward giver, and he has come to know all of his charges intimately, and truly cares for their wellbeing. Although there is a lot hidden behind closed doors that characters are not aware of and thus fragmenting his dimensionality, it can be inferred that he isn't top dog, and someone higher up is pulling all the strings. With that said, however, Macintosh is stern, takes no shit, and his very presence demands respect. Although he will not physically harm his charges, he will hand out both punishments and rewards unceremoniously.


Dr. Alvarez

Soft spoken but rigidly professional, Dr. Alvarez is one of the very few people characters have come to know personally over the past five years. Every 4-6 months, characters visit the Alaskan HQ, where Dr. Alvarez has a state of the art clinic set-up. Characters are checked for frequent tear injuries most often, however, yearly physicals, eye and dental care, and even cancer screenings are done here. Every eight months characters go through a mental health screening.


Genevieve Grey

Former squad leader, shot to death in front of everyone approximately two years ago. She was a kind and genuine soul, always looking out for her team members, and took the blame for anything that went wrong. After trying to convince everyone to escape, her plan was revealed to Macintosh and her punishment was severe and used as a lesson for any further attempts.


Leo Cordova

Leo is a rare face seen at the Alaskan HQ and even more infrequently at home base. Not much is known about him, other than that he controls all technological machinery at both bases, ensuring no one, not even the squad's technomancer, can step out of line. His demeanor, if one chances upon him, is usually downcast, but he is always kind. It can be inferred that he, along with the squad, was also kidnapped, though why he's so strictly contained is a mystery. One can potentially contact him through their brower's search bar...


Miscellaneous Lore

⎔ All characters were "chipped" with a tracking device, located near the base of their spine, during their very first check up with Dr. Alvarez. Characters may or may not be aware of this, as I will leave that up to your discretion. This device, smaller and thinner than a fingernail, also connects to the Sims Training Center, where vitals are monitored in real time by Leo.

⎔ Once characters turn 18 and 21, respectively, they're allowed to smoke and drink, within limits.

⎔ On birthdays, celebrations are thrown, and characters are allowed to ask Macintosh for a single gift that they'd be unable to normally purchase themselves via the specialized portal created for them and of course, that is within reason.

Training and Development

Personalized training comes in the form of the Sims Training Center, a state of the art device created by Macintosh, two scientists, and Leo. To keep things simple, in functionality and form, it's similar to Star Trek's Holodeck. Almost all training is done here, including non-ability training that allows characters to round out their expertise. Ability training is usually done individually, with Macintosh and preprogrammed simulations. However, that is not always the case. Some powers mesh well and some don't and Macintosh has used that to his advantage over the years to build, counter, and develop.

Through the use of neurotransmitters and other classified technology built into the Sims Training Center, one can actually feel the blows given by the simulations, and more often than not, characters will retire to their rooms sore and bruised from their daily training regimen.

Squad leaders are expected to run through simulations with their sub-teams at least once a week, as well as specialized training with Mac himself. These specialized training sessions span anywhere from leadership skills, confidence training, specialized diffusing tacts, etc. Squad leaders are expected to report to Macintosh if any of their team members are lacking in certain areas, and then help train them along with Macintosh in remedial sessions.

There is training every day, save for days where missions are taking place. Usually, missions happen during the weekday, granting characters free time all weekend. Freetime, however, is still restrictive, as characters are not usually permitted to leave any of the HQ's.



 
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