The Hospital
Mar. 7th, 2012 10:20 pmThe hospital was once a manor, but now serving as an asylum (who it belonged to, the Researchers remain mum on). While it maintains it's regal structure and museum-like appearance in many ways, it has been altered to adequately house patients undergoing a volatile transformation. Some of the picture windows have bars on them, and beneath the polished wood paneling, steel reinforcements can be found.
Among the various points of interest in it are:
Dorm Rooms
Dorms are located on the second floor of the estate, to the left of the top of the main staircase. Each dorm can comfortably accommodate up to two people and may be personalized as the inhabitants like. Maintenance will be done as needed on room fixtures, unless it becomes apparent that the room's owner is intentionally breaking things, and then they may be removed permanently as punishment rather than replaced/repaired.
FEATURES:
Kitchen Nook - sink, cupboard, countertop refrigerator, hotplate
Bookcase
Writing Desk
Dresser w/ Mirror
Baseboard Heating
Ceiling Fan
Space for up to two beds
WHITEBOARD - The whiteboard serves as a means for inhabitants to communicate their needs or desires to the researchers. Every room is outfitted with a small dry-erase board in the kitchen nook and a marker suspended from a chain. If a resident has a request for their room, it can be written on the board and it will most usually be delivered within 24 hours. As the Researchers want their subjects to remain comfortable and cooperative, they will fulfill most (reasonable) requests. If you ask them to bring you an apple pie, a bottle of booze, or satin bedsheets, you will probably get them. If you ask them for a loaded gun or illegal drugs, you will most likely get a sarcastic response like a filled squirtgun, or a box of candy cigarettes.
Unless you ask for something inconsequential and low-maintenance like hermit crabs or sea monkeys, chances are that whiteboard requests for pets will not be honored initially unless you prove yourself to be stable and responsible. The researchers will then allow you to have one small pet like a cat, a chinchilla, or a canary. If you and another resident want to collaberate on upkeeping a fishtank, this is also a possibility. You probably won't get that rottweiller or pony you want, sorry.
The whiteboards are for requests only, and the Researchers will not respond to anything else written on them. Questions, pleas for help, demands, will all be erased without a word the next time your character is out of their room.
Kitchen
The facility has a well-equipped kitchen for residents to employ. Knives and other potentially-dangerous utensils, however, are kept locked up and require permission to make use of. There is nothing too involved in the process, however. If the researchers monitoring the kitchen see you setting up to cook, and trying the knife cabinet, a quick reference check will be done. If you have a clean behavioral record, it will unlock for you. If you don't, well...hope you're good at chopping your vegetables by hand.
As this is the kitchen used to prepare food for the cafeteria, it can comfortably accommodate up to four people cooking at once.
In here can be found -
Refrigerator - kept stocked with vegetables, cheese, milk, eggs and various other perishables.
Meat Freezer - Chicken cuts, steaks, ribs, pork loins, and other common cuts of meat used for cooking can be found here. Seafood is special request only.
Pantry - pasta, grains, sugar, flour, corn starch, and other dry-storage cooking necessities are here
Dining Hall
Three meals are offered daily in the dining hall of the facility for those who want to eat in a social setting, or can't be bothered to use the whiteboard to make personal meal requests. This room seats 50 with one long "main" table and two smaller offshoot tables. For those who prefer to dine alone, there are a few armchairs positioned against the walls by their lonesome.
Breakfast is served from 7 am until 9 am
Lunch from 11 am until 1 pm
Dinner from 5 pm until 7 pm
The food served here is standard mass-quantity cafeteria chow, and nothing too special, but better than going hungry. Burgers, salads, sandwiches, cereal, fruit, soup, and tacos are common menu favorites. On holidays, the meals will be more extravagant and subjects may be encouraged to gather in the dining hall to eat.
Nurse's Office
The volunteer nurse staff has access to a small sterile examination room where first aid can be administered and mild illnesses can be diagnosed. If you're prowling for strong drugs or scalpels, you're not going to find any in here, sadly. It is outfitted with standard first aid kit necessities, a reclining examination chair, and instruments to perform a physical.
The Grounds
The grounds consist of five smaller gardens and one large garden with a hedge maze labyrinth, a gardener's shack, servant's quarters, a pool house, pool, and hot tub. Inhabitants have access to all of the buildings.
Servant's Quarters
The servant's quarters are a pared-down version of the rooms in the clinic. Inhabitants may choose to move into the servant's quarters if they wish to, but they will be missing many of the perks; such as the desk, bookcase, and kitchen nook.
In a storage room in the servant's quarters there is additional outdoors equipment such as a volleyball net and ball, tennis rackets, etc.
Gardener's Shack
In the gardener's shack inhabitants have access to gloves, seeds, and rakes. Much like with the sharp tools in the kitchen, the tools in the shed will only be available to those with no history of violence. Any of the gardens has space for additional plantings and there is a wide variety of seeds, ranging from flowers to food, for any inhabitant who wishes to add their own garden.
Pool House, etc.
Beyond the Grounds
Although the grounds proper are fenced off by an antiquated-looking iron fence, past the black metal spikes is a vast expanse of dense, Siberian forest. It seems to be almost pristine, but conspicuously absent of any apex predators one would expect to find in the Russian wilderness such as bears or wolves -- and as such, is abundant with prey animals such as rabbits, mice, and smaller predators such as the occasional lynx or fishing cat. A small stream cuts through the woods as a source of clean water and plentiful fish. There are a few footpaths around the forest forged by roaming deer and wild boars, but nothing obviously traveled by humans. Even the dirt road leading out from the facility's front gate seems to disappear into the trees with no obvious way out, eventually becoming overgrown with vegetation. The forest is huge and easy to get lost in, and should a subject make it to the edge of the forest they will find themselves staring down a tall, high-voltage electric fence along the perimeter, topped off with razor-sharp barbed wire should anyone bravely try to ascend the fence and live. In addition, there is a chain-link metal fence buried beneath, so nobody may attempt to burrow out from under it in attempt to avoid getting shocked during an escape.
Throughout the forest are well-disguised motion-activated cameras, usually tucked away up in trees and other inconspicuous places simply to keep a watchful eye on things should a patient go for a walk in the woods. Also hidden in the forest are a number of old, abandoned buildings, architecture dating all the way back to the beginning of the Soviet era until the mid-1980s -- all covered with vines and being reclaimed by the forest, but should one be brave enough to pull the greenery back, they'll discover faded numbers painted on the front of each building. Although the doors are locked and windows boarded up with rotting wood, a persistent person may be able to easily break in and have a look inside before the surveillance guards take notice (note: contact a mod if you'd like your character to trespass in one of these buildings).
Among the various points of interest in it are:
Dorm Rooms
Dorms are located on the second floor of the estate, to the left of the top of the main staircase. Each dorm can comfortably accommodate up to two people and may be personalized as the inhabitants like. Maintenance will be done as needed on room fixtures, unless it becomes apparent that the room's owner is intentionally breaking things, and then they may be removed permanently as punishment rather than replaced/repaired.
FEATURES:
Kitchen Nook - sink, cupboard, countertop refrigerator, hotplate
Bookcase
Writing Desk
Dresser w/ Mirror
Baseboard Heating
Ceiling Fan
Space for up to two beds
WHITEBOARD - The whiteboard serves as a means for inhabitants to communicate their needs or desires to the researchers. Every room is outfitted with a small dry-erase board in the kitchen nook and a marker suspended from a chain. If a resident has a request for their room, it can be written on the board and it will most usually be delivered within 24 hours. As the Researchers want their subjects to remain comfortable and cooperative, they will fulfill most (reasonable) requests. If you ask them to bring you an apple pie, a bottle of booze, or satin bedsheets, you will probably get them. If you ask them for a loaded gun or illegal drugs, you will most likely get a sarcastic response like a filled squirtgun, or a box of candy cigarettes.
Unless you ask for something inconsequential and low-maintenance like hermit crabs or sea monkeys, chances are that whiteboard requests for pets will not be honored initially unless you prove yourself to be stable and responsible. The researchers will then allow you to have one small pet like a cat, a chinchilla, or a canary. If you and another resident want to collaberate on upkeeping a fishtank, this is also a possibility. You probably won't get that rottweiller or pony you want, sorry.
The whiteboards are for requests only, and the Researchers will not respond to anything else written on them. Questions, pleas for help, demands, will all be erased without a word the next time your character is out of their room.
Kitchen
The facility has a well-equipped kitchen for residents to employ. Knives and other potentially-dangerous utensils, however, are kept locked up and require permission to make use of. There is nothing too involved in the process, however. If the researchers monitoring the kitchen see you setting up to cook, and trying the knife cabinet, a quick reference check will be done. If you have a clean behavioral record, it will unlock for you. If you don't, well...hope you're good at chopping your vegetables by hand.
As this is the kitchen used to prepare food for the cafeteria, it can comfortably accommodate up to four people cooking at once.
In here can be found -
Refrigerator - kept stocked with vegetables, cheese, milk, eggs and various other perishables.
Meat Freezer - Chicken cuts, steaks, ribs, pork loins, and other common cuts of meat used for cooking can be found here. Seafood is special request only.
Pantry - pasta, grains, sugar, flour, corn starch, and other dry-storage cooking necessities are here
Dining Hall
Three meals are offered daily in the dining hall of the facility for those who want to eat in a social setting, or can't be bothered to use the whiteboard to make personal meal requests. This room seats 50 with one long "main" table and two smaller offshoot tables. For those who prefer to dine alone, there are a few armchairs positioned against the walls by their lonesome.
Breakfast is served from 7 am until 9 am
Lunch from 11 am until 1 pm
Dinner from 5 pm until 7 pm
The food served here is standard mass-quantity cafeteria chow, and nothing too special, but better than going hungry. Burgers, salads, sandwiches, cereal, fruit, soup, and tacos are common menu favorites. On holidays, the meals will be more extravagant and subjects may be encouraged to gather in the dining hall to eat.
Nurse's Office
The volunteer nurse staff has access to a small sterile examination room where first aid can be administered and mild illnesses can be diagnosed. If you're prowling for strong drugs or scalpels, you're not going to find any in here, sadly. It is outfitted with standard first aid kit necessities, a reclining examination chair, and instruments to perform a physical.
The Grounds
The grounds consist of five smaller gardens and one large garden with a hedge maze labyrinth, a gardener's shack, servant's quarters, a pool house, pool, and hot tub. Inhabitants have access to all of the buildings.
Servant's Quarters
The servant's quarters are a pared-down version of the rooms in the clinic. Inhabitants may choose to move into the servant's quarters if they wish to, but they will be missing many of the perks; such as the desk, bookcase, and kitchen nook.
In a storage room in the servant's quarters there is additional outdoors equipment such as a volleyball net and ball, tennis rackets, etc.
Gardener's Shack
In the gardener's shack inhabitants have access to gloves, seeds, and rakes. Much like with the sharp tools in the kitchen, the tools in the shed will only be available to those with no history of violence. Any of the gardens has space for additional plantings and there is a wide variety of seeds, ranging from flowers to food, for any inhabitant who wishes to add their own garden.
Pool House, etc.
The pool house has some swimsuits already modified for tails that can be used communally, changing rooms and showers for both males and females, pool toys, and plenty of towels. There is a diving board at the deep end of the pool. The water is heated enough that it is still comfortable in winter, although as it is an outdoor pool getting out of the pool in winter would be rough. There is a hot tub near the pool and pool house. It is big enough to hold eight people comfortably at a time.
Beyond the Grounds
Although the grounds proper are fenced off by an antiquated-looking iron fence, past the black metal spikes is a vast expanse of dense, Siberian forest. It seems to be almost pristine, but conspicuously absent of any apex predators one would expect to find in the Russian wilderness such as bears or wolves -- and as such, is abundant with prey animals such as rabbits, mice, and smaller predators such as the occasional lynx or fishing cat. A small stream cuts through the woods as a source of clean water and plentiful fish. There are a few footpaths around the forest forged by roaming deer and wild boars, but nothing obviously traveled by humans. Even the dirt road leading out from the facility's front gate seems to disappear into the trees with no obvious way out, eventually becoming overgrown with vegetation. The forest is huge and easy to get lost in, and should a subject make it to the edge of the forest they will find themselves staring down a tall, high-voltage electric fence along the perimeter, topped off with razor-sharp barbed wire should anyone bravely try to ascend the fence and live. In addition, there is a chain-link metal fence buried beneath, so nobody may attempt to burrow out from under it in attempt to avoid getting shocked during an escape.
Throughout the forest are well-disguised motion-activated cameras, usually tucked away up in trees and other inconspicuous places simply to keep a watchful eye on things should a patient go for a walk in the woods. Also hidden in the forest are a number of old, abandoned buildings, architecture dating all the way back to the beginning of the Soviet era until the mid-1980s -- all covered with vines and being reclaimed by the forest, but should one be brave enough to pull the greenery back, they'll discover faded numbers painted on the front of each building. Although the doors are locked and windows boarded up with rotting wood, a persistent person may be able to easily break in and have a look inside before the surveillance guards take notice (note: contact a mod if you'd like your character to trespass in one of these buildings).