THE CLOCK. (oh_tick_tock) wrote in retrofucked, @ 2012-01-08 03:00:00 |
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Entry tags: | adelio, bibi, cant, collections, gideon, information, iris, ivan, lexington, manji, nick, niran, noelle, reno, swallow, the clock, trystan, vincente, wolfgang, yvie |
[ the clock ]
Welcome to the private relaunch of Retrofitted. We here at the Provo Clinic hope that you enjoy your stay in Vespers.
Let us begin with a fitting.
COLLECTIONS.
Swallow will not recognize his own face in the mirror.
Gideon will no longer recall where he lives. He will also no longer be able to remember how the city's districts are structured, leaving him quite lost.
Trystan will not recall any of the events of the past seven days.
Ivan will forget if the human heart is on the right or the left.
1. The citizens of Vespers do not age, as they are under all technicality frozen in time. This also means that the citizens of Vespers cannot procreate. If you came to Vespers knocked up, you're going to stay that way stay that way. Indefinitely. Probably having a really bad time.
2. The level of sickness one will experience is dependent on how heavy an anachronism one has encountered. For example, someone from the modern day operating a jalopy will not get that sick, since cars exist in the modern age. Someone from the 1800s operating a video game, however, will probably poop themselves. Interacting with different people from different eras will amount to similar amounts of discomfort and is not effected by the gap in centuries-- so someone from the depression interacting with someone from the modern day will not get anymore timesick than they would if they were to talk to the cro-magnon man. In this manner, people interacting with buildings from any age will usually be okay. Unless you're the cro-magnon man, who only had caves, and thus is probably timesick 24/7.
3. People who slip through the cracks of time do just that-- they fall into a rift of time/space. You know how sometimes, you just KNOW you put two socks in the dryer, but you come out with one? Vespers ate it. History is not rewritten around these disappearances. You're just never seen again. This is probably most particularly odd when buildings come to Vespers. How does a building just up and disappear?
4. People can come from all places and all times-- alternate futures, parallel universes, etc, etc, etc. There's no limit on who or what can come to Vespers.
5. When objects come to Vespers, they go through The Factory, controlled by The Clock. There, they are either placed in the city (like buildings) or they are taken to auction (like big-ticket objects), or sold in stores run by The Clock (clothes, food, other goods). People who come to Vespers are taken to a halfway house run out of the Provo Clinic until they're ready to go out on their own.
6. The Clock will exchange your money into time-sickness free Clicks. It should be noted, however, that certain shops and shopkeepers will only take money of their own time and ethnic origin.
Anachronism: An object, place, or person that does not belong in a person's typical time/space continuum. These objects/people/things are things that would be considered out of place in the characters originating day and age, like a car in ancient Egypt or an oldschool hobby horse in the distant future where they have lazer guns (pew pew).
Canal, The: Not actual a canal, but it is murky and wet. It's where you can find the city's streetwalkers and pawn shops and 'massage' parlors. Nothing costs much, and you don't get much more than you asked for, but if you need a blow on the go it's just the right place.
Casino Row: The Gambling District, run by The Luxe. The primary casino on the strip is The Luxis. Runs directly into the La Goulue.
Clicks: Predominant currency in Vespers. Handling Clicks will not give you time sickness, where handling other money sometimes can.
La Goulue: The city's luxury red light district, and it's next to Casino Row for a reason. No matter how many clicks you win, you'll always find yourself in debt the next morning. Unless you're one of the Luxe - the Glutton's primary patrons. La Goulue offers all varieties of entertainment and diversion, so long as your pockets are deep enough.
Granite Inn, The: The mechanic shop and body mod hub set up by the denizens of futuretimes, founded and run by Cant. Even those who aren't future related can find tattoo artists, body modification experts, and the like at the Granite Inn.
Marrow's Mark: An area of Vespers Underground carved out for SPIT-- here, one can find all sorts of weaponries and deadly sundries, given you know the right words to say. Also doubles as a bar district that runs right between the Granite Inn and the Canal.
Provo Clinic, The: Where everyone goes to get their Time-sickness fixed through Retrofitting.
Reminder Piece: You don't know what it is, but you know that it's missing! Your reminder piece is something that was very important to you before you came to Vespers and now it's gone-- but whenever you see something similar, it's almost as though you remember something...
Retrofitting: The procedure supplied by the Provo Clinic to do away with Time-Sickness. No one knows what this entails, but sometimes you can't remember things afterwards.
Rich Man's Drag: Where members of the Luxe eat, sleep, and have personal parties. Like they'd be caught dead in the slums! Hah! Maximum Security gated communities and highly profitable breaking and entering also reside here.
Time-Sickness: What everyone experiences as they live life in Vespers. Consider it like a life bar that goes to 100 and you're a normal dude from modern times. Drive a jalopy, you take 5 damage. Sleep with a hooker from the 1800s, take 5 damage. Joust (like midieval style), take 20 damage. Congregate at the Luxis casino (1920s era things), take 10 damage, and so on until you have 0 life points. That's when you go to the Provo Clinic. Symptoms of time sickness include, but are not limited to, insomnia, the shakes, paranoia, uncontrollable fear, cold sweats, fever, panic attacks, moodswings, and violent outbursts-- these symptoms get worse as the sickness progresses.
Vespers is broken up into a couple different areas. It is a multi-tiered city that is relatively small in expanse. Main locations include: Vespers Underground (inclusive of The Slums, The Canal, Marrow's Mark, and The Granite Inn), Vespers Central (inclusive of the all places run by The Clock, including the Provo Clinic, The Factory, and The Clocktower), Uptown Crossroads (in the northern part of Vespers, inclusive of La Goulue, Rich Man's Drag, and Casino Row), and the Lowside (inclusive of many suburban areas as well as The Complex).
517B – [ marrow street, vespers underground ] A blackbox theatre.
7-2-7 – [ the lowside ] A convenience store.
Amber - [ uptown crossroads ] A scotch bar owned by Reno. Serves as one of many meeting places for EPITAS.
Barre - [ uptown crossroads ] A dance studio.
Butter - [ uptown crossroads ] A French restaurant that caters to the Luxe.
Citron – [ marrow street, vespers underground ] A bar/club.
The Clocktower – [ vespers central ] The Clock’s auction house, where big ticket items are auctioned and general goods are distributed.
Complex, The – [ the lowside ] A laboratory and library run by The Observers.
En Croix - [ uptown crossroads ] An opera house.
French Press - [ le sacre lune, the lowside] A coffee shop.
Gore - [ the granite inn, vespers underground ] A fight club.
Grande Dame, La – [ la goulue, uptown crossroads ] A whorehouse. Love is cheap. This isn’t love, though.
High Roller – [ casino row, uptown crossroads ] The biggest casino on Casino Row.
Inkstone – [ the granite inn, vespers underground ] A tattoo parlour.
Luciano's - [ marrow street, vespers underground ] An Italian eatery. With a large, soundproof freezer. Owned by Nick.
Paparazzi – [ marrow street, vespers underground ] A livehouse.
Pink Lady, The - [ the canal, vespers underground ] a pornographic movie theatre and peep show.
Pigeon Shop, The – [ the canal, vespers underground ] A pawnshop. Usually the stop people make after leaving La Grande Dame.
Provo Clinic, The – [ vespers central ] Where everyone goes when they’re feeling timesick—they’ll fix you up but hey, where are your keys again?
Sacré Lune, Le – [ the lowside ] A marketplace where you can find most anything.
Shop, The – [ the granite inn, vespers underground ] A mechanic shop run by Cant.
Spire, The – [ the slums, vespers underground ] The collective housing unit of The Fray.
St. Joan's Mercy - [ the lowside ] What seems to be a hospital from the 1970s that was not upkept, repurposed by Ivan and Bibi for EPITAS use.
Travesty – [ marrow street, vespers underground ] A bar/club.
Undertow – [ the canal, vespers underground ] A whorehouse. Love is cheap. Real cheap.
Venom – [ the canal, vespers underground ] An opium den run by Manji.
Wormwood - [ marrow street, vespers underground ] A parlor for certain discerning tastes. Also has a safe house sympathetic to EPITAS.
Though most characters in this game are now primarily associated with EPITAS, they all have roots or connections to the other groups that exist in Vespers.
SPIT || Sometimes, they crawl. They crawl, slither, and slide with the faintest rustle of cloth. They hide out in street clothes, on trains and busses and trolleys and subways. They mingle with the Fray, they cavort with the Libertines, they drink with the Luxe. This is SPIT, a guild of assassins that knows every enemy and loves every target. Allegiances are fleeting. No hard feelings.
THE LIBERTINES || The Libertines are...a bunch of libertines. Sluts, whores, junkies, strippers, rockstars, artists, you name it. They'll accept anyone with the right looks, profession, or attitude. All they want is to have fun and make a few dollars doing it. They run the sex industry in Vespers, which includes everything from the parlors of 18th century courtesans to the websites of the latest internet video idol.
THE LUXE || Those glamourous parties. You've seen them. Gems, jewels, chandeliers, champagne. All those fancy cars. You wonder where all that money comes from. All the money is controlled by the Luxe. The Vespers' priveledged elite bleeds money out of every step. If you don't come to Vespers with cash in your pocket, a pretty mouth can get you an awful long way
THE FRAY || No one really knows how to describe the Fray, which reflects so much. They have no known motives, and most lack defining traits - aside from madness, that is. Some manage to work, many do not. Most of Vespers' healthy citizens just pity them. They appear as Vespers' homeless, their wanderers, their sick. They're a vague lot, and any conversation you have with a Fray is likely to be confusing. If you seek them, look in Provo Clinic's courtyard. It's the only place they're known to congregate.
THE OBSERVERS || This organization is defined only by its collective I.Q. Few know their objectives, or if they even have any, but most rightfully fear them.
EPITAS || There are whispers on the street. The Clock is the enemy, The Clock has us under their control. The Clock is watching. The Clock has something that belongs to us. These are the whispers of Epitas, those who wish to change the way that things are in the city of Vespers. Under their leader RENO, these people do everything in their power to learn how to bring about that change. They are rebels, terrorists, heroes-- but to The Clock, they're no different than anyone else. Those in Epitas might be less inclined to seek treatment at the Provo Clinic, seeking desperately to cling to all their memories, all the bits and pieces that make them what they are. If you think you might be missing something, Epitas might just be able to help you.
THE CLOCK || Not much is known about The Clock, but they fix things and they know something. They have to.