There will be some triple\quadruple posting. O__O;;;
*******
The Decks of the Slumber Elise
The colony is a large space cruiser, modified to hold\sustain its passenger\crew load of 7,000+ and to be able to engage in space battle if needed. It has a total of 70 decks, with individual\groups of decks being set aside for certain purposes. Each deck is ascended\descended to by way of lifts built in convenient locations around the colony; one lift can hold twelve average-weight people at a time. In case of lift-failure there are stairs, and ramps for the hoverchair-confined. There are escape pods placed in certain areas on every deck. Decks are numbered in ascending order, with Deck 1 being the lowermost deck and Deck 70 being at the very top of the colony. A speaker system has been rigged to enable broadcasting to the whole ship (usually a task reserved only for the Captain\Acting-Commander) or private, in-room person-to-person calls. Light strips run along the main hall of every deck that glow red in case of a battle\emergency, green in case of the colony\an away-team being dirtside (in the latter case, the ship would be orbiting the planet), or light blue in case of a major calendar event. They will also glow dark purple to indicate a time of ship-wide mourning.
~Deck 1 “The Dump” is essentially the “garbage dump” of the colony. All garbage receptacles on the ship empty their trash into the deck. The garbage is disposed of via airlock once a month, with a warning announcement being made in the deck fifteen seconds prior to the deck being exposed to space vacuum. While the deck is accessible to humans, very rarely do they actually venture down there. Restricted area, only authorized personnel are allowed.
~Decks 2-6 “Cargo Decks” are reserved for storing cargo. Humans are employed on these decks in transporting, cataloguing and storing the cargo, with the help of specifically built machines. Decks 2-3 store synthetic cargo, with 4-6 storing natural products (veggies, etc.). Restricted area.
~Decks 7-14 “Law Decks” serve as prisons\law-enforcement offices. Humans are both jailed here and trained\serve as guards, lawyers, law-enforcement, and record-keepers.
~Decks 15-30 “Level 1” are the Level 1 dwelling decks. They are where the residents of the Slumber Elise find the cabins, both small and expansive, that they call home. An average cabin for one person has a main “living” room, a kitchen\dining area, one bedroom, and a bathroom. The number\type of rooms vary depending on size. Cabincleaners are available for hire; if you are quite wealthy, you can buy a housekeeping robot. Each individual cabin is identified by a glowing plaque on the door indicating the cabin number and the last name of the person\s living there (cabin numbers are permanent, but last names can be and are changed by the Dwellings Department). If a cabin is uninhabited, the last name section is blank and unlit.
~Decks 31-32 “Relaxation\Fun Decks” provide ways for both civilians and crew to entertain themselves, whether with food (restaurants\lounges), games (arcades, etc.), movies (theaters), sports (training rooms\4 arenas [1 anti-gravity], 2 co-ed pools, etc.), libraries, virtual reality simulators and more (erotic\drug-related businesses are forbidden, however). Humans are employed on these levels, and robots are used for certain rudimentary tasks where convenient and desired.
~Deck 33 “Basic School” provides care facilities for children aged 1-3 years, and “basic” educational facilities for ages 4-18. Humans are employed as teachers and both electronic and paper sources are utilized.
~Deck 34 “Advanced School” provides “advanced” educational facilities for ages 18-up.
~Deck 35 “Main Deck” holds the bridge, the captain’s ready room, and the ship’s main conference room, where the main political representatives of the ships various peoples meet to discuss certain colony issues. It also holds the Battle Chamber, where qualified personnel run drills, keep alert of the space surrounding the ship, and direct the ship and smaller vessels in battle when needed. Restricted area.
~Decks 36-51 “Level 2” hold the Level 2 dwelling decks. There’s no difference between Lvl. 1 or 2 dwelling decks, except their locations in the colony. The Captain and his crew generally prefer their homes to be on Level 2, although there is no concrete reason; it’s just tradition.
~Deck 52 “Power Deck” holds the main power sources of the colony. Mainly humans work here, although they sometimes utilize robots to handle certain specified tasks. They are charged with monitoring, maintaining, and repairing the power sources, particularly the large power core that runs the height of the colony. Restricted area.
~Deck 53 “Med Deck” holds the medical facilities for the colonies. Medics, surgeons, nurses, etc. are employed\trained here and may specialize in certain different facets of healthcare.
~Deck 54 “AniDeck” has everything pertaining to animals. Veterinarians, groomers, trainers, etc., as well as adoption clinics. Because of the contained nature of the ship, there is a very strict process to go through before one may be approved to adopt. On this deck is also a zoo and aquarium, open to the public at certain times, but mainly reserved for the use of the animal researchers who conduct their studies on the deck.
~Deck 54 “The Freezer” is entirely filled with different animal species kept in stasis until that day when a new home planet is found. People who are employed on the AniDeck often rotate between that deck and the Freezer, keeping track of animal conditions, records, etc. It is forbidden to keep humans in stasis in the Freezer. Deck 54 is a Restricted Access area and only authorized personnel are allowed within its confines.
~Deck 55 “The Labs” where many scientists and researchers conduct experiments and studies, researching various things pertaining to their fields. Development of new chemicals, medicines, etc. is also carried out here, as well as where scientists-in-training work to complete their educational studies. This deck is Restricted.
~Deck 56 “Dwelling Deck” is where the Dwelling Department and Ship Maintenance Department are located. The DD assigns\keeps records of cabins both inhabited and not. The SMD is the “home base” of janitors, repairmen, etc. whose jobs it is to keep the ship in tip-top shape. There are varying levels of expertise (I.e. some may be trained\training for outer-hull repairs, etc.).
~Deck 57-60 “Comfort Decks” The Comfort Decks are where colonists can find tailors to custom-make\modify clothes; furniture\cabin-entertainment systems to buy; hygiene products (both personal and household) to buy; book\cosmetic\home-décor shops, and more. It’s basically the “shopping mall” of the ship and contains stores with services of all types. All purchases must be paid with Credits.
~Deck 61 “Combat Deck” is where crew\colonists receive combat training. Each crewmember is required to have an “average” training in at least two forms of combat (hand-to-hand, knife, gun, etc.) , while colonists may choose to receive “basic” training in any form of combat they wish. All who have completed “basic” training may continue to train on consecutively higher levels if they want to, all the way up to becoming Instructors themselves, and ultimately Masters. All who undertake training are required to sign a form stating that trainees are aware of the risk they are taking, will not blame any accidents\injuries on the ship, its crew, etc. that are not genuinely justified, will not use their combat knowledge unless in self-defense\the defense of others or in authorized sparring, etc. Generally a public deck, although certain areas (such as weapon\armor\gear storerooms) are Restricted to any but authorized personnel.
~Deck 62 “History Deck” is where there are museums and storerooms containing salvaged Earth artifacts. Here historians and curators toil tirelessly to remember, recreate, and educate others about the history of Earth. The history of life aboard the colony is also taken down, with certain important items preserved. It is generally a public deck, although certain areas (such as artifact\records storerooms) are Restricted to any but authorized personnel.
~Deck 63 “Miyazaki Deck” is where artists of all ideas and mediums let their creativity out to play. Along with art classes that teach the use of different styles\mediums, there are private rooms that can be rented for certain time intervals for artists to work in peace (usually only used by serious\professional artists). There is also an art museum where pieces from both Earth and colony artists are showcased and rotated periodically. There are also shops that sell different art supplies; some specialize, and some generalize. Generally a public deck, although certain areas (such as supply\equipment\art storerooms) are Restricted to any but authorized personnel.
~Deck 64 “Uematsu Deck” is where musical instruments, dancing, etc. are taught. Private practice rooms (for both musicians\dancers) can be rented for certain time intervals. There are shops for certain music\dance supplies. There are two ballrooms and a concert hall capable of seating 500. The concert hall doubles as a stage for plays, musicals, readings, etc. Because of the presence of the stage, acting classes and play organizing\rehearsals for both amateur and professional troupes also make their home on this deck.
~Deck 65 “Green Deck” is where organic plants are grown. Besides fruits and vegetables for colonists’ consumption, there is also an arboretum\park, complete with a children’s jungle-gym, which supplies fresh oxygen to the rest of the ship by way of a special circulation system. Special artificial lighting helps the various plants to flourish. Humans plant, nurture, and harvest food on this deck, as well as caring for and maintaining the arboretum. Many of the “Earthlings (born\grown on Earth)” enjoy jobs\spending time on this deck because it reminds them of home.
~Deck 66 “Guildsmen’s Deck” is where various “guilds” of craftsmen ply their trades to create high-quality works, which are then sold to the rest of the colonists in return for credit. There are guilds for Shoemakers, Weavers, Metalsmiths, etc. There are Craftsmanship Competitions run annually for each guild, the winners of which receive much credit and respect from their fellow colonists.
~Deck 67 “Pilot Deck” is where aspiring ship\shuttle\etc. pilots undergo further training after completing their Advanced Schooling degrees. Training is rigorous and only the most dedicated may succeed to become qualified pilots. Wanna-be pilots are trained both for flight and battle situations. Human instructors and assistants are employed here, utilizing machines for such uses as simulations.
~Decks 68-70 “Dock Decks” are for the docking, storage, building, testing and repair of various transport\battle ships\shuttles. Maximum docking capacity is around 100, allowing for 50 battle vessels (25 classified as “large” and 25 as “small”), and 50 transport\life support vessels (size classifications being the same as battle vessels). Restricted area.
Last edited by Rutile on Tue Mar 10, 2009 1:06 am; edited 1 time in total
G360-- Extra Info

Rutile- Veteran

- Number of posts: 915
Age: 18
Location: U.S.
Gold: 795
Reputation: 5
Registration date: 2008-02-16
- Post n°1
G360-- Extra Info

Rutile- Veteran

- Number of posts: 915
Age: 18
Location: U.S.
Gold: 795
Reputation: 5
Registration date: 2008-02-16
- Post n°2
Re: G360-- Extra Info
The Game of GravBall
There is a special anti-gravity arena on the 32nd deck that is used sometimes for “emergency situation” simulations and mostly for holding matches of GravBall, both official and casual. The arena must be reserved for a certain date\time before each use, whether just for a round or an entire game. Because of the immense popularity of the game, an electronic roster was placed beside the door of the anti-gravity arena in the 2nd year of the Slumber Elise’s voyage, detailing times and team names (even casual teams have to have names, if only temporary). The availability of the arena can also be looked up through public computer terminals placed throughout the ship, or private terminals in cabins.
There are six official GravBall teams (2 play against each other at a time):
The Venoms [all-female]
The Symphonies [all-female]
The Dragons [all-male]
The Chevaliers [all-male]
The Glories [mixed]
The Gallows [mixed]
There are six players per team out in the arena at a time, including the goalie; there can be a maximum of 18 players on a team total, with a minimum of 14. The players move about in the anti-gravity by way of special propulsion systems attached to their backs, feet, knees, hands, and elbows; these systems emit blasts of air powerful enough to move the player. The amount\strength of the blasts depends on the player’s need; the propulsion systems operate by way of a special piece of adhesive headgear (it looks like a circlet) that pick up brain signals and send them to the respective propulsion systems. It requires much practice to be able to maneuver quickly and adeptly with the propulsion systems (PS). Players equipped with the PS must be both swift and agile in order to play well in the game. As with basketball, football, etc., there are defensive and offensive positions.
The playing time of the game is divided into 10-minute quarters, with 1 15-minute half-time. Before every game the Anthem of Earth is sung\played on an instrument; all present in the arena stand during the performance. During half-times of official games there may be anti-gravity acrobatics, gravitized performances by small singers\musicians, audience-involvement contests, or other forms of entertainment. During the half-time of the annual Elise Cup, colony-famous performers in various fields share their talents.
Typical GravBall player uniforms consist of lightweight, sort-of tight short-sleeved shirts and knee-length shorts (so as not to interfere with the PS). Uniforms may be modified to suit a team’s theme, or players’ personal styles (modifications must first be approved by a coach). Famous players are often identified not only by their team colors and numbers, but also by the modifications they make to their personal uniforms.
The audience sits in a gravity-contained area surrounding the arena; an invisible force-field protects them from the effects of anti-gravity\possible approaching projectiles. The force-field shimmers pink when struck.
There is a special anti-gravity arena on the 32nd deck that is used sometimes for “emergency situation” simulations and mostly for holding matches of GravBall, both official and casual. The arena must be reserved for a certain date\time before each use, whether just for a round or an entire game. Because of the immense popularity of the game, an electronic roster was placed beside the door of the anti-gravity arena in the 2nd year of the Slumber Elise’s voyage, detailing times and team names (even casual teams have to have names, if only temporary). The availability of the arena can also be looked up through public computer terminals placed throughout the ship, or private terminals in cabins.
There are six official GravBall teams (2 play against each other at a time):
The Venoms [all-female]
The Symphonies [all-female]
The Dragons [all-male]
The Chevaliers [all-male]
The Glories [mixed]
The Gallows [mixed]
There are six players per team out in the arena at a time, including the goalie; there can be a maximum of 18 players on a team total, with a minimum of 14. The players move about in the anti-gravity by way of special propulsion systems attached to their backs, feet, knees, hands, and elbows; these systems emit blasts of air powerful enough to move the player. The amount\strength of the blasts depends on the player’s need; the propulsion systems operate by way of a special piece of adhesive headgear (it looks like a circlet) that pick up brain signals and send them to the respective propulsion systems. It requires much practice to be able to maneuver quickly and adeptly with the propulsion systems (PS). Players equipped with the PS must be both swift and agile in order to play well in the game. As with basketball, football, etc., there are defensive and offensive positions.
The playing time of the game is divided into 10-minute quarters, with 1 15-minute half-time. Before every game the Anthem of Earth is sung\played on an instrument; all present in the arena stand during the performance. During half-times of official games there may be anti-gravity acrobatics, gravitized performances by small singers\musicians, audience-involvement contests, or other forms of entertainment. During the half-time of the annual Elise Cup, colony-famous performers in various fields share their talents.
Typical GravBall player uniforms consist of lightweight, sort-of tight short-sleeved shirts and knee-length shorts (so as not to interfere with the PS). Uniforms may be modified to suit a team’s theme, or players’ personal styles (modifications must first be approved by a coach). Famous players are often identified not only by their team colors and numbers, but also by the modifications they make to their personal uniforms.
The audience sits in a gravity-contained area surrounding the arena; an invisible force-field protects them from the effects of anti-gravity\possible approaching projectiles. The force-field shimmers pink when struck.

Rutile- Veteran

- Number of posts: 915
Age: 18
Location: U.S.
Gold: 795
Reputation: 5
Registration date: 2008-02-16
- Post n°3
Re: G360-- Extra Info
Credit System
There is no material money onboard the Elise; instead, all purchases are made by way of Credit. Credit is kept on both personal and official records, with Credit being added\detracted as needed. Credit may be accrued through exemplary conduct, grades, job performance, services, commendable deeds, winning contests, etc. On the same note, Credit may be detracted from one’s account if they display unruly conduct, etc. Only certain senior personnel have the authority to bestow\take away Credit; parents may bestow\take away their children’s Credit from the mother or father’s account. It’s against ship policy to take away Credit for no plausible reason, just because someone is disliked.
Credit is counted the same as material money. Ex:
“Great job! I’ve added 10 Credits to your account.”
“That hairbrush will cost 5 Credits.”
Credit is valued like so:
A loaf of bread might be around 6 Credits.
A bed frame\headboard might be around 500 Credits and up, depending on the quality and such.
Credit may be looked up, added, subtracted, etc. by looking up a person's account. This can be done through personal 'Pads (ie. handheld electronic computers about the size of a calculator), or through a shop's computer terminal.
There is no material money onboard the Elise; instead, all purchases are made by way of Credit. Credit is kept on both personal and official records, with Credit being added\detracted as needed. Credit may be accrued through exemplary conduct, grades, job performance, services, commendable deeds, winning contests, etc. On the same note, Credit may be detracted from one’s account if they display unruly conduct, etc. Only certain senior personnel have the authority to bestow\take away Credit; parents may bestow\take away their children’s Credit from the mother or father’s account. It’s against ship policy to take away Credit for no plausible reason, just because someone is disliked.
Credit is counted the same as material money. Ex:
“Great job! I’ve added 10 Credits to your account.”
“That hairbrush will cost 5 Credits.”
Credit is valued like so:
A loaf of bread might be around 6 Credits.
A bed frame\headboard might be around 500 Credits and up, depending on the quality and such.
Credit may be looked up, added, subtracted, etc. by looking up a person's account. This can be done through personal 'Pads (ie. handheld electronic computers about the size of a calculator), or through a shop's computer terminal.

Rutile- Veteran

- Number of posts: 915
Age: 18
Location: U.S.
Gold: 795
Reputation: 5
Registration date: 2008-02-16
- Post n°4
Re: G360-- Extra Info
Crew of the Slumber Elise
If you happen to encounter one of them, be called by them, work beside them or be a subordinate under one of them, then you’d darn well better know how to address them, or at least know where they’re from so you can take a wild guess. Lucky for you, there’s a sort-of guide:
Commanding Officers (Captain, First Officer, etc.)- gold
Engineering, Security & Operations- purple
Science & Medical- red
*********
Phew! I think that's it. ^___^ Enjoy the RP!
If you happen to encounter one of them, be called by them, work beside them or be a subordinate under one of them, then you’d darn well better know how to address them, or at least know where they’re from so you can take a wild guess. Lucky for you, there’s a sort-of guide:
Commanding Officers (Captain, First Officer, etc.)- gold
Engineering, Security & Operations- purple
Science & Medical- red
*********
Phew! I think that's it. ^___^ Enjoy the RP!



