boxlocks: (Default)
clock box mods. ([personal profile] boxlocks) wrote2015-04-20 09:21 pm

setting details

Imagine a space that is both sentient and infinite, but also limited in its ability to communicate and the restrictions of its form, and you have the Clock.

Inspired by Doctor Who's TARDIS, Harry Potter's Room of Requirement, Arabian djinni stories, The Hitch-Hiker's Guide's Restaurant at the End of the Universe and The Redemption of Althalus' House at the End of the World, the Clock Box is a contained magical space with the ability to shift and change at will, procure objects from the firmament, and even alter its inhabitants.

Whether it's a magic imbued with its creator's personality or an entity in its own right is unknown, but the Clock has both an immense desire to please, a scientific curiosity about the psychology of relationships, and occasionally a ridiculous sense of humor. It responds well to deep cravings, longing, fierce emotion and heartfelt wishes, but it does also sometimes make mischief for the sake of the reaction and sometimes things get a bit lost in translation.

Physically, the Clock is an infinite series of rooms and doors, from broom closets to spaces vast enough to hold an ocean. It loops around on itself in Euclidean impossibilities and shifts confusingly. Fortunately, as it's not malicious and enjoys interaction, it tends to bring its inhabitants together rather than stranding them alone in its endless maze of wonders.


ARRIVAL

All characters will arrive in close proximity to others, whether the fellow newly arrived or established inhabitants.

There are three ways your character can arrive: accidentally, involuntary, and rescued.

ACCIDENTAL arrivals open a door in their canon, maybe one they walk through every day or something brand new, and have found themselves in another world. The first room is a large plush mansion decked out with anything they would consider wealth, and broad windows that overlook beautiful scenery just waiting to be explored. The Clock will try to tempt them further in with the scent of their favourite food cooking, maybe faint music in the distance, or some other pleasant mystery. But once they've entered, if they turn to look back, they'll find the door home is now closed — possibly for good.

These characters arrive in the state they choose to leave, injured or otherwise, with whatever they have on them at that canon-point (subject to general item restriction).

INVOLUNTARY arrivals simply wake up in a soft, dewy meadow. There's clover (with bees, careful!) and tiny pink and white butterflies, as well as brightly coloured flowers from all different worlds growing amongst the long grass. It's hard to say exactly where the sun is coming from, but the sky sure is blue.

An involuntary arrival may have been snatched from the brink of death, but they arrive completely whole, hale and hearty. Unfortunately, they also don't have any items or clothes — but don't worry! Those will start coming into being as soon as your character starts wanting them.

RESCUED arrivals are characters who were desperately hoping for rescue or relief. Perhaps they had nowhere else to go, or were daydreaming of a better place, but whatever the case, the Clock heard their silent call and gave them a way out. One moment they're in canon, and the next? They're not. Try not to fall over, since the trip can be a little forceful, and hope you didn't interrupt anybody by suddenly popping into being.

These characters arrive with whatever they have on them at that canon-point (subject to general item restriction). Any injuries or malaise will be healed.

AS OF OCTOBER 2016: Accepted applicants will also be assigned a random room from our database. This can be the room that the character arrives in or simply the next one they walk into. Wholly an optional feature, we're providing it as a prompt to give players an extra jumping-off point.


TROPES

The Clock encourages togetherness and interaction. Unfortunately some of the ways it does this are kind of more like the desperate machinations of a fanfiction author writing their favourite pairing.

Tropes involve things like sharing a blanket or being trapped in an elevator, and it is absolutely okay to use the clock's elaborate machinations for your own purposes. Mods may occasionally post trope posts that characters can mingle in to gain new CR and get their meetcute on.


LOCATIONS

Infinite areas. The sky is basically the limit, here. We keep a sortable record of all existing locations here.

If you invent a location you'd like to describe so other people can use it, please leave a comment here. If you purchase a locked location please leave a comment here.

Keep in mind the limitations of what the box can and can't create (listed in the FAQ). All "areas" are one space. The easiest way to think about this is to assume that all doors in an area will lead to other areas at random.

In addition, if you want an empty duplicate of a specific location to appear from a character's world or another canon, you'll need to request it using the activity rewards system.

If you make major changes to a location that others would notice, especially permenant or destructive changes, it might be wise to post to the OOC community and/or reply to the location comment on the Settings page with details.


SOCIETY

The Clock is curious about social psychology and thrives on interaction, which is why it encourages characters together. It will always make choices intended to encourage interaction, so if characters want to start a community and take on specific roles it's probable that it will help rather than hinder.

As an example, if a character's desire to set up a shop producing a specific item (say, bread) is quite high, then the Clock might provide them the materials to help them do so, and may be more reluctant to just procure said item from the ether for others.

Players can request items to start a business or institution using the activity rewards system. If you invent a business or your character starts making themselves available in a specific capacity of work, please leave a comment here.




cinema

[personal profile] joshing 2015-11-22 03:15 am (UTC)(link)
OLD CINEMA
DOOR DETAILS: Classic plush red double doors with gold furnishings (example)
LOCATION TYPE: Old cinema.
LOCATION DETAILS: Once upon a time this was a classic small early-American cinema with three rooms: the lobby, complete with a small bar area and smoking lounge; the cinema itself, with about ten rows of lush red seats, three private boxes, and golden curlicue decorations as well as a glorious chandelier, with a red curtain covering the screen; and the projector room, where the film was kept and loaded into the projector, and where staff took their breaks. Now, the place is incredibly run-down: the bar has nothing behind it at all except the empty popcorn machine, the shelves are bare of film reels, the walls are smoke-damaged, the light bulbs have burst and there are cobwebs everywhere. The floor has caved in in the front rows, leaving jagged spikes of wood sticking up from a hole that leads to who-knows-where. Just about everything has the feeling that it's about to fall to pieces around its inhabitants ears. But it'll also play just about any movie you want (aside from stuff that potentially breaks the fourth wall for other characters in game.)
FURTHER NOTES: Josh alternates between being the Phantom of the Opera and actually playing what people wanna watch.
vdova: (Default)

[personal profile] vdova 2015-11-26 07:08 am (UTC)(link)
Boxing Gym
DOOR DETAILS: A glass pushdoor; the glass is tinted so strongly that you can't see inside. There are faded letters, too scratched off and eroded to read.
LOCATION TYPE: A training area for boxers and other assorted fighting types.
LOCATION DETAILS: It's like something out of a photograph from the 1950s, brick walls covered in posters so faded you can't read the name or see the faces of the boxers they're advertising. There's one large boxing ring off to the side, and several punching bags hanging from the black void that makes up the ceiling. Off to the other side is a set of doors that lead to a tiny locker room and an empty office, devoid of anything but a desk, a folding chair, and a table fan, probably broken. The place clearly hasn't been used in decades, but it's safe enough to use.

FURTHER NOTES: The locker room will always contain gym clothes and basic equipment (pads, water bottles) if people are in need of them.
causational: (Default)

[personal profile] causational 2015-12-05 04:13 am (UTC)(link)
DIM SUM PLACE
DOOR DETAILS: A typical glass shop door with pull handle, treated with a stick-on 'frosting' that's chipped and peeling in places, with unreadably faded gold writing in English and Chinese. A small golden cat charm with a bell hangs on a red cord at the top of the door and jingles when it opens.
LOCATION TYPE: A hole-in-the-wall Chinese restaurant specializing in dim sum and hot pot.
LOCATION DETAILS: The door opens and you're immediately facing a fish tank containing a variety of large fish probably intended for eating and not for being pets.

Beyond the tank lies the definition of a hole-in-the-wall Chinese restaurant, with a few big comfy booths surrounding the main seating area, which is dotted with smaller two-person tables and giant tables for family meals. At the back of the restaurant is the kitchen, with an open window so you could see the cook (if there were one) and a little bar area beside the cash register. The decorations are all in reds and golds, slightly mismatched in style, and the menu is in Chinese with short terribly translated English descriptors in brackets.

Everything is covered in a fine layer of dust, but it's all in excellent condition if you take a moment to wipe it down. You can practically smell the food cooking, if you pay attention. If you go into the kitchen and hope hard enough, food will appear, but you have to serve it yourself.
FURTHER NOTES: The fish will be fine regardless, but there is a shaker of food.
Edited 2015-12-05 04:14 (UTC)

[personal profile] joshing 2015-12-06 10:42 pm (UTC)(link)
THE ATTIC
DOOR DETAILS: A square wooden trap-door.
LOCATION TYPE: An attic.
LOCATION DETAILS: Smelling of dust and mothballs and pot pourri, thre attic is big enough to fit quite a few people. Originally filled with boxes and trunks of junk, mattresses, lamps, coat racks with musty coats, and a rolled up carpet, a lot of that has been pushed to the side to leave an empty space, and the Clock has helpfully provided the bedding and pillows to set up something like a blanket fort. No windows mean the room is typically dark, but there's light, a shuttered lamp that throws shadows onto the wood-panel wall and makes the whole room seem cozy and golden.
FURTHER NOTES: The Until Dawn cast chill here a lot. When Mike's around, so's the wolf, flopped down in a corner it's claimed for itself.
divulsion: (Default)

[personal profile] divulsion 2015-12-22 04:03 am (UTC)(link)
KMA AQUARIUM
DOOR DETAILS: A sleek navy blue door with a silver door handle. The brushed metal surface is reminiscent of ocean waves.
LOCATION TYPE: An aquarium with holographic fish.
LOCATION DETAILS: The KMA Aquarium features a large, dark room filled with tanks of holographic fish. While most of the fish and sea creatures (sea horses, anemones, eels, etc.) are tropical in nature, fresh-water fish can also be found within the various tank shapes and sizes. Further more, each tank features a plastic red button. When pushed, the glass of the tanks disappear and the fish are released to swim about the room at will. There is no limit to how many tanks of fish can be released at the same time. Release one tank, or release them all! The fish will swim back to their respective tanks when the buttons are pushed once more. Behind a partial wall at the back of the room, portable tanks of more fish can be found on long stepped-shelves. These tanks seem to run on some sort of internal power and can be claimed by characters at will. They too feature the same plastic red buttons that both release the fish from the tank and call them back. Also, the holographic fish are in no way tangible, and can and will swim through people!
FURTHER NOTES: Example
paragon: (aou ☆ 003)

[personal profile] paragon 2015-12-31 07:02 am (UTC)(link)
jazz club
DOOR DETAILS: A plain metal door that could use a fresh coat of red paint with one slim, opaque window and a pull handle. The only thing remarkable about it is the red carpet leading to it with a long canvas awning above, like you'd see on a city sidewalk.
LOCATION TYPE: A 1940s jazz club.
LOCATION DETAILS: It may not actually be in black and white, but it's still like stepping into another time. This door immediately opens onto a grand staircase with a large column in the middle and two sets of curving stairs leading down on the left or right. Walk down either one and you'll move closer to the sound of jazz music, though of course there's no band to be seen on the empty stage at the bottom. In front of the stage is a large dance floor, the focus of the room, tables for sitting and dining surrounding it, luxurious sofas and armchairs against the walls, mirroring those on the floor above. Look back up at the column from this vantage point and you'll be faced with a large clock whose single hand seems to be stuck just before 12:00.

Choose to stay upstairs and you can instead look down at the dance floor from above, though you'll also have a line of sight directly toward the large chandeliers dotting the room. The light is low and flattering, the floor dark hardwood, the walls draped in red curtains. There's also a perpetual smoky haze to the air, though whether it actually smells of cigarettes probably depends on whether you enjoy the scent of that particular vice. The music fluctuates between fast-, mid- and low-tempo for all manner of dancing, but it's always jazz, always a hint of a time past, leaping up with saxophone or piano to the ceiling above. That is made entirely of glass with the occasional thin beams of metal as support structure, making visible a dark night sky. No stars are to be seen, but that's probably just because of all the glitter below.

FURTHER NOTES: Examples: here & here & here.
novikov: i'll never lie to you, not about this (02| ask me)

[personal profile] novikov 2016-01-18 10:43 pm (UTC)(link)
S.T.A.R. LABS CORTEX BRIDGE
DOOR DETAILS: The door is double wide and metal, like sliding blast doors meant to contain or protect. Across it there is a logo making it clear what lies beyond.
LOCATION TYPE: Advanced Science Laboratory
LOCATION DETAILS: The S.T.A.R. Labs (aka Scientific and Technological Advanced Research Laboratories) Cortex Bridge is a cutting edge lab that was repurposed into Team Flash's base of operations. It has advanced computer technology, science equipment and medical equipment, even housing a small medical bay that's capable of coping with dire injuries. The room itself is massive, two stories tall with high windows along the upper half of the room along one wall. The medical bay and monitoring areas are located in the central area, along with a display case for Barry's Flash suit. To each side are slightly smaller labs with science equipment, separated from the main area by partial glass walls. There is a hallway leading to a treadmill room and observation bay. [ Lab Entry - one | Central Area - one - two - three - four - five - six | Treadmill Area - one - two | Medical Station - one - two ]
FURTHER NOTES: Canon location from The Flash

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