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SETTING
The setting of WITHSTAND is an alien base on the dark side of the moon. The whole area is surrounded by The Wall, a giant impenetrable dome. It's really impenetrable. It's probably a Stand power. It's vaguely translucent—the sun looks as if it's behind a thin layer of clouds—but if you go all the way up to it and wipe away the fog from it you can make out the moon landscape and the sky for a bit before it reforms. You can't see the earth, since you're on the wrong side of the moon for that, but from the stars it does appear that you are in earth's general vicinity, if you're the sort of person who can identify that.
There are buildings, which look largely like what you'd see on Earth, or at least see on TV. They're connected by asphalt roads, wide enough to drive a car down, if you had a car. The base is only a few minutes walk from end to end, though. Otherwise, the ground is covered in unbreakable ceramic hexagonal tile.
A: Shoegaze
B: Bubblegum
C: Grindcore
D: Electroclash
E: Witch House
F: Psychobilly
PUBLIC BUILDINGS
1: Stadium
2: Bar
3: Greenhouse
4: Library
5: Boutique
6: Town Hall
Plaza
A grassy courtyard inside all the dorm buildings. There are some benches and tables.
Dorms
The dorms have names, in large letters above the door: Shoegaze, Bubblegum, Grindcore, Electroclash, Witch House and Psychobilly.
Each dorm has a number of floors. The ground floor of each has coin laundry, a small kitchenette and vending machines, and an elevator. Each floor above that has a suite of five single-occupancy rooms (big enough to hold a bed and not much else), a common room (with a couch and a table), and a joint bathroom (with functional sinks, toilet, and shower).

Your character will be assigned a room, and a labeled keycard will be in their wallet when they arrive. However, there's no obligation to stay there—as far as the aliens are concerned, you all look the same, and so they probably won't notice if you juggle around a little. Vacant rooms are locked, however. "Replacement" keycards are available in a vending machine on the ground floor of each dorm for 10 bucks if you "lose" your keycard (or if you honestly lose it), and you're allowed to get a "replacement" card for a room you were not assigned to; however, you can only have one keycard at once—if you take a second one, your original one mysteriously vanishes (returned to the vending machine). Let mods know if your character moves so we can make sure lists are up to date.
However, if you start trying to live 3 to a room or knocking down walls the aliens might notice. Let the mods know if this happens.
Public Buildings
StadiumIt's about the size of a football stadium, but hexagonal, with stands (the kind you sit in) of hundreds of chairs. The "field" is just empty tile. However, as of IC January 12, an independent Stand named Misty hangs out just inside. Misty has the power to recreate places people remember. This effect will be limited to the "field" of the stadium, and doesn't include large objects, buildings or people. You just need to ask Misty and it will do it for you*. It's an illusion, but a very accurate illusion; you can interact with it like it's real, other people can view it from the outside and enter, and you can get injured as usual. The effect breaks when the person who requested it vocally expresses that they want it to stop.
(*that is, you don't need mod permission or have anyone run the Stand, if you want to play with this effect) Bar
A classy establishment, it's all dark wood and dim lights, with padded stools lining the bar, some enclosed booths lining the wall, and a small dance floor. However, there's no staff, and all the bottles on the shelves are either empty or filled with water. There is, however, a vending machine stocked with real alcohol. Greenhouse
A large, hexagonal glass structure with a single door. The inside is warmer than the outside. There are various pots and planters filled with what seems to be soil, but no gardening tools, and no actual plants other than a few plastic ferns by the walls giving the appearance of greenery. Library
An impressive multi-story building, with shelves lining the walls and criss-crossing the space, comfortable chairs for reading, and tables for group study. However, the shelves are either empty or filled with books of blank paper. Boutique
An expansive, airy, high-fashion store displaying the latest styles (at least, they're all stylish to someone) on mannequins throughout the area. They only appear to stock one size, though, too large for even the largest of the residents to wear stylishly, and they're generally a little lacking in the functionality department - pants with no fly, shirts with a neck hole smaller than your head, bras with no clasp, etc. You might have to cut them off the mannequins in some cases.
There's no staff, but all the clothes do have price tags - the prices are pretty steep - and there's a cash register at the front with slots for coins. If you try to leave the shop with merchandise without paying, an alarm blares and you're unable to pass through the door. Town Hall The seat of local government! Even if it's not entirely clear exactly what governing is happening, it certainly looks like a governmental building, with vaulted ceilings and pillars and a podium outside for speeches.
The lobby is always stocked with some suggestion forms and pens, and a "ballot box" where you can place them, to communicate any requests you have to your alien overlords, though there's no guarantee what they'll do with them. If your character adds some suggestions drop a note to the mods.
Otherwise, the rest of the building has empty but well-furnished meeting rooms and offices.