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Welcome to Alpha Complex
Welcome to Alpha Complex
You have just woken on a table in one of the city's Cloning Facilities. You are the Prime, or first clone of your kind. The scientists present tell you that they have reconstructed your DNA with artificial gene synthesis based almost entirely on historical records. You have The Computer to thank for ordering your re-creation and will be expected to serve it wholly and to give it absolute loyalty.
You may have a confusing mix of false memories when you wake for the first time, or that come to you shortly after your creation. This is a natural and expected reaction. Try to push those false memories to the back of your mind and focus on your current surroundings and role. You may also think you remember certain mutant abilities. Do not fear, these abilities have been repressed and will not tarnish your work here. Spreading rumors of returning mutant powers is treason and subject to appropriate punishment. You are no different from the hundreds of other loyal citizens within the Alpha Complex.
All this information is provided hastily by a monotone scientist in a VIOLET uniform, a signifier that he is one of The Computer's elite and most trusted citizens, before you are handed a red jumpsuit. If you feel groggy and numb, this is a result of the sedative that was given to you before awakening. You will then be ushered into a huge room that is lined wall to wall with cubicles. You are given a number and are told to wait. The sedative slowly wears off and by the time you get called to a cubicle you have many questions. The citizen that processes you in is wearing a GREEN uniform and explains matter-of-factly that all of those false memories in your mind are in fact a glitch. Your new life is here, as a Troubleshooter for The Computer. The best thing you can do is ignore the glitch and serve The Computer and Alpha Complex to the best of your abilities.
If you continue to argue, you will be escorted to a room with no windows and a single, unbreakable vidscreen. There you will watch The History of Alpha Complex, narrated by popular Talk Show Host, Teela O'Malley, as many times or as many hours as it takes for you to accept reality.
When you have been thoroughly indoctrinated educated, you sign a seemingly never ending stack of paperwork. The GREEN clearance bureaucrat then hands you your standard Troubleshooter equipment and sends you towards the door, where a fellow Special is waiting patiently for you. They introduces themselves as someone who has gone through the same process as you. They tell you that they know you must have questions and they'll do their best to answer them. Once the two of you are safely outside the door, they lead you to the Wagon Wheel for a tour.
At some point during the tour, and the timing varies with everyone, they will find the right moment to tell you that there are many others like you who have arrived here. That all of you are able to communicate in private using a special encrypted channel on your PDC, should you choose to use it. Afterwards, they will leave you to do as you wish, before making clear that you must show up tomorrow morning at 0800 in the Internal Security Headquarters in the IE Sector.**
Your personal equipment, assigned to you as part of the Troubleshooters squad, includes:
- One standard-issue red jumpsuit with boots (each citizen dresses in the color of their security clearance)
- One month’s worth of REDdiMeals, and all the approved happiness drugs you want.
- One laser pistol body, minus the barrel (the barrel will be provided when you are sent on a mission)
- One suit of red reflec armor overalls in (more or less) your size
- A series 1300 Personal Digital Companion (PDC) that you can use to make phone calls, send texts or document any still or video pictures of any treasonous behavior you might happen to point it at.
Lastly, you will be issued a Mercantile Enterprise (ME) card that contains your wages and identity information. If anything happens to your personal equipment, you must buy it again at the Commissary (or on the INFRARED Market run by the Free Enterprise Secret Society). As a RED Troubleshooter you will earn a salary of 250cr per day and share a spacious room with five of your fellow RED clearance level citizens. Your room assignment can be found on your PDC.
You will have 24 hours to assimilate to the Complex before you must report for duty at 0800 hours at Internal Security Headquarters in the IE Sector. There you will be assigned a Service Firm position and any special Troubleshooter missions.
Remember, the Computer is your friend.
Beware of the false propaganda of the Secret Societies.
Remember, your place and clearance.
Don’t do anything that would label yourself as a traitor.
And most of all, be happy! Or else.
**[ Of course, you may choose not to interact with your assigned tour guide, though they will be fairly persistent if your character needs that extra push. Otherwise, they'll try his best to be a calming and helpful presence.
All of our tour guides are actual PCs who are happy to thread out any of these interactions for anyone who wishes to do so. Otherwise, they will be handwaved. Your tour guide will be introduced to you when your welcome is announced on the Alpha game plurk. If you don't have a plurk, it will be done in outofalpha. You can also see tour guide assignments for new characters here.
These posts are optional and not required. Feel free to handwave this introduction to Alpha if you'd like, but this way your character will have met at least one fellow special and have been told about the specials network.
All New Arrival posts will be threaded in the Daycycle post prior to a character's first full Daycycle. Example, you are accepted on a Wednesday and the next daycycle, Daycycle 103, doesn't start until Sunday. You may post a new arrival thread in Daycycle 102, even though your character won't officially report for duty as a Troubleshooter until Daycycle 103.]