You wake up on a bed in the corner of a small, white, windowless room, reaching for memories that are no longer there. Panic grips you, and you spring up, starting to leap from the bed- only to be caught by a previously unnoticed figure sitting in a chair beside you.
"Steady there. The fear will pass."
The voice is flat, emotionless- like the speaker's face. Your heart chills at the sound.
"What is this place? Where... where am I? Why can't I remember?"
"This is the Institution. No one remembers."
Somehow the words make you shiver. "What? But... why?"
"No one knows. It doesn't matter anyway- everyone is the same here. No one remembers. It is a way of life."
Something's wrong. You can feel it. Why would no one remember? Yet this stranger beside you seems to find it normal... you shiver again.
"Don't you care?"
"We cannot change it. So we accept it." The reply comes quickly- without thought. You shiver again.
"But... don't you ever wonder why?"
It's clear that the stranger doesn't even consider that an option. "Why should we? It will not change anything. This is the Institution- there are many things that cannot be changed. But we are fed and cared for here- why should we wish for anything different?"
~Welcome to the Institution~
It soon becomes clear that mostly everyone is like that- unfeeling. Uncaring. Thoughtless. Everyone you ask shows no signs of wondering- nor any desire to find out. Thought is scarce in the Institution- you have been told more than once, "Why should we think? We have everything we need here without needing to think. Thinking is a waste of energy."
At first this seems counter-intuitive- but everyone seems to believe it. Some seem amazed that you would question the Institution- but most simply sigh and tell you that "You will understand in time." They seem to accept their life her- and it's true. Life in the Institution isn't bad- and yet... something seems strange about it.
Everyone here appears the same. All wear the same clothes- a white shirt and skirt for girls, and a white shirt and pants for boys. Most bear the same expressionless manner- though a few of those who have arrived more recently seem a little more like you.
Twice weekly you are brought back into a special room by one of the Aides- those who have gone through training to help the Institution. The one who was there when you awoke was an Aide- as are those who bring you your meals. You are told that, if you behave, you too may one day be employed as an Aide. Aides are the only ones who dress differently- they wear a black skirt or pants instead of white, and a badge stating their name.
In this back room you are given an injection of something referred to simply as Serum. You have never been told why you are given it, or what it will do, yet it seems to have no side effects so you learn to tolerate it.
Time passes quietly in the Institution, and with every day you grow a little more like those around you...
-There is no known way out of the Institution. All characters start upon awakening in the Institution, or after any length of time in the Institution. Characters outside the institution are not allowed.
-Aides must pass a special test, and then go through two years of training before they become Aides.
-All characters wear the same clothes in the Institution. The majority of the population inside wears all white, but Aides wear black pants or a black skirt depending on their gender.
-Do not godmod (take control of another player's character), and keep powerplaying to a minimum. You may have moves that are hard to counter, but they cannot be impossible to avoid.
-Characters will gradually become more and more emotionless as they spend time in the Institution. They will also lose their desire to think over time. THE ONLY EXCEPTIONS ARE THE ABERRATIONS.
-Aberrations, for unknown reasons, keep both their emotions and their desire to think. They must hide this from the rest of the Institution, however, as if they are reported they will be taken away.
-Characters may not have powers, with the exception of Aberrations. Aberrations are both able to keep their personalities and thoughts, and some Aberrations who have been living in the Institution for a long while can also sense other Aberrations- even newcomer Aberrations. Other than this, they may not have powers.
-Only human characters at this time, please.
-No foul or profane language (this includes "omg" and similar terms)
-All violence must remain PG-rated, and all romance must be kept G-rated.
-No characters- including Aberrations- remember the outside world- though many know that there is more outside the Institution.
-Listen to the managers. They have authority for a reason, and can both enforce the rules and make calls on subjects that the rules don't explicitly address. In cases of disagreement, I will make the final call.
-There should, as a general rule, be less Aberrations and Ai