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ximilia mods ([personal profile] ximilian) wrote in [community profile] ximiliugh2021-10-20 09:07 pm
Entry tags:

OCTOBER + NOVEMBER TDM.

T D M . 0 4

// PART I. a crimson dream  


… What are you willing to do to erase your regret from existence?

These are the words that ring in your ears, as a slowly growing red glow surrounds you in this dreamspace, filling you with an acute sense of dread — and whatever it is that you’ve just agreed to might have changed everything forever.

It is this sense of dream that startles you awake, and as it fades, and your heart begins to slow into something resembling your normal tempo, you'll notice something you should have picked up on immediately: you are not in your bed.

1.0   White walls, clinical yet clean, sparsely-furnished rooms. You may wake in one of three rooms: a room with only one bed, a room with two beds, or a room with four beds. Those waking up in rooms with more than one bed notice that they are not alone. Perhaps the other occupants of the room are still sleeping, dreaming the same dream as you just did, or a regular one after returning to the station just barely a week ago … or perhaps you wake up to the other person in the room watching you.

What you do is entirely up to you: yelping in surprise when you wake to someone staring at you is always an option. Or maybe you’ll try to sneak away before anyone notices you...


2.0   Those with life-threatening injuries will find themselves waking up in the infirmary, in a regular hospital bed. Most of their injuries have been treated, and any lingering illnesses or conditions will have designated medicine bottles on the table next to the bed.

White curtains surround the bed on both sides, providing an illusion of privacy. But is that a rustling sound you hear? A set of footsteps? Perhaps you’re not the only one in need of some medical attention.

In fact if you’re very badly off, you might want to hold out hope for some company - you can’t stay in the infirmary forever. You'll have to make your way through the hallways of the station to the living quarters, and claim a room and a bed there.

Once upright, you might notice something in your ear: an earpiece that, when you become aware of it, quickly runs you through the instructions for how to use the network, a recorded message by a female voice that explains exactly why you’re here… and leaves you with a map of the station.

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// PART II. hotel spacefornia  


So what else is there to do but to explore, right? Best get to know your way around your new home.

3.0   When trying to decide where you go, you might find your way to the armory, where you can make attempts to work the machine and create a weapon for yourself — maybe replace the one that didn’t come with you to the station ... or maybe you decide to prepare something for the future. Any recently-returned team members will surely recommend having a functional weapon with you.

And speaking of weapons: why not put them to the test and head over to the training room, where the entire purpose of this space is to provide you with opportunities to spar and train to your heart’s content!


4.0   After you’ve exhausted yourself from training, your stomach will prompt you for something to eat. For that you should head to the kitchens and the mess hall, which is equipped with all the basic appliances you might need, along with some more unusual ones (including an ... interesting-looking waffle maker and popcorn machine), as well as ingredients for most generic Earth-based dishes. For some reason, there are also some bags of now-cold popcorn left abandoned over the counters.


5.0   A welcome reprieve to the cold, dark space that surrounds you can be found in the sunlight room. A skillful illusion builds up around anyone who steps inside the room: you can hear the trilling of birds, feel a light breeze caress your skin as you walk through a grass field. The illusion has been programmed to reflect the seasons — the leaves in the trees are currently bright with all the colours of autumn: orange and red and yellow; and the air is crisp and clean. If you follow the path, you'll be led to a bridge rising over a sparkling, babbling brook, a few fallen leaves floating on the water and falling around you like very bright raindrops.

Here, it's easy to forget (for a moment, anyway) that you are in space at all. Maybe that gives you comfort, or maybe it just makes you miss the real thing all that much more.


6.0   If you’d rather choose tinkering with objects over wandering through nature, the lab is guaranteed to provide you with some entertainment. Glass vials and jars of chemicals sit on shelves in a surprisingly beautiful display of colour on one side of the room, while the other side of the room contains stacks of boxes filled with assorted equipment: cords, bolts, panels, buttons, gears, gadgets, gizmos, and thingamabobs. The downside is that the parts available seem to have no apparent method to their sorting. So get digging and you may just find exactly what you need to make what you’ve always wanted to!


7.0   Some time after your arrival, the earpiece alerts you to a new message. If it’s items you’re lacking, you may just be in luck.

// VIVECA.AI
Hi again, everyone. Those who’ve been here for longer know the deal, but to those new here: there’s a new supply drop. Hopefully you’ll find useful things there. If you made any requests for items, before, you should find them in a separate pile near the platform.

Indeed, the platform located near the personal quarters is still whirring with power, and new items form neat piles on top of it. There are clothes, shoes, dishware, skincare, books ... and in one pile, a varied collection of what seems to be Halloween decorations and costumes. So, sort through the piles and grab what you want before someone else does! (But don't forget: sharing is caring.)

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// PART III. trick or treat  


Whether you’re a quick study and you’ve become settled into life on the station, or you want to get the full lay of the land (in a manner of speaking) first, if you decide to explore the hall past the control room, you’ll eventually come across the simulation room. It’s been equipped with a new simulation to show you the drill where the missions are concerned, so step in and see what it has in store for you!

8.0   The moment the doors slide shut behind you, the space goes dark and then quickly lights up again, but instead of the blank empty walls you initially walked into, you’re surrounded by colour and lights, the sound of music and chatter, and the smells of deep-fried foods and overly sweet beverages. Someone calls, ‘Step right up, step right up!’ while another voice from somewhere starts to cheer as an electrical sound of a buzzer goes off, announcing its winner for prizes.

It seems that you’ve entered the Carnival simulation, so come on in and have a little fun.

There are booths spread out across these simulated grounds, each one offering food, drink or games. As you wander past you’ll notice that there is a touch of macabre to everything — the colours are black and orange and violet and red, the drinks offered have strange names, some you recognize like ‘Witch’s Brew’ and ‘Eye of Newt’, and some you might not, like ‘Viole(n)t Breeze’ and ‘Undead Essence’. It’s as though all of the things strange and wonderful find themselves spread across the entire universe to unite here.

Once you’ve had your fill of food and games, you can make your way past the little market area to a brightly glittering ferris wheel with carts rotating in a cycle, enticing you to try it out. Or if you’d rather be spooked, there is a hokey little ‘haunted mansion’ to your left that won’t take more than a handful of minutes to move through. Creatures and ghosts will pop out at you when you least expect it, their masked faces exaggerated with paint and some fairly realistic prosthetics to get the adrenaline pumping. Take a friend with you, or go it alone — just try to keep your cool through it all.


9.0   Eventually, once you’ve had your fill of the festivities, you may notice a wooden sign pointing you past the haunted mansion. Pressed on it is a round mark, and you remember that this is simulating a mission — you’re not here to just have fun, but to try and retrieve a simulated orb.

As you follow the path, you’ll find the hustle and bustle of the carnival growing quieter. All around you, there is nothing but woods — and hold on, where did all that mist come from? It surrounds you slowly, the ground seeming slightly damp as you keep walking… and arrive at a graveyard.

So the orb… it’s there, hidden in one of the graves? There’s nothing else to do but to start walking and looking at the gravestones — but when you do, you’ll be shocked to find some of the names are terribly, terribly familiar.

They might be names of your loved ones, people who were still in perfect health back home; and yet here those stones bear their names, along with an epitaph that brings tears to your eyes. And if you move closer… you may experience a flash of colour and light, and a memory suddenly plays out in front of you: the death of your loved one, whoever that may be.

Or perhaps the name you see on a gravestone is something else even more familiar to you: your own. But ... how, right? Reluctantly, your heart pounding, you approach with tentative steps, and yes — the name does not change. It's yours right there ... and it's your own death that you witness when the grave’s spell binds you.


N O T E:   The deaths witnessed are intended to be non-canon deaths, so feel free to go wild inventing them -- this also goes for characters who are canonically dead. These are “alternate universe deaths”, not canon.

Additionally, there are three personal tasks provided to each character as they enter the simulation. In-game, each character will be given one task. For the purposes of the test drive, we’re leaving it to players to pick a task for their character and run with it.

A   Find the grave of a teammate and witness their death.

B   Team up with a fellow Orber win in one of the Carnival games.

C   Scare a teammate in the haunted house.

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F Y I

TDM threads can be considered game canon so long as all parties involved agree to it.
This TDM covers both October and November, so there will be no new TDM for November.
TDM threads can be used as samples for apps. In fact, we encourage it!
Reserves are currently open!
Apps open October 27 and will remain open until November 30.
For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.

TOP


FOR SOME FUN:

Have a clue for your upcoming mission:
“I’m going to bed, where I may die.”


NAV

dichotomized: ([poortraits]spock118)

[personal profile] dichotomized 2021-12-20 05:11 am (UTC)(link)
Spock had already been prepared to treat these missions with caution, but a reminder of danger and potential death from someone he'd once temporarily lost is a reminder that will stick. He doesn't want to watch Jim die a second time.

"I intended to look into all of that before fully committing myself to assisting them. I question whether they are benevolent in their offers or simply desperate for our help."

He finds himself accepting that many beings do not behave logically or honestly, but at least he is here with no less than one person he knows he can trust. Together, they can figure out the truth behind all of this.

"How much power do they wield unchecked here?"
winscenario: (eighty four.)

[personal profile] winscenario 2021-12-20 12:34 pm (UTC)(link)
That was just the one time, Spock. God, a guy can't even die once...

"I'm more inclined to believe the latter than the former," he admits, a hand resting on the working table of the lab. He is well aware that Viveca can listen to them always, hear what they are saying, and it is possible that they're all being spied on, but Jim doesn't care, he has never made his doubts and opinions about all this a secret and he's not about to start now.

He lets out a sigh at the question, his other hand coming up to rub over his own eyes. "Ah, that's... a complicated question. The station seems to be running on low amounts of energy in itself, but the orbs are incredibly powerful, and during prior visits to the North Wing, we got to see that they have the means to contain that power. It's likely they're using a good amount of the station's energy to achieve that, and I wonder... how long until they find the means to wield the orbs' power for their own purposes. Which comes with a whole new set of issues, if the orbs are sentient as we believe they are."
dichotomized: ([poortraits]170)

[personal profile] dichotomized 2021-12-23 11:17 pm (UTC)(link)
Spock can only assume that there is no privacy here. Thankfully, he knows that if something needs to be communicated in secret that they have their ways, both through how well they know each other and through the fact that if he has to, he can initiate contact between their minds.

There are still many questions he wants answered. He wants to know what Jim has been made to do on these missions, both the dangers and the potential harm. He wants to figure out what the end goal is and for that he will require every bit of data he can get his hands on.

"What makes you think they're sentient, Captain?"
winscenario: (forty four.)

[personal profile] winscenario 2021-12-24 01:07 am (UTC)(link)
It's certainly one way of doing it, and not one he's necessarily opposed to. The Ambassador has left a decent imprint behind, still lingering there after years, memories that aren't quite his own still in the corners of his mind, but it's something he'd just have to compartmentalize if they had to link their minds.

At least he's gotten some practice in at that with Blue, here. Even Finn, sometimes. Should make any mind meld much easier to handle.

"They've spoken to us. Some of us, anyway. And on our last mission, the person it had a deal with talked to it regularly, he even had a name for it." Unsure as of yet if it was Remi who came up with that name or if the orb itself told him its name.
dichotomized: ([poortraits]spock214)

[personal profile] dichotomized 2021-12-25 04:19 am (UTC)(link)
"Perhaps if I could get close enough to touch one of them, I might be able to communicate with it directly."

It would be worth a try. If they are sentient and able to communicate somewhat with other, Spock reasons that his own abilities should allow him a more direct way of getting to the truth of what they are. It could be dangerous, but it is a calculated risk and one that is worth it if it could yield the answers he needs.
winscenario: (eighty four.)

[personal profile] winscenario 2021-12-25 05:40 am (UTC)(link)
That makes Jim's whole stance go stiff at once, eyes wide in concern more so than surprise.

"They're in the North Wing, which is inaccessible to us most of the time. Even when it was previously open, the orbs were contained within a powerful barrier; I tried touching it and got violently flung across the room." So, you know, that was fun. "You could always try to speak to one of them on a mission, but we don't tend to get a lot of time with an orb before we're dragged back to the station. Seconds, at most. I don't know that I would advise you to try... we don't know how dangerous or powerful they really are yet."

But he's also not going to tell Spock not to do it.
dichotomized: (pic#15333284)

[personal profile] dichotomized 2022-01-05 03:11 am (UTC)(link)
"Then I shall endeavor to collect more information before I fully commit to that line of thinking." It's only practical, really. Spock isn't afraid of being flung across a room, but the idea that some permanent harm could come to him for nothing isn't a very appealing prospect. There are better methods they can employ first.

"Did it say anything to you before it threw you?"
winscenario: (seventy one.)

[personal profile] winscenario 2022-01-08 03:33 pm (UTC)(link)
Jim is worried for Spock as soon as he seems to set his mind to that task, but it's not an immediate worry seen as the North Wing is currently barred for them. He'll turn his attention back to those concerns if and when they can go in there again later, but for the time being he knows there's no way Spock would be able to just find a way in there.

"I don't think any of them were in a particularly talkative mood, no," he said, shaking his head.