FEBRUARY TDM.
● ● ● T D M . 0 5

… What are you willing to do to erase your regret from existence?
The words ring in your ears as in the darkness of your dream, an ocean-deep blue glow hovers in front of you. Transfixed, you reach out to it... only to hear a different voice, a distant echo of cruel laughter, and with a sudden certainty you know — whatever you’ve just agreed to has changed everything forever.
It is to this laughter that you wake, and as it fades and your heart slows into something resembling a normal tempo, you notice something you should have noticed 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 very much 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 to the other person in the room watching you.
What you do is entirely up to you: yell in surprise when you wake to someone staring at you? Or maybe you’ll try to sneak away before anyone notices you...
2.0 Those with life-threatening injuries find themselves awakening 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, giving an illusion of privacy. But is that a rustling sound you hear? Some footsteps? Perhaps you’re not the only one in need of some medical attention... or you've attracted the attention of those with experience in medical aid, and they rush to your bedside, surprised about this sudden new patient.
It is not just for your injuries that you may want some company, but also for leaving the infirmary — you can’t stay there forever, after all, and will have to make your way through the hallways of the station to the living quarters, and claim a room and a bed there.
Once you’re up, you may notice there’s 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.

So what else is there to do but to explore? Best get to know what is now your new home.
3.0 When trying to decide where yo go, you may find your way to the armory, where you can try to work the machine there to make yourself a weapon — perhaps to replace one that didn’t come with you to the station… or maybe you want to be prepared for the future. The recently-returned team members will surely recommend having a functional weapon with you.
And speaking of weapons: to put it to good use, head to the training room, where the entire purpose is to provide you with a space to spar and train to your heart’s content!
4.0 After you’ve exhausted yourself training, it’s time to grab a bite. For that, you should head to the kitchen, which is equipped with all the basic appliances you might need, and ingredients for most regular dishes... and large amounts of chocolate. Weird.
5.0 A welcome reprieve to the cold, dark space that surrounds the characters can be found in the sunlight room. A skillful illusion surrounds 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. It seems that the illusion reflects the season — the leaves have fallen, a layer of white covers the ground, and the air is crisp and clean. If you follow the path, it leads to where a bridge rises over a brook that has now iced over — but maybe don't try your luck walking on it, as the ice may crack underneath your feet and you'll find yourself plunging into the freezing water.
Regardless of whether you like the wintery atmosphere, it is easy to forget you are in space at all. Perhaps that gives you comfort, or just makes you miss the real nature all the more.
6.0 If you’d rather choose tinkering over 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 containing 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 make!
7.0 If it’s items you’re lacking, though, some time after your arrival, the earpiece alerts you to a new message.
Indeed, the platform near the personal quarters is still whirring with power, and new items form neat piles on it. There’s clothes, shoes, dishware, skincare, books… even a couple of CDs, and a few cute stuffed animals. So sort through what there is and grab what you want, before someone else does!

Eventually, you’ll find yourself at the doors of the the simulation room — it has been equipped with a new simulation to take you through possible mission-like scenarios so it’s best to prepare yourself and see what it has in store for you.
8.0 The doors slide shut behind you and the room goes dark. Small pinpricks of light will start to build on each other until you’re surrounded by grey skies overhead and grassy green lawns, a row of old stone columns lining your vision. It seems you’re in a courtyard of some kind, but that’s not all. Something tugs at the hem of your sleeve or nudges at your leg, a warm presence that feels comfortable and ultimately very familiar. They look up at you, or maybe they meet your eye-level, a creature that varies in size, shape, colour, and form depending on what reflects you best. This creature, known as a compalion is a physical manifestation of your spirit or soul and will stay by your side on this journey.
You can stay here and get to know your compalion, or you can take your new companion and explore the campus. Because, if you do move forward past the line of columns (a hallway it turns out), you’ll find that the small cluster of buildings forms an academic campus of some kind.
a) They cannot go any further than a few yards away from their person; the further the distance, the more painful the separation will feel.
b) Your compalion will shift into one form throughout this simulation and can be any creature that best mirrors your personality.
c) They can be as small as a flea and as large as a small elephant; get creative!
d) Whether they speak to you in your native tongue is entirely up to you (some speak, some don’t)
e) Basically daemon rules apply.
9.0 While it might seem like fun to spend hours just exploring the old buildings with your compalion and any Orbers like you that you might bump into along the way, it’s important to remember that you have a goal to achieve: follow the clues and retrieve the orb. Your compalion might offer an idea or two for where to go, or it may just be voicing the thoughts in your head, but it’s not a bad thing to follow your heart (or your gut) as it were. You might find that the rooftops of the campus buildings are easily climbable to get a good vantage point of your location. (Just be careful not to slip and fall! The height from here is quite dangerous.) A clocktower stands proud in the distance among a cluster of other campus buildings, marking the time.
Inside, you might be led down dark stone halls and into a series of classrooms: including reading quarters, study rooms with old leather couches and warm carpets covering stone floors; lecture halls with stiff wooden seating and individual desks to match, a chalkboard with indiscernible scribbles half-wiped away; and a laboratory that deals with something a little less modern than you might be used to, or perhaps with its twisty vials and bubbling potions, it suits you perfectly. There is the large library filled from floor to ceiling with books beyond imagining.
If you look out from the tall arch-shaped window from a classroom, or if you’re outside and you tilt your head up to the sky, you might notice that the sky appears to be darkening further, growing heavy with what is inevitably an oncoming rainstorm. If you’re inside, it might be best to stay indoors; if you’re outside, perhaps it’s time to find some shelter. Or if you’re determined to find that orb outside, risk you and your compalion getting wet.
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N O T E: 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 Team up with another Orber and their compalion to find the orb's location.
B Climb into the clocktower and ring the bell.
C Explain your best theory regarding your compalion’s manifestation to a fellow team member.
F Y I
• This TDM covers the month of February.
• TDM threads can be used as samples for apps. In fact, we encourage it!
• Reserves are currently open!
• Apps open February 24 and will remain open until February 28.
• For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.
no subject
[This is his only defense even though it just raises further questions.]
My plan required the freedom of movement that comes with being a Warlord, so I had to make a name for myself in order to become one. I'm a doctor so it's not like I'm going around killing people, so if that's what you're worried about, don't.
[Some might have wished he had with the state he left them in but that's irrelevant and Corazon doesn't need to know that.]
The most recent increase is because we took out Doflamingo, for example.
no subject
So... You became a Warlord in order to get into a position that would let you finally put Doflamingo behind bars, then. I can see why that alone would make you a threat, when he's not someone to be taken lightly, but part of that also was his whole trade network. The price on his head represents more than just him as an individual. You... Well, the government probably is still upset you have the ope-ope fruit, aren't they? Plus, that bounty probably works in concert with your allies. They'll figure if they can take one of you, the others will be more likely to fall.
[The more he talks and reasons through it, the less panicked he feels. It was a shock to hear about, but there's logic behind all these decisions, and he knows enough about how those decisions are made to talk through probable rationale. This is serious, work-mode Rosinante surfacing now.
He frowns at the whole lot of it, though, then wriggles an arm free so he can try for a cigarette again. Just gotta dig past all the poncho fabric to find his pack.]
I keep saying "they". Who's in charge of the Marines, in your time?
no subject
[But yeah there is still so much wack shit he could hit you with but isn't. He's being polite.]
The fleet admiral is Sakazuki now. [Said with a not intangible amount of disdain. Fuck that guy.] Sengoku is still around though, he's just semi-retired. I actually met him on Dressrosa.
[He assumes it is implied, by him bringing him up, that the meeting allowed him to become aware of the former fleet admiral's specific connection to Rosinante.]
no subject
He manages to withdraw the pack of cigarettes and select one, then exhales slowly as Law continues. Poor Sengoku. One of the only other people Rosinante thinks about often here; yet another person important to him who he can't talk to and let him know he's all right. He owes so many apologies.]
I'm glad you met him. Did you... get to talk much?
[Hopefully, right? Because even though one is apparently some sort of worst pirate ever and the other is one of the greatest among the Marines to serve, surely they could set those things aside for a moment.]
no subject
Even though he was choosing not to make a move to arrest me, there were plenty of other Marines present to arrest Doflamingo, including one of the Admirals. We had to leave in a hurry. But he did tell me to make sure I kept living since it was a gift you gave me.
[So at least they had a nice moment?]
He also seemed a lot less high strung than he did when I saw him at Marineford two years ago. I guess retirement suits him.
no subject
[Really, truly, that's an actual relief to hear. That they parted on good terms, and that Sengoku is living a far less stressful life now. He's more than earned it.]
He really was like a father to me, and I owe him more than I ever really paid back. But he was always so busy, and I know I wasn't the easiest kid to raise, either. Wish I could just thank him. Hell, [he pauses to light his cigarette, and this time it happens without incident,] last time I talked to him I mislead him.
[Just another lie in a whole chain of them, but he feels terrible for having to do it. He's a real professional when it comes to betrayal, sometimes.]
Worth it, though. [Because here is Law, proof of his efforts.]
no subject
I have to figure I was the payback for having been a difficult child to raise.
[Law is a very difficult child.]
You know, Strawhat-ya's grandfather is in the Marines as well.
no subject
[He chuckles a little. See? Team effort, really. Rosinante doesn't know a thing about parenthood. All he wanted was to keep Law alive. The rest would have come later, he always used to figure. Once Law was healthy, he could get back to his studies. Maybe they'd wind up more like brothers, in time? Or even just best friends. That last one seems even more plausible now, because thirteen years later puts Law at just about his own age. Same age as he was back then, certainly. It's a shift he's looking forward to, though. He's no good at being anyone's dad with all his own problems to deal with.]
And yeah, Ace mentioned something like that. Monkey D. Garp. Used to scare the shit out of me when I was a kid. He and Sengoku are close, but he's loud and up there in rank. I didn't know he had a grandkid. His son's... Well, I dunno. Trouble, I guess.
no subject
[In any case. He certainly hasn't met Dragon the Revolutionary but he's sure heard about him. Trouble is right.]
Trouble must run in the family since Strawhat-ya's bounty is three times mine. They're starting to call him the Fifth Emperor.
[The mental images this conjures.]
no subject
[Rosinante tries to picture what someone like that is like. Someone Law finds useful, who Ace insists is a "good guy", not that he knows the first thing about Ace or his judgment really anyway; someone who is absolutely terrifying to the government and the existing pirate emperors at the same time. The images conjured up are someone tall and strong, with a certain fire in his eyes and a taste for chaos.
Yikes.]
no subject
I saved his life once, and he's too simple minded and stubborn to be afraid of anything, including the Four Emperors. So when I offered him an alliance, he agreed readily. The problem is that apparently he thinks this means we're friends now. I planned out our attack on Dressrosa carefully and he proceeded to trample all over it with his whims and need to help anyone who crosses his path. He doesn't know the meaning of stealth or tactical retreats, just who does and doesn't deserve getting punched. Now I just form my plans around assuming he's going to idiotically charge in the front door.
He's the most remarkable person I've ever met and talking to him for more than five minutes about anything of substance gives me a tension headache.
[This is all to say that he is in fact a good guy and Law likes him very much. The fact that he's annoying means nothing because Law thinks 90% of the people on the planet are annoying.]
no subject
[No, that's not what he had in mind. And he can see elements now of why Ace likes him (other than their apparent brotherhood he'd mentioned) and why Law had muttered earlier that Rosinante would too. Sounds like a dangerous force of nature, set on whatever path he wants to be on, but possibly it's one with good intentions in the end.]
What's the goal, then? For your alliance, and for you personally. Topple all the emperors, presumably, but why?
[He can guess at parts of it, and he likes very little of it. Ace did say he was Roger's son, after all. Sure gave Rosinante a moment of pause. They can't be related by blood unless he's got things really mixed up, but if they're brothers by some other bond, then this Strawhat fellow still has that connection back to the old pirate king, and that alone must figure into the bounty calculation.]
no subject
Our alliance was only concerning Kaido. I said if he and his crew helped me take down Doflamingo I'd help him with Kaido. Big Mom was a... complication that wasn't planned for. As far as I'm concerned, once we deal with him, the alliance is over. But...
[As he's said before, he doesn't think Luffy is just going to let him go.]
He's aiming for Roger's treasure and title. That means finding all the poneglyphs and I... I think if I want to figure out what "D" means, those are probably the key to it. So perhaps our goals will continue to overlap one way or another.
no subject
[You know, it almost sounds reasonable, the way Law says it. One step leads to another, everything has its purpose. That's sort of reassuring, until he remembers how absolutely batshit absurd it all is that the kid he toted around North Blue for half a year is now apparently just out there earning himself the World Government's ire and aligning himself with someone who sees himself as Roger's successor - and unlike most of the others who thought that, Strawhat sounds like a candidate for actually achieving it. Whatever "it" really ends up meaning.
Something that scares not just the government, but the ones above them, too.
Anyway, Law's goal is concrete and personal and that he can definitely support.]
I don't know much about them, poneglyphs. That's another one of those words that feels like more mythology than reality. Law, I - I have to ask, though. With all this talk of what you've seen, and what you want to do next... You're here. Which means there's something you're not satisfied with. You don't have to tell me what deal you made, what regret you have, but I've asked for something too. And hearing what you've done, where you're going...
[His sentences keep trailing off because he hates having to raise this topic. But it's necessary, isn't it? Their lives intertwined at one key point in time, and what one does here might affect the other in one of the many linked worlds they must share, based on his newly-learned understanding of how the universe might work.]
I don't want to be the one to undo everything you've worked for. I wanted to find a way to keep us together. I didn't know if you'd even survived.
no subject
... I mean. The problem with this deal is there's a lot of unspecified details. I almost feel like I've been tricked, with them coming at me with it in what felt like a dream. If I'd had my wits about me I would have asked a lot more questions.
[He's irritated. Law likes to give every decision careful consideration and plan things out. He likes to have a handle on things. He has to consider all factors and variables. He's a huge nerd who's read so many books.]
Where do we return to after the regret is undone? The moment it happened. or is it undone retroactively? How does that change things? Would a dead person fill in the gaps of lost time or would they just re-materialize? Or wake up in their grave? Even beyond the matter of death, anything that you want to undo or reverse in the past would affect the present. What if undoing something makes something else far worse happen?
[Aren't you glad that Law is still as pessimistic and anal-retentive as he was when he was a child.]
no subject
The orbs have very real and very terrifying powers. The deals they've made with the people we've retrieved them from were anything but straightforward. They keep them, but they find ways to turn a bargain into something devastating. The last mission we were on, a man named Welford Branson had the orb. His town had been burned to the ground, and he'd lost everyone he ever knew, friends and family. He told us the orb offered to make it all right again, and it appeared to - the whole town came back to life around him. But none of it was real. The people were a mockery of who they had been, parroting words they might have said and repeating their actions over and over. Not really life at all, just an illusion of it.
[And the truth is, none of that was even the worst thing he's seen. The entire journey has left him a lot less shaken than much of the crew. But it's a fine example of the games the orbs play for their amusement, if that's even the reason.]
no subject
Then what do we even gain out of retrieving them? What's the point? If the reversal of our regrets is going to be something twisted like that, I don't see anything to be gained from pursuing it.
Besides, I suppose, the fact that we're not able to return home without completing the agreement?
no subject
I've been operating as if the agreement was in good faith, if only because it's a chance at something better. It's either try, and hope it works, or give up entirely.
[And Law knows exactly how easily Rosinante gives up on things involving Law's own safety, right? Yeah. Not a chance. But now Law is here, talking all about how far he's come and how much he's achieved, and that is something that can shake his resolve. Maybe Law is better off at home living the life he's made without him.
Might as well tell Law what his plan has been.]
I was hoping I could set multiple things right. I asked for the opportunity to go back to an earlier point, to give more of a priority to discovering what Vergo's mission was. I should have done that, but I didn't. I was too focused on my brother. Felt right at the time.
no subject
... That was my fault, though. If he hadn't been the marine I found...
[Maybe Doflamingo suspected Rosinante anyway at that point, and it wouldn't have mattered. But it's hard to say. In any case, he'd definitely fucked up, and regardless, if Vergo could be removed from the equation...]
For whatever it's worth, he's dead now.
[No need to get into the details as to how or who exactly killed him, don't worry about it.]
Obviously if I'd known you were here, I would've chosen differently. Are the terms of the deal we make set in stone?
no subject
[Vergo shouldn't have even been there, and that's that. Law couldn't have known. Removing Vergo not only saves them both a lot of pain, but would also ensure his notes would get to the right people. Probably also helps in a lot of other ways he can't account for.
Though the news of Vergo's death later is... oddly satisfying. He's not normally one to wish death on people, he knows he's not supposed to, and the suffering from a long, slow imprisonment tends to be the officially preferred method anyway, but some people really and truly deserve death. If that makes him a bad person for thinking so, then oh well.]
I've heard rumors that the deal can be changed, but I don't know the details. From what I've learned of the orbs, I'd guess it means they'll ask for something more. It would have to be worth the cost.
[He wants to ask. He really, really wants to. But he said he won't, so he holds his tongue and chews on the end of his cigarette instead. It's Law's to tell if he wishes, and he doesn't have to do so.]
no subject
Well, it's good to know it's possible to change it. But if it comes at extra cost then we certainly need to find out more about the exact terms before changing it. Still, if you're using yours for that there's no point in me using mine to undo your death.
[There it is. He sighs a little, and shifts his weight to just comfortably lean against Rosinante. It seems he's at least partly grown out of being exceedingly prickly.]
So how many orbs have you retrieved so far?
no subject
[Insecurity runs deep. Law would risk giving up everything he's earned just for him? He's sure? Rosinante stares at him for a moment, then sighs and gives him a comforting little squeeze.]
Rather thank thinking there's no point, think of it as reassurance. With mine there's still no guarantee of what happens after, if reporting Vergo means Doffy discovers me sooner. Maybe the things we've both asked for go hand in hand.
[Maybe. Who the hell knows. But a little bit of redundancy doesn't sound bad, in his opinion, if that's what Law really wants. It's certainly what he wants, but if Law instead had asked for something else, having made peace with what happened on Minion, then Rosinante would have bent over backward to make sure Law's request was satisfied.]
We've collected four orbs, though. Out of how many, I'm not sure.
no subject
We can work on figuring out the details between these missions, I suppose. If they're still pulling in new people, they're probably not close to having all of the orbs.
[Logically.]
I'm kind of interested to see what you're like when you're not playing the fool, Cora-san. I've fought plenty of ranked Marines at this point and I know they're no joke.
[DON'T BRAG ABOUT BEATING UP MARINES?]
no subject
I'm sure you'll get a chance, considering what I've been up to here on missions. Plenty of others here know how to pull a trigger, but they're not all quite as good at infiltration.
[That's one of his skills that he actually isn't going to downplay. It's also something he doesn't usually mention so directly around the others. Nobody trusts a spy.]
I'm looking forward to seeing you in action, too. I never really thought about working side by side with you before, as equals.
no subject
You couldn't look less like an infiltration expert if you tried, but I suppose that's the whole point.
[No one expects a big clumsy guy to be a spy because he sticks out like a sore thumb. Hiding in plain sight. He spends a lot of time wondering how much of the clumsiness is an act that became actual clumsiness out of habit.]
I'm sure I could use Shambles to back you up. I used it just a while ago to sneak a bunch of samurai through the back entrance of Onigashima.
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