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ximilia mods ([personal profile] ximilian) wrote in [community profile] ximiliugh2021-05-18 01:42 pm
Entry tags:

MAY TDM.

T D M . 0 1

// PART I. waking up with a stranger  


So what do you say? What are you willing to do to erase your regret from existence?

These words ring in your ears when you wake with a gasp — perhaps the last thing you remember after hearing them is the sense of free-fall, or your throat constricting as tears threaten to fill your eyes. Whatever it is, you can’t shake the feel of dread — that whatever you’ve done in your dream has changed everything forever.

As the sense of dread 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 not alone. Perhaps the other occupants of the room are still sleeping, only to wake up with their heart pounding… or perhaps they have been awake for longer, a spectator to everyone else’s dreaming.

What you do is entirely up to you: try and wake the others from their dream? Yell in surprise when you wake to someone staring at you? Or maybe you’ll try to sneak away before anyone else wakes...

After all, nothing binds the characters to the room they wake up in. If you find your bed comfortable, you may claim it as yours, or try to change rooms. However, there are only eight one-person rooms — so those who want solitude may have to fight for it.


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.

In fact, if you’re very badly off, you may want to hope for some company — you can’t stay in the infirmary forever, 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.

TOP


// PART II. the welcome wagon  


Suddenly, the soft hum of the station is replaced by loud static, like an old radio being turned on. Wherever you are on the station, it’s impossible to miss it — or the clear voice that follows.

// VIVECA.AI
Don’t freak out! I’m the AI of this station, name’s Viveca. Sorry, these old speakers are old tech and don’t get much use… anyway, the reason for that should be on your bedside table. There’s an earpiece. Put it on, and it’ll explain how to use the network that connects everyone here. You can also talk to me through it, if you want.

// VIVECA.AI
Now, we weren’t exactly ready for you to arrive just yet, so the station’s a bit... hm, well, I suggest you go and see for yourself. There’s lots to do here, and I recommend you familiarise yourself with where everything is. Go train, go test a mission on the simulator, check the lab… as long as you stay away from the Northern Wing. Trust me — not only will you not be able to enter, but I’ll know, and that’ll get you thrown off the station faster than you can say "freckles".

// VIVECA.AI
Oh, and get to know each other. The success of your missions depends on that.

With that, the speakers go silent — though if characters follow Viveca’s instructions, the earpiece will provide them with a chance to speak to her again.

True to her word, there is a lot to do and see on the station. When characters leave their rooms, they have the chance to explore all of the Southeastern and Southwestern Wings, and the Center of the station.

3.0   In the armory, characters can try to work the machine to make themselves some weapons to perhaps replace ones that didn’t come with them to the station, or to simply be prepared for future missions... but there aren’t many materials available, so the more the weapon requires, the more chance there is of the end result being less than satisfactory. A gun whose barrel is made out of recycled rings, a sword that’s just the blade and no handle, a knife made out of cheap aluminium — well, it’s better than nothing, right?


4.0   Eventually, when characters get hungry and want to eat, the kitchen and mess hall are ready for them… mostly. What food there is on the station seems to have been stocked for long-term storage: canned foods, dried meat and fruit, dried herbs and seasoning, condiments, some rather musty root vegetables and cartons of chicken stock. It’s certainly not impossible to make good dishes out of those, but it may require some skill.


5.0   The lab provides an interesting space for those who enjoy tinkering and technology — though the parts available are all in large boxes with no apparent method to their sorting. It may very well be that what you need for a hoverboard or a robot dog are in the boxes — it’s just a matter of finding it!


6.0   Meanwhile, those who want to train (or perhaps let off some steam by sparring with others) find the training room suitable for their needs. On top of the entire room existing for the express purpose of training, whether it’s martial arts, weapon skills or magic, anyone entering the room will see a message pop up on their network:

Complete these tasks for a boon:
a. Teach someone a new move or skill
b. Win a sparring match against someone
c. Learn to fight with a new weapon, style or skill

Should you take up this challenge, any time you complete any of the three, you’ll see that one turn light green — a mark of completion. Once all three are completed, you’ll see a new message:

Congratulations! You are now eligible for one (1) boon. Please check in later for submissions.

But when is later? What submissions? Even if you try to ask, no answer comes… all you can do is hope that you haven’t done all that work in vain.


7.0   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: characters will hear birds singing, feel a light breeze on their skin, as they walk through a grass field, a meadow and a small forest. In the middle of the room, a small brook runs the width of the room, and to cross it one must walk over a bridge — wooden, creaky, yet undeniably charming.

There are other things to do, of course… but the only room that requires a mandatory visit from everyone is the simulation room...

TOP


// PART III. ready steady go  


For those eager to get started, it might be best to do a little practice run first, huh? When you’ve successfully entered the simulation, you will immediately be provided with a supply satchel containing the following: a grapple hook, a long cord of rope, a flashlight, and a couple of snack bars (these will not actually feed you IRL). And your mission, if you choose to accept it (and you must, right? Otherwise what else are you doing here?) is as such:

There’s an orb buried deep in the Lodgen Mountain Mines — a series of winding underground tunnels long since abandoned now that any and all useful resources had been picked clean — and it’s causing a little bit of a problem down there, but the good news is that it’s yours to claim so long as you can get in and get out. You see, there’s been a cave-in and the culprit is the orb itself. Extracting this valuable object might take a little bit of doing, and if that’s not complicated enough, the orb’s presence appears to be the cause for the mines being in their current state of fragility.

Still: you’re resourceful, and more than that, you’re determined, and you can enter the mines in the following ways: going in from the top and climbing down through the mine shaft; going in from beneath the rubble where a narrow but perfectly safe-ish tunnel opening leads back into the mountain; finding an entry point from the mountain’s side by way of a refreshing dive into the lake that neighbours the mines.

8.0   If you decide to climb into the mine through the mine shaft, there’s a risk of the rocks you’re using as hand and footholds to crumble, or for the rocks to give way against your weight.

9.0   If you decide to go in through the tunnel, be careful you don’t take the wrong prong in the fork of paths. One will get you closer to the orb, but the other might lead you into the darkness where the first thing you’ll notice are several beady little specks of light reflecting off the beam of your flashlight, accompanied by the sharp chittering of large monster rats who haven’t had a decent meal in who-knows-how-long, and are eager to befriend you. It’s probably a good time for that weapon you have on you, or if that’s not an option, maybe there’s something you can MacGuyver from your supply bag?

10.0   Swimming is always an option, but like all unknown waters there’s the risk that you’re not alone, and we don’t just mean your fellow teammate swimming somewhere close by. (Though you might want to continue onwards together, Buddy System Style and all.) There are beautiful, haunting creatures that live in the depths who have the ability to draw their prey towards them through song — Sirens, some might call them. They call to you now, and oh boy, don’t you want to dive deeper? See what secrets they hold? Now would be a good time for your swimming partner to pull you back to your senses or be lost to the waters.

But okay! You’ve made it. Don’t forget that the mines are still in a very fragile state, so it’s best to tread carefully and avoid making sounds that could agitate the delicate infrastructure and risk the whole mission — and your simulated life. This is on you. This is about you.

Or is it?

When you’ve neared the location of the orb, you’ll find that it’s mostly quiet and you’re on your own, except … if you stand still for long enough, you can hear muffled cries for help behind a large wall of rock right by you, sounds that are clearly distressed and panicked. But before you can make any kind of snap decision, there’s a tiny blip of static in your earpiece and a matter-of-fact voice will state that you should probably get going — there’s an orb to recover and you’re nearly there. Anything else you attempt to do is outside of your mission, and time is ticking. Will you listen to the voice or will you try and save the trapped? You might be successful, but time is running against you and the longer you stall the more unstable the mines become.

N O T E:   During each mission, characters will be given one personal goal to complete. For the purposes of the test drive, we’re offering three goals to choose from and leaving it to players to pick one for their character and run with it:

A   Choose the most difficult or challenging path into the mountain.

B   Help a teammate during the mission.

C   Retrieve the orb at all costs, leaving any possible trapped individuals to fend for themselves.

TOP


F Y I

TDM threads can be considered game canon so long as all parties involved agree to it.
TDM threads can be used as samples for apps. In fact, we encourage it!
Reserves are currently open to those with invites. They will be open for everyone May 26.
Apps open for those with invites May 26. They will open for everyone May 29.
For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.

NAV

callada: (dress best in boldly-striped sweaters)

!!!!!!

[personal profile] callada 2021-05-22 03:53 am (UTC)(link)
"Oh? And what was your job?" he asks, clearly interested. "Been a while since I had a rifle, myself."

Is the guy military? Mercenary? Sounds too organized for the average pirate, and certainly too organized for a bounty hunter or any other solo occupation. Rosinante is definitely curious, but also cautious to avoid suggesting options. Best not to imply he has a preference for any sort of answer.
sunborne: (418. - 🧭 - DOWNTIME.)

[personal profile] sunborne 2021-05-23 03:55 pm (UTC)(link)
"Would it be a copout if I said I'm your everyday adventurer these days? Out helping those in need? Stuff like that?" Because, technically, that's what he is right now. Daylight has wondered now and then what he'll put down on a resume if he had to make one.

Anyways- He huffs in a good-natured manner and stuffs his servos in the pockets of his jacket, careful to make sure they don't phase through the hardlight. That'll be awkward to explain in midst of a chat, he thinks. "If I have to give a more concrete answer- I was a scout for a fireteam and specialised in reconnaissance for my group." He shrugs, trying to look casual. "Basically I went running up ahead to see if we should worry about anyone trying to stab or shoot us."
callada: (se siente bien estar aquí)

[personal profile] callada 2021-05-25 02:03 am (UTC)(link)
Yes, that would be a copout, though Rosinante doesn't actually indicate his agreement there. Any time someone is good with weapons and not particularly straightforward about the how and why they're good with them, he finds reason to be a little concerned.

And yes, he knows that counts himself. He'd be concerned if he met himself too, he figures.

"Sounds dangerous," he sympathizes. "Guess that means not everything's all right for you and yours where you come from. Sorry to hear that."

Maybe a little concerned prompting will help with clarification.
sunborne: (447. 🧭 SHORT CORNER.)

[personal profile] sunborne 2021-05-28 05:38 pm (UTC)(link)
"It's gotten better." Which is an improvement. He faintly remembers his earlier days on the Shattered Star. How it was emphasised to stay in your group or fireteam at all costs when on shore leave. How there were less than friendly faces waiting for them wherever they went, whatever they did. "It helps I'm no longer affiliated with the adventuring and exploration company I first joined. My friends and I have been able to get safe passage when we enter a new planet's zone station - Usually without getting hassled in paying 'additional costs' when requesting to enter."

Which wasn't a hassle, in hindsight, given his access to his mothers' accounts but it was the principle of things. Or as Dialup would calmly yet intensely argue with the station operators.

"And what about you? Sounds like you have knowledge in that sort of world situation." He grins, rubbing the back of his head with a sheepish smile. "I know it's a bit too much to hope you're also from the year 2266 but never hurts to be sure."
callada: (there's a lipstick sale on???)

[personal profile] callada 2021-05-29 03:30 am (UTC)(link)
An adventuring and exploration company actually sounds pretty cool in name, but if being affiliated with them meant trouble, then he can only imagine it was cool in name but mercenary in reality. The whole dishonest innocuous naming scheme thing is a common enough one.

And then it becomes his turn, but before he has to think up exactly how he wants to present himself here, he's completely thrown by that date. He shouldn't be, he'll realize a few minutes later - he's on a damned spaceship, right? - but for now he's left wide-eyed.

"2266? That's - ... It's 1511. Or, was. For me." He's heard mention of people being from different places, but if there's really that much of a time gap too, then no wonder everything seems so foreign. How the hell did that even happen?
sunborne: (Default)

[personal profile] sunborne 2021-06-01 02:30 pm (UTC)(link)
Oh whoops- Daylight is unable to stop himself and he clearly winces in apology for dropping a bomb like that on the poor guy.

"Sorry about that. I just thought-" Ah yes. The perfect time for him to be left grasping for words. Daylight gestures to their surroundings, trying to indicate where they are like the flustered guy he is right now. "You know- Everyone would be within the same time period, more or less? For the sake of tech literacy and all that scotch hop."

Clearly not that case and while that does get his interest - so there's more to their selection that isn't merely 'capable enough' and 'modern times' and 'able-bodied' huh? - he thinks that can wait. Maybe when they get a serious debriefing on their situation.

"Ummm... Is the stuff here familiar to you?" Wow. That is rude to say. Let's fix that, Daylight. "I- Sorry. Is, um, there anything you need to be caught up on here? Communications or anything inventory or something?"
callada: (this is definitely going in my writeup)

[personal profile] callada 2021-06-03 02:59 am (UTC)(link)
That is quite the assumption to have made, but then again, Rosinante didn't exactly think much differently. It's hard to fathom what a difference of seven hundred years even means - and is that really the difference anyway? Some islands use different calendar systems if they're not part of the world government, so why would other worlds use the same calendar?

Damn. It's so much to take in that it's hard to actually do so. The concepts involved are so far beyond what he's used to that he doesn't even know where to start.

He doesn't even really mind the stumbling, at this point. It's a fair question after what just happened. He's frowning anyway, but what else is he supposed to do?

"Probably," he answers, as he looks around the room - as if that will help him figure out how much of this everything he doesn't understand. "Most of it. I don't know why this information popped into my head here. I know there's something that can talk to us but I don't know why or how. 'Station A.I.', sure, but that's not an explanation." Maybe he'll start there, see if he can get an answer to that.