SPRING TDM.
● ● ● T D M . 0 8

The words ring in your ears as in the darkness of your dream, a teal glow pulses, slowly enveloping you. It is not a feeling of comfort that surrounds you, though — as a distorted voice whispers in your ear, you feel it: cold dread, and a sudden certainty that everything is about to be irrevocably changed.
It is to this daunting realization that you wake, and as 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 a few days 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.
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.
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.
With an illusion so authentic it may leave you longing for some hot chocolate, 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 As you wander back towards the common areas, you may notice a room off to the side. The room takes up a chunk of the common area, and on its unassuming door is a little plaque that reads, 'The Ximusic room'. Should you enter, you will find a sound-proofed practice room that contains — yes, you guessed it, band equipment that even the most musically inclined should be satisfied with. So pick up an instrument, saunter up to the microphone to belt out your favourite tunes, or take a seat at the side of the room and enjoy others' playing.
8.0 If it’s items you’re lacking, though, some time after your arrival, the earpiece alerts you to a new message.
As you make your way to the platform, you'll see there is nothing amiss in the neat piles of items 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!

(CW: POTENTIAL BODY MODIFICATION)
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.
Step past the threshold and the doors will slide shut with a quiet woosh. Nothing suspicious; nothing to worry about. But before you can really get a sense of your environment (a grey, large-ish empty room, no furniture, no discernable objects to provide markers), the room goes dark, and then … there’s really no other way to describe it: the room transforms.
You find yourself in a club. The music is upbeat, loud, but not too loud. Down a short flight of steps flanking the bar and seating is the open floor with more tables and booths bathed in a warm, dim glow of light, and at the very end of the room is a stage with its bright spotlight showcasing its performers — though, at the moment, the stage is empty.
9.0 When you take a step forward, you’ll feel a presence gently push at your chest or your shoulder — a tall and jovial man resembling a well-dressed bartender from the top up (the rest of him appears to move along wheels) approaches with a tall flute glass in hand. Its contents are sparkly and blue.
Will you proceed? Please respond ‘Yes’ or ‘No’.”
There’s something a little strange about his voice, a cadence that doesn’t sound quite natural even when the simulation is so realistic otherwise. Once you’ve given your consent, the bartender continues.
10.0 It seems the bartender wasn’t lying. Once you’ve allowed the drink (tasty, sweet-but-not-too-sweet, effervescent, with light notes of your fondest childhood memory) to settle in your stomach you might experience a myriad of effects on your body, ranging from a change in skin colour (pink? green? blue with spots?), an additional limb or two (or three), a tail or wings, or cybernetic parts such as lie-detecting eyes or a tongue that can uncover truths and lies in others. If you happen to find another Orber within the room and both of you have consumed the offered drink, you might find yourself experiencing a full bodyswap.
None of the changes are painful; if anything, they might not even be noticeable until you look into a mirror, look down at your limb-in-question, or your companion points it out.
11.0 The moment you approach the stage, a performer will appear as if out of thin air and begin to sing, her voice strong and smoky and melodic. Her enthralling performance could put you into a trance, but you have an orb to find and a personal task to accomplish, so it’s time to put your best foot forward and do a little investigating.
Talking to some of the patrons might prove fruitful as some of them are convinced that the stage has never sounded or looked so good, like there’s something giving performers that extra oomph that no one can explain. It might be wise to wait until that last performance before you sneak up there — or maybe you want to do a little snooping around now, you know, while everyone’s distracted. Strategize with your fellow Orbers and uncover the location of this hidden orb.
● ● ●
N O T E: The effects of the drink and the level of changes your character experiences is entirely up to you. Patrons of this fine club won’t bat an eye if you look a little like them.
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 Say the opposite of what you mean during the simulation.
B Create a scene with an unsuspecting teammate.
C Get up on stage and put on a performance during the simulation.
F Y I
• TDM threads can be used as samples for apps. In fact, we encourage it!
• Reserves open February 19!
• Apps open February 24.
• For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.
FOR SOME FUN:
Have a clue about the upcoming mission—
steve rogers | mcu
10.0
NETWORK
[ OOC: Wildcard option is available if none of these work! Tentative canon point is following Captain America: Civil War. PMs open for anything else. ]
1.0
not her room, there's a strange man in it-- and she might be throwing a pillow at him. it's a dumb impulse, what's a pillow going to do, but she's also being rather shocked into waking up. give her a minute to remember about the voice before she'd woken up )
What the hell?
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He catches the pillow reflexively. ]
Take a minute to get your bearings, [ he suggests, in that calming-a-wild-animal tone that the SHIELD agent pretending to be his nurse had used with him. It feels surreal to be on the opposite side of that exchange. ]
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( she cuts herself off before she starts ranting, closing her eyes, and taking a deep breath. shockingly, it does help a little, she doesn't yell at him or throw anything else. she still doesn't yet remember that disembodied voice or its question but there's some improvement )
How long have you been awake?
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voice; un: romanoff
As much as she doesn't want to admit it, there's a part of her that's wanted him here. Someone she's worked with for years and who she knows she can trust to have her back. Someone she's missed.
She's not entirely proud of that part of her.
Her voice is neutral by the time she responds, but it does take a moment. Thirty seconds or so to carefully compose her mask and to manage her expectations.]
You don't. Try not to think about it too much.
[Very reassuring.]
Where are you at?
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[ Relief crashes over Steve too. He knows what he signed up for and he was prepared not to recognize anyone. Hearing a familiar voice is a stroke of luck he definitely hasn't earned. ]
I'm in the training room.
[ Somebody has already found himself a bag to punch. ]
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Good. Then you can keep busy until I get there. Give me three minutes.
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voice | @wiccan
It's not that bad so far. Less invasive than telepathy can be, at least.
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That's... a fair point, actually. I guess you can find the bright side even in space.
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[ obvious... if this were the steve he thinks it is. ]
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1.0
And not just someone.
Captain America?]
What?
[She asks, still waking up and confused by the entire situation. Was this just some weird dream? Even though she’s never dreamed about Captain America before.]
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Steve rises to his feet and moves for the door. ]
I'll just get out of your hair...
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voice, un: mk
That probably depends on you. ( beat. ) Instead of being something with a quantifiable answer.
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1
[ The other occupant moves around the room with the kind of ease of someone more than familiar with and used to these surroundings. Gear being stored away.
Only last time he was here, Sam had a different super soldier for a room mate. His heart beat is calm in a very controlled, deliberate way. Slow breaths and all that.
Ain't the first time he's seen Steve here, either. So Sam makes himself project calm in spite of everything. ]
On your left.
[ And if Steve looks, he'll catch a glimps of Sam stowing a sleek, silver version of his wing pack away. Leaning against the foot of the other bed in the room is the shield, unmistakable. And sitting on a bedside table, what looks like a more sleek, silver, blue and red version of Redwing - faced towards Steve, like it's been watching him. ]
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He takes in the upgraded Redwing, a quick flash of a set of wings he hasn't seen before, and most importantly, Sam's demeanor.
On your left, he says. ]
Why does it feel like I'm the one catching up this time?
NETWORK voice | un: john paul jones
This is an interesting phenomena. It reminds him of angel radio, but not nearly as boundless. )
And here I thought we were several years out from Siri being inside our minds.
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At least Siri can be turned off.
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Voice; un: belova
Is that the original Captain America?
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10.0
But a mission is a mission, even a simulated one, and he's not about to let discomfort stop him. He downs the drink, blinks perhaps for a second too long, and then when he opens his eyes... He's looking at himself.
Congratulations, Steve. You are now in the body of an overweight teenager. However, for as fat as Baixi is, Steve can probably tell that a deceptive amount of it is muscle. His body is clearly in good shape, appearances aside.
Baixi looks at himself, then looks down at his drink. ]
Am I...? Did we...? Are you in my body?
Voice | un: geomijul
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voice; un: karolina
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