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—
no subject
Who's she to judge. She guesses.]
People here come from different worlds. Different times. Sometimes different versions of the same people, though I've mostly just heard about that part.
There used to be a lot more robots.
no subject
Word, word. [Robots. Sure. See? He's learning more about the ship's makeup already.] So what's the average tour of duty here? People ride this orb train for what, six months, a year? Then boom, regret undone, go home?
[He's paraphrasing Viveca a little. A mixture of half paying attention to her information and being unsure how anyone could toil this far from home in service of a regret for very long. Twelve months, tops, right?]
no subject
[Sorry, Jake. Natasha hates to be the bearer of bad news, but somehow that doesn't prevent her from saying it.
She's not one to sugar coat things.]
In theory, if we collect all orbs, yes, it'll undo our regret, but there's not exactly an average to compare it to.
no subject
Hm. I see. [He brings a hand to the side of his face, more in mock thought than actual consideration. This was exactly the sort of mind dungeon Finn would get himself stuck in for months.] Are we so sure these orbs aren't actually one big orb they've got us pushing up a hill as some fancy metaphorical punishment?
'Cuz, spoiler alert, but I'm pretty sure I know what happens when you get to the top.
no subject
[Not that that's always gone well for Natasha, or the rest of the universe.
She doesn't want to be too pessimistic, though.]
But I don't think it would be wrong to maintain a certain level of skepticism.
no subject
[On the unpleasant thought, Jake cross his arms across his chest in subconscious frustration. There was an obvious solution to all this. Namely, grabbing Finn and dragging him home by his little bear-ears. Only, Jake's brain seemed to just love forgetting and then re-remembering that there was nothing waiting for him back on the space rock he'd been plucked from. Not unless you count slowly starving to death. Which was, as far as deaths went, extremely boring and not something Jake was in any hurry to return to.
Sooo, yeah. What time is it? Abrupt topic change time.]
Guess I'm just a little antsy is all. First day of school jitters, you know how it is. [He smiles, breezy.] But listen, you say you've talked to Finn, right? Are you close? 'Months' is a long time and I wanna know what I'm getting into here.
[After a beat, Jake offers a quick explanation he hopes she understands without further elaboration:] Kid's got a broody streak.
no subject
We've talked a few times. Suppose I've seen a little of the brooding, but more of the not knowing how to cook a potato.
[She doesn't know that it's her place to talk about some of Finn's deeper questions. His brief call on the last mission comes to mind, his questions.
When they first met, she might have scoffed at the idea of him being a brooding kid, but now, she can see it here and there between the cracks.]
I would say we're on friendly terms.
no subject
Something gives him the sense she does that with a lot of people.]
And he's doing good? Just, settling in alright, making friends? All his limbs intact? [Jake glances briefly at his right arm.] I mean, are we still at a solid three outta four?
no subject
[If she sounds just a little fond, it's not intentional.
And it's not entirely misleading.]
And I don't think he's made anyone want to change that yet.
no subject
Heh. I'll take that as a good sign. [He looks over his shoulder, a nagging sense he should move on tugging him. It was so easy to lose focus, but Finn's smell was everywhere on this ship. Made it hard to forget what he was looking for, or how much he missed him.] Thanks for the help, Nat. And hey, if you see him, can you tell him that Jake's here and I'm lookin' for him?
no subject
[Natasha is very confident of that fact. Finn, when he first arrived, had been memorably uncomfortable about the fact he and his brother had been separated.
At the time, Natasha hadn't really expected Finn's brother to actually show up.
Consider her pleasantly surprised.]
And I'll let him know if I run into the little dork first.
no subject
[He yells back over his shoulder, already trotting away on all fours. It's almost a mundane sight, if it weren't for the fact they'd just carried on a whole conversation.
Just one more piece of the Finn puzzle.]