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
...I don't know for certain. No one does, from what I can tell. But that's the impression I get, yes. These things are extremely powerful, and have caused a great deal of harm. It feels almost arrogant to me, to assume that they'll grant whatever we want without some kind of catch.
no subject
Tch. Might've figured as much.
[ She grabs one of her bread rolls off the table and takes a bite, sullenly. ]
There's always a catch, ain't there?
no subject
Gina, what... What exactly were you hoping to...?
[He trails off, figuring she'll take his meaning with just that lead in alone.]
no subject
Don't matter, does it?
no subject
...No, I suppose not.
[He fidgets awkwardly a moment, trying to build up to the next thing he really wants to say.]
You should also know that... The missions they send us on here. They can be incredibly dangerous. I got hurt on the last one. Badly.
no subject
[ She's peering at him a bit, clearly trying to see if she can determine where exactly he was horribly injured. ]
... Wot did 'appen, then?
no subject
[He holds the limb in question up just to indicate where he means, although any bandaging or remaining damage he still has is hidden beneath his sleeve.]
no subject
no subject
Hah... I would take offense, except you aren't exactly wrong... I might very well have been done for, if it weren't for Kazuma and a few of the other crew members.
no subject
no subject
[He's sort of thrown off for a moment by the compliment. There is a point somewhere though, that he's trying to bring up. He scratches his temple, trying to get back on track...]
Well, I mention it because... With the orbs being as untrustworthy as they are, and the missions being as dangerous as they are... I'm just saying: I wouldn't blame you, if you wanted to go home and avoid all that.
no subject
Now I know you're not the type of bloke who says somethin' like that cos 'e wants to keep all the goods for 'imself. If it's all well an' good to just bugger off 'ome then 'ow come you're still 'ere?
no subject
He doesn't want to get into the true reason, though. At least, not the whole truth... Honesty's usually the best policy in his book, but he doesn't want to go spreading his thoughts and concerns about Kazuma around all willy nilly.
He sits back, huffing a little sigh, his tone slightly defensive:]
I wasn't intending to stay here... In fact, I nearly went home as soon as I realized that was an option. But I decided I would stay for at least one mission first, to see for myself what it was like... [He's sort of rambling now, almost like he's trying to justify the decision to himself.] ...And now that I know how dangerous the orbs can really be, it's hard not to feel like it'd be rather irresponsible to turn my back on the orber's cause. I mean, would it be arrogant of me to assume that Miss Viveca must have reached out to me for a reason...?
[It's all the truth, sans an explanation for why he was willing to give the orbers even that much of a chance. But he's hoping Gina will take the hint and maybe not pry into it too much???]
no subject
Right. Then I'll 'elp too. Sounds like they need all the 'elp they can get if they're countin' on a cove like you.
[ She grins: she is a bit joking. ]
no subject
It's not like he's her dad, though. She's an adult, albeit a fairly recent one, and he can't just tell her not to stay. And to be honest... She's probably even better suited for this kind of work than he is.
He frowns at her for a long moment, and then nods.]
Just... Be careful, alright? We'll have to look out for one another while we're here. You, me, and Professor Mikotoba, and Kazuma.
no subject
'Old on. That Professor Whatsisname's 'ere as well? Blimey, anyone else I ought to know about? You're not 'idin' Sooze around 'ere somewhere too, are ya?
no subject
[Well. Maybe that's a good thing, actually, but it's hard not to sound a bit glum about it. He really misses her...]
...Nor anyone else. It's just been the three of us, and now you.
no subject
no subject
She certainly would...
no subject
Chin up, 'Oddo. We'll make it work, eh? Wotever's really goin' on wiv these orb things, we'll get to the bottom of it some'ow.
no subject
(At least it distracts him from the absence of Susato.)]
Yes. You're right, of course... It'll be good to have your help, Gina.
[He'd come into this conversation half anticipating needing to convince her to go home, but... He's sort of glad that she's here, actually. Can't hurt to have a Scotland Yard investigator on their side, unofficial or otherwise...]