FINAL TDM.
● ● ● T D M . 10

The words ring in your ears as in the darkness of your dream, a copper 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. The illusion has been programmed to reflect the seasons — the leaves in the trees are currently bright with all the colours of autumn: orange and red and yellow; and the air is crisp and clean. If you follow the path, you'll be led to a bridge rising over a sparkling, babbling brook, a few fallen leaves floating on the water and falling around you like very bright raindrops.
With an illusion so authentic it may leave you longing for a nice glass of ice-cold lemonade, 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!

Maybe you have taken the warning to be ready seriously, or maybe you’ve heard someone mention the simulation room and want to see what the fuss is all about — whatever the reason for your walking into the room, the first few moments don’t seem too exciting. It isn’t until there’s another person in the room with you that the door suddenly slides shut, and the scenery starts to change.
7.0 Simulation on the Fritz: However, what it changes to is not one of the simulated missions. Instead, the room draws on its occupants. A little flash of memory here, a familiar scene there — the room molds itself after what one (or both) of the people in it know, perhaps a place they’re familiar with: the university library you used to spend hours and hours in studying, or the castle you’ve been trying all your life to conquer.
Or perhaps the room is torn between which person’s memories to draw on, and it ends up producing a strange mix of both: a busy street surrounded by lush forest instead of buildings, or a spaceship sailing on open sea.
As there is no simulated mission, there is no completing it to get out… so look for the little things that are not quite right in the simulation: a shimmer in the air, a grey brick in a red wall — a token of sorts. Finding it will make the simulation die down around you as the room goes dark again.
8.0 Mission — An Open Door: As the simulation starts, the scene that unfolds around you is a gilded hallway. It stretches on and on behind you and in front of you; along its sides, there are countless doors. Some are lavishly decorated, some made of pure gold, some of wood; some are decayed, looking like they might fall apart by mere touch; after a heavily reinforced door comes a door made of frosted glass… and so on.
But the longer you stand in place, the more you start to feel a sense of urgency: you must keep moving… you must find it. The orb. It’s there, behind one of the doors. All you have to do is choose which one to open.
Oh, you can open as many as you want, but be careful: you never know what is lurking behind them. It may be that you open one and step into a room that is nothing but air; it may be you unleash a horde of hungry monsters. Or perhaps you luck out and get a room that is just a room, with lavish couches and plush pillows, and maybe some grapes and apples set in a bowl in the middle of a gold-decorated table.
It’s not just the orb that you need to find, though... because just like in real missions, you receive a message that tells you your task — one that you have to complete, if you want the orb to help you in your quest to undo your regret.
● ● ●
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 Tell someone what you are most ashamed of.
B Let a teammate get injured during the mission.
C Steal something from one of the rooms.
F Y I
• TDM threads can be used as samples for apps. In fact, we encourage it!
• Reserves are now open!
• Apps open September 26.
• For any questions regarding TDM, please direct them here. For questions about the game, please refer to the FAQ.
emily dyer | identity v
[after people have woken, after things have settled and the unreality has somehow sunk in and her brain has attained a slow numbness of acceptance, here she is, making sure that no one else is around. there's a part of her that doesn't even think she ought to be here, that she forfeited that, and there's another part driven on pure instinct and reflex, craving the tiniest glimpse of something familiar to anchor herself in. work, purpose. no one, she thinks, knows her.
it is the greatest relief she could ask for.
there's much strangeness here as well, and puzzlement crosses her features, but there are things she recognizes, and on her own, Emily goes for the most soothing thing she can think of. taking inventory, a notepad and pen in hand, writing a count and notating anything unfamiliar.
lost in her work as she is, someone coming in and nearer breaks the trance, and it takes half a second before she remembers I don't belong here, before the edges of guilt crop up and are then smoothed away. the door wasn't locked, after all, and the least she can do is help.]
Are you looking for anything in particular?
simulation.
[her nerves are strung tight in here, opening doors - because every single door she opens, it leads back to the same room. it's a loop, it's another damned loop and she's getting more and more stressed by the repetition. there's a solution, surely, but she can't see a way through or hear anything out of the ordinary. she's going to die, surrounded by doors, and get brought back, and go through this entire ordeal until she's utterly and completely mad.
which is why, when Emily opens a door and someone else is on the other side, her expression melts into sheer relief. an ally, whoever they are - something different than this looping terror.]
Oh, is it better on your side? It's all the same here...
[please, she wants to beg, take me with you. however long it's been in this endless cycle of doors, she wants out. and whoever they are, they're her ticket that way.]
wildcard.
[have an idea for something not listed? go nuts, I welcome any of it! pm me if you need.]
she.... a kinda wildcardy infirmary
But Emily Dyer isn't on call at all when Yujin wanders into the infirmary.
So, for a moment, he lingers in the doorway and watches the woman take notes. At last, he clears his throat and steps forward:]
No, nothing at all: just dropping by. [Yujin pauses to glance at the instruments she's been counting, then continues innocently.]
You know, Dr. Dyer. You're free to familiarize yourself with the station and the other orbers. We won't be dispatched to our next assignment for a little while, and our only patient just needs some cold medicine.
[Looking at you and your flu, Newt.]
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she knows she's not on call, which means Yujin catches her like a child with her hands in the cookie jar. whoops.]
I've certainly been doing that, Professor. But equally important, I feel the need to catch up on everything that I'm unfamiliar with from this world - how can I aid others if I don't know what I'm using?
[this would have more weight if she wasn't looking over bandage supplies.]
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I see. You're very diligent.
[He has noticed that she's looking over the bandages and not the big futuristic machines, though. Poor Emily. They scared him too.]
So long as you don't try to absorb it all at once. You wouldn't know it now, but my own education was many, many years behind the capabilities we have here. To be honest, I still feel as though I learn something new every day, here.
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[she shuts the notepad, actually turning to him now.]
It's a need to know more. I'm not so proud that I mind acting as an assistant for now to those who understand the technology at hand, but it would be....dissatisfying to not try and utilize what downtime we have in the best way.
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How far behind-- before or after the turn of the century? I am before.
[...] The turn from 19th to 20th, that is. When I left my world, it was 1899.
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infirmary :')
[She sounds a little sheepish, walking into the room. Dressed to impress, the girl has a beanie and a very cute little letterman jacket on, with a super comfy skirt and very fun shoes that totally match her beanie. Yes, this is all practically written as she would have framed it; hunting through the item drop for fun clothes was actually kind of enjoyable! Even if she thought there was a lot of gaudy stuff there, too.
(Spoilers, that gaudy stuff probably belonged to totally nice folks arriving here. Oops.)
Also, the clothes must be thoroughly described because that is all that Emily will see — a walking, talking collection of clothes. A person does exist somewhere in there! Really, we swear! And as one of the sleeves raise up, it's clear this walking, talking outfit is trying to show Emily something on her hand that she won't be able to see.]
I actually cut my finger trying to cut some peppers! So I was looking for a bandaid...
[There is no blood to be seen, of course!]
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How much pain are you in, miss, and have you already washed and cleaned the cut?
[the simple practical facts of the case, while she moves to get a box of bandages. she'll figure out how to care for this young woman too.]
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[She's got to be fully ready to break bones and lose lots of blood for the sake of the people she'll someday protect, you know! Being a hero, it's always been a really wonderful dream of hers. And people will see her for what she can be! Oh, but that's a lot of thoughts for another day. She's got to focus, or she'll drift off into some other galaxy.]
It's just my index finger, here.
[... Still not very helpful. But she holds out her hand, and the back of it bumps Emily's fingers in a way that says Hagakure is very used to having to initiate contact with people around her. If she moves her fingers just so, she may even glance off what feels very much like a warm, sticky spot just under the injury.]
But don't worry, I can clean it — oh, no! I'm so sorry, I'm getting blood on the floor...! I'll clean it, I promise! An infirmary should always be safe and sterile!
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[her tone is warm - the gentle but insistent instruction of someone long experienced in this.]
I'm going to clean your injury, and then bandage it for you, and in the future, you'll be a little more careful with the cooking knives, hm? This will sting a little bit, but I promise it won't be that bad.
[being in contact, it makes everything easier for Emily. she's always thought she could do simple things with her eyes closed, and going off feeling, then she knows what to do. which means she can disinfect the cut, dry it, and wrap a bandage around it that she chooses at random from the box. it's green!]
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... Not that she had been planning on slacking in the first place. But she had to reconfirm this mentally, okay?]
I'll be much more careful! I think I've just been a little scatterbrained.
This place is a lot to take in at once...
[IT'S A HECK OF A VACATION.*
*it is not a vacation, she would prefer a sandy, warm beach]
But you're so good at your job, Miss Nurse! [She pumps her fists at her sides, and the little green bandage dances around in the air as she does.] I feel better already!
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simulation
Kanan is splayed out on the couch, hands on his chest, taking a break. He's been through a couple rooms already, one of them in particular had him dodging a very angry Rancor, and he would like a break. The door opening all of the sudden gets him jerking up half-way... before realizing it's just another person. Phew. He can go back to relaxing. ]
Much better. I'm thinking I would live here for a day or two... if there was any food or drink. [ It was the first thing he checked when he realized this place was a safe haven. Shame. Then he pauses, waits to see if anyone else emerges, then looks at her more directly. ] Are you here by yourself?
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[stepping through and shutting the door, it means that infernal endless hallway is behind her, physically. food or not, this place is quiet, and her eyes drink in the differences. pictures! seats! whatever that contraption on the table is! it's all something she wants to trust, even if they're still in that room in the end.]
I just came to see what on earth a "simulation room" was, and then it put me in that hallway...I've been trying to find anything like an exit.
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Well this isn't an exit, but it's a reprieve. [ Kanan smirks gentle and lowers his head back to the pillow, a stitching of a horseshoe on it, and sweeps a hand to the free seats surrounding the coffee table. ] Take a break, relax. I can help you find the way out.
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[coming in the room further, she chooses a couch and sits down - she's not as relaxed as him, too tense to do more than fold her hands on her lap and consider the situation.]
I should introduce myself - Emily Dyer. More pleased to meet you than you know.
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[ He can never be in a bad mood when in the company of a woman, and she seems like the kind decent sort. Shame she has to be around a scoundrel like him. Or maybe not? If he had a drink or two he'd be ready to schmooze and put on the charm. For the moment he's in relaxation mode. ]
So, Emily, what were you doing before you woke up on the station?
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Simulation
Finding a person in a room, while different, doesn't help him accomplish either task. Taking a person is kidnapping, not stealing. More importantly, he's not a kidnapper. ]
That would entirely depend on what you consider better.
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[and someone to talk to prevents her from feeling utterly hopeless. orb or no orb, even though there's that pull in her, it still pales next to the need to not be lost, to make some kind of progress and not be trapped.]
Unless that's what you're coming from?
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[ So, it's not what she has been dealing with. Progress? Sherlock walks past her and to one of the doors. ]
Well, now that we are here, perhaps you can help me test a hypothesis of mine.
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[she moves away from the door he came from, properly falling into step as an assistant might.]
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[ He places his hand on another door handle and waits for her to do the same. ]
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sims
[ He sounds more frustrated than anything. ]
Are these things screwing up again? I was planning on actually getting some training done in here!
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[from the tone of her question, one would be forgiven for thinking she's on the verge of tears. still, she's trying to remain calm and not panic, as one might do when in one of their worst nightmares, searching for a way out.]
I've just been finding myself in the hallway...I was hoping that there'd be a difference on your side of things.
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Not yet, anyway. Ugh... [ He reaches up with his prosthetic hand to fiddle with his earpiece a little, as if trying to get it to connect so he can change something up. ] This shouldn't be this much of an issue! But sometimes even technology as advanced as this can fuck up. It's happened before, so it's not a big deal as much as it's just annoying...!
Was this room something you were trying to set up?
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[she folds her hands in front of herself, trying to remain together, unthreatening to him. clearly he's agitated, and so she needs to be soothing, something that doesn't increase his ire.]
I only came in here to investigate what a "simulation room" even was, and then it brought me into these circumstances. If I had any more insight, sir, I'd gladly give it.
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