ximilian: (Default)
ximilia mods ([personal profile] ximilian) wrote in [community profile] ximiliugh2023-09-17 09:09 am
Entry tags:

FINAL TDM.

T D M . 10

UP & AT EMSPACE STAYTIONKNOCK KNOCKFYI

// PART I. up & at em  

… What are you willing to do to erase your regret from existence?

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.

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// PART II. space staytion  


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.

// VIVECA
Hello, everyone. I hope you've had time to rest, and those new here have got used to being here. Those who’ve been here for longer know the deal, but to the new arrivals: we've got a drop of new supplies. I hope all of you find useful things among them. Anything specifically requested will come with a name tag. We're working on locating the next orb, but in the meantime... I hope those who have just returned get some rest, and those who have just arrived read up on what is expected of you during missions.

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!

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// PART III. knock knock  


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   MissionAn 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.

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 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.

TOP


FOR SOME FUN:
Have a clue about the upcoming mission—

NAV

fortitudosalutis: (015)

[personal profile] fortitudosalutis 2023-10-02 01:13 am (UTC)(link)
[ Carver doesn’t flinch, doesn’t react, just watching Cy with a singleminded, vicious intensity. There’s something very wrong with this man—or very strange. But then, Carver’s only ever seen divinity in bones, in blood spilled on the ground, in bodies sundered apart. His God never smiled back at him with a living, handsome face.

Then again, his war never gave its own name, either. It never smiled at him, or told jokes. It just was.

Carver flashes his teeth. He steps aside. Obedient, on the surface. But something churns underneath. ]
hallowing: (Default)

[personal profile] hallowing 2023-10-02 01:18 am (UTC)(link)
he takes his time about it. whistles a jaunty little tune with the door half open because he just Does Not Care about human propriety and all the rest.

(he does wash his hands, at least. not a monster.)

and then he comes back out, hooks a finger in the collar of the man's shirt and tugs him towards the bed.


All right. Pick your poison. I'm a top but that's not a hard rule for me. Any no's?

he's a lot of things, but when it comes to sex? he's got some boundaries.
fortitudosalutis: (057)

cw: dissociation, hallucinations, so much cult shit

[personal profile] fortitudosalutis 2023-10-02 03:27 am (UTC)(link)
[ It’s a strange thing to stand waiting for the axe to fall, for the test to come. Sometimes, Carver can’t hold still—this, he knows, is his greatest sin. When he cannot settle regardless of cost, his own racing thoughts too loud and too brittle to contend with, and the world narrows down to a singular focus. Not always the proper one. These things happen.

He waits in silence. Unconsciously, he moves to stand at attention. These things happen. Why not play the game out all the way to the end? Cy’s got a handsome face, the sort of broad shoulders Carver used to linger on back in the days he allowed himself to look at other people like that. It’s just a moment. Bit of exercise, bit of endorphins to make it interesting. Could be fun, right? Could cut the noise in his head down a notch or two. Could, could, could. He holds and he waits and that thought spirals, knots into new shapes.

And then, a little while later, Cy comes back like he never left in the first place, like this is easy. Like people still touch each other without pain. Like this didn’t start with a knife through the eye. It didn’t take but that’s not the point. We own what we do, son, Pope hisses in his ear. And you lost.

There are consequences to that, always. He barely hears the question, but he goes where he’s tugged.

Sometimes, things blur a little. Go fuzzy around the corners. The last person he fucked was that scavenger couple on the road, the man with the bow and the woman with the axe. How many years ago was that?

Carver blinks. Realizes he never knew those names. Never bothered to ask. Realizes, too, that the last time he touched someone like this was when he was reeling and crazy out on the road: when he lost pieces of himself to the grief because you cannot lose that much in one go and not sunder fractions of your soul in the process.

There was a question. Carver half heard it. ]


These things happen, [ he tells the ghost standing beyond Cy’s shoulder, the one that looks like Shaw: the one that looks worried. He doesn’t remember how to touch a stranger without hurting them: that’s probably a bad thing. That’s probably something he sacrificed. ] You’re the god of war, aren’t you?
hallowing: (Default)

[personal profile] hallowing 2023-10-02 03:39 am (UTC)(link)
he excised all his tells years ago. he shows what he wants to. when he wants to. everything's calculated, the shift of a piece on a board. sometimes he likes being scary. sometimes he likes being sad. emotions are just coats of any colour he tugs on across his shoulders depending on his mood and the changing seasons. so there's no unintended pause, no slip in the mask.

he pushes the man down onto the bed, head cocked.

he knows a dissociative episode when he sees it. and what that means, is —


Tell you what. You wanna fuck, you come find me when you aren't talking to people that ain't there, buddyguy.

he reaches up, plants a kiss against his own index and middle fingers, reaches forward to mirror the gesture against carver's mouth.

and then he vanishes in a curling riot of violet-black smoke. it leaves behind only the smell of gunpowder, undercut with something like iron and blood.
fortitudosalutis: (018)

[personal profile] fortitudosalutis 2023-10-02 10:51 am (UTC)(link)
[ A god watches him, presses a distant, metaphorical kiss to his mouth, and then vanishes in a curl of death-black smoke and the smell of violent things. Carver tips his head back, staring at nothing, remembering the fires and all his following dead. For a moment, he can barely breathe. For a moment, he feels the grease on his skin all over again. Catching in his throat, threatening to choke him.

He coughs. But Cy's gone. A warning or a promise, he can't tell. These things happen. Carver tips his head back, staring at nothing, and then: ]


Fortitudo salutis, [ he murmurs, prayer and promise both. He sits with his dead for a long time in the quiet. ]