AUGUST TDM.
● ● ● T D M . 0 3

… What are you willing to do to erase your regret from existence?
The words, when they die out, leave you in emptiness — despairing, all-consuming, the kind that invites only the worst thoughts. What have you done? What have you agreed to do?
But then, from the emptiness, a golden light shines, and as you reach for it —
you wake up.
1.0 Perhaps it was less the golden light in your dream and more the insistent feeling of something metallic poking your side repeatedly, making beeping noises… wait, beeping noises?
When you look down, you’ll see a small robot staring at you and looking less than happy (maybe it has something to do with your disheveled state, maybe it's still mad about having to clean up after a certain pizza-induced mess). When you get up, it unleashes a series of beeps — and then furiously starts to scrub the floor.
Yes, the floor — instead of waking up in a bed, you find yourself lying on a hallway, white walls and white floor surrounding you. You don’t have long to stare at the minimalistic look of everything around you before the little bot starts poking you again, the word MOVE blinking across its visor.
So better get out of its way! Perhaps you’re on the hallway on your own and leave on your own… or perhaps there’s someone else, sleeping near you. Maybe do them the courtesy of waking them up before this little angry bot does! Or perhaps you’re the poor soul still sleeping and needing a rescue before the beeps make it to you.
2.0 If you need a visit to the infirmary, the situation may be more dire — perhaps there’s blood on the wall that you wake up against, your clothes may be dirty or ragged… whatever it is that has happened to you before waking here and has left you injured, it sure doesn’t create a reassuring sight. Best get to the infirmary as soon as possible.... with some assistance, perhaps.
Once upright, 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 The most pressing question that you might ask yourself is: but where will I stay? The question is answered once you walk through the winding white corridors to the common area. Behind it, there are three types of rooms: those with one bed, two beds and four beds. The rooms are clinical yet clean, and sparsely-furnished — and most importantly, most are occupied. So be prepared to get some roomies!
4.0 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.
And speaking of weapons: to put it to good use, head to the training room, where the entire purpose is to provide you with a space to spar and train to your heart’s content!
5.0 After you’ve exhausted yourself training, it’s time to grab a bite. For that, you should head to the kitchen, which… seems to be filled with a lot of leftovers: takeout boxes with an assorted collection of pizza slices, kung pao chicken, lamb curry... not to mention the entire tray of chocolate brownies. Feel free to eat your fill — or if takeout isn’t your cup of tea, open one of the large fridges to pick fresh ingredients and make your own lunch.
6.0 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. A new addition is a flower garden where there once was a meadow — now, roses, camellias, lilies and dozens of other flowers sway in the wind, all varieties in their own flower beds, with a winding path of stones leading through them. The path leads to where a bridge rises over a sparkling, babbling brook.
Here, 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.
7.0 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!
8.0 If it’s items you’re lacking, though, some time after your arrival, the earpiece alerts you to a new message.
Indeed, the platform near the personal quarters is still whirring with power, and new items form neat piles 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 If you’ve been given a particular body change that might aid you in this mission, do not use it to your advantage.
B Team up with a fellow Orber to uncover the hidden location.
C Get up on stage and put on a performance during the simulation. Your song choice will determine the outcome of success in your investigation.
F Y I
• TDM threads can be used as samples for apps. In fact, we encourage it!
• Reserves are currently open!
• Apps open August 27.
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FOR SOME FUN:
Have a listen for some clues about the second mission.
(Hint: there are four clues in total.)
no subject
[On her version of earth, cybernetics like that can be anything from a fashion statement to a prosthesis to an augmentation made to make him better at his job.
He might not be enthused, but to Jonesy it seems like a pretty cool look on him.]
It's less concern about battery life and more an engineer's pursuit of efficiency. Think about the earpieces we were all given - they're all interconnected, and can project images, text and sound into our minds.
Why not use that - or a slightly upgraded version of that - for the simulations? Rather than have one physical room that needs to change to suit everyone's needs at once, it seems like it'd be possible to plug us all into a purely mental simulation that could better personalize scenarios to the individuals in it.
[Not that she's complaining about the cool hologram room, mind you. It just seems like doing it Matrix style would save room, energy, and be just as good at teaching them how to find orbs.]
no subject
He turns around to face his newfound simulation partner. One thing’s for sure: she at least knows how to rub two cells together to concoct a coherent thought.]
It’s a space station. 75% of it is inefficient space, what with your armouries and holographic decks to play tea party. [He clears any imaginary dust from his jacket lapel.] For all the minimalistic decor you lot strive for, not once has anyone considered the question “Is this necessary?”
[What is it they're doing again? Oh. Right. “Orb Hunting.” Might as well get a move on.]
You would’ve gotten better results with a lollipop and a YouTube video.
no subject
For example: She doesn't really have any reason to CARE that the simulation is inefficient. The Doctor is totally right, there are lots of misuses of space aboard this ship that don't bother her all that much. But her brain is sort of hardwired (in some ways literally, due to a few bioengineered and cybernetic augmentations) to search for ways to improve tech in front of her. It's hard not to think about.]
Right, but shouldn't space be a commodity in a place like this? Maybe they've got enough tech and resources that it isn't the highest priority, I don't know, but even then I don't think it's pointless to think about these things.
[The question about whether or not this is all necessary is one she doesn't feel strongly about one way or the other. Whoever built or commissioned this space station decided they wanted a training simulator - she doesn't have the perspective to properly judge whether or not they need a training simulator, she just thinks the same effect could be achieved in a neater, more efficient manner.
Case in point: Thus far, this situation is doing a TERRIBLE job of training them how to hunt orbs. Orbs could hardly be farther from her mind right now.]
What's your name, by the way?
no subject
[Likewise, he isn’t particularly interested in their overall goal. Telling by the disinterested look on his face, finding the orb was more of a chore than anything.
...There’s also something to be said about perceiving space as a commodity.
But, for now, that doesn’t stop him from staring at the patterned walls and brushing a hand over it. Secret compartments and all that, it’s best to cover your ground in these sorts of scenarios.]