Entry tags:
❪ test drive #6 ❫
YOUR STORY BEGINS ![]() The Storm came. You remember darkness, but you don't remember much after that. You don't know how long you slept, but the dreams were short. You remember the expanse of stars and galaxies in your direct view. Every world and solar system ever known to man was present in your dreams in careful, pristine detail. You also witnessed the Storm, which has devoured a fair portion of these galaxies. Your Earth and similar planets were assimilated by the Storm. Somehow, you knew it would be the last you'd see of your world. That was when she told you what happened. You knew that you'd be living somewhere new. The details weren't clear, but you knew it was a part of a deal with the entity known as Darma. Not long after, you'll wake at Thesa Station. Your body is still cold; it all felt like a dream, but somehow, you knew it wasn't —
CLEAN-UP CREW ![]() While everything has wound down significantly from the strife and destruction of battle, the frozen image of Ysverai, the massive, rotten dragon, and the hole he tore in El Nysa's sky, on several screens of the station is a constant reminder of what took place. New and old refugees alike will notice that prolonged exposure to these images will leave them with a disquiet that gradually builds to actual pain. The discomfort starts from a crawling sensation, insects over skin, and gradually becomes unbearable. They will begin to hear the cries of Ysverai’s pain and suffering, first whispers, then echoes, then wails. Even after Refugees tear their eyes away from this footage, a strange itching sensation remains beneath their skin for several minutes. The dragon isn’t a matter for them to deal with, however. Darma made it clear that the Natha will find a solution. For now, everyone is encouraged to assist in the clean-up of the cities currently frozen in time. However, in interest of the current events and the fact that the refugees still have much to prepare for, they will be offering this help remotely. Several stations are set up where refugees can remote control drones to map out areas and pick up some of the lighter weight debris. Those more well versed technology are encouraged to assist those who may be having trouble getting started with the unfamiliar Natha tech. It seems like it’ll definitely take some getting used to, though. On the bright side, they’re pretty durable drones so if at first you don’t succeed, press the next button? To keep morale high during the clean-up efforts, one of the Natha have set up large hoops around dumpsites and a scoreboard program in the control room, though there's no sign of any directions or rules to be found. That's right, you can play a mechanized version of… some sort of game while you're helping clean up El Nysa. Just make sure you don't get too carried away with competitive spirit! For those looking to pilot something more heavy-duty, there are also cockpits set up for remote control piloting of basic mecha. These are very similar to the VR simulations offered on the station. However, they will not work without a partner. To be able to successfully move one of these, two refugees will be required to connect their minds and pilot in tandem. This may be a daunting task, but with the extensive structural damage to the cities, it's a necessary one. Piloting will require trust and cooperation to make it through. The more connected the pilots are, the more agile and powerful their mecha will be. For those who can’t seem to get on the same page, coordination will be a pipe dream. PROBLEMS WITH THE SHIP ![]() By now it’s likely clear to all refugees, new and old, that for all that they may appear to be infinitely powerful, the Natha Orbiters have been shaken by the recent events on El Nysa. The details of Ysverai’s revival were somehow obscured from their view, and while they’re focusing their efforts on the planet, certain… abnormalities again begin to arise on Thesa Station. The most prevalent of the problems plaguing the Station are the malfunctioning doors. Walking through a door that should lead to a bedroom or kitchen (or, for the truly unfortunate, a toilet) will suddenly take refugees somewhere entirely different and possibly even new. And while this may lead to some accusations of breaking and entering, at least these mishaps can be quickly rectified by an apology and a hasty exit. That is, unless the door refuses to open again — the locks also seem to be malfunctioning. Still, those that find themselves transported somewhere familiar, though off-limits, should consider themselves lucky. Thesa Station is far more vast than most refugees are aware, and some of them might find themselves wandering into a uniquely sticky laboratory. This area appears to serve no purpose other than to house dozens of slimes. These slimes appear not only in a variety of fun colours, but with a variety of not-so-fun abilities ranging from harmless (spitting bubbles) to deadly (spitting fire). Regardless of what abilities a slime possesses however, they are all relentlessly friendly, and characters will need to be careful not to accidentally bringing one out with them once they manage to escape. Unfortunately, that’s not the only situation to escape from. Whether it’s in the mess hall or the bathroom, many will find themselves suddenly rising off the ground. … with everything else in the room, too! It seems like gravity control is also on the fritz. Fortunately, most open spaces aboard the station have a small control panel that can correct these effects. The only problem is getting there. Hopefully at least one of you refugees took that anti-gravity safety course. SUMMER TURNS TO WINTER ![]() The news that the refugees should begin preparations for a return to El Nysa may come as a surprise given that the planet still remains frozen, but it appears there is one community that has somehow withstood Darma’s intervention: an area known as Nadril where time continues to flow freely. Not much information is available regarding this destination, other than the fact that it is isolated, and, more importantly, that it is cold. (Maybe characters should consider the malfunctioning thermostat plunging the temperature to below zero in certain areas on the station as preparation for their upcoming journey!) There are other resources available for those itching to take action, of course. There will be a new supply pack delivered to each room containing gear meant to withstand freezing temperatures — both clothing and storage gear to keep water rations from freezing. Characters will also be alerted to new training programs available in the VR room that are designed to assist with survival in the snowy regions of Nadril. The training programs will consist of a variety of tutorials that will assist in winter survival. Naturally, there will be courses on how to start fires, find food, and build igloos to withstand the frigid temperatures, but that’s not all. Due to the Natha testing their systems, there will occasionally be strange occurrences. For example, refugees may experience a snowball or two pelting them from out of nowhere, or they may suddenly find themselves being cloaked by a snow yeti costume, amongst many other inconveniences. Hopefully that doesn’t detract from the lessons to be learned here, as some of the training programs can include extreme weather survival, including the perils of snow storms or avalanches. SOCIAL-LINKED(in) By some miracle, there are still some quieter parts of the hall. This may be an appropriate time to check out your smartphone. Aside from the expected "Omage" app, there seems to be a new one called Social-Linked. There, you may find a profile waiting to be posted. The app allows for the user to fill it in, but there is also an auto-function! upon pressing it, it will generate a shockingly-honest answer based on the Natha's observation of your history. Roman will be your only friend in this app, with his very own profile: STASIS UNITS ![]() During this time of crisis, the Natha have done their utmost to ensure the safety of those in cryosleep. However, due to the nature of recent events, they will be asking some refugees to do a quick check on some of the pods in the stasis unit. While they are definitely looking for any damage that may have occurred over these past few weeks, they also seem interested in getting a deeper insight into some of the occupants. On each control panel for the pods, there's a new application, asking observers to add notes and commentary — the Natha are looking for a more personal understanding of their sleeping occupants. Refugees are tasked with providing evaluations of the sleepers, based on both their knowledge of those from their homes and on what they can observe just by examining them in their repose. The application asks for how useful you think the pod's occupant would be in a crisis, what their skills are, what their best feature is, if you'd take them with you for a long walk on the beach, and so on… And, of course, all answers must be recorded out loud. Anyone passing by could overhear these evaluations, flattering or less than. FINAL OOC NOTES
As always, feel free to wildcard prompts within Thesa Station!
These threads may be carried over as game canon if players choose. Players are encouraged to submit TDM threads as application samples, but they are not required. Please direct any OOC questions to the questions thread below. New players may submit an AC-length thread HERE from this TDM for 2 Natha REP. In addition, old players who have not submitted rep for the Hour of Ruin log may also submit a TDM thread for 2 Natha REP. The due date for submission is July 15 11:59 PM EST. For this application cycle, there will be a cap of 60 and no reserves. Applications will be open on July 9 12:01 AM EST and end on July 13 11:59 PM EST. Thank you! |
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No... I'm not any kind of wizard like he is. He's just taught me a few things as we've traveled together. And I even taught him how to cast Message. But he's got the real magic, you know. The big stuff, Scorching Rays and things.
[And being able to disguise herself with magic can be essential for her. It can be the difference between being ignored or being attacked or arrested on sight.
Not that her disguise isn't perfect.]
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Hey, if you're the one teaching a knowledgeable wizard some spells, I think that says something! What's Message, anyway? How's that work?
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[At the question about Message, though, she brightens. She loves Message. It's the most useful spell ever! And she's very proud of herself for learning it on her own. Not that she'd probably have ever learned it, had she not met Caleb.]
Well, you take a little copper wire, and... I'll show you!
[She runs off down the row, keeping him within eyesight of course, considering his proximity to Caleb's pod, but far enough that she's well out of normal speaking or even yelling distance.
Barely visible at this distance, she takes (presumably) a little copper wire out of her pouch and twists it around in her fingers, then brings it close to her mouth and whispers to it.
Suddenly, as if she is right beside him still, Henry can hear Nott's voice:]
This is what happens when you cast it. You don't even have to be within eyesight. ...You can reply to this message.
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[Henry jolts, his hands hovering around his ears at the sound of Nott's voice at his side in spite of her distance. It's not an unfamiliar concept: he's facilitated distanced conversations as a dark mage, but it feels different, new, unique. All coming down to a copper wire...? He laughs, his hands moving away from his ears again as he tries to direct his line of sight in Nott's general direction.]
So you can hear me back and everything? What's the copper wire have to do with this trick? Is it liiike, a component to a spell, or a sacrifice? [Slow down there.] I bet you could use this during a tense undercover mission, sneaking about and talking across town while everybody thinks you've lost your mind!
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She responds through the wire.]
I've done that before. It's very effective. Also, the wire is just a spell component, and the receiver can only reply once. But I can keep casting it. You can reply to this message.
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With the very same wire? Wouldn't you need to have a stash of wires to keep casting?
[Well, that's how it would work if it were him performing a similar spell. A sacrifice is one and done.]
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You only need one wire, and then you can keep casting it. You can reply to this message.
[Only some spells use up their components. Things like Nott's copper wire and Caleb's diamond can be reused indefinitely.]
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[Just then, Henry notices something. Thoughtfully, he takes in a breath.]
Does the spell make you say that bit at the end? The, "you can reply to this message" part. I just noticed, but every time you say something to me from way over there, you say that! That'd be kind of funny. So official-sounding.
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No, it doesn't. That's just a helpful addition so people know they can reply. I'm a very helpful person.
...You can reply to this message.
[Really, it started off as her not wanting her spell to be wasted on a one-way message, and then turned into an automatic thing for her.]
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[And she plods back over to a normal conversational distance from Henry.]
And that's Message. It's very useful.
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[He tucks his hands behind his back, satisfied with her return and the entirety of her demonstration.]
Even if it's not casting fireballs, summoning a thunderstorm, or that Scorching Rays thing, I think that's cool in its own right. Useful. [Henry glances back to Caleb, then to Nott.] Just my hunch, but I bet you two are a great duo. Are you waiting for him to wake up?
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[She definitely doesn't tell Henry that she doesn't trust Caleb to survive without her to protect him, but she's definitely thinking it. She's also thinking that she doesn't trust herself to survive emotionally without Caleb being there for her, but that's buried even deeper than the first thought.]
He'll definitely wake up.
[She has to believe that.]
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He cants a head toward Caleb's pod.]
Weeell, my offer still stands. Maybe I could try out a hex to wake him up, if it helps! Not sure if these caskets are magic-proof, but it's worth a shot. Then the Natha'll have to let him out, on account of him being awake. Then there you have it: you're awake, Caleb's awake, and you're happy!
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[Nott looks back at Caleb, his eyes closed, looking peaceful, a jarring juxtaposition within the cold, little metal and glass tube he is currently sleeping in. She doesn't like seeing him like this. If he could wake up, that'd be best.
It's just...]
Hexes sound dangerous. What exactly would it do to him?