spellbindmods: (Default)
Spellbind Mods ([personal profile] spellbindmods) wrote in [community profile] spellgrinders2017-10-21 05:59 pm
Entry tags:

( TDM | #5 )



  • IMPORTANT: This TDM is something a little different -- it's a mix of 4th Wall shenanigans and test driving. Anyone and everyone is welcome to come and make this spooky experience even more creeptacular, and all threads are canon. Any weird happenings, magic shortages or flip-flopping for new characters will just be considered part of the strangeness of the night.
  • TDMs can be used for anyone interested in the game and/or testing out a new muse.
  • Test Drive samples are encouraged to be used for your application sample, though they are NOT a requirement.
  • Feel free to use one prompt, multiple prompts or make up your own!
  • These threads can be considered game canon upon game opening if you so choose.
  • Telepathy and magic can be used at any point in time on the TDM, from Prompt A to your wildcard prompt. A specific prompt exists, however, that makes sure all characters have an equal chance to use this mechanic within the TDM. You're encouraged to have characters use telepathy and their magic accidentally or even purposefully on any TDM prompt.
  • If you aren't set on your character's power yet or want to try out a few, you're still able to use the test drive. Maybe your character is a late bloomer and hasn't fully unlocked their intuitive drive yet. In the case of multiple powers, only prompts that contain the power you choose for your application will count as potential game canon threads.
  • While only one character can be apped or reserved during a cycle, feel free to post with more than one character if you like! This is for those who are uncertain of their first choice or who would like to try out different characters within the setting.
  • IMPORTANT: This world is low-frequency. No canon powers or abilities are allowed! Also check out the setting information for more info about what the hub island looks like and what can be found there.





    The foreign moon has come as close to the hub island as it possibly can, and the nocturnal deer aren't the only things acting up at this point. Those with intact spiritual intuition or with the power of emotional understanding will have felt the heaviness in the air, and as the days have dragged on that thickness has only intensified.

    Tonight that thickness might be explained by the heavy fog that's settled in on the island. However, that doesn't mean it's all that's making the night unsettling.

    All across the island, spirits are taking shape. They're humanoid in nature and completely devoid of sound -- like holographic projections with the audio broken. They flashstep around at times, and other instances they'll walk around like a normal person. Their mouths move and yet no sound escapes. They tangibility is as erratic as their movements. In one moment they have control over their solid mass, despite being translucent, but other times they can walk through walls or pass right through flesh.

    Their clothes are indicative of a somewhat modern time period, and sometimes they're indistinguishable from other coven members outside of their blue, sepia-toned hue.

    Another inconsistency is that their demeanor and actions are as varied as any modern society's. Some of these spirits are confused and angry. Some are trying to go about life as best they can. One might be able to pick up a sword and swing it, while another might want to braid your hair. Ages, strengths, dispositions...they match the state of the person as they once were.

    But where do new, potential coven members come into this equation.

        A ▢ Some "new coven members" will come to the island as they are. That's your choice. Others, however, are also affected by the bizarreness of the moonlight. Unlike other spirits, characters affected by the moon will be able to talk, but everything else will match their new spirit friends -- from translucence to physical inconsistency.

        B ▢ No matter whether your character is spirit-y or 100% as they were, the spirits in question are still going to interact with them. For this prompt, they've run into a kind spirit. Whether this is a child spirit tying to round them up into a game of tag or an adult spirit who is trying to communicate with them in some way, this spirit will be neutral or welcoming to their presence, as well as to the presence of other coven members.

        C ▢ Other spirits may not be so friendly. While their demeanor will mirror the type of person they were when they were alive, the spirits run on very simple and exaggerated emotions. A person with a gruff demeanor in their life will exist as an aggravated spirit. A person with violent tendencies when alive will exhibit as a malevolent ghost. This is the type of spirit you happen to have encountered. How will this interaction turn out?


    Brie's been pretty busy trying to fix the wild boar problem that the island has been having, which the results? It's hard to tell if they're paying off, yet. She's somehow smuggled out some Elto bones and tried to use them as something of an electric fence system around the boar-dense areas.

    The boars who are alive seem to be reacting well! Others, however, are not.

        D ▢ Dead boars are now waking up around the island, somehow affected by a combination of magic and the moon's spiritual awakening. Some are a little more like their alive cousins -- undead flesh still pretty much in place. Others are totally skeletal, roaming around and thrusting their tusks anywhere they please.

        E ▢ These boars and spirits happen to be attracted to several shrines located on the island. While the religious affiliations of these shrines are unknown and vastly differ from one another, the spirits seem to be drawn towards them. If your character happens to be exploring the island and finds one of these unique locations...good luck with that hoard of spirits and/or boar zombies.

        F ▢ Boar zombie tusks should be avoided at all costs, but there's also another threat they pose: their bite. Instead of turning characters into the undead, their bites or their saliva results in something of an instant poisoning. Characters touched by their mouths will die temporarily, just without the whole gaudy spectacle of death. Everything will stay exactly as normal, except they too will be turned spirited. This counts for new characters and old characters -- so if you don't want your character to go ghost, you should avoid their gnashing teeth at all costs.

    Despite the creepy air the island holds right now, let's say you want to do something...normal. No boars, no spirits. Just some good ol' fashioned test driving. You have a few options, though they still may be tinged with the spirit of...spirits.

        G ▢ Despite the moon causing a lot of craziness on the island, there's a lot of beauty in how close it is. You can't reach out and touch it -- everyone would be dead and frozen to death, let's be honest -- but it does cast a lovely cool glow on the entirety of the island. The moonflowers are in full bloom, with the nocturnal deer dancing around through the foliage. There's a lot to see on the island that isn't necessarily overrun by spooky spirits.

        H ▢ There's also the issue of NPCs preparing for new characters -- which they did! There's the beginning of a welcome party set up, though it's obviously abandoned. With all the craziness going on, the base camp is thrown into chaos. If your character makes it here from wherever they spawned (or if they spawned here in the first place), they may be confused by the chaos. Asking questions might be good, especially since there's still so many to ask outside of dead people suddenly coming back from the grave.

        I ▢ Wildcard prompt. Go nuts and utilize your own creativity within the setting. This can mean striking out on your own or utilizing a certain location in a different way. The world is your oyster!

  • insubordination: (016.)

    [personal profile] insubordination 2017-10-30 04:23 pm (UTC)(link)
    [ just when he thought the game was over.

    roy is no amateur when it comes to dealing with people who are always listening. but he outsmarted the fuhrer, and he will outsmart this . . . whoever she is. not having his team is a hindrance, but having the elrics is definitely a bonus. and learning how to circumnavigate an oppressive regime is certainly nothing new, for him, or anyone else in amestris. all dictators are the same.

    still, he sighs heavily -- appreciative that edward cuts out the telepathy, and he runs a hand through his hair, looking . . . well, both tired and moderately irritated. ]


    Dictators are all the same. Predictable and boring.

    [ ROY IS SO. TIRED. at least king bradley had been a foe that roy could see -- this person seems to be a complete and utter mystery, with a ridicluously shoddy story concerning her own excellence to boot.

    what a nightmare. ]


    I assume it goes without saying that anything you want to tell me privately can be done in writing.

    [ preferably coded, but roy can figure that out later. ]

    equivalence: (Default)

    [personal profile] equivalence 2017-11-01 02:18 am (UTC)(link)
    [No escaping that easily, apparently. Edward, for as far as he knew before this conversation, was still neck deep in the game. Honestly the news that the light at the end of the tunnel is closer than expected, is real and achievable has Ed's spirits downright buoyed.

    And all the more determined to get out of this messed up place to get back home, to put things right.

    A glance over at Roy as they walk, and the blond nods.]
    Yeah, I got it.

    [In writing. And coded. They'll figure that out, for certain. For now, even if he won't admit it, part of him feels like they have a better chance at taking this witch out sooner now that Mustang is here.]
    insubordination: (063.)

    [personal profile] insubordination 2017-11-01 03:27 am (UTC)(link)
    [ good. and roy is quiet for a moment, sorting through his mind on what he needed to do immediately -- however far removed roy has been from active combat, he is still a soldier, and he sorts through the list quickly and efficiently. safety first, collecting allies second, figuring out his role in this . . .

    but after a few moments: ]


    No alchemy.

    [ it's said in an exhalation, a massive sigh -- an inconvenience, to be sure, and roy slides free gloved hand into his pocket, his other hand still carrying his stick as a weapon. what an annoyance. ]

    I was going to force you to build fortifications against the boars to protect the civilians, but I guess we'll need to figure it out the old-fashioned way.

    [ though, if alchemy worked, roy supposed he could just do that himself, given the whole . . . truth thing. but he would much rather (1) never tell ed and al that happened and (2) never use that alchemy again. so, edward is the wall-builder.

    and, after another moment of contemplation: ]


    I haven't found Lieutenant Hawkeye, either . . . or, for that matter, the rest of my team, so I guess I'm going to have to do most of the work there, too.

    [ this is the worst. ]
    equivalence: (amused)

    [personal profile] equivalence 2017-11-02 01:51 am (UTC)(link)
    No alchemy.

    [Edward agrees, in annoyance and exasperation. Except well, then, there's the next thing Mustang says. Right yeah, too bad he can't be ordered around. Although, honestly.]

    If I could, I would've. We could solve a lot of the problems here with alchemy a lot more efficiently than otherwise. But yeah, it's the old fashioned way.

    [He reaches over with an automail hand to thump the older man on the back.] Tough break, Brigadier General, stuck out in the field doing the leg work.