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Spellbind Mods ([personal profile] spellbindmods) wrote in [community profile] spellgrinders2017-06-17 07:42 pm
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( TDM | #1 )



  • 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.





    You blink and that's all it takes. At first the picture doesn't come in clear, like you're waiting for a screen to fully load -- more aptly, it's like you're waiting for a camera to focus so you can find image clarity. Before you happened to rapidly close your eyes and open them, your life was normal...well, normal for you, anyway. Fighting an alien, making a quesadilla, dying. And then that blurry picture suddenly takes over.

    Depending on your situation and ability to acclimate, you may not fully understand what's happening. A dream, a hallucination. But when you feel the trunk of the trees surrounding you, it's oddly...real. The smell is real. The moisture on the ground is real. The small grass snake you find slithering close to your feet seems very real as well.

    There are a few other sensations that also begin to feel a little more like reality with every passing second. Like the fact that your intuition is trying to tell you something that doesn't seem plausible. One is more obvious -- you now have a new piece of jewelry inserted snuggly between your collarbones.

    Maybe that's when you realize it is real. When you realize that there's no delusion here -- you aren't where you once were. But if that's the case...where are you?

        A ▢ Your character's first experience here will be waking up in a forest. Specifically, located here. It's up to them to traverse and try to figure out where they are, whether they make it to the beach or the main house area.

        There's also a mysterious trail of soft, felt bags, tied off with thin rope, leading your character to what appears to be a specific destination. These items can be as useful as a granola bar to as seemingly useless as a stapler. Let's just say that some of these mysterious objects are pretty out there.

        They're free to travel off the beaten path, but that comes with its own perils. Maybe your character has a power that could fend these creatures off...? They aren't exactly happy about sharing their territory.



    After an hour or so of trekking through the forest, you finally come upon a break in the tree line that reveals to you an area that appears to be inhabitable. Your first stop is the large mansion that sits in the valley of the opening...if anyone is here or there's a way to get out of here, the house makes the most sense, right?

    There are a variety of rooms in this mansion, and you're free to explore them. You also spy a lot of crates sitting in the middle of the floor in one of the main rooms...are you curious enough to open them?

        B ▢ Feel free to have your character explore the mansion (the won't find much but you can take some liberties with the TDM), and they're free to open these mysterious crates. In them they'll find edible fruit and bread, modern clothing in a variety of sizes and portable medical kits. Characters who apply using the TDM are free to carry these objects into the game opening.

        If you want some specifics, there are a few rooms of note: the game room (containing a working pool table, non-electric pinball machines and a card table with supplied chips and multiple decks), the cellar (filled with a variety of liquor and wines, all aged quite well) and a large room upstairs that contains a glass ceiling and a variety of books in a foreign language.

        One more thing -- if you happen to go rummaging around, you may find tiny pin cameras. They're minuscule...you may not even notice them unless you look hard enough.

    At this point you notice that you aren't alone -- there are other people in the same boat as you! When they're around you, that signet you feel in your chest tingles slightly. The sensation isn't unpleasant, but instead like a warm tingle is spreading from their neck outward. You instinctively attempt to talk to your fellow kidnapping victims, and that works just fine...but what are all these voices you hear in your head now? Are you crazier than you thought you were?

        C ▢ Here's where you can play around with the telepathy mechanic. It's likely your character won't be used to it which can lead to accidental broadcasting. If they happen to tap the signet purposefully or try to pull it out, everyone within a radius of 100 feet will feel a throbbing pain in their head. But your character won't know that, will they?

    For those more inclined to adventure, there's also another building to investigate. From the outside, it looks very circular and unidentifiable, but upon entering you'll discover that it's a fully-functioning bath house.

        D ▢ Despite containing steamy water and luxury bathing accommodations, the bathhouse is currently being overrun with crabs. The not-so-smart members of this species have fallen into the extremely hot water, flash boiling themselves after being unable to get back out. Others are a little more intelligent but equally aggressive. Characters: watch your toes and be cautious if you really want to take a much-needed bath! They may also want to check twice before using the restroom, otherwise the experience might be more painful than they're used to.



    Exploring the mansion and the bathhouse was fun and all, but aside from the crates they didn't prove to be very useful. When you came into the clearing, you also saw a row of very colorful buildings down near the beach. It makes sense that this area may be more beneficial to any escape plans you have, and taking a dip in the ocean might be nice!

    It's not until you reach the beach huts that you realize that murky blue color you spied wasn't the ocean. It's outter space. There goes any hopes you had of swimming to safety.

        E ▢ Time to explore the beach huts! Most of them are abandoned, but your characters will notice they seem to be more livable than the mansion somehow. This is in part due to a little note tacked to the door of each beach hut that reports in scrawling script "Claim your hut, please!" Will your character listen or reject the sinking feeling that they may not be leaving anytime soon? Some huts are also bigger than others, and a few even contain small sinks and softer beds. Grab these while they're available!

    Even though it turns out the ocean was a lie and you're precariously close to falling off the edge of the world, the area around the huts is decidedly beachy. Sitting on the beach is a lobster trap, though about 10 times the size of any you might have seen before. Inside are more felt sacks, though larger. The weirdest part is that peering through the bars, you notice each has a nametag attached. The reason you know this to be true is because you just spied your own name written on one of the labels.

    There's also something else underneath it. The descriptor may not mean much to you yet, but it will soon: it's the title of their newfound magic.

    In each felt sack is a sort of starter kit: a set of dated and drapey plainclothes, a bag of dried boar jerky, a leather flask filled with water and a small tube of sunblock (the writing is in a bizarre pictograph language, but the giant picture of the sun on the tube should explain the purpose). There's also a rolled up paper tied with a string that reads as follows: "Welcome. Things will be explained in due time. For now, understand that you have been blessed with a gift of magic. Look into your brain and feel the instinct for both. Practice makes perfect."

        F ▢ Here's the official prompt for playing with newfound magic (and telepathy if you want more practice). It's likely characters have already accidentally broadcast their thoughts, utilized the C prompt or used their magic inadvertently, but maybe this new information and small explanation has motivated them to try and see what they're truly capable of. Don't worry. If they're lucky enough to stick around, all will be explained.

    ...What if you're a wildcard, though? Someone who doesn't play by the rules and follows a different path, no matter what direction the world may be guiding you in? This island is large and contains many areas of interest, from crystal streams to hidden locations. Maybe you want to do something different...so break the mold and explore!

        G ▢ 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!

  • teratias: (07. Grabbing a book)

    [personal profile] teratias 2017-06-18 05:19 pm (UTC)(link)
    "You," Waver said, after processing the fact that everything just said was pretty logical, "Are way too calm about all of this."

    His tone had a certain air of wanting to be an accusation, but failing because everything thus far had just been draining.

    "How are you so calm about this?"
    despairing_hope: (0018)

    [personal profile] despairing_hope 2017-06-18 09:17 pm (UTC)(link)
    He had to pause a moment. Was he? Maybe he was. It just felt like such a been there, done that sort of thing that it was hard to get worked up. And even so, why waste the effort when things were out of your control. Just go with the flow and see what happens and where you can push to influence.

    "Am I?" he shrugged with an awkward laugh. "I suppose it may seam like that. Isn't it best to try and be as calm as you can anyway? Being in hysterics won't get anyone far. One way or the other an answer will be reached. So we can only be patient and work with what we have."
    teratias: (06. Thinking)

    [personal profile] teratias 2017-06-19 02:03 am (UTC)(link)
    "If I'm saying so, then that's how I'm reading it." Perhaps he should have made it clearer that it was an observation, not an accusation. That sort of tone difference had never been Waver's strong suit, and in situations of high tension, it only got worse.

    "But you're at least being logical about this which is useful." A mindset Waver needs to get into. The whole ordeal is finally starting to drain him. "The mansion had cameras in it though. I'm worried those huts might have the same."

    No one wanted to be watched while they were sleeping.
    despairing_hope: (pic#10460423)

    [personal profile] despairing_hope 2017-06-19 07:36 am (UTC)(link)
    "It seemed the only sensible way," but he can't blame people for being upset or acting in different ways. The concern over the huts however was legitimate, he didn't really like the idea of being watched when he slept again either. "As for the huts, we could investigate them to see if we can find anything. Even if they're small and hidden, they can't be invisible."
    teratias: (15. Regular conversation)

    [personal profile] teratias 2017-06-19 12:10 pm (UTC)(link)
    "Pick a hut then, I guess."

    Waver still regards the things with no small amount of suspicion, but there's something about his conversation partner's overall demeanor that seems to be spreading. It isn't something Waver is going to question, not right now.
    despairing_hope: (pic#10447326)

    [personal profile] despairing_hope 2017-06-20 02:13 am (UTC)(link)
    "Then let's start with the first in the row, we may have to look at additional ones and it would be easiest to go in a line," he could only assume that the young man wouldn't feel comfortable just looking at one of the buildings. There would be no assurance that all of them were clear. "Once we know the state of where we might sleep, then figuring out everything else can be a bit more comfortable."
    teratias: (08. Study corner)

    [personal profile] teratias 2017-06-20 02:23 am (UTC)(link)
    Waver nods in agreement, and wastes no time in marching over to the first of the row and opening the door. He probably should knock, but too late.

    Not that it matters. There's no one inside, and it looks unclaimed so far.

    "I'll take the back half if you don't mind searching the front area."
    despairing_hope: (pic#10460425)

    [personal profile] despairing_hope 2017-06-21 07:39 am (UTC)(link)
    "Of course. The important thing is to check out fixtures, and small areas. Either up high or down low. You can pretty much ignore stuff at eye level."

    He reached up to start fiddling with the overhead light. That was usually where people hid stuff, at least it was in books and movies.
    teratias: (Default)

    [personal profile] teratias 2017-06-21 12:05 pm (UTC)(link)
    Waver, for his part, scuttles right to one of the back corners and begins to examine the immediate area. A low angle like this is not good for a camera at all, but if one is to be methodical, then one has to start in one place and move along accordingly.

    "Where else have you checked out, by the way?"