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avalaughs2021-04-01 12:00 am
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TEST DRIVE MEME ⚔️️ 6
![]() Premise ⚔️️ Rules ⚔️️ FAQ ⚔️️ Taken ⚔️️ Reserves ⚔️️ Apply ⚔️️ Locations ⚔️️ Bestiary ⚔️️ Top-Levels Only ⚔️️ ![]() A ⦿ Soaking in Your Arrival
Regardless of what you were in the middle of, you and your familiar have been magically pulled into the world of Avalon just above the Bay's waters. After a brief plunge into the Bay, the rush of water filling your ears and soaking up into every creak and crevice of your body, you may need to cough to clear your airways when you rise above the surface. It's still chilly, but not enough that you can't manage on your own. The Lady of the Lake is swimming around under the water, but seems to be focusing on coordinating a band of mossatees to help rescue any wayward new arrivals. Mossatees are a special Avalonian manatee that is green in color and has what appears to be a patches of grass or other short plant life growing on its back. While some are fully green, many sport blooming flowers or fairy circles of mushrooms. If anyone tries to ask the Lady of the Lake for directions, she will direct you to Archimedes at the Rent-a-Ride. Those with animal magic may get their info from the manatees, though may notice that they're really overly friendly and have zero concept of personal boundaries. Everyone may notice they have no concept of personal space, as they will happily run right into someone's belly for a snoot squishing. The shores themselves are littered with new arrivals complaining their way up a staircase carved into the walls of the White Cliffs. There is no railing, so be careful, but if you do fall, be prepared for a mysterious sand hand to reach out of the side of the cliffs to catch you. The hand will pat you atop the head twice before retreating back into the wall. This is the Cliff Beast; despite the name, he is quite friendly. *Reminder: Your character's familiar may or may not be with your character in their initial plunge. If the familiar isn't partial to water, it may meet your character on the beach or sit atop their head while they swim. Or if they are, they might splash about and swim alongside your character. Familiars have different personalities and body specs and we leave those up to the players. B ⦿ The Caravan to Camelot
These carriages use fae technology that combats weight, so your character will be able to get in regardless of whether they're light as a feather or weigh two tons. The carts have air conditioning when it's hot, heating when it's cold, and a mystical shield to protect from bugs. There is also a mini-bar that pops out of the console with nip bottles. Characters can use their smartphones to connect to Camelot's internet service, ![]() C ⦿ The Red Spring
Unfortunately, due to a bee infestation and massive amounts of rain, the hot springs of the Red Springs are not available this month! Instead, an underground salt cave is offered as a way to relax and unwind. Gather around in the rejuvenating, dimly lit caves and breathe in the relaxing effects of salt crystals. Feel the sand between your toes, or if you don't like sand, try one of the many pools with tiny garra rufa for a fish pedicure. Or, lie down in a recliner and stare up at the "stars"-- magic sparkles in the ceiling that move to spell out single-word concepts you may be experiencing. (Maybe you're relaxed? You might get something like "Chill." Find your relaxation buddy hot? Just be careful to look away before the stars spell "Thirsty" to the whole room.) The springs are also home to a large training grounds just outside town limits, where there are teachers who will teach basic magic safety and help you discover what kind of magic you have together with other new arrivals. Try target practice, obstacle courses, meditation circles, and other ways to try to figure out just what you can do... if you didn't already have an accidental discovery on the ride there. ![]() As it turns out, a mythical land that's been around for a few centuries has a few things in common with many modern worlds. It's got the internet, and games have evolved a little bit past hoop trundling and draughts. April, being the traditional month of mirth and games and lots of rain making it hard to have fun outdoors, is the time for Camelot City Gaming Convention, affectionately shortened to CameCon. Come into the large convention center located in the south part of town, get dry, and check out some of the awesome things to do. A ⦿ Couchless Co-Op
Or plug your phone into the stage podium and get away from the humdrum fantasy life by joining in a live-movement game that combines synchronous kinetic and light magic. Move your body in the vortex illusion of your favorite rhythm dance game with a buddy! Or maybe you're more into the free-style gaming of Grand Theft Automation with both friends and strangers-- step onto the illusionary stage itself to explore crawling cityscapes and live the life of crime you always dreamed of... at least the cops won't really arrest you if you do it here. Just make sure if you use magic you remember you're on a stage and don't accidentally send some flying off at a poor convention go-er just past the illusion stage. B ⦿ Arthurian RP in your Arthurian RP
Either way, once your role is decided, put your acting skills to the test! ...and if you don't have any, well, they have costumes that will help you get into the mood with a little dress-up and props that will magically give you sword skills... though only while using the dull-edged plastic props. Or you can just sit on the sidelines and have a picnic on the concrete floor of the center with a potential new pal and watch other people play-- there's a lovely little buffet table with pastries, coffee, and juice in the corner. C ⦿ It Figures...
Of course, when the rain breaks through and floods the exhibition room, there's a lot of mass hysteria as people scream and climb up onto tables, trying to protect their merch above all else. Hurry, help someone else up onto your table before their ent dakimakura they just purchased gets wet! Only you can save the gamers from water! ..Or that's what you thought, until a second later the electricity goes out and you're left in a total electricity blackout in the convention hall. It may be a good idea to use some magic to try to light the way and find a way out of the flooded hall... ![]() A ⦿ Keep Your Vines to Yourselves
Hopefully, you've got some kind of destructive magic that can help you fight off the overly friendly vines as you head into the forest to investigate the strange reports citizens have been making of their friends and family disappearing in the generally friendly, if odd forest when they've gone to fetch herbs or other supplies, gone on walks, or who knows what else from the forest. It seems like the best way to get the vines to let go without magic is to tickle the person the vines have captured, so you really better hope you're ticklish... and there's someone willing to really go in on it. It takes a lot of laughter to get these vines to leave you alone! B ⦿ Selfies with Selkies
Take a trip up to the Archivist will lead them to find a book that includes information on the species: The Cereus de Anima. This giant flower rapidly grows when a seed from the Land of Rot transfers via someone's clothing to an appropriate forest environment and is known to absorb a piece of a person's essence from anyone it touches with its vines. People often seem to go missing for a short period of time when one of these appears, then come back behaving a little differently but ultimately don't seem to be in distress. No one is quite sure what the cause of this is. There doesn't seem to be any record of there being lasting damage, however questionable the plant is... The Archivist, upon seeing you researching the plant, says that he's heard some of the lake's residents just off of the Silent Shore have some experience with one. He hands you a couple baskets of some specially anti-rust enchanted parts and tells you he was supposed to deliver them to a Selkie man living in the lake for a project he's working on. You and a partner can make the delivery and ask your questions from him. The Selkie isn't going to be particularly friendly to fellow men, not trusting human men farther than he can throw them, but will decidedly try to seduce women as Selkie men are known to be extremely handsome and flirtatious with human women. Non-humans he will be neutral toward. It's best to go in pairs so you don't end up on a whirlwind candlelit beach picnic with a shirtless selkie in exchange for information about how to uproot a Cereus de Anima. (At the very least, the selkie will want you to take a selfie with him before you leave so that you have something to remember him by, and you'll always be welcome back if you change your mind.) Regardless of how much of a challenge it is for you to get to that point, as long as he gets the delivery from the Archivist, he'll eventually tell you and your traveling partner about how he heard that there used to be a village at the edge of the Dusklight Woods that was overrun with one of them, and that there's only one survivor who moved to in a cottage on the other side of the Pure of Heart Bridge.. Those familiar, yes, it is the old man that Morganna tried to kill and save in a quest a couple of months ago! Time to travel all the way back to the Pure of Heart bridge and make your way over to the cottage and talk to the man and it sure seems like this quest is long and tedious and you may be wondering if someone will have noticed you're gone... C ⦿ The Answer is No
Those who find out they've been replaced may want to return to Camelot quickly to try to reclaim their lives. Doppelgangers will attempt to kill their original if they come into contact with them when they aren't around other people, so you may need to flee for your life if you haven't gotten good enough at magic to defend yourself yet. Around other people, the doppelgangers will do their best to try to prove themselves the real person and since they were made from the original, will have the same memories as the original character so asking questions that "only ___ would know" may not work. Eventually it will come out that the doppelgangers have occasionally wriggling vines instead of spines underneath their clothing, if you're willing to check that to see who's real, but that won't be common knowledge. What can be found out from the old man at the Pure of Heart bridge if you choose to leave your doppelganger alone is that Cereus de anima doppelgangers can only live for a month without killing their original and absorbing the rest of their essence. However, if the original plant isn't taken care of with a special venom you can only obtain from certain creatures in the Forest of the Fisher King, the problem will just keep happening over and over until the city is overrun and becomes nothing but a breeding ground for the flower and its replicas. MOD NOTES: • All test drive prompts are open to anyone in the game at any time to create your own logs with, but this post should have top-levels by potential new characters only. Current characters may reply to any threads, but should not top-level comment on this post. • If your application is accepted, you may accept TDM threads as game canon as long as both players consent. Characters may begin threading as soon as their journal is accepted to the communities. • You can have any animal-style poncho you want! They are themed, not made from actual animals. No animals have been harmed in the making of these ponchos!! • TIMELINE: The resolution to the third prompt will be in April's event! The first two prompt sets will be during the first week of the month. The doppelganger problem and obnoxious traveling and research will be occurring for the second and third weeks of the month. • People with green magic may be able to fill something off about the doppelgangers, but may not be able to identify what it is right away. Blood mages will be able to feel that their blood feels the same as the original as they are essentially copies. Cognitive people will be able to use their magic normally except for hypnotic suggestion- the doppelgangers are immune to it, so while you may be able to find other ways to out them, hypnotizing people to tell the truth won't work this time. Doppelgangers are made from the essence of the person, so they will be able to access their phones and accounts. Note that the Cereus de Anima and doppelgangers are not fairies and cannot be contracted with. If a Death Mage attempts to possess a doppelganger, it will technically come in contact with the doppelganger's vine and may end up with more than one doppelganger depending on how many times they try it. Siphon magic can be used to destroy a doppelganger easily, however, the essence that was stolen from the original's soul may be destroyed in the process so it is not recommended as the original may start to feel as though they are no longer a whole person. • If nothing here tickles your fancy, try one of this month's Quests for your TDM prompt. • The first "Arrival" prompts are present on every TDM, but contain seasonal tweaks for flavor. All other prompts will change monthly. Make sure to read the Red Spring section on this month's even if you're normally familiar-- the springs are closed this month, check out the alternate prompts! • Questions about this TDM's content? Comment here! If you have a question about the game at-large, please head over to the FAQ. |
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Understood, Ochako! [Darkwing accepts that information with a nod, quickly thinking it over.] Let's definitely save that for a last resort. You won't have to push yourself if we can avoid it!
[He attempts to assure her with his dramatic declaration! His own secondary magic is siphon magic, but he's done pretty much no practice with it, and it doesn't seem to have any significant application to this situation anyway.]
Now, let's get dangerous! [It feels weird to say his catchphrase after talking about being cautious, but it's Darkwing's catchphrase. It has to be said!
He focuses, starting to produce some light as he walks forward through the water!]
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Oh!! S-Sorry, I forgot...um. I may not be in costume right now, but my hero name is Uravity! [It's important to keep up aliases on the job, right? Even if she already gave away her full name already, o-oops... It should be fine though - what could another hero do with such a thing? Especially in a whole other world?] Uwaah, is that your catchphrase?! It's cool!!
[Wow, he really is a Pro, huh? This is so much fun! It reminds Ochako so much of getting to work alongside her friends or even other Pros at their agencies - like Gunhead and the more recent No.10 ranking Hero, Ryukyu.
Following the beacon that Darkwing makes with his light magic, Ochako floats herself up over the water and begins to draw the things she's already lifted with her qui--erm, magic...toward that center point. It should be easier to see and get everyone out, if they have something to guide their path. In fact, a few of the patrons, with their arms loaded with whatever supplies they could carry, are also heard sloshing through the water, headed toward that gloriously glowing duck. That, or trying to get toward the illuminated EXIT signs as quickly as possible, if they were in close proximity.]
Everyone!! Please remains calm! This is just a power outage caused by a freak, flashflood!! Hero support is on site to assist! We're evacuating all persons to the outside and higher ground now!! Those not already making toward the exits, please follow my friend! If necessary, I can lift those incapable of swimming above the water line - those with disabilities and young children especially!! [Since families absolutely bring their kids to conventions and cosplay as well... Have to keep everyone safe, but especially the little ones.] I implore you to not risk yourself and the safety of others! Take only essential items with you as you make your way outside!!
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I see! Then well met, Uravity! Now there's the sort of name that justice must gravitate towards! [But then as she compliments his catchphrase, he turns to face her again and breaks character briefly with an excited response:] Yup! It really is cool, isn't it?!
[Then he quickly clears his throat.]
I mean... yes, getting dangerous. That's what's happening!
[And so they get to work! Darkwing does what he can to keep on guiding the various congoers on their way. Ochako does a lot of the talking, and he can't help but respect how coordinated she is! She sounds much more professional than him when it comes to conducting an evacuation. He then adds his own footnote while he conducts some of the civilians.]
That's right! Just follow the shining beacon of justice that is me, Darkwing Duck! I... may be the terror that flaps in the night for criminals, but now I shall also be the... uh, uh... the nightlight that keeps innocents from stubbing their toes in the dead of the night! [He feels like he totally nailed that speech! Now to guide more and more. As he does so, he does notice one lost kid who seems to be struggling in the water! So he focuses to make a light appear near the kid, as an Uravity Signal!]
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But that's a thought for the far, far future. Back home, in her world. She can't be thinking about that now, as she works to lead an evacuation of people and personal items outside as quickly as possible. Ochako has to be completely focused on her task, otherwise her control on the magic may falter... It's not tied to touch, but to her thoughts, after all... If she doesn't maintain a sharp focus and a deep concentration on what she's doing...all those things and people will drop.
Thankfully, once she's 'In The Zone' so to speak, Ochako does her due diligence to the best of her abilities. She may only be a first year trainee, but she has enough experience and training to know at least the very basics in a rescue situation like this. It's not overly difficult, but could escalate if not monitored, so timing is the real key element here. Everyone out and to safety as quickly as possible. It takes time all things considered, there are quite a few people in this convention hall alone, but others step up to the task at hand, guiding people out, helping those who are less able bodied, and assisting to carry out goods as well. A particularly kindhearted centaur and minotaur actually load themselves up with a good chuck of items, and make their way out to assist the efforts.
It seems the actions of the two heroes are bolstering others to do their part, and things go slowly at first, but begin to pick up pace...but Ochako looks pretty beat, as she has to stop and take a rest, wiping her brow a little bit. Woof, it may not be as physical a strain as when she uses her quirk, but the mental strain of her kinetic magic use over and over again is very real. She's exhausted, and there's a dull, building throb at the base of her head. Going to need a good rest after this, for sure.]
Good work, everyone!! We almost have everyone out, I think!! Darkwing-san, h-how are you holding up?
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He just has to back his words up with actions. And he does his best to do so!
His magic is still new to him, but at least generating lights seems to be one of the more basic elements of light magic. Still, between the light generation and helping people to carry merch, he is definitely starting to feel tired. Darkwing Duck just doesn't go down easily. He's ready to keep himself going as long as he has to, until everyone is safe!
As Uravity checks in with him, he offers a weak smile.]
Heroically, that's how I'm holding up! [He manages to declare that proudly. Then he goes on a bit more honestly and meekly] Just feeling a teeny bit tired. But in the end, it's all a bit of 'light' exercise. And we just have to keep going a little more... we're almost done! [Determined, he splashes through the water to guide the last congoers out!]