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annexedmeme2022-09-06 01:15 pm
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Test Drive Meme #2

Test Drive Info
⇝ Test Drive Memes take place in a virtual reality simulation occurring in characters' minds that tests them for 'fitness' before they enter the setting officially. Because it is set in a simulation created by the Sylphid, the missions, while being comparable to regular missions in the game, will be from a Sylphid perspective.
⇝ Characters will not be chipped during the simulation, and will have access to their abilities from canon, but will be chipped upon waking for the rescue.
⇝ Current characters can easily be pulled into the simulation if they are sleeping and dreaming when it's happening. The Sylphid cast a wide net with the simulation to fill it out with characters to interact with for prospective new arrivals.
⇝ Test Drive Meme threads may be considered game canon so long as all parties agree to it.
⇝ Test Drive Meme threads do count for Activity Check.
i. Awakening
It happens in a dream. You fall asleep and the next moment you feel like you're awakening again, but without any exhaustion, as if you've had a full night's sleep. You find yourself in a comfortable bed in a room full of comfortable beds, all of which contain other people waking up just the way you are. The room is large but cozy, with wide windows that are framed by light curtains, and the sun is shining in from an angle that suggests morning.
Once you're up and moving around a little, ready to explore this new place, you'll discover an open door on one of the walls in the room, through which soft strains of music can be heard, and above which there's a sign saying "Free Breakfast." Once you make your way into the room, possibly with some of the other people just waking up in this strange place, you find a buffet table loaded with breakfast foods - some familiar, and some strange, mainly featuring mushrooms and root vegetables. Quiet, soothing music is playing and there are a variety of tables with chairs available to settle down and enjoy some food.
This is just a dream, right? What could be the harm in eating a bit of food, maybe trying out some cool alien cuisine, and getting to know the other people here?
ii. The Mission: Infiltration
Once everyone has eaten their fill and gotten to know their new compatriots a little better, there is an interruption in the music playing in the room. Three musical chimes sound, and a pleasant female voice speaks.
Attention, new recruits! We have a mission for you.
The intercom goes on to explain that there are peace talks planned with the enemy, a group of rebels that is trying to steal Sylphid children from them. However, Sylphid intel has shown that the peace talks are a total sham, and the rebels have set up explosives in the venue where the talks will be held.
Your mission is to infiltrate the venue, find the explosives, and remove or disarm them. The explosives have been set up in various areas around the venue, primed to cause the most damage and loss of life. There are a few locations that must be checked:
The Foundation: The foundation of the building is set over a labyrinth of sewers which can be accessed from manhole covers approximately 20 feet from the building. Avoid detection from lookouts, get into the sewers, and find and deactivate the bombs!
The Green Rooms: Set deep inside the building, the green rooms are where the diplomats involved in the peace talks can rest and work on their negotiations. To get to the green rooms, characters will have to schmooze their way in the front door via pure charisma and a good story, or infiltrate via windows, avoiding detection by lookouts, make their way to the green rooms to deactivate the bombs.
The Cafeteria: There is a large cafeteria in the center of the building where there is a mingling area set up for diplomats and their entourages to gather and eat. There are bombs set up under the tables in this central area that would cause a great deal of destruction and loss of life. Enter the building through the windows, or via schmoozing, and deactivate the bombs.
iii. The Mission: Battlefield
After they realized that there was a successful infiltration that deactivated their explosives and other traps, the rebels are furious and determined to undermine the peace talks in whatever way possible. And the option they choose? A full-on battle.
As you finish up the infiltration, anyone who's around is handed a gun, given a quick rundown of how to use it, if necessary, and told to go into the fray. The enemy is attacking with guns, rocket launchers, and special abilities - magic and other abilities unique to them.
Speaking of which, you definitely have access to your own abilities. Feel free to use those as well as the gun you've been handed and jump into battle. This fight will be taking place in front of the venue and inside it, so here's hoping you got a good feeling for the layout of the place while you were doing infiltration. There are lots of opportunities for everything from full-on frontal assault in the parking lot to guerilla tactics in the hallways of the venue.
iv. Welcome to the Broken World.
The simulation is over, and you don't even know how you got here from there.
All you know is that one moment you were participating in a mission to save the Sylphid children, to uphold peace talks, and then you were asleep again, after the mission was over.
You wake up in what seems like the blink of an eye, nauseous and dizzy but otherwise unscathed, possessions taken away, barefoot and dressed only in a set of plain grey clothing, like the most bland uniform ever imagined, in an empty room with empty walls and one single door with a small barred window and a single number printed just above it. The door is locked and cannot be broken by any means, you can feel your connection with any superhuman powers you had severed, leaving them just out of reach - you can feel them there, tingling at your fingertips or in the back of your brain, but you just can't get to them. There is no one to greet you or explain what's happening. You start to lose track of time, the only sound the distant ticking of what sounds like a massive clock.
Just when things seem hopeless, when you feel like you're about to go mad, there's the sound of a commotion outside your door. The sounds of a battle, or perhaps an infiltration gone just slightly wrong. Either way, when the door opens, there is a figure there with a hand outstretched.
"Welcome to the Broken World. Come on, we'll explain everything just as soon as we get you and the others out of here."