Piper 90: Mods (
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goneawaymemes2020-12-15 11:59 pm
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TDM #3

TEST DRIVE #3

So it's your first day at your new job! Welcome to the Jorgmund Family™! It's time to settle into your new workplace on the Piper 90 rig, the coziest place of employment this side of the Livable Zone. A leader in its industry, Jorgmund is excited to have you join them in enthusiastically envisioneering team-driven paradigms.
The Piper 90 rig's mission is not only an impressive undertaking in terms of impactful customer-oriented deliverables, it's providing a vital backbone to the Livable Zone by creating a safe region for citizens to live, work, and play. Jorgmund's "outside the box" thinking means they understand the importance of wisely investing in their human capital - you! You'll soon find that you'll take pride in this vital work - and the benefits can't be beat.
Rest assured, Jorgmund's multidisciplinary approach to our world's period of recovery means we know how to keep it real when facing this opportunity for restructuring and growth. Jorgmund: Even if most of the world has gone away, we can make a world of difference!
Synergy!
USEFUL LINKS
It is recommended you check out the following links first for info on the rig, rig conditions, game mechanics, and the intro and slideshow your characters would have to endure that takes place chronologically before the Test Drive Meme:
SCENARIO

It's been a bumpy and cold ride, accompanied by questionable music such as midi remixes of Mmmbop, We Built This City on a trombone, an a capella version of all of Brahm's symphonies, and a 21 kazoo chorus to cover The White Album. And, of course, every fifteen minutes the music's interrupted so an excited intern can tell you about the glorious mission and opportunities of JORGMUND, where you're all family.
Looking at the guy using up everyone's vomit bags, that's a questionably desirable family you got there.
But the mission briefing is, at least, clear. It seems that, after Disney learned that there might be a war, it built a new park far away from any possible targets: the frozen north pole. That's right, Disney pulled an eminent domain on Santa Claus to build a massive, sprawling theme park, even importing a mountain from Europe to provide a decent landmark. Disneyland Arctic is now the only active Disney park in the world, run by the tattered remnants of the once mighty mega-corporation. But, somehow, it still draws massive crowds, despite not quite being in the Livable Zone.
It seems that Disney's so far refused to allow Jorgmund to operate in their territory, for fear of ruining the 'magic'. Technically, Jorgmund's forces, the New Hires that is, aren't even allowed in the park. They're banned. Which is why it's all newer employees on this trip: Disney might not have identified them yet.
That said, all of their power is now spent on the park, a massive, city-sized complex with nearly every environment imaginable included, full of cartoonish buildings and costumed people, many of whom don't even work there yet! That's right, some people still pay to come to enjoy the warped nostalgia of Walt's empire. But many of them don't survive the trip to or from this isolated wonderland, so exports are... rare.
And this comes to their mission. Jorgmund wants Merchandise. And lots of it. A few loads of genuine memorabilia will, once it's been sold off to the right people, fund the corporation's operations for a good, long while. After all, who doesn't want to be the person who eats the very last Redd Rockett's Pizza? Or have the only surviving complete set of Star Wars action figures? Or one of the few people to be able to jam to the forgotten tunes of Halyx?
However, there's something more for the New Hires to do. Not everyone there is happy in the Happiest Land on Earth. And Jorgmund can't ignore the plight of the people if so much attention is called to it. They'll grit their teeth, but not even the upper levels of management will refuse if some people find themselves freed from the shackles of the mouse.
PROMPTS
a) IF THE SHOE FITS
The wailing and moans of agony filling the air are probably warning enough about the horrors the New Hires are about to see. Forced into a line by armored soldiers wielding pole-arms, a raggedy group of wastelanders are shivering in the cold. Kept in line with brutal shoves and harsh words, they're in no shape to put up a resistance. Some of them show signs of already having done so, and judging by the way they flinch away or glare sullenly at the oddly mincing guards, they've learned their lessons.
The chamber they're being led to is dark, lit by flames, and smells like a charnel pit. There are reasons for that. There's only one size of shoe left in the Happiest Place On Earth, and a glass slipper is being used to see if they truly fit or not. Any foot that doesn't fit within the slipper gets... trimmed.
Jorgmund would want the shoes. They'd want the glass slipper itself. They'd have no use for the Wastelanders, but with the eyes of the Livable Zone on them, they can't just abandon the people.
b) THE GREAT WHITE HUNTERS
Once upon a time, a vain queen discovered that she wasn't the most beautiful of all. In response, she ordered her greatest huntsmen to bring her the heart of the fourteen year old girl who outshone her. It's an old tale, with many echoes, even today. The park has many shadows, and within them lurk the hunters. They search for beautiful men and women, to claim their hearts for their ravenous queen, who feasts in one of the many halls on a diet of muscle marinaded in fear and adrenaline.
There are cups Jorgmund would like. Cutlery. Themed plates. A reward is what they've promised for the gathering of them. But the easiest way is probably to follow a Huntsman as he delivers his prize, clasped in an Elsa-themed cooler.
c) THE RED RIDERS
Wolves can be seen in the wilderness, but they're not the true dangers. The dangers are the little old ladies who are oddly hairy, have such great fangs, and such large ears. No one sensible would be fooled, but children desperate for love? Any sign of hearth and home? Desperation has an odd way of filtering reality, and the wolves in Grandmother's nightgown are very good at finding feasts.
Especially with no Huntsmen about to bring out the happy ending.
Some of the wolves will call out to adults. Not all of them are capable of seeing things as they are either, after all.
d) HERO OF HEROES
An enraged roar. A man with a bristling beard, shining red eyes, bulging muscles, and glistening thews hurls a pillar into a crowd, screaming his defiance of the world in ancient Greek, nearly unintelligible in his rage. Heracles brings no pride to Hera today, not lost in a berserk rage, poisoned by hatred. Around his shoulders, and over his head, is draped a lion's skin, impenetrable by claw or blade or bullet. Lost in his fury, Heracles recognizes no friend, no ally, no neutral party. And, weakened as the transition has made many of the people who enter the Gone Away World, none live who can stand against the prince of power. The tactics beloved by Athena, misdirection, wisdom, deception, will be the only way to survive an encounter with the maddened godling.
Behind him are many offerings, accepted in calmer, saner moments, when he isn't maddened by pain and loss. Action figures, posters, clothing-he's made his shrine out of a gift shop and once accepted other such offerings. Jorgmund wants them. They sell for top dollar on the Livable Zone's markets.
e) RICHES TO RAGS
It had to happen. One of Jorgmund's other New Hires, a nervous, mousy looking man is confronted by a casual looking man in red, leaning casually on a sword and eating an apple. "You know how this goes, wageslave. Drop your goods, leave your riches behind, and return to your masters. Tell them that other people are needier than this." He smiles winningly.
The mousy man sputters, drops his sack, and pulls a gun, only to drop on the spot as an arrow suddenly skewers his head. The man in red clicks his tongue and drags the sack closer to him with his sword, before glancing up and smiling. "Greetings! Oh, I hope you didn't know him. If you did, it's a pity, but you'll get the same terms from Will Scarlet. You are surrounded, my gentle people, by my oh, so fair cousin, Robin and his very merry men." He smiles, twirling his mustache, then sketches a bow. "Surrender your goods, gentle people, or have them surrendered for you."
f) AN ATTITUDE ADJUSTMENT
Good workers aren't easy to come by! Especially in an area with as much stress as Disneyland! But that's fine, Disney's management figured out the solution long ago. Whenever they need more people, they simply grab someone and drag them into one of the many doors that aren't doors in the vast amusement park. Inside, there's invariably a chair and a set of monitors. The chair straps the victim down and, from there, patches are applied and a special, Very Magical helmet is dropped over their heads.
Strains of "It's a Small World" can be heard from the helmets.
They'll scream. Oh, they always scream. But only for a while. When the helmet comes off, they're no longer street trash or a lonely tourist. Now they're one of the few, the proud, the people who keep the park running! And for the special folks who have just the right looks, they become Characters. Ariel, Mulan, Gaston, Peter Pan, Luke Skywalker, they're always popular sights. They'll be worked even harder than the rest, but the Characters know better than to object! After all, it's such an honor to represent Disney!
The New Hires can either save Wastelanders waiting in line to be brainwashed, or might need saving from other New Hires themselves. If a New Hires is successfully brainwashed another can possibly save them. It takes some time for the brainwashing to "set." New Hires can save others by using one of several methods: using an emotional connection between the two characters, reminding the character of their past or usual personality, or - if they don't know them - using lots of Disney unfriendly language until the brainwashing shorts out.
g) NIGHT ON SPACE MOUNTAIN
The looming mountain shudders, and the castle on top cracks. Bulges. A dark and terrible being shatters his chains within the castle's heart flexes his black wings, baleful eyes glowing in the night. He stretches his arms out and the shadows come alive. The horrors come from those shadows. Imps. Bats. Vultures. Ghosts. Goblins. Demons. Death himself rides the night, swinging his scythe to and fro, and silent witches ride nightmares through the murky sky.
The Dark God underneath Disney's pride and joy lives. Finally, the world has become corrupt enough to allow him to live, to breathe, to bring fresh horrors to the world and ensnare the souls of mankind He pays little mind to the tiny people underneath, content to torment those directly around him, to create life from the fires of the volcano and then twist and torment them before ending them in the very flames they'd been birthed from.
It's only a matter of time before Chernabog bores of this play and turns his attention to the park, or beyond. But a hurried communication, a man calling himself K, says that he can be contained again. The stories that had trapped Chernabog before have been corrupted by corporate greed and twisted by the media mentality, but there's still a way. Somewhere in the ruins of the castle, maybe even scattered about the park itself, are clear crystals. They need new stories, ones that haven't been tainted by Disney's touch. With a new generation of fables and tales, Chernabog will be imprisoned again, at least for a while. So get to work and save the day already!
h) WILDCARD
I mean, it's Disneyland. There's always something to do. And, true to Disney's approach in the past to these kinds of of things, the park's open throughout the entire crisis and even directly afterwards.
➤ Feel free to play around with powers. If your character has powers from canon you want to play around with, go for it. If you'd like to test out possibilities for game powers, also go for it. Feel free to change it up from thread to thread if you need to. This can be handwaved as exposure to Stuff making characters' powers shift a few times before settling.
➤ Potential players may use test drive threads as their log samples. However, at least one post in their thread must fit the requirements for apps, both in length (200 words) and in quality. If you do plan on using a thread as a sample, please make sure the writing throughout your threads is a good example of your writing skills and has some solid examples of the character's voice.
➤ Players can eventually count TDMs towards AC. They can only count towards comment-based AC proofs.
➤ Potential players can opt to keep these threads as game canon when they app in, or start over fresh, based on preference. The Stuff bringing them to the game universe can fog their memories, if players don't want their character to remember TDM threads when introing into the game.
➤ The game is invite-only. Players without invites are allowed to tdm since some of them may know someone in game to ask for one, and since some people enjoy TDMs just for fun in games they don't plan to app into. But an invite is required during the apping process.
➤ The has a cap of 30 players. Apps are rolling apps that have a wait queue if the cap has been exceeded. Currently the cap is 24 of 30 players.

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"What should we--" she interrupts herself panting a bit "What should we do with this slipper?"
She isn't really sure why Jorgmund would want it. First day and already on a chased by hostile figures who want to cut off her feet. What a poor, unlucky girl.
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He starts to lead Jennifer through the castle, hopefully towards an exit; he's never seen anything Disney and has no idea what any of these places are.
"Do you happen to...have any idea how to get out of here?"
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"Oh. I-- I was following you, actually."
She hears what she concludes is a battle cry from the guards that have visibly gotten closer. She sees some child's scribble resembling train tracks on the floor just like at the orphanage. Ah, good times. Not really.
"We could follow the children's drawings, that usually works for me."
With that, she proceeds, not realizing how...Whimsical her suggestion is. She would probably make a good Disney princess herself.
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He thinks as they go with the scribbled tracks. He saw six other wastelanders lined up to get their toes chopped off, corralled by the four guards - at least two of whom sound like they're following Dan and his new companion.
"Jennifer Brown, right?" He wishes they'd been given any time to prep before the Jorgmund dumped them out here in Disneyland with instructions. "Do you think there might could be a way to circle back to that chamber from a different direction?"
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She removes her red rose brooch and points it in the directions the guards are coming from. A holographic ray recreates the image of a labrador, her beloved Brown, made of hard light.
"Go!" she commands.
The dog quickly runs towards the guards, ready to attack them.
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"Alright, this way," he says, following her suggestion of going after the tracks, waiting for her.
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She heads back to the path drawn with train tracks, reaching Dan.
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"How comfortable do you feel fighting for your life?" he asks, because that's going to matter if they run into hostile people. "I mean, obviously, we want to avoid that entirely..."
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With tiny, close rage weapons in hand, she cannot help but try to cover her face or look somewhere else while she's striking. With a shovel or a steel pipe though, she can definitely kill easily.
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"Winning's better than the alternative." He gives her an encouraging smile. "Okay, so the way I see it, we can't leave them wastelanders to get butchered. I counted eleven guards total that I seen on this floor, including the ones in the chamber."
Too many for a one-on-one fight. Either they'll need to keep splintering the group of guards up or cause a commotion.
"We need a diversion on a bigger scale than the dog, not that I'm knocking the dog none. Got ideas?"
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She walks to it, asking him with a light nod to follow and cover her. She pulls a couple of wires, but instead of the fire, she causes everything to shut down...