asgardmods: (Default)
ᴀsɢᴀʀᴅ ɢᴇɴᴇsɪs ❧ mod account ([personal profile] asgardmods) wrote in [community profile] assguardians2020-03-15 08:04 pm
Entry tags:

asgard genesis, test drive meme #7

TEST DRIVE MEME



basic info.
  • Anyone can post to the test drive meme, including duplicates! Please put your character name and canon in the title of your comment.

  • All threads are considered open to everyone! Tag around and make some friends (or enemies)!

  • If you decide to apply to the game, you can use your TDM threads for your app samples! You only need to provide seven comments if you use TDM samples.

  • You can't really be late to a TDM! This will be considered open until the new one is posted.

  • You can make up your own scenario, interact with one of the locations in the game, use the welcome process of your character waking up or selecting a god house, or use our optional prompts below!

  • You do not need to pick a god house to play on the TDM! You can have your character still in the process of discussing/deciding/despairing instead. Note, however, that characters aren't allowed to leave the palace unless they've chosen a god! It's for their own safety... and anatomical integrity.

  • If you are accepted to the game, you can keep TDM threads as game canon as long as you fudge some of the details depending on your original thread. Optional events this month can be considered game canon as well! We've specifically structured these prompts to fit in with the IC timeline of Asgard itself.

  • Casts currently at/approaching the 8 character limit are:

    Devil May Cry: 5/8

  • Reserves open on April 17th at 12:01AM EST and close on April 23rd at 11:59PM EST.

  • Applications open on April 24th at 12:01AM EST and close on April 30th at 11:59PM EST.

  • Please always feel free to contact the mods if you have any questions! Have fun, dear (future?) Wanderers. ♥

THE ARRIVAL.
( You're welcome to use a character's arrival as a prompt! Some general information about the arrival process is here. They're then free to explore at least some of Gladsheim Palace, given space enough by the local gods to (in theory) consider which god they'd like to choose to affiliate with. Though most days, Wanderers aren't to step inside Gladsheim Palace without direct permission, the day of arrival is an exception and both new arrivals and Asgard veterans alike can be found wandering the halls, as well as any number of curious-eyed natives who work within the palace walls. Though the gods are more than willing to allow Wanderers to leave, it's worth noting that many a castle servant - natives, born in this land - might see fit to intercede and insist on the choosing of a god before Wanderers step off the Gladsheim Palace grounds.

Feel free to ask the mods questions if you encounter any - for example, if you'd like to know how the gods (or a specific god) would've answered X and Y questions from your character!
)


MINI-MAGIC: HEIMDALL.
A few weeks previous, the Gods joined and decided they had a duty to lessen one more enfeeblement they'd placed on the Wanderers who they'd come to have a certain level of respect for: giving them more powerful magic, as much as their forms would allow while in Asgard.

As is routine at this point, a new swath spill into Asgard today -- perhaps these are to stay, but perhaps they'll be ones to leave as the sunsets; this ebb and flow is confusing to the Gods, but they still can't completely wrap their heads around what brought the original Wanderers here in the first place. Or, more aptly, why this pattern continues.

Heimdall takes it upon himself to give this new round a running start when it comes to mastering magic, something that he regrets not taking into his own hands previously when it came to the past Wanderers. He's created the Temjask Arena in order to bolster their skills, magical and physical alike, but these fledgling Wanderers won't know this immediately. They'll be distracted by the many other wonders of Asgard if they aren't reached immediately.

And so he's there to greet all of them himself, handing you a bronze bracelet as a gift. The crystal in the center glows clear until the outter rim is spun, shifting between the colours of the Gods. As he explains, contained within the bracelet are nine spells, one for each God in Asgard. Consider it a sampling of the power they could bring to a Wanderer, should they be the one you choose. You may not know the true power of each spell, but when chosen on the bracelet, you calm and instinctively know exactly what the spell you're about to cast will be:

YOUR LIST OF SPELLS.
( ODIN ) Fire Bolt: You hurl a bolt of fire at a creature or object within 200 feet of you, dealing a large amount of damage if it hits. A flammable object hit by this spell ignites if it isn't being worn or carried. You can throw three bolts per casting of this spell.

( NJORD ) Magic Mouth: Choose a non-magical object you can see within 30 feet; you implant a message no longer than 50 words into that object, and then determine the circumstances that will trigger the message. The trigger can be detailed or general, but it must be based on a possible visual or audible condition that occurs within 30 feet of the object. Once triggered, the object then sprouts a magical mouth that recites the message verbatim as you spoke it previously. The message can be designed to be a one time spell, or it can be repeated at any time the original trigger occurs. After an hour, the spell dissipates.

( SKADI ) Disguise Self: You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different for up to four hours. You can't change your body type (i.e. from humanoid to avian), so you must adopt a form that has the same basic arrangement of limbs, and may only appear as one foot taller or shorter than your real form. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection, and anything you pick up after the spell is cast is not included in its effects.

( SIGYN ) Control Water: For up to four hours, you control any freestanding water inside an area you choose. You can choose from any of the effects listed on the spell page, and you can change between them at will; however, you can only have one effect active at a time.

( TYR ) Charm Person: You attempt to charm a humanoid you can see within 30 feet of you. If the creature fails to resist, it is charmed by you for up to eight hours or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed.

( HEIMDALL ) Ensnaring Strike: The next target you hit with a non-fatal melee attack is suddenly surrounded by translucent, magical vines that appear in the air. The target can dodge their grip and the vines disappear. If they can’t evade their sudden grasp, they remain constrained for 10 minutes as they’re slowly constricted. They can attempt to hack and slash at the vines if they can manage to free a limb or other usable appendage.

( MIMIR ) Detect Thoughts: For up to 10 minutes you can focus your mind on any one creature that you can see within 30 feet of you. You initially learn the surface thoughts of the creature - what is most immediately on its mind in that moment. If you attempt to probe any deeper than surface thoughts, the target may attempt to resist; should they fail, you gain additional insight such as their emotional state, deeper reasoning behind their actions, or something that is weighing on their mind. Whether or not they resist the spell effects, the target knows that you were probing their mind. The spell ends if they resist, or once you gain additional insight.

( HONIR ) Levitate: One creature or object that you can see within 60 feet of you (which can include yourself) rises vertically, up to 50 feet, and remains suspended there for 10 minutes. The spell can levitate a target that weighs up to 300 pounds. The target can move only by pushing or pulling against a fixed object or surface within reach. Otherwise, you can change the target's altitude at will during the spell's timespan. When the spell ends, the target floats gently to the ground if it is still aloft. You can also utilize this spell to levitate yourself.

( FRIGG ) Stoneskin: This spell turns the flesh of a willing creature you touch as hard as stone. For up to two hours, the affected creature cannot be as easily harmed as a flesh being. This spell can only be cast on one creature at a time.


Each spell can be used once, Heimdall explains, and directs you to the palace grounds, where a smaller version of the Temjask Arena has been erected for the day. There are large vats of water, spectral animals bounding around that explode into light when they take damage -- or you can utilize large dummies if you're too squeamish to kill a spectral deer. There are a variety of objects to accommodate you, and there are other Gods around if you have any requests for your target practice.

Not to leave out the other Wanderers, Heimdall is more than willing to give anyone who'd like to participate a bracelet of spells -- though he also offers the caveat that they'll painlessly melt away at the end of the day. He's interested in preparing the Wanderers for battle or conflict, not causing any himself should these last too long.


FISH FESTIVITIES (DAY AND NIGHT).
The natives have preoccupied themselves with something else for the day, though new and old Wanderers alike are invited to help them with the task at hand.

During the colder months, the waters of Vatn Trúr (a sizeable lake in Honir's district) froze over; even during the days where the weather was more nippy than frigid, fishing from the waters proved to not be so fruitful.

With the weather finally approaching spring-like temperatures and atmosphere, a large group of natives have crowded the shores for a communal day of fishing. They've brought wagons to store their daily catches in, filled with ice to keep their prizes cold -- as well as the food and drink they've brought to the shores. It's boring to fish without something to occupy the time, no?

day.
If you considering coming down to see what all the commotion is about, a native will likely throw a makeshift pole into your hand, baited with some strange and wriggling insect, with a clap on the back and shove forward. Go forth, feed yourself and your brethren!

It's a simple feat to accomplish, as it were. The fish are plentiful, with many practically flying out of the water once you reel them in. Not familiar with how to fish? It isn't so hard, and there will likely be someone around to help you out.

In between casts, you'll be invited to dine along long tables that the Wanderers have brought out for resting and waiting for bites -- that is, if you're one of the unlucky few who isn't getting any.

night.
For the most part, this activity goes by without hiccup -- except as the sun lowers against the horizon, there's a sour wind that blows across the waters. Where the fish were practically leaping into sight, the lake is now tinged with red, and dismembered fins and heads of fish begin to lap at the banks. This is immediately concerning, but many natives are still having some luck. The crowd thins, and you're welcome to proceed back to the palace with them.

If you stick around to see if this is just a freak incident, you'll maybe be visited by a most intimidating sea creature, stealthy and capable of flopping onto the shore to try and stab at your legs, bite at your feet. Some natives make it a game of trying to spear one of the beasts, which they may also ask for your assistance with -- the Wanderers are so respected; you must be able to help rid the lake of these awful fish?


NETWORK.
( Network posts are fair game, in this test drive! Network access information can be found here. Note that characters' names are shown - as opposed to choosing usernames - and that the network can't be accessed accidentally. Consider mentioning whether your post is text, audio, or video for clarity! )



navigation.
betterinvestigator: (4)

Ainsley Whitly-Prodigal Son

[personal profile] betterinvestigator 2020-04-03 06:12 am (UTC)(link)
[Arrival]

"Did I dose off in front of the tv again or what?" muses the blonde as the whole mess starts to sink in. Its real and not something from Malcolm's DVR, speaking of said sibling her eyes are scanning the mob like a true reporter. But as she's walking she's got a lot on her mind, sure she may be average but she worries more than most. She also wished she had her recorder or even her phone, all her questions need to go somewhere after all.
---
[Wild Card]

Have Ainsley will travel!
prodigalmess: (concern)

[personal profile] prodigalmess 2020-04-04 02:19 am (UTC)(link)
They'll find each other, eventually. Malcolm kind of has a feeling that they always will. Which is why he's not really that surprised to see a familiar blonde head in the crowd. He makes his way through the people to her.

"Ains," he says, giving her a hug. He hopes it really is her, as... doppelgangers are a thing here, but she probably wouldn't let him hug her like this if she thought he was a stranger.

Malcolm is both happy and sad to find his sister here. It's nice to have someone he knows from home, someone he loves, but he hates that she's stuck here too.
betterinvestigator: (2)

[personal profile] betterinvestigator 2020-04-05 06:25 pm (UTC)(link)
"Mal!" as Ainsley returned her brother's hug, a sign its really her. "This place is beyond freaky. I was sure I dozed off in front of the TV yet again. And last thing you remember?" falling into a normal mental pattern.
prodigalmess: (listening)

[personal profile] prodigalmess 2020-04-07 02:06 am (UTC)(link)
"Uh.." Malcolm blinked at her. The last thing he remembered was Watkins hitting him over the head and him passing out. Despite the fact that they were in a mystical city of Norse gods and it really didn't matter here, he didn't want Ainsley worried about him.

"Leaving the precinct," he said. "It was Christmas Eve and I was heading to mother's."
betterinvestigator: (5)

[personal profile] betterinvestigator 2020-04-17 06:54 am (UTC)(link)
"Just ditched a work cocktail party. Was going to see if you wanted to hang out and duck mother's yearly holiday questions." Ainsley added.
Edited 2020-04-17 06:57 (UTC)
prodigalmess: (smile 3)

[personal profile] prodigalmess 2020-04-19 12:49 am (UTC)(link)
He grinned at that. "I always am, but it was Christmas. She was probably entitled to at least a little bit of time with us."

And yet he had at least partially ditched in order to eat a nasty TV dinner with Shannon and the most disturbing old woman he'd ever met. The fact that Ainsley apparently came from around the same point in time that he did meant that he still had no way of knowing what had happened to him after Watkins knocked him out.

"It's great to have you here, even if we're stuck. It's... not terrible."

Malcolm missed home and casework, but he'd already done some really incredible things here.
betterinvestigator: (Default)

[personal profile] betterinvestigator 2020-04-29 03:08 pm (UTC)(link)
"True but still fun trying right?" as Ainsley joined her brother. "Level Mal, what do I need to know? Because the welcome wagon while well meaning did not help!"
prodigalmess: (listening)

[personal profile] prodigalmess 2020-04-30 02:02 am (UTC)(link)
Malcolm sighed a bit. "The gods and natives are well meaning, but there's a lot that happens that seems beyond their control. Last month, a group of us went out to rescue some half-orcs from a cave that had been affected by some sort of bad magic. It went... awry."

So awry that he had technically died, but - details.
betterinvestigator: (Default)

[personal profile] betterinvestigator 2020-05-01 01:14 am (UTC)(link)
"So our lives but 20 times more strange?" Ainsley observed in her typical way. "Half orcs? No offense Mal but that sounds like something from one of our movie nights." not knowing everything of course.