ᴛʜᴇ ᴍᴏᴅᴛᴇᴀᴍ ᴏғ ʜᴀᴅʀɪᴇʟ (
hadrielmods) wrote in
dankmemes2016-05-21 11:32 am
Entry tags:
Test Drive Meme #9
Welcome to Hadriel's test drive, and thank you again for your interest in the game! As always, our reserves page is here, and our applications page is here! Reserves open May 24th, and apps are open June 1st.
Two quick points here as well:1. Any thread made in Hadriel's test drive will be accepted as the sole Action Log sample in the application.
2. All threads made in the test drive can be considered game canon, either through handwaving or through a shared mental experience while coming through the Door!
Test drives will be broken up into specific god mini-events, during which your characters can see how well they fare under the watchful eye of one of the gods. Choose wisely or just simply pick 'em all, and have fun!

F E A R
SCENARIO ONE:
I'VE SEEN ENOUGH HENTAI TO KNOW WHERE THIS IS GOING
[The Door brings in all that is chaotic and evil in the world. This may include you, may include the person next to you... and may include the monster behind you.
Watch out as you explore the streets of Hadriel, because you're not alone, and there's always something lurking in the shadows, waiting for the perfect chance to swarm around you and chow down. This time, the Door has brought in a group of malboro, from the Final Fantasy video game series.
These plant-like monsters are essentially comprised of long, tentacle-esque stalks- sometimes with eyes on the ends- and large, gaping mouths. Their breath can be poisonous and literally make you sick to your stomach, and- just your luck- they're carnivorous. Happy hunting!]
C O M B I N A T I O N
SCENARIO TWO: DREAM A LITTLE DREAM OF ME
[You're so tired- at least you've got a reasonably safe place to rest your head at while you recuperate, right? After all, nothing can go wrong when you're asleep.
Aaand that's where you're mistaken. For this event, all characters who fall asleep will either be Hosts or Visitors in their, or someone else's dreams. All dreams are inflicted by one of the four gods (Hope, Delight, Rage, or Fear), and will have their presence influencing the events within your dreams in order to harvest their desired emotion from you.
The sky is essentially the limit, so long as your dreams correspond with one of the four gods. Happy sleeping!
This is a mini version of our Dreamwalker event this month!]
D E L I G H T
SCENARIO THREE: JUST SAY NO
[On your kitchen table the next morning is a blue pill. Just the one pill, along with a glass of what seems to be water. There's a note in elegant script next to the pill that merely says 'TAKE ME'.
If taken, the pill can have a variety of effects. You can hallucinate, you can get uncontrollable giggles, you can feel drunk, you can feel like colors all have textures and shapes and the world is looking at you through a kaleidoscope! The drug can have whatever effect the player desires, as long as it's pleasurable or fun.
So: do you take it? Can you hear someone who already took the drug, stumbling down the street? You, uh, might want to help them, and do be careful. There's no telling what kinds of monsters are still out there.]

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"Why are you calling it a Mello robot?" It's strange, hearing his own name dissociated from himself, applied to an inanimate object. But he's more interested than unsettled by the designation. "What is it about that robot in particular that makes it Mello?"
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Again, the most logical thing in the world. And along with the smile, there is the faintest hint of contentment in his voice. "I made my proof. Why aren't you getting the Lego?"
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Near's right about one thing, at least - he did show his work. Mello can't refute it, and - for once - he doesn't really want to. So he stands, crosses the room, and retrieves the box, sitting down again beside Near and setting the box between them.
"You can only have one that's the best," he says. He doesn't ask which one it is, though, because he doesn't need to - he already knows.
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"Thank you." He sets the robots aside for now. They will be important later, once he's finished building. And build he does, brick by brick, with quick precision. A long row, then building on top of that row to stabilize the blocks.
"I know." That is treated as a fact, too. It's how he's been raised all this time. There is no malice, no smugness in the words. This is just the way things are. "But Mello-bot is very good. He plays." One finger briefly points to the box he'd gotten the robots from. "The others don't."
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What surprises Mello, though, is what he says next. Mello-bot is very good. He plays. The others don't. This is significant - Near says and does nothing without purpose, just like Mello himself. Such is the way they've been trained, and Mello may be many years removed from the House, but he'll never entirely leave its teachings behind.
"Is that why Mello is second best?" Strange, to speak of himself in the third person; also strange to speak of himself in such definitive terms, though it's not the strangest thing he's ever done. The old world's runner-up, he'd called himself, in the document he left behind. But written words have a different dynamic than those that are spoken.
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But that isn't the only wall. Multiple ones sprawl over the wide expanse of the toy room, full of sharp angles and tight turns, ridiculously intricate and complex. A maze constructed of simple, brightly-coloured blocks. Far too many blocks to have been able to fit into that box, but details like that aren't important to dreams.
"It's why he's fun." Still not looking directly at Mello, because that's simply how things work, he scoops the robots back up and offers the Mello-bot to him. Near normally doesn't share his toys, but whatever. "First one through the maze wins."
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"Fun isn't as important as effective," Mello says, and turns his attention to studying the maze.
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"A countdown from five, and then we start."
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"But isn't winning important?" he asks, then answers his own question, quickly adding: "It's the most important thing."
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Even in a dream, he doesn't say things outright, but certain things are obvious in implication. Mello is much more brave, capable, and interesting than all the others, is what this says.
"Five. Four. Three. Two. One." And he doesn't say 'go', because the last number is the cue. And he starts through the maze at a sedate pace, holding what has been unofficially dubbed the Near-bot out in front of him like it's flying.
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He takes risks; that's a fundamental part of who he is. He calculates, and he gambles, and sometimes it pays off, and sometimes it doesn't. But that isn't the sort of thing Mello has ever believed Near values - his own methods lean more on caution and less on action than Mello's. Hearing himself described as exciting is a novel thing in itself, but even more so by virtue of the fact that it comes from Near.
It's such a sharp insight for Mello, in fact, that he's a second too slow to start the maze, following behind Near with an almost dumbfounded expression on his face.
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As he's said: Mello is fun. Even somebody like Near appreciates fun.
He doesn't notice the expression, of course, focused as he is on the maze. He does notice the abrupt lack of a rejoinder or a question, but he doesn't feel like dwelling upon it. They're busy with a game now. "You're not going to keep following me, are you? You will lose for sure that way."
This is still a contest, after all. Who says there is only one path through the maze? And obviously if one person just walks behind the other, that person will lose. That's just common sense.
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"I'm not going to lose."
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He nods to himself when they split. Yes, good. This is an actual game now. There is no hurry in his steps; his pace is calm and steady, winding through various convoluted turns that make it difficult to gauge progress. At any particular point, it will be difficult to tell which of them is further along.
Well. Near can sort of tell, when he glances out of the corner of his eye briefly. And his smile broadens a little before he makes another sharp turn. There. Back ahead again, just a bit. A close game so far. This is nice.
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"You're falling behind. You'd better figure out the way soon or you will lose." Deadpan voice, but there is an almost beatific smile on his face.
The backtracking had been a good idea, though. Mello has gotten himself back on the way to a possible solution.
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There are a few turns left for him, but as far as straight distances are concerned, Near is only about fifteen feet from the end now. Better hurry, Mello. Time is running out.
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He's going to lose. He worked so hard, and in the end, he's still going to lose anyway.
(Just like he always does.)
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His own steps are unimpeded, and he exits the maze after another series of turns. For most children, something like this would result in a crow of triumph or some other elated gesture. But Near is still Near, and his display is markedly more subdued, but clear all the same: that unsettling, satisfied smile he gets whenever he knows that he's right.
"I win." His tone isn't quite bland, but it's calm. "You're still coming, right?"
It would be disappointing otherwise.
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"You win," he says, crossing the threshold of the maze's exit, then adds: "This time."
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"There will be more games, then?" That's what the statement implies, after all. There's actual happiness in Near's tone now, just a bit of it. Finding someone who will play at all is a rare enough thing, but finding someone who doesn't just quit after losing is rarer still.
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"Aren't there always?" The implication in his tone is one of of course. Mello gently sets the robot on the floor at the maze's exit and turns toward the door, though not before giving Near one last glance over his shoulder as he leaves.