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Fade Rift Mods ([personal profile] faderifting) wrote in [community profile] faderift2022-11-29 07:54 pm

MOD PLOT ↠ HOME FOR RIFTMAS

WHO: Everyone (more or less)
WHAT: Rifter Show & Tell & Steal.
WHEN: Early Wintermarch 9:49 (forward-dated!)
WHERE: The Crossroads and BEYOND.
NOTES: OOC post. Please use appropriate content warnings in your subject lines.



Since Corypheus began opening the Gates, Riftwatch has been noticing pockets of instability in the Crossroads—crumbling platforms, paths newly blocked by rubble or broken bridges, sections where gravity has been shifted and altered in ways unusual even for the Crossroads, with new intrusions of green-tinged rock outcroppings or corners of temple walls. The barriers between the Crossroads, the Fade, and the world are thinning. It's a problem.

But more recently, Riftwatch has been made aware of an ancient artifact known (now; one hopes this isn't its original title) as the Sealing Stone, now in pieces scattered throughout the Crossroads, and the approximate locations of those pieces. If brought together and activated, the Stone may stabilize the barrier between the Crossroads and the other realms and may provide a model Riftwatch could use to reinforce the Veil elsewhere.

So Riftwatch ventures into the Crossroads to retrieve the pieces of the Stone. It's an intensive effort undertaken by large teams, due to the many now-familiar hazards of the Crossroads, the potential for encountering the Venatori that also use the eluvian network, and the need to cover ground as quickly as possible in hopes of finding the artifacts before the Venatori notice the increased Crossroads activity and come join the hunt.

It's not as simple as merely locating the pieces, however. Whenever a group of Riftwatchers get near enough to one of the artifacts, they're alerted first by the triggering of a sort of protection mechanism. In some cases—specifically, on teams without any rifters—spirits suddenly swarm from the metaphorical woodwork in numbers so great and with such hostility that retreat is the only viable option. The spirits chase the teams only as far as necessary to push them away from the artifact's location, then mass into a circling shoal, guarding the spot until they're left alone long enough to decide the risk has passed.

But for groups containing at least one rifter, something with the mechanism goes wrong. Or right, arguably. Rather than being overwhelmed by spirits, they instead find themselves abruptly engulfed by what appears to be a rift, opening suddenly and rapidly large enough to swallow entire masses of people before contracting again to lie in wait like a carnivorous plant for anyone else who comes too close. Those caught in its radius tumble out into what appears to be a new and unfamiliar world–for most. For one or more of the rifters in each group, it will be perfectly familiar.

The first group to encounter this effect will be one including Tony Stark and Stephen Strange, and will drop them and their compatriots straight into midtown traffic. Any groups attempting to travel to the same spot in the Crossroads to investigate the apparent vanishing—whether they have rifters with them or not—will find themselves drawn through the same "rift" almost as soon as they get within sight of the place, before anything can be discerned about their lost fellows. They will likewise emerge into Stark & Strange's United States.

Subsequent groups including other rifters will be seemingly drawn into their companions' worlds by the same effect. In each, Riftwatch will have to navigate local hazards and retrieve a distinctive lyrium-etched artifact, at which point the world will dissolve around them like a dream and they will find themselves back in the Crossroads where they began, in possession of a carved chunk of stone glowing with lyrium runes.

1 ↠ MCU Earth-199999

Alternate-universe Earth, New York and Los Angeles, 2012-2025, Tony Stark & Stephen Strange.

Earth-199999 is very much like contemporary Earth as we know it, featuring the same historic events, same nations, same conventions. For the average person, there is no difference, except that they know magic and aliens and gods and superpowers are all real and have been causing problems for a while now, with NYC as the hub for most of the shenanigans. MCU Earth has also made leaps and bounds in all science fields as compared to real Earth, although these leaps and bounds are not widely accessible, primarily exclusive to private organisations like Stark Industries, mad scientists, and the likes of SHIELD, but can range from interactive three-dimensional holograms through to biotechnology that turns people into supersoldiers.

It's commonplace to see or hear about criminals causing havoc in the streets with superpowers or gadgets, and crime-fighting vigilantes trying to stop them. The Avengers, as the world's first superheroes, became widely-known commercialised celebrities in-universe with merchandise, documentaries, book deals, and memorial murals to the deceased Iron Man.

Special Abilities: Everyone is nerfed to regular human, unless you want a sudden onset of mutant powers. 1 individual themed ability per character; like pyrokinesis, superspeed, superstrength, etc.

Arrival: One main rift opens in the middle of New York City, ejecting our rifters into midtown traffic… except thanks to Strange’s own multiversal mishaps, people in this world will seem astonishingly accustomed to this sight! Bystanders will be startled, but then the rifters will likely be dogged by strangers snapping photos and videos and tweeting about their arrival.

The Fade-constructed timeline will be a little off: the old Avengers tower and its penthouse is still standing and still accessible to Tony, and Strange will also offer up the Sanctum as a sanctuary, and these will be the main mission hubs while the team gets their bearings and tries to locate the artifact. In the meantime: relax, take in the sights, maybe check out a Broadway show, wrangle your new superpowers.

A secondary rift also opens up on Hollywood Boulevard, in case people want to do some helplessly stranded on Earth RP. Tony can very easily find out this has happened and go collect them, with various degrees of efficiency according to what people want out of that OOCly. As this universe will be available to explore for a few IC weeks, people can assume some degree of Stark-provided financial freedom for basics (i.e. clothes and food, burner phones, etc), and they can stay in the Avengers tower and/or the Sanctum.

2 ↠ Shifterverse

Original alternate-universe Earth, Midwest US, 2022, Jude Adjei.

Real-world 2022, but what if Shifters?

Special Abilities: All superpowers are unfortunately nerfed. However, everyone's a Shifter now. Your choice of animal. Enjoy.

Arrival: Everyone will arrive in Yellowstone National Park, which is wholly staffed and operated by Jude's pack, but... not in an area where tourists are routinely and happily welcomed. Welcome to the deep woods and canyons and plains, where Jude's pack has built their den for some several hundred people. Characters will immediately be found by scouts in fur and feathers, who will be guarded and curious, but not hostile. The wolves and ravens will greet the interlopers as equals, and if they aren't offered any violence, they'll be treated as guests. Hundreds of pack members live in a mixture of hand-built cabin homes and meeting places, portable tiny houses and various shared spaces. There is wifi, a greenhouse, lots of tasty food and warm clothing to wear. If they stay several days and prove themselves trustworthy, they might even start to see children out and about, and there's nothing cuter than a toddler who can become a wolf pup at will. (Mind the raven toddlers and the bear cubs. They're less cute.)

3 ↠ Tassia

D&D Original World, Loxley & Richard Dickerson

Tassia is an original Dungeons&Dragons inspired world, a single continent divided into four nations that is otherwise completely isolated from any other possible world beyond it. These nations are Lloryndell, Sylvica, Ifrin, and Promias, and at its centre lies the Cruxal, a university-city of diverse cultural influence.

While Tassia resembles Thedas in its day-to-day technology levels, including its anachronisms, it is more heavily laden with fantastical elements. Along with humans, elves, and dwarves, there are goblins, dragonborn, tritons, tieflings, sentient robots, bird people, centaurs, and more (https://www.dndbeyond.com/races) (but no qunari). There are many different kinds of magic users who wield their powers openly. There are shops full of magic items, potions, and spell scrolls. There are monsters of countless kinds that lurk just about everywhere. Most cultures in the material plane are polytheistic and worship themed gods from the default D&D (Faerun) Pantheon. Some smaller cults and individuals worship ancient fey, fiendish, and eldritch beings who dwell on the outskirts of their respective planes and may provide power to the exceptionally loyal -- for a price.

Special Abilities: You can choose to be a normal depowered person, but you are equally encouraged to take on magical abilities, whether you're a mage or not. In brief, you can be a wizard, whose magic comes from spellbooks and knowledge, a sorcerer, who have innate magical abilities, a bard, who draws their magic from music, words, and performance, a warlock, who has made a pact with a powerful entity in exchange of magical ability, a druid, who draws their magic from nature, and a cleric, whose divine abilities are gifted to them by a deity. (Other classes have magic too, but it might be easier to pick one of these major ones if you are unfamiliar!)

Rather than overthinking it, we recommend you pick whatever sounds fun to flavour your magic with, and then browse magical spells using classes as a filter. (Eighth and ninth level are off limits, and it may be easier to limit yourself further due to how many spells there are.) Given the temporariness of these powers, don't worry too much about how many spells you get or how frequently you can do them, but know that higher level spells (anything above fifth) can only be cast one or twice a day.

Your character may be Tassia-ised, in terms of their race, but in a limited capacity. All humans will stay human, but elves may adopt D&D traits like seeing in the dark.

Arrival: Rifts will open in the streets of the Cruxal. People will be startled by the sudden appearance of rifters and stand offish, but otherwise: they've seen it all before! No one will be calling the guard on you, unless you decide to start something, so please don't. Or enjoy jail.

The Cruxal is a labyrinthian melting pot built up in concentric rings around a massive central university and library. Goblins scarper among humans, elves, and dwarves in the street. There are tusked half orcs and horned, scale-clad dragonborn mixed in among more familiar silhouettes. This is a university town, but while a large portion of the population are students, academics, and staff, it is also self-sustaining, with taverns, shops, temples, brothels, residences, and marketways.

The university itself is guarded and degrees of entry closely regulated due to the school’s extensive collection of dangerous artifacts -- one of which just so happens to have gone missing last night. News of the theft has been suppressed, but every temple, tavern, and brothel on the outskirts of town is abuzz with the rumor. The entire corridor, they say, was scorched black.

Loxley and Richard won't be too concerned about herding everyone but can provide some coin as needed for inn rooms and food. They appear to have a near bottomless stash, at least as far as living costs go.

4 ↠ Sulleciel

Original fantasy world, Petrana de Cedoux.

What if magic was real and holy emperors still kissed the ring in Rome, until someone beheaded the fucking pope? Welcome to Sulleciel, and specifically to Lamor City, capitol of Lamorre and the seat of the Lamorran empire, ruled over by Empereur Marius IX and his consort, Empress Petrana Solene. A nation and empire in the throes, still, of great upheaval — think Versailles or Orlais, but lurching ungainly out of its dark ages into a theoretically more enlightened time, control of which is being actively fought in the halls of power and at grassroots levels of social influence. Power vacuums abound, thanks to the fall of the church and the rise of a conqueror who is less interested in ruling than he was conquering; women are still the often-illiterate property of their fathers and husbands, but now there are more alternatives to family and marital homes, and dedicated studies of witchcraft are being encouraged, with pilot programs across the empire primarily in those early sanctuary cities, figuring out how this is all going to work. Known for her efforts to lean on the scales in the people's favour Petrana herself is, in this era, rumored to be imprisoned; graffiti of her crowned likeness can be found in some places in the city, with the epithet ""la reine du malheur"".

Special Abilities: In Sulleciel, magic is a skill that may be pursued like any other — and there are those of more or less talent, as if someone were to attempt the violin, or swordplay. It is practised primarily through incantations and foci, with more elaborate spellwork for more ambitious results sometimes requiring particular items or a full coven to achieve. As magic is limited in Sulleciel only by the will, imagination and stamina of those practising it, no one coming here will be subject to any nerfs; all mages and otherwise magical or powered individuals will be able to use their powers as they're used to using them. In addition to this, anyone who is as magical as a chair-leg ordinarily can feel free to have a go at Sulleciel's magic — it's up to you if they have a knack for it or not. Simple spells like casting a light or telekinesis of small objects can be mastered by toddlers; a powerful enough witch or coven might be able to summon a thunderstorm and alter weather patterns, but ""can"" and ""should"" are different and it's generally advised that you try not to do a climate change.
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Arrival: The rift will open into a spacious, luxuriously-appointed tower on the grounds of the imperial palace but not visibly connected to it above-ground. It was at one point the sole domain of the previous arciduc's personal astronomers, but is now the primary residence and working space of the Queen's Coven. The Queen's Coven is a particular group of women, so named for having been among the first witches to come beneath the new regime's protection in the first city-state to bend the knee where Petrana was first installed as Queen Regent; they are private, secretive, and increasingly cut off from the power-struggles of the imperial court, having been actively distanced from the Empress herself by a variety of other players in the game. Both relatively prepared for sudden magical happenings and inclined to keep shit in the tower on lock, they will be prepared to pass you all off as "foreign witches, seeking our enlightenment" and see both you and the sudden access to Petrana as potentially useful in their maneuverings. Which will make moving around easier, but will probably be an active hindrance to getting where and what you need. An underground tunnel connects the tower directly to the palace, though there are also pleasant, covered pathways to walk across the palace grounds; guards at the main, above-ground entrance to the tower will inquire about movements to and from, and will be skeptical but limit their interference initially ... as long as they don't see Petrana.

5 ↠ Kalvad

Original fantasy world, Wysteria Poppell.

Kalvad—specifically the city of Somerset, the magic capitol of the civilized world—is a mashup of Regency Era and Industrial-Revolution-But-Magic! Nebulously England (with the serial numbers aggressively filed off). When in doubt, default to Jane Austen vibes. But if it seems fun to do some weird magic-powered technological advancements, then go nuts.

Kalvad is an imperial island nation ostensibly ruled by three kings, though they're largely figureheads overseeing an upper and lower parliament. The country has made itself rich and powerful by doing a whole lot of war and colonization. As historically one of the most magically powerful regions in the world, magicians have long been a vital tool in the empire's efforts to do both those things.

Unfortunately for Kalvad, the strength of magic in the world has waned considerably in the last 40 years. Where once Talent was rare but reasonably powerful, magic users are both becoming more commonplace and considerably weaker. Even older magicians and hedge-witches who once might have manufactured considerable arcane feats have seen some diminishing of their powers. A popular, but unproven, theory in academic circles is that those with Talent all draw from the same "well" of magic. As more people are born with the ability to tap into that resource, the less there is to go around. Resentment for those with weaker Talents among older generations of magic users is A Thing.

That said, increased availability of minor magics has kick-started a 'minor magic' powered industrial revolution. Parlor witches who perform small arcane conveniences are growing in number; minor charms and enchantments have become more readily available to lower classes. Meanwhile, the non-magical population is slowly being shunted out of their respective cottage industry jobs and into factories powered by great enchanted machines. The empire as the world knows it is clearly teetering on the brink of major social and political upheaval, both at home and abroad. The consequences of all this change just haven't quite played themselves out yet, though you can bet there are people rushing around in an attempt to cover their asses before they do.

Special Abilities Characters will be nerfed of any abilities they had in Thedas, but can be Talented in Kalvad terms or not. Any Talented character under 40 is likely to be able to produce only minor magics (think lighting fires in fireplaces, being able to heal minor injuries, and temporarily being able to enchant objects to do one specific thing). Anyone over forty can be a little flashier (think appearance altering glamors, temporary invisibility, transfiguration and significant healing). General magic flavor is: Brothers Grimm fairy tales and Arthurian legends, except that someone somewhere made all that weirdly pliable magic adhere to a strict ruleset. Easy, thoughtless channeling of magic is a secret lost long before the arcane powers in the world began to diminish. Now, all magic must be carefully and deliberately designed and constructed. The magicians most accomplished by Kalvadan standards are methodical and patient. Think clockmakers and mathematicians, not wizards on the side of a van.

Arrival: Members of Riftwatch will arrive through a rift and find themselves on the wooded outskirts of a sprawling city. Luckily, no one will witness their initial arrival. Even more convenient: once they've gotten their bearings and made their way into the city, they'll discover they aren't the only weird strangers in town (although they may want to strongly consider indulging in petty theft to make themselves stick out less—particularly as it comes time to infiltrate places). It seems that a sprawling months-long academic conference turned party turned cover for political intrigue and cold warfare has descended upon Somerset.

In the aftermath of what everyone is claiming to be a major military victory somewhere, delegations from a number of implicated countries have converged on the city at the invitation of the Kalvadan Crowns in order to share and demonstrate their various technical and arcane achievements. The World's Fair-like atmosphere has drawn a number of non-Talented tourists, scheming politicians, and cutthroat spies along with the legitimately academically and/or magically inclined.

While Somerset is something of a city of wonders by the world's estimation, it's still first and foremost a dirty and crowded industrial hub in a world that has yet to bother with paving all its major roads. The conference has quadrupled that effect, transforming it into a riot of sights, sound, and (often to its detriment) smells. At this point, finding a room and board in the city has become less a question of where you want to stay and more one of how many other people you're willing to timeshare a bed with.

Luckily, it doesn't seem like Riftwatch will be sticking around long. Some snooping around the of pamphleting/gossip will reveal that the artifact they're after is likely to be found in the grand exhibition hall, and that there will be an opportunity to get their hands on it that evening.

6 ↠ Abeir-Toril

D&D Forgotten Realms, Astarion

The D&D continent of Faerûn is loosely based on Eurasia—if it ran entirely on magic, was roughly stuck somewhere in the 14th century forever, and was filled to the brim with elves, dragons, gnolls, faeries, gods, demi-gods, and just about any myth (or mythological creature) you’ve ever encountered in your life. For the purpose of simplicity, everyone from Riftwatch is going to get plunked down in the titular Baldur’s Gate: the city is massive, it’s known as the jewel of Faerûn, and its cultures, districts, trades and pastimes reflect that remarkable splendor. Still, think of it like Kirkwall in that there are some pretty damn rigid socioeconomic divides separating the city via districts. QUICK GUIDE.

The Upper City is the fancy part of town where nobles (known as Patriar) and their servants live, and it also houses the city’s government and key recreational buildings. There are no bars, pubs, taverns or drinking halls. Anything rowdy happens behind closed doors, and if you don't have an invitation, you'd better look for fun somewhere else. Magical enchantments and lanterns make it beyond stunning at night to stroll through. Lower City is more varied: you’ll find taverns, shops, tons of entertainment and ample trade, as well as pirates by the docks (and their ships), and the harbor waters are absolutely gorgeous for sailing on calm days. Doors are shut and locked during nighttime hours aside from taverns, inns or gambling parlors. Visibility is also lower at night when harbor fog rolls in, particularly where poorer residents can't afford oil, tallow or magic every night. The Undercity stretches deep (and hidden) beneath both the Upper and Lower Cities: it begins at its most shallow within the city as sewers and along seawall cliffs as open-mouthed caves. The deeper you go, the worse it gets: undead catacombs, cultists, temples, blood sport and bloody magic prevail alongside monsters too dangerous to clear out. Outer City sucks. There's almost next to no law or order, and is inherently dangerous to explore. Treat it like Lowtown for the most part, and you'll be pretty smack on (slavers and actual kind impoverished poor included).

CULTURE: Baldur’s Gate is primarily run by humans, and to a lesser extent, elves. Other races aren’t really considered a foothold here, but they’re more than welcome in the city and treated exceptionally well with a few exceptions here and there (ogres, trolls, more ferally inclined goblins, etc). This is not at all like Thedas: someone more familiar with discrimination against non-humans, certain pairings and particularly mages wouldn't find it here. Most of the time if you dress nicely and carry yourself well, you’ll be well respected. Or robbed. Or both!

Special Abilities: Characters will be adjusted to fit D&D, and powers are optional for all. For D&D’s magic/power/race everything, please take a look at some basic classes.

Arrival: Characters will arrive via rifts torn into the Outer City, just along its riverfront sprawl. They won’t be too far from the city gates, but witnesses to the scene will be inclined to gossip and gawk, assuming everything from a freak magical incident to believing the new arrivals are wealthy travelers from somewhere far and exotic, who simply missed their mark in teleporting to the Upper City for sightseeing. Anyone wearing Thedosian clothes will be fine to go without changing— wearing something more modern or say, nothing at all for some reason, will definitely require staging some kind of Terminator II style clothing (theft) acquisition in order to fit in.

Ideally, the team will at least want to make their way into Lowtown in order to begin snooping around, but it’s a big damn city to say the least, and information is expensive. Astarion will help within reason, but being a vampire means that he can only afford to fund so much on his own.

Might be a good idea to do some fetch quests or live your best Adventuring Party life, because you’re all going to likely be here for a (time distorted) relative while.

7 ↠ Orphan Black

Alternate-Universe Earth, 2014; Toronto, Canada; Cosima Neihaus.

Real-world mid-2010s, but secret unethical biology/biotech experiments including viable human cloning in the mid 1980s. Carrying out such technologically advanced work is a combination of international organizations including a private research company, at least one paramilitary organization and a shadowy organization that oversees both. (Orphan Black also features minor differences from our world typical of its genre, such as plot-convenient hacking and variably competent law enforcement, but the cloning project and related scientific offshoots are the most salient differences.) Relevant to this plot in particular, the Dyad Institute is a private organization, considered ""fringe"" by the mainstream scientific community, devoted to research related to human evolution and biotechnology. Some of its many employees had connections to the ""neolutionism"" community, the members of which believed human evolution should be actively shaped by scientific and technological intervention. The organization was responsible for the project that created Cosima and her sisters roughly 30 years before in-world present day. Also at the moment they're jumping to, Cosima works there, it's complicated. (If anyone is familiar with the canon, we're jumping in circa season two.)
A tiny pinboard.

Special Abilities: None, you're all just unpowered humans. Sorry/you're welcome.

Arrival: The group arrives at what turns out to be a nondenominational winter party for a local school; there are some mild shenanigans as Cosima clocks that it's a school attended by children she knows, and more pressingly, partially overseen by their mother, who has Cosima's face. Cosima press gangs one or more other people into helping her hide her own face while negotiating with Alison to borrow her minivan. She shuttles the group to Alison's large suburban Toronto home, which becomes the FR group's base of operation. (It is perhaps telling that while Alison finds this frustrating, she and her husband Donnie do sort of roll with it also.) If desired/depending on how big the group is, Cosima could also stow some Riftwatchers with Felix, the foster brother of one of her other clones, who has a big artsy loft downtown. She is not against taking anyone to her place, but she's a grad student; it's not huge. Everyone who knows how to use a phone or can be trusted to figure it out with a tutorial gets a burner phone for convenience. (Perhaps additionally telling how quickly Alison gets everyone a burner phone. She also decorates the protective cases for them. No, it's not optional.)

8 ↠ The Last of Us

Post-Apocalyptic Earth, Spring 2038, Seattle, Abby Lasterson & Ellie Williams.

This world was ours until 2013, when a worldwide pandemic broke out overnight. A fungus (cordyceps) that had originally infected mainly insects adapted to infect human beings. Anyone bitten by an infected person or who has breathed in a significant or concentrated amount of fungal spores becomes infected themselves. Over a maximum of two days, they utterly lose their humanity and deteriorate into violent monsters, eventually sprouting spores and fungal plates. There is no known cure, and the only human being ever known to be immune is Ellie Williams. 25 or so years later, humanity has crumbled into various factions in a struggle to survive. First came the Federal (FEDRA) response, resulting in Quarantine Zones and martial law. Life in the zones is highly regulated, with work assignments and rations that often aren't enough to go around. Many citizens are forced to turn to crime just to make ends meet. Orphaned children become wards of the state and are trained to become FEDRA soldiers by the time they're sixteen.

Various civilian groups rose up to rebel against FEDRA, forming factions such as the Fireflies (rebels who recruited scientists in an effort to find a cure), and the Washington Liberation Front (a militia-minded organization who overthrew FEDRA in Seattle). There are other smaller groups such as the religious zealots called the Seraphites, or the violent slavers known as the Rattlers.

Few and far between are independent human settlements like Jackson of Wyoming, where small communities have managed to gain self-sufficiency and safety with tireless group effort and highly vigilant defenders. They bolster their numbers by welcoming peaceful outsiders and engaging in trade with travelers.

Living outside of these groups, people are largely on their own, vulnerable to packs of hunters, bandits and even cannibals that prey on anyone brave enough to risk travel.

The infected are an ever-present threat everywhere, and the world is a ruin quickly being reclaimed by nature. (cw: body horror in the link) See board for world aesthetic and depictions of the Infected.

Special Abilities: Everyone is a normal human here. No supernatural powers, no magic, no non-humans.

Arrival: Welcome one of Ellie and Abby's least favorite places: Seattle. The Space Needle is visible in the distance, so despite the advanced state of decay, it's actually recognizable. Except it's been bombed, and rotting, and nature's reclaimed it for the last quarter-century. This adventure won't be for the faint of heart; there are no home bases and no safe space to be had. All clothing, supplies, weaponry and food are things you'll need to find yourself. Everyone can assume they'll get a quick lesson in gun safety and a rundown on various types of infected. Multiple rifts will open, so feel free to appear anywhere in the city (even apart from others) but expect to find no native allies. The city of Seattle is embroiled in civil war between the Seraphites (a religious cult who rejects anything "old world" and scars their faces, called "Scars") and the Washington Liberation Front (a ruthless mercenary coalition, called "Wolves") and both sides will assume you're with the other group and attack on sight. Better pick up a brick.
elegiaque: (090)

[personal profile] elegiaque 2023-02-05 10:06 pm (UTC)(link)
It's the statement and not the touch of his hand that twitches the muscles in her back beneath it, discomfited—

nudity is not nearly so vulnerable as to be seen.

“Empty things are dead things,” she says, shortly, “and I'm not dead.”

Every day, she has had to find a reason for that to remain true.
laruetheday: (am i a hero? i can't really say. but yes)

[personal profile] laruetheday 2023-02-05 10:30 pm (UTC)(link)
Clarisse takes in the look on her face and realizes that she's taking the potential smiting quite seriously. She sighs, and tries to make her face look less mean. (Debatable on whether it works.)

"Relax. I'm just messing with you." No smiting happening here, ma'am.
katabasis: (or more freedom from trouble)

[personal profile] katabasis 2023-02-05 11:00 pm (UTC)(link)
Against the cup's lip, his mouth twists. The crooked shape of it lingers even after the cup has been set aside and Flint's hand has fallen away off the edge of the table, slipping out of sight across a chair arm or tucked in thoughtlessly against his side. It leaves his side of the little table very bare excepting the cup and the empty bottle, pockmarked with errant scratches and the wear of scraggly wear of being sat out in the open air presumably through all manner of weather.

Below them, in the street, a door opens and closes. It isn't the one they're concerned with.

"It feels natural," he says. Not difficult, he'd said. Easy, he'd thought. But no, this is the one he means. How readily magic comes to his fingertips in this place. Reaching for it is hardly even seems necessary.

"Would you rather I say something different?"
sprent: (my darling oh be)

[personal profile] sprent 2023-02-05 11:41 pm (UTC)(link)
But they're lined up for appreciating, for witnessing, and remembering. She isn't disturbed by the little bodies pinned to white sheets of card, the better to display their splayed legs, wings, antennae. Cold, still, and beautiful. Such is death; Gela wonders when she became so afraid of it, why she can't repair that relationship.

Ellie's hand finds her shoulder, and brings her back from her reverie.

"I understand." Truly. She's still looking at an emerald-green beetle, splayed out, when she adds, "My mother passed away a few years ago. She was sick for a long time before that. So many things remind me of her."

She wonders if she finds this easy to talk about because it still doesn't feel entirely real to her. She never saw the body, so it's very easy to imagine her mother sitting at home in that old chair with the blue cushion, a book in her lap and socked feet outstretched onto the hearth. She spoke to Gela in a way she never spoke to her siblings, called meetings in separate rooms of the house while citing: 'go along, the women are speaking'. It always made her feel so important.
hornswoggle: (168)

[personal profile] hornswoggle 2023-02-05 11:47 pm (UTC)(link)
Natural.

The answering pull of expression at John's mouth is a mirror, of a sort. The kind warped and clouded by wear, harsh conditions, yielding a reflection made opaque by all marks accumulated upon its surface.

Natural is not ambiguous. John understands it, feels the word resonate in his chest. Knows himself to have applied the word with a wholly different tone, though no less accuracy.

Natural, as in something meant for him. Something that lives in blood and bone, comes as easy as drawing breath.

Natural as in something that cannot be excised.

"No," is no less complicated for its truthfulness.

John's gaze slants down and away. On the street below, a boy is whistling as he passes.

"I have the sense I should caution you as to its use," John says slowly. The drum of fingers over his thigh is such a small thing, a borrow rhythm underscoring the words. "But I cannot say for certain that the rules aren't different here."
katabasis: ([042])

i.

[personal profile] katabasis 2023-02-05 11:59 pm (UTC)(link)
Moments to divert them is right.

From somewhere around the corner, in the adjacent corridor, a distinct fwump of fabric and the impact from a clotheslining arm suggests Flint and Yseult have committed themselves. Don't worry about that brief sharp squeak of rubber boot soles on waxed bright floors. Everything's going great.
katabasis: (as your nature demands)

ii.

[personal profile] katabasis 2023-02-06 12:19 am (UTC)(link)
From somewhere over Cosima's shoulder, having taken some measure of the badge reader and the inert keypad between them and the next room, Flint exhales heavily through his nose and draws away. There's a stainless steel coat rack near the door they came through presently supporting two ghost-like lab coats. If someone were looking to jam a door shut behind them in the interest of buying a little extra time, this particular scrap of furniture seems more promising than any of the metal stools or the white swivels stand lights planted at intervals along the lab's work tables.

He's only gotten as far as disrobing the coat rack before the faded tak tak tak of distant footsteps growing sharper leaks in through door left purposefully cracked with the intention of providing exactly this warning.
laruetheday: emotionally distant fathers. turns out i'm one of them. (i always felt bad for people with)

[personal profile] laruetheday 2023-02-06 03:09 am (UTC)(link)
"Not bad at all," Clarisse admits, as Abby pulls herself up and into the window. But of course she has to add, "For a mortal girl." In all seriousness, though, she's impressed. 205, shit. And not a drop of godly blood in her.

She follows Abby into the dusty living room and watches as she pries the gun out of those skeletal hands. It doesn't bother her. It's not like the dead guy's gonna be missing it any.

"If he had one gun, he might have others." It seems likely. At least he'd have more ammo stored away somewhere, right? Maybe other supplies they can use, too. "Let's look around."

She turns and heads for the stairs, figuring there might be a gun safe in the master bedroom. Also, sue her, she's snooping.
laruetheday: which is saying something. (i'm a trash bag from arizona.)

[personal profile] laruetheday 2023-02-06 03:14 am (UTC)(link)
"Ugh." Ibuprofen, fucking seriously, Tony?

Clarisse watches as Abby claims the first aid kit. She doesn't say anything else about how, inevitably, they won't be able to take it back to Thedas. If it makes Abby feel better to hold onto it, then whatever, she can have that.

"Throw me the medical tape." Screw it, she's just gonna wrap her fingers now.
foolsmakeitcolder: (12)

[personal profile] foolsmakeitcolder 2023-02-06 06:57 am (UTC)(link)
"So if you're not dead, then what do you want to be? Alive?"

His voice is still low, sonorous, and he leaves his hand there. She's given him no indication that he should move it, and every assurance that if she doesn't want his hand there, it will not be there.

"Or something else?"

Some secret, third option?

foolsmakeitcolder: (Default)

[personal profile] foolsmakeitcolder 2023-02-06 07:02 am (UTC)(link)
"All the time," they admit fervently, with a deep sigh. "And the fuzzy ones. At least some of the wolves want to go flying, but the bears always get so touchy about it.

"Probably for the best. None of us could lift 'em."

They raise their eyebrows at a large, burly, bearded man across the way, who scowls back at them. His expression is ferocious, but there's a tender sort of look in his eyes, and laugh lines frame them beautifully.
foolsmakeitcolder: (18)

[personal profile] foolsmakeitcolder 2023-02-06 07:06 am (UTC)(link)
"The sundering," Jude rumbles back, a curl to his lip. The big man rarely shows any emotion remotely like aggression, but this has his blood boiling every time he thinks of it. "Of a mage from their magic. What they call the Tranquil."

Jude makes an effort to tuck away his fangs.

Clearly, he'd like to say more, but he's listening to listen, rather than to respond.
foolsmakeitcolder: (6)

[personal profile] foolsmakeitcolder 2023-02-06 07:10 am (UTC)(link)
"You don't think that would be rude?" Reilly asks immediately, jumping on the possibility. Making it really obvious that somebody of the adult variety told him that it would, in fact, be rude.

He's grinning like he's just found the story of a lifetime.

And course, because Abby walked right into this:

"Can I interview you?"
katabasis: ([042])

[personal profile] katabasis 2023-02-06 07:11 am (UTC)(link)
No, John says, and in the moment Flint is unaware of how it nicks. But then some days or weeks or months from now, he will take a rifle out and file after Abby and Ellie across a rickety tower crane swaying in nauseating rhythm to cross into the depths of some rancid hospital in search of trouble.

"If there are spirits here looking to exploit magic, we would have seen possessions before now," is rational. This is hardly the first place the Crossroads have driven them to where unlikely practitioners of magic suddenly found themselves capable of it.

"Much as I might appreciate the sentiment."
foolsmakeitcolder: (16)

[personal profile] foolsmakeitcolder 2023-02-06 07:13 am (UTC)(link)
Jude barks once at Abby as she begs off, a little playful shittalk, tongue lolling out as she flops down.

He parks himself on a patch of snow nearby, rolls on his back to wriggle luxuriously, clean his coat a bit.

And because he's like this, he watches her upside-down, letting his tongue loll out of his mouth.

Yes. Abby absolutely needs more excuses to act as young as she still is.
armd: (i think it's adorable)

[personal profile] armd 2023-02-06 07:15 am (UTC)(link)
"No." Genuinely, Abby doesn't. "Worst they can say is no." And... most of them probably will? They're a squirrely lot, Riftwatch. But Abby cannot resist genuine excitement from a weird teenager and maybe other people can't do that either, you never know. He may as well ask.

And yeahhh she would have been more surprised if he HADN'T said that next, but she still groans and rolls her eyes like he's the worst. "I guess."

May as well test drive it on her! "Right now?"
foolsmakeitcolder: (41)

[personal profile] foolsmakeitcolder 2023-02-06 07:24 am (UTC)(link)
It's strong, stronger than most of this pack could muster, and even most of the visitors.

But Jude has felt stronger. Twice.

Once, in the form of another Sentinel. An easygoing man with a warm smile and a way of making you forget he's there at all.

And once, in the form of a four-year-old girl who sings softly to flowers, who grasps Jude's hands silently when she sees him, looks up at him with her big babydoll eyes. Who smiles so easily, loves so readily despite all the ways she's been hurt.

Jude grips down on Mobius's hand and lets the flow rush past him, and does not allow himself to be a part of it to be pushed away. He sees so much in those glimpses, in the whispers of memories. Things that shouldn't be possible in a world without magic, and yet-

"You're a psychic," he says, simply. "No wonder."
propulsion: (#14180324)

[personal profile] propulsion 2023-02-06 07:24 am (UTC)(link)
Tony's chair is simply too expensive to squeak, but comes close as he nudges it backwards to roll a foot or so away as Gela leaps way way too high, hangs, drifts back down as if on a wire. He is

surprised, but not freaked out, eyebrows up and arced as he watches her descent with impressed silence.

"Cool," he says, a second after her feet have touched terra firma, now nudging his chair around to cruise him towards a work countertop. There, he picks up a tablet, colours and shapes immediately twinkling over clear glass in response. "Are you concentrating on rate of descent or is it doing that on its own?"
hornswoggle: (011)

[personal profile] hornswoggle 2023-02-06 07:28 am (UTC)(link)
A prickling ache has begun in his thigh, and will become excruciating if John is unlucky. The dig of heel against muscle is meant to soothe, and if not soothe, than stymie the pain rising there.

For a long moment, Marcus' words hang between them.

Even if the practice was removed from me tomorrow, I'd still be a mage.

It means something very different when Marcus says it. To John, it is an echoing of his worst truth: this thing in him, what he has never been able to cleave away, has spread like a stain. It doesn't matter if he excises it (he will never be able to excise it) he has already been stained and marked beyond erasure.

By and by, John's thoughts resolve themselves into a rejoinder.

"Your friend, the one from the Conclave," John asks, as strange as it is to invoke something so far off in this alien place. "Does he share this outlook?"
hornswoggle: (215)

[personal profile] hornswoggle 2023-02-06 07:34 am (UTC)(link)
In some days or weeks or months from now, left behind as a small party follows Abby and Ellie into the rain, perhaps John will wish that this borrowed power had lingered in them.

Now though—

"It is not only the possessions."

But in the gulf beyond that there is some vast, dark space in which lives many things John has not (cannot) speak of. John knows the shape of it to be twinned in Flint, but the things which dwell there are different. They answer to different names. Flint can make them come when called, when John sliced his own from his tongue.

The whistling has grown faint. John's fingers have stilled, apart from a minor press of fingertip to the seam over his knee.

"Do you recall your swordsmanship?"

A broad question; does John mean the ability itself returned, after they've been so long dwelling in the Fade, or the lessons imparted to John on that beach?
propulsion: (#6060433)

[personal profile] propulsion 2023-02-06 07:43 am (UTC)(link)
That's a sweet thing that Ellis just said. Enough so that it catches Tony off-guard without actually being surprised, wrenching a half-smile out of him, a refocusing away, at his food, the coffee at his elbow.

They had met early. Ellis had laughed at whatever stupid thing Tony was saying to entertain and distract himself in equal measure. It had been, for a moment, enough of something to be comforting.

He steals another fry.

"I'm used to a lot of me being a matter of public record," he says, "so telling you all about how great I am without any sense about what kind of mistakes I did first feels like not the whole picture. As for imagination,"

a quick tip of his head, a concession. Tricky. "I dunno. How real this place is, I guess."
propulsion: (#15063759)

i forgiv

[personal profile] propulsion 2023-02-06 07:55 am (UTC)(link)
[ That must have been strange is the size of it. It's difficult to comprehend; it's difficult to explain. As much as Tony is an especially alienating fish out of water who does not try very hard not to be, he also does not actually want folks to defensively switch off part of their brain when they talk to him.

Except sometimes. Not right now.

He makes a sound at her next thought: cautiously agreeable, not immediately words due to eating. Once he's done with that, he glances at her, as if trying to decipher compliment from question in her expression. ]


Simplification, [ he suggests. ] I don't exactly have to worry about spending my reserves on a world I'm just passing through—because I'm not, anymore.

[ He has, several times, referred to Thedas as 'home', without making any puke sounds or anything. ]

For the record, I'd love to live to see the outcome this go around. Got myself a desk job and everything.
luaithre: (1)

[personal profile] luaithre 2023-02-06 08:10 am (UTC)(link)
Marcus' focus catches on, snags on, that little flash of anger. Senses it and sees it. If he had a greater talent for this sort of empathy, perhaps he'd reach for it, hold it in place between his own fangs. The most he can do, here, is a flickering acknowledgment.

But he is being listened to. He nods, once. "Sundering of feeling," he adds. "Of the ability to dream."

And all it entails. To want, to hope. To be flawed, to be disobedient, to learn. To possess the right to these things.

He raises a hand, stems the brimming wateriness at the corner of an eye, more for practicality than trying to hide anything, where feeling has run over. There is no sense in shame, when it's all laid bare.

"This place," finally, the point he has slowly made his way towards, quiet, rough-edged. Looking out past the river, towards where the settlement exists beyond the trees. "I used to dream of a place like this one, for us. I still do. Somewhere we can teach and guard and look after our own. Where we can have culture and society. Maybe there would no longer be Abominations, if we no longer had fear. No need to be made Tranquil, no need of Templars."

It is utopian. There are a dozen mages of similar politics to he that would point out a dozen flaws. And have, in the past. He doesn't care.

"People like you, maybe. To hold them, not hurt them."
propulsion: (#13469711)

[personal profile] propulsion 2023-02-06 09:17 am (UTC)(link)
"Okay, well,"

sounds annoyed, but a little like it's a deliberate overlay, disguising the uptick of anxiety that he's currently experiencing,

"if we get caught, I'm taking you down with us. I'll tell them this was all your idea, 'cause it is."

But continuing all the same, Tony fidgeting with the button at his coat cuff as he keeps a look out for anyone who might stop them. Foot falls, up ahead, has him snap his arms back down to his sides so that he can just Walk Normal as they pass by two strangers in private conversation.
sprent: (drill little holes)

[personal profile] sprent 2023-02-06 08:54 pm (UTC)(link)
Gela hmms, not looking entirely convinced, "Oh-kay. Well, how about we pledge to stop messin' around with each other right now, and then we don't have to worry about it?"

She holds her hand out to Clarisse, to shake.

The other hand, obviously, since they are already holding hands. And then she's looking up, plotting their course. Pointing toward a taller building, happily close by, "I'm goin' that way. It's easier gettin' up in stages. Are you ready?"