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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.
armd: (wow amazing tell me more)

[personal profile] armd 2023-03-13 01:10 am (UTC)(link)
"No." Well... maybe.

Most importantly, "I'm nosy."

And trust does play a part in having a partner. You have to be with somebody who will reliably watch your back for you. Abby has been assuming they won't have problems with this, because they are all from Riftwatch, and everybody should be able to work together even if they don't personally get along.
laruetheday: robins @ insanejournal (by night? i do whatever i want. no job.)

[personal profile] laruetheday 2023-03-13 02:44 am (UTC)(link)
"Yeah," is Clarisse's quiet agreement. They have been really bad lately.

"Is what why you asked me to move in with you?" Her tone's matter of fact, not offended, not judging. Back when Abby asked her, she said she was used to bunking with other people, and Clarisse figures that was true, but maybe not the whole truth.

But it isn't like she didn't jump at the chance to say yes herself. Like, shit, she grabbed her stuff and moved into Abby's room that day, no questions asked, and they weren't even really friends yet then. They were both going through some shit, clearly.
hornswoggle: (1186)

[personal profile] hornswoggle 2023-03-13 05:01 am (UTC)(link)
"And we believe we might come to a mutually beneficial arrangement in the use of it," John continues, smooth over the words.

Flint is a presence at his back, at the edge of his peripheral vision as they are positioned now. Here as he does in all places, all worlds, he burns coal-bright in John's awareness. The instinct to turn by degrees as he speaks is tempered by the necessity of keeping all his attention on this woman, shade though she might be.

"Let us tell you how we could manage such an arrangement," comes as John straightens in his chair, leans forward. Observes the narrowing of Madame Kask's eyes as interest kindles there.

She is human. She cares for profit. Flint and Silver have exploited these minor opportunities before, to great effect.
propulsion: (#14180315)

[personal profile] propulsion 2023-03-13 05:15 am (UTC)(link)
You see, I believe he'd donned a green and well-decorated coat in order to pass muster,

is Tony's ongoing explanation, a patter of talk that is more served to herald their arrival than to build lore into his lie. The thump of footsteps, oddly, gets quietly once they've descended the stairs, but then present all at once, smart soles ringing against marble and then muffled by carpet.

Tony enters the space first, one hand gesticulating, the other pulled into a fist and pressed low against his own torso in preparation for, well, whatever happens next. (Does the drapery look a little different than it did before? And a turn of his head clocks a shadow just right there. Oh, jesus.)

But I grew suspicious when I asked as to his whereabouts, and he mentioned an aviary, which of course we don't have.

(Well, there are worse plans.)
Edited 2023-03-13 05:15 (UTC)
hornswoggle: (214)

[personal profile] hornswoggle 2023-03-13 05:33 am (UTC)(link)
That straightforward admission sparks a laugh, bright and incongruous within this setting.

There is real novelty in the way Abby simply admits to her motivations. Perhaps not enough to disarm John entirely, but enough to reorient his approach to the question.

Is Abby observant? He is aware of her associations, that she is Forces, that she has come and gone from the Division office, that she sat for a time alongside her Division Head at the fire. Is she aware of John in return? In a room together, Flint and Silver often occupy the same space.

"The Commander and I have been covering each others blind spots for so long that I see no reason to consider a replacement now."
heorte: (rm00463 (2))

[personal profile] heorte 2023-03-13 06:25 am (UTC)(link)
Two occurs to Ellis as a complication only well after the fact.

What can be done about it when this plan is already in motion other than trust Tony will pick up whatever Ellis cannot manage on his own?

Regardless, there is only so much time before one of the two turns their head in Ellis' direction. (Or towards the drapes.) So armed with only the heaviest book Ellis had been able to lay a hand on (for lack of any heavy item not prone to shattering loudly) he pushes up off the wall once the second guard clears the entryway and brings the tome around with a considerable amount of force behind it.

The sound of it connecting with the larger guard's temple—

It's more of a thunk, solid for all the absurdity of it. The man is a good six inches taller than Ellis, but it doesn't stop him from crumpling to the carpet in an ungainly heap.

Of course, that still leaves one guard.
foolsmakeitcolder: (24)

[personal profile] foolsmakeitcolder 2023-03-13 10:35 pm (UTC)(link)
"You see, there's a famous haunted mansion ride in Florida, and... never mind."

Let the people of Thedas escape the reach of the Mouse. It's fine.

"Been searching around on Shifternet, nobody's had anything like an idol show. No chance of any patterns?"
armd: (santa barbara)

[personal profile] armd 2023-03-14 03:31 am (UTC)(link)
"You didn't scare me," Abby grunts, "Surprised me. S'all." Yeah, right. Reilly should feel free to wipe that smirk off his face any time soon; and Abby has a sudden recollection of Lev making fun of her for getting scared of heights. The warmth in his voice, the knowing: there's another way 'round, if you don't wanna.

He'd probably think the bear thing was really cool. She can imagine him fitting in so well here, asking Reilly all sorts of questions.

She's making an expression without fully realising it, a sudden sadness. She reaches out, and gives Reilly a gentle thump on the arm with a curled fist, directing him back to his log. "C'mon, grizzly. We don't have all day."
armd: (snowy)

[personal profile] armd 2023-03-14 03:49 am (UTC)(link)
"Good, bag 'em."

No luck down here. The mystery of the safe is gonna drive her fucking crazy but if it can't be opened it can't be opened. Besides, there's no guarantee that it even has anything inside... but what if it does??? Ugh, Schrodinger's fucking safe. "I got nothing," she admits, hands on her hips, "Let's keep moving. We can always stop in again on the way back if we've got time."

Next house they find could be full of tinned food. Who knows!

She's got a spare hammer in her pack, and she pulls it out now to start prying the nails out of the door, so they can leave by it. Get a bit of fresh air in here, signal to the next person along they've picked this place through.
hornswoggle: (1186)

[personal profile] hornswoggle 2023-03-14 04:46 am (UTC)(link)
The link there, equating them, feels unreasonably generous given John's position. His reluctance. Whether Marcus has named the thing for what it is or not, it is a truth: John has dithered along the edges of the entire business, half in and half out. Half a participant.

What a strange thing it is, to be so yoked to a future, a lineage, continuing on beyond him. When John entertains thoughts of the future, it rarely strays beyond his own end point.

"There's something to it, you know," John says, rather than belabor the point of far off generations, of his own ignorance. "Your friends and their settlement. Intermingling would be better, but places like Nascere are few and far between. And too far northwards to tempt."

That distance all the more pronounced for their current setting, alien and unsafe.
notathreat: (71)

[personal profile] notathreat 2023-03-14 07:21 am (UTC)(link)
"If you think that's too gnarly for me-"

Ellie flicks her eyes at their surroundings, pointedly, then back at Cosima.

"Fuck, no. That sounds awful." And Ellie's not exactly enthused by the idea of her friend having a lifelong and eventually fatal genetic disorder that would eventually cause a painful and extremely shitty death.

"You said had?"

Her heart abruptly sinks. In her experience, that does mean only one thing.
youwonscience: (Lies divide)

[personal profile] youwonscience 2023-03-14 09:22 pm (UTC)(link)
"Oh, hey, no." At Ellie's facial expression, she reaches out to touch her arm, if she'll allow it. "Had as in cured, not had as in came to Thedas the hardest way possible. In between the first time I was in Thedas and the second, some others and I, we worked out a gene therapy that gives every indication of putting us in full remission. Some of my sisters did die before we got there, we didn't all make it, but I was OK."

It was, in fact, a much closer call than just "OK" suggests, but the fact that she made it is the part Cosima feels like emphasizing just now.

"That's what I was doing back home. The last thing I remember before Thedas part two. My girlfriend and I were traveling to get all the known clones the cure, so no one else has to go through it. And since the only two who could have biological kids also didn't have the disease, it won't pass on to anyone else in the future unless some other unethical scientist engineers their way to the same place."
Edited (sliding in to fix a typo) 2023-03-14 21:28 (UTC)
armd: (feral)

[personal profile] armd 2023-03-15 04:34 am (UTC)(link)
"Hurry the fuck up-" Forgive her for being rude but the snake tail has, by luck, caught her by an arm at last. While it coils up her, sweat-slick, she tries to slough it off with her hand: like brushing at a brick wall.

It squeezes her bicep. The pain is mind-numbingly concentrated, a shot of agony that makes her shriek, thick and high; then it's gone (the tail, not her arm). The creature is withering, flaking away, limbs missing. Gore spatters up wetly up Abby's front. The mace clatter is a sweet sound atop a hissy screaming match; she gets it up in her wrong hand, brings it down imperfectly on the head of the snake with less of the power, but all of the spite.

She doesn't knock it out, but she certainly stuns it.

Wringing her throbbing hand out, she switches to it, brings her mace down truer, catching it right in the open mouth.

Thick fangs snap like bone.
Edited 2023-03-15 04:35 (UTC)
notathreat: (83)

[personal profile] notathreat 2023-03-15 05:59 am (UTC)(link)
Ellie tries the chain. It's rusted and cracks right off in her hand, cheap metal, so Ellie drops it and wipes her hand on her jeans.

She tries the first step, which is solid, not bloated or rotting, and starts her way up. Out of habit she tests each step before putting her full weight on it, finding the creaky and suspect ones. Out of similar habit, she continues their conversation.

"I dunno about the quiet ones," Ellie says, tipping her head to look back over her shoulder. "In my experience, the real psychopaths are the one who won't ever shut the fuck up."

A little creak, and Ellie taps that stair with her converse. "Not that one." Skips over it easily.

"But yeah. Here you have your handful of people and that's about all you have, when it comes down to it. You keep those people safe. Worrying about the rest of the world isn't... doable, usually."
armd: (awkward)

[personal profile] armd 2023-03-15 11:06 am (UTC)(link)
"Yeah."

Oh, Abby fucking knows. How fun it is, to need all the benefits that come with powering up a generator, and have to weigh those up against potentially fatal consequences. Like, how bad do you want that light to be on? Bad enough to get your throat ripped out for it?

Ellie doesn't have to explain.

"Let me guess," she presses, and her teeth chatter exactly once when she says it. Not cuz she's cold. "You had to swim for it."
laruetheday: (the show must go wrong!)

[personal profile] laruetheday 2023-03-16 01:42 am (UTC)(link)
The view is amazing, Clarisse has to give credit where credit's due. If it weren't for the wind and the temperature of the wind and the fact that she's become acutely aware of how fucking insane she was to agree to do this, it would be... incredibly beautiful.

Instead she keeps imagining her feet sliding closer and closer to the edge. She knows they're not moving, actually, but her heart doesn't care what her brain knows.

"Wow," she manages. "Can we go back down?"
sprent: (grandma my hands)

[personal profile] sprent 2023-03-16 01:45 am (UTC)(link)
"Oh," Gela says, distantly. Of course the concept makes little sense to her (she wonders primarily how the world is supposed to hold all of these different possibilities, and whether they ever run into each other, cross over and create trouble), but there is a very bitter sweetness in what he's just said to her. To think there might be another Gela out there somewhere who still lives with her family, all of them, and has her friends, and her partner, and her happiness. What makes her so lucky?

She brushes it aside promptly. It isn't real.

"That all sounds confusin'." She's calmer, quieter. "I don't think there's any point in wonderin' about things that never happened, do you?"
armd: (awkward)

[personal profile] armd 2023-03-16 08:33 pm (UTC)(link)
"Uhhh..." She's glad that Clarisse isn't looking at her when she says it, "Yeah."

The timing was really good. River left suddenly, at more or less the same time that Clarisse showed up and Abby absolutely slotted her into that same place but, "I'm glad I did."

It was good to have her there, and really, she needed somebody to be there too, some kind of physical presence in her space other than the dog. She adds, "You're really cool."
heirring: ([099])

[personal profile] heirring 2023-03-17 05:01 pm (UTC)(link)
The one guard who has been primed to make something of an intruder, and is either more suspicious or more quick on his feet than his crumpled companion had been. (Or merely lucky. Let's not count that one out.)

He turns smartly on his heel away from Tony and toward that comedic thunk, a hand moving not to the less than decorative sword at his hip but snatch free a vial from his bandolier. The delicate glass is crushed. What spills out of it isn't the sand or the chalk or the little bits of gravel that had lived in it prior, but a flock of small startled birds bursting from between out from between the fingers in Ellis' direction—the world's most baffling smoke screen, apparently, for now he makes to draw the sword.

(Somewhere behind the curtain, Wysteria is very steadfast about holding her place despite the abrupt cacophony of flapping wings. Let no one say she has not become a very mature and respectable young lady who knows the value of occasionally following the direction of others with more expertise than her in particular fields such as clobbering people with books and not getting stabbed.)
notathreat: (135)

[personal profile] notathreat 2023-03-18 05:29 am (UTC)(link)
Cosima reaches for her and Ellie lays a hand over hers before she can think about it, squeezing.

She hadn't thought she was all that upset about it, but now that she checks in with herself, yeah. Kinda. She doesn't like the thought of Cosima being dead. First there was Lance and Nate, and then Tony... it's not something that sits right. The thought of this being all there is for them. Even if Ellie doesn't particularly feel like there's much left for her back on earth, she wants there to be a future for others to look forward to.

"Well... as fucked up as that is, that's. Really fucking cool, actually. And I had no idea that you could do something like that. I thought you were just really into science, not that you could alter DNA and stuff."

Not that Ellie knew anything about that worked, but. She's read comic books. In Thedas that practically counts as a degree.
Edited 2023-03-18 05:29 (UTC)
tender: (106)

[personal profile] tender 2023-03-18 09:46 pm (UTC)(link)
There is blood on Derrica's hands, and it stalls her from reaching up to touch Ellie's face. Even looking at the wound in her arm sparks a lightening strike of fear in her chest, even with so many assurances of it's relative harmlessness.

Thinking of what she felt, what she would feel if Matthias came back with this wound. If Marcus, or Loxley, or any others presented it to her to be mended in whatever small way she could, knowing she was helpless to prevent the infection from spreading under their skin.

"We'll be gone soon," Derrica promises. "And you've protected us. You've taught us how to stay safe."

Unfamiliar weapons, unfamiliar enemies, explained carefully by Ellie and Abby both. Derrica's thumb runs back and forth over Ellie's wrist, eyes intent on her face.

"Don't think of it," softer. "Ellie."
notathreat: (123)

[personal profile] notathreat 2023-03-18 10:00 pm (UTC)(link)
"Nope," Ellie says with a crooked grin, a genuine laugh lurking there in her eyes like she didn't lead Abby to exactly that conclusion.

"But there was a wire in the water. And it all got electrified just in time for a bunch of runners to try to rush me. They got fried to a crisp."
armd: (actually)

[personal profile] armd 2023-03-18 11:02 pm (UTC)(link)
Not really. She is twenty-three; whatever older men might be doing together in their own time doesn't typically cross her mind, but she appraises John now that he's said it. Something clicks. She has to actively keep herself from turning to look in the direction of where everybody else is.

Huh.

"Oh." Well in that case, "Okay."

She would probably opt to leave them to each other, in that case. If they know each other that well. "That's good," she encourages, "I'll keep that in mind."
hornswoggle: (145)

[personal profile] hornswoggle 2023-03-19 04:43 am (UTC)(link)
There are things within Riftwatch that are no secret at all, and the arrival of Captain Flint and John Silver is certainly among them. Sailing into the harbor, joining themselves to the Inquisition before it splintered into Riftwatch—

These are things that are known, even if they are years removed. Of course John can trade on that story.

"I'd tell you not to worry," John continues. "But I expect you've as much ability to leave things alone as Rowntree."

She likely takes her job just as seriously as Marcus. This is her world. Just like Ellie, she projects the same fretful responsibility over the state of it and their movements within.
katabasis: (not in money or self-indulgence)

[personal profile] katabasis 2023-03-19 05:49 am (UTC)(link)
In under an hour, they have reached something of an agreement. In exchange for a hefty cut of their valuable cargo looted abroad, Kask will lend them the use of her Undercity pilot. The man knows the ruins like the back of his hand, and will see their hard earned spoils smuggled safely in under the city's walls and brought to the surface. Ordinarily, Madame Kask explains, she wouldn't take a chance on them without some substantial form of collateral. Her claim that this is practically charity might ring less hollow where her percentage in the deal less outrageous.

It's possible that they strike her as a little desperate under the swaggering and the appearance of certainty—two men feigning confidence to while they whittle down the terms from outright highway robbery to a simply back alley mugging. But if that's the case, then they still leave her backroom secure in their actual aim, so what difference does it make?

Thus decided, they are unceremoniously restored to a familiar position: waiting, set up at a table, with a bottle of wine (and not a pipe or pan of the house's primary trade). If one were to ignore the rowdy crowd of this particular section of the house, which would be impossible, it might be possible to pretend they had found their way here directly. That there had been no addition to the bodies in the bay's bottom. That there is no blood on the inside of of Flint's coat front. That the flesh of John's palm remains intact.

There will be no travel to the Undercity tonight. Their guide is otherwise occupied this evening, to say nothing of the fact that it sounds as if the going will involve a considerable amount of walking over difficult, dangerous terrain. There are other members of Riftwatch here with them in Baldur's Gate who can both play at being the sort of crew secretly thoughtful, prudent men might send down into a ruin with a stranger and be trusted to extort the route to the auction house's smuggling route out of Kask's man.

Flint breaks the wax seal off the bottle. He fills their cups. The little flame tongue dancing on the wick of the snub candle melted onto the tabletop is left to its performance without interference.