Interdimensional Managers (
interdimanagers) wrote in
interstellar55552016-01-19 04:25 pm
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☆TRACK VI: THE NEW AMERICANA
Who: All the rescuers...and DAFT PUNK.
What: The rescuers enter Vista City for the first time.
When: January 20th, 2055
Where: The ship, the coast, and outer Vista City.
Warnings: Could basically be anything.
What: The rescuers enter Vista City for the first time.
When: January 20th, 2055
Where: The ship, the coast, and outer Vista City.
Warnings: Could basically be anything.
“Viral mess turned dreams into an empire. Self-made success now she rolls with Rockefellers. Survival of the richest, the city's ours until the fall. But we don't feel like outsiders at all.” ☆THE NEW AMERICANA ![]() Your arrival on Tera doesn’t exactly happen with a bang – though maybe that’s a good thing, given that this is supposedly a stealth operation. The ship firsts touches down somewhere in the ocean, at which point it hovers above the waves for a few hours while Shep “touches base” with some “contacts.” This is your time to get ready, to collect any gear you’ve been assigned, and to talk over initial plans with your new teammates. You’ve been given a rough outline of what to expect upon reaching actual land. You’re going to be dropped off in the ring of forested land outside of the city, at which point you are to access a hidden stash of supplies that has been planted there for you and head into the city, where a second stash of supplies will be waiting for you in the outer ring of the city. It will probably be a long walk. From the onboard supplies everyone will be given the following:
☆STASH NUMBER ONE: THE FOREST Once Shep has made sure things are prepared and everyone has their stuff, the ship will very briefly skirt close enough to the shore for people to disembark. The beach seems totally free of witnesses, and once you’ve hit land it’s a short run to the tree line. A few random people will have map information uploaded into their communicators (Usagi, Saitama, Reborn, Pearl, and Sparks Nevada are the lucky winners) and will be put in charge of making sure everyone navigates to the first stash correctly, and then into the outskirts of the city where a meet-up point and a second stash of equipment is located. The directions are not complicated, but it’s a lot of people to shepherd around incognito. How everybody handles this is completely up to the characters.Meanwhile, Shep is piloting the ship back off into the ocean to hide it somewhere. He says he’ll meet you in the city at some point, and that he’ll keep in contact via the communicators. Stay safe, and good luck! The first stash is about a twenty minute walk into the forest, and should be found with relative ease. It is basically just a few large, plastic tubs buried beneath soil and moss, and has to be dug up like treasure. Inside of it lies the following:
From there, the maps only lead further into the city. ☆STASH NUMBER TWO: CITY BOUND ![]() You'll quickly notice that Vista City comes with multiple levels - the ground level, that actually touches the earth, and then a second level of streets and walkways that occurs halfway up the mountainous buildings. Cars streak down both sets of speedways, and the signs of life scatter every inch of the towers surrounding you. At the same time, though, a city of this magnitude leaves a lot of nooks and crannies left frequently unseen - something you'll definitely have to take advantage of. In the outer ring of the city the population is less dense than it gets towards the center, so at the least it gives you the opportunity to get your bearings. You'll find that there is no shortage of people stalking around in the darkness, even as the sun sets and night totally takes hold. A lot of them are dressed pretty funny, too, and any insecurities you had about looking ridiculous can tentatively be put aside. The costumes you were left do allow you to blend in about as well as you could hope. If the navigation team holds true, you'll be able to make it to the next stash in good time. You've been advised to avoid talking to locals as much as possible, at least until you've figured things out better. There is a notable absence of homeless people on the streets, which could mean any number of things. The place you end up at is, unsurprisingly, a warehouse. One of the few entirely flat buildings in the cityscape, the maps will lead into the center of the building. You try the door. It opens. When you go inside, you aren't alone. The floor is littered in blankets and what passes for foam mattresses. Waiting with them is the silver helmeted figure from the welcome card earlier. They usher you in hastily and ask you some cursory questions about whether you've been followed. When they seem satisfied, they'll tell you that you can spend the night here. "This is the first and last time you can stay here," they'll say, gesturing around. "This was Gold and I's launchpad for the last little while, and we're junking it after this. I recommend you follow our example. Don't stay any one place too long, and don't travel in one huge group. If you do that, one bad night will pin you all down." Silver will pass out what is apparently enough fake IDs for everyone in the ship - complete with each individual's image (or a human approximation) and a made up name. It's enough info to get a job with, they'll explain, if you can manage it. Avoid pushing the forgery's limits, though, if you can. They made them themselves so they expect they are excellent quality, but you can never be too careful. "...Most importantly," they'll finish. "Don't go looking for the prisoners right now, as much as you might want to. If you fuck that up, you'll fuck this up for everyone - and I'll tell you right now, other people have already invested a lot more blood and tears into this than you have. Respect that." Silver will stay for a few more hours, and then Gold will appear to take over, bringing snacks and hot chocolate with them. Get a good sleep, you'll need it. “We are the new Americana. High on legal marijuana, Raised on Biggie and Nirvana. We are the new Americana.” |
Stash Two Point 1
Emma Skidd? It's not my name. I don't even know anyone like that.
no subject
Maybe they just generated common names then. It's not like either of them are so strange or exotic as to stand out.
[And wasn't that the point?]
no subject
[ She tries to stand on her tiptoes to get a glance at Riza's card. ]
So... what should I call you?
no subject
Might as well get used to answering to our names. [She lowers the ID so it can be read.] Elizabeth.
no subject
[ She makes a face. It just doesn't sound like her. Which is the point. ]
Hi, Elizabeth. ... Can I call you Liz?
no subject
Hmm, Liz or Beth? Liz does fit better. Nice to meet you Emma.
no subject
[ She smiles as Riza lets her see her ID card and then pulls away so Riza can put it away. ]
How come we have two names? Can I also be called Skidd?
no subject
[They were all from different times, different places, different cultures and more it seems.]
I'm not sure how they prefer to call each other here, but I know some people in other places do go by their surnames instead of their given.
no subject
[ It could be a descriptor, nickname, title... She tries to think of other people who have two names back home, and she's grasping. ]
Uh... I guess there's Ammoses Shellendorf too, but he's kinda old, like Great Turf War old.
If we were in your place, what would I be called?
[ Riza seems better informed of what a human would like to hear, so 3's going to trust her judgement. ]
no subject
[She's not going to bother going into things like how people in the military are called by title or surnames, or any other potential oddities.]
no subject
[ She's going to have to keep track of two sets of names, but it's in the name of being undercover in enemy territory. Some things just have to be done. ]
Do you know what time we need to leave this place tomorrow?
no subject
[That's her plan in any case.]
Depending on what it looks like, I'd like to leave not long after I'm up.
[She's an early riser, so hopefully the city is mostly still asleep when she wakes.]
no subject
[ The way she says is sounds childish even for a fourteen year old. Inklings are not early risers. They lost a battle in a war because they wanted to sleep in. ]
no subject
No. It's best if people leave in small groups spread throughout the day. You can always go later.
no subject
[ No. That's really not what this is called. ]
no subject
[No, seriously. Riza's pretty sure she's going to need it.]
no subject
How many people do we have here anyways? Even two groups is going to be too big to sneak around with.
[ She looks around at the 30 or so people in the warehouse. ]
no subject
I'm not sure how many of us there are, but the perfect group shouldn't be larger than four or five people. That might be pushing it. Singles, two or three people would be best. We can always meet up later or communicate as needed.
no subject
[ Agent 3 is assuming that a lady like Liz has some sort of experience that helps her in this rescue mission. ]
no subject
[That and there were times the Colonel had to be left behind. It was just a shame she didn't have time to grab the others before coming on this mission.]
no subject
[ The closest she has done is... being on a side for Splatfests. It's not really the same thing at all, and she knows it. ]
no subject
no subject
[ At least, not in a fashion where they'll be giving commands. ]
Do we vote on a leader?
no subject
no subject
[ She can work with that. However, some of them are going to have a hard time not showing up in the tabloids as strange alien, time traveling creatures, so she hopes people can blend in quickly. ]
(no subject)
(no subject)