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.” |
no subject
They make an aborted motion for their pocket, then pause and reach up to activate their new communicator instead. They should really learn how to use this. Soon everyone's going to be separated; they'll need to text all their new friends! Their home doesn't have technology like this, so there's a moment while they fiddle with it. All the numbers look like they're programmed in already. That's good.
I'm glad she's feeling better! She's a pretty frog
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"She is," they agree, no small amount of pride in their words. Reborn can shut up. As far as they're concerned, Fantasma is by far the best out of everyone's companions. "She's my partner, and we work together. She's still a bit worn out... But when she recovers, things will be much easier for the two of us."
no subject
What kind of work do you do?
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That's a bit of a problem, of course, but they've been together for decades now. Mammon won't ditch her just because of this little roadblock.
Leaning back, they sigh. "I'd give you more of a show, but I don't want to waste too much of my energy while things are still so uncertain. We can't be too reckless here."
no subject
That'll be good for sneaking around. It sounds like that's most of what they'll be doing, at least for the foreseeable future. Shep made a good choice bringing Mammon! Most humans can't use magic at home. That's a monster thing. I just know how to do this. They don't really gesture, but a glowing red heart appears floating a few inches in front of their chest. They look down at it.
It doesn't do anything. Not now, at least.
no subject
At the appearance of the heart, Mammon leans closer a bit in curiosity because they've never quite seen anything like that. Curious. They'll have to ask more about that later. "I see." Shifting back, they tap their fingers in thought. "If that doesn't do anything, you could come with me when everyone parts ways tomorrow. You'll have to earn your keep, of course." Frisk being a child changes nothing about that.
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The offer's intriguing. They put their soul back, the heart disappearing easily under their fingers, before tapping out a response. How? They're not sure they're old enough to get a job. Maybe that's why the fake ID says they're thirteen. They've never really had a job, of course, but they're willing to do it if they need to. Money probably won't come from befriending people who attack them, here.
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"Have you ever gambled before?"
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I don't know any of those games. What they don't say, not yet, is that it would be a lot harder now without being able to just see what happens and then reset. They'd never thought to use resets that way; under ordinary circumstances, it's too petty a thing to even really consider. But right now, their mission is to save everyone. They're not going to do that if they can't even get enough money to keep themselves fed.
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Simple, as far as they're concerned.
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I'm not that lucky. Either that, or they're incredibly lucky? They think their successes have been far more the result of determination than luck. But I can learn fast.
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They press their fingers against the empty space of floor in front of the before sweeping their hand to the side. Cards seem to flip into existence in the twisting dust, as pristine as anything. "With most decks, you have four 'suites'- spades, hearts, diamonds, clubs." They tap their finger along each type of card as they mention it by name.
"With the four different suites added together, you have 52 cards. Clear enough, right?"
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The cards are basically like any deck they've seen before. While they don't play regularly, they're familiar enough. Frisk nods, looking up at Mammon expectantly.
no subject
Another shift of the cards into a full hand: clubs deuce, spade seven, clubs Queen, eight hearts, and spades deuce.
"For something like that, you can only hope the other person also has a hand full of nothing." Beneath the first hand, they arrange another one just as bad is it is. "And that your highest card is better than theirs. Better than this is a pair." A tap to the eight hearts makes it a Queen.
Patiently, they go up through everything- two pairs and how a kicker plays into it, trips, a straight where Ace can be low, a flush, a full house, quads, straight flush, and royal flush.
When they finish showing everything and explaining it all, Mammon leans back. "Easy enough to remember that, right?"
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Shrugging slightly, they nod their assent.
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Fantasma gives a croak to Frisk. She's a fair player, don't worry. At least, that's probably the intent behind it.
Dealing out the cards, Mammon continues explaining. "The goal is to make the best five card hand out of seven. Five are shown to everyone and are for the use of all those playing, but two you keep to yourself. Those are your holes." Another sly smile. "That's where the phrase 'ace in the hole' came from."