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TEST DRIVE MEME 006
Welcome to the Meadowlark test drive meme! After waking up in strange and rather worrisome conditions, characters will need to begin to live their lives in this new world. All TDM threads take place after the arrival process, so please assume that the initial adjustment period has passed – in which the characters were found dropped off and had to live in a safehouse for four days before hitting the streets. Now it's time to see the bright sights and sounds that New Amsterdam – and beyond – has to offer.
All Meadowlark test drive memes will not be game canon. Please feel free to carry on relationships that make sense, but please keep in mind that the TDM may not reflect current circumstances in game.
NOTE: The PCs have chosen to call themselves "the Displaced," and that's become the common parlance to refer to them. Additionally, the "What Dreams May Come" prompt does not reflect any situation in the game, and will change on each TDM.
There is very little that can smooth over the experience of your arrival in this world. Coming to in a van, drugged and restrained, only to be carefully helped out by the unknown guards and nurses and then abandoned in an alleyway. What comes after is relatively straightforward: you're found by others and taken back to a safehouse, hidden under an old hover bike shop. This has happened before. There are others not from this world who have experienced the same, with no recollection of how they came here, bearing signs that they've lost months of their lives, but unfortunately, no more answers on how or why than you do. There are theories, crossed realities, a very real sense of immense violation to one's self. Maybe this knowledge brings you a growing sense of futility, or perhaps it inspires a deeper determination in you. But even as you begin to think on what next, life has to go on.
All of the new arrivals will be given a fake ID and a background that will lend them access to entry-level jobs. It may be overwhelming, their fellow Displaced have found their footing enough to be able to help newcomers. Two Morningstar agents will be around to take care of world integration and IDs – the rest will fall to the Displaced who came before. It would take at least a month's wages to put down a deposit on even the smallest apartment in the city, so everyone has a grace period before they have to leave the safehouse – and then some, depending on the kindness of who's running the show.
Morningstar's veteran agents will also make their purpose clear if asked: they are a group dedicated to fighting corruption and righting the wrongs of this world, though they're in the process of rebuilding things in New Amsterdam from scratch, and they know that the people in charge of those efforts wouldn't mind a little help. It will be made expressly clear that this entire arrangement to get the Displaced started in the world is meant to be kept a secret, and that especially includes Morningstar's assistance. Letting the world know about their involvement could cause massive problems.
> 001: EXPLORE THE CHANGES
You have been changed, and unfortunately your fellow Displaced don't have a whole lot of answers for you. They'll give you a rundown of your changes: no powers, empathy bonds and a new ability that'll pop up sooner or later. Still – what that means is specific to you, so it's down to you to figure that out.
Most of the troubling changes will be what's happened to each person's physiology. Every aspect of this situation is already enough to make someone feel scared, stressed, confused, or even angry at what's happened to them - having to navigate a new, crowded and noisy world could easily provide enough stimulation to make it worse . Unfortunately, strong emotion could be just the key to triggering your new power. To get things under wraps, you'll want to duck away to somewhere more private or hidden. Thankfully, there are numerous underpasses, dark corners, and currently-empty shops, but you'll need to be quick to avoid raising any eyebrows – or avoid hurting anyone.
Otherwise, you might prefer to play it safe and avoid striking out before you have more answers. As much as Morningstar has been helpful, you know that the others in your situation may have more information. But be careful that you don't end up sharing more than you intended. Every instance of skin-to-skin contact will trigger an immediate empathic bond, letting you feel the other person's emotions and vise versa. While there's nothing that can be done to completely prevent this, someone can either decide to hold on and continue sharing that level of emotional intimacy, or let go and end the shockingly vulnerable exchange.
> 002: THE NETWORK
Months before catastrophe hit, Morningstar set up a private network for all of the Displaced to use in order to communicate. This is due to their familiarity with the neural implant. Most of the veteran Displaced are old hands at using the implant now, and will be happy to provide any necessary information on how to utilize this new tool and understand its application in daily life.
Early on, every newcomer receives access to the encrypted network, only available to you and the others like you, making contact between you easy and safe. Familiarize yourself with this network and dig in. Perhaps you're hoping to find some bigger answers, ask about the latest weather or nail polish trends in New Amsterdam, or want to play the latest game of hot or not among the displaced.
There are private, one-on-one modes of communication available as well, though without the security of Morningstar's encryptions, they're much less safe. You can make calls, send texts, make videos, and even interact with others in a VR simulation – however, there it's made very clear that the government has a means of tracking these. This definitely isn't a place to be careless about your communication
One day a year, everyone the whole system over participates in the annual celebration of Resolution Day. It's not explicitly stated what Resolution Day actually is; there's no reason to declare what everyone already knows, and characters may find themselves experiencing some intense culture shock as they stumble into the festivities. The celebration starts early and finishes late – very late – so whether you choose to join in the fun, learn more about the history of the festival, or take advantage of the revelry for other, more nefarious goals, you'll have plenty of time.
As the festival sprawls wildly throughout the streets of New Amsterdam, it gives even the most desolate parts of the city new life with bright lights, noise, and plenty of food. Recent circumstances have left New Amsterdam in a constant state of rebuilding, but the festival adds gloss to a lot of the damage – though most of the festival strays away from the most ruined architecture so that it doesn't serve as a constant reminder. Most businesses are shut for the day, giving their workers the time to enjoy the celebration, but some might consider this one of their most profitable days of the year – if you've gotten yourself a restaurant, rickshawing or corporate PR job, you might find yourself stuck on a double shift. Better snatch what small moments of enjoyment you can!
> 003: ENJOY THE FESTIVITIES
Anything you'd think it would be at a festival in the year 2511 is definitely at this festival.
Care to play a game? All attendees can play for free. Some games – like the hoverblade racing, the augmented reality fightboxes and the street-wide bouts of laser tag – involve a partner or a competitor, so you better hope someone's willing to do you a solid or bring out your competitive side.
If having fun involves less competition and more opportunities to feel emboldened, there are karaoke setups all over the city. Most of the songs will be unfamiliar to anyone who's new to this world, but like any music in any era, they're catchy enough. There are some jingles that have managed to survive several hundred years, and you might stumble across a gaggle of teenagers declaring that "All You Need is Love." To encourage letting loose, most of these karaoke booths have bartenders available to help someone find the courage they need to reach the stage.
Or maybe it's time to try the delicacies of New Amsterdam. Hundreds of food trucks have turned out today in droves with high hopes that they'll come away turning a profit. Down for some Mexi-German fusion? Or perhaps you're hoping that pad Thai still tastes the same with grasshoppers? Share your food – or give away whatever you don't like. Food trucks are the hub of activity, and the busiest ones might be worth the time, but you'll be standing in line for a while.
> 004: HISTORY LESSONS
Aside from your typical booths of free samples, charitable causes, volunteer applications, and white chocolate-covered beetles, you'll find an opportunity to learn about Resolution Day’s history. There are various stands available where – thanks to the augmented reality application of your neural implant – you can view video about the origins of the festival and what, exactly, everyone's celebrating. These videos will play for you and you alone, and you'll soon learn that this is the day, 410 years ago, that humans successfully ended the AI war.
If you'd like to feel like a hero, the UNA are running several virtual reality simulations where you can be taken to the battlefield to fight alongside fellow soldiers, working to bring the outwardly robotic AI to submission. The virtual reality simulation interacts with your neural implant to give you the most realistic experience possible. If you don't ground yourself enough, you'll be certain that the sights, sounds, and smells around you are real as you march in formation toward the brutality waiting up ahead. Feel free to team up with a partner on a side mission, or maybe try to keep someone from plugging in for what could be a traumatic experience. Eerie, heart-wrenching music plays when you die, but is promptly followed by the image of several corporate logos reminding you that they sponsored this day and this event.
If you're uncomfortable with this information, no one will understand why. AI sympathizers are not present among the native population. Will you risk trying to change their minds?
> 005: USING DISTRACTIONS
There are other opportunities in the city being flooded with festival-goers. For Morningstar, this is a prime opportunity to test new recruits when it comes to charming corporate execs and getting in good with them.
Whatever your cover story is, make it good. Whether you claim you're hoping to pitch an idea for some new tech or are more interested in seducing – or squeezing – some information out of them, following them into the next bar or karaoke booth may give you the perfect chance. But you might want a lookout to watch your back, a co-conspirator to keep them plied with drinks, or maybe you'll need a voice of reason to stop you from squeezing too hard. Morningstar values discretion – and so does everyone else, for that matter.
Traveling down from the hectic main city streets reveals a different side from the gloss and promise of New Amsterdam. Economic disparity runs rampant throughout the city, and many people are pushed to desperation, looking to find other ways to make ends meet. In the darker shadows, many illegal activities thrive, out of view of the authorities - or perhaps known and supported by corrupt individuals. Maybe you're here exploring, completing a task for Morningstar, or working a job in the place you excel. Whatever's brought you here, you may want to watch your step, or else find the city eating you as it has so many others.
> 006: GETTING IN
Organized crime still has a strong foothold in the world, with gangs and more established families working drugs, weapons, property and black market cybernetics, to name a few. These organizations are sprawling units that regularly recruit new members into their ranks, so long as they can prove themselves by passing the intensive hazing.
Maybe you'd like to have a role in such a powerful organization. Or maybe you'd like to use your relative anonymity to burn it all down. One way to get an in is through their numerous clubs and illegal gambling dens, where to get past the door you have to know a guy who knows a guy who knows a guy. Don't know a guy? Feel free to try to use brute force or some chicanery to make them believe that you belong among their numbers.
Just don't get caught doing anything they don't like – which could be breathing the wrong way, if you're unlucky enough. Best to have an escape plan in place, like perhaps stealing one of the many hover cars or hover bikes parked outside the establishment. If you've got the skills, you'll be able to weave through the chaos of the city and make a clean getaway – just don't let the chase run for too long, or you'll have law enforcement on your ass as well.
> 007: FIGHT CLUB
No matter the occasion outside, New Amsterdam's fight club events are held every evening. The bouncers at the door don't have too many scruples on who they let inside. All they care about is whether someone has the money to pay the cover charge.
The interior of the fight club reveals the sophistication of a business that's used to uprooting itself regularly. All the fights take place in a large cage in the center, and you remain on your feet while you enjoy the show. There is a special VIP section if you've been lucky enough to receive an invite or bribe your way in – just keep in mind that these invites are scarce, and you will have to have done something spectacular to earn the attention from someone high up the food chain. Regardless of where you end up, there is one rule: what happens in the fight club stays in the fight club. This tenant is law, and everyone's heard stories of the different (and sometimes extreme) lengths which have been taken to maintain it.
Maybe you're here to sign up and test your chops against other fighters. Many of the fighters boast illegal cybernetic enhancements, so it would be a really good idea to have someone on hand who knows some first aid.
Maybe you'd prefer to just enjoy the show, or take the opportunity to grill the bartenders for information. Just be careful not to make a fool of yourself. Asking too many questions might catch the wrong kind of attention – the kind that might find you being thrown into the ring, whether you wanted to be there or not. For all the blood spilled, these fight clubs thrive on discretion, so whatever you do, try to keep it quiet.
Not everything in New Amsterdam is a festival or invading the local fight club to dig up some details. Sometimes the unexpected hits out of nowhere, unsettling circumstances and causing everyone to react. Depending on what it might be, these situations can be catastrophic on a larger, unnatural scale, or a smaller, more localized event. Many of the previously displaced have already undergone them, but there is always the chance that something like that can happen again.
> 008: A MONSTROUS ATTACK
Late in the night, while many are heading home or safe in their beds, ground-trembling quakes begin to wrack the city. Loud sirens begin to cry, alerting citizens to follow quake protocol and head to the nearest shelter or safe area, of which there are many around the city. Everyone seems to know what to do in response. Earthquakes are nothing new to these people.
However, it quickly becomes apparent that this rhythmic shaking has little to do with an earthquake. News feeds begin to report on a huge creature, standing roughly 400m high, approaching – and then breaking through – New Amsterdam's outer city wall. The reptilian creature has a tough, scaled hide, four legs, and a rather large tail. In contrast to its dark coloring, the creature's eyes, mouth, and many vein-like cracks along its body glow a bright gold.
In response to the attack, the UNA and NAPD attempt to unleash an assault on the creature. Unfortunately all this seems to do is cause it to erupt with yellow colored pustules all over its body. As this happens, three different types of creatures pour from its body, taking on new life as they hit the ground. Some are dog-like, while others are like crabs, filled with a dangerous venom that acts as a numbing agent on anybody that makes contact with them.
There are a lot of options: stand and protect, moving throughout the streets to protect New Amsterdam from yet another monstrous attack. Or take advantage of the opportunity, using the broken storefronts to loot and help pad your pockets in a world where you're most likely without a lot of what you'd like to have on hand.
> 009: WHERE THERE'S SMOKE
Around midday, vents open up throughout New Amsterdam to let smoke rapidly filter up into the foreground of the city. The reason why? A fire sparks in the underground portion of New Amsterdam, spreading quickly between two apartment buildings. The cause is unknown, and while firefighters are on the scene, they could use an extra hand. Numerous people suffer from the effects of smoke inhalation, and there are likely more inside the buildings themselves waiting for an assist.
For anyone who's been here already, this may feel like a familiar sequence of events, but going into the fire puts anyone at risk for being infected by the smoke itself. The infection is far from contagious and doesn't spread from one person to another - but it's highly unpleasant, leaving someone feeling mild nausea and headaches, irritability, vertigo, feverish … and vengeful. As the sickness takes hold and worsens, anyone impacted by this infection will feel the need to take revenge on people around them. This retaliation can take any number of forms from violent to non-violent: pick countless fights, or manipulate your friends into fighting one another for your own satisfaction, just to prove that they will turn on one another.
Thankfully, there is a cure for this righteous anger – unless you're inclined to feel this normally, of course. Any of the player characters who didn't stage a rescue in the burning building will be able to cure others by making skin-to-skin contact and holding on to it for a prolonged period of time. This contact will lead to their chest glowing blue for the entire duration, an increasingly burning sensation for both parties involved which eventually culminates in a sense of peace before giving way to a deep, pervading sense of sadness.
Throughout New Amsterdam, there will be countless people impacted by this infection thanks to their close proximity to the fire itself. It's up to you to help them – or leave them hanging, if that's what you prefer. But the only existing cure appears to be anyone with the strange blue stuff in their chests.
> 010: A VISIT FROM THE UNA
In an effort to get New Amsterdam's chaos under control, the officials in charge of the United Nation's Army send out their soldiers to try and smoke out any individuals who appear to be dissidents within the city. Whether they're Morningstar – or a similar uprising – they want to try to get things under control. They don't know why a monster attacked the city, or why a seeming bout of biological warfare hit many of the citizens and turned them against one another. What they do know is that they want to make a statement: if they can't control these events from happening, they'll ensure that the city is safe from people who want to undermine the government that maintains the world order.
It's futile, but the soldiers in question have no way of knowing this. They're ordered to do what's expected of them, and they act with fierce brutality and certainty as they enter homes and change the lives inside of them. When word gets out – and it does get out – there are only a scant few with the resources and powers to truly undermine these soldiers. They act as if they think in unison, clad in thick black body armor as they move through the halls, their heavy footsteps announcing their arrival. But that announcement may not matter, not for anyone unknowingly awaiting them – or anyone who may hope to stop them.
The best anyone can hope for is to mitigate the efforts of these seemingly unstoppable soldiers. Attempt to fight them or slow them down, and try to help the people who never asked for their lives to be changed.
Intervene to save lives – or use the situation to your advantage. These soldiers are heavily armed and armored. In order to help, everyone will have armor and guns of their own, but nothing on the same level or grade as what the UNA soldiers utilize. Try to get what they have on hand, and see if they're carrying around anything new.
It might help in whatever mysterious fight lies ahead.
> 011: WHAT DREAMS MAY COME
Fatigue hits when everyone least expects it, making it so that they can't keep their eyes open. No amount of caffeine is going to keep anyone awake. They'll soon find themselves drifting through a blue haze, as if they're drifting deeper and deeper into an ocean that swallows them. Once they find themselves upright, they'll see they're somewhere familiar – New Amsterdam, to be exact.
This New Amsterdam is different from the one that exists outside of dreams: covered in green wherever the eye can see, it seems as if the life that dominates New Amsterdam now is a touch more natural. Underneath all the green, the same buildings exist: the Pulsar headquarters, City Hall, and even a large hotel that's prone to holding large conventions – such as the Anime Naexpo. In fact, this green flora gives away to the many creatures abound in the city, none of them humanoid in nature. Many have bright blue or yellow eyes, and they live in separate parts of the city. These creatures vary in size, shape, and inspiration: some are cats with wings, turtles with large claws, or roving dogs that act like hyenas as they scavenge what remains. These animals are extremely intelligent, seemingly sentient, but reluctant to approach any of the newcomers who have come to this space.
If anyone takes care to explore, they will find a lost civilization. The odd thing is that it doesn't seem like New Amsterdam was gradually lost. There are cars that were yanked out of the sky and pulled down, crashing into the earth itself and providing an opening for the green to sprout forth, creating a makeshift cushion for the car from underneath. There are no remains of people. Yes, their apartments remain empty with their belongings, so they must have been there once. In corporate buildings, there are chairs that look as if they were filled – only now they're empty, with green vines spreading through the buildings themselves.
Whatever happened is hard to say, but the air itself is clean and fresh in New Amsterdam. There is no human life, but plenty of other life. There is plenty of food as well, with large plants growing peppers, apples, and oranges despite the odds and the intemperate nature of the environment. It is possible to search and find out what happened – and maybe even try to revert it. But should this be reverted?
If someone wants to enact change, this is the place to do it. And if they just want to see what might happen and stir up a little chaos? Everyone will know they're asleep and experiencing a lucid dream, though people's level of familiarity with what came before will be up to them. What actions they take here may not be reflected directly in the real world – but perhaps that should be motivation enough to keep this dream from becoming reality.
> 012: ARTIFICIAL (INTELLIGENCE) INTERFERENCE
The waking world is a different site for ruin, thanks to the interference of a mysterious and seemingly malevolent AI by the name of Cassius. Early in the morning, a powerful EMP rocks New Amsterdam, shutting down every kind of machine and system, with the exception of the neural implants in everyone's heads. Soon after, security protocols go up as a virus ravages the systems of New Amsterdam and surrounding areas, making it difficult for anyone in the city to interact with the outside world as a whole.
Just outside of the city, the large pyramid that's a part of the system that maintains environmental stability throughout the world goes dormant, causing temperatures to quickly rise. Everyone needs help. People were in accidents when their cars came crashing down, and the numerous, clustered together buildings in New Amsterdam meant that they were likely the unintentional landing pads. Cassius' efforts are thorough and dangerous as the city begins to quickly attempt to recover, rescuing people from harm's way while dealing with rising temperatures.
Where to go and what to do? Well, the good news is that the pyramid outside of the city can be easily reached by hijacking a car and flying it up to the pyramid itself. Inside, the pyramid is in bad shape, with everyone who worked there lying dead as a result of some mysterious power. Getting it jumpstarted means interfacing with the system and risking exposure to the virus that's attacking New Amsterdam's interfaces. Once that's done, however, the process to fix things can truly begin. Inside of the city, the hospitals issue emergency protocols, with all doctors rushing in to do whatever they can to provide care to the injured.
Otherwise? A shut down city in a world filled with surveillance and technological lockdown offers a lot of open doors. Even the UNA soldiers marching through the city to try to maintain peace seem to be doing so without orders or direction. They still work as a terrifying unit, but their overall goal for what's going on is unrealized. Corporate buildings are just as damaged as anything else, so it wouldn't be difficult to get inside and play opportunist. Cassius tried to lay waste to New Amsterdam – or so it seems. This AI may have also opened some doors that needed opening.
> 013: SPACE
Whether you're desperate for a reprieve from Earth after getting a taste of some unwanted righteous fury or curious about this century's space exploration, there are a number of opportunities available to let someone blast off. Most people will find that the process of getting into space is tedious, but also one that occurs regularly from day to day. The opportunities are there for anyone seeking a job out in the colonies, but first you'll have to get hired, or have approval for subsidy granted by the government. Journeys to the colonies are long and arduous, and what people find when they show up isn't any better. Most of the facilities are in poor condition, with food and water far more strictly rationed than back on Earth.
If you'd rather just take a trip out to space without having to worry about a job, you have a number of options. Anyone can book a trip to go off planet, if they have the capital, or perhaps you'd prefer to work towards some proper credentials and join a crew. Of course, someone wishing to skip to the front of the line can always just stowaway on the back of a ship – or steal one for themselves. Just be wary of the fact that the hangars these ships are in come with increased security to match their price tags. They're hard to steal, but not impossible. As long as you know to skip the hacking and go with brute force, it should work out fine.
> 014: GO NUTS
This isn't all there is to explore, so feel free to branch out! Visit a doctor about some advanced cybernetics. Sneak through the city checkpoints and set out into the wilderness. Experiment with some insect based versions of your favorite recipes. Perhaps you'd prefer to engage in some illegal street racing, spend some time getting used to the technology, or make a bold declaration to become a llama farmer. Use the SETTING for inspiration and choose your own adventure.
no subject
She lets that breath out slowly before she opens her eyes again, steadying herself, trying to stop the reeling.]
I don't-- um, I don't like-- being touched.
[Her voice is tense, the words coming in clipped bursts. It's not quite true that she doesn't like being touched, but that concept is simpler to relay than the reality of the situation. Her free hand comes up all the same to rest lightly on the arm slung through hers, lingering a moment before falling away again. A show of acceptance, of forgiveness. She can't blame new arrivals for wanting to cling to someone.]
It's okay.
[You don't have to let go is what she means, much as she'd prefer that. If she can offer comfort, she's willing to try.]
Sorry. I, um, I don't. Know who they were, exactly. Or shop.
[She shakes her head, flustered and out of sorts, far less eloquent than she usually is. It occurs to her only belatedly that she should probably be insulted by the implicit commentary on her manner of dress, that that may in fact be the intention behind the words, but it's neither incorrect nor something about which she can actually muster much concern.]
But I do a lot of walking in the city, so I might be able to help you get where you need to go.
no subject
[ he lets go, simple as that. places some distance between the two of them, something more respectable and comfortable. even 'tsera vel' knows better than to push someone who clearly does not want such things, and 'tsera vel' will incline her head, curve her shoulders - her posture will become apologetic, her attitude a little more subdued. regretful, sincere. jedao, however, files information away. creates a little folder in his head in the shape of OA's face, the sound of her voice and attributes this information to her being.
tsera lets go, even though the message in the tension of OA's voice is a determined little thing. best not push things too fast, tsera would chirp, brushing aside the poor situation in favor of pursuing joy. ]
It's cool, though. You might not have a great style, but I kinda love it! How much of the city have you covered? You got any favorite places to hang out, maybe a good place for drinks - love to get my hands on some of the real juicy hangouts and all. After I get a stellar outfit, of course. God, I wanna just go off, being cooped up here really sucks - how many people have had to go through this before me? You think they'd jazz the place up a bit.
no subject
Maybe that's projection. OA's suspicion is well-earned, but not by this person she's barely met.]
I don't know how many exactly. A few dozen at least, probably closer to a hundred. We come and go, and resources can be difficult to come by.
[That seems like the most useful information -- or at least it aligns most neatly with her own preoccupations -- and so she offers it first, giving a little nod of the head towards the path back up to the street. Speaking of coming and going -- shall we?]
I've covered a lot of the street level, I'm not sure what percentage exactly. Forty, maybe; it's hard to measure. But it's... there's a lot of verticality; the city is huge and a lot of it is above or under the ground. Brandt Square might be a good place to start, or maybe the street markets.
[A beat, and then, gently:]
You're not troubled by all of this? You don't have to tell me, I know that's personal, but I'm... it's okay if you are, it's a lot to take in. We've all been through it. You don't have to process alone.
no subject
[ tsera vel isn't troubled; shuos jedao is largely starved for action. anything to keep from feeling idle, from growing stagnant. ]
It's a nice vacation from where I was before. The technology of the world is charmingly archaic, and the company's cute.
[ unbothered, then. it's just one more variation of waking up from storage, from being hauled out of the cradle and finding himself charged with another task. breaking all that lies before him into a series of interlinked tasks, but tasks to accomplish nonetheless, is both a coping mechanism and his raw determination. however he'd come to be there, the answer would be found eventually. he could be patient, he could prosper in the process. it was no different than intelligence gathering under an alias for an extended period of time.
he gestures to his face again, to the bruise on his lip; smiling wrly: ] Ice, yeah?
[ the rest of her information, he gobbles up as he follows her, his steps silent despite wearing such large boots. ]
I'd like to start there. Brandt Square, I mean - you put all this work in, it'd be a shame not to let you show off that forty percent - sorry it's not on my dime, this time. Maybe if there's ever a second go around.
no subject
The company's cute goes deftly ignored, but the comment about showing off, about the work she'd put in, earns an inquisitive glance. OA's gaze flicks over the stranger's features in search of... what? Dishonesty? Perhaps. The possibility doesn't put her off, exactly -- none of the newcomers have any reason to trust anyone already here -- but it is intriguing. OA likes to know where she stands.
Her expression remains impassive, but the scrutiny isn't subtle, even if it is brief. Best to let others know where they stand too. That's only fair.]
It's okay. I want to help. It's why I come back here. We're all... adjusting, learning new rules, new ways of living. No one of us can do everything at once. We're stronger if we stick together.
[She rifles through a few drawers, hunting down suitable supplies -- elegant little butterfly closures for the split lip, finer and more effective than those to which she's accustomed, and one of the equally remarkable instant ice packs, antiseptic wipes -- before turning back to her new charge.]
Have you done something like this before, then? Traveled?
[A beat before she adds, for context:]
This isn't my first encounter with the impossible either.
[Though it had never been like this. Never this extensive. She's troubled by it, troubled that this stranger isn't troubled. Troubled by a lot of things, truth be told.
Another moment's hesitation passes before she extends her hand to offer her companion the supplies she's collected.]
Sorry, I should have-- I'm the OA. Or... just 'OA'; that's what most people call me. Do you need any help cleaning that?
no subject
so, tsera vel throws her hands up and shrugs her shoulders; her eyebrows lift and her mouth pulls down into a sloppy little 'i dunno' mou. enough to let the oa know she knows she's being studied, but can't offer any balm to soothe suspicions. it's a fair cop, tsera would think. ]
Actually, I have.
[ he presses the ice to his mouth, and now, he is the one who watches her. ]
It's not really all that impossible for me - waking up in different places, having to build something from the ground up. You roll with it, or you don't.
[ the supplies pass from the oa's hands to his, and he feels around his face for the split before working to apply the bandage. there's a mirror and he declines to use it for now; part of him still doesn't want to know what he'll see when he looks at his reflection. more importantly, he doesn't want her to see. ]
Tsera Vel, it's nice to meet you, OA.
no subject
The gist of it is this: yes, she's suspicious. She feels a certain amount of guilt for being suspicious, though she's aware that guilt is irrational. She's choosing, deliberately and consciously, to enact trust anyway -- not necessarily to feel it, but to agree to enter into that contract nonetheless. That falls away into understanding: you roll with it, or you don't. Something about that clearly resonates, given the slight inclination of her head.]
Yeah. You're here now; all you can do is try to get a handle on it.
[She wonders how much of it is put on, that easy insouciance. One may be accustomed to change but still forced to acknowledge it's never gentle. To acknowledge it, though, is to be vulnerable, to be put on the back foot, and that seems to be her own role in this conversation for now. It isn't the first time. It certainly won't be the last.]
You can't chew through the bars of the cage, but you can learn how to fit in it.
[OA's expression does something complicated -- for a moment wry as she considers laughing off her own comment, leaning into a breeziness of her own. That's the reflex, one she's begun nurturing in her time her, but not one she likes. The more she censors herself, the more she's giving in to doubt, her own and others. To pretend none of what happened to her happened, to pretend that it didn't change her, to pretend that she's ashamed of what she is is to do a disservice to herself and to the others.
So she settles. Strangeness for strangeness. There will be no apology.]
It's nice to meet you too, Tsera. You're lucky; most people have never done anything like this before.
[A pause, a clear moment of deliberation; a flicker of hope crosses her face and is suppressed.]
Can I ask how? When you traveled before, what was the method?
no subject
to reply to the mention of cages wouldn't be in his best interest; what oa receives is a wry twist to his lips, a faint laugh in the slender column of his throat. half-helpless, half-agreeable. there are better answers to give, smarter pieces to move. ]
Time. And space. I was part of a group resisting a tyrannical future. We were sent to so many different times, different worlds.
[ he was not involved in every mission, coming in close to clutch time, but extrapolation based on his prior studies of COST's former work isn't difficult. not with his knowledge, his background. not with cheris's knowledge, either. ]
Honestly, I half-expected this to be another related mission. It doesn't feel all that different. But, that group isn't here - not in the form I knew it, at least.