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balance_logs2019-08-01 09:45 am
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Entry tags:
- ace attorney: maya fey,
- ace attorney: mia fey,
- carmen sandiego: carmen sandiego,
- danganronpa: kaede akamatsu,
- danganronpa: shuichi saihara,
- doki doki literature club: sayori,
- fate: leonardo da vinci,
- homestuck: dave strider,
- jjba: guido mista,
- original: ferran gallagher,
- persona: akira kurusu,
- umineko: willard wright
Lunar Interlude 5
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![]() 1. FROM THERE TO HERE AND THERE IS GONE![]() A. YOUR ARRIVAL For those of you who were just casually (or not so casually) pulled between the universes, depending on how you viewed your home world, your day just got a whole lot worse. You can't really remember what happened, but the grass beneath you is plush and comfortable, and out in the well manicured field of trees you're sitting in are ... well, a fairly sizeable crowd of people. The Director has pulled in new Reclaimers so often by this point that it's become something of an event. And quite frankly, according to the murmurs of other members of the Bureau, she's become pretty adept at picking some real weirdos. The Director, standing before you dressed in regal robes, clears her throat and begins to speak. She doesn't appear to be wearing any mics, but her voice is somehow amplified so that it booms through the Quad, and onto the Bracers of those who aren't in the Quad. When she's done, there's silence. In the distance, trains. No, really, you most definitely heard the sound of a train just now. That's probably normal. In any case, you have a few minutes to gather your bearings before you're taken to your initiation. You can talk with other newbies who are sitting there with you, or if you happen to spot somebody you know among the crowd watching, now's your chance to reunite with them. And maybe one of those people out there will be able to relay a fact to you, even if you can't remember exactly how: Your world, and the people who were there and are not here, are now gone. ![]() Once you have your bearings, you are divided into small groups of three or four and brought to the easternmost geodesic dome, to an elevator in a well maintained, but sparsely landscaped field. There's nothing particularly ominous feeling about the space — in fact, the two guards who greet you at the elevator entrance seem pleased with your arrival. You are, after all, one of the few chosen by the Director, the few who will reclaim what the Hunger has destroyed. And in a few moments, you're about to find that out for yourself. After a tightly packed elevator ride, your group is ushered out to a rather grand looking hall, banners of the Bureau of Balance adorn both sides of smooth metal walls. And inside the Voidfish's chamber stands a tank — impossibly tall, and soaked in a black ink that obscures whatever the tank may be holding. Standing by the tank is a bard, who happens to be reciting the lyrics to a song. Considering what he's about to do with the sheets of paper in his hands, the lyrics might be apt enough. When he's finished, he takes the sheets of paper — sheet music — opens a drawer at the bottom of the tank, drops the papers in, and shuts it. And swiftly, you feel as if there's something you can't just shake off about the melody you just heard. If you seem alarmed, the bard takes notice of it. "Yeah, man, like... don't think too hard about it, it's like that every time. I'm guessing you're here to be inoculated? Just a heads up, you might want to, like, seriously, hold your nose while you drink it down. It tastes wicked gross, man." You sort of get the sense that he's said this speech once or twice in the past. It's well rehearsed, much like the stories you'd expect a bard to be able to recite. "Anyway, I'm supposed to tell you that you have a choice. If you drink the black stuff, you'll be able to hear through the, uh... Huh, how do I describe it? Through the [TSHCSCHTSHCHSC] sound. You guys like, hear that? Anyway, it's all about knowledge or something. I don't know, I'm just here to, like, feed the thing. We call it the [TSCHHSCHSCH], by the way. So, like. You get a choice. You can drink it and understand stuff, or not drink it and then hear that crackling noise all day every day. If I were you, I'd drink it. But, hey man, I'm not like, your dad or anything." The bard takes five cups and draws liquid from a spigot connected directly to the basin of the large tank. Stormy, muddy looking ichor is drawn into them, one by one. He offers each of you a sip. Drink it (he wasn't kidding about what it tasted like), and you're inoculated to the wisdom of the Voidfish. You try to remember the song this bard sang a few moments ago and the melody, the meter, every octave, all come back to you. And if you think back to your arrival, some of the things you may have heard other people in the Quad say, that simply sounded like static, are suddenly clear. Bureau of Balance. Grand Relic. Reclaimers. Yet you still can't remember the Hunger or what it had done to your world. And as you look back to the tank in front of you, the water has become clear. There's a jellyfish, as tall as a building, floating within. You look into the body of the creature and you can almost make out a beautiful, tiny universe floating within it. 2. TEST OF INITIATIONYou are immediately divided into pairs and brought to the Arena, a large building that is capable of running several simulations for combat training, events, or, in this case, your Test of Initiation. When you and your partner walk into the Arena, the simulators switch to Initiation Mode, the scenery shifts, and your test begins. The experience is wildly different for each group — that's because the test will be drawing from both of your experiences back home. Initiation Mode replicates an amalgam of thoughts, metaphors, and ideas between the two people who signed up in order to make an obstacle course suited to appropriately test their ability to stay focused. This is a good opportunity to introduce new CR to some of the thoughts and feelings that your character has going on through their mind, their preferences, or give away a piece of information about themselves that might not be on the surface level. For example, let's say that your character was born on a ship, and spent their entire childhood growing up at sea. Your partner's life involves a lifetime of academic research (setting aside our dearth of smart archetypes for a sec here). An amalgamation suited for the Test of Initiation may involve navigating a ship through choppy seas with flying book monsters that breathe fire. Be as creative as you want! The design is 100% left up to you. All tests will eventually lead toward a room with a relic locked within it. What that looks like is up also up to you! If you need a few ideas, though, it could be: A bright red pair of gloves that can manipulate matter, or a ball of yarn that can roll up pretty much anything. Regardless of what the relic looks like, all you have to do to pass is retrieve the relic without using it. 3. AROUND THE MOON BASEThe Director's sudden absence isn't particularly anything new, given she spent the majority of her time on Lyrabar, leaving the Moon Base to manage itself. It is the first time Lucas has been left entirely in charge of it though. Controlled chaos becomes something of a much less controlled chaos. The sound of trains in the distance, though nobody can seem to pinpoint where they're coming from, isn't helping. Though, that isn't necessarily Lucas' fault It's largely the fault of a technomancer supposedly stuck on a different plane and infecting the Moon Base's tech. She's figured out where the Director went, and she's going to be using the next two weeks to her advantage. It's hard to say what her motives are here. But then, Miss Zarves has always been a little bit inexplicable. ![]() Oh man, Miss Zarves has been wanting to try this thing she wrote for ages, and for a few weeks at least, she's figured out how to override the Director's simulation settings. Did you know the Moon Base has an arcade? You're about to find out if not: If you happen to wander into the Arena, you'll find yourself inexplicably trapped in a simulation based off of an arcade game — and no, you're not going to get out until you win. As a note, you can't die in these simulations, but you can be busted up a bit. You can repeatedly get game overs until you win. You can run with any game on the conveniently copyright infringement free list linked above however you like, but here are a few settings to get you started: ○ Mesozoic Park: The Lost Chult. You and a friend find yourselves in a lush jungle, with no clear path to the escape helicopter. Using your wits and path actions, you are going to need to clear one for yourselves. Again, these are just a few examples! Feel free to use any of the games listed as you see fit. E. THERE'S NO ESCAPE The town, though it might not rely as heavily on Moon Base tech as the rest of the Bureau does, isn't exactly escaping unscathed either. It's more like, Miss Zarves find you Reclaimers a lot more entertaining than a bunch of shopkeepers who have had to put up with a deals warlock's shenanigans long enough that it's hard to surprise them. That said, if shopping or the occasional dining is on your agenda in town, then you'll find that you'll be able to do so largely unhindered. Shopping at Fantasy Costco is normal, too, if Garfield being himself falls under your usual definition of normal. There is one exception, though: It's a small alleyway that leads to the back entrance of Madame Frione's Tea Kettle. Step into it, and weirdly, you'll find that something unseen is blocking your exit. And then, a message appears on your bracer. From: Zarves♥Scarves You won't get a response from Miss Zarves, but you will find that you won't be able to leave until you respond to her text with something. And you'll also find that whatever you answer? It's automatically sent to the entire network. FYI: If you lie in your response, whatever's blocking you in will suddenly give way — you'll be able to move about three feet before there's suddenly another one blocking your escape. Unfortunately, it looks like if you want to escape this, you're going to have to be honest with yourself. And the network, as it were! E. LET'S JUST ESCAPE There is a very easy way to avoid anything a technomancer tries to do to mess with you, of course: Avoid the tech she's using to mess with you. And after the sort of messed up mission that Lyrabar was, and after the sort of screwed up ordeal that is being initiated into the Bureau to begin with, some of you will probably want to just chill out for a bit, too. Here are a few suggestions! ○ Another small art studio with a supply of magic paintbrushes has been set up in the Academy. Previously, the paintbrushes had painted in a color that represented the energy you're giving off. Nowadays, it's a bit more versatile: You can now change the color you're painting with by simply thinking about it. |
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[He smells a lie in here somewhere. A trademark "it's a lie!" in the offing...]
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[Didn't you ever consider that Shuichi? Even once?]
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[The detective continues to stare blankly, seemingly processing Kokichi's words though the brain gears are kinda thunking along instead of doing their usual smooth whirring. Probably because they haven't been used at all in at least a day and now they're suddenly being put into overdrive. Please continue to be patient and give him a few more minutes, even though there are more screams and gunshots and any other number of unpleasant noises in the distance. Some closer than others.]
But...you're just guessing. You don't know for sure....
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Do you know for sure that everything the mastermind has been feeding us is true? We don't remember anything about how we got there and we have absolutely no access to the outside world beyond what they're telling us. How do you know that literally anything they've showed us is true? Why are you so willing to trust the word of someone who wants us to play in their cruel game? Doesn't it make more sense that they're lying, rather than that the world ended in some fantastical, b-rated disaster film manner?
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[That's really the thing that bothers him more. He can see how you could easily fake a disaster set like what they saw...they do that in movies all the time, but...the lack of oxygen in the air... The way none of them had been able to breathe...]
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[Tilting his head, he taps at his chin as he continues.]
I wonder if simulations like that could be used in other ways...?
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[Wow, there was a much less dickish way to point that out, you know! You didn;t need to make him feel stupid.]
So...this really isn't a lie? You really...aren't the mastermind and that whole story about...the academy being a spaceship and the world being destroyed...you made all that up?
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[At least he's asking questions again...this is an improvement.]
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[Which...unfortunately failed, and the more extreme option had to be used.]
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[Sorry, Kokichi. He can't help but say that a little resentfully. You DID kill Miu and Gonta after all, as part of this "less extreme" plan of yours.]
But why did you want to stop it...I thought you liked the killing game.
[Or are you going to tell him THAT was a lie too?]
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[If you're going to be resentful, he can be equally so. After all, it was your girlfriend who talked the most about working together and being friends that kicked off the killing game in the first place.]
I wanted to stop it because I hated the killing game.
[Yup. That was a lie too...]
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[But now isn't the time to get into an argument about that, and a very nearby scream accentuates that point. They shouldn't remain in one place for too long...]
...we should probably start moving again. But...just... [How to phrase this?] None of what you've just told me is a lie?
[He fixes Kokichi with a very serious look, even making eye contact. He just...he has to be sure.]
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[He returns the serious look with one of his own, trying to show that he really means it.]
So let's work together, okay? At the very least until we pass this test.
[Suggesting...maybe he would like to continue working together afterwards?? Weird.]
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Okay. I believe you.
[He's not really ready to trust Kokichi again, not without some further explanations and probably some time, but...he'll believe him on this, at least. Sorry, Kokichi, you're going to have to work to regain what little trust you'd managed to cultivate during all those little "death" games of yours.]
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Let's get back to work then! This test isn't going to pass itself, right?
[Just going to start making his way to the street, but slowly. Definitely just out of caution and no other reason. They did just hear gunshots and screams, it'd be bad to just run out into the crowded street if there's a gunman out there!]
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[Shuichi nods, following after Kokichi once more, though in a much less despondent way this time.]
Right. Although...what exactly...are we supposed to be doing?
[Were they given directions before they were thrown in here? Because he sure as heck wasn't paying attention.]
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[This is code for Kokichi was only half paying attention himself. They are a pair of useless boys. Useless boys who reach the open end of the alley, where Kokichi stops and leans against a wall. Again, just because he's being cautious and not because he needs support. He's leaning out of it a little, sticking to the wall as he glances around.]
...it looks like the way to the next street is pretty clear.
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[So are they both just dumb or is it poor planning on the part of the people in charge here? He can't be sure. But it seems pretty stupid that they've basically been given a test with no instructions.]
[He peers around the corner as well, eyes scanning the streets for any sign of movement or anything that seems odd. But it appears to be all clear, just as Kokichi said.]
Mmm...let's move then.
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[With a nod, Kokichi slips out into the open, making sure Shuichi is following as he leads the way. And while he tries to look as non-suspicious as possible, he also tries to keep their pace somewhat clipped. They don't want to linger, after all...]
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[It will very quickly become apparent that this city is...unique. The way the walls and alleys are set up makes it a genuine maze, impossible to move through freely as one would be able to in a normal city. They'll encounter countless dead ends causing them to double back and retrace their steps, not to mention the further threat of mysterious shadow figures just getting their murder on whenever they please. If they aren't careful, they'll find themselves being chased down with knives or axes or guns...whatever these culprits can get their hands on, it seems. And attempts to enter any of the buildings are always met with some sort of failure. Either the door is firmly locked, there's a culprit lurking inside, or the building only has one way in and out, making it completely useless as a shortcut.]
[But at least they'll have the graffiti to help them when they need to retrace their steps. Also a number of movie posters, many of which feature a woman who looks surprisingly like Shuichi. And now that he's mostly out of his depressive funk, Shuichi can start putting his detective skills to work. He's very good at remembering features of the maze, which is helpful both in backtracking and in catching when they've started going around in circles.]
[After about half an hour of wandering, however, Shuichi comes to a stop, reaching forward to try and grab Kokichi's arm so he won't keep walking.]
Wait, stop. Look over there...
[He's pointing to a multi-level office building on the other side of the street. Specifically, to a level about halfway up the building, where there's a sign reading "Saihara Detective Agency" over one of the window panels. The lights are on inside the office, but there's no sign of movement from within, though that's probably not much of a surprise given that they're on the ground and the office is on the fifth floor.]
That...can't be a coincidence, right? Do you think it's a trap or...
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And he's pretty grateful when they get to stop, doing so immediately when Shuichi grabs his arm. Glancing up where he's told to, he shifts to face the building and looks it up and down first, then focuses on the window the detective is obviously talking about.]
...huh.
[There is definitely a chance that it's a trap, but...]
No, I think it's more likely a good thing. We don't know what we're doing beyond trying to get through this dumb maze, so we have to have clues and stuff to help us out, right?
[That makes the most sense to him.]
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[In other words, just in case, be prepared to run. Though god he hopes it's not something like that, running right now sounds awful.]
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[...except for those movie posters but he's choosing to just ignore those in the hopes that Kokichi didn't notice them and he won't have to answer any questions about them. Though he's not sure why those are here either, for that matter.]
[He lets go of Kokichi's arm and moves into the alleyway at the side of the building.]
The entrance is around back... [He peers around the corner once he reaches the end of the very short alleyway leading to the small lot behind the building.] And there's nobody else back here so I think we're safe...
[Unless the ambush is INSIDE the office, in which case they're just gonna be fucked, probably.]
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He follows after him, keeping an eye behind them to make sure they aren't followed into the alley. And once Shuichi says it seems to be safe, he peeks out too before walking into the lot.]
Wooooow I get to see a real detective's office! I've never gotten to see one of those. I've only dealt with the police, and their buildings are super lame. Lead the way, Saihara-chan!
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