Entry tags:
Nemesis Heart - R1
[The first time you try to open your eyes, there is nothing but red.]
[Questions bubble up, voiceless:
What will you keep?
What will you change?
What will you do?]
[And then your eyes open.]
[Questions bubble up, voiceless:
What will you keep?
What will you change?
What will you do?]
[And then your eyes open.]

MECHANICS & STUFF TO KEEP IN MIND
Choose a number from 2 to 5. High numbers mean you are better at VIGOR (fighting, physical feats, etc). Lower numbers mean you are better at SPIRIT (intuition, diplomacy, spiritual strength, magic/tk)
When you act, roll 1d6 to see how it turns out. +1d if you're prepared, +1d if you're an expert (DM will tell you)
If 0 dice succeed, it goes wrong.
If 1 die succeeds, you barely manage it. Some complication, harm, or cost will be inflicted.
If 2 dice succeed, you do it well. Good job!
If 3 dice succeed, you get a critical success! You'll get some extra effect or advantage.
If you roll your number exactly you can ask the DM 1 question or make 1 (reasonable) request.
If you want to help someone else, describe how you try to help and make a roll. If you make it, they get +1 die.
If you have any questions or concerns, ask, but feel free to give things a shot. You may have more power within Nem's heart than you'd expect...
DISNEYLAND?
[The place is called Main Street or Home Town or Discovery Square, or some kind of hokey generic-aspirational name like that; maybe not quite your bag but the layout is impressive enough, especially for this place. It's a large quadrangle lined with shops and storefronts and cleverly disguised bathrooms, all done up in faux Americana brass and wood and mother-of-pearl inlays.
At one end of the quad is a massive power suit--without even looking at it you are certain it is one of the most badass things you will ever see. At the other, Cinderella Castle, and there's no suit there, though you keep thinking there should be. Inbetween are immaculate green lawns and gardens overflowing with colorful flowers crisscrossed by scenic stone paths.
A few of these paths make a crossroads here at the midpoint, and at the center of all that is a tall clock, a face pointing each direction. Instead of telling the time it steadily counts down. Four hours--well, less now. The castle is the rendezvous point, of course, but there's no need to head there now. You've got time.
Peppy music wafts through the air, accompanied by the pumped scents of coffee and dark chocolate and sukiyaki. Above that, the sky is a cloudless, slightly gold-tinged blue.]
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... this is not quite the same as Tokyo-F, and she looks a little stumped.]
What's... going on?
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Well.
Except for the mech, which Intensity is going to go check out.]
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she's now experienced dismaysea, anyway. so she kind of knows the deal? it seems like a nice day, though. she's going to go look at the warstrider (furi: power suit) ]
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He's going to get a cup of coffee and head towards said castle.]
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Cool. Something stupid is happening.
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NEMESIS
[It is hard to miss the massive power suit positioned at the south end of the mall--but why would you want to?
Nemesis--or at least its 1:1 model--rises majestically from the short pedestal it's placed on, crimson and gold armor gleaming in the sunlight. One wheeled foot is crunched into what looks like a lump of obsidian, and its left arm is brandished forward, the holo projection of its plasma axe looking almost like the real thing.
On its shoulders are its full artillery loadout: chaff and IR grenades and flash-bangs and both the mid- and long-range heat-seeking missiles, even though all that ordinance at once would overload the suit's encumbrance limit and it'd never be able to keep up with the rest of its team. That doesn't make it any less rad.
You were right--it is one of the most badass things you have ever seen. You kinda want one.]
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Don't mind him as he tries to climb up into to see if it's fully operational or just a show piece.]
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although, she's wondering a little what's past it? ]
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CINDERELLA CASTLE
[The castle is impressive--smooth, polished stone, graceful crenelated walkways and towers and pennants of tyrian and gold.
From the rest of the park, castle hadn't seemed quite as intimidating as it does from here, however--the walls thicker and rougher, the windows looking infinitely far away than one would expect from some tricks of perspective. The portcullis looks heavy, its thick metal bars worn and scraped with age.
Kinda seems like the sort of thing you should leave alone? Definitely not worth worrying about]
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He inspects the portcullis and pokes it a bit to see if it is just worn or actually flimsy. He won't spend long there though as he heads towards the castle doors.]
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1/2
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LET'S RIDE
[It's a beautiful day, and the winding paths through the park, while empty, are lined with flowers and the odd animatronic mascot; shops and food stands and other stuff available as one might imagine in a theme park.
It's nice to have a break, isn't it?
You know, as you walk around, that there are other rides. But the first one you find yourself standing in line for is a trackless water ride. Hey, it's sunny out. Why not give it a shot?]
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Because he's prepared, that's [ 5 3 ], where the 3 is a tie with his number.
What does he win?]
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SOMETHING IS HAPPENING,
You think, perhaps, you should leave.]
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well, now she's going to push Catra out of the way to start trying to pilot the mecha?]
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AVANTE EN DORM
[The Avante common room is even more bustling than usual after a decent game. Ace is gently pumping Ben and Raijuu for a play-by-play while Lance, Kirin, and Harpy are in the middle of an animated debate about sword techniques. Cardinal, Amaranth, and Shrike add pertinent asides to both conversations from their sedate chat on the couch. Nero drops a kiss on Shrike's forehead before handing her a cup of tea, narrowly avoiding the scampering kittens both chasing after and chased by Tsukasa, Leo, and Kestrel. Nitro, Kohime, and Cap make snarky comments from the safety of the kitchen while enjoying Gold's latest kitchen masterpiece.
Everyone's having a nice time, and goodness knows that happens rarely enough. You shouldn't bother them. Luckily you're fairly certain you can slip past unnoticed.
There's plenty to look at nevertheless. The door to the wine cellar is cracked open, though no one seems bothered by the draft. There are a few things spread on the far table, out of the way of stray kits. And of course there's nothing stopping you from just going to your room, or leaving the dorm altogether, if you wanted.]
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NEMESIS ROOM
[Nemesis's room is plain (for an Avante room, anyway), no visible modifications save for the window and bath they all have.
The space is surprisingly tidy; no personal items set out; bed slightly rumpled but obviously unslept in.
...Wait, no. On closer inspection, there is something peeping from under the pillow.]
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Who's there?
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THE WINE CELLAR
[You're in a wine cellar, not unlike the one in Asmodeus's house. Shelves of barrels line the dimly lit space. The stone floor echoes oddly with your steps, and the room is just above unpleasantly cool. There are a few glasses and a bottle set out, untouched.
Behind you, the room stretches further into darkness; to the side, a few shut doors. The sliver of warm light from the dorm and echo of conversation seems muffled down here.]
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He heads down into it listening for voices besides the conversations upstairs and going to the shut doors.]
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THE BASEMENT
SHRIKE
And then you wake up.]
[The voices are so loud, whispering behind your ear, wordless and demanding and incessant and familiar. Your mother, cold and strident--Crow, far too amused for his own good. The quiet boy with empty, dead eyes and an empty, dead mouth. Imperious Cardinal and tender Sekhmet and Nero, soft and oh-so-tempting.
Part of you knows that this isn't right, even if what they say has merit, even if you believe their words over your own. It just wears you down. You would do anything to make them stop.]
[Roll Spirit]
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KOHIME & ADORA
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JUNK ROOM
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___ IN THE ___
[...You can't see anything, or hear anything, but the smell of red wine is thick in your nostrils, and there's blood at the back of your throat. You're folded up on yourself, and everything hurts.
(But what's the point in feeling sorry for yourself when nobody cares? You can walk it off, can't you?)]
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MITO
[Down the side street, behind the Yonekawas' lot, the house sits; two storeys of tan stucco and brown storm shutters and somewhat loose ceramic roof tiles, a sliver of outdoor space mostly taken up by old construction equipment and tackle boxes and motorcycle parts. The motorcycle parked on the concrete parking slab is equally old but obviously given more attention, the chrome shiny and the toolbox tucked under the corrugated tin shed against the wall. In front of that are two smaller bicycles, one shiny pink and decorated with ribbons, one looking like it barely survived a wreck, the paint (and fenders, and basket, and wheels...) chipped and flaking.
Light shines from the windows, and the faint sound of voices streams from the open windows and door.
You wonder if they expect you.]
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...ah, well, this isn't too bad.
[ she's going to... knock on the door? ]
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INSIDE
[The house looks the same cozy-cramped-shabby inside, smelling of new air freshener over cigarettes and old papers and furniture that could use a good airing-out. The tatami was up for replacement maybe five years ago, and the electric carpet covering it is speckled with faint, not-quite-removed stains, but it still works.
There's one tube blown out in the light fixture over the kotatsu, still set up despite it being out of season. There's shelves of books and records and a largish, older-model TV. There's an old, overly soft-looking couch, and a massage chair that looks like it was salvaged from a dumpster. There's three pairs of shoes at the entranceway, decreasing in size, though only one name on the certificates and awards and kids' drawings pinned to whatever free space is left on the walls.
There's a shrine in the corner, and a dining/kitchen area at the other end of the room, where the voices are]
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KABUKICHO
[It is evening when you step out into the main drag. Bright signs and twinkling lights vie for your attention to step into one of a million different shops and bars and clubs and grimy alleys. It's bustling with people--salarymen off for one last drink before heading home, college students just starting out the night, lion-headed and angel-winged demons taking a break from their near-constant TV watching, teens and tourists chattering in front of some of the more adult establishments, daring each other to enter.
However, something about it gives you a buzz of energy--maybe it's the way you got here; maybe it's just that you're out of the eye of the camera for once. Maybe it's that here in Liar Hell, there's an actual crowd to get lost in--here, you are not alone.
The street is lined with bars and shops; may as well check some out.]
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Either way, he shoves his hands in his pockets and starts walking down the street, looking for anyone familiar in the crowd.]
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THE GATES
[You are back in the plaza in front of Cinderella Castle--still no mech parts, though.
This time when you pass the main gates, the portcullis is open.]
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You want to lead? Or should I go first?
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THE HIDEOUT
[You know where to go, and tug open the door at the end of the hall--the only door that matters.
Inside, someone's turned this empty corner of an empty city into a home. There's a table with two chairs; a cordless electric kettle; and two mugs filled with black tea, spiced rum, and honey. A small feast spills across the table: a pair of bento with disposable chopsticks, conbini riceballs, and snacks both sweet and salty.
Along the back wall of the tiny apartment, someone's made a blanket fort, draped in soft things and lined with fairy lights. The glow of them is warm, but more than that - this whole place is warm, soft in a way that pulses against the inside of your chest and makes you feel safe.
Hurricane is here, freckled and rosy-cheeked and engaged in that one phone game he never seems to win. A flower crown woven of cheerful orange kalanchoe, purple astragalus, and pale green ivy is set on his sandy hair. He does a double take when you come in, bobbling his phone.
"What--what's going on? How'd you guys get here?"]
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What a fool he was.]
Am I not supposed to be here?
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