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countryclub2022-08-25 10:45 pm
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Entry tags:
August Test Drive Meme!
AUGUST 2022 TDM
STANDARD ARRIVAL
LOST BETWEEN STEPS
ABSOLUTE IMMERSION
CODING
Another month, another test drive meme! Our test drive memes are open to anyone interested - regardless of whether or not you join our game!
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
IMAGE DESCRIPTORS IN ORDER OF APPEARANCE
Prompt One
[Image One: Hands making a fish net]
[Image Two: A Skyrim Mudcrab staring menacingly]
Prompt Two
[Image One: Dingy, empty and creepy old backroom]
[Image Two: Cryptic, Creepy words scribbled on yellow wallpaper]
Prompt Three
[Image One: Skull on top of book]
[Image Two: Book with pages shaped like a whirlpool]
All Test Drive Memes are game canon. Players can choose to keep their TDM threads canon or not. TDM threads can be used for AC and can be used as your writing sample for your application.
Our TDMs serve as a way to build into the actual lore and worldbuilding of Deer Country and we strongly encourage everyone to enjoy and participate! Current players are always welcome to pull prompts from the TDM to reference on the Network or bring into logs as well as tag out to new characters top-leveling on the TDM itself.
Characters will always be able to actively die during TDMs as this is an extremely dangerous world. You can still have this be game canon! Check out how character death in Deer Country works here.
If you have any questions about the TDM, please ask down below!
Prompt One
[Image One: Hands making a fish net]
[Image Two: A Skyrim Mudcrab staring menacingly]
Prompt Two
[Image One: Dingy, empty and creepy old backroom]
[Image Two: Cryptic, Creepy words scribbled on yellow wallpaper]
Prompt Three
[Image One: Skull on top of book]
[Image Two: Book with pages shaped like a whirlpool]
WHEN: First Week of September
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Monstrous Crabs, Environmental Threat
WHERE: The Farther Shores/The Boardwalk
CONTENT WARNINGS: Monstrous Crabs, Environmental Threat
Normally, the people of Trench would say that September is a fortunate time for sleepers to arrive at it's shores. However, the aftermath of the violent and inconsistent storms in the last month continue to batter the city. The waters are choppy, though they are beginning to calm. The swim is difficult and unsafe, waves threatening to crash unwitting squids into the rocks. It is unlikely to be fatal, but many arrive battered and bruised, gasping as they awaken from their squid form.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
SEASONAL DETAILS ON THE BOARDWALK
With theme music!
The weather is awful, and so the mood of the beach is a bit more subdued than on other occasions. Food is hearty and dry, easily packaged in oilcloth, and containing mostly hard tack, mushrooms and dried, cured fish. Bottles of water are included with the food, enough to ensure that the sleepers are well fed, and enough packets are offered for a few days in case they need them, but they are certainly not the most flavorful or exotic, reflecting much more the day to day food of Trench.
The people leading the waking are gathered and huddled around makeshift structures and lean-tos to deal with the awful weather along the coast during this period. Sleepers are brought here, to fires to warm. Among those who are present are the fishermen and women who work at the docks. They, along with several of the Architects from in town, have set up booths. Though they do not demand it of anyone, they politely hint that in the season of change, it is good to learn new trades and to find a place in this strange world the sleepers have been brought to. As part of this, they are willing to offer a chance for the sleepers to help craft fishing nets and other gear for those who will brave the waters to bring back food in the season.
The task is arduous and taxing, but it is not without reward. To those who choose to participate, one of the fishermen will approach them and wordlessly drop a waterlogged box into their lap. It looks dilapidated and in poor condition, but they will say nothing more, staring off into the sea from which it was dredged. When the sleeper opens it, they will find that there is one additional item within the box, which might have been included in their welcome bag normally. If pressed, the fisherman will only say that they found it dredged up along the shores in the midst of their work.
For those who brave the coasts or the waters, there is an increased threat of monstrous presence, though nothing compared to the prior month. Poisonous crabs lurk along the edges of the waterways. Much larger versions of small crabs known to live in caves along the shore, these beastly adult versions stand about three feet tall, and have particularly strong pincers which secrete a hallucinogenic venom. Victims of it are prone to paranoid delusions of danger around every corner, and known for mistaking those around them as threats. The crabs are themselves carnivorous to boot, so they are certainly a threat on their own, though they are very much killable, and supposedly very good eating. Bring in some crab meat, and it should be good to trade for additional food and supplies this month, if you dare! As with their lesser cousins, the venom of these crabs is particularly dangerous to the psychically sensitive, Palebloods and Darkbloods.
Hopefully, you've found something to wear, either in your Welcoming Bag or otherwise, and can start familiarizing yourself with your surroundings. Maybe you help some other squids out on the beach. Waking up sucks! You feel for the little guys. And hey, maybe you're hoping one of those squids is a good friend...Stranger things have happened.
The people leading the waking are gathered and huddled around makeshift structures and lean-tos to deal with the awful weather along the coast during this period. Sleepers are brought here, to fires to warm. Among those who are present are the fishermen and women who work at the docks. They, along with several of the Architects from in town, have set up booths. Though they do not demand it of anyone, they politely hint that in the season of change, it is good to learn new trades and to find a place in this strange world the sleepers have been brought to. As part of this, they are willing to offer a chance for the sleepers to help craft fishing nets and other gear for those who will brave the waters to bring back food in the season.
The task is arduous and taxing, but it is not without reward. To those who choose to participate, one of the fishermen will approach them and wordlessly drop a waterlogged box into their lap. It looks dilapidated and in poor condition, but they will say nothing more, staring off into the sea from which it was dredged. When the sleeper opens it, they will find that there is one additional item within the box, which might have been included in their welcome bag normally. If pressed, the fisherman will only say that they found it dredged up along the shores in the midst of their work.
For those who brave the coasts or the waters, there is an increased threat of monstrous presence, though nothing compared to the prior month. Poisonous crabs lurk along the edges of the waterways. Much larger versions of small crabs known to live in caves along the shore, these beastly adult versions stand about three feet tall, and have particularly strong pincers which secrete a hallucinogenic venom. Victims of it are prone to paranoid delusions of danger around every corner, and known for mistaking those around them as threats. The crabs are themselves carnivorous to boot, so they are certainly a threat on their own, though they are very much killable, and supposedly very good eating. Bring in some crab meat, and it should be good to trade for additional food and supplies this month, if you dare! As with their lesser cousins, the venom of these crabs is particularly dangerous to the psychically sensitive, Palebloods and Darkbloods.
WHEN: August 31st-September 29, January 2, February 4, March 6, April 8, June 10, July 12, October 20, November 1, December 24
WHERE: Somewhere, you're not certain where
CONTENT WARNINGS: Labyrinth, Liminal Horror, Severe Disorientation, Autophobia, Monster Horror, Fear of Falling
WHERE: Somewhere, you're not certain where
CONTENT WARNINGS: Labyrinth, Liminal Horror, Severe Disorientation, Autophobia, Monster Horror, Fear of Falling
You just took one step back. That's all. A step backwards while you weren't paying attention, and the sensation of falling assailed you. With a grunt, you found yourelf landing hard, but not hard enough to actually break or turn anything. Around you is a carpeted space. There are old, stained wallpaper walls on every side, set up in variable sized cubicle spaces that look like they should be occupied by an office of some sort. Everything smells like mold, stale and sharp. The carpet is a little bit moist and the wallpapers all seem to be hiding hints of mildew. It feels familiar, but even if you have been in this "place" before it is not quite the same. The wallpaper shades are not exactly right. It always feels like you should know it, but you cannot quite place it.
You are not alone in this place. Another seems to have fallen in this place, thank god because the muffled sounds of these halls are already getting oppressive. The electric hum of fluorescent are buzzing in your ears like a plague of locusts and you can practically feel the migraine coming from the unremitting light, but you dare not take shelter to let your eyes rest in the gaps in the lighting. It feels like there is something there. You should probably be leaving, though that's where the problem really begins. No method seems to clearly work. There are no identifiable features to pick out. After several turns, you might find yourself facing impossibly thin hallways or a dead end. Attempts to keep track of your passage with writing, torn wallpaper and balls of twine fail, as it becomes increasingly and inconsistently disorientating, inevitably causing the lead to be lost, or worse? It might seem to be going the wrong direction. Did someone move it? Magic compasses, even those given by the Pthumerians do not work in this "place" This should not be possible, but it is true.
An hour in, because it always takes longer than that, or does it? Time can be hard to keep track of and omnis don't tell time properly here. Whatever, an hour in, and the need to get out of this place will be getting to those trapped within. They do not belong here, and must escape. The harder you run, the more that the dank odor gets under the skin, worsening even if you should not be able to smell it. Occasional items can be found, but all are useless. If you are fortunate, perhaps you will eventually find a hole in the floor. But, looking down it, you cannot see the bottom. Do you dare leap down, not knowing the end? If you do, the passage seems to go far too long to be healthy. The rush of air and the feel of fraying wallpaper comes until you find yourself deposited on the ground of Trench, in front of the statue of the Tower, or in front of the gates of Gaze.
The less fortunate may finally find writing on the walls. Someone else has been in this place. But, as the cryptic words proclaim the need to S̵̨̡̟̗̰̝͚̲̦̗͔̥̞̈͂̆̿̐́̅̓͐͝T̸̠̥̰̭͎͙̮̬͋̀͛̓̽̚Ā̷̧̮̣̪̤̠̫̤͔̩̥̾̊̍̊̀̇͋̍̚͜͝͝Y̶͓̟̍̆̍ ̴̭̲̀͘͝S̵̨͖̩̻̰͇͎̠̻͚͓̱͇̭͖͒̋͆̀͐͋̾̆͝͝T̴̮̹̫̞̘̈́̏̐̒̋̎͛̂̽̅Ĩ̵͙̖̟̥̤̲̆̈́́͘ͅͅL̵͖̣̫̙̹̊͜L̷̫̠̒̽͌͘͠. A ghastly sound erupts from behind you, complete with unnatural, horrid breathing. Steps come towards you unnaturally fast. If you move, look to turn, there is a vision of something black moving into your field of vision, just before a bone-crushing force claims life and in the next moment you wake, screaming at the feet of the gates to Gaze, or the Tower's statue. Remain absolutely still, and the puff of a breath, the smell of cow hair and breath grazes over the shoulder before eventually storming away behind, until the sound is gone, and the unlucky are left to continue searching until they find a hole leading out.
NOTES:
1. Any step backwards can cause someone to end up between places, participating in this event. Exiting requires either falling through one of the holes in the floor or being killed by the unnamed creatures residing between spaces.
2. If a character dies in this event, they do not undergo normal death effects. They awaken in one of the locations indicated, gasping for breath. While harrowing, and possibly a source of nightmares for the next few days, not to mention chills for an hour or two, there is no further apparent harm.
3. It is possible to encounter this prompt throughout the year. At one random, unpredictable day each month (listed above), the space between spaces is accessible. A person could theoretically fall in on that day, following the rules as above.
4. Mapping the space between spaces is difficult, but not impossible. Perhaps there are other locations within the labyrinthian mass, but for now at least they are not findable.
5. If the natives are asked about this place, they will make a warding sign and refuse to speak of them. At most, they will say something about the "veins of the tower."
You are not alone in this place. Another seems to have fallen in this place, thank god because the muffled sounds of these halls are already getting oppressive. The electric hum of fluorescent are buzzing in your ears like a plague of locusts and you can practically feel the migraine coming from the unremitting light, but you dare not take shelter to let your eyes rest in the gaps in the lighting. It feels like there is something there. You should probably be leaving, though that's where the problem really begins. No method seems to clearly work. There are no identifiable features to pick out. After several turns, you might find yourself facing impossibly thin hallways or a dead end. Attempts to keep track of your passage with writing, torn wallpaper and balls of twine fail, as it becomes increasingly and inconsistently disorientating, inevitably causing the lead to be lost, or worse? It might seem to be going the wrong direction. Did someone move it? Magic compasses, even those given by the Pthumerians do not work in this "place" This should not be possible, but it is true.
An hour in, because it always takes longer than that, or does it? Time can be hard to keep track of and omnis don't tell time properly here. Whatever, an hour in, and the need to get out of this place will be getting to those trapped within. They do not belong here, and must escape. The harder you run, the more that the dank odor gets under the skin, worsening even if you should not be able to smell it. Occasional items can be found, but all are useless. If you are fortunate, perhaps you will eventually find a hole in the floor. But, looking down it, you cannot see the bottom. Do you dare leap down, not knowing the end? If you do, the passage seems to go far too long to be healthy. The rush of air and the feel of fraying wallpaper comes until you find yourself deposited on the ground of Trench, in front of the statue of the Tower, or in front of the gates of Gaze.
The less fortunate may finally find writing on the walls. Someone else has been in this place. But, as the cryptic words proclaim the need to S̵̨̡̟̗̰̝͚̲̦̗͔̥̞̈͂̆̿̐́̅̓͐͝T̸̠̥̰̭͎͙̮̬͋̀͛̓̽̚Ā̷̧̮̣̪̤̠̫̤͔̩̥̾̊̍̊̀̇͋̍̚͜͝͝Y̶͓̟̍̆̍ ̴̭̲̀͘͝S̵̨͖̩̻̰͇͎̠̻͚͓̱͇̭͖͒̋͆̀͐͋̾̆͝͝T̴̮̹̫̞̘̈́̏̐̒̋̎͛̂̽̅Ĩ̵͙̖̟̥̤̲̆̈́́͘ͅͅL̵͖̣̫̙̹̊͜L̷̫̠̒̽͌͘͠. A ghastly sound erupts from behind you, complete with unnatural, horrid breathing. Steps come towards you unnaturally fast. If you move, look to turn, there is a vision of something black moving into your field of vision, just before a bone-crushing force claims life and in the next moment you wake, screaming at the feet of the gates to Gaze, or the Tower's statue. Remain absolutely still, and the puff of a breath, the smell of cow hair and breath grazes over the shoulder before eventually storming away behind, until the sound is gone, and the unlucky are left to continue searching until they find a hole leading out.
NOTES:
1. Any step backwards can cause someone to end up between places, participating in this event. Exiting requires either falling through one of the holes in the floor or being killed by the unnamed creatures residing between spaces.
2. If a character dies in this event, they do not undergo normal death effects. They awaken in one of the locations indicated, gasping for breath. While harrowing, and possibly a source of nightmares for the next few days, not to mention chills for an hour or two, there is no further apparent harm.
3. It is possible to encounter this prompt throughout the year. At one random, unpredictable day each month (listed above), the space between spaces is accessible. A person could theoretically fall in on that day, following the rules as above.
4. Mapping the space between spaces is difficult, but not impossible. Perhaps there are other locations within the labyrinthian mass, but for now at least they are not findable.
5. If the natives are asked about this place, they will make a warding sign and refuse to speak of them. At most, they will say something about the "veins of the tower."
WHEN: Last Week of August through all of September
WHERE: Gaze, and somewhere else
CONTENT WARNINGS: Possible Life-threatening experiences, Distorted Realities, Fourth Walling, Content Depending upon the Canon Referenced
WHERE: Gaze, and somewhere else
CONTENT WARNINGS: Possible Life-threatening experiences, Distorted Realities, Fourth Walling, Content Depending upon the Canon Referenced
As the month of September approaches, and Mariana shows signs of having cooled in her wrath, the people of Trench begin to relax once again. Hoping to keep level heads and to promote learning, the Arcane Scholars of Gaze have opened the private stores of more rare texts from the Archaic Archives. Trundling carts of books are being brought out by roped and masked individuals who kindly offer one to anyone who wishes to partake. They limit each guest to three, though they seem happy to trade a book for a book, so it's always possible to get more. They ask only that the books be returned by the end of the month for cleaning and maintenance. Whispers among the Disciples still with ruffled feathers at Mariana's wrath are that this is Never Mind's way of reasserting himself after strange magical books have been found around town. No Arcane Scholar will acknowledge such gossip, however.
The books seem harmless enough. What is wrong with a little light reading? The fiction within is quite enthralling, though after a page or two, a creepy familiarity to the book's contents comes to whoever reads. There is a sense of deja vu, and only when it is too late do they realize that it feels like they are reading the memories and recollections of someone else, perhaps someone that they know! In that moment, they will feel an inexorable pull as the book seems to literally suck them into it, along with anyone unlucky enough to be next to them!
Those who read these magical books will find themselves trapped in an event within another canon reality. The intent, of course, is to broaden their horizons and experiences, to teach moral lessons through new memories, but as always Never Mind seems not to understand the possible perils. The scenario that they find themselves in, which may be of any canon, is always one of immediate and very real peril, a time in which the character's life is put into immediate and very real peril. They have to prevail or flee successfully to escape the chapter and end the book, though for their troubles it is quite possible that they might bring something back with them. Hopefully it's nothing dangerous!
NOTES:
1. Any Canon may be used, including canons not present in the game. Players are encouraged to use their imaginations, though it is worth being aware that the entirety of the Cthuluh Mythos may be found among these collections, should one wish to utilize these books.
2. There is an actual physical threat that is present in whatever scene is viewed. If it is necessary, a threat is fabricated from the fringes of the memory, even if this changes the canonical scene. It is a real threat and can cause death or harm. However, these threats are killable through all normal fashions, and can be escaped by clever captives. Once escaped or defeated, the sleeper is deposited out of the book.
3. The books are absolutely indestructible, and even if the sleeper does not return them, ravens will break into their home (ruining a window and making a mess) to retrieve all books by the end of September. Multiple books can be enjoyed throughout the month.
4. Items retrieved may be anything from any canon which does not count as a significant power acquisition. Weapons can be brought, though they will be mundane once they emerge in Trench. Players are limited to retrieving one item from another canon per character during the month.
The books seem harmless enough. What is wrong with a little light reading? The fiction within is quite enthralling, though after a page or two, a creepy familiarity to the book's contents comes to whoever reads. There is a sense of deja vu, and only when it is too late do they realize that it feels like they are reading the memories and recollections of someone else, perhaps someone that they know! In that moment, they will feel an inexorable pull as the book seems to literally suck them into it, along with anyone unlucky enough to be next to them!
Those who read these magical books will find themselves trapped in an event within another canon reality. The intent, of course, is to broaden their horizons and experiences, to teach moral lessons through new memories, but as always Never Mind seems not to understand the possible perils. The scenario that they find themselves in, which may be of any canon, is always one of immediate and very real peril, a time in which the character's life is put into immediate and very real peril. They have to prevail or flee successfully to escape the chapter and end the book, though for their troubles it is quite possible that they might bring something back with them. Hopefully it's nothing dangerous!
NOTES:
1. Any Canon may be used, including canons not present in the game. Players are encouraged to use their imaginations, though it is worth being aware that the entirety of the Cthuluh Mythos may be found among these collections, should one wish to utilize these books.
2. There is an actual physical threat that is present in whatever scene is viewed. If it is necessary, a threat is fabricated from the fringes of the memory, even if this changes the canonical scene. It is a real threat and can cause death or harm. However, these threats are killable through all normal fashions, and can be escaped by clever captives. Once escaped or defeated, the sleeper is deposited out of the book.
3. The books are absolutely indestructible, and even if the sleeper does not return them, ravens will break into their home (ruining a window and making a mess) to retrieve all books by the end of September. Multiple books can be enjoyed throughout the month.
4. Items retrieved may be anything from any canon which does not count as a significant power acquisition. Weapons can be brought, though they will be mundane once they emerge in Trench. Players are limited to retrieving one item from another canon per character during the month.
no subject
Waking up out of that sea and turning into... you, is kind of a head fuck.
Regardless, he is trying to figure out his surroundings. See what are options, what he can do in a city that looks nothing like the ones he knows. Doesn't notice the figure approaching him until they're too close, and he's starting to turn to her before she speaks, and stops in his tracks from both her face and a familiar voice.
And the who.
"Tory--" There's relief spoken on her name. He looks at her, about her, mouth parted as there's more he should be saying, but this needs a second to be taken in.
(Is that a sword? --Okay, no, we'll question the sword later.)
"I--" Now he's looking at her face. "--I showed up today? How long've you been here?"
Because everything about her says longer than him, but especially her question.
no subject
So she adds some clarification that likely raises just as many questions as it answers. "Time is just one of many things that's fucked up about this place. Sometimes people are from the same place and know each other, but then their memories don't match up."
It is a lot to take in, so she's not going to info dump on him just yet. It's better to take care of the simplest things first.
"Anyway, I've got a house and one of the spare bedrooms is yours if you want to stay."
At some point she'll have to mention that his dad and Mr.LaRusso are here. Getting him a place to stay and something to eat take precedence. Not to mention something other than the Sleeper robes to wear.
no subject
What's actually stranger is when she goes on about the time, offering more questions that hit on a few thoughts he was having, but they can wait.
(Like, hey, is there a reason he's having trouble remembering anything after a specific point? Because that one's been bugging him.)
But a place to stay, that's a good thing to focus on, and his mouth slips into an appreciative smile.
"That'll be my first good news today. This--" He gestures down himself, scoffing. "--really isn't my thing. And I'd like to know what's been your thing."
Yes, he's throwing an obvious look to the weapon, what seems like a sword. And just her whole new look, thanks to five months of not being in LA.
"You got time now?"
no subject
The look toward her sword makes her wonder just what the Waker he met explained about this place, and what they forgot to mention. She'll definitely have to warn him about the monsters. And that many of the merchants will ask for a vial of blood as payment if you don't have anything to trade.
"I've got a few things going on...and luckily for you, one of them can solve your current wardrobe problem."
That's probably not quite enough warning for what she's about to do, so she gives him a quick explanation. "Not sure if whoever found you on the beach told you, but some people wind up with powers here. One of mine is making stuff exist out of nothing."
Unlikely as it seems, this is a claim she can back up easily. Arms held out akimbo, energy that looks like black and midnight blue glitter appears around both hands. In her left, she produces a pair of blue men's jeans that should fit Robby. In the right, she produces a pair of boxers. They're intentionally terrible looking, but he'll find the fabric is at least comfortable. She's not a complete jerk, after all.
"Now these are totally your thing, right?" she teases as she hands over the boxers, amusement evident both on her face and in her voice. She passes the jeans over afterward.
no subject
But even as Tory's talking, is he prepared for what comes next? The wave of her hands, the poof, and the absolutely long-desired pair of pants. ...and the other pants. Eyes are widened, brows up at the magical show - from Tory, who's always had a good talent of sweeping him off his feet (literally), but this one--
He finally scoffs out a laugh, from her playful remark and having the clothing in his hands. A wider grin on his face as he looks back at her, a conceding tip of his head to the side.
"I'm not gonna argue about what you think I'd look good in." A playful concede, that he knows whose hands his life is in (and who could be putting him into clothes much worse). He rolls the boxers up into the jeans to tuck by his elbow, not about to get changed in the middle of the street; luckily, the robes go low enough to not be as walking as naked as some parts feel.
"Okay." This still feels too casual after watching your girlfriend just magic up some clothes, but- he'll nod, "I'm in your hands," and he'll follow her lead.
"I wasn't expecting to show up in a place that looks a cartoon on TV when I was five."
No offence to Trench, but the magic, swords, talks of monsters - it sounds like one of those comics Demetri would've talked about.
no subject
"Yeah. Imagine a cartoon and a horror video game rolled in to one...and it's directed by Guillermo Del Toro with no censorship rules, and yeah, that's this place. It would almost be a nerd's paradise, except the dangers aren't something you can deal with using a joystick and buttons."
She lightly touches the hilt of the sword at her hip. As much as she's trying to keep things lighthearted and focused on helping Robby, she can't quite help the serious look that crosses her face as she mentions the dangers. If there's one thing that he needs to take seriously about all the craziness here, it's that monsters are an actual risk to be wary of.
"It's not a constant problem but...there's some areas you definitely don't want to go to alone and especially not unarmed. Except here, it's not because of crime."
She's hardly a shrinking violet of a girl and she's well acquainted with his skills as a martial artist, so she trusts that if she's warning him about something that he'll be duly cautious.
"This place isn't all bad, though. There are a lot of really cool and interesting people here, and people are pretty open minded and accepting. It's really been kind of a fresh start for me. And the barter economy is great. People accept pretty rocks and seashells and stuff like that here as payment if you don't have other things to trade. It's why I've got a house."
no subject
It takes a lot more than words to be prepared for the warnings everything is giving you, or so Robby is wrangling with each time these dangers are mentioned. But he'll keep her advice in mind, ask some more about it later.
Because for now, Tory's talking about a fresh start. The hint of how life has been for her, and that's what he zones in on. A "Yeah?" to the news of the house, a humoured note as he remarks: "If houses cost that everywhere."
There'd be a lot less rough sleeping. But it's not what he cares about focusing on, looking at her as they walk. "How's the rest of this place been for you?" A beat. "Are your brother and mother around?"
He asks that with a note of care. Tory's always been the guarded type, but her and her family - he knows how much she cares. And if she's here, then maybe, they are too.
no subject
She trails off for a moment. There are also so many possibilities. She has a whole house - a luxury that they've never been able to afford. Between her powers and the local economy, she could truly provide for them. Not to mention, potentially find a solution for her severely ailing mother - something that's been far beyond their means back home.
"What if I could make my mom healthy new kidneys? I'd have to study a medical textbook about kidneys to make sure I got it right, but I actually know someone who's a medic here."
There's a mix of hope and sadness in her voice. She trusts Robby enough to confide in him like this. However, she doesn't want to dwell on what she can't change and she doesn't quite feel like pouring her heart out, so she addresses his other question.
"I've made a bunch of friends here. Weird as it might sound, I'm actually helping a couple of them with their anger issues. It's helping with mine. I've been volunteering a couple of days a week at the local orphanage. And don't laugh, but I'm going to be performing in a musical. They're doing Chicago of all things."
no subject
What if. Those are the questions that linger with you, and Robby understands where it comes from. He sympathises with her, and accepts it too when she deliberately continues on without giving him a chance to speak. But he does watch her warmly as they walk, she talks, the small smile raising with his eyebrows at the ending confession.
And he does - sorry, he has to - blurt a small laugh there. "Chicago? Hope they're taking out act -- was it 17? From the cellblock tango." A joke, smile now a grin, and he bumps the side of his arm against hers affectionately. "No, really, that sounds great, Tory. It sounds like you're doing good - even being stuck in a Guillermo Del Toro movie."
It sounds like it. But even so, he looks at her, smile tugging tighter. "You're happy?"
Because that means something to him to know, and hearing her answer it directly. It feels like forever since they've seen each other to him (in his squid brain), and it's been a time since she's been in Trench, too.
He should hope he gets to care about her juuust a little.
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It's a part that suits her well. She can pull off the cynicism easily enough and she's been having a good time. It helps that one of her friends is playing Roxie. It makes it all the more entertaining to pretend that they dislike each other, and she's able to draw on her real rivalry to assume the appropriately hostile body language when performing.
"I...yeah. Despite all the craziness this place has to offer, I am happy. The monsters are a good outlet for my anger, and helping people is helping me." The smile on her face is almost peaceful as she admits, "I've found my balance."
It's a testament to her trust in Robby that she's being so open about her feelings. While often bluntly honest, personal things are kept closed off from most.
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But he's glad for Tory, how clear it is she means what she says. She's never been the type to mince words, will say what she wants and won't what she doesn't. But it's something else to be content, positive. It's not perfect - life rarely ever is - but it's good.
"Well... if I ever need some pointers, I'll come to the expert herself." He throws her a smile that reaches his eyes.
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She's hardly immune to ironic timing, but she's cautiously optimistic about the friendships and overall life she's been making for herself here. She's also optimistic about the possibilities this place has for Robby. Much like her, he won't have to worry about being on probation here, or having his past mistakes hanging over him the way he would at home. Which reminds her.
"Ah...my mom and brother aren't here, but there are two people we both know from home here. Your dad and Mr. LaRusso. I'd suggest striking first and sending them a message so you can make sure things are on your terms."
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"I saw my dad," he admits. Well. "He didn't see me." So there hasn't been a discussion already had, to make that clear.
"They live close to you? I'll talk to them," since she's got a point (hey, already doing good, expert), "--but everything else about this place seems pretty important first. And I'd like a day or two without dealing with that."
A stressed that - that mess, that circus. That's enough a descriptor, for both the men.
Though, that does make him wonder. "--Do you talk to them?"
Would she bother to talk to Mister LaRusso, even?
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She knows part of that sounds silly, but some of it is seizing the opportunity to actually own a nice house. After a life of struggle and strife, the luxury of a spacious home is worth a little risk.
Tory can hardly fault Robby for his reluctance to unpack all of that past history when he's still adjusting to a strange new place. She's certainly not going to be the one to tell - that's for Robby to do on his own terms. So she just nods, not intent on pushing him beyond the suggestion that he strike first. It's his choice.
"I've talked to Mr.LaRusso once and otherwise I've nodded when I see him and just kept walking. Your dad's dojo is one of the two I train at, so I talk to him more often. I think Mr.LaRusso lives close-ish to the dojo, but I'm not sure."
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Since it was less about hiding, and more about processing. ... but it's habit, to know where to keep his head down, know where to keep a low profile. Which leads Mister LaRusso's whereabouts in the air, but he doesn't worry - they don't know he's here, and he trusts Tory not to spill anything to anyone. Knows he doesn't have to ask, and that she'd be insulted if he did.
"Well, I'm more interested in seeing how worth it this backyard was." So he moves on easily, gives her a smile with a raise of his brows. "What kinda monsters are we dealing with?"
A weird question off his tongue, but he has to know - what exactly are they? Even if just the ones that Tory has to worry about near the house.