#oasis's wiring
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after-nine-at-the-oasis · 7 days ago
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“Hey, Carlos.”
“Hi baby.”
His eyes meet Sam’s, whose own phone is also held up to his ear. He can see the fear there. A bit of resignation, too. He knows it's in his eyes. They both nod, just barely.
TK draws in a shaky breath on the other end of the line.
“This is just our luck, huh?” comes over a few seconds later.
Carlos sniffs against tears that haven't quite yet come, and laughs slightly.
“Yeah. Very us,” he replies.
TK laughs too, barely perceptible over the phone. But Carlos knows. He knows TK. They're both silent, for a moment. The world is panicked yet dull around him – his focus is only on the call.
“I love you, Carlos,” his husband says. His voice breaks. Carlos can hear TK’s tears.
“I love you too, TK.” He can hear the thickness, the wetness in his own voice. He knows TK hears it too. Carlos closes his eyes, hoping for anything that will give the swirling in his chest peace. His mind is oddly quiet, like it's preparing for the end. But his chest, oh, it aches.
“I don't have anything to say,” Carlos whispers. TK sniffs.
“Neither do I,” he says.
“But–” Carlos takes a shaky breath. “I don't want to hang up. I want you here with me.”
He can hear TK’s pain through the silence.
“I know,” returns his husband’s voice.
And so they sit, in silence, for what must be at least a minute. Carlos needs to call his mother, but he can't bear to hang up. He looks over at Sam. There are tears in his eyes, a few in his face, and a smile plastered on even though no one is looking. He must be talking to his kids.
A stab in his stomach. They were so close. So close to having that.
Carlos looks away again.
“I wouldn't change a single thing,” Carlos says, breaking the silence. TK takes in a breath, he can hear it. “Anything that happened so that we could have these last 5 years.”
A small sob.
“I wouldn't either,” comes the reply. “I'd do anything to have those years.”
Carlos feels a tear slip down his cheek.
“We make a pretty good team, don't we?” he offers back.
He can feel a smile sneaking into his face, and TK laughs wetly.
“Yeah,” he says, and Carlos can hear his smile. Can see it in his mind’s eye.
They both know they need to go.
“Thanks for taking care of my heart,” TK whispers. Carlos makes some small, sad noise.
“Thanks for watching over mine,” he whispers back.
Smiles still on their faces, he knows.
“I love you,” says TK.
“I love you,” he returns.
The call ends.
Carlos registers a hand being placed on his shoulder. He turns to see Sam, eyes a bit red, surely matching Carlos. The other man squeezes his shoulder briefly, and Carlos returns the gesture.
They let go, and just hang there for a moment. Timeless, it feels.
Then, Carlos calls his mother.
“Carlitos,” she answers. He can hear the tears in her voice too.
“Mamá,” Carlos says, and his voice wavers. He clears his throat.
“I just wanted to say I love you.”
“I love you too, mijo. Te quiero mucho.”
“Te quiero mucho,” Carlos manages to repeat.
He ends the call.
Barely five seconds after he does, his surroundings start to bustle again. Loud voices, quickly moving people. It's time, he supposes.
Carlos takes a shaky breath, as deep as he can manage.
His father’s ring sits on his right pinky finger. His wedding band is on his left ring finger. His cross pendant rests on his chest.
Carlos gets down and prepares for impact.
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deerspherestudios · 8 months ago
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now here's the thing. if mychael had mind reading powers, would he still help the mc? and if yes, what would he do when they woke up and weren't afraid?
For context! See, if we follow the original events of the game, I don't think MR!Mychael would save the MC after they fall victim to the mushrooms. He might feel bad, but he's been burnt too many times to take that risk. He'd gladly let you keep sleeping.
For you to meet MR!Mychael would have to be under completely different circumstances.
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weakfreak · 10 months ago
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jarvis-cockhead · 11 months ago
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I started playing this really fun game called BriT Dream! Glastonbury Band Party! It's so fun I've already scouted 5* Hardcore Jarvis and I barely had to use any britgems omg feel free to add me
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femaleunbonding · 2 months ago
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friday chart 12/20
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decemberthe7th · 1 year ago
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youtube
(:
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wickershells · 4 months ago
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me and my mother were in my brother’s new house all day scraping & sandpapering the walls/skirtings, sweeping it all up, bagging it. the dust in my lungs right now would make even a miner weep
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charlott2n · 5 months ago
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the temple of online teens to thirty somethings who listen to swans and natural snow buildings and the microphones and black midi and car seat headrest and coil and daughters and duster and godspeed you black emperor and have a nice life and neutral milk hotel and sigur ros and songs ohia and xiu xiu and animal collective and aphex twin and my bloody valentine and the velvet underground and talking heads and kate bush and joanna newsom and nick drake and captain beefheart and fishmans and the residents and les rallizes denudes and the smiths and the gerogerigegege and kero kero bonito and death grips and bjork and stereolab and radiohead and kanye west and slint and slowdive and cocteau twins and nas and a tribe called quest and elliott smith and television and pixies and sonic youth and dinosaur junior and the strokes and pharoah sanders and talk talk and black country new road and sufjan stevens and ajj and jeff buckley and sweet trip and leonard cohen and frank zappa and depeche mode and the clash and the stooges and unwound and tom waits and boards of canada and fiona apple and arcade fire and brian eno and boris and merzbow and sunn 0))) and melvins and ween and mount eerie and portishead and lcd soundsystem and wilco and big thief and pavement and kraftwerk and candy claws and yes and gang of four and sun kil moon and sun ra and burzum and death in june and current 93 and nurse with wound and psychic tv and this heat and wire and nick cave and bob dylan and the dismemberment plan and grouper and the brave little abacus and herbie hancock and beach house and patti smith and charles mingus and fugazi and minutemen and american football and yo la tengo and boredoms and wipers and the mars volta and fleet foxes and oasis and pulp and big star and sophie and flying lotus and the flaming lips and thundercat and mf doom and weezer and stars of the lid and jeff rosenstock and red house painters and tim hecker and steve reich and david bowie and lou reed and nico and jpegmafia and danny brown and husker du and misfits and r.e.m. and the replacements and soft machine and van der graaf generator and scott walker and philip glass and pj harvey and low and big black and new order and magdalena bay and steve roach and neu and can and magma and spiritualized and mort garson and henry cow and john zorn and faust and ornette coleman and xtc and the books and oneohtrix point never and nujabes and de la soul and rush and king gizzard and the lizard wizard and the cure and capn jazz and mitski and lana del rey and weyes blood and bon iver and giles corey and silver jews and the mountain goats and clipping and machine girl and deaths dynamic shroud Has just fallen into the ocean. ssorry
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afterartist · 4 months ago
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HELICALTALE MAIN CAST LINEUP!!
(Not ll of the characters but the most important ones to the plot)
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‘And now: AU Infodump
BUT BEFORE ANYTHING!!
I will be answering any questions (within reason) any of you have about the au, even if it’s about some random side character only three people have ever heard of before
I live world building and any chance to expand on this world are treasured
I’ll probably answer with fun little doodles as well lol
So ask away :D!!
Basic AU overview:
Helicaltale is NOT a classic based Timeline.
The AU is set in a world where Mt Ebott was destroyed during the war, leaving a desert crater in its place, no protection for the Monsters to retreat and nowhere to seal them underground. In response, the Human mages put a spell on Monster kind, ‘Helios’ Curse’, forcing them to be unable to touch sunlight or else they’d burn (think Vampires or Minecraft Mobs)
The main story takes place 87 years after the war ended and 29 years after friendly communications between the two races begun, with the Monsters settled in a camp like city, made of tents and canvas buildings, around the oasis that formed in the desert that was now known as Ebott crater. Humans and Monsters have achieved peace between the races, regular trading routes and communications set up between the two cities.
Now all that was left was for both Humans and Monsters to find a way to break Helios’ Curse for good.
(None of them can touch Sunlight (minus the humans) but the ones more lightly dressed (Gaster, Alphys, Asgore) all live in the city, with proper buildings not at risk of being blown over at any second so can afford to not be covered up 100% of the time)
Locations:
Ebott City-
The capital city of the country, Ebott is a massive human settlement, overshadowing old ruins left by the war. It’s currently the main base of conferences between human and monster relations.
The Oasis-
The Monster settlement, made from tents and interconnecting canvas sheets, from above it looks like a colourful cluster of a campground, large sheets stretched over the streets. From within it’s only lit by lamps and magic, the sky completely blocked out by tarps and canvas to avoid accidentally getting burned by sunlight, to those not familiar with the city it’s a labyrinth, others, its home.
(A major inspiration for the Oasis is the Kowloon walled city, for those interested in a more accurate visual of the Oasis)
The Great Fence-
While the name conveys grandeur, the fence is a simple chain link fence acting as the border around the entire Oasis, topped with barbed wire and adorned with tarps, it’s designed to protect the residents against wild animals like Coyotes and be a barrier against sandstorms more than it is to keep people out, one of the most regular jobs for the Royal guard other than being general peace keepers is to uphold the fence, often sending patrols out after heavy storms to keep everything in order.
Central Oasis-
A mix between Newhome and Waterfall, it’s the main hub of the town, the Royal family living there along with the majority of schools and recreational areas, most Water based monsters (ie: Shyren, Aaron ect ect) also live in this area, a large lake of water being the centerpiece of the city.
Lights district-
To the west side of the city is the main shopping hub, while much more open than the majority of the Oasis, many stores foregoing walls on their tents entirely, its full of stores and restaurants, the most well known being Grillby’s and Muffets joint restaurant, many visitors to the Oasis come for the night life of the lights district, the monsters that live in that area making the camp around them as flashy and attractive as possible, neon lights and dancing flames lighting up the darkness of the district, the Celebrities Mettaton and Nabstablook have also been alluded to frequent the region and perform for onlookers.
Sandbank-
The Snowden equivalent of the AU, having gotten its name due to its position at the east side of the city, being the least protected by the walls of the crater, Sandbank often gets the brunt of the sandstorms that hit the desert, leading many of the Royal Guards live in this area in case of an emergency during the storms.
Southside (the Black Market)-
Technically not its official name, the Southside of the Oasis is whispered about in the dark of night, rumours telling of an illegal market place and shady monsters working in the south, many a monster wandering in and never coming out. While most likely just old wives tales, its best you keep your distance, just in case.
(Yeah I made the Black Market an actual real marketplace because that will never not be funny to me)
Hotlands-
The north most section of the Oasis is best known as Hotlands, given the name as it’s the highest section of city but also the most shielded by the crater walls, leaving it boiling without any wind to seep out the heat’. There’s been speculation that Hotlands actually sits over an underground chamber of magma, adding to the blistering temperature.
Characters:
The Dreemurrs:
Frisk- (Any Pronouns)
Frisk is an 11 year old kid, a runaway from one of Ebott City’s Orphanages, known for its less than legal treatment of the children. Having joined Chara as the eldest helped them both escape, Frisk followed Chara into the desert, looking for shelter from CPS.
During the trek however Frisk falls sick with an illness, most common in Monsters but able to infect anyone with strong magic, called Icarus syndrome.
With Icarus syndrome being effectively Hyperthermia of the soul, any physical treatment is ineffective, needing a particular medication to have any hope of survival, leaving the crater as not just refuge but possibly their only chance of survival.
Chara- (They/Them)
Chara is 16 and the orchestrator of the escape from the Orphanage with Frisk, after having been in contact online with a kid from the Monster camp that offered assistance. During the escape Frisk fell ill, forcing Chara to locate and purchase the rare medicine. Ending up in the Monster equivalent of the black market, Chara found a monster begrudgingly willing to help, trading a magical glass eye, a prosthetic their grandfather made for both humans and monsters during the war, for a small vial of medicine. The trader warning them to keep out of the black market before dropping the two kids off safely at the center of the Oasis.
Asriel- (He/Him)
Asriel is the firstborn son of the Dreemurrs and heir to the Royal throne, at 16 he made contact and became friends with a kid online, the other telling him of the danger they and their sibling were in at the Orphanage. Quickly offering up his home, knowing both his parents had fostered and cared for many children in the past and wouldn’t turn away two more. Upon meeting them in the Oasis he makes fast friends with both Frisk and Chara, practically adopting them as siblings on the spot.
Toriel- (She/Her)
Queen of the Oasis at 143 years old, Toriel has seen her fair share of bloodshed and peacetime, giving her the knowledge to recognise that protecting young children is the best way to ensure their future, guiding them to Mercy and pragmatic solutions instead of Fighting. One of the first things she did after Monsters had finally settled into the Oasis being starting up a school, becoming the primary teacher for a good few years before other parents eventually began to join her staff. Though, with the two new children her son had brought to her doorstep, she’s begun to realise it’s not just the children of Monster kind that need protection.
Asgore- (He/Him)
King of the Oasis and 146 years old, Asgore grew up at the front lines of the war, the heinous acts shaping him into the pacifist he is today. Currently away from the Oasis, Asgore has turned his sights on communications with the Humans, staying at the city while conferences with the city leaders on trade routes and transportation commence. He is also overseeing the Monster half of the Science team, working closely with the Royal Advisor and Scientists Gaster in developing a cure to Helios’ Curse. He remains in frequent contact with the Oasis, making the trip back every weekend to see his now growing family and make sure Toriel isn’t overwhelmed with responsibilities.
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The Fonts:
Dr. Gaster- (He/Him)
At 140, Gaster has spent his life developing weapons for war (the Gaster Blaster being his pride and joy) and perseverance for Monster Kind, having a massive distaste for all Humans and most Monsters. The sudden change from war efforts to restoration efforts throwing his life in disarray. Jumping at the chance to use Human equipment on government funded experiments, Gaster didn’t hesitate to leave his sons Sans and Papyrus (9 and 4 at the time) back at the Oasis to move to the city and begin work. He’s had a hand in creating many inventions helping Monster kind (both helping with the medicine for Icarus Syndrome and a magic Sunscreen that can briefly minimise the effects of the sun) and the head of the Selene Project, the project to break the curse.
Sans- (He/Him)
28 and thriving, Sans has made a name for himself as both the comedic slacker of the Royal guard and the savvy businessman as one of the Black Markets best traders. Having been forced to raise both himself and Papyrus from a young age, Sans became intwined with the black market at the age of 12, after Papyrus caught Icarus Syndrome and receiving no help from Gaster off in the city, Sans was forced to find his own way of getting medication. At the age of 12 he found his way into the black market, ending up trading his right eye, and subsequently some of his shortcut abilities with an underground doctor in exchange for the medicine, to this day he hasn’t told anyone what happened to his eye. From then on he found himself going back and getting into trading as a way of making money as a side job while both he and Papyrus worked to get into the Royal guard, quickly becoming infamous in the criminal world of the Oasis, though he had a rule that no kids were to ever be found trading in the market. A rule that quickly got broken when a young human kid stumbled into his shop, begging for help, offering a magic glass eye as payment. Unable to send the kid off without help (or turn down the irony of selling the meds for an eye) he made the trade before guiding the kid and their sibling to the Oasis center.
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(Bonus:)
After dropping the kids off, Sans makes an attempt to use the prosthetic eye, yet upon fitting it into his socket, the magic activated and bonded with his soul, causing the eye to become fused with his being, immovable. Along with the eye he’s suddenly able to see things he, by all means, should NOT be able to see, including text bubbles from the creators (similar to error sans)
He also finds, magically in his pocket, a small golden key, only figuring out its use after stumbling across a door in the middle of nowhere, upon using the key on the door he finds himself in an entirely different AU, door closing and disappearing behind him.
This is what leads him to discover the Multiverse and travel between AUs (inconveniently ending up in Nightmares Castle more times than he’d care to count)
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Papyrus- (He/Him)
The Great Papyrus, second in command of the Royal guard at the younge age of 23 (you may applaud now)
Having grown up with just himself and Sans, Papyrus always wanted to become something great to make his brother proud, despite Sans’ insistence that he’s already proud of him. When he was 13, while Sans was out getting food, Papyrus had been targeted and hunted down by a group of bullies from the Southside of town, the group of teens taking turns in beating him up, eventually escalating to the point where one of them pulled a mirror from their pocket and used it to reflect a beam of sun directly onto his face, leaving a permanent scar,
He was saved however, when a teen he recognised from the Oasis center came charging out from one of the nearby tents, picking up handfuls of sand and hurtling it at the other kids before beating them up with her fists alone. Once over, the girl had turned, helped Papyrus up and took him to see her grandfather, the current head of the Royal Guard, a job she loudly proclaimed she was going to have one day,
Ever since then he attempted and eventually got into the Royal guard, along with Sans and the teen, Undyne.
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Gersons:
Undyne- (She/Her)
29, Captain of the Royal Guard, Wife of the best woman around, living the high life! Having been raised by her grandfather Gerson for longer than she could remember, she’s always looked up to the Royal Guard, no matter how her Grandfather told her it wasn’t all glory. She’d been sneaking out and training with one of the Royal Guards for 8 years by the time she was 19, stumbling across a fight, six of her classmates beating down on a young skeleton. She’d jumped to defense before she’d even registered it, helping the kid up and getting him patched up where eventually the kids brother, Sans, one of Alphys’ friends found them and thanked her profusely.
The three became fast friends, practically siblings, both of them there at her and Alphys’ wedding and her promotion to Captain of the Royal guard.
Alphys- (She/They)
27 and already one of the best Scientists in the whole country. Alphys’ having grown up in Hotlands would have never dared to dream she’d be working with a whole team of like minded scientists, especially not in the human city, though not being able to see her Wife as often was a dampener. Dr. Gaster was also a bit, overzealous, with the project, it was only a matter of time before the madman created some temporal superflux that blew up half the block, even if she wouldn’t be anywhere near as prestigious without his guidance, despite Sans’ reservations for letting them near him.
(I will be adding more to this AU btw, it’s in my top 3 faves lmao)
Bonus:
Animation I’ve done for Helical Sans to explain how his AU hopping works
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waksworldrebooted · 9 months ago
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THE FULL MOTORCITY PITCH BIBLE GOT LEAKED
It’s been a while since I posted anything Motorcity related but here we are with this thing: the full unedited extended Pitch Bible from Chris P.
Special thanks to The Media Busters for finding this:
Motorcity: Series Bible (Revised 2/15/11)
Logline: In the future, charismatic tyrant, Abraham Kane, is taking over Detroit, transforming it block-by-block into his insidious city of tomorrow: KaneCo Deluxe. But one thing stands in his way: the Burners! Led by the charming and impulsive daredevil, Mike Chilton, this band of hot-rod wielding rebels fights to protect Motorcity - the last oasis of freedom - from the power-hungry Kane and his endless army of technological terrors. Motorcity is a high-octane animated action-comedy that celebrates freedom and independence with cool cars, great action, and dynamic heroes who stand up for what they believe in.
Motorcity: Live Fast. Live Free.
Remember the feeling you got when you first had the chance to drive? The power? The freedom? That’s what Motorcity is all about. It’s a high-octane animated thrill ride, pitting futuristic cars against terrifying robot technology, rival hot rod gangs and the nefarious power-hungry villains lurking in their own backyard!It’s the story of Mike Chilton, a teenage hero, and his struggle to prevent the evil Abraham Kane from achieving the complete and total domination of his hometown – Detroit. It’s a show for people who love to drive or can’t wait until they can.
The Situation
THE CONFLICT: Motorcity is the story of the BATTLE FOR DETROIT!
Detroit has been split into two separate sections of the same city: KaneCo Deluxe, a floating city of the future owned by evil industrialist, Kane, where freedom and cars are abolished, and Motorcity, a vibrant underground community built within the bones of old Detroit where people are free to live as they please. Kane desperately wants control of Detroit- wielding power over KaneCo Deluxe isn’t enough. He needs to wipe out the last patch of resistance and claim Motorcity as his own to complete his vision.
OUR HEROES: Mike Chilton and his band of rebels, The Burners.
THEIR MISSION: To protect Motorcity, the last oasis of freedom, from the evil reach of Abraham Kane, a power-hungry tyrant hell-bent on taking over all of Detroit so he can transform it into his insidious city of the future – KaneCo Deluxe.
Mike and The Burners are charming rebels that share a lot in common with the original “Champions of Justice”: Robin Hood and His Merry Men. To put it simply:
Mike = Robin Hood
The Burners = Merry Men
Our heroes hide out in Motorcity (Sherwood Forest), devising plans to take down Kane (Sheriff Of Nottingham) and bring freedom to the people of Motorcity (Nottingham).
Julie (a Burner with a secret: she’s Kane’s daughter) = Maid Marian (she straddles the worlds of Deluxe and Motorcity
The Feel and Tone
Action! Freedom! Speed! FUN!
When you strip it all down, Motorcity is about the joy of racing around in tricked-out cars, fighting robots, and racing your rivals. It’s FUN! Dang it! And we never want to lose sight of that.
Mike has the ability to look a life and death situation in the eye and find the fun in it. Every day is a high stakes battle, but Mike’s impulsive approach to any problem is what makes him unique. It’s not that he doesn’t take his fight with Kane seriously – It’s the heat-of-the-moment, seat-of-his-pants way he that makes him Mike!Get ready for an eight-cylinder action-comedy road trip through the fast lane of futuristic sci-fi...
The World
KaneCo Deluxe
Perfect, but boring. Kane’s futuristic metropolis is cold and uninviting. The gray and white shell envelops the “engine” of the old city underneath. It’s the veneer that hides the multiple cables, wires, pipes and guts encapsulated in Motorcity that power all of Detroit. Floating “living room” pods carry the Deluxe citizens from apartment husks to factory complexes to food distribution centers and back. The pods recharge as they dock. They only go where the computer sends them. There are no sidewalks. There is no freedom. No one decides where and when to go – they just do as they’re told.
The KaneCo Deluxe citizens all work for KaneCo - and if they question Kane’s methods, they don’t dare say anything about it for fear of their safety. As long as they do what the great leader, Abraham Kane, says, there won’t be any trouble. This includes participating in the war effort against Motorcity and the Burners – who, according to Kane, want nothing but to take away their safety and replace it with chaos and anarchy!
Motorcity
Underneath the sprawling megacity of Deluxe is a vibrant community of freedom-loving farmers, engineers, artists, mechanics and warriors. Although they live underground, these Motorcitizens are happy and free. This underground world is colorful and organic – a meld of nature and technology. A harmonious blend of old and new. Mike and the Burners use the immense power lines and data cables as roads to traverse the distances of Motorcity, as well as the remnants of the old highways and roads that haven’t been destroyed by Kane.The people of Motorcity are frequently under attack by KaneCo’s forces. Kane often sends his seek-and-destroy robots – he calls them his Safe-T-Bots – to eradicate enclaves of humanity nestled within the city’s inner workings. Some Motorcity citizens respond by building up highly defensible fortress dwellings to protect their beloved city. While some hide or stay mobile, there others who rise up and fight to protect what they’ve built for themselves down there. They don’t have to play by Kane’s rules and they want to keep it that way. Motorcity is a nurturing oasis for creativity, danger and fun.
Mike is the leader of the Burners – the primary force of resistance against Kane – but there are other gangs and groups in Motorcity. They are mostly unorganized and fight each other more often than they pose a threat against Kane. Mike and the Burners regularly go on scavenging expeditions to the oldest reaches under the city to find the parts needed to build and maintain their vehicles. They also raid Kane’s power plants and technical facilities buried under the city for advanced electronics and other futuristic tech. Kane’s biggest weakness is that his enemy lives in his own basement. They can attack his soft underbelly without warning.This is a constant source of frustration and anger for Kane!
The mechanics of KaneCo Deluxe and Motorcity:
KaneCo Deluxe is a giant supercity – about 175 miles across. Good thing the Burners’ cars can drive so fast! 500mph gets you around Motorcity quickly, especially with no rush hour...The pods up above travel just as fast - but no one ever gets within 10 miles of the city’s border. Since no one can control a pod, no citizen has ever even been close. And just in case someone tries, there’s a force field trapping everyone in. The view from the edge of town is completely obscured by a giant holo-projection of a depressed wasteland. This is what Kane has fooled the people into believing. There’s nothing worth it out there. Everything worth having is within the walls of KaneCo Deluxe. There’s a lot of danger out there and we need to protect our borders! All utility and power systems that run KaneCo Deluxe are buried in Motorcity. The Burners and other pockets of Motorcity dwellers draw what power they need from these massive generators. The immense tubes that provide energy, water, ventilation, communication and sewage are used by the Burners as a network of tunnels and highways to travel underground - as well as provide access to the maintenance hatches needed to sustain KaneCo Deluxe.The Burners have figured out ways to hack into these maintenance systems to not only get in and out of Motorcity, but to throw Kane off their scent as well. When Security Bots are on their tail, the paths of the massive tubes can be switched – just like the switches of old fashioned train tracks. The Burners know these tubes and tunnels better than anyone and Mike has learned to be unpredictable – to go left when it’s logical to go right. The best way to outwit a robot is to think like a human!
The Characters
Mike Chilton
(bravery, guts)
AFFILIATION: Burner
TITLE: Leader - he’s the man in charge of the Burners, and the man behind the entire resistance against Kane. He’s got a tough challenge ahead – both in fighting Kane, and managing the unique personalities of his team.
IS: a cool, quick-witted, funny, gutsy, impulsive 17-year-old who generally has things under control and doesn’t take much seriously (except for, of course, his mission to take down Kane). Mike never does things the easy way – he does them the fun way! That means leaping BEFORE looking, jumping into the water without testing the temperature.
Mike is naturally gifted. He doesn’t have to try to be exceptionally good, he just is. He is the guy who doesn’t care about winning the trophy, but he has a closet full of them. This effortless skill is what attracted Kane’s attention and what makes him such a tough opponent.
STRENGTH: His daredevil spirit – it usually gets him out of trouble.
WEAKNESS: His daredevil spirit – it usually gets him into trouble.
WANTS: speed and adventure. New experiences. And most of all... Freedom! For everyone! That means saving his people – the citizens of Motorcity. Mike wants to keep Motorcity out of Kane’s clutches so they don’t become drones to the Deluxian way of life and lose their precious freedom, or even worse, be destroyed if they refuse to submit. The Burners are the people’s only hope, and Mike isn’t going to rest until Motorcity is truly free.DOES NOT WANT: BOREDOM! Complacency! Mike likes to DO. Why waste time talking about it when he could be done before the others stop flapping their gums? IF HE WAS A WEAPON, HE’D BE: a machine gun
FAMILY: None known
RELATIONSHIPS:
MIKE AND KANE: Mike used to be a cadet in Kane’s Ultra-Elite Forces Training Academy - he believed in KaneCo Deluxe and felt it was his duty to protect the people. Mike was the top of his class, tackling every challenge or fight with reckless abandon – none of the other cadets had the courage, the guts or the skill to keep up with him. Kane saw something special in Mike and took him under his wing. He had BIG PLANS for our boy. But when Mike discovered what Kane was really up to (you know, EVIL), he knew he had to break rank and take a stand. Both Mike and Kane feel BETRAYED by one another, which makes their struggle for KaneCo Deluxe and Motorcity extremely personal.
MIKE AND CHUCK: They’re best buds. They’re opposites, but they need each other. They have each other’s back – no matter what...
MIKE AND JULIE: They’re very close, but not that close. There’s nothing romantic going on between them – at least not yet...Mike doesn’t show his vulnerable side too often, but when he does, it’s almost always with Julie. He confides in her. Fears, worries, hopes and dreams.
MIKE AND JACOB: Pupil and teacher to a degree. Jacob offers up sage advice, and Mike does his best to follow it.
MIKE AND THE BURNERS: They’re a makeshift family and oil is thicker than blood. Mike would do anything to protect his team and vice-versa.
RIDE: Mutt – a retrofitted 70’s Muscle-Car with four turbine tri-pulsor engines, a slew of energy weapons, a grip of gadgets and a 21st century chopper hidden between the exhaust pipes!
WEAPONS OF CHOICE: Guts. Oh, and also a SKULL-HEADED DUAL-BLADED SPARK STAFF (think laser-sword meets flaming chainsaw!)
Chuck
(brains)
AFFILIATION: Burner
ROLE: Tech Guru / Mike’s co-pilot
IS: Mike’s best friend and sidekick, as well as an automobile aficionado – he knows everything about every car ever made ever- schematics, engine specs, performance ratings, etc. However, he is also terrified of the “speed” and “danger” associated with them. (Come to think of it, we never see him driving...) He reluctantly rides shotgun with Mike on most missions, even though he’d much rather avoid conflict altogether.
STRENGTH: Thanks to his big ol’ brain, Chuck can always find an escape route or a solution to a technical problem in a pinch. He performs well under stress and terror, even though he hates it. Although he's usually terrified of the situation Mike has put him in, he is incredibly loyal and will never bail on him. Chuck is also constantly improving the Burners’ computer and security systems.
WEAKNESS: AAAAAAHH! Easily scared. Overly-cautious. Anal retentive. Always fiddling with the computer and security systems!WANTS: To survive driving around with Mike. To stay home and play “Laser Swords” on his computer. To win Claire’s heart. And secretly – to be more brave.
DOES NOT WANT: To man the gunner controls (but he will if he has to!). To “go in for a closer look.” To go skydiving.
IF HE WERE A WEAPON, HE’D BE: a force field
SECRET: He doesn’t know how to drive! As much as Chuck loves cars, he’s just too scared to get behind the wheel. He’s able to keep the gang fooled by telling them he refuses to drive anything other than a Remote Control Car until he finishes building his dream car - the fastest, sleekest, most high-performance automotive machine the world has ever known. Of course, building the ultimate hot-rod will take years. And years. And years...
FAMILY: Chuck’s parents live in KaneCo Deluxe. They have no idea that Chuck is a Burner. They think he’s a Hover Repulsor Interface Technician at KaneCo.
RELATIONSHIPS:
CHUCK AND MIKE: They’re best buds. Chuck would do anything for him.
CHUCK AND DUTCH: Chuck engineers cars. Dutch builds cars and repairs them. Chuck is very precise and anal-ytical – a perfectionist. Dutch is not – he’s an artist and creates on the fly. When these guys have to collaborate, things get a little tense.
CHUCK AND CLAIRE: Chuck has a BIG crush on Claire. Claire thinks Chuck is G-ROSS.
CHUCK AND TEXAS: Oil and water. Legolas and Gimli. Nothing in common, except for their Burner patch and friendship with Mike – who often bridges the gap between them.
RIDE: “Umm... it’s in the shop.”
WEAPONS/SKILLS: Master Hacker. High-Tech Slingshot. Advanced trigonometry
Julie
(heart)
AFFILIATION: Burner
ROLE: Intel-Gatherer / Gal on the Inside / Illusionist / Moral Conscience
IS: a bright, empathetic girl who sees good in even the worst people. She’s less quick to shoot than Mike, but when she does, she’s accurate and lethal. Julie is a master of stealth, infiltration, and espionage. She’s both feminine and tomboyish, has a smart, sarcastic sense of humor, and is quick on her feet – she has to be, because she leads a secret double life...
EARTH-SHATTERING SECRET: Julie is Kane’s daughter – and NONE of The Burners know. She tells them she is able to gather intel on Kane’s nefarious plots because she’s a “KaneCo Intern.” And, of course, Kane has no idea that Julie is hanging out with those ne’er-do-well Burners.
STRENGTHS: Chameleon-like ability to blend into any environment. She has the rare gift of being accepted into Deluxian society and the Burner World. She can access the highest levels of KaneCo headquarters without breaking a sweat. She also knows her way around a hologram projector – she uses her illusions and decoys to evade capture when she’s running with the Burners. Julie also possesses a great moral compass and lets the gang know when they’ve gone too far.
WEAKNESS: Her secret identity. Can’t let her father know she’s a Burner, and can’t let the Burners know she’s Kane’s daughter.
WANTS: Harmony. She also wants her father to realize that what he’s doing is wrong. She wants to maintain her relationship with her father AND her affiliation with the Burners – a delicate balancing act.
DOES NOT WANT: anyone to get hurt.
WORRIES THAT: the other Burners are having fun without her when she’s up in KaneCo Deluxe.
IF SHE WERE A WEAPON, SHE’D BE: a sniper rifle
FAMILY: Kane is her father. Her mother passed away when Julie was an infant.
RELATIONSHIPS:
JULIE AND KANE: Kane loves his precious, little girl and would do anything to keep her safe. He wants to protect her from everything – which is one of the main reasons he built KaneCo Deluxe in the first place.
Julie still believes there’s good in Kane and doesn’t want any serious harm to come to him. What he’s doing may be evil, but she still thinks he’ll come around in the end. But until that day, she has to do what she can to help the people.
JULIE AND CLAIRE: BFFs since kindergarten. These days Julie sometimes has trouble relating to Claire’s Deluxian lifestyle. But Julie uses her old friend as a sounding board for everything she can’t tell the Burners about.
RIDE: Nine Lives -A modified mid 21st century police cruiser. Her ride can produce decoy hologram-cars to throw pursuers off her trail, cloak to near invisibility, and deploy smoke screens, oils slicks and electromagnetic pulse mines. Also has a high precision Sniper Beam under the hood.
SKILLS AND WEAPONS: Espionage. Natural charm. Can manipulate Tooley with ease. Able to keep the Burners focused on the mission at hand. Extensive knowledge of flash grenades, smoke bombs, and other electro-explosives.
Texas
(Muscle)
AFFILIATION: Burner ROLE: Texas handles anything that involves exploding, crashing, or smashing things with his head.
IS: Slightly stupid. Somewhat lovable. And REALLY violent! Powder keg. Won't think twice about punching anything. Dedicated to the team and be the first to the battlefront when a fight breaks out. He is not a voice of dissent. He's gung-ho. He's a cheerleader. He's raring to go! Hell yeah!
SECRET: Really wants to be leader of the Burners. No… believes he WILL BE leader of the Burners!
STRENGTH: Strength
WEAKNESS: Brain. Ego. Self-confidence bordering on delusion. Likes to brag about qualities he does not possess but thinks he does. WANTS: To move fast and smash stuff. To be Mike. But unlike Mike, Texas wants to be recognized for his awesomeness.
DOEST NOT WANT: To wait. To solve problems by “talking it over.” And big words!
IF HE WERE A WEAPON, HE’D BE: Trick question! Texas IS a weapon!
FAMILY: His parents live in Motorcity, where Texas was born and raised. His father plays the harp. His mother is a Professor of Women’s Literature.
RELATIONSHIPS:
MIKE AND TEXAS: Hero and understudy. Mike doesn’t know it, but Texas wants to be him.
TEXAS AND CHUCK: Oil and water. Muscle and smarts. Polar opposites.
TEXAS AND DUTCH: Fire and gasoline. Any dumb idea Texas has is always encouraged by Dutch.
RIDE: TEXAS - Not unlike George Forman, Texas has named his car after himself – because it is clearly the best name for anything awesome. Cobbled from the best late 20th century Italian sports cars, TEXAS is equipped with massive air-powered battering pistons, ram plates and hydro drills. Relies on physical weapons such as his roof-mounted grappling hook and the battering ram which is revealed by splitting open his front grille.
WEAPONS OF CHOICE: Laser nunchucks. Strong-ness. Massive neck!
Dutch
(creativity)
AFFILIATION: Burner
ROLE: Guerilla artist and mechanic
IS: the Burner’s creative spark. Unable to take the oppression of KaneCo Deluxe, he ran away to Motorcity to make art in peace. Now he fights against Kane’s forces to keep from losing his newfound freedom. Dutch is wary of Deluxe – he’s glad to have escaped and hates going back, even to fight Kane. He’s mistrustful of others - until he gets to know you; then he has your back for life.
STRENGTH: Ingenuity. Ability to make something out of nothing. First-rate mechanic. Makes the Burners and their cars LOOK GOOD too.
WEAKNESS: Dutch tends to be an island. That’s how he got his name – because he goes it ALONE. But Dutch can’t resist getting caught up with the Burners. It’s too much fun and he gets to build all sorts of crazy stuff. Sometimes he cares a little too much about his art. Dutch doesn’t take criticism well, so do NOT criticize his work or tell him how to do his job. Just don’t. Trust me.
WANTS: To be free to create and express himself in peace
DOES NOT WANT: To hear what you think about his art.
IF HE WERE A WEAPON, HE’D BE: A spring-loaded bear trap
FAMILY: His parents live on surface but they don’t keep in contact. They totally buy into the KaneCo lifestyle and think their son is a criminal.
RELATIONSHIPS:
DUTCH AND CHUCK – Chuck works on the cars’ circuitry and computer parts. Dutch focuses on the physical workings. Chuck is an anal-retentive nerd who wants everything done a certain way. Dutch can’t stand those kind of restrictions. He’s going to do it his way or no way at all. This causes friction. A lot of it.
DUTCH AND TEXAS – Dutch is a bit of a prankster and is constantly egging Texas on to do really dumb things (like talk to hot girls, lick a battery, chew on tinfoil, or super-glue his hat to his head).
DUTCH AND JULIE – She’s cool, but he doesn’t understand why she can’t just give up her meaningless life in KaneCo Deluxe and live in Motorcity full-time like the rest of them. It gives him doubts as to her true intentions.
DUTCH AND CLAIRE – People like her are EXACTLY why he left that Deluxian wasteland in the first place. Yechhh!
RIDE: The Scorpion Sting - A mid 21st century hot rod that’s in a constant state of modification. He’s switching the color and welding new things onto it every episode. The speakers incorporated into the Scorpion’s body transform into his “SONIC SPITTER,” that can shatter armor plating with ear-splitting sound waves. Dutch’s car also carries
ROTH – a multi-functional robot who helps with the car mods and field repairs.
SKILLS AND WEAPONS: McGuyver-esque building talent. In charge of TRAPS. Wields a weaponized SOCKET WRENCH, which he has modified to serve as a mace.
The "Sonic Spitter's" description was not given unfortunately
Jacob
(wisdom)
AFFILIATION: Burner
ROLE: Advisor, chef, and crazy old uncle type
IS: a hippie type in his mid-60’s and Kane’s former partner (a relationship that ended when Kane got all megalomaniacal and what-not). Jacob can’t quite keep up with all these young whippersnappers, so he’s taken on a more advisory role in the group: cooking them organic meals instead of the processed food bars they serve in Deluxe, counseling them on missions, and helping them out however he can. But don’t underestimate him just because he’s old and likes mung bean stew – he’s still got some driving left in him! And he’s chock full of scientific and technological knowledge, too, if you can sift through all of the organic food talk.
STRENGTHS: Cooking (according to him), experience, and knowledge of Kane. And a pretty dang good helicopter pilot and great when you need a tow.
WEAKNESS: Cooking (according to Burners). His back. The gout. Enlarged prostate. He’s not as young as he used to be…
WANTS: To see a truly free and safe Detroit, the way he and Kane envisioned it before Kane went off the deep end.
DOES NOT WANT: The music up too loud. New technology. To be forced to live in Kane’s idea of Detroit.
IF HE WERE A WEAPON, HE’D BE: a musket
RELATIONSHIPS:
JACOB AND KANE – Jacob and Kane worked together in the past. In fact, they co-founded KaneCo, hoping to create a safer, more peaceful world. But they had a falling out about how to use the technology they created. Kane turned on Jacob, ultimately labeling him an enemy of the state. They’re like Obi-Wan and Darth Vader. Magneto and Dr. X. One stayed righteous as the other spiraled down a dark path.
JACOB AND MIKE – Yoda and Luke. The man who has seen it all, and the up-and-comer with tremendous potential and a lot to learn.
RIDE: The ’57 Sasquatch - A 20th century chop top, jacked up on monster truck tires with a modified tow truck bed for a rear end.
WEAPONS OF CHOICE: Garden hoe. Compost. Juicer. Wisdom. Organic mung beans.
Claire
AFFILIATION: Deluxian
SERIES ROLE: Represents the average Deluxian youth
IS: Julie’s “valley-girl” best friend and confidant. Claire serves as a sounding board for Julie to discuss the problems she can’t discuss with the Burners – primarily, her secret life as Kane’s daughter.
STRENGTH: The amount of KaneCoins in her bank account, shopping prowess and super-hotness.
WEAKNESS: She’s obnoxiously prissy, is grossed out by the Burners and is pretty useless unless you need someone to go to the mall with.
WANTS: To live her nice KaneCo Deluxe life surrounded by her KaneCo products without having to suffer the antics of those dirtbag Burners Julie insists on hanging out with!
DOES NOT WANT: To be stuck in Motorcity for any length of time. Especially with that creepy Chuck!
FAMILY: Daughter of prominent KaneCo executive.
RELATIONSHIPS:
CLAIRE AND JULIE – Best friends. Claire is the only person who knows Julie is leading a double life as Kane’s daughter and a Burner. Even though she doesn’t approved of these new friends Julie has and the cause they fight for, she goes along to support her friend- Julie usually has a pretty good sense of what is right. She may not like the Burners, but she’s a true and loyal friend to Julie, no matter what.
CLAIRE AND CHUCK – Chuck is into her…she does NOT feel the same.
CLAIRE AND THE BURNERS – She only hangs out down there because of Julie. They are gross and smelly and hate everything good, like KaneCo products! She doesn’t see what Julie sees in them…and she hopes it’s just a phase.
CLAIRE AND KANE – She’s a KaneCo fangirl and Kane loves her. She’s just the kind of friend and role model that his daughter needs. Claire only WISHES she could be Kane’s daughter. Julie is TOTALLY LUCKY!
RIDE: her bedroom - a standard KaneCo living pod.
SKILLS AND WEAPONS: KaneCo credit. Consuming. Good use of rouge.
Abraham Kane
AFFILIATION: KaneCo
ROLE: Founder and CEO of KaneCo. Homicidal tyrant.
IS: An evil industrialist and megalomaniacal madman hellbent on capturing all of Detroit. Which means getting rid of the entire Motorcity population living in the bowels of his precious Deluxe. Which means WIPING THEM ALL OUT. And to add insult to injury, he has fun being evil.
STRENGTHS: Charisma. Unlimited resources. Technological Terrors. Master propagandist. Complete lack of remorse.
WEAKNESSES: Puts all of his faith in his technology. Consumed with wiping out the Burners and everyone in Motorcity.
WANTS: To get rid of those filthy Burners. And control-control-control. Kane’s got big plans for KaneCo Deluxe, and they don’t involve anyone living underneath it and gumming up the works. He won’t rest until everything with a pulse is removed from Motorcity and it is his to further his vision of complete domination.
DOES NOT WANT: Anyone to have fun outside of the predetermined box. Anyone living beneath KaneCo Deluxe. Anyone joining the Burners. And most importantly – to let anyone else have control of anything.
IF HE WERE A HISTORICAL FIGURE, HE’D BE: Vlad the Impaler. With just a hint of Joseph Stalin.
FAMILY: Julie is his daughter. His wife died a long time ago.
RELATIONSHIPS:
KANE AND MIKE: Mortal enemies. Were once like father and son. Now each sees the other as a backstabbing traitor who broke his heart. He wants vengeance against Mike at all costs! No one betrays Abraham Kane!
KANE AND JULIE: Believe it or not, Kane does love his daughter. And at one point in time, she was the whole reason he started KaneCo Deluxe. But nowadays his reasons are much more nefarious, and Julie clings to the hope that she can restore her father’s humanity some day. Kane sees Julie as a child, a fragile egg that needs protecting. And protecting means an ivory tower and isolation, not a father’s love. Their relationship is cold. Kane doesn’t even bother to know Julie and the bright and caring young woman she’s become. He keeps her at arms length at all times.
KANE AND JACOB: Co-founders of KaneCo. Were once like brothers. Then Jacob began to see Kane as a despotic maniac with no moral compass, and Kane began to see Jacob as a naïve idealist who has no idea what it takes to run a corporation.
KANE AND TOOLEY: Tooley may be an imbecile, but he possesses one quality that is very important to Kane – loyalty.
RIDE: He would never get near a car, but sometimes grabs the controls of whatever technological death machine he pits against the Burners.
WEAPONS OF CHOICE: Safe-T-Bots and other Robots. Slaughter Pods. Doom Drones. Threats and intimidation. Eventually, the “Teenage Assassin.”
Tooley
AFFILIATION: KaneCo
ROLE: Lackey and mindless thug. Think Barney Fife, but bigger and dumber. Picture Gilligan if he could beat you up.
IS: a lovable goon and uber-KaneCo fanboy who has earned his spot at Kane’s side by being unwaveringly loyal. He has totally bought into the KaneCo way of life and he’ll do whatever Kane says without ever being a threat to Kane’s power…except for when he tries to impress his hero and his plans go horribly awry. Or when he’s watching cartoons on the job and the Burners sneak past him. Or when the Burners outwit him and lock him in a closet. Or when he tells Julie anything she wants to know and gives away Kane’s secret plans. You get the picture.
STRENGTH: Brute strength. Has seen every episode of the “Robot Walrus”.
WEAKNESS: He’s even dumber than Texas. Easily manipulated, especially by Julie. Usually watching “Robot Walrus” when he’s supposed to be working. WANTS: To please Kane and to make Julie his ladyfriend for life.
RELATIONSHIPS:
TOOLEY AND KANE – Tooley is Kane’s obedient lackey. Kane knows he’s dumb, but unlike Mike Chilton, he’s LOYAL. Tooley LOVES Kane and wants to be just like him, but unfortunately lacks any of Kane’s skills.
TOOLEY AND JULIE – Their names rhyme! That means they’re meant to be, right? That’s what Tooley thinks. If it were up to him, they’d have a beautiful KaneCo wedding and honeymoon right there in beautiful downtown KaneCo Deluxe and have lots of babies at the KaneCo Maternal and Neo-Natal Complex. Unfortunately for him, Julie’s not buying it.
TOOLEY AND THE BURNERS – Tooley is to the Burners what Sergeant Shultz was to Hogan’s Heroes. He’s incompetent and that’s what allows them to infiltrate KaneCo as often as they do.
TOOLEY AND “TEENAGE ASSASSIN” – Tooley can’t see why Kane needs this tool—he’s already got a TOOLEY! He resents the need for extra muscle…especially muscle with brain. Teenage Assassin can’t believe Kane keeps an imbecile like Tooley around. Needless to say, they don’t get along.
RIDE: a standard KaneCo security pod.
WEAPONS OF CHOICE: Fists. Futuristic police baton
Gabriel ("Teenage Assassin")
AFFILIATION: KaneCo ROLE: Kane’s new Number One IS: Terrifying.
STRENGTH: He’s like a cold, calculating version of Mike. All skill, no humor.
WEAKNESS: None known WANTS: To destroy Mike Chilton. To please Kane.
DOES NOT WANT: To Lose.
IF HE WERE A WEAPON, HE’D BE: one of those new state-of-the-art automatic rifles that can shoot around corners.
FAMILY: Unknown
RELATIONSHIPS: Unknown (but here’s a Top Secret tidbit: he used to know Mike)
RIDE: a modified, weaponized KaneCo security pod.
WEAPONS OF CHOICE: Force field gauntlets. Anything else that gets the job done.
Duke of Detroit
AFFILIATION: Himself
ROLE: Scoundrel. Rogue boss.
IS: a shadowy, charming, manipulative figure based in the Deep Reaches of Motorcity who has a hand in anything and everything he finds useful. Those that know of the Duke know he’s not a dude to be taken lightly – or dealt with at all! A deal with the Duke usually costs a lot more than you bargain for. There’s probably a great story behind his mouth full of metal teeth, but he’s not telling.
STRENGTH: finding weak spots. Manipulation. Coercion. Political genius. Making offers you can’t refuse. Street smarts, especially in the world of Motorcity.
WEAKNESS: Vain. Addicted to material wealth. Wouldn’t hesitate to stab his own mother in the back.
WANTS: Free reign over Motorcity. Constant entertainment, usually at the expense of others.
DOES NOT WANT: Conflict with Kane – that would endanger the good thing he’s got going!
IF HE WERE A WEAPON, HE’D BE: a tommy gun
FAMILY: Unknown
RELATIONSHIPS:
THE DUKE AND THE BURNERS: Mike and the gang know better than to trust the Duke, but sometimes they have no choice. The Duke has clout, whether you like it or not.
THE DUKE AND MOTORCITY: He’s friendly to civilians until it’s time to pay what you owe. Then the creepy metal smile disappears. The Duke keeps people in line by offering them sadistic pay-per-view style combat events, which he stages in his own Motorcity stadium.
THE DUKE AND KANE: Mutual understanding. They sometimes even work with each other when there’s something in it for both of them. A war between them would seriously threaten their respective empires.
RIDE: An early 20th century Bentley tricked out with gangster flare and armed to the gills.
WEAPONS OF CHOICE: Spiked baseball bats. And a mouth full of metal teeth.
Q&A
WHO/WHAT IS MIKE PROTECTING?
Mike and the Burners are all that stands between Kane and complete domination of Detroit. The Burners are defenders of Motorcity, and they’ll fight to the bitter end to keep Kane from getting his clutches on this last remaining bastion of freedom.
Ultimately, Mike is protecting people’s freedom. The freedom to live their lives the way they see fit.
WHY DOES KANE WANT DETROIT SO BAD?
Because it will give him POWER. Power to create his city. Not the city that the people want, but the city that they need.
Power to protect himself. To control. To crush those who would dare betray him.
Kane grew up in poverty in old Detroit. Surrounded by crime and decay. He never felt safe.
Working on the automobile assembly lines saved him from the streets. It gave him order and structure when everything else in his life was chaotic. Much like Henry Ford, the assembly-line mentality made a huge, and not altogether positive, impact on his thinking. He started seeing people as parts of a vast machine, not free-thinking souls. He determined excessive freedom and free choice was what was ruining Detroit. And he began to dream about what Detroit could be if he was in charge…
We like to think of Kane as sort of an anti-Bruce Wayne. Both were scarred at a young age by the ills of their cities. Both passionately dedicated their lives to making their cities a better place. And both went a little overboard: One going the hero route, dressing up as a Bat to clean up the streets. One opting for the dictator tract, ruthlessly acquiring power and subduing opposition to forge his “better world”.
IF KANE FAILS TO TAKE OVER DETROIT, WHAT DOES HE LOSE?
Obviously power. Deep down, Kane is afraid of being that powerless kid on the street. He NEVER wants to return to his old life.
Which is why Kane can’t allow the citizens to control their own lives. In his mind, freedom is just another word for everything to lose. Freedom leads to chaos, collapse, and ruin – just like in Old Detroit. He needs the power to control everything, make all the decisions, and ensure people dictate their lives by his singular vision.
And nothing poses a bigger threat to his power than the existence of Motorcity. If he fails to conquer that subterranean, freedom flaunting rat-hole, the roots of liberty could take hold and spread like noxious weeds through his precious Deluxe. Not to mention, those scumbag Burners will continue attacking Kane’s Deluxian tree at its roots, dismantling the future city’s underground power stations and infrastructure.
WHAT DO PEOPLE IN MOTORCITY FEEL ABOUT MIKE AND THE BURNERS?
Most citizens view Mike and The Burners as heroes. But there are some who see them as punk delinquents whose Kane-agitating antics bring unnecessary hardship on their neighborhoods.
Motorcity is also home to other Revolutionaries; rivals who believe the Burners are getting in the way of their plans. Or think Mike’s tactics are too soft – they are particularly disturbed by the fact that he considers the well–being of Deluxians when crafting plots to stop Kane.
WHAT DO DELUXIANS FEEL ABOUT MIKE AND THE BURNERS? WHAT DO THEY FEEL ABOUT KANE?
Though most of the people in KaneCo Deluxe are not truly happy with what Kane has provided, they don’t dare say so. Most of them fall in line and accept things the way they are. Anyone who sympathizes with the Burners does so privately, unless they have a death wish. And on the opposite side of the issue are a few who, like Claire, seem to have been duped by Kane’s promises and slick presentation.
WHAT DO PEOPLE IN MOTORCITY FEEL ABOUT KANE?
The consensus in Motorcity is that Abraham Kane is a real *%$#!
But as Motorcity isn’t exclusively populated by the morally upright, there are some who would be more than happy to sell-out to Kane for special privileges or payment.
HOW WILL WE SHOW THAT LIFE IS GOOD FOR DELUXIANS?
Citizens of KaneCo Deluxe receive three square meals a day, state of the art living quarters, and a steady job that’s guaranteed not to be outsourced. There’s no traffic. No crime. No poverty. What’s not to like?!
HOW WILL WE SHOW THAT LIFE IS BAD FOR DELUXIANS?
The three square meals are pre-selected by KaneCo, and usually consist of unappetizing fare like “throat cubes”. The living quarters are more like drab prison cells. And the jobs are, well… pretty much slavery. Workers are expected to report to work whenever the KANECO CHIME is heard. (Much like a prison siren or the school bell between periods.) Everything is scheduled. Everything is controlled. You don’t have a say.
WHAT OTHER “NON-TOOLEY” ALLIES DOES KANE HAVE ON HIS TEAM?
Kane is constantly surrounded by henchmen and hangers-on, some of whom have their own secret agendas in mind:
There’s a “Dutiful Sycophant” who laughs at his jokes and kisses his butt, but is secretly vying to take him down and seize control of Deluxe. A deadly, ubertalented “Teenage Assassin” who seems even more driven than Kane to wipe out Mike and The Burners. And we’ll introduce others as our season progresses…
ANY ONE ELSE INTERESTED IN “THE BATTLE FOR DETROIT”?
There are some unsavory characters lurking in the bowels of the city, but none more devilish than the DUKE OF DETROIT. A crime-boss of sorts, his only interest in the Battle For Detroit is figuring out how he can spin it to his advantage. The Duke has his sights set on extending his influence in Motorcity. And he sees Mike as a valuable tool – aligning himself with the rebel hero could score him big PR points with the people.
On the other hand, the cutthroat Duke is no dummy. He knows Mike’s moral code could really interfere with his plans. So from time to time, he’ll do what it takes to keep the kid in line – which sometimes means allying himself with Kane. After all, in the end, the Duke’s only real allegiance is to himself.
There are also other interested parties and forces at work outside of the domed Deluxe that we can weave in and out of the seasons as we progress. Rival CEOs, Criminals, and Shadow Organizations that attempt to lend support to Mike’s cause in hopes of accomplishing their own agendas.
HOW DOES KANE WAGE HIS WAR AGAINST MOTORCITY?
Primarily with brutal force, terrifying technology, and fear. He has an endless army of Robots at his disposal that he unleashes daily to bombard Motorcity. He has a seemingly infinite arsenal of wicked ways to stick it to the people. But his horrifying laboratory creations usually present the biggest challenge for our heroes and the poor citizens. Like the time he pumped an ever-expanding, flesheating Sulfuric-Acid Foam Gel into Motorcity, a concoction designed to rapidly dissolve all living, organic material. Yikes!
Sometimes Kane is so blinded by his thirst for power that he pursues incredibly risky plots that end up putting himself and all of Detroit in danger. Like when he forces his R&D lab into morally unconscionable territory in the hopes of creating the ultimate Attack-Bot, and ends up creating a hybrid bio-mechanical creature that promptly escapes and starts “cocooning” Motorcity and Deluxian citizens.
Kane often focuses his attention directly on our Burners, developing BurnerSeeking Death Drones, hiring bloodthirsty Bounty Hunters, or luring the rebels out of their underground lair by callously using citizens as bait.
Of course, The Burners aren’t just going to sit around waiting for Kane to unleash his latest plot. They’re always looking for ways to take the fight to his doorstep and destroy his plans before they get off the ground. Like when they attempt to infiltrate his top secret, insanely dangerous weapons factory with the help of Kane-Co Safe-T-Suits. Or when they smuggle out Kane’s top alternative-fuel physicist to avert nuclear-scale disaster.
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queen-scribbles · 20 days ago
Text
Life, Persisting
@masseffectholidaycheer gift for @natalyelle! All of your Shepards and Ryders sound wonderful from reading your blog, but I was particularly enchanted by Katerina and her love of plants, so I hope you enjoy! ---
Katerina dreamed of filling a house with plants.
She dreamed of having a house; of defeating the Reapers, of retiring and buying a little place where no one could find her unless she wanted them to. And then filling it with plants.
Ferns and cacti and flowers and herbs and succulents and anything else that would fit in the space. A rainbow of colors and leaves and life, persisting.
But for now she satisfied herself with filling her cabin on the rebuilt Normandy. It wasn't nearly as much space, which meant being judicious with purchases and creative in her use of space. There were niches in the wall, the shelves by her bathroom, a low lip around the perimeter of the ceiling. She didn't really need such a big desk; she would only use half of it at most.
The succulents went there. A simple block shelf pushed back to make two tiers for them. A planter with violets next to them, delicate purple heads bobbing near her workspace, perfuming the air.
Hanging baskets with ivy went near the fish tank, spreading toward her armor storage. The trailing tendrils laced along the fish tank, but the few fish she could keep up with didn't seem to mind.
----
Orchids were the last thing you'd expect to find on the Omega markets, but find them she did. The wizened batarian shopkeeper seemed surprised that was all she wanted, and definitely charged too much. But still the orchids came back with her, going under a small lamp in one of the niches near her bed. In the midst of all the fear, and chaos, and death, she had made herself an oasis. A place to be reminded of life, even as she fought to undermine a race determined to destroy it.
She saw her friends, here and gone, in the leaves and blooms that filled her private space. Ashley in the Christmas cactus; prickly, beautiful, resilient. The purple of the orchids brought Tali to mind, delicate but stubborn and resourceful. Kaidan was the ivy; unassuming and content in the background but still woven into her life. Garrus was the succulents; tough, not asking much, adapting to new surroundings. Miranda was a zinnia; self-sufficient and solitary, opening when she felt like it and not before. She saw herself in the Russian sage that filled the middle display shelf; hardy, plain, persisting.
She wasn't sure if it was the mint or the magnolias that finally prompted Miranda to say something. You could smell the latter on the elevator, no matter the level, but the former had such an aggressively invasive reputation.
"Shepard, our operating budget is meant to be for gear," Miranda pointed out, tone skirting the edges of exasperation. "Necessities. Not sun lamps."
"Don't forget the plant food, the wire for hanging baskets, and the new shears after I commandeered Adams' good ones," Katerina drawled. "For me they are a necessity. I need some green, some life, something to tend that doesn't have galactic consequences attached. This ship is too... austere otherwise. Call it fortifying my mental health if the Illusive Man asks."
Miranda pressed her lips together. "He hasn't so far. Whatever our costs he's willing to pay. I would understand a plant or two, but Shepard..." she gestured around the room, "...you've turned your cabin into a bloody greenhouse."
"Thank you, that was the goal," Katerina said. She snapped off a dead zinnia blossom so the others would grow healthy. "Caring for them is how I relax. Don't you want me in the best frame of mind possible, considering what we're doing?"
Miranda huffed but but didn't bring it up again, so Katerina hoped that meant she understood.
When she next got back from the Citadel, drained but relieved they'd been able to stop Kolyat, there were three new manuals on indoor plant care downloaded to her desk terminal.
Noticed a few looked a tad peaked. Maybe something in here will help.
She wanted to be annoyed at the insinuation, but skimmed the manuals first. One actually had a few tips she hadn't known, so she had to acknowledge Miranda knew what she was doing. The zinnia and orchid in question recovered in just a few days.
Miranda just shrugged when Katerina extended thanks. "You were right; we need you focused and in top form. If that's the way you do it, well, it's easier to accommodate than other habits." A faint smile. "And I suppose they're easier to keep alive than fish."
They never spoke of it again, but any time Katerina dropped a hint or slipped something plant-related in a requisition, it was filled, and quickly.
---
Even being careful with space and resources, there were some things she couldn't say no to, like the terrarium of brilliantly colored mushrooms from Sur'kesh, found at a semi-hidden rare flora shop on Ilium.
"Really, Shepard? Fungus?" Garrus ribbed, leaning against the wall to wait for her to finish the delivery datawork. "Thought plants were your thing."
"It's close enough," Katerina said defensively, "besides, they're pretty." She cast a final look at the pink-red-orange gradient mushroom colony. "And I imagine they'll be lower maintenance than some of my other plants."
"I am glad you have something to help you relax," Thane chipped in, his first contribution to conversation since they disembarked the Normandy. "It's important to do so, especially when facing stakes as high as we are. You should embrace the things that bring you joy. Remind you of life."
Katerina bit back a smile as they resumed course for their objective. "Thank you. That's why I like them. The reminder."
It was good to have, given the number of warzones and hollow colonies and seedy, gang-run alleys they had to crawl through, both to collect the necessary people for this mission and take care of their outstanding issues. Weeds and small blooms pushing through the debris on Korlus. The abundant flora on Aeia. Life in the face--and wake--of horror. Even the carefully manicured planter boxes on the Citadel or Ilium were a form of persistence. The vibrant mushrooms a reminder of life from and following death.
And so she filled her cabin with it, saw her friends and crew in the reminder, and used it to push her forward, to help her persist.
After all, she still needed that house filled with plants.
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pochipop · 1 year ago
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#OVERWATCH !! ♡ — LION TAMING (MOIRA X READER).
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#. synopsis! — here you are again. there she is. but at what cost? and just who has she become while she's been so far away? and worse yet, what happens if it just doesn't seem to matter?
#. characters! — moira .
#. warnings! — angst, explicit and substantial age gap, mentions of bodily wounds + war .
#. word count! — 4.4k .
#. others! — navigation & masterlist .
#. alt accounts! — @ddollipop (nsfw), @hhoneypop (moodboards) .
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It’s been a long time since you last saw Moira, —before the fall of Overwatch, before the world divulged into more madness than anyone knew what to do with. It’s been years since you were taken off duty, but not a day has gone by that you haven’t felt like a soldier. Wherever you go, the memories linger, and they tie you down like cinder blocks always trapped around your feet. You’ve tried therapy and medications, yoga and meditation; even flew out to some tropical island unmarred by the vestiges of war for a while, only to find that it wasn’t a matter of where you were or what you were surrounding yourself with.
No, in the bitter end, the truth was that it was you.
You and your mountain of feelings that no psychologist could shave down, because you didn’t know where to begin. You and the itch that lingered during times of peace, because you yearned for conflict, even if you’d spent too much of your life now trying to snuff it out. You and your incessant inability to thrive without feeling like a time bomb.
Now, the scientist you first met when you were both younger and a bit less wise, stands before you. . . Or, above you anyway, leering down at your form, taking your face in as if she’s trying to recall where she knows you from. She’s as intimidating as ever, those sharp, dual-colored eyes and that scarily pointed stare directed right at you. Once upon a time, it felt nice to be the center of her attention. You were fresh faced and newly twenty one, and she was a few years over forty, though she didn’t look it. You stood with your back painfully straight, posture perfect, eyes directly ahead, and she’d seen right through all the training and the uniform you wore with such a stupid amount of pride.
Her tone is much the same as it was back then as she leans down now, crouching at your side.
“Long time no see, luch beag.”
You can’t help but scowl at the nickname. You never protested it before, content to be her precious, foolish little mouse when the barracks got too full for your liking and you’d shack up with her in the Overwatch laboratories. She’d go on and on about new discoveries and shimmering breakthroughs, —and you’d sit there on the edge of her desk, just listening and nodding along. Your skills were in reconnaissance, mostly, though you had an okay eye for sniping if it came down to the wire, and your close combat was acceptable in spite of its mediocrity. A few times, you’d even done espionage missions with varying degrees of success. All of that to say: Moira’s work was above your pay grade.
Still, you never minded giving her an audience. She was good at putting on a show, so endlessly enthusiastic about her work and all the ways she was bending the world around her. You wish she’d have been even half as enthusiastic about the way she wore you down.
“Talon?” You question, venom in your tone. “Really?”
You’re disappointed, but can’t say you’re surprised. Moira always had an uncanny ability to move through the world like it was hers to mold and snap and kiss just right under dim computer lights—
“Spare me the lecture,” she answers bluntly. “You’re hardly in any position to be passing judgement.”
Her eyes trail from your face to the wound you’re clutching on your abdomen. When the first of many explosions had gone off, you’d been separated from the rest of your group. It was some stupid vigilante sector working to take back control of Oasis. A pointless pipedream, and you knew it, but you needed the rush, needed to be out on the field again, working, doing something. Discharge had left you stir crazy, and you were done trying to find yourself in tattered self-help books that insisted drinking more water and spending more time with the friends you didn’t have would make you happy enough to leave this life behind you.
That was the problem, really. . . You didn’t want to leave it behind. You liked the adrenaline and the thrill of knowing your life was on the line, and even now, with some big chunk of metal embedded in your stomach, you enjoyed this. In some strange, twisted way, this was where you felt at home.
“You never did know when to quit,” she tells you, a smirk pulling at the edge of her lips.
“Oh, and you do?” You retort.
Her smirk fades, and you almost wish you hadn’t said that.
“I at the very least have a sense of self-preservation,” she answers plainly. “Something you still seem to lack. Severely.”
“Whatever, Moira,” you mutter, letting your tired head drop back onto the rubble behind you.
“Very mature,” she says, sarcasm dripping from her tongue.
Even now, a part of you wants to lick it off.
“On a scale of one to ten, how much pain are you in?”
You huff a little, staring up at the late evening sky. Stars have timidly begun to emerge from behind whisping clouds, and you’re reminded that this little unit you traveled here with couldn’t have cared less about you. They held no loyalty to you. You were expendable. . . And worst of all, you don’t even have the energy to be upset about it.
“Like a six,” you shrug.
You’ve definitely been through worse.
She raises a brow, reaching out to gently pull your hand away. The jostling, slight as it may be, makes you wince.
“Okay, Jesus, maybe a seven,” you correct, taking a sharp breath in.
The air is chilly against your skin, and especially so against the jagged gash in your clothing that gives way to the explosion’s cruel momento lodged in your skin. Moira’s nimble fingers gently explore the area, making use of whatever shreds of daylight are left. A sizable piece of metal is embedded in your stomach, roughly an inch above your belly button. The wound is angry and inflamed with dry blood crusting around the edges. She doesn’t ask how long you’ve been stuck here, and you’re trying not to think about it.
Moira sighs in both frustration and what you can only assume is concern. Maybe it’s all frustration and you’re just holding onto the past, —but either way, she looks toward your face again to speak.
“It’s obviously not fatal, but I can’t imagine it feels very nice,” she states.
“No, it feels like there’s metal in my stomach,” you answer sarcastically.
“Lovely to see your sense of humor hasn’t gotten any better since we last spoke,” she comments.
“Oh, so sorry,” you roll your eyes, “it’s just that if I laugh, I think this fucking thing might puncture one of my kidneys.”
“Small intestine would be more likely.”
You have to bite your lip to stop yourself from giggling, and once again you’d really like to think there’s something just short of fondness flashing in her eyes.
She moves with clinical precision, checking you over, trying to do as little damage as possible in the process.
“You always did have a knack for finding trouble,” she comments, tone a curious blend of amusement and camaraderie.
For a minute, it’s almost too easy to pretend like you’re still that young recruit seeking shelter from your training and the gossip of the barracks in her lab, or the corporal who snuck away to lie in her bed at night. Those were really the glory days, —when your life was always in the balance, hanging by a thread, waiting to be snapped by either an enemy bullet or a quick slice from one of Moira’s long, pointed nails.
“Trouble has a way of finding me,” you muse, offering a half-hearted shrug that sends a twinge of pain bursting through your abdomen.
You grimace, then find your voice again.
“I’m just trying to keep it entertained.”
She laughs, low and from the chest, shaking her head.
“You’ve certainly excelled at that,” she remarks.
There’s a brief silence as she continues to check you over, assessing the damage. As she so gracefully pointed out just a bit ago, it’s not fatal. It’s not deep enough to leave you bleeding out, —but it damn sure doesn’t feel nice. Aside from that, you’re no doctor, but you’re pretty certain a wound like this open in a war-torn city is just a recipe for utter disaster, especially given its placement.
“So then,” she muses, “how’d you get yourself in this position?”
“Take a wild guess,” you reply, gesturing to the blown up buildings and roadways around you.
“That much is obvious,” she answers. “I’m asking why you’re even here in the first place. You must know how dangerous this area is. I’d like to think you’re not naive enough to have been working with that ragtag bunch of so-called rebels.” 
You frown. It’s hard not to when you know she’s right. You’re better than this, —better than putting your neck (and apparently your abdomen) on the line for people who would leave you behind without a second thought. Nobody came back for you. Either they all failed and were blown to pieces in record time, or they’d gone on without you and couldn’t have cared less about the person they left sifting through the wreckage to survive.
“We all make choices,” you mumble bitterly.
“Clearly. I just never pegged you as someone who’d make such a stupid one.”
You don’t answer.
“Did you really miss all of this so horribly? Enough to come out here, underprepared with a pack of morons who don’t have two braincells to rub together between them?” She questions.
“I needed something,” you snap a little. “I was losing my mind. Call me what you like, but I’d rather be here with this shit stuffed in my gut than be back home doing nothing. It doesn’t even matter what I’m fighting for anymore, just as long as it scratches the itch. I thought the chaos might give me some goddamn purpose, and I feel like you of all people should be able to understand that.”
She looks unimpressed by the reply.
“And now?” She presses. “Found your purpose, or just more chaos?”
You purse your lips into a tight line for a moment.
“Definitely more chaos, and not even the good kind,” you admit. “At this point, I’m less of a person and more of a walking disaster. Just a casualty of my own recklessness.”
Moira seems almost sympathetic as she regards you now, for whatever that’s worth coming from her.
“You’re not the first to fall for the high of it hook, line, and sinker, and you won’t be the last,” she says. “War has a dastardly way of distorting motivations. You’ve turned your personal desires into misguided ideals. But. . .” she pauses, offering you the slightest hint of a smile, “you’re still alive and breathing. That has to count for something.”
“Can’t say it feels like much right now,” you answer honestly. “Just look at me. A heartbeat away from strung out, left for dead by the same people I knew along would turn and run with their tails between their legs from the start. Some accomplishment.”
“Yes, well. . . I’m not sure I’m the right person to be offering you any comfort,” she stands to her full height again.
“I get it,” you reply. “You’re disappointed in the person I turned out to be. That makes two of us.”
Moira shakes her head.
“Let’s get you up.”
“Huh?” You utter, dumbfounded by the mere insinuation. “Up? Do I really look like I’m in any condition to be going anywhere?”
“Well I can’t very well kneel here and pull that thing out with my bare hands and no medical equipment, can I?” Moira questions in return.
“You could.”
“It would be foolish,” she states plainly. “In any case, will you be taking your chances here on your own, like this, or would you rather give yourself a fighting chance and come with me?”
“To where?”
“My laboratory,” she replies.
You’d have laughed if you’d been certain it wouldn’t drive that piece of metal into your small intestine.
“Talon gave you a laboratory?” You question. “And just what have you been up to for you to have worked your way into their good graces like that?”
“Nothing that proves to be of any concern to you,” she answers coldly.
Well then.
That’s certainly a far cry from the woman who used to enthusiastically usher you into her little realm in the late hours of the night to have you perch on the corner of her desk and listen as she rattled on and on about anything. It’s a far cry from the Moira who used to sneak her hands beneath your shirts just to feel the warmth of your skin beneath her palms.
“Are you coming with me, or would you prefer I leave you alone to lament in the rubble?”
The choice was easy. She helped you to your feet, let you lean on her slender (but surprisingly sturdy) shoulder, and by the skin of your teeth, you managed to make it back with her before that so-called seven rose to a ten. At the very least she had the decency to try and numb the area before carefully pulling the shrapnel from your gut and cleaning the unpleasant wound it left behind. You knew that look she wore on her pretty face and kept your mouth shut as she worked.
This new lab of hers is sterile, —a stark bit of contrast to the chaos outside. It’s hidden underground, but it was easy to forget that once you stepped inside with all the sharp, fluorescent lights that shone in the halls. The tech and machinery is wildly different to the type Overwatch had provided her with. You couldn’t be sure, but you were definitely willing to bet it was something close to state of the art. The air smells heavily of antiseptic now as she sits you up slowly, pausing when you wince as pain shoots through your abdomen.
Looking up at her now, there’s a clinical detachment that wasn’t there before, and you can’t say you like it.
Lost in the motions, she doesn’t seem to notice the way you stare, and you’re thankful for it. Her hands move with practiced precision, but you can’t shake the memories that have wriggled back up to swallow you whole, feasting like maggots on whatever rot she’s claimed inside you. You’re both different now, but this proximity, this touch, —her eyes raking over your skin. . . It all feels strangely familiar.
For the briefest of moments her eyes met yours, and you could almost swear you caught a glimpse of something beyond the stiff exterior she was presenting you with. Whether it was regret or desire, well, that was still up in the air. As quickly as it was there, it was gone, replaced by the mask of composure she chose to don like armor, even in your presence.
“Try not to move too much,” she murmurs, those nimble fingers adorned by prettily painted nails tracing the edges of your jagged injury as she wound bandages around your waist.
The contact was cold and dispassionate, but you couldn’t shake the lingering sense of intimacy that persisted, dancing between what was and what could have been. Maybe if she’d stayed a little longer after Overwatch fell, things wouldn’t have ended up like this. Maybe if you’d been less destroyed by the disbandment, had perked up earlier, —things would have been different. But here you are, Moira nursing you back to health again. . . And it feels nice. As nice as it can be to have a woman you loved once (and quite possibly still do, albeit differently now) taking metal from your gash and patching you up in the wake of it.
There was tension now between yourself and her that just didn’t feel quite right. You felt the weight of all the loose ends you never thought you’d have the opportunity to tie up, and it made the silence all the more palpable.
“Do you ever miss it?” You inquire, though you’re not sure if it was spurred more by curiosity or by the desire to put a cap on the quiet. “The time before Overwatch fell.”
She pauses, in the midst of winding some unused bandage wrap back around itself to store it away.
“You know my opinion on that organization quite well,” she answers markedly.
She’s right. You do. Overwatch had provided you with an outlet, had awoken something difficult to manage inside you, —but something they fed so deliciously everytime they sent you out into the field. For Moira, though, she felt they stunted scientific progress and refused to let her ideas thrive, skimping on resources for the research and experimentation teams. It wouldn’t be a stretch to say she loathed Overwatch, and you always knew she wasn’t sad to see it go.
“So no,” she adds. “I can’t say that I do.”
It’s probably not as personal as you’re taking it, but hearing her say that really throws a wrench in the whole ‘I think I’m still in love with you’ thing you’ve got going on.
“Still,” you say, voice cautiously casual, “do you ever think about it?”
In the time it took you to find the nerve to speak again, she’d finished wrapping the bandage and had begun reaching for the kit she claimed it from.
“Nostalgia is a luxury we can seldom afford in times like this,” she comments. “And I prefer my conversations more to the point. Just what is it you’re trying so hard to ask without asking?”
Her response leaves a bitter taste in your mouth. The time before was far from perfect, but it was such a delicate mix of pain and pleasure. Now, it just feels far too much like Moira is determined to bury both beneath the rubble of the present.
“Just. . .” you hesitate, feeling the words die in your throat the minute she meets your eyes.
You swallow their corpses like bile and try again.
“What we had. . . Did it mean anything to you?”
Oh, joy. Now you’re fairly certain that you’re just coming across like some lovesick little girl who never got over her first crush. It’s embarrassing enough to make your insides churn a little, although thankfully only in a metaphorical sense, because you’re pretty sure that would have hurt fairly badly on its own, and that pain would only be amplified by the wound on your stomach.
“What we had?” She echoes, one of her thin brows arching.
A part of you is almost expecting her to laugh at you, but she doesn’t.
“It served its purpose,” she shrugs, tone even.
“And that’s all?” You press, even though sirens are going off in your brain, begging you to reel the conversation back in or try to steer it in another direction entirely.
There just has to be something more beneath the surface.
“We both got what we needed, did we not?” Moira questions. “You got to rest your weary head on a warm body, and I had someone to speak with, —even someone to take some frustration out on. Nothing more, nothing less.”
What she said was true, but it still made your chest ache to hear it out loud.
“And now?”
“Now what?” She inquires.
“What’s our relationship now?”
Moira pauses, her gaze lingering on your face as if she’s weighing her options in real time. The sterile air of the lab seems to thicken with your anticipation, and you brace yourself for her reply. 
“Now?” She muses, tone cool and detached. “We’re. . . Acquaintances, of a sort.”
“And that’s all?”
“That’s all.”
Acquaintances. It’s a word that feels more distant than the war-torn landscape outside, and it shreds your stupid little heart like it's been raked over a cheese grater. It fucking stings. A woman you used to run to seeking solace and what always felt like protection is now something less than even a friend. You’ve been reduced to some kind of footnote in her life story.
At this point, all your pride has gone out the window. Or, it would have done so if this place had any, but being underground, that wasn’t exactly a reasonable ask. Instead, it’s wilting in front of you like a discarded rose, shriveling up all the more when you decide to open your mouth again.
“Do you ever think about it? About me?”
Moira stills for a moment, as if the question caught her off guard.
“What’s there to think about?” She answered your question with one of her own.
“Us. What we had. How it felt.”
Silence lingers, stretching into uncomfortable territory before she finally fixes her tongue to say: “I try not to dwell on the past.”
She’s diplomatic, even in her evasivness.
“Dwell on me then,” you dare. “I’m here now, aren’t I? That’s hardly what I’d consider a thing of the past.” 
She busies her hands with something on a table nearby.
“I try not to dwell on any one thing for too long,” she revises. “Lots of things require my attention. Stagnancy is hardly a luxury I can afford.”
You can’t help it that her vague replies make you well up in frustration,
“You can’t just pretend like it didn’t happen.”
“I could,” she states, letting her gaze rise to snag yours. “But I didn’t. I told you; what happened between us served its purpose. Now, it’s time to adapt and move forward.”
“Adapt and forget?” You challenge.
“Adapt and survive,” she corrects.
“Neither of us are exactly the type to just want to survive and leave it at that,” you remind her. 
Moira drops the tool in her hand and looks at you pointedly. You flinch at the noise it makes as it clangs against the table.
“What exactly are you fishing for?” She questions, frustration seeping into her tone. “Some kind of senseless confirmation that you were more than just something familiar?”
“I don’t know. Maybe something like that,” you admit, and immediately a part of you wishes you hadn’t, and yet you continue. “Maybe I just wanna know that it meant something to you beyond serving a purpose.”
“You want to hear me say that I loved you.”
Your blood sort of runs cold, but you don’t bother to deny it. That is what you’ve been clawing for this whole conversation, —you just hadn’t expected her to put it so bluntly, even if that’s just within her nature. Still, there’s a vulnerability on her face that you hadn’t quite expected.
“Love. . . Love is a complicated word. It carries weight, and expectations, and a host of things we never explored. What we had was different. But in saying it’s different, I don’t diminish the significance. It’s a differentiation, but not one I feel matters more than the facts at hand. It was mutually beneficial, and I have a great deal of fondness for you as a result.”
“A deal great enough to think of me as an acquaintance,” you say.
“At the moment,” she states. “But in the past, which I’m still not keen to be dwelling on, —we were something more. I don’t let mere acquaintances sleep in my bed.”
“In the past,” you echo, seeming almost disenchanted by it all now.
“Things change,” she tells you. “You and I know that better than most. Circumstances evolve. I’m not negating or denying what we shared, —I’m telling you that the present demands a different perspective.”
That’s a hard pill to swallow, to say the least of it.
“So what now then?” You ask. “You stay here in this lab alone, and I go back out there? Maybe we cross paths every once in a blue moon, and we stay acquaintances forever?”
“If that’s what you need to give yourself some closure on the matter, then I suppose so,” Moira replies.
“I don’t need closure,” you tell her. “I don’t want it. What I want is. . .”
You pause. What exactly do you want? Something close to what you shared with her those few years ago? Something more, something less? Maybe it’s just that you miss the way she’d kiss you, because nobody has done it since then. Maybe you’re just touch starved and feening for the only woman who ever knew how to push all your buttons in all the right ways.
You swallow, steeling yourself to finish.
“What I want is you.”
Moira’s lips twitch into a small smile.
“You always were stubborn,” she notes.
“Only when it matters,” you reply, not bothering to bite back a grin.
“And you think it matters now?” She asks.
“I think it matters now more than ever,” you answer, tone earnest. “I miss what we had, Moira. I miss you.”
She studies you for a moment, as if she’s weighing the sincerity of your words. Finally, she breaks the silence.
“You do realize that things won’t be the same, correct?” She questions. “I don’t know where you’ve been or who you’ve become in the time we’ve spent apart. Not that I’m unwilling to learn, —just to say that it won’t be exactly how it was. Not now, not for quite a while, and perhaps maybe never.”
“I know things won’t be the same,” you confirm. “But maybe that’s not such a bad thing. Maybe this can be something better.”
Moira can’t deny that the possibility intrigues her. She loves a good hypothesis, after all. Her analytical mind seems to weigh the pros and cons, calculating the risks involved and the potential for something grander than what it once was at its inception. Something more than a stifled set of hookups and entangled nights. A hint of a smile graces her lips.
“I’m willing to take the risk if you are,” she concedes. “But I make no promises about the end result.”
You remove yourself from the table, feet hitting the cold floor of the lab, emboldened by the diluted pain and the urge to be closer to her now more than ever. She nearly opens her mouth to advise you to sit back down, but doesn’t in the end.
“I don’t need promises,” you insist, reaching out to take her hand. “I just need a chance.”
She smiles honestly, and it’s like watching all her sharp edges soften. Her free hand cups your cheek, cold to the touch even as it warms your heart. Her thumb caresses your skin gingerly as she leans down slightly, speaking softly.
“Granted.”
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weakfreak · 2 months ago
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jarvis-cockhead · 2 years ago
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90s british indie frontman alignment inspired by the jarvis is an insect post
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femaleunbonding · 5 months ago
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Friday chart 9/6
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thefandomlesbian · 1 year ago
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37 + wilson for the ask game :)
OUCH we're going right for the throat, huh--
This is probably going to be utterly incomprehensible and I am not responsible for any ramifications that arise from answering this question. Allow the word-barf to commence!
#37: What they really think about themselves:
This is such a difficult question to answer because Wilson is a man shrouded in layers upon layers of hiding. This is someone who constantly begs the people around him to be vulnerable with him, to trust him, while simultaneously refusing to ever offer his own vulnerability. And he's good at it. He's good at passing himself off as being close to someone while they never know he has a brother.
House is all walls topped with barbed wire fences and he makes no claims otherwise. Wilson on the other hand is a shimmering oasis. He's fresh water in the desert with shade and fruit. He's nothing but a refreshing illusion. Wilson can be incredibly human while simultaneously more detached than anyone knows. This is aided by the fact that he's a social chameleon, matching whoever he's with, and a natural conscience mirror for the people around him. House calls him out on this multiple times in S5, specifically for being a chameleon who meets the environmental needs of everyone else socially; House asks him, "Who are you at your core?" and then goes on to assert that he thinks Wilson has no core, that his locus of identity has been completely erased in his desperation to meet the needs of others.
Even in S6 when House demands that Wilson choose something to place in their home that he likes... he picks something he knows House likes. "You asked me to tell you who I am, and I am someone who loves you. This is the only answer I know how to give." That's typically the fandom read, but it's important to recognize that this attitude is not unique to House coming from Wilson. He does the same thing with Amber, with Grace (the cancer patient he cares for), with Cuddy during the Rachel adoption arc, with Tucker, with Sam. His existence pivots on his service to other people.
His desperate need to be needed, as House calls it, has a flipside: Wilson can't need anything. From anyone, ever. He can't be vulnerable, which is why he hides himself so effectively. To unveil weaker parts of himself, it would require his loved ones to serve him, to help him, and Wilson cannot cope with the idea of inconveniencing the people in his life. I have written meta in the past on the whole cast's gross mistreatment of Wilson during the Tritter arc. He has no money, no car, living in a hotel that presumably expects weekly payments, no way to buy food or keep himself housed. Everyone attacks him when he finally folds, but none of those people were there to support him, even though his situation was exclusively caused by House lying to and manipulating him. But the thing is... Wilson wouldn't have let them help him. Think of his friendship with Cuddy, how she reveals that she treats him as a confidant (she told him and only him that she slept with her father's best friend) and trusts him not to repeat things to House--but when he arrives to work late from riding the bus, she didn't even know his car was impounded. That sort of friendship is the type you can call to come get you! You don't need to take the bus! Wilson would never dream of reciprocating the relationship she has with him. He's incapable of inconveniencing someone, even to ask for a ride to work or to spot him a five for a sandwich in the cafeteria, even from people he's very close to.
And this all comes to a head in the cancer arc. Wilson is incapable of being needy to the point that he's ready to undergo high dose chemotherapy alone in his own home in a nonsterile environment with no one to monitor him or check on him. In his words: "I am not going to die slowly in a hospital bed under fluorescent lighting with people stopping by to gawk and lie about how I look. Even a small chance of that happening is too big a chance for me." It's funny that later in this episode he says that he wanted a wife and children to care for him, when we know he wouldn't ever allow himself to be so weak in front of his loved ones. House acknowledges this in the same episode.
Wilson's need to serve and his fearful avoidance of being vulnerable all point to an incredibly abysmal sense of self-worth. He says that House doesn't like himself but admires himself, and I don't even think Wilson does that much--as he consistently tries to lie on the sword for everyone around him. RSL says Wilson is the saddest man in New Jersey, and I would agree with that. Wilson has deep-seated issues with his self-esteem. As a wise YA novel once said, we accept the love we think we deserve, and the only love Wilson ever accepts is House's. In S3 after House upends his entire life, it takes one genuine apology to buy him back, because House's love is the only one Wilson knows how to handle. It's the only one he can take without feeling unworthy. All coming to the S8 conclusion: House makes the ultimate sacrifice for Wilson, and Wilson (in spite of having just lambasted House publicly for ostensibly ditching him) argues against it. Wilson says he's not worth the sacrifice. He would rather die alone than have House give up his life for him.
(I could delve into a whole follow-up wrt Wilson's romantic relationships as a gay!Wilson truther, but I've already gone too far and made this unnecessarily long.)
so in short: I wouldn't say Wilson hates himself explicitly, he would consider that vain and self-centered, but he cannot exist outside of serving others. If his utility is gone, he is pointless. I already wrote a long meta on my take on Wilson's suicidality, but that line of thought follows here, too. Wilson thinks his value as a person stems from his ability to care for others and will die sooner than become someone who needs to be cared for.
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