She will have to leave behind the costume and the Citrine Mage name; apparently the lawyerly members of Glenn Chambers' department say those stick with the organization.
That said, she'll be in high demand wherever she goes for the healing alone.
She makes it known that meeting a new (non-tinker, she can't copy those) parahuman can be an acceptable alternate payment, and starts wandering the world. Healing is probably what she ends up doing most of.
Meanwhile, another unknown cape has been learning the ways of the internet, establishing contacts, and setting up her own business. She calls herself Places, and will teleport anything anywhere if the price is right.
Customers from rich civilians in a hurry to supervillains in need of a getaway. If she's not at least a little selective she'll get classified as a villain herself even though most of her clients are completely outside the cape world.
She's pretty good at covering her tracks, electronically or otherwise. There doesn't seem to be a real person anywhere on Earth Bet that corresponds to the cape known as Places.
Is Places at all informed on what powers exist on the rumored Earth Gimel? And if there's much variety, is she willing to take people there?
An expanded subset of the list will cost an amount of money that's significant for some random joker but close to pocket change for a supervillain group: $5000. The full list and contact information will cost more, she hasn't decided how much yet. Going to Earth Gimel (Terra, as it calls itself) will cost quite a lot, especially if they want her to keep it quiet, and comes with conditions, the first of which is an in-person meeting at a time and place that Places chooses. She'll have a bodyguard, by the way, and you do not get to know what powers the guard has except that Places thinks it's enough to keep her safe long enough to teleport away.
They can pay whatever it takes for the full list; they've been successful so far. They're looking for powers that can transform people, powers that can heal, powers that can enforce action, and anything that Bet would consider a trump power.
At the meeting, even though they said transport for six, only five show up. And they want to make sure Places' power doesn't require physical contact.
"Let's get straight to business. You have the money?" They do. "Here's the list." A USB drive is handed over.
"I don't need physical contact, but I do have a mass limit and a number-of-targets limit. As to the powers you inquired about: There are at least two who can transform people into animals. Another can transform men into women and vice versa. There are various healers depending on what you want healed, but none of them match Panacea. There are a couple flavors of enforced action. The first is geasing. When willing targets swear to a particular phrase, they become literally unable to break the promise. There are also curses, which are rather finicky but have been known to de-power people, among many other unpleasant things. Will you be wanting to go to Earth Gimel soon?"
The red-costumed man in the top hat does most of the talking. "I imagine we will. It might take several trips, to prepare things safely. And what is this mass limit? Our sixth member might exceed it, in which case we'd need to bring all the candidate capes here one at a time."
"If I teleport anything over two tons I'll need time to rest. I can't safely 'port anything over twelve tons. There's more you'll need to know, though - Gimel's capes work differently than Bet's. They all get low level brute, mover, and blaster stuff, only women, no trigger events, they decay with age... And you can't buy 'em." She tilts her head inquiringly. "For my own safety, your sixth member is what they call a Case 53, correct?"
Gimel capes can work however they want, so long as they work. If nothing does work, we'd probably want passage back when Bet is our best chance again. Wouldn't want to throw away our shot. Will we be able to contact you from there?"
"Now, my prices. Given the potential danger from your last member, the heat I'll bring down by moving known villains across the world barrier..."
They're high. Very high. But not completely out of reach, they can afford two round trips to Gimel for everyone and then some.
Places is oddly well informed on the available funds of successful mercenary villains. But the Travelers are willing to spend more of their money on this than most customers, at least going by how their leader talks. To minimize the number of trips they arrange for three to go earlier and arrange a place to hide their other member, then the remainder to follow with her.
"Some city where where money is good, either currency, and close to some of the more promising capes." He scans the list. "Does a geas work on involuntary actions?"
"London would be my best bet. One of the transformers is there, at least three geasers, and probably someone who can do curses but I don't keep close track on them. And it's a big center of government and trade to boot, so Bet dollars are gold there. Geases work on obsessive disorders and nervous tics and the like, but not for example your heartbeat or that thing where you kick if someone hits your knee just right."
And whenever the three that are going are ready and the money is counted by that guard...
They and all their luggage are in a nondescript but old-looking warehouse in Earth Gimel's London. "Go nuts."
They do. Going from being present in an unfamiliar city in an unfamiliar world with nothing but the clothes on one's back (and lots of money) to being in possession of a fortified vault isn't necessarily easy, but it works eventually. When it does, they contact Places again. The transport for the remaining Travelers is going to be the dangerous one.
She shows up at the designated place with two guards. The second one is wearing non-costume armor and a simpler mask labelled 'N'. "I need line of sight on your last member. Where to?"
"This way. Light's low, it makes it easier for her around people." All the clients are speaking softly. They lead the way to a heavy steel door, which they open.
She follows, whispering, "Twenty-five seconds to build up juice once I see them. N is a telekinetic, she'll hold your last member back if they attack."
She doesn't attack. She's studiously facing away from the strangers, and while some of her body is wavering and gesturing at them she doesn't make any especially sudden moves.
And they're in the Travelers' Earth Gimel vault. Everyone falls two inches. Places and her guards back out of the door immediately.
Thanks to the list they got from Places, finding the relevant capes—or Witches, here—is far easier than it was on Earth Bet. Oliver does most of the talking. Masks aren't customary here, and even though there's almost no risk of being recognized by the same person in both worlds they may as well have the most visible face be the one that's never the same twice.
They go for one of the geas Witches first. It won't be a cure, but if Noelle can be made safe to be around then subsequent searches will be much easier.