TinkerWalta in Lucidity
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Engine and internals intact?

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The cosmetic stuff not so much - 

And it seems to run by means of a belt embedded in the ground, which the streetcar merely grips onto as it runs around the city. But the mechanisms for that are fully intact. Not even rusted.

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Weird. And useless to her goal of getting out of here faster if there's nothing engine-y.

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Not at all.

There is, however, something moving in her peripheral vision.

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She turns from the streetcar, scanning around in alarm.

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When she turns, there's a humanoid figure, skin rotted and covered in thick patches of scar tissue, face entirely obscured, hair thin and wispy, fingers and toes far too long, clothes grimy but clearly once a fine vest and shirt and pants, crouched in the window of the streetcar. It's not moving.

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She jumps. Gaaah. Yeah, this place really, really gives her the creeps. The colorsound thing would be beautiful if not for everything it implies and the eerie silence.

...She watches it warily for a minute, occasionally glancing at the rest of the street. It's definitely not moving?

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Maybe a little bit. Very slowly. Sort of leaning towards her. Tilting the head.

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Zombie. Fuck.

She gathers up her stuff and starts walking a bit faster. Following the streetcar tracks, looking around for more of them every 30 seconds or so.

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She won't catch too many, but there's more present than before. Looking at her, often, and she'll sometimes feel gusts of wind across the back of her neck - but there's nothing behind when she turns to look.

At the end of the street, overlooking a small green lake, is a large building that the tracks run into.

She has a decent view of the city from here. It's all ruins, no skyscrapers. There's no signs of an edge.

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She had better start thinking of, like, making a home base. Or something.

She walks the perimeter of the terminal building, counting the number of exits. She wants to go in, but you can't be reckless.

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It's two buildings, actually, with a thick wall between them. Each has a single large bay with complicated tracks and mechanisms inside allowing the cars to be turned around, stored, or otherwise moved. 

There's also two exterior doors on each building, along the side and back, six tall ground-level windows, and two windows at about head height. The construction is brick, sturdy. There's a second floor, which seems to contain a few small offices. The ground floor has storage space for tools and spare parts.

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O-ho. A veritable bounty of spare parts.

She pokes around the inside a bit, looking for anything like heavy tools or intact motors.

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A very large stationary motor - well, series of motors - is findable near the back. It's even mostly intact.

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Yeah, there you go.

With like a week and some heavy tools she might be able to take one apart and put it together again right on one of the empty cars. She thinks about it and sketches it out. (Tinkering is relaxing.)

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The sun's already crested the horizon, and is heading down - it's hard to tell, since she hasn't made a detailed measurement, but it might be going faster than hers, and it's not moving at an entirely constant rate.

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This is a freaky abandoned cape zone. The sun not behaving properly is worrying but not really groundbreaking news.

She thinks she could mount one of these big motors to the streetcars and make it steerable and rig up some extremely makeshift batteries. And it'll be easy enough to put one into working condition with spares from the others.

She's starting to be pretty freaked out by this place. Jumping at shadows, intensely unsettled by the silence of everything. Tinkering her way out is appealing, since just plain walking is unlikely to find an end to this place for a while.

Sun is setting. What's in the block surrounding the tram yard?

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Mostly warehouses, mostly for fishing, and a number of humanoid figures staring at her from second floor windows and rooftops and dead trees.

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...She avoids any places with zombies in them and checks her escape routes before going into any building. This is terrifying, she wants to move to somewhere with less... Zombies... She doesn't even know how deadly they are yet. But turning one of these trams mobile might be her ticket out if anything is. 

She searches around for a defensible place to sleep, first floor because she read it's a lot easier to escape from something on the first floor than on uppers, and also more intact canned food, and any source of water. Maybe she should have scavenged a few more houses in that nice neighborhood before coming down here, oh well, she can go back if she really needs to.

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There's a butcher's shop with a lockable freezer, but the meat's all gone and the ice is mostly melted, and an old general store that seems to have been picked over in a hurry but she'll be able to find some cans rolled under things. There's a graveyard not too far away at all - and if she looks, the mausoleum can be locked and unlocked from the inside, and has two separated exits with intact doors, but no windows large enough for a human to fit through. Some of the other buildings have working locks on their doors, and a few have wrought-iron fittings on the first floor windows.

For water, the remaining ice in the butcher's shop, the bay if she wants to set up a filtering system, or a few places still have running water - but it's reddish and smells metallic. 

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It's only when she starts thinking about how to make a reverse osmotic filter or a distillation trap with what's available that she notices she doesn't really have much urge to tinker. None of that itch to make something. And still ideas refuse to leap up to prominence.

...Probably good? Well, her power is screwed up, she knew that. But the tinkering urge was getting pretty unpleasant whenever she had to do anything else. The soundlessness is still awful.

Ice broken up and melted into her empty cans for now for now, somewhere with a door and a window she could both escape from to sleep in. She can make a water source tomorrow. She might tear up a curtain or something for a blanket. A place to sleep hopefully secured, she goes about gathering tools and bits and bobs in the tramhouse for her project to hopefully make a vehicle. Figuring out if there's any gas or oil around is an important step in there.

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The engines are all gas fired, and there's some lamps with lamp oil. Extra gas is a harder sell; it really should be possible to have cars at the same technology level as the cable cars, and there's no indication of a reason she hasn't seen any.

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Lamp oil can burn, she'll just have to... Open up a whole engine and modify it to take the different viscosity and specific heat and ash quality and stuff. Doable. Probably.

For now, if unimterrupted, she sketches out and measures things a lot more. This is a really weird way to tinker, she knows it all but keeps having to double check things.

Eventually she goes to her chosen safe spot and sleeps.

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Nothing breaks in.

But when she wakes there are streaks on her window, and when she emerges, things have been knocked over outside, and there's a humanoid watching her from across the street.

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Creepy. Creepy creepy ugh, they were poking around and - ugh.

That convinces her even more that she's got to leave. She goes straight for the tramyard and gets to work. Big engines and big tools are heavy and she's just a teenage girl but that's what chains and pulleys are for. She works pretty hard, pushing herself in her skin-crawling urge to get outta here.

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