Alexandria Sue meets Daisy Sue
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The architecture is fascinating. She wonders if this it the architecture of the locals or the architecture of wherever Daisy and Dusk are from, since they strongly implied they aren't natively from this world. It's also striking that—Daisy said her home world had interstellar travel, and Rebecca wasn't holding out hope that she'd be able to learn the technology from them, given how requisite industrial bases tend to work, but looking at all of the equipment here Rebecca is wondering if she can get a head start. It won't be useful for a very long time, but it's not as if she's going to forget it.

She will Dragon Fairy Elf Witch Nine.

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Her motor skills are now improved: Instead of a fairly vibes-based mostly-subconscious awareness of how to move, she knows exactly how her muscles and tendons are involved in operating her limbs, and exactly what she needs to do to take any action she's done before, even once, and she can repeat it precisely or maintain it indefinitely whenever she'd like, insofar as she's physically capable of it.

She may also have one or more of the following:

  • retractable shoulder-mounted blaster cannons
  • forearm-mounted shield generators
  • night vision
  • the ability to hear radio transmissions
  • significantly improved attentional capacity for tracking and managing subordinates in battle
  • the ability to consume electricity as a food source
  • the ability to gain skills by reading them from technology made for this purpose
  • the ability to go without sleep indefinitely
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She likes that. She can feel the change as she wiggles her fingers. She already had almost superhumanly control over her body from her power, but nothing like this. Just to test it out, she tries mirroring her left and right sides exactly, and does a quick little symmetric finger dance on an invisible plane down her center.

She also feels an itch under her shoulder blades, almost an—invisible string—she pulls, and she stumbles back as something long, cold and heavy slides out behind her shoulders and flips down with a whir. She turns her head and... oh.

An elongated twin-barrel turret gleams silver over her left shoulder, a copy of the one on Nine's arm. A glance to her right finds its mirror on her other shoulder. They move to track her gaze, but when she focuses she can directly move them independently.

"Interesting," she manages to say, before she remembers they can't understand her. She tries to transmit the sentiment to Daisy and Nine.

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Daisy is delighted by the shoulder cannons, they look good on her!

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She wills them to go away, and they obey.

She's guessing the "able to perfectly control your body and reproduce any action you've taken before" power is the one which is supposed to help her with the communicative not-telepathy? She tries bootstrapping from what she's been doing so far and sending something more complex. She's thankful for Daisy and Dusk's hospitality and apologizes for falling into their ceremony uninvited. She's unsure what the Spirit meant for them to get out of this but is tentatively keen on finding out. Have they met any other recipients of the Spirit's power before her?

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She's the first. Dusk has something a bit similar from a different and less friendly entity, though, and they met another person with something different again from a third one, the last place they were.

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She looks around, vaguely wondering if they should sit somewhere.

She's curious about the other people Dusk and Daisy met but they should probably exchange more context before going on tangents. So what count of world is Daisy on, if that's a question that makes sense? This is Rebecca's first world; she was in her origin universe completing her power selections before she got dropped on them by Isekai Roulette. And how did Dusk and Daisy meet? How does Nine fit in?

(She's trying not to let on how much she's focusing on the Dusk and Daisy question, but if Daisy is very good at reading body language she might pick it up.)

 

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Rebecca is welcome to sit at the worktable or in the lounge area. In either case Daisy will get her some crafting material to play with; that's the next step of learning the local magic. She can make her some clothes, too, if she'd like.

This is their second post-isekai world; the first one was a magical bar and hotel that got patrons from all sorts of universes, and they only stayed there for a couple of weeks before moving on, though Daisy suspects she'll be able to get back if she ever really wants to - usually people find it at random when opening doors.

As to how they all know each other, Daisy was assigned to be Dusk's servant in their original world, and they hit it off - it helps that Dusk absolutely loathes slavery - and left. They kicked around the galaxy for a few years before finding a planet to settle on, and that's where Daisy met Nine; one of the stores in the town she'd visit every month for supplies for their homestead had him as a security guard. They were there for several years before Daisy got her notebook, and she didn't want to stay but really couldn't leave either of them behind, so she got the notebook to give her a power to bring them along.

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Their first one sounds interesting... and potentially important? Rebecca isn't well calibrated on the distribution of worlds in the multiverse and how easy it is to get between them. Do they have a method of interworld travel yet? An interworld nexus of a sort sounds like the kind of place one might want to get their bearings.

But yes, she would like to sit at the worktable and play with some crafting material, if that's convenient.

Their origin story is quite sweet. Do they have any plans of going back eventually?

(It is deeply relieving that Dusk and Daisy already knew each other before the Spirit contacted them, and not that Daisy picked Dusk up somewhere. Assuming Daisy isn't lying, which seems unlikely—but she can confirm with Backchannel—she's telling the truth.)

Oh, and she has Dressing Room, so if she can just step out of view for a moment she can switch into a change of clothes.

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Daisy will turn away, sure. (Nine has already gone back to whatever he was doing.) And once that's taken care of, she presents her with a lump of crafting material: it's about as heavy and stiff as clay and slightly cool to the touch, with a smooth texture. Daisy suggests she start by trying to figure out how to change its color (currently a pale red) or density.

They don't have interworld travel yet; Daisy believes it's possible with the local magic, though, and she and Dusk have been working on figuring that out. They also don't have any specific plans for going back; it wasn't a very good place for Dusk, and Daisy's new powers only partially fix that. But they might someday, if Dusk ever wants to.

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She is now in a sharp jacket and slim trousers!

That sure is a lump of... stuff. She prods her senses, trying to figure out how to manipulate it. Does it transmit changes via touch? Is it related to the telepathy? She thinks at the clay to turn blue the same way she's been thinking her thoughts at Daisy and Nine.

Rebecca was trying to stop a threat to her world back home, and took the Spirit's offer partially to get enough power that she can go back and fix it... she might not stay once she's done, though. She made a lot of enemies there.

(She could try to obfuscate, but—the Spirit sent her here for a reason. If she plays games the whole time, she's not going to get anything out of it. Her first guess, now, is that Daisy and Dusk are meant to get her on her feet and oriented to the multiverse in terms of where to find the resources she's looking for, and maybe introduce her to the magical interworld bar they were talking about.)

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Manipulating the crafting material is similar to communicating with the magic, but more complex, in something like the way that dancing is more complex than guiding a motorcycle by leaning one way or another. Just thinking at it doesn't work, but her new instincts have plenty of suggestions for what else to try, and she'll quickly start getting a sense for what kinds of actions have what kinds of results and which ones she'll need to combine to affect the lump.

Daisy thinks that sounds really stressful; if spaceships or mundane weapons and armor will help they have textbooks with them discussing how to make both of those, if she'd like copies.

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She will fiddle with the crafting material. She'd guess she's not friendly enough with Daisy for Anything You Can Do to kick in, and she's not going to ask to be Daisy's friend just for that and it probably wouldn't work that way, but she's a fast learner even without that, and she has plenty of experience with engineering and programming, if that helps?

She didn't realize they had textbooks! She's not sure that spaceships and mundane weapons and armors would help against her problem—unless the technology involves space-time tunnelling or dimensional phasing?—but she would be delighted to have the spaceship books for afterwards, and anything on things like mundane engineering, energy or terraforming. Her home civilization is still largely confined to one planet, and the leg up would be useful. There are still resource shortages in many parts of the world.

She probably shouldn't take literature on weapons and armor back if they're unhelpful for her problem, but she would want to do some comparative study of civilizations before deciding. The equilibrium created by space-age warfare technology might not be worse than the current state of the art, and especially if there are transitional stages in between which are particularly horrible, it might be worth skipping to the end. The problem would be managing the transition in a safe way. Of course it's all moot if Daisy, understandably, isn't comfortable letting her have them.

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The spaceships do involve dimensional phasing, conveniently enough, and there might be something in the library about energy infrastructure or other useful kinds of engineering; the library is primarily Dusk's and she doesn't know everything that's in it but those are fairly Dusk-ish topics. If she's worried about the weapons technology being misused, she should probably not take it, or just take the defensive stuff; that's not the worst war-related problem Daisy's world of origin has but she doesn't get the impression that it's helping anything.

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She will go for the spaceships and any infrastructure or civil technology, and defensive technology, and drop the weapons. (Mostly because she doesn't want to push.) Does she need to wait for Dusk to get back... she supposes it isn't urgent and she has crafting to learn, still. Do they have an easy way to copy things? Otherwise she can copy them with Dressing Room.

(She's still mildly peeved that she didn't get to build her backpacks, but it's probably for the best.)

How's her crafting coming along?

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Daisy was thinking she'd make a gadget to copy them off of their current data storage and onto something less reliant on offworld tech, but if Rebecca can just copy the tech that works fine. She doesn't expect Dusk to mind if she gets that out for Rebecca now but she'd probably appreciate it if they waited, and she might have other suggestions, too.

The crafting is coming along; she can do colors now, and along the way she seems to have accidentally figured out how to make them shiny like metal as well, though not yet how to change them back to the original glossy sheen.

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She doesn't know if Daisy has Dressing Room, but if you put something in a backpack and wear the backpack, and can uniquely and personally identify the backpack and remember what's in it, you can use Dressing Room to duplicate it whenever you want.

They can wait for Dusk. There's no hurry.

She pulls up what she remembers of materials science and scattering and tries some different things: Can she smooth out the surface on a microscopic scale? Can she roughen it? Can she add structural coloration? Or is this not how any of this works at all?

To Daisy: she can feel free to tell Rebecca to back off, of course, but what's a Sith?

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Daisy didn't take Dressing Room, it didn't seem very useful to her since she can't easily wear clothes over her flowers.

(She notices Rebecca trying to work out more of how the color effects go, and takes a lump of crafting material for herself, to demonstrate on; that helps a bit, though not enough to suggest that it's Anything You Can Do, yet.)

It's easier to explain Sith with a bit of background first: In Daisy's world of origin, there's an... entity, sort of; it's generally described as being part of the world's physics, but it's sentient and opinionated, if not very smart. Very rarely - one in tens to hundreds of billions, varying a bit by species - someone will be born with the ability to detect and manipulate the part of physics that the Force is, and through it other parts of physics; these people are called Force-sensitives. By default they're luckier and more intuitive and stronger and longer lived and just generally better at things than non-sensitives, but there's nothing about them outside of the realm of what's theoretically possible for anyone else; with training they can learn to do more than that. In the part of the galaxy that she and her friends are from, Sith are the ones who have that kind of training. The way they use the Force is called the dark side; it involves using strong emotions to achieve more powerful effects, and a lot of their more powerful techniques are emotionally destabilizing. Sith culture also tends to be very violent and competitive and generally not good at all for the people in it. It's not voluntary, either; Sith are very good at finding untrained Force sensitives (a combination of luck effects and the fact that untrained sensitives are obvious to their senses at planetary distances) and are obligated by the Sith Emperor - the most powerful Sith - to either train them themselves or bring them to the Sith academy to be trained.

When Dusk was found, the Sith who found her decided to train her himself; she's very good at engineering, so he decided to keep her and protect her from other Sith so that she could make him money designing Sith-specific weapons, which is pretty close to the best-case scenario when someone is a Sith. And then at some point he changed his mind, and tried to kill her in a horribly drawn out way - Daisy was assigned to her when she unexpectedly survived the first round of it - which meant the only way she was going to live was to kill him; she managed it, but only by using the emotionally destabilizing techniques, so when she finally got out her self-control was wrecked. She's more or less recovered from that - it's been nearly a decade since she started working on it - but she was operating on the assumption that she was going to have to reintegrate into Sith society if she wanted to interact with society at all, and that very obviously wasn't going to be any good for her, so here they are instead.

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That's... sad.

(She can't help but draw parallels to the way parahuman powers naturally activate under severe trauma and continually incentivize their hosts into destructive spirals with Sechen conditioning and superstimulatory growth. But even agents aren't this—direct, the way Daisy makes it sound.)

No wonder they don't want to go back. She's glad they got out. Is the Force here, with them, or are they cut off from it now?

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It's still here; by itself it's really not that bad, and Dusk would be devastated if she lost it - Daisy's not entirely sure that would even be physically survivable for her.

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Do they have any goals Rebecca can help with, short-term or long-term? They've been helping her get oriented and are offering books, so she would feel better if she could offer something in return. Her civilization has some exotic technology far ahead of their normal curve which might be interesting to them? And there's always literature and so on, though it'll take some figuring out how to coax those out of Dressing Room. Her packing was interrupted when she had to depart.

And she can of course offer general problem solving with her suite of powers. She's good in a fight, and she can fly, which is useful for surveying?

She's also vaguely wondering when Dusk will come back. Rebecca hasn't really had a chance to talk to her directly. Understandable if she still needs more time alone, of course.

(She has a guess of who those names they were remembering are now, but she's not going to pry into specifics.)

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If she's still around when they crack inter-world transit they might want some help with scouting, and Dusk will probably be interested in any technology she hasn't seen before, and if she figures out how to get poetry they're not exactly hurting for it - they bought a bunch at the bar in addition to the library they brought from home - but Dusk likes it and they don't use language that way here. They're not hurting for anything here, though, and Daisy doesn't consider Rebecca to be in any debt to them.

Daisy expects Dusk to be out there for at least an hour; she won't come in until the candles have burnt themselves out.

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(It's not necessarily that she doesn't like being in debt, though that's also true. It's that favor is much like financial trading: buy low, sell high.)

It feels a bit not right talking about Dusk and their world while Dusk isn't here. Maybe they can talk about the world. Daisy already gave a primer on their individual characteristics. How globalized are they? What does the geopolitical landscape look like? What are the highlights of their modern and civilizational history respectively? What are the major challenges they face as civilizations or a civilization, and what do they consider as their major challenges, if the answers to those are different?

She'll of course ask some locals about these directly, but she would appreciate Daisy's perspective.

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The locals are pretty weird in most of those ways, by human standards - the magic means they don't really have scarcity of any of the basic necessities, so they don't have much impetus to have a society the way humans do, and the territoriality instincts make it hard for them to live densely or enforce laws - it's not just that they'll react badly if someone trespasses on their territory, they have a complementary instinct where they'll freeze up if they try to go into someone's territory uninvited - so they haven't invented governments at all. They aren't xenophobic or anything, either, as far as Daisy can tell - that could be a false positive, she took a power that might be causing that, but they mentioned that they get travelers passing through sometimes and they didn't seem to mind that at all. They do have some megaprojects - there's a book printer over there that's connected by ansible to their world library, that's pretty cool - but they mostly don't seem to be very good at infrastructure or coordination, they just come up with individual solutions to their problems instead.

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How does she tell if she's trespassing on someone's territory?

No society the way humans do... that's an interesting way to be. She's coming up blank on follow-up questions, because her rails to understanding new cultures rely on a lot of assumptions that clearly don't apply here. She would ask about the megaprojects, but she doesn't expect that she'll any real cheap way to contribute to anything that high-context and outside her scope of knowledge. Ansible? Is that local technology or something they imported? How does it work?

How about the intelligent animals? Do they have societies? Do they have the crafting ability and territorial instinct, or only the communication? What's their relationship with the humanoid locals?

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