Guide (
theguidinghand) wrote in
ataraxionlogs2012-01-15 11:05 am
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Entry tags:
- !jump,
- "todd",
- agent south dakota,
- agent washington | au,
- albert wily,
- alexander,
- america (alfred f. jones),
- asato,
- belarus (natalia arlovskaya),
- cave johnson,
- chase kilgannon,
- claudio kilgannon,
- clive dove,
- dave strider,
- davesprite,
- doug rattmann,
- fox,
- gideon "mouse" graham,
- hallah "aberdeen" tawse,
- handsome bob,
- ianto jones,
- jack harkness,
- jack noir | au,
- jade harley,
- james "durham" baxter,
- james t. kirk (xi),
- japan (kiku honda),
- japan (sakura honda),
- jeff "joker" moreau,
- john "oxford" buchanan,
- john egbert,
- john watson,
- kasumi goto,
- katniss everdeen,
- kristeva,
- kroton,
- megamind,
- mordin solus,
- natalie faust,
- natasha romanoff,
- neal caffrey,
- nepeta leijon,
- netherlands,
- nigel colbie,
- ratchet,
- raven darkholme,
- re-l mayer,
- rey,
- robert capa,
- rory williams,
- roxanne ritchi,
- russia (ivan braginski),
- shadow,
- sherlock holmes,
- sherlock holmes (2009),
- sikozu,
- spock (xi),
- statsraaden,
- tali'zorah vas normandy,
- tavros nitram,
- the doctor (eleventh),
- the meta,
- tommy conlon,
- travis,
- wesley gibson,
- wheatley,
- wichita
(no subject)
CHARACTERS: EVERYONE
LOCATION: MED BAY
WARNINGS: ... Partial nudity? It should be pretty tame, but let me know if I need to add anything.
SUMMARY: Side-effects of a jump may include disorientation and temporary memory loss. Fortunately, there are a handful of others who have been through this before.
NOTES: Yes, it's a rehashing of the game premise. Don't worry, you can personalize your own (re-)introduction!
You wake up, alone in the dark.
There's a breathing tube jammed down your trachea, and you're suspended in a tube of clear blue fluid. Upon registering your level of consciousness, the gravity couch drains the fluid surrounding you and retracts the breathing apparatus; the doors in front of you open, and you're deposited on the floor of a stark, sterile medical bay.
Don't worry, you are not alone. There are others who have come before you, others who are awakening beside you. Some may be familiar to you, perhaps even friends. They will help you through your disorientation, even though they might suffer from it too.
After you catch your breath and your vision returns, you notice a number on the inside of your forearm. Maybe it's a familiar number. Maybe it means something. Maybe it's just a number. But the number—completely unique to you—is a tattoo, and it does not come off.
If you enter the room adjacent to the medbay, you will find a small locker with your number on it, surrounded by rows upon rows of identical lockers. Inside, you will find a few of your personal items, a communications device, and a ship's uniform in your exact size. The comms device is fully powered and connects directly to the ship's network; it's your only means of communication beyond physical conversation. Upon turning the device on, a neutral, automated voice will say, "Please take the blue lift to the passenger quarters." Any other attempts at communicating with the rest of the network are met only with static.
This is your welcome party.
LOCATION: MED BAY
WARNINGS: ... Partial nudity? It should be pretty tame, but let me know if I need to add anything.
SUMMARY: Side-effects of a jump may include disorientation and temporary memory loss. Fortunately, there are a handful of others who have been through this before.
NOTES: Yes, it's a rehashing of the game premise. Don't worry, you can personalize your own (re-)introduction!
There's a breathing tube jammed down your trachea, and you're suspended in a tube of clear blue fluid. Upon registering your level of consciousness, the gravity couch drains the fluid surrounding you and retracts the breathing apparatus; the doors in front of you open, and you're deposited on the floor of a stark, sterile medical bay.
Don't worry, you are not alone. There are others who have come before you, others who are awakening beside you. Some may be familiar to you, perhaps even friends. They will help you through your disorientation, even though they might suffer from it too.
After you catch your breath and your vision returns, you notice a number on the inside of your forearm. Maybe it's a familiar number. Maybe it means something. Maybe it's just a number. But the number—completely unique to you—is a tattoo, and it does not come off.
If you enter the room adjacent to the medbay, you will find a small locker with your number on it, surrounded by rows upon rows of identical lockers. Inside, you will find a few of your personal items, a communications device, and a ship's uniform in your exact size. The comms device is fully powered and connects directly to the ship's network; it's your only means of communication beyond physical conversation. Upon turning the device on, a neutral, automated voice will say, "Please take the blue lift to the passenger quarters." Any other attempts at communicating with the rest of the network are met only with static.
This is your welcome party.
open!
The room soon begins to appear... mostly familiar, as he continues through and into the locker room. He quietly chuckles at the neatly hung uniform in his locker and grabs his belongings.
no subject
Curiosity was such a peculiar way of looking at it. She didn't think she found herself interested in any of the new faces when she had first arrived. Seeing some newer faces that were about, much different from the first time she'd woken up here... curious was just about the only thing she could think of.
Also, this guy looked funny. That might have had something to do with it, or a lot of something. Hopefully the Cyberman didn't take staring unkindly, because he was having one short-haired woman presently doing just that.
What's up, homefry?
no subject
Ever since he arrived, Kroton had taken to avoiding most of the people on the ship. Being stared at was the least of his worries - it was only when he was being stared at through the scope of a gun that made him nervous.
If his past experiences were anything to go on, lurking in the shadows of the seemingly endless corridors was the best option for him, until he was needed for something.
In the corner of his vision, he noticed the woman watching him and turned to face her, offering a wave in greeting.
no subject
Rey didn't have a gun. Not yet. But that didn't mean she was about to use one on the slightest hint of movement she saw. Besides, it wasn't like this guy seemed to be any particular threat at this point in time -- just weird.
The stranger part was the familiarity, and something she couldn't quite place her finger on. She ignored it, that niggling feeling, squinted past it...
And she waved back.
Seemed like the thing to do.
"Have you just arrived?" Also words that echo recent memory, and seemed like the thing to say in greeting.
no subject
"I remember doing this before," he answered. "But not a lot after that. There's a temporary lapse in my memory, but it will be taken care of once my repair circuits kick in." He tilts his head and folds his arms. "And you?"
no subject
Rey hadn't been that trusting of unfamiliar forces when she arrived. Since then, that hadn't changed. It sure as hell wasn't about to now, no matter how unthreatening the source might be.
"I also woke up here during the first wave." There. That wasn't so hard, now was it?
no subject
"I wonder how often these things are gonna happen. Can't be much good for everyone to have to go through this all the time."
no subject
Yeah, not exactly the most ideal topic for conversations, as far as Rey was concerned. Hospitals hadn't exactly left a great impression on her.
"I hope not. It was awful enough the first time." Waking up so disoriented that she couldn't even remember her own damn name was not an experience she wished to repeat.