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
Between one thing and another, Tommy's been in and out of hospitals since he was a kid. He even spent a while in one after the thing in Iraq. He knows what they look like, and this doesn't look like any hospital he's ever been in before. If his shoulder wasn't still busted, he'd wonder if he was dreaming, but it hurts like hell, way too much for this to be a dream.
He wipes the goo off his face with his good hand and shifts his other arm around so that his thigh can take most of its weight. And then, with his head a mess of too much to take in all of a sudden, he just sits there for a moment because fucked if he knows what to do next.
no subject
The boy in said parka, with the hair and the hood, lifts his eyebrows in some kind of Buster Keaton-esque pantomime before pulling the rest of himself to stand awkwardly in the doorway. If he wasn't already small in comparison to his parka, it's obvious now that he's just small, period. Silently, he lifts a hand and waves it back and forth a Tommy the way a very small child might. Mouse smiles in a way he hopes is vaguely cheerful, though it's mostly curious and questioning. His other hand holds out a folded up towel which he then trots over, his bare feet oddly nimble despite the muck on the floor.
"Hi," he says. And that's about it.
no subject
Mouse's appearance, when he does notice it, makes Tommy start, his teeth gritting and his one good hand curling into a fist instinctively. But then it's just a kid, and that's disconcerting and hard to explain in itself, though it also makes Tommy relax slightly. If there's some goofy kid hanging around here, how bad can it be?
"Hey," he grunts back. "You know what the hell is goin' on here?"
no subject
He brandishes his other hand, counting off words finger by finger as he says. "Five words or less? Kidnapped. By wormhole. In space."
This seems to surprise Mouse by being actually five words or less, like he'd said and so he bounces once on the balls of his feet cheerfully before sticking his hand back into the pocket of his parka. He gives the towel another little twitch.
no subject
That's how he winds up with his face in the towel, rubbing to make sure he's gotten rid of all the crap hiding in the creases around nostrils and sticking to his eyebrows, when Mouse offers his explanation. It's fucking ridiculous, so he lowers the towel slowly and stares at the kid, waiting for him to crack and admit that he's joking around.
When that doesn't happen quickly and the chances of this being even a little funny have disappeared, he narrows his eyes. "Are you shittin' me?"
no subject
He shakes his head fervently, so much so that the hood slips down over that soggy tuft of white hair and down onto his forehead, obscuring his eyes with a swath of fake fur. "Nuh uh," he says, giving a petulant huff as he pushes the hood back off onto his shoulders. "Ask anyone. You'll see." Mouse lifts a finger and gives it sort of a twirlaround in the air, his cheeks puffing with air as he gives a warbling sort of whistle. "Totally space."
A beat and he's smiling again, brushing away his brattiness momentarily to say: "Mouse. Hi." He points at Tommy's arm. "Sweet ink."
no subject
"Tommy. Thanks," he says finally, dropping the towel into his lap and looking down at his shoulder. It reminds him that he should probably do something about fixing that sooner or later, especially if he's going to need to fight his way out of here. He looks back up at Mouse. "This is some kinda hospital, right? Have you got any Asprin or anything?"
no subject
Mouse may not be the most capable of assistants, but he has been making an effort to do what he can to thank Watson back for his supercool parka (that beyond being supercool as stated, also served as Mouse's security blanket between his skin and the rest of the world). This means that Mouse may still not know how to draw blood or take somebody's pulse (too much touching) but he does know where the space Tylenol is. Caleb had once gone on a very long rambly rant about the space Tylenol and how it wasn't actually Tylenol or Ibuprofen or Insert Some Big Technical Word Here That Makes Caleb Seem Ubersmart and Therefore Way Cool, but how it did the job anyway and Mouse should look for it here, in this drawer.
"Totally!" Mouse exclaims, suddenly enthusiastic that this means he'll be able to be helpful for once and then noisily scampers off to another part of the Medbay, only to return a moment later with a blister pack clutched in his very tiny hand. He gives it a rattle like it's candy or presents and then grins as he holds it out to Tommy, making sure to pull the sleeve of his shirt over his hand, mittening it where it pokes out from the overlong sleeve of his parka. "Space meds."
A pause and then Mouse frowns. "No water, though. One sec?"
no subject
"Yeah, sure," he agrees and holds out his hand so that Mouse can drop the package into it, then he tucks it away in one of the pockets of his boxers. He could probably do them dry -- file that under skills he's picked up in the last year -- but Mouse has already run off to find water, so Tommy figures that works too.
It gives him a chance anyway to find a stretch of wall not cluttered with weird machinery and line himself up. He grits his teeth and lifts his bad arm up with his good hand, ignoring the fact that the pain makes his eyes start to water all over again. He props his elbow on the wall and pushes against into the resistance with his weight. For a moment, it seems like nothing's going to happen, like something's blocking the way, but then, just as suddenly as it popped out, he can feel things pop back together, and it doesn't hurt any less, but it doesn't feel so strange anymore either. Involuntarily, Tommy lets out a little grunt and then shuts his eyes and leans heavily into the wall while he gets used to the feeling of having a working shoulder again.
no subject
Poutingly, he says: "Kinda sketchy." He means the bootleg excuse for a glass. "Sorry."
no subject
"Don't worry about it," he tells Mouse, as he retrieves the blister packet of pills from his pocket. He doesn't recognize the brand and has no idea about dosage, so he pops out three just to err on the side of less pain and then takes the glass from Mouse, tosses back the water, and then downs the pills too. They don't do anything immediately, obviously, but he feels kind of better knowing that they'll do something soon. It clears his head enough to retrace the conversation and pick out the next thing that needs to be dealt with. He runs his tongue over his bottom teeth and says, "So kidnapped, huh?"
no subject
"Clothes and comm and stuff," he explains. "Way helpful. Or, maybe. Dunno." Mouse wrinkles his nose awkwardly.
no subject
So he shuffles forward, taking two experimental steps toward the door, and relaxing a bit when it seems like his legs are responding better now than they did a moment ago. His shoulder's maybe even starting to hurt less, though he keeps it pressed tightly against his side anyway to avoid tearing anything new.
"You been here long?" he asks, trying to get a better read on whether Mouse is a helpful kidnapper or a helpful kidnappee.