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.
no subject
Though he's still not sure about Shepard nuking an entire fucking solar system, okay? That's-- still something that sits poorly with him. Ends and means, are one thing, but that was billions of lives. The math is there, but its still some pretty fucking daunting math.
"I guess the name Commander Shepard didn't mean anything to you," he adds, as he starts to climb to his feet once the splint is in place. "Otherwise you'd know. I mean, Shepard's famous and it kinda rubs off on all of us. No. Not a terrorist. Saved the fucking galaxy twice."
Or at least, stymied it's current threat. It may not be 'saved' just yet.
no subject
So for all that this should be impossible, given her point of reference, all evidence points to being on a spaceship. The dotted conversations of the other passengers heard through the walls and the ceiling and floors, do nothing but confirm this fact so Aberdeen doesn't fight the evidence; she accepts it and moves on, asking: "Literally?"
no subject
"Where he hell does a guy get some shorts? A towel? Anything. Shit, a fig leaf will do," he asks, giving the place a quick glance. "I mean, I might be makin' some of these other guys feel inadequate. That's just not cool."
no subject
There's a moment when she stops mid-hobble as they make their way from the gravity couches to the locker room adjacent. Aberdeen listens for a moment, concentrating on the noise around them, peeling it back in places to unearth conversations. Then: "There are clothes in the lockers. People are getting dressed."
no subject
"I mean," he continues, continuing along the verbal path that Aberdeen is already aware of, "you didn't light up or anything. Biotics usually do when their field flares."
But who knows. Maybe she's just a really good guesser who likes math.
no subject
Not that Aberdeen would be explaining the difference. Her training dictated secrecy and discretion so all she says on the matter as they finally make their way into the locker room is: "I have a good sense of hearing."
Ridiculously good. Insanely good. Metahuman level good. Though Aberdeen leaves him to assume that she's simply being evasive or joking again.
no subject
"So, just an FYI? You don't sound Scottish," he says, as he limps in the direction of his locker. "Were your parents just cruel, or did they meet there, or what?"
Once they're found the right location, he opens it up -- and oh, look. Stuff. He pulls out the standard jumpsuit, and another-- his uniform from the Normandy. Leg braces, a crutch.
The 'standard issue' jumpsuit is used like a towel, because you know what? Fuck that thing, he's not wearing it. Then it's a matter of layers. Under clothes, leg brace, uniform-- and then his ballcap. Then he has to extend his crutches. He's going to need them.
no subject
She's combing her fingers through her hair, trying to make sense of all of its roughly-hewn geometric angles when she makes her way over again, messenger bag slung across her body, her legs and torso still very much bare despite the black leather that covers her here and there. "It's a nickname," she tells him; the truth, more or less.
"I was born there." A lie.
no subject
"I was born with my legs busted, but I still got named Jeff," he points out helpfully. Aberdeen is still pretty weird as names go. "So, uh, to the lift? Unless you got more stuff to do down here. I need to get off my feet and regroup some."
no subject
"You're not either," she says matter-of-factly and though her voice doesn't seem to fluctuate towards either the good or the bad this is definitely a plus as far as Aberdeen is concerned. She then lapses again into one of her long, prolonged silences, her eyes flickering down and then up again to get another once-over of Joker in his uniform before she ticks her head in the direction of the lifts.
A silent, let's go.
no subject
"Nope, I'm not. Because I'm the best. No hiding your light under a bushel and all that, right?" he says-- before he turns, managing on his crutches with ease-- heading for the lift.
He doesn't bother with ladies first, because he's got to fit on the lift with his crutches, and she can get on once he's situated. "Here's hoping this doesn't jettison us into the vacuum of space, huh? Pick a button."