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
"Sorry. I'm being irritable, aren't I? I don't think I'm ever going to get used to the gravity couches." Everything is rubbing him the wrong way right now. He won't be comfortable until he's showered and relaxing with Jack in their room, and even then he still has too much on his mind to be completely at ease. The new arrivals are a part of that.
"Maybe there's something we can do to make their adjustment a little less traumatic than ours was." He'd like to think he helped Roxanne when he'd met her outside the grav couches, but he still feels as if he could have done more, somehow.
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He isn't sure what to make of Ianto's other comment, though. About making the adjustment less traumatic. What they need is answers, and those are answers that none of them really have, yet. Answers that Jack is still trying to figure out.
no subject
Jack's touch does help though; it always helps. He straightens up some, hooking his fingers in Jack's braces and letting them rest there comfortably. "Some of these people can't even grasp that we're in space," he continues with his earlier thought, "And some of them... some of them might know each other, but come from different times." Like us, his eyes seem to say as they bore into Jack's. "I just wish we could do something to present them the facts in a convincing manner before they all stumble off confused. It isn't responsible to let everyone out of stasis with nothing more than a short notice about where the passenger quarters are."
no subject
"What d'you suggest?" he asks. "What is there to tell them that might make them feel better about being here?" The pair of them know perfectly well what sort of situations some of them are showing up on the ship coming out of. "What would you have liked to hear, coming out of one of those things?"
no subject
"If the captain would take the time to record a message explaining the situation... Or anyone really, it doesn't matter whether it's the captain, only it should be his responsibility." And Ianto feels very strongly about that. More than anything, he feels that Ward should be handling this situation with more initiative. More like Jack probably would, were this his ship. Ianto has no doubts he'd be down there with all the new passengers after every jump, announcing himself and turning on the charm to keep them all calm.
no subject
"Maybe he should do that. But he isn't. Is it really the place for one of the passengers to make such an announcement in lieu of the captain?" Jack questions. Because Ianto's right, Jack would. If it were his ship, he'd be doing what he could to soothe the situation because he knows what people can be like when they think they're captives. But it isn't, and he's not sure that it's entirely his place either. He is curious, though.
no subject
"Maybe not, but someone has to do something. If Ward won't, then sooner or later one of these people is going to be trouble." And sometimes all it takes is one person to overthrow a ship's captain, or worse. Ianto has faith that Jack would do everything in his power to get them both off the ship if things went badly wrong one day. They could find a nice planet somewhere, find jobs, have a life... But there are dozens of other people on the ship with homes to return to, and they deserve a chance to get there.
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"...next time, I'll try something," he says. "A test announcement. See if it makes a difference. Of course. We're going to have to gather all the information there is about this place to announce to them. I could use your help on that, you know."
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The door begins to close automatically, and Ianto shoots out a hand to press the door open button.
"Of course." He smiles gratefully, glad for the support in an endeavor he honestly would have attempted with or without Jack's help. "I'm good with that sort of thing. Thank you."
He pulls him close and gives him a kiss.
no subject
Jack's arm slips around Ianto's waist and he pulls him closer, deepening the kiss properly before pulling back. "C'mon, then," he said, nodding towards the door. "Any more of that and we'll be taking our chances getting caught in the shower again. Not that I mind..." he adds, with a wicked grin.
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He slips out the door and into the hallway, heading toward the showers. He keeps a keen eye out along the way for others, just in case.
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Quick shower then, then a quick trip to the kitchen, then some very leisurely sex.
Still, once they get to the showers, he can't help but strip in a way he knows will get Jack going, stretching and arching and exaggerating his movements just enough to show off.
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"You keep teasing me like that, Mr. Jones, and I'm not sure that we'll make it as far as our room," he warns the other man.
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Pulling the stopwatch from his discarded jumpsuit, he flashes a playful grin at Jack, his thumb hovering over the button on top. Out of all the things they do together, he often likes these games the best.
no subject
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The game is on, and while Ianto's goal is to drive Jack absolutely insane, he's very aware that it will be no small challenge of his own to keep his own sanity in the face of a naked, wet, very aroused Jack Harkness.