15 October 2013 @ 09:14 am
CHARACTERS: sarah walker & others
LOCATION: all over the tranquility
WARNINGS: tbd, will edit as needed.
SUMMARY: catch-all for empathy plot links for both stage 2 & 3 anytime between oct. 11 - nov. 7th!
NOTES: my memory plotting post is over here! it'll be open the entire month for anyone else who wants to do things, so feel free to select memories and let me know what you'd like to do before we thread things out. if you'd like me to write the starter just message this account or send me a private plurk otherwise just pick a date and go for it under the specified stage header!

[starters can be found below!]
 
 
CHARACTERS: neal caffrey + empathy link partners
LOCATION: all over the place, october 11- november 7th.
WARNINGS: tbd. potential blanket 'here be triggering shit' to start off safe.
SUMMARY: stage two and three links, to be back and forward-dated as needed.
NOTES: closed-ish, but if we haven't plotted a link yet and you'd like to my plotting post will be open the whole run.

did you have to go to jail put your house on up for sale did you get a good lawyer? i hope you didn't catch a tan i hope you find the right man who'll fix it for you are you shopping anywhere changed the color of your hair and are you busy? did you have to pay that fine that you were dodging all the time are you still dizzy? )
 
 
30 September 2013 @ 08:44 pm
CHARACTERS: Sarah Walker and Peter Burke
LOCATION: 13th floor kitchen
WARNINGS: None, as far as I'm aware of.
SUMMARY: Face doubles are actually the worst when they've done something not good in someone else's world and you couldn't be farther from that person if you tried.
NOTES: Backdated to about a day or two before the demons.

and i'd like to make it right. )
 
 
 
20 April 2013 @ 02:54 am
CHARACTERS: Ensemble production!
LOCATION: Oxygen Gardens
WARNINGS: Camping.
SUMMARY: Hanging out in camp, discussing pirates, etc.
NOTES: Open to all!

Dirt. This is a jar of dirt. )
 
 
08 February 2013 @ 12:15 am
CHARACTERS: Sarah & Chuck
LOCATION: sarah's room!
WARNINGS: none! unless this needs to be changed, in which case...
SUMMARY: sarah & chuck talk about important talky things.
NOTES: takes place before the most recent jump

and picking up slack )
 
 
07 January 2013 @ 10:48 pm
CHARACTERS: any and all
LOCATION: Gravity Couches and beyond
WARNINGS: maybe some swearing, or even some violence, and more than likely some implied (and possibly explicit) nakedness.
SUMMARY: Another month, another jump, another round of new faces.
NOTES: Keeping up with the tradition and copy pasted like always from the last one 

you wake up in darkness. )
 
 
07 September 2012 @ 10:41 pm
CHARACTERS: Chuck & Sarah
LOCATION: Sarah's room, early evening
WARNINGS: Nada
SUMMARY: Chuck decides that he finally needs to talk to Sarah about ALL THE THINGS.

when your castles turn to sand )
 
 
07 July 2012 @ 11:59 pm
CHARACTERS: ANY AND ALL
LOCATION: Gravity Couch Room
WARNINGS: Possible swearing, possible violence, implied (and possibly explicit) nakedness.
SUMMARY: Another month, another jump, another round of new faces.
NOTES: Keeping up with the tradition and copy pasted from the last one

You wake up in darkness. )
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08 June 2012 @ 12:34 am
CHARACTERS: Everyone
LOCATION: Gravity Couch Room
WARNINGS: Possible swearing, possible violence, implied (and possibly explicit) nudity.
SUMMARY: Another month, another jump, another round of new faces.
NOTES: Yep, we're continuing the tradition of re-hashing the game premise. Copy-pasted from the last one.

---

You wake up in darkness.


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.

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. Others have much less amiable plans. Some are merely alien and inexplicable, but there are always those who might mean you harm.

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.
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