a bumpy start! {glyphcomm + action}
You wake up to the sound of alarms and a distinct sensation of quaking, and you're quite obviously not where you're supposed to be. This room is strangely shaped, nothing you recognize, and you definitely don't remember how you got here. The room is bathed in soft red light, which might look pretty, except it's blinking in a way that you can probably guess signals danger.
There's a symbol on the back of your hand that you don't remember acquiring, either, but that's probably less important at the moment than the sound of the alarms shrieking and the prerecorded voice speaking over the intercom. It's one of those bland, agender voices, entirely too calm in tone for the message it's relaying:
WARNING
WARNING
IMPACT THREAT DETECTED
EVASIVE ACTION REQUIRED
There’s a loud crash and another violent shaking, as that impact threat collides with the ship’s hull. The warning message continues to repeat on a loop amidst the blaring of the alarm. All passengers should be conscious now, with the noise at such a high volume. Opening your cabin door reveals a nondescript hallway, with five cabin doors on each side for a total of ten on each floor; the doors to the empty cabins are unlocked and inside the cabins hold the same plain, basic furnishings as your own. Halfway into the hallway, there is a lift on one side and a set of stairs on the other.
There's a symbol on the back of your hand that you don't remember acquiring, either, but that's probably less important at the moment than the sound of the alarms shrieking and the prerecorded voice speaking over the intercom. It's one of those bland, agender voices, entirely too calm in tone for the message it's relaying:
WARNING
IMPACT THREAT DETECTED
EVASIVE ACTION REQUIRED
There’s a loud crash and another violent shaking, as that impact threat collides with the ship’s hull. The warning message continues to repeat on a loop amidst the blaring of the alarm. All passengers should be conscious now, with the noise at such a high volume. Opening your cabin door reveals a nondescript hallway, with five cabin doors on each side for a total of ten on each floor; the doors to the empty cabins are unlocked and inside the cabins hold the same plain, basic furnishings as your own. Halfway into the hallway, there is a lift on one side and a set of stairs on the other.

no subject
"One need not look far to witness the cruelty many are willing to place upon their own. Pets, children, neighbors. It isn't much of a stretch." Instead he offered that. Sadly their actions really weren't that surprising, not in the grand scheme of things. "It is a wonder they managed to build their creations with such capacity for empathy, given their own significant lack."
But, here they were, and good for the Navigators in the long run. It made them capable and willing to escape for one.
no subject
"Actually, they didn't intend to build it into the Navigators. From what I understand, their sense of empathy developed on its own, unexpectedly." Tim shrugs. "As they say, 'Nature finds a way.'"
Why yes, he did just quote Jurassic Park.
no subject
"Fascinating, what I am certain they likely view as a design flaw has become a great boon to the Navigators themselves. Being capable of grasping the autonomy of others paves the way to grasping their own."
It's a roundabout method, but it is definitely a door that can be utilized. Just a matter of deprograming learned helplessness.
As for the Jurassic Park reference he did offer a huffed laugh. "Careful, that phrase invites trouble." He teased.
no subject
no subject
Not that he's about to go volunteering exactly why but hey, Navi will figure it out anyway.
no subject
no subject
Even if some were a little less amenable to the information.