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
[ a lone “what,” flies through his head. no, he was sure that he’d died — he’d seen the lifestream with his own two eyes, watched cloud from the great beyond, reunited with aerith...
his eyebrows draw back. zack tilts his head, confused, staring as the alarms continue to sound in the background and flashes of red contour the soft, delicate curves of cloud’s face. a painful reminder of who he was talking to, and how young he still was.
does he not know?
does he not realize?
if he doesn’t, should he be telling him this now? zack’s mouth opens. closes again. he scratches at the back of his head. damn, he wishes aerith were here to tell him what to do. ]
Listen. We aren’t gonna blow up. Trust me on this. [ fingers smooth into the fabric of cloud’s uniform, right around his neckline. ] I...You and me, we have...a lot to talk about! Later. That’s enough of a reason for me to want us out of here. But trust me — I know.
You...are one wild guy, Cloud. Whew.
[ infiltrating shinra hq? really? ]
We’re gonna need to channel some of that energy of yours again.