Archive

Archive for September, 2009
September 2nd, 2009
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Deirdre sprint-stomps toward the bridge – the force of the decomp will push us away from Burns’ ship, but we need /much/ more distance.

September 2nd, 2009
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Frozen blood crystals fill the space between our ships, fountaining from the leg caught in/under Burns’ hatch. We need MUCH more distance.

September 3rd, 2009
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Bin’s engines spin up; I get heavier – the ship’s gravity kicks up to normal once we’re on live power – and we tumble away from the Drift.

September 4th, 2009
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Seeing bulk of the Drift slowly falling behind us is a relief. The intercom squawks – Deirdre says a text communication just came through.

September 4th, 2009
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One line of text.

“We still have Mak.”

September 8th, 2009
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The ship engines – a bone-deep subliminal hum that goes unnoticed until absent – fade to idle. Jon asks for orders. He saw the message.

September 9th, 2009
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I tap in two messages, sent in opposite directions. The first reads, “I am coming.” The second: “I am coming back.” I tell De to jump.

September 10th, 2009
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[Part One: The End]

September 10th, 2009
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The ship is quiet during jumps. Ambient energy absorption mutes the engine thrum and muffles speech. Not that anyone is speaking. To me.

September 11th, 2009
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I start some engine work. Deirdre comms – says it’s affecting the jump. Open a terminal; Jon has them offline. I’m evicted from my own ship.

September 12th, 2009
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I’m in no mood for the silent treatment from my own crew, but I’m even less likely to sit down for a heart to heart. I’ll be in my bunk.

September 14th, 2009
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After checking Deidre’s course (perfect) and Jon’s system repair (three months early), I give up and drop into my bunk. Been awhile since -

September 15th, 2009
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- mw. mmph. hnh. ngggh. whzzt? gnnghhhh! wha? what What WHAT! Why… noise. Tired. Why… Alarm. Dammit. Tired. Ship alarm…

September 16th, 2009
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SHIP alarm. Crap. We’re probably still in a jump, so… fire? Nothing else it could be – nothing intersects the ship during a jump.

September 17th, 2009
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The only object that exists in both jump-space and regular space is a moon in the Remnants, but there’s no way I slept that long. I think.

September 18th, 2009
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Turns out, I was wrong twice: I /did/ sleep that long, and that remnant moon isn’t the only physical thing that intrudes into jumpspace.

September 21st, 2009
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From the bridge, we watch an Impossible Thing. Then again, the moon that exists in both -spaces is also impossible. Welcome to the Remnants.

September 22nd, 2009
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It’s a space station. A Solar Republic station, which means it looks like holy thing… and is currently breaking several ‘immutable laws’.

September 23rd, 2009
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The duo-dimensional republic-era station is interesting, but irrelevant; I tell Deirdre to continue to our destination. She uses The Look.

September 24th, 2009
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I’m used to The Look, but I’m not ready for it in this context. It usually indicates that I’m asking her to do something she already — oh.

September 25th, 2009
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So, the impossibly ancient, impossibly not-being-torn-to-atoms station is the origin-point of the ship at the Drift’s core. Our destination.

September 28th, 2009
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A smarter man would be working out what Kaetlyn wanted here. I’m just trying to figure out how to /dock/ with the shunting thing.

September 29th, 2009
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The problem is that the only thing holding the Binturong in jump-space is a running jump engine; to remain here, we have to keep /moving/.

September 30th, 2009
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The ancient station doesn’t seem to have that problem, which doesn’t suprise or help m — The comms beep. The station is hailing us.