Entry tags:
TDM 001
TEST DRIVE MEME 001 ❀
CONTENT WARNINGS: potential character nudity, violence, trypophobia (images) as well as light mentions of gore.
Please note: FOR THE FIRST 24 HOURS AFTER 'HATCHING', CHARACTERS WILL FEEL WEAK AND ANY POWERS THEY HAVE WILL NOT WORK.
Test drive meme threads can be considered game canon for players who are later accepted and wish to keep their CR. The rescue mission prompt will be a TDM-exclusive, but the other prompts that you see here will also appear on our first game log. There will, of course, be more going on that week.
Please reserve questions about consequences for altering or meaningfully investigating the setting for the first log of the game, where we will have a Mod Questions thread at the top of the log. On this test drive meme, please reserve this thread for clarification and setting questions.
On the first day of reserves (May 10th), only players who participate in the TDM will be allowed to reserve. You must link an AC-length thread from the TDM for early access. Starting on the 11th, any prospective player may submit a reserve. Our hope is that this will avoid overwhelming our reserves.

Congrats, you've woken up in an egg. I'm sure this is exactly how you wanted to spend your Saturday, right? There's no time to get curious and check out the other egg sacs. By the time you've fought your way out of the membranous sac, spilled electric blue goop everywhere, wiped it out of your eyes and sundry other orifices to get your bearings, you have a spear (or a gun) leveled at your face, throat, or other vital organs. Even if you might be inclined to fight, you can barely lift your arms to protest being grabbed and dragged off. Before you can even get a word in edgewise, you've been thrown into a holding cell.
Characters will not have a chance to retrieve their items at the time of the first hatching, and may not even know there is anything left in the remaining eggs.
The holding cell stinks of something sour and acidic, like rotted citrus, but you are not alone. Several other detainees sit in similar squalid confusion, dressed strangely and equally gooey. Time to make nice, ask questions... figure out what the hell is going on, and maybe do something about all that slime?
Over the next few days, a few things become clear. Despite the alien greeting, your captors speak a language that you understand, and the unpleasant circumstances are revealed to be a matter of necessity, not choice. Supplies are low, but they ensure that the new arrivals' time imprisoned is as painless as can be — they offer hot communal showers of less than three minutes, some strange starchy meal-replacement, and medical treatment to those in need. You might strike up a conversation with your new best friend in the shower over a low soap dispenser or when you realize you might need to share towels.
The cost of these luxuries comes in the form of touch-and-go interrogation by the security officers keeping tabs on the cells and supervising the shower time.
A few notes:
Please note: FOR THE FIRST 24 HOURS AFTER 'HATCHING', CHARACTERS WILL FEEL WEAK AND ANY POWERS THEY HAVE WILL NOT WORK.
Test drive meme threads can be considered game canon for players who are later accepted and wish to keep their CR. The rescue mission prompt will be a TDM-exclusive, but the other prompts that you see here will also appear on our first game log. There will, of course, be more going on that week.
Please reserve questions about consequences for altering or meaningfully investigating the setting for the first log of the game, where we will have a Mod Questions thread at the top of the log. On this test drive meme, please reserve this thread for clarification and setting questions.
On the first day of reserves (May 10th), only players who participate in the TDM will be allowed to reserve. You must link an AC-length thread from the TDM for early access. Starting on the 11th, any prospective player may submit a reserve. Our hope is that this will avoid overwhelming our reserves.
❀ HATCHING

Congrats, you've woken up in an egg. I'm sure this is exactly how you wanted to spend your Saturday, right? There's no time to get curious and check out the other egg sacs. By the time you've fought your way out of the membranous sac, spilled electric blue goop everywhere, wiped it out of your eyes and sundry other orifices to get your bearings, you have a spear (or a gun) leveled at your face, throat, or other vital organs. Even if you might be inclined to fight, you can barely lift your arms to protest being grabbed and dragged off. Before you can even get a word in edgewise, you've been thrown into a holding cell.
Characters will not have a chance to retrieve their items at the time of the first hatching, and may not even know there is anything left in the remaining eggs.
The holding cell stinks of something sour and acidic, like rotted citrus, but you are not alone. Several other detainees sit in similar squalid confusion, dressed strangely and equally gooey. Time to make nice, ask questions... figure out what the hell is going on, and maybe do something about all that slime?
Over the next few days, a few things become clear. Despite the alien greeting, your captors speak a language that you understand, and the unpleasant circumstances are revealed to be a matter of necessity, not choice. Supplies are low, but they ensure that the new arrivals' time imprisoned is as painless as can be — they offer hot communal showers of less than three minutes, some strange starchy meal-replacement, and medical treatment to those in need. You might strike up a conversation with your new best friend in the shower over a low soap dispenser or when you realize you might need to share towels.
The cost of these luxuries comes in the form of touch-and-go interrogation by the security officers keeping tabs on the cells and supervising the shower time.
A few notes:
☆ Your character may get pulled away for interrogation at some point. No torture, no drugs; just questioning.
☆ Locals will be stopping by outside the freestanding holding cells to ogle or ask questions. Are you really going to be mean to that little kid staring at you with wide eyes?
☆ Characters will be let out for bio breaks. No one has to pee in a bucket, that's just inhumane!
☆ Attempts to escape will probably get you tasered. The mods will not facilitate escape-plots/etc on test drive memes. However: if you app and are accepted you are more than welcome to chat with us about the possibility of having escaped or attempted it.
☆ Locals will be stopping by outside the freestanding holding cells to ogle or ask questions. Are you really going to be mean to that little kid staring at you with wide eyes?
☆ Characters will be let out for bio breaks. No one has to pee in a bucket, that's just inhumane!
☆ Attempts to escape will probably get you tasered. The mods will not facilitate escape-plots/etc on test drive memes. However: if you app and are accepted you are more than welcome to chat with us about the possibility of having escaped or attempted it.
❀ EXPLORE THE BASECAMP
On the heels of a little benign interrogation, a medical inspection, and a stern talking to by Captain Childe, the survivors at Basecamp Leviathan determine one thing: you don't appear to be an active threat.
Released from the detention center after three days, you are given the run-down by the locals — you're on a planet called Ethyraia, and the people around you are survivors of the catastrophic crash of the UCSS Adamant several years prior. You, in fact, showed up on the third anniversary of the crash. Weird coincidence, huh?
You're being allowed to mingle with the others. The first order of the day is having a proper meal at the mess hall — some of the Adamant's survivors will be friendlier than others. They've been stranded here for years, remember? Some of them will be so desperate to talk to someone who has news of other places, and some will be giving you the cold shoulder.
You'll be fed the same as the rest of them. A plastic plate of crumbled protein of unidentifiable origin and gravy over rice with a single wilted stalk of broccoli and a cup of the worst coffee you've ever had. Maybe somebody bumps into you and spills said coffee, maybe you make it all the way to one of the long tables set out for communal eating.
Time to strike up a chat with your neighbor — maybe ask them to pass the salt?
(What do you mean, there's no salt!?)
After a meal — it's hard to say which one you'd call it, since the whole crew is on rotating schedules — you may decide to wander the basecamp. Folks in every department could use a hand. Those willing to help out may get friendlier reception than those who play the tourist. For more info on what else you might find, check out the LOCATIONS page.
During this time, characters will be able to return to the Central Chrysalis where they hatched. While there are no clues as to how they got there, they might find items — their own, or someone else's. Everyone is strapped for supplies, but try not to snatch up anything that isn't yours. The security officers don't look kindly on people chasing one other down the hall, trying to get back their dirty magazines.
A few notes:
Released from the detention center after three days, you are given the run-down by the locals — you're on a planet called Ethyraia, and the people around you are survivors of the catastrophic crash of the UCSS Adamant several years prior. You, in fact, showed up on the third anniversary of the crash. Weird coincidence, huh?
You're being allowed to mingle with the others. The first order of the day is having a proper meal at the mess hall — some of the Adamant's survivors will be friendlier than others. They've been stranded here for years, remember? Some of them will be so desperate to talk to someone who has news of other places, and some will be giving you the cold shoulder.
You'll be fed the same as the rest of them. A plastic plate of crumbled protein of unidentifiable origin and gravy over rice with a single wilted stalk of broccoli and a cup of the worst coffee you've ever had. Maybe somebody bumps into you and spills said coffee, maybe you make it all the way to one of the long tables set out for communal eating.
Time to strike up a chat with your neighbor — maybe ask them to pass the salt?
(What do you mean, there's no salt!?)
After a meal — it's hard to say which one you'd call it, since the whole crew is on rotating schedules — you may decide to wander the basecamp. Folks in every department could use a hand. Those willing to help out may get friendlier reception than those who play the tourist. For more info on what else you might find, check out the LOCATIONS page.
During this time, characters will be able to return to the Central Chrysalis where they hatched. While there are no clues as to how they got there, they might find items — their own, or someone else's. Everyone is strapped for supplies, but try not to snatch up anything that isn't yours. The security officers don't look kindly on people chasing one other down the hall, trying to get back their dirty magazines.
A few notes:
☆ Feel free to help out anywhere. Every little bit of assistance you offer to the locals will raise their estimation of you. You could easily help clean dishes after the meal, help fix leaky piping or repair hammocks. You could stop by the aid station and assist with the wounded. You'll be watched closely and some of the survivors will be warier than others, but most will appreciate the opportunity to have a 'break'.
☆ If your character leaves the basecamp and wanders outside the Leviathan, they may begin to notice that what they perhaps took as a giant cave is actually an enormous dragon. Everything they see that seems 'human made' will look varying levels of worn down, patched, repaired and patched again. This is not a place of prosperity and happiness. Many people are recently injured, or have new scars or missing limbs.
☆ PCs will be warned about going beyond the shade of the dragon's wings. For the sake of the test drive mods will not be facilitating plots that deal with characters going further; we ask that players with an interest in exploring this wait until the game is fully open.
☆ If your character leaves the basecamp and wanders outside the Leviathan, they may begin to notice that what they perhaps took as a giant cave is actually an enormous dragon. Everything they see that seems 'human made' will look varying levels of worn down, patched, repaired and patched again. This is not a place of prosperity and happiness. Many people are recently injured, or have new scars or missing limbs.
☆ PCs will be warned about going beyond the shade of the dragon's wings. For the sake of the test drive mods will not be facilitating plots that deal with characters going further; we ask that players with an interest in exploring this wait until the game is fully open.
❀ RESCUE MISSION
"There's no time to waste," the woman says breathlessly as she grabs your arm. She pulls you to an augmented reality sand table and you will find yourself standing alongside some of the others you may recognize as having 'hatched' with you. There are murmurs by the Adamant's survivors as they pour over data. Maybe you remember Captain Childe from the stern interrogation she gave you a few days ago, but in any case but she's standing at the edge of the sand table looking at the distance scaled between the enormous huddle of HUD badges — the Adamant's survivors — and a tiny pocket of pulsing green some fifteen kilometers away.
"They knew better," Captain Childe says, rubbing at the bridge of her nose. "They should have been back hours ago."
"Fucking scientists," says a man with a faintly French accent. He is scarred and battle-worn, and looks properly pissed off. He's also sporting several fresh injuries, one of which seems to have warranted the use of a crutch. "They'd lose their heads if they weren't attached. Let them wait out the storm."
"No," the captain says. "They're too close to the Rat Nest. We don't need a repeat of —" she trails off, as if seeing you for the first time. She looks you up and down, and then: "You've been told by now that everyone here has to pitch in. If you know how to fight, be ready in ten minutes. You're our rescue squad." She turns and walks out, and there's an awkward moment where everyone present is looking at you to make a choice.
Ten minutes really isn't a lot of time to get ready to walk into danger. Or maybe you aren't a fighter. Maybe you just don't care. But either way, there are people looking to you. To see how you'll react. To see what you'll do. To see if you belong.
What'll it be, hatchling? Fight or flight? Maybe you ought to start coming up with a plan.
FIELD WORK
There's a cadre of scientists cut off by acid rain. From their last transmission, they were driven into the Rat Warrens — and you've been tasked with rescuing them. Too many members of the Security Team are themselves injured, and none of the remaining ones have experience leading a fire team. Let's hope you do — or at least that you can fake it.
Maybe you've hand-picked your team. Maybe you're just stuck with whoever else was closest. Either way, your companions are some of the people you might recognize as fellow 'hatchlings'. If you know them already — good, you've got a head start on what they might be capable of out in the field, and you can chat about the little things. You know, like the weather. Acid rain, gotta love it.
Either way. You're given few small slabs of surprisingly lightweight alloy that has a sheet of — is that hide from the Leviathan? — stretched across them, to divide up amongst your team. "Helps with the rain," Ensign Porter says, trying to sound cheerful despite the grim set to his jaw. "Just come back in one piece. I kinda feel responsible for you guys, you know?"
Before you know it, you're outfitted for the trip. Weapons (if you didn't have your own) and maybe some medical supplies, handed over with a grimace by Doc Sunya.
So then it's just you, your tiny team and a fifteen kilometer hike. Oh, and the acid rain. Luckily, the shields seem to be keeping it off, but it's hard to hear anything over the impact of the drops. Anyone want to play I never?
Or maybe you think you should make a break for it. This is your first time being outside the Leviathan unsupervised. You've got supplies, and other people with as little to lose here as you do. Maybe you should talk.
THE RAT WARREN
You've made it to the last transmitted location of the scientists. What you find doesn't bode well — one of them seemed to have an arm torn off — at least, you think it's an arm — the way it's been disintegrated by the rain makes it hard to tell.
One thing's certain, though. There are bloodstains leading into the nearby maw of a hole in the ground. There's a putrid odor wafting from it, and the sound of frantic scrabbling.
You have an idea of what might be down there. 'Giant rats with tentacles', Porter had said. Don't let the tentacles grab you, they leave chemical burns that usually result in amputation if they can't be treated immediately. But there's a chance the scientists are still alive, and you need to make your choice.
If you and your small team venture down into the darkness, what happens next is up to you. You'll be encountering hoards of these monsters. The scientists are still alive, but will they stay that way? And more importantly, can you get them back to the Leviathan in one piece?
PCs versus the local fauna, round one, FIGHT!
A few notes:
"They knew better," Captain Childe says, rubbing at the bridge of her nose. "They should have been back hours ago."
"Fucking scientists," says a man with a faintly French accent. He is scarred and battle-worn, and looks properly pissed off. He's also sporting several fresh injuries, one of which seems to have warranted the use of a crutch. "They'd lose their heads if they weren't attached. Let them wait out the storm."
"No," the captain says. "They're too close to the Rat Nest. We don't need a repeat of —" she trails off, as if seeing you for the first time. She looks you up and down, and then: "You've been told by now that everyone here has to pitch in. If you know how to fight, be ready in ten minutes. You're our rescue squad." She turns and walks out, and there's an awkward moment where everyone present is looking at you to make a choice.
Ten minutes really isn't a lot of time to get ready to walk into danger. Or maybe you aren't a fighter. Maybe you just don't care. But either way, there are people looking to you. To see how you'll react. To see what you'll do. To see if you belong.
What'll it be, hatchling? Fight or flight? Maybe you ought to start coming up with a plan.
FIELD WORK
There's a cadre of scientists cut off by acid rain. From their last transmission, they were driven into the Rat Warrens — and you've been tasked with rescuing them. Too many members of the Security Team are themselves injured, and none of the remaining ones have experience leading a fire team. Let's hope you do — or at least that you can fake it.
Maybe you've hand-picked your team. Maybe you're just stuck with whoever else was closest. Either way, your companions are some of the people you might recognize as fellow 'hatchlings'. If you know them already — good, you've got a head start on what they might be capable of out in the field, and you can chat about the little things. You know, like the weather. Acid rain, gotta love it.
Either way. You're given few small slabs of surprisingly lightweight alloy that has a sheet of — is that hide from the Leviathan? — stretched across them, to divide up amongst your team. "Helps with the rain," Ensign Porter says, trying to sound cheerful despite the grim set to his jaw. "Just come back in one piece. I kinda feel responsible for you guys, you know?"
Before you know it, you're outfitted for the trip. Weapons (if you didn't have your own) and maybe some medical supplies, handed over with a grimace by Doc Sunya.
So then it's just you, your tiny team and a fifteen kilometer hike. Oh, and the acid rain. Luckily, the shields seem to be keeping it off, but it's hard to hear anything over the impact of the drops. Anyone want to play I never?
Or maybe you think you should make a break for it. This is your first time being outside the Leviathan unsupervised. You've got supplies, and other people with as little to lose here as you do. Maybe you should talk.
THE RAT WARREN
You've made it to the last transmitted location of the scientists. What you find doesn't bode well — one of them seemed to have an arm torn off — at least, you think it's an arm — the way it's been disintegrated by the rain makes it hard to tell.
One thing's certain, though. There are bloodstains leading into the nearby maw of a hole in the ground. There's a putrid odor wafting from it, and the sound of frantic scrabbling.
You have an idea of what might be down there. 'Giant rats with tentacles', Porter had said. Don't let the tentacles grab you, they leave chemical burns that usually result in amputation if they can't be treated immediately. But there's a chance the scientists are still alive, and you need to make your choice.
If you and your small team venture down into the darkness, what happens next is up to you. You'll be encountering hoards of these monsters. The scientists are still alive, but will they stay that way? And more importantly, can you get them back to the Leviathan in one piece?
PCs versus the local fauna, round one, FIGHT!
A few notes:
☆ Feel free to put player characters 'in charge' of the planning/logistics phase. If another PC tags into your thread, you and that player can decide which PC will be 'leading the charge'.
☆ Your character will have: a mini-railgun, a spear (if they don't have their items/weapons from home), a first-aid kit, the acid rain shields, ration bars (that are essentially condensed protein bars — they do not taste good) and one of the smartwatches, which will have a mini holographic HUD displayable on its interface. If your character is the sort to request other things, feel free to assume they received them (within reason — please remember that resource scarcity is the name of the game — feel free to be creative here!).
☆ There are fifteen kilometers to cover. If your character has an ability like superspeed/etc, please keep in mind it will work, but you also have your allies to consider. Normal walking time over this distance, given the difficulty of the environment (steep hills, acid rain, unknown territory, etc) would translate to several hours to an average person.
☆ Feel free to use the NPC scientists however you'd like. If you want your character to find some dead, you can. If you'd prefer they be rescued, that is also acceptable. These are essentially 'your' NPCs that you are using to facilitate the story at this point — the sky is the metaphoric limit!
☆ Your character will have: a mini-railgun, a spear (if they don't have their items/weapons from home), a first-aid kit, the acid rain shields, ration bars (that are essentially condensed protein bars — they do not taste good) and one of the smartwatches, which will have a mini holographic HUD displayable on its interface. If your character is the sort to request other things, feel free to assume they received them (within reason — please remember that resource scarcity is the name of the game — feel free to be creative here!).
☆ There are fifteen kilometers to cover. If your character has an ability like superspeed/etc, please keep in mind it will work, but you also have your allies to consider. Normal walking time over this distance, given the difficulty of the environment (steep hills, acid rain, unknown territory, etc) would translate to several hours to an average person.
☆ Feel free to use the NPC scientists however you'd like. If you want your character to find some dead, you can. If you'd prefer they be rescued, that is also acceptable. These are essentially 'your' NPCs that you are using to facilitate the story at this point — the sky is the metaphoric limit!
❀ BOOZE
A week. You've been here for a week.
By now, you might have tried to venture out of Basecamp Leviathan and experienced firsthand the acid rains that the security officers warned you about. Or you might be teaching the kids at the schoolyard how to gamble. In any event, Thorkil seems to take pity on his disoriented new friends and taps his distillery for a little help.
Invitation passes by word of mouth to meet at the memorial wall. Moonshine of questionable quality is passed around in tin cups — hope no one's afraid of germs — as Thorkil explains the great relief it is to be gaining people instead of losing them. This settlement isn't big, and they aren't overburdened with hope or supplies, but there's been a lot of loss in the past three years. Some people might be willing to look at the arrival of these newcomers as a sign that things are turning around.
Bottoms up, hatchlings, and ... Happy Birthday?
A few notes:
By now, you might have tried to venture out of Basecamp Leviathan and experienced firsthand the acid rains that the security officers warned you about. Or you might be teaching the kids at the schoolyard how to gamble. In any event, Thorkil seems to take pity on his disoriented new friends and taps his distillery for a little help.
Invitation passes by word of mouth to meet at the memorial wall. Moonshine of questionable quality is passed around in tin cups — hope no one's afraid of germs — as Thorkil explains the great relief it is to be gaining people instead of losing them. This settlement isn't big, and they aren't overburdened with hope or supplies, but there's been a lot of loss in the past three years. Some people might be willing to look at the arrival of these newcomers as a sign that things are turning around.
Bottoms up, hatchlings, and ... Happy Birthday?
A few notes:
☆ Feel free to turn this into an impromptu party. Maybe you're celebrating getting all the scientists back alive! Maybe it's something like a wake to remember them in the sad event of their passing. Either way, many of the engineers and other NPCs may join you in this moonlight drinking session, as well as whatever PCs you tag out to or are tagged by.)
❀ OBLIGATORY NETWORK
Welcome people of all kinds to Basecamp Leviathan! I'd give you a hand moving in except...
I have no hands.
Because I'm an AI.
Get it?
It's a joke.
My name is Cartagena. But anyway, this isn't about me or the Adamant for once. This is about all of you. So if you would kindly fill out the following questionnaire to get to know each other; it would also be very helpful for my systems.
NOTE: Participation is MANDATORY.
That was another joke. It's all voluntary. You people and your free will.
1. What is your name?
2. Where are you from?
3. What's your favorite smell? Please describe it as you would to a person without a nose. Because I do not have a nose.
4. If you could be any animal in any world, what would you be?
5. How old are you?
6. Did you enjoy this questionnaire?
Thank you for your participation! Please enjoy the rest of your stay here at Basecamp Leviathan.
I have no hands.
Because I'm an AI.
Get it?
It's a joke.
My name is Cartagena. But anyway, this isn't about me or the Adamant for once. This is about all of you. So if you would kindly fill out the following questionnaire to get to know each other; it would also be very helpful for my systems.
NOTE: Participation is MANDATORY.
That was another joke. It's all voluntary. You people and your free will.
1. What is your name?
2. Where are you from?
3. What's your favorite smell? Please describe it as you would to a person without a nose. Because I do not have a nose.
4. If you could be any animal in any world, what would you be?
5. How old are you?
6. Did you enjoy this questionnaire?
Thank you for your participation! Please enjoy the rest of your stay here at Basecamp Leviathan.
no subject
Tough love is a conversation they had under specific circumstances. But Sam's not about to leave Bucky out in the cold, even if they're out of sync in ways that hurt to think about. It's still Bucky, in the end. And that matters. ]
My nephews adore you.
[ Sam taps his fingers on the table in thought for a moment. ]
Cass ain't shutting up about you or to you. AJ mostly runs after you like a duckling that imprinted. I think I've also seen like three kids just dangling off your arm like it was a hanging bar while you were talking to my sister. You messed up the cake, though. Seriously, I give you one job, Buck. Take my truck, drive your ass to the store, buy a cake, bring it back. And what do you do? You mess the cake up 'cause you gotta playfight with my nephews.
[ It was a good time, honestly, and Sam aches for them. The boys, Sarah. Home. He hopes this isn't like the blip - that they're not at home, and he's gone without a trace.
Best not think about that. It makes his fingertips tingle, like he can feel himself turning to dust again any second now.
A measured breath. He puts his hand on the shield, fingertips absentmindedly tracing along the star. ]
You want some tough love to go with the anecdotes?
no subject
He has to peel his eyes up away from the shield and settle them on Sam again to make sure he's actually still talking to Bucky. That Steve or Natasha haven't wandered up. It's so out of the blue and, frankly, a little incomprehensible to him right now — particularly considering the last conversation (argument) he remembers them having back on Earth.
He likes kids.
He chews the inside of his cheek hard enough to taste a little copper, but it's healing up faster than he's worrying a sore into it.
He sleeps on the hardwood floor in his living room because he sweats so much he's just ruining the mattress. The concept of take my truck, go to the store, buy a cake, bring it back being an actual... thing that he did, that he does is... Foreign. It's just foreign.
Sam asks, and he's met with silence — but a long stare, which is Bucky Barnes for "okay". It's silent attentiveness, because "no" would have just been him walking away. )
no subject
That can't possibly be a bad thing, right? Even if this Bucky doesn't get it, yet. Even if this Bucky's not the one who made amends to Sam. Not about to leave him out in the cold. Not with the way he looks at the shield as if shell-shocked that it doesn't even begin to fix anything. ]
Your answer ain't gonna be in Steve's book, or the shield's legacy. Sure as shit ain't gonna be in Raynor's rules, either.
[ He looks at Bucky, meets that stare and holds it. ]
It ain't in putting your worth into what other people think of you. Steve's... gone, back home. Him being here... that don't change my point. People having faith in you's a good thing, but at the end of the day it doesn't matter what Steve thinks of you - it doesn't, even if it feels like the only thing that matters. Whether the shield's in a museum or on Captain America's arm, that ain't gonna fix things for you.
[ Sam lets that sit for a breath, but holds up his hand to indicate he's not done. This is harder to do sitting down. And he knows it might not land, or take longer to land. And hell, maybe Bucky's not gonna take it well. Saying this isn't about making Sam feel better either, though. It's about Bucky. ]
Your past is hell. And your nightmares keep you there. Don't mean you gotta live in it. You wanna climb out, you gotta put in the work. Make actual amends. Find your own way to be of service to other people. Ain't gonna help you to say sorry to someone and cross their name off your list. You gotta stop looking to other people to tell you who you are, Buck.
no subject
They haven't covered that much ground yet, between the two of them. They haven't been through a rollercoaster of bullshit together. They haven't done much fighting together. They haven't spent their time in amicable quiet patching up Sam's boat.
Bucky's still flaring with angry indignation after seeing Walker step out onto that stage. He's still a gaping wound, and Sam's words feel less like a balm and more like salt right now. Lemon juice in the paper cut he's getting from that shield not holding up to what he needed from it.
A muscle in his jaw flexes, tenses. Now, just like then, he says: )
Good talk.
( Except it isn't with any amusement or wry fondness sticking to it. It's hoarse, it's the closed-off sound of a man withdrawing. He raps his knuckles gently on the table in an absent parting gesture, and wheels around to make for a steely retreat.
Too much to think about, too much happening at once, too much for him to swallow gracefully in one conversation.
He needs air, and privacy, and maybe a drink that he can't even feel. )
no subject
It's a reminder, if nothing else. The wrong Bucky for Sam, and the wrong Cap for Bucky. This place spit them out twisted up and ripped away from the cloth they're cut from. There's no forcing some realizations. Bucky still deserves to have these truths at his fingertips for when he needs them, if he ever will, like months of text messages going unanswered. And Sam knows he can't fault the man for needing time and space, and won't treat him differently for it.
Sam takes a long deliberate breath and waits until Bucky's out of sight to push the shield back off the table, lean it against the side, out of sight. Goes back to fixing and recalibrating what he can fix and recalibrate.
It's a weird, quietly resigned kind of loss, of a friend and partner who's never actually become either, and perhaps never will. ]