Reality Hopping
In this story you can hop between realities following these rules:
No more then
- 1 a Day
- 6 a Week
- 20 every 4 weeks
- 50 every 12 weeks
- 180 every 48 weeks
These measurements are based on your home reality.
Your home reality is the one where you start your journey from.
When you hop to another reality you switch your mind with anybody who is there already.
If you hop to a different reality then your home reality from another reality then:
Reality 3 contains you.
Reality 2 contains the person from reality 3
Your home reality contains the person from reality 2
If someone dies then the person whose reality he/she home reality changes to that of the person who died. (Using the example above , if the person in your home reality dies your home reality becomes reality 2. If the person in reality 2 dies then the home reality of the person from reality 2 becomes
3.)
Written by Catprog on 22 August 2004
Space Skunk
You open your eyes. The first few moments after the jump is always the hardest. Getting used to the new body always takes time. So first thing first. Where is the light switch. Lying out you wait until the memories of the previous body are replaced by the new ones.
“Lights” you say. The darkness replaced by a soft light giving your eyes time to adjust before the main lights. Looking over the body you quickly realise what you have jumped into this time.
Black fur with a long white stripe, skunk. Four legs and two arms, taur. Chest and a quick look between the back legs, female.
Now now have now figured out what your body is, what is the situation you have ended up in. Window outside looking down on a planet. Probably a spaceship.
Getting up off the bed you stumble forward. Getting used to the tauric motion you spend a few minutes falling until you are used to the motion. Now for the rest of the ship.
Through the door the corridor continues to the left and the right. Choosing a direction at random you head to the left. The condition of the corridor quickly deteriorates the further away from your room you get. Soon the holes in the floor are big enough to fall through and your pace slows.
Soon you get to a hole in the wall, and through the hole you can see open space. Panicking for a moment you see a faint shimmer of a force field. Although you cannot explain it, from a memory of this body you know it is not going to last much longer.
Following another memory you head to the other wall and inside you find a roll of tape and a roll of thick plastic just big enough to patch the hole. Going over the path with a second layer of tape to make sure that it holds.
Walking the corridor you quickly find yourself back in front of your room. No other holes in the walls but the rest of the place is in even worse condition. On the plus side you found a spacesuit and a tablet to interface with the station.
Once back in your room you close the door noting that the door has sealed itself. So what state is the ship in?
Power and oxygen, the most important things to start with. Luckily the status screen is the first page. Both are them are falling, the most critical being the power. Only a day worth of power remains. Only one of the solar arrays is working. Finding a map on the tablet you follow it finding the airlock.
Written by catprog on 01 November 2015
Fixing
You put the suit on, grabbing a bunch of wires. While the airlock cycles you make sure that everything is secure. Once open to space you secure the safety line to the outside and jump out, slowly releasing the line.
This allows you to get a good look at the ship. Quickly you reconsider calling it a ship, this is a station. Or at least what is left of one. The solar arrays have been damaged. The station itself has not faired much better, each section has large holes punched through.
Only your section appears to have escaped. You can see the force field holding the air in. Also the array has only partially been damaged. Heading for it you notice most of the connections are hanging loose. Using everything you brought you manage to get most of the panels back into the circuit.
Heading back in you check on the tablet to confirm that you have power and to your delight not only is the power positive the oxygen consumption has also decreased. While not enough to start generating replacement oxygen it is still enough to give you a couple more days.
So oxygen generator is the next thing to repair. Heading into the room on the map you find machines all broken beyond your limited repair ability. What you do have however is algae. Tanks and tanks full of green.
The oxygen meter in this room is saying there is a lot more oxygen here then everywhere else. So ventilation to get the air flowing again. Opening both doors you set one door with fans to start distributing the air through the rest of the section.
Checking the tablet the oxygen seems to now be slowly rising. Having gotten the immediate needs handled you return to the room to sleep.
Written by catprog on 02 November 2015
The Next Day
he next day begins with a gnawing pain in your stomach that makes you realise you are yet to find any food on this station. You check the tablet to make sure that the power and oxygen levels are still green. Once you are satisfied the next job is the map. Hopefully somewhere there is a kitchen or at the very least storage.
Zooming out you eventually find a target, unfortunately it is in the section of the station that has no air. Looks like you will need to suit up again, this time even further away from the sanctuary. The patch on the hole seemingly helping the force field remain up for longer.
Once outside you hold onto the ladder and follow it to what should be the closest hole. Probably need to look out for some way of repairing this. Also your temporary patch needs work as well. But as you stomach reminds you, food first. Heading through the hole making sure your suit does not catch on any edge, you find yourself in what appears to be a bathroom, and from what your nose is telling you, your fur could use a wash. Of course as the memories remind you no air means you can't breath and even if you could the water would freeze the moment it hit vacuum
Also it appears the gravity is off in this section, reflecting for a moment how used to it you were back in the other section you continue on. At the kitchen you get both lucky and unlucky. Lucky in that you find a container of emergency rations. Unlucky in that according to the memories they are horrible tasting. Also the bodies floating , all dried from exposure to vacuum, for how long you cannot say.
If only you had your tablet you could find out what else is around here, but not wanting to lose it, you left it back in the section. Making a decision you...
Written by catprog on 03 November 2015
Take it back
Securing the container to your suit you begin to move back to the airlock. Despite the lack of gravity you can still feel the mass of it pulling on you. As a result by the time you get back to the airlock before it even opens you start eating the bars.
Back to the tablet, you look for a workshop or some other area with a welder and steel plates. It is time to start patching the holes permanently. First thing though, you need to find some way of carrying them. Also preferable a airlock to the rest of the station instead of having to go outside again.
You find the airlock but unfortunately it is exposed on both sides to vacuum. This means going outside for more temporary repairs and finding more air to fill the new space.
You get your trusty roll of tape and more plastic wrapping and once again head outside. You find the door leading into your section and start taping the plastic to form the way to the airlock.
Now you have an airlock inside the station but the sensors are not letting the door open into the vacuum. You will need an oxygen cylinder to fill up the space, along with testing the seal of the tape.
Written by catprog on 04 November 2015
The end (for now)