Chell (
rebuildscience) wrote2012-01-10 02:36 pm
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Entry tags:
App: singularity_rpg
Player Information ;
Your Nickname: DC
OOC Journal:
technobubblegum
Under 18? Nope.
Email/IM: insanityprelude90 at gmail dot com; DERPCON One (AIM)
Characters Played at Singularity: None yet!
Character Information ;
Name: Chell
Name of Canon: Portal 2
Canon/AU/Other Game CR: AU
Reference: Yo.
Canon Point: Post-game AU
Setting:
Here there be major spoilers for Portal 2. Just warning you.
Once upon a time, there was a company called Aperture Science with a gift for amazing, physics-curbstomping inventions and absolutely no talent in actually marketing them. Their founder probably had a lot to do with both these things: to put it nicely, Cave Johnson was a bit nuts. The canon contradicts itself a bit on exactly when things happened: as of Portal 1 we were told that the portal gun was an idea Cave Johnson laid out on his deathbed, but in Portal 2 Aperture had an early version as early as the late 50's/early 60's, when he was alive and well. Either way, this is from a company that started out making shower curtains. Wrap your head around that one, kids.
So here was Aperture, inventing neat stuff and getting loads of people killed testing it. Eventually an Aperture invention ended up being the end of Mr. Johnson: he was poisoned by exposure to Conversion Gel, basically paint made of ground-up moon rocks, which can be used to make otherwise unsuitable surfaces hold portals. The moon rock part will be important later. He had the scientists working on brain uploading, to hopefully get around his impending death; but in the event they didn't finish in time, he wanted his assistant Caroline to be in charge of Aperture. Whether she liked it or not...
Putting Caroline in charge, it turned out, ended up meaning uploading her mind into Aperture's Genetic Lifeform and Disk Operating System, or GLaDOS. This system was to be in control of the Aperture Science Enrichment Center and facilities.
As it turned out, activating GLaDOS was highly detrimental to the Aperture employees' long-term survival. The AI promptly went homicidally nuts, and despite the scientists' attempts to control her (mainly via sticking various cores on her to interfere with her thinking) she eventually killed them all.
Enter Chell. Her past remains an enigma, but somehow she ended up in stasis in the Aperture Science Enrichment Center, until GLaDOS woke her up to run a gauntlet of increasingly deadly tests centered around the use of the portal gun. The end of the testing track held not the promised cake, but a trip into an incinerator, which Chell narrowly escaped.
Chell made her way through the neglected back-ways of the center to GLaDOS herself, and promptly got herself into more trouble by incinerating the AI's morality core. Cue sexy voice and deadly neurotoxin as GLaDOS stopped even pretending she didn't want Chell dead. Chell retaliated by using GLaDOS's own rocket sentries against her to tear off and destroy more cores until everything pretty much exploded out the ceiling.
It looked like Chell had won.
But wait, you ask, isn't there a second game?
Yes, and it is excellent. Anyway, GLaDOS was still alive, and sent a bot to drag Chell back into the facility while she was KO'd. This would have been the end of the line if not for the one other known survivor of GLaDOS's initial rampages, one Rattmann, who managed to get Chell's malfunctioning stasis chamber back online. An uncertain amount of time passes...
Chell was awoken by a core named Wheatley, who wanted her help escaping from the decaying Aperture facility. Unfortunately, he proceeded to accidentally awaken GLaDOS, leading to more Fun Times With Science...
To make a long story short and minimally spoilery, they depose GLaDOS, replacing her with Wheatley. This turns out to be a Very Bad Idea. First off, he goes power mad straight off the bat. Second reason, he's not just a moron, he's programmed to be a moron: he was one of those cores I mentioned that they tried to control GLaDOS with. His incompetence nearly gets the whole facility destroyed, but Chell and GLaDOS (who Wheatley had shoved into a potato battery) formed an uneasy alliance to put GLaDOS back in control.
Chell ended up accomplishing this by shooting a portal onto the Moon and launching him into space. She nearly ended up going with him, but the restored GLaDOS pulled her back: this is where the AU diverges from canon.
The status of humanity itself as of Portal 2 is unclear. The alien Combine invaded around the time of the first game, courtesy of Aperture's bitter rivals-in-mad-science Black Mesa, but even GLaDOS admits to not knowing what's going on on the surface. As far as Chell and the player know, she could be the only human left who's not dead or a frozen vegetable. However, the field she's ejected into at the end of the game looks like it's being tended so things probably aren't that bleak. If Valve ever comes out with the next Half-Life episode maybe we'll have some answers on that front.
Personality:
s-sob it's hard to write one of these for a silent protagonist
Testing is all Chell knows anymore, and as such a "lab rat" sort of mentality has been pretty well ingrained into her psyche. When faced with a new situation, she tends to approach it as if it were one of GLaDOS's tests: look for the goal, get to the goal. If there's no goal, look for an escape route. Look for an escape route anyway just in case. Surfaces that look like they can hold a portal catch her attention. Without some sort of objective, she feels a bit lost. The human in her still wants freedom, but she has no idea what she'd do with it if she had it. But once Chell has a goal, there's no stopping her: to put it bluntly, she's extremely stubborn. Ninety-ninth percentile stubborn. Despite any amount of adversity, or just plain lousy odds, she keeps going until the job is done.
Chell doesn't really know what to do with organics. She knows she was human, but doesn't feel like she belongs among humans anymore; the line where her humanity ends and GLaDOS's programming begins is hard for her to find sometimes, a state which bothers her significantly. With no memories from before the testing, as far as she's concerned she's never met another human being, and overall she's much more comfortable around machines. Speaking of machines, due to the lack of support from living or at least sentient sources in the Enrichment Center, she has a tendency to become attached to inanimate objects pretty easily (ahem, Companion Cube.) Not so much in a "they're totally sentient!" way as a security-blanket way, but it's a quirk worth mentioning. She doesn't trust easily after two games' worth of being lied to and betrayed.
Trust issues and uncertainty aside though, she wouldn't mind companionship, at least to an extent. It's up to the other person to seek it out, though. In any case she doesn't like to talk much, and is decidedly awkward in social interaction.
Besides being quiet, she prefers to keep her emotions to herself. In particular, she doesn't like to give others (*coughgladosandwheatleycough*) the satisfaction of seeing her hurting. She has a thicker skin than most after spending so long dealing with GLaDOS, but sometimes when she's alone she still wonders if some or all of the crazy AI's taunts might have been true after all.
Except the fat jokes. She's pretty sure those are bullshit, and doesn't really care how she looks anyway.
When GLaDOS rebuilt Chell, she didn't change her personality significantly. Caroline, who proved harder to delete than anticipated, wouldn't allow it. However, she did add a couple of "helpful" subroutines. The first is a compulsion to obey GLaDOS. The AI learned quickly to be careful about her wording when giving orders, since Chell was understandably pissed off for a while and loved to interpret them in inconvenient (for GLaDOS) ways. The second is related: Chell is unable to deliberately harm GLaDOS. Her programming simply won't let her. The third is a mild (no testgasms, unlike a certain idiot ball) reward for every test solved. GLaDOS eventually got around to turning that off, but just as planned, the conditioning worked: Chell may not like to serve GLaDOS, but at least she likes to test.
Abilities, Weaknesses, and Power Limitation Suggestions:
+ Chell excels in thinking on her feet, and has a knack for creative problem-solving. The sort of spatial reasoning needed for portal puzzles comes easily to her.
+ Her brain is a computer now. GLaDOS didn't build in programs to aid test-solving, however. That would affect the results too much. It still has its advantages: processing speed, memory (once something's in her memory bank, she can't forget it unless she chooses to. Or glitches out.) Also, if necessary, she could be uploaded into another compatible machine, a trick GLaDOS mastered with the co-op bots (luckily she doesn't explode Chell to get her from place to place the way she does with them.)
+ The Aperture Science Hand-Held Portal Device, or portal gun. This thing is her baby, and if anyone's going to take it from her, it's going to be from her cold(er) dead hands. Even GLaDOS has to fight to get it away from her for maintenance. And no wonder: it's one sweet piece of technology. It makes pairs of space holes, basically, allowing for instantaneous travel from one place to another. Momentum is conserved through portals, allowing the user to fling themself or items through the air. It also seems to be able to levitate objects such as Weighted Storage Cubes.
+ Her other important gadget is the Long Fall Boots. This "foot-based suit of armor" serves two purposes: they force the wearer to land on his/her feet and prevent him/her from being injured by falls up to terminal velocity. Somehow. It's mad science, and even more than that it's Aperture Science so don't think too hard about it. Chell has a backup of the "catfall" mechanism built into her body, so without the boots she still couldn't land on her head if she tried; however, she needs the boots to withstand long falls undamaged.
+ She never gives up. Ever.
- Humans are confusing and unfamiliar and it's going to take some time before she's comfortable around them.
- She's not very good at interacting with people whether they're human or not, though.
- She isn't quite sure what to do with freedom either. Having a task or puzzle of some kind to complete is much more comfortable.
- lol what are useful job skills.
Limitations: The standard Sing restrictions on the portal gun apply: it only works within one zone at a time, and if she moves out of that zone any portals that were placed in it are cleared.
It also has a couple canon limitations: it requires a flat surface, generally one that's not moving (except for this one puzzle in Portal 2 where suddenly it works on moving panels. Wat?) and not all surfaces can hold a portal. Only two portals, a linked pair, can be active at a time, and if a new one is fired the old one of that color dissipates. It can't shoot through things: regular glass or even a hard-light hologram is sufficient to block it.
Inventory: A portal gun, pair of long fall boots, and the clothes on her back.
Appearance:
Chelldroid looks nearly identical to Portal 2-Chell: fairly short without the boots, fairly thin, of ambiguous ethnicity. Her hair is in a permanent state of bed-head, appearance being low on her list of priorities. On a closer look, her artificial "skin" is unnaturally smooth, like it belongs to, well, a video game character. Her gray eyes give off a faint glow in the dark, and since she has no tear ducts she doesn't normally blink.
There are three ports situated along her spine, and hidden cables in the back of her neck and her left wrist. The Aperture Science logo and "Aperture Science Humanoid Platform" are printed down her side, along with what appears to be an ID number (122-7605.)
The springs on her long fall boots force Chell to walk on tiptoe, and when she's not wearing them she tends to do it anyway out of habit.
Age: Unknown- Portal 2 Chell looks like she could be in her twenties, Portal 1 Chell looks older, and also there's all that time spent in stasis. Basically, even she doesn't know.
OC/AU Justification ;
If AU, How is Your Version Different From Canon, and How Will That Come Across?
The finale wasn't so kind to this version of Chell. She spent just a hair too long in space before GLaDOS managed to pull her back in, and on top of the trauma from Wheatley's explosive trap, it was too much. Chell wouldn't survive.
GLaDOS wasn't kidding when she made that crack about resurrecting the dead earlier. She saved the dying subject's mind, uploading her personality and memories to a spare personality core- and erasing all memory of her life before the Enrichment Center. Of course the core was only a temporary housing. From there she proceeded to build a mechanical body, as close as possible in appearance and capabilities to the original, and transfer Chell to it. GLaDOS would deny to the end that she did it out of sentimentality, or that Chelldroid is as much a daughter surrogate (in a dysfunctional-as-hell way) as a test subject. Blame Caroline. She wasn't so deleted after all.
To Chell's dismay, she wasn't allowed to go free once she was awake. From her activation to her arrival in Sacrosanct she's been living in the Enrichment Center.
At least GLaDOS gave her the Companion Cube back.
If OC, Did You Run Your Character Through a Mary-Sue Litmus Test?
And What Did You Score?
Samples ;
Log Sample:
The boots activate and Chell turns in midair like a cat, aiming her feet towards the ground. There's a beam coming up below her, just a hair too close for comfort: as soon as she's aware of it she's calculated how she needs to angle her body to avoid clipping it. There's enough clear space below and she braces herself for landing, holding her portal gun at the ready. The floor doesn't look like it would hold a portal, and her sensors agree, but habit is a powerful thing.
She lands with a hiss of hydraulics as the boots work their magic to dissipate the shock of impact. There's no pause to rest- she draws herself up, looking over her surroundings.
This isn't the Enrichment Center.
The realization makes her uneasy, and she automatically backs into a less exposed corner, scanning the area for threats. Nothing that looks like a turret. No organics detected either, although that at least she's come to expect. The mess brings to mind the ruins of Old Aperture, but the familiarity brings no comfort.
Gingerly she steps out of cover to get a better look. There's a machine a ways away that looks uncannily like GLaDOS's chassis, but Chell writes that off as impossible- then stops in her tracks as she realizes GLaDOS isn't here.
She's not sure what to make of that. Suddenly a major piece is missing from the world as she knows it and she thinks she should be happy about it, but mostly she's just- conflicted.
Three chimes interrupt her thoughts, followed by a synthesized voice.
- Welcome to Sacrosanct. Please watch your step. -
When the drone arrives to take her to medbay, Chell follows willingly. Sorting out her feelings can wait. First, she needs to find out what the hell she's doing here.
Network Sample:
[Some of you may recognize this face. There's something slightly off about her, though; an odd lack of texture to the skin, a faint glow to the eyes that can't be explained away as reflection as she looks unblinkingly into the wearable's camera.]
hello world
[A pause before she sends the next sentence.]
is this a test?
Your Nickname: DC
OOC Journal:
![[profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Under 18? Nope.
Email/IM: insanityprelude90 at gmail dot com; DERPCON One (AIM)
Characters Played at Singularity: None yet!
Character Information ;
Name: Chell
Name of Canon: Portal 2
Canon/AU/Other Game CR: AU
Reference: Yo.
Canon Point: Post-game AU
Setting:
Here there be major spoilers for Portal 2. Just warning you.
Once upon a time, there was a company called Aperture Science with a gift for amazing, physics-curbstomping inventions and absolutely no talent in actually marketing them. Their founder probably had a lot to do with both these things: to put it nicely, Cave Johnson was a bit nuts. The canon contradicts itself a bit on exactly when things happened: as of Portal 1 we were told that the portal gun was an idea Cave Johnson laid out on his deathbed, but in Portal 2 Aperture had an early version as early as the late 50's/early 60's, when he was alive and well. Either way, this is from a company that started out making shower curtains. Wrap your head around that one, kids.
So here was Aperture, inventing neat stuff and getting loads of people killed testing it. Eventually an Aperture invention ended up being the end of Mr. Johnson: he was poisoned by exposure to Conversion Gel, basically paint made of ground-up moon rocks, which can be used to make otherwise unsuitable surfaces hold portals. The moon rock part will be important later. He had the scientists working on brain uploading, to hopefully get around his impending death; but in the event they didn't finish in time, he wanted his assistant Caroline to be in charge of Aperture. Whether she liked it or not...
Putting Caroline in charge, it turned out, ended up meaning uploading her mind into Aperture's Genetic Lifeform and Disk Operating System, or GLaDOS. This system was to be in control of the Aperture Science Enrichment Center and facilities.
As it turned out, activating GLaDOS was highly detrimental to the Aperture employees' long-term survival. The AI promptly went homicidally nuts, and despite the scientists' attempts to control her (mainly via sticking various cores on her to interfere with her thinking) she eventually killed them all.
Enter Chell. Her past remains an enigma, but somehow she ended up in stasis in the Aperture Science Enrichment Center, until GLaDOS woke her up to run a gauntlet of increasingly deadly tests centered around the use of the portal gun. The end of the testing track held not the promised cake, but a trip into an incinerator, which Chell narrowly escaped.
Chell made her way through the neglected back-ways of the center to GLaDOS herself, and promptly got herself into more trouble by incinerating the AI's morality core. Cue sexy voice and deadly neurotoxin as GLaDOS stopped even pretending she didn't want Chell dead. Chell retaliated by using GLaDOS's own rocket sentries against her to tear off and destroy more cores until everything pretty much exploded out the ceiling.
It looked like Chell had won.
But wait, you ask, isn't there a second game?
Yes, and it is excellent. Anyway, GLaDOS was still alive, and sent a bot to drag Chell back into the facility while she was KO'd. This would have been the end of the line if not for the one other known survivor of GLaDOS's initial rampages, one Rattmann, who managed to get Chell's malfunctioning stasis chamber back online. An uncertain amount of time passes...
Chell was awoken by a core named Wheatley, who wanted her help escaping from the decaying Aperture facility. Unfortunately, he proceeded to accidentally awaken GLaDOS, leading to more Fun Times With Science...
To make a long story short and minimally spoilery, they depose GLaDOS, replacing her with Wheatley. This turns out to be a Very Bad Idea. First off, he goes power mad straight off the bat. Second reason, he's not just a moron, he's programmed to be a moron: he was one of those cores I mentioned that they tried to control GLaDOS with. His incompetence nearly gets the whole facility destroyed, but Chell and GLaDOS (who Wheatley had shoved into a potato battery) formed an uneasy alliance to put GLaDOS back in control.
Chell ended up accomplishing this by shooting a portal onto the Moon and launching him into space. She nearly ended up going with him, but the restored GLaDOS pulled her back: this is where the AU diverges from canon.
The status of humanity itself as of Portal 2 is unclear. The alien Combine invaded around the time of the first game, courtesy of Aperture's bitter rivals-in-mad-science Black Mesa, but even GLaDOS admits to not knowing what's going on on the surface. As far as Chell and the player know, she could be the only human left who's not dead or a frozen vegetable. However, the field she's ejected into at the end of the game looks like it's being tended so things probably aren't that bleak. If Valve ever comes out with the next Half-Life episode maybe we'll have some answers on that front.
Personality:
s-sob it's hard to write one of these for a silent protagonist
Testing is all Chell knows anymore, and as such a "lab rat" sort of mentality has been pretty well ingrained into her psyche. When faced with a new situation, she tends to approach it as if it were one of GLaDOS's tests: look for the goal, get to the goal. If there's no goal, look for an escape route. Look for an escape route anyway just in case. Surfaces that look like they can hold a portal catch her attention. Without some sort of objective, she feels a bit lost. The human in her still wants freedom, but she has no idea what she'd do with it if she had it. But once Chell has a goal, there's no stopping her: to put it bluntly, she's extremely stubborn. Ninety-ninth percentile stubborn. Despite any amount of adversity, or just plain lousy odds, she keeps going until the job is done.
Chell doesn't really know what to do with organics. She knows she was human, but doesn't feel like she belongs among humans anymore; the line where her humanity ends and GLaDOS's programming begins is hard for her to find sometimes, a state which bothers her significantly. With no memories from before the testing, as far as she's concerned she's never met another human being, and overall she's much more comfortable around machines. Speaking of machines, due to the lack of support from living or at least sentient sources in the Enrichment Center, she has a tendency to become attached to inanimate objects pretty easily (ahem, Companion Cube.) Not so much in a "they're totally sentient!" way as a security-blanket way, but it's a quirk worth mentioning. She doesn't trust easily after two games' worth of being lied to and betrayed.
Trust issues and uncertainty aside though, she wouldn't mind companionship, at least to an extent. It's up to the other person to seek it out, though. In any case she doesn't like to talk much, and is decidedly awkward in social interaction.
Besides being quiet, she prefers to keep her emotions to herself. In particular, she doesn't like to give others (*coughgladosandwheatleycough*) the satisfaction of seeing her hurting. She has a thicker skin than most after spending so long dealing with GLaDOS, but sometimes when she's alone she still wonders if some or all of the crazy AI's taunts might have been true after all.
Except the fat jokes. She's pretty sure those are bullshit, and doesn't really care how she looks anyway.
When GLaDOS rebuilt Chell, she didn't change her personality significantly. Caroline, who proved harder to delete than anticipated, wouldn't allow it. However, she did add a couple of "helpful" subroutines. The first is a compulsion to obey GLaDOS. The AI learned quickly to be careful about her wording when giving orders, since Chell was understandably pissed off for a while and loved to interpret them in inconvenient (for GLaDOS) ways. The second is related: Chell is unable to deliberately harm GLaDOS. Her programming simply won't let her. The third is a mild (no testgasms, unlike a certain idiot ball) reward for every test solved. GLaDOS eventually got around to turning that off, but just as planned, the conditioning worked: Chell may not like to serve GLaDOS, but at least she likes to test.
Abilities, Weaknesses, and Power Limitation Suggestions:
+ Chell excels in thinking on her feet, and has a knack for creative problem-solving. The sort of spatial reasoning needed for portal puzzles comes easily to her.
+ Her brain is a computer now. GLaDOS didn't build in programs to aid test-solving, however. That would affect the results too much. It still has its advantages: processing speed, memory (once something's in her memory bank, she can't forget it unless she chooses to. Or glitches out.) Also, if necessary, she could be uploaded into another compatible machine, a trick GLaDOS mastered with the co-op bots (luckily she doesn't explode Chell to get her from place to place the way she does with them.)
+ The Aperture Science Hand-Held Portal Device, or portal gun. This thing is her baby, and if anyone's going to take it from her, it's going to be from her cold(er) dead hands. Even GLaDOS has to fight to get it away from her for maintenance. And no wonder: it's one sweet piece of technology. It makes pairs of space holes, basically, allowing for instantaneous travel from one place to another. Momentum is conserved through portals, allowing the user to fling themself or items through the air. It also seems to be able to levitate objects such as Weighted Storage Cubes.
+ Her other important gadget is the Long Fall Boots. This "foot-based suit of armor" serves two purposes: they force the wearer to land on his/her feet and prevent him/her from being injured by falls up to terminal velocity. Somehow. It's mad science, and even more than that it's Aperture Science so don't think too hard about it. Chell has a backup of the "catfall" mechanism built into her body, so without the boots she still couldn't land on her head if she tried; however, she needs the boots to withstand long falls undamaged.
+ She never gives up. Ever.
- Humans are confusing and unfamiliar and it's going to take some time before she's comfortable around them.
- She's not very good at interacting with people whether they're human or not, though.
- She isn't quite sure what to do with freedom either. Having a task or puzzle of some kind to complete is much more comfortable.
- lol what are useful job skills.
Limitations: The standard Sing restrictions on the portal gun apply: it only works within one zone at a time, and if she moves out of that zone any portals that were placed in it are cleared.
It also has a couple canon limitations: it requires a flat surface, generally one that's not moving (except for this one puzzle in Portal 2 where suddenly it works on moving panels. Wat?) and not all surfaces can hold a portal. Only two portals, a linked pair, can be active at a time, and if a new one is fired the old one of that color dissipates. It can't shoot through things: regular glass or even a hard-light hologram is sufficient to block it.
Inventory: A portal gun, pair of long fall boots, and the clothes on her back.
Appearance:
Chelldroid looks nearly identical to Portal 2-Chell: fairly short without the boots, fairly thin, of ambiguous ethnicity. Her hair is in a permanent state of bed-head, appearance being low on her list of priorities. On a closer look, her artificial "skin" is unnaturally smooth, like it belongs to, well, a video game character. Her gray eyes give off a faint glow in the dark, and since she has no tear ducts she doesn't normally blink.
There are three ports situated along her spine, and hidden cables in the back of her neck and her left wrist. The Aperture Science logo and "Aperture Science Humanoid Platform" are printed down her side, along with what appears to be an ID number (122-7605.)
The springs on her long fall boots force Chell to walk on tiptoe, and when she's not wearing them she tends to do it anyway out of habit.
Age: Unknown- Portal 2 Chell looks like she could be in her twenties, Portal 1 Chell looks older, and also there's all that time spent in stasis. Basically, even she doesn't know.
OC/AU Justification ;
If AU, How is Your Version Different From Canon, and How Will That Come Across?
The finale wasn't so kind to this version of Chell. She spent just a hair too long in space before GLaDOS managed to pull her back in, and on top of the trauma from Wheatley's explosive trap, it was too much. Chell wouldn't survive.
GLaDOS wasn't kidding when she made that crack about resurrecting the dead earlier. She saved the dying subject's mind, uploading her personality and memories to a spare personality core- and erasing all memory of her life before the Enrichment Center. Of course the core was only a temporary housing. From there she proceeded to build a mechanical body, as close as possible in appearance and capabilities to the original, and transfer Chell to it. GLaDOS would deny to the end that she did it out of sentimentality, or that Chelldroid is as much a daughter surrogate (in a dysfunctional-as-hell way) as a test subject. Blame Caroline. She wasn't so deleted after all.
To Chell's dismay, she wasn't allowed to go free once she was awake. From her activation to her arrival in Sacrosanct she's been living in the Enrichment Center.
At least GLaDOS gave her the Companion Cube back.
And What Did You Score?
Samples ;
Log Sample:
The boots activate and Chell turns in midair like a cat, aiming her feet towards the ground. There's a beam coming up below her, just a hair too close for comfort: as soon as she's aware of it she's calculated how she needs to angle her body to avoid clipping it. There's enough clear space below and she braces herself for landing, holding her portal gun at the ready. The floor doesn't look like it would hold a portal, and her sensors agree, but habit is a powerful thing.
She lands with a hiss of hydraulics as the boots work their magic to dissipate the shock of impact. There's no pause to rest- she draws herself up, looking over her surroundings.
This isn't the Enrichment Center.
The realization makes her uneasy, and she automatically backs into a less exposed corner, scanning the area for threats. Nothing that looks like a turret. No organics detected either, although that at least she's come to expect. The mess brings to mind the ruins of Old Aperture, but the familiarity brings no comfort.
Gingerly she steps out of cover to get a better look. There's a machine a ways away that looks uncannily like GLaDOS's chassis, but Chell writes that off as impossible- then stops in her tracks as she realizes GLaDOS isn't here.
She's not sure what to make of that. Suddenly a major piece is missing from the world as she knows it and she thinks she should be happy about it, but mostly she's just- conflicted.
Three chimes interrupt her thoughts, followed by a synthesized voice.
- Welcome to Sacrosanct. Please watch your step. -
When the drone arrives to take her to medbay, Chell follows willingly. Sorting out her feelings can wait. First, she needs to find out what the hell she's doing here.
Network Sample:
[Some of you may recognize this face. There's something slightly off about her, though; an odd lack of texture to the skin, a faint glow to the eyes that can't be explained away as reflection as she looks unblinkingly into the wearable's camera.]
hello world
[A pause before she sends the next sentence.]
is this a test?