Presents
Volume 2: L - Z
L
LEADERS: The Tourist will have several
options, depending on the date of your Tour. Book early and you may get the
Dauntless Sarcastic Leader (male). He is available
in two alternatives. The earlier mark I model is highly intelligent with a
quirky sense of humor, and will guarantee to get you home or die in the
attempt. As he is in league with The Management,
he will not die and you will get home, if a little the worse for wear.
The mark II (veteran) model is slightly problematic. While the
earlier model will pretend to be dumb for the confusion of enemies and will
subject them to heavy sarcasm, the mark II may treat Companions (and Tourists) in the same manner. If he has
access to C4, which he usually does, do NOT get between him and his objective.
When heavily focused on the Tour's mission, this may override his Getting The
Tourist Home Safely function.
Tourists who take later tours are more likely to come under the
aegis of the Cheerful Young Leader. Less
experienced, particularly with the established Companions, he is more fun than the
Dauntless Sarcastic Leader mark II (veteran). His
inexperience makes him a soft touch for Wind-up Merchants (Official Term) He will walk blithely into any humorous
traps you set for him and take them all in good part. His record in Getting The
Tourist Home Safely (Official Term) is very good
however, so the Tourist need not worry overmuch about his naïvety
adversely affecting his command.
On a few occasions, the Brilliant Blonde
Astrophysicist may lead a Tour. See under Companions for details and caveats. [ A. ]
M, N, 0
P
THE PLAN: Also known as
Plan A. The 'Gaterverse is living proof of what
Prussian general Helmuth von Moltke said, "No battle plan survives first
contact with the enemy." No matter how much time, effort and ingenuity
went into planning an Excursion, it will fail and Plan
B will be required. Plan B is often
developed on the fly, on the run and while dodging staff blasts.
Plan B always works. [ T.J. ]
Q
QUANTUM MIRROR: Despite having an
artefact that can take The Tourist to more worlds than you can shake a stick
at, The Management occasionally runs Tours using
other modes of transport such as Spaceships, or a
Quantum Mirror. The authors regard this as a
particularly bold move by the normally chickenhearted
Management. Once A Tour has gone through the Quantum Mirror, getting back again appears to be down to
guesswork and trial and error. This is potentially a serious hazard if members
of The Tour are coming in hot. [ A. ]
R
S
STAFF WEAPONS: These
extremely Phallic Symbols (Official Term) are the main weapon of choice for
Jaffa and also for the Stalwart Alien Turncoat. Although The Management have made no reference to any means of
controlling the power output of this weapon, it nevertheless functions on a
variety of damage capabilities. This variation depends on the requirements of
The Tour.
In the hands of one of the Companions such as the Dauntless
Sarcastic Leader mark I, for instance, it will blow a hole in a castle
wall big enough for escaping prisoners to walk through without bending double.
Its principal function is to create terror in those taking A
Tour. There is no need to fear this weapon however, as in the hands of an enemy
Jaffa, it will merely singe any member of the tour
who is clumsy enough to get in the way of a staff blast. If this is the
Grinning Alien Thief, he will make a real song and
dance about it and invest the injury with great significance. [ A. ]
SPACESHIPS: Rather surprisingly,
these are not generally Phallic Symbols (Official Term), or if they are, The Management must have extremely oddly shaped dicks
and the authors would prefer not to speculate about that! Spaceships, like Weapons ,
have variable specifications, dependant on the requirements of The Tour. They
fall neatly into three groups - Alien Allies'
ships, Alien Enemies' ships and
Tau'ri ships.
a) Alien Allies ships: Of all the
aliens known to the Tau'ri, the
Asgard make most use of interstellar ships. These
are usually cloaked and can travel unbelievable distances at unbelievable
speeds. They can be used by The Management to
extricate the Companions (and Tourists if they are
lucky) from apparently inextricable plights. [See Dire
Emergency, Death, and Deus ex Machina.]
b) Alien Enemies' ships: These
come in a variety of types of attack and transport vessels. In the hands of the
Companions, these can far exceed the
Enemies' specs. For instance, with the input of
the inspirational Attractive Brilliant Civilian
and the Brilliant Blonde Astrophysicist a
clapped-out cargo ship (an insurance write-off), can not only fly again but
develop enough power to accelerate both itself and an attached 85 mile long
naquadah-enhanced asteroid up to hyperspace velocity, then enhance the
surrounding force field for long enough to fly both through the center of the
Earth. Magic!
c) Tau'ri ships: In another
universe, someone at Kittyhawk gave the Wright Brothers three hundred dollars
and the blueprints for Concorde. They were told to build this airplane in a
matter of weeks and to prevent the project becoming known to the public at
large. They secretly built their first Concorde by the due date, modified with
attack capabilities, and well under budget. It is from this universe that
The Management acquired the Tau'ri ships. Sadly, they were unable to afford the
sleak up-market model and were obliged to settle for reconditioned ex-Reaver ships from the Whedon Corporation. [ A. ]
T, U, V
W
WRENCH: these Phallic Symbols (Official
Term) come in several sizes - large, extra-large, enormous and ohmygod!
In normal usage, Wrenches are carried as items of
male display. They are occasionally put to more practical use when
The Stargate Malfunctions (Official Term). That is, when The
Stargate throws out bigger clouds of steam than usual, along with masses
of attractive multi-colored sparks. In this case, the Wrench is used by one of the Technical Staff who poses
with the Wrench at the top of a larger erect
Phallic Symbol a.k.a. a ladder. [ A. ]
X, Y
Z
ZAT'NI'KATEL (a.k.a.
Zat'nik'tel, Zatn'kitel, Zat'n'ktel,
Zat'nik'katel, or Zat): The Authors will
use the Tau'ri shortened version for the sake of
their sanity. Urban legend holds that the only reason the Tau'ri succeed so regularly against the
Despotic System Lords is due to their concise
communication of ideas. The Authors have no comment on this matter.
The Zat falls into the following
categories of Useful Object (Official Term): Weapon,
All Purpose Tool (Official
Term) and Phallic Object (Official Term).
As a Weapon, it can be used to
stun, kill and or disintegrate. One shot stuns and or renders most subjects
unconscious for a variable period of time depending on the needs of the Tour.
Two shots kill most subjects, though there have been no studies to determine
the time frame the second shot must occur in. The third shot disintegrates the
subject as well as Specific Objects (Official Term).
Note that nothing not intended to be hit by the blasts will be
affected, with humans being the sole expectation. If the intended target is in
proximity to a human, the human may also be affected to some degree. The
Brilliant Blonde Astrophysicist is the only known
person capable of causing a Zat blast to ricochet.
As an All Purpose Tool (Official Term), a Zat can
fuse a lock, open a lock, destroy Crystals (Official Term), enhance the power of
Crystals (Official
Term), shut down Ancient Technology (Official Term) and generally provide for the immediate
needs of the Tour. As a Phallic Object (Official Term) Zats vary
from most Phallic Objects in that they do not
represent overall male potency, but rather serve as a more sensual metaphor for
sexuality. (See the Official Tour : Endgame for an
example of this usage.) [ T.J. ]
The guilty parties authors
T.J.=Tejas Julia; A=Alphekka
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