Aqua feels a bit like a patient master with an apprentice who just doesn't have the experience or training yet to look at an obstacle and see the necessary steps towards overcoming it. Briefly, she wonders if Master Eraqus ever felt this way with her, Terra, or Ven and she swallows down a sudden lump in her throat. Just a step behind Heather, she makes her way to one of the ladders.
Aqua's mind treats this as a training exercise, thinking through the best way to reach the prize. It's all about balance and probably being light enough on her feet that she doesn't tip the ladder one way or the other. Going straight in the middle would be too hard; she's going to have to keep to the outside edges and use her body weight as leverage.
With that in mind, she gets ready, breathes, and then heads up as soon as the game master blows his whistle. Out of the corner of her eye, Aqua can see Heather get up pretty far. The girl has the determination to go far; she just lacks the training. Determined to win something for her new friend, Aqua pushes onward, climbing quickly and lightly. A few seconds behind Heather's fall, Aqua finally makes it to the top. The game master seems honestly surprised that anyone actually won, but does at least honor the game and give her her pick of the prizes.
The one that looks a bit like Experiment 626 catches her eye and she immediately lifts that one up, hopping from the top part of the game to the bottom in one fluid motion. She thinks this will make for a good bridge between them. Experiment 626 was learning about friendship before he was exiled with Doctor Jumba. There's no time like the present to pass that forward again. This isn't as good as a wayfinder, but it's good enough for now.
"Here," she says to Heather, holding out the giant stuffed toy to the girl. "It reminds me of someone I knew. I was teaching him about friendship before he was exiled and he seemed very interested. So maybe you and I could be friends, too?"
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Aqua's mind treats this as a training exercise, thinking through the best way to reach the prize. It's all about balance and probably being light enough on her feet that she doesn't tip the ladder one way or the other. Going straight in the middle would be too hard; she's going to have to keep to the outside edges and use her body weight as leverage.
With that in mind, she gets ready, breathes, and then heads up as soon as the game master blows his whistle. Out of the corner of her eye, Aqua can see Heather get up pretty far. The girl has the determination to go far; she just lacks the training. Determined to win something for her new friend, Aqua pushes onward, climbing quickly and lightly. A few seconds behind Heather's fall, Aqua finally makes it to the top. The game master seems honestly surprised that anyone actually won, but does at least honor the game and give her her pick of the prizes.
The one that looks a bit like Experiment 626 catches her eye and she immediately lifts that one up, hopping from the top part of the game to the bottom in one fluid motion. She thinks this will make for a good bridge between them. Experiment 626 was learning about friendship before he was exiled with Doctor Jumba. There's no time like the present to pass that forward again. This isn't as good as a wayfinder, but it's good enough for now.
"Here," she says to Heather, holding out the giant stuffed toy to the girl. "It reminds me of someone I knew. I was teaching him about friendship before he was exiled and he seemed very interested. So maybe you and I could be friends, too?"