Fabula
S3E1 · Evolution
S3E1
· Evolution

Dark Plague: Stubbs Electrified

Alone in his cabin, the obsessive Dr. Paul Stubbs drifts through the memory of a baseball game as power fails around him: terminals, panels and lights die in a slow, spreading blackout. In the final instant an electrical arc lashes down from the ceiling, violently lifting and shocking him into unconsciousness. The attack reads as deliberate and localized — a personal strike that terrorizes Stubbs, reframes the nanites from nuisance to intelligent aggressor, and escalates the crisis into an ethical and tactical pivot for Picard and the crew.

Plot Beats

The narrative micro-steps within this event

2

Stubbs, alone in his cabin, mentally replays a baseball game, his focus shattered by a sudden, creeping energy drain that begins with a computer terminal going blank and spreads across the room.

calm to alarm ["Stubbs' cabin with various power components"]

An arc of electricity surges from the ceiling lights, violently shocking Stubbs as the cabin plunges into darkness, forcing him to stagger out unconscious.

alarm to terror ["Stubbs' cabin in complete darkness"]

Who Was There

Characters present in this moment

7
Dark
primary

Neutral within the memory; contributes to the ephemeral sense of order that is shattered by the outage.

Dark is recited as 'on second' in Stubbs' internal baseball memory, functioning solely as an internal mnemonic cue rather than an external actor.

Goals in this moment
  • Help structure Stubbs' memory sequence
  • Provide psychological ballast during stress
Active beliefs
  • Structured recollection brings temporary control
  • Names placed in order help manage cognitive overload
Character traits
symbolic stabilizing
Follow Dark's journey
Lockman
primary

Present in Stubbs' memory as a calm, familiar figure; neutral and supportive by association.

Lockman is invoked by Stubbs as 'on first' within a mental baseball lineup—functioning as a mnemonic placeholder rather than an active physical presence in the cabin.

Goals in this moment
  • Occupy mental space to help Stubbs organize his thoughts
  • Serve as a comforting image during cognitive strain
Active beliefs
  • Being named in the lineup stabilizes Stubbs' attention
  • Order and routine reduce anxiety
Character traits
mnemonic anchor passive in-memory role
Follow Lockman's journey

Elicits excitement and communal warmth in Stubbs' consciousness, then is abruptly cut off by the blackout.

The Cheering Crowd manifests as a non‑corporeal auditory presence in Stubbs' mind, filling his head with the sound of fans and providing the emotional backdrop for his baseball reverie before the blackout intrudes.

Goals in this moment
  • Soothe and distract Stubbs from present anxieties
  • Anchor his mind in a stable, ordered memory
Active beliefs
  • Shared memory can provide emotional regulation
  • The familiar noise of a crowd symbolizes belonging and safety
Character traits
evocative comforting illusory
Follow Cheering Crowd's journey

Concerned and urgent—focused on immediate rescue and adherence to duty rather than reflection on cause.

The guard outside Stubbs' cabin hears yelling, approaches and attempts entry; when the door resists he forces it open, finds Stubbs staggering and unconscious, and reacts with urgency to remove him from danger and summon medical aid.

Goals in this moment
  • Gain rapid access to the cabin and secure the occupant
  • Provide or summon medical attention for Stubbs
  • Prevent further harm to ship and crew
Active beliefs
  • Crew safety is the primary immediate priority
  • Physical intervention is required when someone is in distress
  • Command protocols require him to report and act decisively
Character traits
procedural alert physically capable concerned but efficient
Follow Engineering Security …'s journey
Branca
primary

Part of a nostalgic scene that momentarily elevates Stubbs' spirits until the blackout violently intrudes.

Branca is named as 'on the mound' in Stubbs' inner game, acting as the imagined opponent and completing the mnemonic tableau that occupies Stubbs' consciousness.

Goals in this moment
  • Stabilize Stubbs' internal focus
  • Provide continuity with a less threatening past
Active beliefs
  • Memory of structured competition is inherently grounding
  • Naming roles preserves a sense of control
Character traits
anchoring ritualized
Follow Branca's journey

Initially inwardly calm and absorbed in nostalgia; quickly becomes startled, terrified and overwhelmed as the blackout feels deliberately targeted.

Stubbs lies alone, mentally reciting a baseball lineup, then startles as ship systems fail around him; he is physically lifted and shocked by an arc from the ceiling and collapses unconscious, his private memory violently interrupted.

Goals in this moment
  • Maintain mental equilibrium through ritualized memory to soothe anxiety
  • Monitor and complete his work despite fatigue
  • Survive the sudden electrical assault and call for help (implicitly)
Active beliefs
  • Small rituals and ordered memory can steady him under pressure
  • Shipboard failures are usually systems-level and fixable
  • The loss of power near him is abnormal and potentially dangerous
Character traits
obsessive focus nostalgic vulnerability single-minded scientific absorption physically fragile in crisis
Follow Paul Stubbs's journey
Thompson
primary

An incidental, quietly reassuring presence in Stubbs' memory until the violent arc disrupts the mental scene.

Thompson is called out as 'at the plate' in Stubbs' reverie; the name serves as part of the comforting internal drama rather than playing an external role in the blackout.

Goals in this moment
  • Contribute to the narrative structure of Stubbs' memory
  • Diminish the immediacy of present danger through nostalgia
Active beliefs
  • Ritualized memory can postpone facing immediate problems
  • Familiar images are safer than present uncertainty
Character traits
imagined comforting
Follow Thompson's journey

Objects Involved

Significant items in this scene

2
Science One Console (Enterprise-D Bridge — Data's Primary Science Station)

A computer terminal at the far corner of Stubbs' cabin is the first visible system to fail: its display goes blank and serves narratively as the opening indicator of a spreading, selective power loss that creeps toward Stubbs and raises the stakes.

Before: Powered, displaying data and contributing light to the …
After: Blank, powered down; its sudden death signals the …
Before: Powered, displaying data and contributing light to the cabin; under Stubbs' indirect awareness.
After: Blank, powered down; its sudden death signals the advance of the localized outage and removes a potential source of troubleshooting or communication.
Stubbs' Cabin Overhead Lights

The overhead lights in Stubbs' cabin gutter and die one by one, their progressive failure creating tension and darkness; a final violent electrical arc emerges from these fixtures, physically lifting and electrocuting Stubbs and functioning as the direct instrument of harm.

Before: Illuminating the cramped cabin, providing functional and comforting …
After: Partially failed and dark; one fixture produced a …
Before: Illuminating the cramped cabin, providing functional and comforting light above Stubbs' work area.
After: Partially failed and dark; one fixture produced a destructive arc and may be damaged or tripped, leaving the cabin in blackout and evidence of a hazardous, localized electrical disturbance.

Location Details

Places and their significance in this event

1
Paul Stubbs' Quarters (Stubbs' Cabin)

Stubbs' cabin serves as the intimate battleground where private memory and technological sabotage collide: a cluttered, low‑ceilinged personal space whose electronics fail in a creeping pattern that isolates Stubbs and concentrates danger inward, turning a sanctuary of routine into a crucible of vulnerability.

Atmosphere Claustrophobic, suddenly menacing—quiet nostalgia collapses into panic as darkness and electrical thunder replace comforting noise.
Function Refuge for personal reflection and research; by this event, a battleground and crime scene that …
Symbolism Represents Stubbs' isolation and the collapse of ordered control; the cabin becomes a physical metaphor …
Access Crew quarters—normally private but accessible to authorized personnel and security; guarded until forced entry is …
Fading console lights and a terminal at the far corner Overhead lights that gutter and then produce a violent electrical arc A hush punctuated by the imagined sound of a cheering crowd and then Stubbs' scream

Narrative Connections

How this event relates to others in the story

No narrative connections mapped yet

This event is currently isolated in the narrative graph


Themes This Exemplifies

Thematic resonance and meaning

Key Dialogue

"Stubbs: "Lockman on first, Dark on second... Thompson at the plate... Branca on the mound...""