groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote2021-01-08 03:30 pm
Entry tags:

applications


APPLICATIONS


Eastbound is primarily an invite-only game — each existing player can currently invite up to one person per month, or get in touch about further invites. Existing players can hold two characters in game. A third character can be applied, if players can prove they have met activity requirements for two consecutive months with their existing two characters and have stayed engaged with the game. If you don't have an invite, somehow stumbled upon this neck of the woods, and you’d like to stay, drop the mod journal a line — we'll try to figure it out.

As of Oct. 1, cast/game caps are off. Please note, as of Dec. 1, Eastbound only has 3-4 months of gameplay left.


WHAT CHARACTERS CAN BE APPLIED?

YES: canon and original characters, if they have a solid and consistent personality and background. Characters brought in after they've died are a-okay. For characters taken from a time point just as they're in the process of dying, please read below on meeting medical requirements.

NO (at this time): real people, original characters set in a canon environment, characters from canons or canon instalments that have been released for less than one month, characters with imported development from other games (CRAU), alternate universe, or gender-swapped versions of canon characters.

Children or characters with very specific medical/magical/environment needs: appable, but please make a note of how your character will ICly meet their requirements and stay alive. Likewise, if you are applying for a character taken just as they're dying, provide a suggestion for how they can be kept alive on arrival (this might be easier in some app cycles than others). You can bend the world a little to make miracles happen (ex: a substitute for the medication your character needs to survive can be found for a high price at certain apothecaries, etc.)

Characters that were dropped or swept by activity checks: yes, but they’ll come back without their previous memories, if they are applied in by a different player.


APPLICATION FORM & INSTRUCTIONS

EXISTING / RETURNING PLAYERS



NEW PLAYERS



APPLICATIONS CLOSED


NAVIGATION MENU

incantates: (Default)

Magnus Bane | Shadowhunters | Not Reserved

[personal profile] incantates 2022-04-17 10:16 pm (UTC)(link)
PLAYER NAME: evy
CONTACT: [plurk.com profile] draconia, dreawdyrm#0962 (discord)
HOW DID YOU HEAR ABOUT THE GAME?: Ruxi's inescapable powers of seduction.

CHARACTER: Magnus Bane
CANON: Shadowhunters (TV)
CANON POINT: Beginning of 3x22.

BACKGROUND: Here.

ABILITIES | POWERS:

As Magnus's powers are rather nebulous within the context of the series, I will try and sum them up as best as I can.

Immortality: As a warlock and half-demon, Magnus is immortal and will not physically age any further than he has already. He is also immune to diseases that affect humans. However, he can be killed via murder or accidental death. This will obviously be nerfed.
Demon Mark: Basically, some animal-type attribute that signifies that warlocks are inhuman. His are a pair of golden cat eyes that are usually hidden with a glamour spell.
Leylines & General Spell-casting: Warlocks get the energy for their magic from leylines that run everywhere throughout the ground. They are also able to create and perform spells at will, which vary in great number.
Glamour: Illusory magic used to cover up and hide anything that may freak ordinary people out.
Portaling: Magnus co-developed the magic for creating portals so he's quite adept at using portals to transport himself around so long as he knows where he's going. There is a stipulation that no one can enter a portal without knowing their destination, otherwise they will end up lost in limbo forever. This will be nerfed to him only being able to portal a certain distance within the confines of the game's map.
Telekinesis & Conjuring: He can move things without requiring physical contact and transport them from one physical space to another, and he can make most ordinary objects appear out of thin air. It's unclear if there are any hard limits to this ability, as he can conjure up entire meals and change his apartment's interior decoration at will. This will be nerved into only being able to conjure up small, very simple items.
Demon Summoning & Pentagrams: Warlocks can summon demons from Hell/Edom with the usual risks that demons can escape and run amuck on Earth if they aren't careful. Warlocks can also use pentagrams to transport themselves to Hell/Edom. This will be nerfed so he can't summon anything.
Potion-making: All warlocks are masters at creating potions out of natural herbs and supernatural items. The effects can include anything from love potions to sleep aides and curatives.
Healing: He can use his magic to heal basic wounds and ailments, but there are extents to how much he can heal or keep someone stable, as his magic isn't infinite.
Raising the Dead: This is technically not impossible, but there are always dire consequences (what those consequences are is never really clearly defined). As a rule, he does not perform any resurrections at all. This will obviously be nerfed.
Magical Analysis: He can use his magic to sense abnormalities or supernatural interference.
Warding: He's capable of creating strong wards that lock demons, humans, or other supernatural entities out of certain areas.
Canceling Magic: Magnus can undo or block certain spells.
Memory Erasing: He's able to selectively erase any memories, including his own.
Mind Link or Transference: He can use his magic to give access to someone's mind, but this requires a strong bond (like a parabatai bond) to perform.
Mind-reading: He can look into people's mind and their memories but would never do so without their consent.
Combat: Magnus is fairly adept at hand-to-hand combat and martial arts and can wield some weapons competently.

...I think I got everything.

PERSONALITY:

Outwardly, Magnus has a very vivacious demeanor, responding to most situations with his cutting wit and good sense of humor. He's an extrovert who likes to laugh, drink, and flirt whenever he can, guided by the kind of vibrancy and lack of shits to give one obtains after being alive way too long. While he does show himself to have a lot of inner depth and deep-seated trauma, it's cleverly buried under his smiles and his outgoing –sometimes overbearing– nature. The chinks in his armor do grow as the series progresses, but he manages to maintain a lot of his effervescence even after quite literally going to Hell and back because he likes to revel in the joys and pleasures of life rather than to dwell in its miseries.

At the onset of his first appearance, Magnus did try to cultivate a certain aloof and devil-may-care perception of himself by making it seem as though he was just performing services and favors for a price, as any warlock is wont to do, but deep down inside, he exuded a lot of care and investment when it came to helping others, even at his own expense. This was best illustrated when he stepped in to defend Alec's sister, Isabelle, while she'd been on trial by the Clave. Rather than charging Alec his original asking price of Alec's bow, he ended up rescinding the request simply because he recognized how much it meant to Alec to keep his sister safe. As the series goes on, Magnus continues his never-ending string of generosity by portaling Shadowhunters and Downworlder friends around when they ask, regularly taking in and taking care of young Downworlders, dishing out heals to the wounded, and had even once given up all his magic and immortality just to save Alec's adopted brother, Jace. There's very little he won't do if it means protecting the people closest to him and righting any perceived wrongs.

Confidence also oozes out of his every pore, as Magnus has gained a strong sense of self over his years of living. It helps that he's an exceptionally powerful warlock due to his bloodline as the son of a prince of Hell, giving him a rightful amount of acclaim among the Downworlder community. It's also what got him a leadership position as the High Warlock of Brooklyn. He doesn't doubt himself often nor does he do so openly, preferring to stand his ground. Unfortunately, it's that same level of confidence that makes Magnus all too unyielding even when he is very much in the wrong. He doesn't like to admit that he is capable of making mistakes, and he can also hold grudges too long, such as when he'd thrown his allegiance behind the Seelie Queen at the end of Season 2 even after she'd proven herself many times to be untrustworthy and full of ulterior motives. It wasn't until Alec had practically begged for his aid that he allowed himself to let go of his stubbornness and realize that supporting someone who was homicidal towards her own kind was probably a bad idea.

Overcoming his own pride is something Magnus gradually learns to do as the series progresses, though it isn't easy. He's too invested in how others see him and keeping up his image as this flawless and unshakable warlock when he's really just a hot mess inside. He doesn't have the best self-image and is extremely conscious of how he's perceived to the point where he'd initially been afraid to show his demon mark to Alec because he didn't want Alec to think he was a monster. When he'd lost his powers in Season 3, he'd also been unwilling to accept anyone's help at first and had tried to bear the pain on his own until he'd inevitably self-destructed in every way imaginable. It had taken him a long time and nearly cost him his life to realize how much he was hurting others around him by internalizing so much of his grief, and he had learned to see past his centuries of pain and hurt to realize that he's beloved.

A major hinderance in his self-acceptance had come from the fact that he is often ruled by his fear and contempt of becoming anything like his father, who is notably devoid of any sympathy and regard for others. Instead, his father had been obsessed with being a king among demons and lording over them, as well as just generally being wicked and hedonistic. In his youth, when Magnus was at his lowest point and feeling alone and unwanted, he ended up joining his father and briefly ruling by his side as a prince of Hell, simply out of desire for companionship with his only living relative. During that time, Magnus claims he had surrendered to the worst of his impulses and had carried out vile acts for his father. It's a time he views with deep sadness and regret, hating even talking about it, as he doesn't want to be associated with someone he views as absolutely monstrous. Unfortunately, in spite of what good he is capable of and all the acts of kindness Magnus has committed since then, he still sees some of his father in himself and is filled with deep self-loathing that he's dressed up for years with smiles and flamboyance. This is further compounded by the memory of having set his step-father on fire for blaming Magnus's mother's suicide on Magnus as a child, so he knows very well what he's capable of when angered and tries to run away from it rather than confront his issues.

However, even with his many lapses in judgment and all his shortcomings, Magnus is, at heart, old, gentle, and wise. Surprisingly. He is full of esoteric knowledge about all sorts of arcane subjects and carries with him an intellect that supersedes that of most other beings. That isn't to say he knows everything, but he's definitely knowledgeable in a great many of things that make him a good source of advice and information, and he can be more level-headed, introspective, and even-tempered than most.

He's also incredibly amorous, treating his friends well and spoiling them. Of course, none hold a greater place in his heart than Alec, who has solidified his position as the love of Magnus' life just by being overbearingly sweet and caring to him in a way Magnus had never been exposed to in the past. Their relationship has changed him for the better, allowing him to open himself up and properly address his past trust issues and trauma, and by the end of the series, Magnus ends up becoming a lot warmer, softer, and less cynical than he used to be.

SAMPLE:

Thread #1
Thread #2
Thread #3

INVENTORY:

✪ An omamori charm
✪ A strip of purikura photographs of him and his fiance
✪ His cell phone
✪ Clothes and jewelry (especially his engagement ring) he was wearing at the time of being snatched

NOTES: I don't know if he needs more nerfs. Please feel free. I tried my best not to break the game. His canon is bananas with his powers.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Diet plot. Only 1 calorie.
alterare: DNT. (Default)

[personal profile] alterare 2022-04-18 12:26 pm (UTC)(link)
both of those are perfect, lilah is heavy on consent anyway (:

- envy + wrath

- sloth

thank you bb <3
traaaaaash: (YES.)

[personal profile] traaaaaash 2022-04-18 12:50 pm (UTC)(link)
Eh, Owlbert is only partially alive and spends a lot of time hanging out as a wooden statue at the top of Eda's staff, it's fine

idk if he even needs food tbh

YAY DOUBLE CURSE she'll be so happy to hear this

So. Ancestral curse sins: Envy and Sloth

Sin she is guiltiest of: Pride
techmaturgy: (3)

[personal profile] techmaturgy 2022-04-18 03:11 pm (UTC)(link)
Hello. Thank you. All of this is great; I'm very excited. Viktor is not but I don't care about what he thinks.

1. This is so funny. I'll probably play it by ear just for flexibility's sake (he's adaptable) but for Kei-Waihu the offer of an especially considerate NPC sounds good (if only bc it will make him really mad). Fair warning if you give him an animal he WILL name it something unkind that is only funny to him Jayce

2 - 4. Agree that a combo of 3/4 is the best option here with regards to, like, a character arc, or something, so that's what I will do, and I can be in communication with you about what he's doing in the meantime (help from PCs, etc.) including but not limited to various nefarious science activities (sorry to everyone else). The ultimate goal is to find a permanent solution so I will work towards that and have him use stop-gap methods in the meantime.

Ancestral Curse: Wrath, Greed
Guiltiest of: Pride

Thanks again for such a thoughtful response, and for being so flexible! Really looking forward to doing Bad Science here.
incantates: (Default)

[personal profile] incantates 2022-04-21 02:59 am (UTC)(link)
Why, thank you for the acceptance and the glorious gif that I missed until today.

Anywho:

Two sins for his curse: Envy and drunkenness
Guiltiest of: Pride

I don't know what will come of this, but I am intrigued.
intermingled: (Default)

Spock | Star Trek

[personal profile] intermingled 2022-06-11 07:44 pm (UTC)(link)
PLAYER NAME: Lauren
CONTACT: [plurk.com profile] blauren
HOW DID YOU HEAR ABOUT THE GAME?: https://westwhere.dreamwidth.org/33148.html?thread=3531388#cmt3531388

CHARACTER: Spock
CANON: Star Trek
CANON POINT: Between the end of Star Trek Discovery season 2 and the beginning of Star Trek Strange New Worlds season 1

BACKGROUND: https://memory-alpha.fandom.com/wiki/Spock

ABILITIES | POWERS:
As a half-Vulcan, Spock is stronger and has a more powerful circulatory and respiratory system than full humans. He does not feel effects from alcohol, but chocolate is an intoxicant for him. There would likely be several other substances that he may be more or less affected by than a full human would be based on his combined physiology, as well. Additionally, he possesses extreme control over his body through the way his people train themselves and he is capable of entering a healing trance-like state or regulating certain things within his body such as temperature if he focuses enough.

Spock is also a touch-telepath, well trained as most Vulcans are and able to use a mind meld in order to share or read thoughts more deeply with another. In canon, telepathic contact is rarely possible without touch and if I were to approach that, it would likely be a plot-thing I would touch base with the mods for ahead of time.

Fighting-wise, he has Starfleet's usual security training which would include phasers and hand-to-hand as well as his own background with Vulcan martial arts, which would focus on nonlethal disarming as well as his ability to administer a Vulcan Nerve Pinch that renders most normal baseline humanoids unconscious.

He is a science officer and though Star Trek as a canon is incredibly nebulous about the specialties of scientists and doctors, as the leading science officer, he would presumably be very comfortable with an array of topics (which also fits his personality) including astrophysics, biology, chemistry and various earth sciences such as geology. As a cadet, he would have also made the basic rounds through other departments and would know the very basics of security, engineering, navigation, etc.

As he has an eidetic memory, he is more likely to remember all of these lessons than a baseline human might be. Along with that, he has memorized a variety of literature.

PERSONALITY:
Spock believes very much in the Vulcan ideals of logic. Logic is at the core of his worldview and how he approaches most situations. That is not to say that he does not have feelings, because Vulcans have an incredibly deep capacity to feel, but he attempts to not allow them to impact his decision-making. Part of this logic also values the needs of the many over the needs of the few. This is an important point, because it is rare for him to be selfish, especially at the expense of others. He believes in protecting people, in learning and discovery for the betterment of people's lives and better understanding of the universe and of never ending life if he can help it. He does not eat meat and prefers his necessary fighting to be nonlethal.

Spock being born as a human-Vulcan hybrid has a large impact on everything he experiences in his life. He is very much the embodiment of a common experience mixed race children face where he is not fully accepted by either side of his heritage. He is too Vulcan for humans to see him as human and too human for Vulcans to accept him as their equal and not a flawed less-than. From a very young age, he faces prejudice on Vulcan for this. He is bullied and isolated, discouraged from embracing his human heritage but also removed from being able to have an average or normal Vulcan upbringing despite his father's desire for him to have that. As he grows, he takes his Vulcan training and heritage to heart and does his best to be a good Vulcan, often behaving more "Vulcan" than some Vulcans do, stiffer and less easy with himself because he feels the pressure to be an ideal Vulcan and prove that he is Vulcan. He also has inherited a learning disability from his human mother. The Vulcan educational system cannot support him with this and while his mother posits that it is because they didn't want to help him, it is also very possible that they did not know how.

Well into his late 20s, he still feels that he is a disappointment to his father and that his father's rejection of emotional motivations will always leave him disappointed, as well, because his father will not express pride in him, even if he feels it. Furthermore, the first time he joins the crew of the Enterprise as an Ensign, the first officer notices him smiling and tells him that if he wishes to command a starship one day, he may have to hide things like that as allowing too much of his "freaky" to be seen may hurt his chances to command. He takes this advice to heart and though he serves among a mostly human crew, this very much also causes him to present as an exemplary Vulcan to them.

When he is a young boy, his father brings home a human girl named Michael whose parents have recently died. She becomes his foster sister and he looks up to her very much at first. His father's intent is for her to help him learn empathy, something that he will need in order to navigate his human side, however once they grow close, Michael believes that their closeness is putting him in danger from extremists on Vulcan and she intentionally hurts him for what she believes is his own protection. This pain sits in him for years until long past the time they both join Starfleet and don't speak for several years. He realizes that she did it for his protection long before she eventually admits it to him, but he does not allow that to be cause for him to brush his hurt under a rug. In fact, it makes him somewhat angry that she would presume so much and annoyed that she would take so much responsibility on her shoulders. It's a wound that is only healed right before she is forced to leave him behind forever in order to take something dangerous far into the future. Her last advice to him is to reach out to people because she knows he has closed himself off in many ways. At this canon point, he's just lost her in the last year, but we see very much that the empathy lesson will stick with him, especially as he shows concern for the humans around him in his own way in the times directly after this. The way he shows concern for people may seem oddly clinical to those who don't know him well enough, but the humans who know him know the little tells in his behavior, such as the way he shows immediate concern for Captain Pike's odd behavior in the first episode of Strange New Worlds. There is no doubt to Pike that Spock cares about him, not only for his role as Captain but also as a figure in his life who has shown him care and taught him valuable lessons. He is one of the few humans who has worked his way through Spock's impassive exterior.

Spock would claim he does not feel fear, but he would be lying. He is afraid of rejection and loss thanks to his experiences with Michael and the rejection of his peers growing up and he leans towards isolating himself as a result. It would be easy to say it's a Vulcan trait, but the way he handles it is slightly different. It's less detached and more fearful and defensive. With Michael in particular, he even loses control and has a few emotional outbursts once they're reunited. Her final advice for him to reach out makes it clear that she sees it, but it will still take him a few years past this current canon point before he really figures himself out in this regard.

SAMPLE: https://westwhere.dreamwidth.org/33148.html?thread=3531388#cmt3531388

INVENTORY:
-A data PADD with personal files/picures/media (basically a tablet)
-Communicator
-Starfleet uniform and badge

NOTES:



IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? I'm down for plot-heavy if it's available, but if not, no worries! :>
unas: ᴘʟᴇᴀsᴇ ᴅᴏɴ'ᴛ ᴛᴀᴋᴇ (Default)

number one ► star trek

[personal profile] unas 2022-06-11 07:54 pm (UTC)(link)
PLAYER NAME: Kerry
CONTACT: [plurk.com profile] skitties
HOW DID YOU HEAR ABOUT THE GAME?: a message in a bottle

CHARACTER: Una Chin-Riley [ Number One ]
CANON: Star Trek
CANON POINT: Strange New Worlds 103 Ghosts of Illyria

BACKGROUND: history link

ABILITIES | POWERS:
BIO-ENGINEERING. Being Illyrian, Una has undergone bio-engineering to adapt her body to various environments. The enhancements known about are her enhanced strength, her altered immune system (that burns contaminants out of her body), increased visual acuity and enhanced stamina/resilience. [These are all that is currently known for her, the full extent of her bio-engineering has not yet come up]**

ENGINEER. Before transferring departments, Una was trained as an Engineer, completing both her Starfleet training in Engineering and serving on her first two postings as an Engineer. She is trained in starship systems repair, diagnostics and management and is able to synthesise something when ordinary systems or equipment fails.

PILOT. After transferring departments, Una worked as the ship's pilot (helm and navigation), controlling the speed and altitude of the ship, able to pilot both starships and smaller shuttlecrafts. As navigator, she's used readings to determine ship position and speed, and trajectories of objects around them, working in coordination with the helm to manoeuvre and control the ship as well as having used the ship's shields, and weapons and scanning other ships or what's around them.

OPERATIONS. As XO of the Enterprise, Una needs to be familiar with ship functioning and bridge stations, having worked on the bridge as what in the future might be known as operations or tactical, making decisions for the ship when the Captain isn't aboard, managing operations and leading landing parties or missions, such as a first contact situation during leave from the Enterprise.

COMBAT. As a trained Starfleet Officer, Una is trained in hand-to-hand combat and combat using various weapony, both short-range and long-range.

LANGUAGES. Una is fluent in her native Illyrian tongue and Federation Standard (English?) and has studied the Vulcan language for numerous years, though is better at reading it than speaking it.

PERSONALITY:
TENACIOUS. Una is not good at letting things go. When she believes that she's right or that more can be done to help a situation she'll keep poking at it to try and find an answer, hoping that something is there. She's not solely resilient in her actions but in her spirit, refusing to let knocks hit her too hard down even if it stings emotionally. Una's faced a lot of harsh comments in her life for her drive, her attitude or beliefs but she's pushed past each of them to keep going.

COMPASSIONATE.Though seeming cold and unflappable Una has a big heart, caring not only about her friends, the life of her Captain but the lives of her entire crew. Some of that is what makes her a great Starfleet officer, though it isn't only their physical safety she cares about but their emotional well-being. This care is something that's also extended to strangers, given her care and friendship that spawned after meeting (rescuing, physically and emotionally) La'an Noonien Singh. After La'an had been rescued from the Gorn, traumatised by her experience, Una offered a quiet and calming presence for her, hope for the future, a dream and ultimately a lifelong friend through their conversations and time spent together. Whilst Una doesn't often pay compliments she does give good advice, helping her officers to be better in their jobs, be confident or (when appropriate) someone to talk to.

DETERMINED. From a young girl, Una dreamed of joining Starfleet, having seen the stars and focusing on one goal. Despite what would stop this from becoming a reality (being Illyrian) she refused to let it be a barrier, finding a way into Starfleet Academy and working to become the best officer that she could. Una has a curious nature, wanting to explore the galaxy, turning down promotion after promotion so that she could continue with this dream rather than be tied up in bureaucracy, determined to be an officer. An explorer. In her work, she's someone that strives to do the right thing, careful in her actions, considering the consequences and making sure that what she (and her ship, where she can affect it) does is good.

DRIVEN. More than just being determined in what she does and believes, Una is driven to a fault, someone that pushes herself to be the best that she can, earned 40 commendations within a few years of service and finds ways to save as many lives as possible even if the mission is risky. Una is someone that finds it difficult to relax, is known for working when she's supposed to be on shore leave and prefers being busy. It comes with increased stress, though in her own time (off-duty over shore leave) she'll make sure she relaxes or takes time for her hobbies. It's made her incredibly good at her job, her Captain calling her the best Number One he's known (or in Starfleet) and intimidating to others.

SECRETIVE. Una keeps herself under lock and key except for around her friends, her professional demeanour being seen as cold and unflappable, intimidating to junior officers and someone that's previously given the advice of 'keep your freaky hidden'. Which is exactly what Una does. The biggest secret about herself is that she's not human, something that no one she serves with or has served with knowns (given the illegality of her status). But aside from her big dark secret it's the personal things about her that aren't known to many, including even her name. She's hard to get to know and slow to open up. However, once she has let you in (at least as a friend) you'll find a much warmer, humourous woman underneath, someone more willing to talk personally even if some topics are still selective.

SAMPLE: tdm!

INVENTORY:
-- her insignia badge
-- her communicator [will be non-functional here]


NOTES: re: Una's immune system, I am happy to still allow things to affect/infect her for the purposes of plot, with the difference being in how quickly her immune system kicks in to burn out the contaminant. Una's immune system also likely gives her better temperature resistance at least in heat/warmer temperatures, given the heat produced by her body to burn out a contaminant. What affect this has on colder temperatures is unknown. Una's immune system, when active, also has the capability of potentially causing someone else to be cured of a disease (causing them to generate chimeric antibodies), though that would be done only with player consent and case-by-case as it doesn't always happen.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? i love plot! but i will take whatever, you know me
winscenario: (Default)

James T. Kirk | Star Trek AOS

[personal profile] winscenario 2022-06-11 09:35 pm (UTC)(link)
PLAYER NAME: Ricks
CONTACT: [plurk.com profile] extreminator; ricks#9597
HOW DID YOU HEAR ABOUT THE GAME?: Through my friend Kerry (Moiraine's mun)

CHARACTER: James T. Kirk
CANON: Star Trek AOS
CANON POINT: After Star Trek Beyond

BACKGROUND: James T. Kirk (alternate reality) @ Memory Alpha

ABILITIES | POWERS: He has no superhuman powers or abilities. As for various other skills, Jim's an unusually brilliant person, with much higher than average intelligence, something that is both mentioned by other people and shown in his own actions and the progress he makes both in the Academy and after he graduates— he takes three years to complete his studies, then goes on to become appointed Captain almost immediately, the youngest in all of Starfleet's history.

Other than that, he's proficient in hand-to-hand combat, piloting, marksmanship and basic first aid and survival, all necessary skills during emergency situations and away missions, and things he's learned while at the Academy. To add to this, Jim has an intimate knowledge of a starship's inner workings, as in his opinion it's vital for a Captain to know everything about his own ship, because to him that knowledge might be the difference between saving lives and losing complete control during a life-or-death situation.

PERSONALITY: James T. Kirk is the captain of the starship USS Enterprise. An easygoing guy with a cheerful disposition, Jim is a people’s person, with a positive energy that practically oozes off of him, confidence in spades, and a kind of charm that’s often difficult for people to resist. As a younger man, he showed a tendency to rebel against rules and norms, acting recklessly more often than not, either to spite other people or just because he could. One such example being when as a kid he stole his stepfather’s classic cars to go for a joyride, another when he picked a fight with a random stranger, provoking him while knowing he’d get beat down to the ground.

For a while, Jim struggled to find a purpose in his life, growing up and lingering in the shadow of his father’s memory, who was acting captain for only a few minutes but saved hundreds of lives in the process, ultimately sacrificing himself to allow them to escape. It’s obvious that he carried a lot of resentment over this for a while, though mostly for having to grow up listening to how brave his father was than for actually seeing what he did as something wrong.

Despite joining Starfleet Academy on a dare, it’s there that Jim slowly starts to grow and find a path for his life. Still as a cadet, he continues to be carefree and reckless, showing a level of immaturity on a number of occasions, up to and including the Kobayashi Maru test, where he manipulated the system so it would allow him to win.

Despite this, he proves to be a person with his head and his heart in the right place. He is, above all else, willing to do whatever it takes to save people’s lives, no matter if it’s just one person or many, regardless of consequences. For instance, he violates the Prime Directive so he can save Spock’s life, an act that later gets him demoted to first officer. His loyalty is also a defining trait of his, and when he trusts someone, it’s a little difficult for him to cope with them breaking that trust— which is how he sees Spock’s attitude when he submits his report and informs Starfleet that Jim broke the Prime Directive to save him.

A strange but efficient balance between the calm and the storm, Jim can keep cool under pressure, handling a situation as it’s thrown at him with clear rational thinking and making just the choices that to him make the most sense. When he knows that he needs to do something, he sets his mind to it and there’s nothing anyone can do to stop him, not even when the consequences might terrify him— such as when he gives up his life to stop the Enterprise from crashing, thus saving the whole crew. In fact, he doesn’t even seem to give that a second thought, simply doing what he has to without letting the fact that he’ll die in the process stop him.

While he has carried grudges and sought revenge against people who hurt others —Khan, for instance, who murdered Pike—, Jim’s not the kind to cling to those feelings. For instance, he offered Nero, the Captain of the Romulan ship responsible for his father’s death, the chance to surrender rather than be destroyed. Though he can be surprisingly rational, Jim sometimes gets swept up by his emotions, reacting to situations with his heart rather than his head. In the heat of the moment he can let feelings such as anger get to him, and he can often act reckless and jump in head first without knowing for sure what he might be jumping into. Both luck and quick and unusual thinking are things that help him a lot in situations like this, as they often get him out of tough spots.

Jim is exceedingly bright, although he often downplays it, but his brilliance shows all too brightly when he leads his crew. He not only has a great memory and an attention to detail, he also has an unusual way of thinking which often shows in the unorthodox but ingenious plans he comes up with to solve whatever tough spots he and his crew land themselves in. Rather than follow existing paths, Jim is the kind of person that much prefers trailing new paths of his own, discovering new ways to deal with all kinds of situations, be them serious or more day-to-day. While this might make him sound unstable, it’s rather the opposite: Jim is a steady and solid presence among his crew, someone that everyone on the Enterprise trusts completely with their lives, someone they happily follow into just about any situation.

With time and experience, Jim’s grown in a lot of ways, and above all he shows to be much more mature than when he was when he first joined Starfleet— or when he first sat on the Captain’s chair, for that matter. Although far from a veteran, he’s calmer and more composed, more seasoned by the various missions and experiences, and the different things he’s learned about how to lead a crew of hundreds of people while traveling across the galaxy. It’s not without its sacrifices, as he feels a little more distant from the crew on a personal level, but he does have friends he keeps close, people who support him and help him through more complicated times. Such is the case with Dr. Leonard McCoy, whom Jim fondly refers to as Bones, and who often just sits with him for a drink and a heart-to-heart.

Always a charming and charismatic man, Jim’s a person who’s difficult not to like. When younger, he’d often get involved with random people, sleeping around without forging any strong emotional bonds; in fact at that point he seems more interested in casual hookups with people he barely knows than he is in actually getting to know someone better before getting involved. As he grows older, and especially after he sets out on his five-year mission, he doesn’t seem to carry on with this behavior, as his focus seems to be on doing his job and captaining the ship. Regardless, Jim has few inhibitions and little qualms about seeking pleasure, even if he might not be as prone to indulging in his hedonistic behavior.

Despite being a brilliant man with an incredible confidence in his own skills, Jim isn’t without his moments of doubt and weakness. On a few occasions he confesses to not knowing what to do next, though he keeps it between himself and the few people closest to him, such as Spock and Bones. Ultimately, however, he knows that as Captain he has to be a solid and steady presence for his crew, and that if he shows uncertainty then the whole crew will waver. As such, he often keeps these worries and fears to himself, instead soldiering on and sometimes pulling through and doing what he hopes is the right thing, the course of action that will not only save as many people as possible, but also prove that he can be a good, strong presence that people can rely on.

SAMPLE: TDM thread

INVENTORY: phaser, tricorder, comm device, Starfleet insignia, Starfleet survival gear, Starfleet duty uniform, and his reading glasses. (it's fine if none of the tech items work properly or at all)

NOTES: Nothing I can think of.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-heavy sounds like fun, if possible!
inkfire: (Default)

mo ran | husky and his white cat shizun | reserved

[personal profile] inkfire 2022-06-16 07:59 am (UTC)(link)
PLAYER NAME: Thea
CONTACT: PM this journal
HOW DID YOU HEAR ABOUT THE GAME?: I am in the game.

CHARACTER: Mo Ran/Mo Weiyu
CANON: Husky and His White Cat Shizun
CANON POINT: Chapter 140

BACKGROUND: Mo Ran's history

ABILITIES | POWERS: Abilities and a quick listing expanding on these:

- qinggong, which allows him to move quickly and jump higher
- general cultivation, which allows him to channel spiritual energy for spells and combat. he does things like create flowers to send messages or generate warmth, entertain people (especially kids), and has a number of spells for combat and general helpfulness.
- Barrier technique allows him to create barriers. He often uses this to keep dry when it's raining and he can seal heavenly rifts.
- his current holy weapon is Jiangui, a willow vine whip; he's quite formidable with it

Forbidden techniques:
- Zhenlong Chess Formation - a forbidden technique that allows him to create chess pieces and put them in people to control them. Mo Ran will not use this power in his current life.
- Shared Heart Formation is related to Zhenlong formation. he will never use this power although he technically remembers it.
- The Door of Time, Space, Life and Death - it opens up a doorway to a parallel world. Like the other techniques, he will not use this.

Other:
"Butterfly-boned Beauty Feast" in this case simply means he has very strong spiritual powers, as he is an irregular individual.

PERSONALITY: Mo Ran is a man of complications. At his canon point, he's kind, caring, competent, playful, and horribly laden with guilt. He feels terrible for events in his past life that led to him being a huge asshole to many people, most of whom did not deserve to deal with his madness. Mo Ran wants, so badly, to be a good, decent person, one worthy of love, despite believing, deep down inside, that he is unworthy of love and that there is something wrong with him.

He's just spent five years traveling the realm and helping out people, especially those who could not afford it, taking on tasks others would overlook, trying to emulate his teacher, Chu Wanning. He worked very hard to become someone who could stand by him and not feel shame. During this time, he learns quite a bit, actually applying himself to studies and practice, even in small things— his handwriting, once abysmal, greatly improves (he was writing daily letters). This really is the growth from reckless youth to a somewhat more mature young adult— he manages to keep his cool, even when faced with people he loathes, tempers his reactions, and doesn't always try to be the center of attention or get the first (and last) word.

Despite growing up and maturing, Mo Ran is still playful, teasing people he likes, joking with his cousin, and flirting with the shopkeepers. He's charming and knows it, and despite the heavy burden of guilt and the memories of his past life, he knows how to play it up. It ties into his desire to be liked by people (especially the person he most respects). He's not always smart and can be a little slow to pick up things, so he plays up the charm when he wants something or wants to get out of things, acting boyish and cute. There are times when he will be cold and distant, almost dismissive when he's around people he doesn't like or who get on his nerves (often influenced by memories of his past life), and he will give them the cold shoulder.

Guilt plays a big role in Mo Ran's growth. Prior to wandering for five years, he had been arrogant and egotistical, with moments of selfishness. But he learns the truth about his teacher— well, some of the truth— and comes to understand events that happened in his first life much better. With the realization comes great shame that he was such a horrible person during his first life, especially regarding the treatment of Chu Wanning and his family. Part of the motivation for wandering those five years comes from wanting to improve himself and a strong desire to never turn into the mad emperor he once was, in his past life. He feels like there is something broken inside of him that made him that person, and he fears he will never be able to overcome that, although he doesn't let the guilt stop him from trying.

It's important to note: Mo Ran is fairly bright and capable but he's not always great with emotions or understanding his own actions. He can pick up on it, eventually, it just takes him a while. And he can learn, if he puts his mind to it, he just tends to be rather lazy and is better with active learning. He is a skillful cultivator, especially with non-traditional methods, and learns to solve problems (sometimes).

One thing remains consistent throughout his life, both as the mad emperor and Mo Ran: he has a big dick. It gives him a lot of confidence and energy that he might not have otherwise.

SAMPLE: tdm

INVENTORY: Clothes on his back, which at his canon point are trousers
Jiangui, a willow vine whip that glows red.
A qiankun pouch, which contains his spare set of robes
Talisman papers
A few milk candies
String for playing finger games

NOTES: No accommodations necessary.

IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-light but I am happy to work with whatever you want to throw at me.

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