let's set d o w n some (
groundrules) wrote2021-01-08 03:30 pm
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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.
APPLICATIONS CLOSED
→ NAVIGATION MENU
Nami | One Piece (Live Action)
CONTACT: dm or
CHARACTER: Nami
CANON: One Piece (Live Action)
CANON POINT: End of Season One
BACKGROUND: cw: mentions of parental homicide, child abuse, and self-harm
Nami spent her early childhood in Coco Village, a rural community, where she was raised alongside her adopted sister Nojiko by Belle-mere, a former Marine who had rescued them from a town decimated by war. Her childhood with her adopted family was peaceful and idyllic to some extent, but being poor and hungry to learn more about the world around her and foster her talent for making maps drove Nami to try stealing from the local bookstore, something her mom set her straight on but not before Nami's resentment over having to grow up with almost nothing boiled over into an explosive fight between mother and daughter. After lashing out at Belle-mere and running off, the pair had a heart-to-heart conversation that was ended abruptly by the violent arrival of the Arlong Pirates - fish-men with strength that far outmatches most people - to the Conomi islands.
After being unwilling to say she didn't have any children and unable to pay the tribute price the invading pirates set for every adult and child in the village, Belle-mere was shot and killed by Arlong in front of Nami and Nojiko as an example to the rest of the villagers about what happens when Arlong's demands are not met, and the two girls were left orphaned again.
True to her pragmatic, cunning nature, a young Nami struck a deal with Arlong, agreeing to join the Arlong Pirates and use her gift for drawing accurate maps and sea charts to help him expand his grip on the East Blue in exchange he agreed to let her buy back Coco Village and the freedom of everyone living there for 100 million berry.
Eight years of robbing pirate crews and running various cons later, Nami, now an accomplished and highly skilled thief, was coming extremely close to meeting that price when she crossed paths with Monkey D. Luffy and Roronoa Zoro in Shells Town. After she and Luffy stole a map to the Grand Line (something Nami had been tasked with by Arlong), she stayed with Luffy and Zoro while they made their way toward the Grand Line, continuously rebuffing Luffy's suggestion that she join his crew. After a stop in Syrup Town left them with not one, but two new crew members (Usopp and their new caravel, The Going Merry) the group reached Baratie, a floating restaurant in the Sambas Region of the East Blue.
This stop proved to be an ordeal for the Straw Hats. After a run-in with the Marines and the revelation that Vice-Admiral Garp was Luffy's grandfather, Nami felt a renewed urgency to return to the Conomi Islands and Arlong with the map to the Grand Line, too close to finally paying off the price of her village to want to get mixed up with the Marines and risk getting caught. Intending to double-cross the Straw Hat Pirates as she'd done so many pirate crews in the past, Nami's plans for a swift exit were delayed by Zoro's decision to challenge Dracule Mihawk to a duel. While staying behind meant she was able to lend a hand and be there for Zoro when her efforts to talk him out of fighting someone so much, it did nothing for how conflicted she was about her decision to leave them. After Arlong arrives at Baratie and Luffy engages in a near-fatal battle with him, Nami intercedes, revealing her betrayal and leaving the group with Arlong and the map to the Grand Line.
Despite telling her friends she never wanted to see them again, the Straw Hats (plus another new member, Sanji) followed Nami to the Conomi Islands, where, with the help of Nami's estranged sister Nojiko they put together the pieces of Nami's past and her reasons for walking out on them with the map. Believing that she was about to pay off Arlong's price and set her village free, Nami and Nojiko crossed paths in Belle-mere's orchard, where Nami was digging up her cache of berry, and after a confrontation, Nami finally opened up about what she's been doing the last eight years while letting the villagers believe she had willingly joined the Arlong Pirates purely to draw maps. Just as the two sisters were finally able to repair the rift between them, Captain Nezumi, a Marine working under Arlong's thumb came, claiming he was there looking for stolen property and claiming Nami's chest of 100 million berry had to be that. Realizing that it was Arlong who put Nezumi up to this, Nami took off for Arlong Park, aware that Arlong would raze the village to the ground now that he had the money and the map to the Grand Line.
Giving in to the despair of the situation Nami goes so far as to harm herself at the spot where Arlong had her tattooed as a child, though is stopped by Luffy, and after Nami tries one more time to make him leave, she caves and finally admits she needs help. Following a final confrontation at Arlong Park, where her friends take down the fish-men and literally bring Arlong Park crumbling down, along with the maps Nami was forced to make Arlong and the room he held her captive in, Nami says goodbye to her sister and officially joins the Straw Hat Pirates as their navigator, both her and her village finally free from Arlong.
PERSONALITY:
‣ pragmatic
‣ clever
‣ sarcastic/cynical/dry as a bone
‣ direct
‣ self-sacrificing, willing to be perceived as the bad guy for the greater good
‣ a fast talker (read as: a bullshit artist)
‣ enterprising and very money-motivated
‣ the plain-spoken voice of reason among the crew, she's got the brain cell they all share more often than not.
‣ information-driven, she likes plans, knowledge, books, maps, and hard facts.
‣ not great at asking for help, but learning.
SAMPLE: TDM top level
NOTES: n/a
APPLICATION RECEIVED
ACCEPTED
Thank you for your application!
ADMIN
NOTES
INTRO
Your character joins the party during its sojourn in the opulent citadel of Ephes, home to a mysteriously skilled army, the Hand. Undead lady Messalina has approached Ephes’ ruling Senate to request the Hand, in a bid to allegedly ‘liberate’ fellow undead from under the enslavement of the vicious dead Brotherhood. The Senate is still deliberating on her request. A fresh OOC wrap of recent clues uncovered in Ephes (which you can assume known ICly, if you so choose!) will be posted on 29 October.
Your character arrives during our latest test drive event.
Given her industrious thieving abilities, Nami's an easy fit in the numerous marketplaces where the good (?) people of Ephes frequently gather
as handy marks. Between her thug-beloved combination of looks and street smarts, she can also have easy information access to the small neighbourhood mafia groups that haunt the citadel and docks. Stay tuned on Sunday, as a little bird says there will be an important lock picking opportunity...!While in Ephes, the Merchant will sponsor your character with passport papers and enough silver and documentation to assume a civilian role — pick whatever strikes your fancy (to the tune of Ephes’ Ancient-Rome-inspired aesthetic).
Certain magical and reality-bending turbulences take place and can affect those who emerged from the test drive event earthquakes. If you'd like a short-term roll affecting your character for up to a week after arrival in game, pick: trick (angst/light horror), treat (fluff/humour) or skip!
no subject
no subject
Your choice regarding how many days this haunting lasts or how often (if at all) it happens!