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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
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Roronoa Zoro | One Piece (Live Action)
CONTACT:
CHARACTER: Roronoa Zoro
CANON: One Piece (Live Action)
CANON POINT: #108 - "Worst in the East"
BACKGROUND:
Episodic summary here.
PERSONALITY:
▼▲ P O S I T I V E S ▼▲ — "I serve a purpose."
BRAVE & FIERCE
Zoro spent his childhood training as a swordsman in a dojo in Shimotsuki Village. Being that his greatest wish is to someday be the world's greatest swordsman, he worked hard to become a skilled fighter. After leaving his village in order to achieve his dream, Zoro spent some time hunting down pirates in the East Blue for their bounty, earning him the title of the Demon of the East Blue. Relentless in his pursuit of his targets, he rarely lost a fight. Not one to back down from a challenge either, he doesn't scare easily; the more formidable the opponent, the better. With the reputation he'd built for himself, it would be easy enough to mistake him for some kind of bloodthirsty monster, but his desire to become the best, the greatest started with a simple promise he'd made to someone many, many years ago...
HONORABLE & LOYAL
Back when Zoro was a kid, he had the one friend. Someone who challenged him, encouraged him and taught him the value of never giving up. Kuina was the best fighter in the dojo, and Zoro made it his goal to someday surpass her. They made a promise to each other that they would keep training and fighting until one day, one of them would be the world's greatest. After Kuina died in a tragic accident, Zoro made it his goal to fulfil the promise they'd made. He stayed true to it until he lost his way (both literally and figuratively), and it wasn't until he met Luffy that he was reminded of his dream and of the vow he'd made a long time ago. Deciding to join Luffy's crew, he quit being a pirate hunter, taking on the role of the first mate instead. His willingness to help Luffy find the One Piece and become the King of the Pirates is due to his captain's own desire to see everyone else's dream come true as well.
COMMITTED & TRUSTWORTHY
His loyalty to Luffy and his crew is steadfast, proven by his decision to stick with the Straw Hats despite the number of times they've had to face numerous difficulties and challenges on their way to the Grand Line. It seems once Zoro's committed himself to a goal, he never gives up on it. When the crew was captured by Buggy, Zoro proved himself capable of working together as a team instead of going about things his own way. When he'd fought Mihawk in a duel, Zoro had persisted until the very end, refusing to give up on his dream even though he was losing and already at a clear disadvantage. Despite being injured and outnumbered while going up against Arlong and his fish men, Zoro never once considered not fighting together with the rest of the Straw Hats, even going so far as to team up with the damn waiter in that final battle against Kuroobi. Meh.
KIND & PROTECTIVE
That tough and gruff nature of his aside, Zoro will not hesitate to step in when someone's in need of his help, even if they're complete strangers. While having a drink at a bar in Shell's Town, Rika, the daughter of the bartender gets bullied by Helmeppo. Not willing to let that slide, Zoro interferes and gets into a fight with the brat which lands him into some trouble with the marines. He might choose to keep himself at a distance and tends to give off the impression that he's grumpy and aloof, but it's pretty clear to see that Zoro does actually care for those around him. At Baratie, he tells Usopp to pace himself while he's drinking, obviously concerned for the sharpshooter; not wanting him to get too drunk. He also takes notice of Nami's silence, and tries to get her to talk about whatever's bothering her. When Luffy seems upset after finding out the truth about Nami's past, Zoro goes to talk to him about it.
MORALITY & ETHICS
Zoro will not harm or kill unnecessarily. When someone picks a fight with him, he will often use the hilt of his sword instead of the blade, mostly acting in self-defense unless there's a need for further action. He also doesn't like stealing, which is why when he needed berry in order to survive, he decided to hunt down criminals for their bounty. His disdain for those who are disloyal, untrustworthy and selfish is also clear when he gets mad at Nami for trying to save herself and abandon the crew the moment they were surrounded by Buggy and his clowns.
▼▲ N E G A T I V E S ▼▲ — "Don't like what you see? Look away."
RECKLESSNESS
Zoro relishes every opportunity for a good fight, and he's willing to go to great lengths to prove himself capable of being the best, even going so far as to risk his own life for it. The moment he'd caught sight of Mihawk while at Baratie, he recklessly challenged the man to a duel to the death despite being no match for the warlord of the sea. Consumed by his need to fulfil that dream of his, he stubbornly refused to back down despite Nami's pleas for him to reconsider his decision to fight a losing battle.
RUTHLESSNESS, TEMPER & PRIDE
This green-haired swordsman's killed many pirates, often brutally, stuffing their body parts in burlap sacks in exchange for berry. He doesn't seem bothered by the body count nor the act of killing these men, so long as it's justified. He's not completely devoid of emotion however because whenever Zoro does get annoyed or irritated, he can become angry and lose his cool. He's also incredibly prideful. The more someone tells him he can't do something, the more he wants to prove them wrong about it. And if someone betrays his trust, he's quick to condemn them without bothering to find out the reasoning behind it. Case in point: after finding out Nami's been part of Arlong's crew all along, he was the only one of the Straw Hats who didn't seem to think she was anything but a lying, backstabbing thief.
THAT BEER & THAT RUM & THAT WINE
Zoro really, really likes drinking. There's nothing better than sitting down with a good bottle of beer or rum or wine. He might even be a little addicted to it, and if he's not careful, it might just be his undoing. Good thing he's got a high tolerance for alcohol, but even he's admitted to drinking too much once and ending up face down under a table. Yikes.
NO SENSE OF DIRECTION
This guy's sense of direction is so bad, he left his village and hasn't been able to go back there since because he doesn't know the way home. Zoro might be able to track down a moving target, but tell him to go to a fixed location somewhere and he's bound to get lost.
ATTACHMENT ISSUES RE: WADDY ITCHY MONKEY
The Wado Ichimonji is a sword used by Kuina which was entrusted to him by Kuina's father upon her death. Zoro carries it with him everywhere he goes and he is very attached to it. This sword is the reason why he uses the three sword style, where he wields a blade in each hand and the third in the jaw.
SAMPLE:
Logs + Network
NOTES: Aside from the clothes on his back, he's gonna come in with his two security blankets: the Wado Ichimonji sword and his bandana. And... can he haz hammock?
Thanks for taking the time to review this application. ღ
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.
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).
Given his bounty hunting background and... industrious drinking tendencies, feel free to give Zoro convenient access to information from tavern bar keeps and bounty hunters and assassination commissioners (there's an entire school of assassins always happy to hand out freelance work and spill the tea!)
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
Infrequently, once or twice or thrice a day — as often as you like, if at all, for the number of days you prefer — Zoro finds that, when he takes up his own sword, he briefly... can't use it. Perhaps his hand is numb, his grip too tight. Perhaps he freezes, for some reason no longer recalling any of his combat moves. Maybe fear or existential dread strike him. He is fleetingly useless as a swordsman during those moments, until he sets down his sword and tries again. Note: this 'skill paralysis' never happens when he tries to use any other sword and is exclusive to Wado Ichimonji.
The effect can dispel whenever you want it to, but should last no longer than the remaining duration of the Ephes Arc!