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groundrules) wrote2021-01-08 03:30 pm
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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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Sith Inquisitor | Star Wars: The Old Republic (1/2?)
CONTACT: sky#9326 on Discord
CHARACTER: Sith Inquisitor (Darth Imperius). Customizable first name: Archeval
CANON: Star Wars: The Old Republic (Bioware MMORPG)
CANON POINT: Immediately after the end of Shadow of Revan, before the events of Ziost
BACKGROUND:
chapter 1: legacies of old
Not much is canonically known about Arche's pre-Sith life, save that he was born into slavery and experienced a great deal of hardship, leading him to have little love for the Empire that oppressed him. His story truly begins when he's plucked from the slave pens and sent to the Sith Academy on the desolate planet of Korriban; there he endures brutal and deadly training that often pits him against the dangers of ancient Sith tombs or even his fellow trainees, with acolytes encouraged to turn on each other and thus weed out the weak ("On Korriban, we held little parties each time a fellow student died," he can remark at one point in canon). Despite being under the thumb of an instructor prejudiced against "slave scum", Arche's talent draws the eye of a high-ranking Sith, Darth Zash, who ends up taking him under her wing. Along the way making dubious friends with Khem Val, an ancient monster from one of the Sith tombs, Arche becomes Zash's official apprentice; he helps her with her machinations against her rivals in exchange for the promise of power and learning. While on a mission for her into the ruins of an ancient temple, he discovers that although he grew up enslaved, he's actually the descendant of a famous Sith bloodline -- that of one Lord Kallig -- a man who in centuries past was betrayed and killed by another Sith Lord, with his family sold away into the slave trade. The ghost of Kallig himself appears in person to warn the young apprentice to be wary of his master...
Zash is a generous patron to her apprentice, however, providing Archeval with supplies and contacts and even his own starship as she sends him on missions across the galaxy, continually promising to build him up with further power and influence. During one such mission Arche befriends a rowdy space pirate named Andronikos Revel, who joins his crew and becomes the main pilot for Arche's ship. Partly through Zash's manipulations and partly through his own contributions working for the Empire on planets like Balmorra and Nar Shaddaa, Arche begins to build a significant power base of civilians and Sith acolytes who answer to his beck and call, and even mostly-accidentally stumbles into owning his very own cult. But Sith kindness always has a catch, and Zash's is a big one: she's provided her new apprentice with all this only because her current body is aging and withering, and she plans to literally kick out Arche to take his body for her own, thus inheriting it all. Tricked into walking right into the middle of her necromantic ritual, Arche only survives thanks to the quick intervention of Khem Val, the monstrous ancient alien whose loyalty he earned back as a student. Zash accidentally sends herself into Khem's body instead, and unable to fully override his strong will, she remains trapped there for the moment... but not without making periodic efforts to take the monster's body for her own.
chapter 2: sith hierarchy
To the outside world, for all intents and purposes it appears that Zash has been killed by her apprentice, and as is the Sith way this leaves her position open for the taking: Arche ascends to the title of Sith Lord as he inherits his master's old power base and the rest of her old servants. He also finds himself now answering to Zash's old boss -- Darth Thanaton, a prominent lord who quickly rises into the Dark Council, the ultimate ruling authority of the Empire just under the Emperor himself. Thanaton doesn't think much of this young ex-slave upstart, accusing him at every turn of spitting on Sith tradition; perhaps sensing a potential future rival to be disposed of, Thanaton orders Arche out on a mission he's clearly not meant to come back from. Only the intervention of his ghostly ancestor Kallig prevents Archeval from dying at the hands of a different angry ghost in the tomb where Thanaton sends him. Kallig advises his descendant that to protect himself against Thanaton, Arche will need to accumulate a lot more power and do it fast: the method he suggests is to learn the ritual of Forcewalking, a rare technique that allows a Force-user to bind Sith ghosts to themselves and borrow their strength. Archeval manages to learn the technique and challenges Thanaton again with the power of two ghosts behind him, but the Dark Council member still wipes the floor with the young upstart, seemingly killing him; however, the power of the bound ghosts returns Arche to life. It's then he decides that the only way to survive against Thanaton is to become a true Forcewalking master.
Mastering the Forcewalking technique and finding more ghosts to bind in order to protect himself against Thanaton leads the young Sith Lord on a galaxy-spanning quest, during which time he visits a number of planets and befriends more people who become crewmates on his ship, including Imperial archaeologist Talos Drellik and even a Jedi Padawan called Ashara Zavros. Arche and Ashara become particularly close as they share a desire to reform the Empire into a place of less prejudice and oppression, and eventually Ashara comes to consider herself Lord Archeval's apprentice. Arche later takes one other official apprentice from the Korriban Academy as well, an ex-slave like himself named Xalek. Together with Andronikos and Khem Val (and by extension, sort of Zash), this group of minions are the closest thing Arche has to real friends, crewing his personal starship and helping him in his day-to-day affairs. Arche also makes the acquaintance of a fellow up-and-coming young Sith Lord, apprentice to the powerful Darth Baras, and the pair strike up an unlikely friendship as they find that they work well together.
After binding the power of several Force ghosts to himself, Arche decides he's accumulated enough power to remove Darth Thanaton as a threat for good, and goes to confront him on the Imperial homeworld; while the battle goes in Arche's favor at first, he quickly finds himself overwhelmed by the amount of power coursing through his body, the ghosts mocking him as he unleashes a Force storm entirely out of his control. He has to flee the area with the help of his crew members, who note that he's looking terrible -- the excess of power inside him is causing his body to start to deteriorate, and the ghosts, sensing his weakness, have decided to turn their combined efforts toward spitefully driving him mad. Before he can deal with the threat of Thanaton, Arche is forced to seek out a cure for his rapidly declining health.
chapter 3: power and duty
Thanaton, finding out about Arche's difficulties, manages to hide some relevant information in hopes of thwarting his quest, but Arche sneaks into the Darth's personal library to do research and determines that he needs to investigate on the worlds of Belsavis and Voss. On Belsavis, a dangerous journey down into the heart of the ancient prison world reveals a long-lost machine developed by the Rakata, a vicious and warlike people who once conquered most of the galaxy in millennia past. Their creation, called the Mother Machine, was responsible for genetically engineering a great many of the alien species that populate the modern galaxy, whom the Rakata considered to be "slave peoples" right alongside Arche's own human species. In exchange for a DNA sample to continue their many centuries of research, one of the few remaining Rakata allows Arche to use the machine to rebuild himself -- the semi-sentient machine, named Ashaa, reconstructs his entire body into a structure capable of handling the physical strain of all his bound ghosts.
While Archeval's body is now safe, however, his mind is still vulnerable to the ravages of the ghosts, who've discovered great entertainment in mentally tormenting him. After a detour to help some of his Imperial subordinates and further secure his power base through helping construct some powerful superweapons, Arche and his crew head to the planet of Voss, where research suggests the local Mystics might have a ritual that could heal his mind and spirit. The Voss prove to be a standoffish and unwelcoming people who are not interested in helping heal an outsider; however, Arche is directed to a group of heretical "dream-walker" cultists who might be able to help him. Eventually he is able to contact a dream-walking shaman from the Gormak people, rivals to the Voss, who is willing to help him in exchange for offworld passage; through dream-walking Arche confronts the ghosts of his own regrets in a mind-healing ritual that breaks the Force ghosts' power over him for good.
With his well-being now fully protected and having secured new allies in the Imperial military, Lord Archeval has become an even more serious threat, and Darth Thanaton is no longer prepared to ignore this walking affront to Sith tradition. Hoping to remove the upstart thorn in his side once and for all, Thanaton declares a Kaggath against Archeval -- an ancient Sith game of cat-and-mouse using all power and influence at each lord's disposal, which ends only when one Sith Lord has ground down the other into total humiliation. The battlefield Thanaton chooses is the planet of Corellia, one of the Republic's most important homeworlds, currently an active war zone where the Empire has just openly broken the peace treaty to launch an all-out assault and conquer the planet. Arche is called upon to take the proper place of a Sith helping lead the Corellian ground assault even as he scrambles to assemble his chess pieces against Thanaton, the Darth attempting to shut down Archeval's resources and contacts and sending minions to try and kill him at every turn. With the help of his Imperial allies, however, Arche is able to outmaneuver Thanaton. In a last-ditch effort, once again Thanaton appears before Arche in person to challenge him to a duel, but this time Arche is well-prepared: he beats the Darth back with the combined power of his Sith ghosts and his own considerable strength, much more practiced and improved than their last meeting; as the fight turns against him Thanaton escapes to flee the planet entirely.
Darth Thanaton's very last desperate gambit finds him running to the planet Korriban, the stronghold of the Academy where Arche's journey started. The Dark Council are assembled there holding a meeting, and a wounded Thanaton demands that they're obligated by Sith tradition to kill this ex-slave upstart, apprentice to the treacherous snake Zash. Arche, however, is hot on Thanaton's heels. He bursts into the chamber uninvited to finally settle the feud once and for all: surrounded by the cold gazes of the uncaring Darths, whose only concern is that the strong should triumph over the weak, Thanaton finds no allies as Lord Archeval beats down the man who simply wouldn't leave him alone to live his life. In the end Thanaton crawls to the feet of the other Dark Councilors begging for their aid, but in doing this he's broken the rules of the Kaggath, which state that outright asking for help from another Sith Lord is forbidden. The traditional penalty for breaking the rules of Kaggath is instant death, and one of the Darths reaches out with the Force to snap the man's neck right there on the Council floor. Darth Thanaton's threat is over.
Having proven himself powerful enough to duel a Dark Councilor and win, and with Thanaton's seat on the Council now open, Arche is judged a worthy successor and the assembled council offers him the seat then and there. One Councilor protests that a mere Lord is not of rank to join such a prestigious body, and in response senior member Darth Marr names Archeval a new Darth in turn: as Arche's work has continually led to the betterment of the Empire during his short career, Marr dubs him Darth Imperius. Suddenly catapulted into the rank of one of the most powerful people in the Empire, Archeval assumes the position of head of the Sphere of Ancient Knowledge, in charge of documenting Sith history and seeking out ancient sites and artifacts to preserve the powerful secrets they hold. With his loyal crew at his side and now thousands of subordinates standing behind him, few would dare to challenge the new Darth Imperius; for this once-slave the future is looking very bright... or dark, as the case may be.
Sith Inquisitor | Star Wars: The Old Republic (2/3 sweats)
The Gang Has to Kill One of Their Old Evil Bosses Which is Too Bad Really Because at Least He Wasn't a Space RacistTM
chapter 4: rise of the hutt cartel
The Gang Tries Not to Accidentally Blow Up a PlanetTM
chapter 5: prelude & shadow of revan
By now a firmly established Darth of Imperial high command and trusted ally of senior Dark Councilor Darth Marr, it comes as no surprise to Arche to be tapped by one Darth Arkous to help lead his raid on the Jedi homeworld of Tython, in order to obtain information from the Jedi Temple. Archeval has no personal quarrel with the Jedi, but a job is a job; coordinating with Arkous's servant Lana Beniko, Arche and Arkous's forces devastate the temple grounds to fulfill the other Darth's mission. It's discovered almost immediately, however, that the Republic has launched a preternaturally fast counterattack against the Sith stronghold world of Korriban, and Lana sends Arche there in a rush to prevent the total takeover of the Academy. By the time Imperial forces retake Korriban, the Republic has also secured Tython, leaving the warring powers at a stalemate once more.
Those involved in the two conflicts, however, can only wonder: wasn't that all a bit overly convenient? Arche, unable to shake the feeling he's been played somehow, is unsurprised when he's contacted once again by Lord Lana Beniko with new information. She's been digging up dirt on her master Arkous and in the process acquired a very unlikely ally, a Republic SIS spy named Theron Shan, who's also been investigating the incident from the opposite direction. Lana invites Arche to come meet this new contact with her in person, and after some dangerous investigating the trio of Darth Imperius, Lana, and Theron eventually come to an inevitable conclusion: the whole operation was a setup, and Darth Arkous was working in concert with his Republic opposite number Colonel Darok the whole time. But what would convince a Republic soldier and a Sith to work together?
With the added help of the Wookiee smuggler Jakarro and his protocol droid, the trio manage to thwart Arkous and Darok's plan to use ancient Rakata technology to manufacture a vast army, one which it turns out was meant to be turned toward the cause of... Revan. An ancient Force-user who once followed the ways of both Sith and Jedi (and was the player character of the original Knights of the Old Republic game), still revered by many into the present day for his sheer power and charisma, Revan had always had a secret cult following called the Revanites who kept his teachings alive over the centuries -- but Revan himself, of course, had been believed long gone. The whole galaxy learns differently when Revan broadcasts a message declaring that he needs no infinite army to carry out his plans, and that neither Republic nor Empire will be able to stop him from achieving his ultimate goal with the help of the newly-bolstered, militant Order of Revanites, whose secret adherents are embedded throughout both nations. The Revanites quickly prove their effectiveness when an order for Lana's arrest goes out in connection with the murder of Darth Arkous, and Theron is dismissed from his SIS post and branded a Republic traitor in connection with Darok's death. The pair of them go underground to try to save their own skins, while following what leads remain on the Revanites and what Revan himself might be planning.
Archeval himself, shielded by his high political position in the Dark Council, avoids any major repercussions for his involvement; but is worried and hesitant to simply cut contact with Lana who has increasingly proven a loyal friend, and particularly Theron, who he's started to have some confusing feelings for. At last he reluctantly accepts that the best thing he can do for their safety is to step back for now, and after some months of no word, this next leads to the receipt of an unexplained, unsigned message: apparently someone wants him to visit the planet Rishi. There he naturally discovers that Lana and Theron sent him the undercover message, hoping to garner his help in investigating a group of pirates called the Nova Blades who have significant Revanite involvement. While less than thrilled about some of the shenanigans he's put through in order to keep up his friends' cover, particularly pretending to be a space pirate himself, Arche is only too happy to lay waste to the Blades who are known prolific slave traders. Through investigating the Blades and acquiring information from local Mandalorians, the group discovers the presence of a large Revanite hideout gathered directly on Rishi; but no sooner do they locate it than Lana sends word to Darth Imperius that Theron has been captured while trying to sneak inside the hideout.
Arche frantically seeks the place out to storm inside and rescue Theron, discovering that Theron is being held there and tortured by Revan himself; Revan appears over holo to inform Arche that Arche's own group, the Republic, and the Empire are all simply getting in the way of Revan's ultimate mission to save millions of lives. Theron, having managed to free himself without Arche's assistance, bursts in at this point and Sith and spy both flee the scene with Theron possessing vital new info about Revan's mysterious plans. It turns out that infiltrating the base wasn't Theron's idea at all, though -- he's very short with Lana on his return, and it's eventually revealed that Lana found it appropriate to leak his location to the Revanites so they could take him by surprise, thus allowing him access to the Revanite base as a prisoner. The move demonstrates great trust in Theron's abilities, but Arche insists that she never try something so callous and risky again. There's little time to dwell, however, as Revan has set up a battle between the Republic and Imperial fleets in which his own traps will devastate them both, thereby removing the obstacles to his ultimate goal: reviving the dormant Sith Emperor Vitiate in order to destroy his very essence once and for all, removing his threat from the galaxy forever.
Thanks to Theron's intel, word is able to reach the fleets in time for disaster to be averted, and the two sides of the fleet battle -- led by Jedi Master Satele Shan of the Republic and Arche's ally Darth Marr of the Empire -- call a complete ceasefire. Satele and Marr come together to meet with Arche, Lana, and Theron; the group decides that the Revanites and the potential threat of a revived Sith Emperor are a far greater concern than their own galactic war, and Satele and Marr agree to form a combined Republic-Imperial force to take down Revan and his cult once and for all.
The coalition tracks Revan and his forces to the moon of Yavin 4, and both Imperial and Republic troops set down in the area to prepare for assault on the Revanites, with Darth Imperius among the commanders on the ground leading the Empire's forces. This is Arche's first time having an in-person meeting with the famous Jedi Satele Shan, who it turns out is Theron's estranged mother. Arche and Theron grow closer through discussing Theron's fraught history with Satele, the Jedi, and the Republic; and Theron becomes one of the few people ever to make it fully past Arche's prickly exterior as, in between hurried coalition strategy meetings and relentless jungle missions, they find time to share a few stolen romantic moments together.
It's eventually discovered that Revan himself is hiding out in a monument called the Temple of Sacrifice, where he's in possession of an ancient device that truly can revive the dormant Emperor Vitiate, putting him back into a physical body for Revan to kill. Darth Imperius leads a strike team into the temple including Theron, Marr, Satele, Lana and more, hoping to stop Revan before he can activate the machine. At the end of a pitched battle they take Revan down, but not completely in time: the Emperor, while not returned to a body, is most definitely now awake. His voice taunts the assembled operatives that they will never be able to prevent his domination over the galaxy; and that, in fact, every death in the Imperial-Republic war will only make him stronger -- and with that he vanishes to parts unknown, a weakened but still uncontrolled threat whose ultimate plans remain to be seen.
With the Revanite forces broken under coalition might and currently no sign of the absconded Emperor, the role of the joint Imperial-Republic task force is at present seemingly over. The two sides vow that they will come together again to destroy Vitiate if necessary, but for now prepare to pack up from Yavin 4 and return to the war that still dominates the galaxy. For Archeval, this means his return to a job that he still only does essentially for the paycheck, and separation from one Theron Shan. Theron explains that after his performance in the Revanite campaign he's been reinstated as an SIS agent, and awkwardly tries to point out that as members of two opposing sides, after they leave Yavin he and Arche will probably never speak a word to one another again.
Archeval's response:
"Who needs words?"
The pair share one last kiss before Theron is gone for good, and once again Darth Imperius, Dark Lord of the Sith, is left to somehow get on with the rest of his life.
Sith Inquisitor | Star Wars: The Old Republic (3/3)
- Lightsaber combat, including deflecting ammunition. The Sith Inquisitor's style in the game loosely resembles Niman form but is probably largely self-taught and improvised; Arche is competent with a blade but not a master.
- Force-assisted acrobatics and telekinesis (the latter mostly includes moving heavy objects and breaking stuff; fine manipulation of objects usually requires actual use of the hands)
- Force lightning creation and manipulation, including shocking opponents from short or long distances, frying electronic devices, and creating lightning storms. He is capable of finely manipulating current to torture without killing, but generally chooses not to.
- Mental manipulations such as Force Persuade: stated to only work on the "weak-minded", he can wipe or rewrite small/minor memories from someone's mind, encourage them to answer his questions or cooperate with his requests, or other small manipulations. "These aren't the droids you're looking for" and all that.
- Force senses: Through being able to feel the Force residing within them, he can usually sense when living beings are present in the vicinity, and can feel when a living being's Force dissipates (i.e. when it dies). Whether he can sense the presence of undead is not clear as zombies et al aren't exactly a thing in the Star Wars setting -- if they have some spark of magical energy or soul inside them he might be able to pick up on that, or they might be an unsettling blank. With some effort he can also sense the surface emotions of most beings, and is particularly good at sensing fear. (Based on other canon Force-users' abilities, delving deeper into a being's feelings or thoughts would be potentially possible for him, but is not his specialty and would be a tough task requiring great exertion.)
- Corruption discipline: A study of Sith sorcery has given him some powers that are basically Space Necromancy; he's capable of healing wounds, dispelling some less-potent toxins and diseases, and extending an ailing being's life to potentially very unnatural extents. In some cases he uses the raw power of the Force itself for this, while in others the Force serves as a conduit for him to drain energy from surrounding creatures and redistribute it where he pleases.
- Forcewalking: Darth Imperius is the only known living practitioner of this rare technique, in which a Sith binds restless ghosts (usually fellow Sith) to their own physical form in order to augment their personal power by borrowing energy from the spirits. Arche generally only binds willing ghosts upon request, but it is possible to wrestle a ghost into compliance against their will and take their power without permission. Whether willing or unwilling, however, any and all ghosts in his head are still capable of talking to him and often still have quite strong wills of their own. Few who try the technique survive, because unwary novice Forcewalkers are often overwhelmed by binding too many ghosts to themselves, finding their bodies crumbling from excess energy or minds driven to madness by their spirit passengers -- however this is not a problem for Arche, as his body has been physically and supernaturally modified to make him able to control ghosts more extensively than most. Having a connection to Force ghosts can even prevent a Forcewalker from being killed, but it's not true immortality; it only means that after having suffered all the pain and unpleasantness of experiencing death, the ghostly energy will generally knit the Forcewalker back together again.
Some of Arche's less supernatural skills include an accomplished layman's level of technological knowledge for his canon's tech level, basic starship piloting, fairly good knowledge of local flora and fauna on planets he's visited, above-average knowledge of Sith history and scholarship, and the ability to understand (but not fluently speak) several alien languages including Huttese, Sullustese, Shyriiwook, etc.Right now Arche has no ghosts with him, however -- after defeating Thanaton he purified the ones who had previously accompanied him and encouraged them all to move on, accept their deaths and become one with the Force. Some of the power they imparted still lingers within him, and he's potentially capable of binding more ghosts at any time if conditions in this new world provide for it, but presently his head is empty of all save himself.
PERSONALITY: Any version of the Sith Inquisitor player character, regardless of in-game choices, is a little broken. Archeval in specific has remained relatively well-adjusted through twenty-something years of dehumanizing slave labor, brutal Academy training, Sith infighting, and open war, but the world has not been kind to him and he frequently chooses not to be kind to the world. He keeps most others at arm's length with nasty, snide mannerisms that encourage them not to get too close, very used to leaning on the fearsome reputation and privilege of the Sith to protect himself after a youth where, more often than not, merely surviving to the next day was the only important consideration. What the galaxy has taught Arche is that everything you love will eventually be gone, everyone you trust will betray you, and anyone who takes notice of you probably wants to use or hurt you. These life experiences created an angry and bitter young adult with a chip on his shoulder, one driven to survive and thrive purely out of spite, having no real idea what he wanted out of life but determined to show up every last person who ever underestimated or looked down on him for his humble origins. His anger-fueled drive to stay alive at any cost, no matter how reckless the measures needed, made him a perfect candidate to succeed among the Sith where anger is considered a fuel for power. During his penultimate duel with Thanaton, Arche reminds him of the last two lines of the Sith Code: "Through victory, my chains are broken -- the Force shall free me," and it's these lines that have really defined how he currently lives his life. His relationship with the Force catapulted Arche out of the hell of slavery into a hell where he at least had his freedom, and Darth Imperius the Sith Lord intends never to bend the knee against his will to anyone ever again. Over the years, as he's won a more secure position in Imperial hierarchy and grown confident in wielding his personal power and influence, Arche's anger at the galaxy that chose to hate him from birth has mellowed somewhat; but being impatient, irascible, sour-tempered, and always expecting the worst out of life are at this point ingrained traits that will probably never leave him entirely.
Underneath his prickly exterior, however, someone who wishes deep down that he could connect with others occasionally peeks through. Despite the bad attitude he takes toward most other beings, his actual behavior stands in sharp contrast -- when left to his own devices Arche does not indulge in the indiscriminate destruction that many Sith Lords enjoy, saving his wrath only for his enemies and choosing to help the helpless whenever he can. Even many years later he still acutely remembers being a powerless member of the Empire's underclass, and it's not an experience he would ever wish on anyone else. He's a silent protector of the underdog who will -- as long as it doesn't compromise the fearsome Sith Lord reputation he maintains to keep his power -- even go out of his way to provide aid, resources, and healing to beings in need. He has no love whatsoever for the Imperial hierarchy that he's accidentally found himself standing at the top of, in some ways feeling himself a perpetual outsider due to his origins; but since they've handed this outsider the keys to the kingdom, he continually takes every possible advantage not just to secure safety for himself, but to bring safety to anyone else he's able as well. An unexpected (by him at least) side effect of his more benevolent impulses has been earning a positive reputation as a reformer and loyal helper of the Empire, as well as the genuine loyalty of his crew and many subordinates, none of which he has even the slightest idea what to do with or the ability to fully trust. As he's grown and matured he's become better able to strike up true friendship (and sometimes more) with those closest to him, but some small part of Archeval will likely always be waiting for this unrealistic dream to end and the other shoe to finally drop.
SAMPLE: just two dudes, chillin in a brothel, five feet apart cause they are gay but one of them's an asshole
INVENTORY:
NOTES: I don't thiiiink any special needs/considerations come to mind? I would like to note that the character very much falls into the mold of Customizable Bioware RPG Main Character, so while he has a strong defined backstory and personality in canon, there's also a lot of stuff that is up to the player including which defined personality one uses. I've tried to stick as strictly to canon elements as possible in creating my portrayal (this app is based only on things seen directly onscreen in canon), but for RP necessity purposes I fill in some details here and there, particularly the character's pre-Sith childhood which is not detailed onscreen but based on his actions has clearly affected his personality and motivations very strongly.
Also, I AM SO SORRY THE HISTORY IS SO LONG I condensed the whole section down a shitton as much as I could manage, skimmed over quite a few side missions and not-directly-relevant story arcs, etc etc. This is a long-ass vidya whoops.
APPLICATION RECEIVED
ACCEPTED
Aaaaaaaaall aboard... the absentee caravan! Thanks for applying and welcome to the game.
A few loose ends, for your pleasure:
ADMIN
NOTES