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
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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