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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lorna dane | the gifted
CONTACT:
HOW DID YOU HEAR ABOUT THE GAME?: Sheep, and I'm also on the TDM!
CHARACTER: Lorna Dane (aka Polaris)
CANON: Marvel's The Gifted
CANON POINT: Post-finale (episode 2x16, oMens).
BACKGROUND: Wiki
ABILITIES | POWERS:
Outside of her magnetokinesis, Lorna has shown herself to be capable with throwing knives. She is athletic and quick on her feet and could probably adequately hold her own in a fight (early episodes of canon show her getting overpowered when outnumbered and she frequently relies on her abilities in combat, but she's portrayed by an athlete who is leanly muscular and flexible so if nothing else she could dodge and run, not that she would). She is also shown as being an organized, thoughtful, and efficient leader when it comes to the Mutant Underground (up until she leaves them for the Inner Circle). She is tenacious, quick to defensive anger, and there are times where she is shown to be ruthless, but she is shown to realize when she is in over her head and when to call on others for help.
Regarding her magnetokinesis, this encompasses several capabilities. They include:
- Ferromagnetism: the ability to magnetize metal and manipulate metal objects, sense the presence of metal (seen in an episode where Reed Strucker confronts her in prison and she's able to sense the screws in his knee from an old sports injury), and levitate metallic objects (seen in a later episode when Reed instructs her to tear the screws out of his knee to cut the ties binding them and escape; she is also able to levitate herself while wearing steel toed boots and metal bracelets several times in the series).
- Electromagnetism: the ability to use magnetic fields to manipulate electronic currents; she's been shown to be able to block cell and radio signals, hack into computers to obtain and change information, and use a limited form of telekinesis (if someone is wearing or holding metal, she can move them, if they have no metal on them she is out of luck).
I recognize these would need to be toned down in order for her to be able to play in the game, so I figure the range of what she can do could end up being limited to say about 50%, or she could lose the ability to manipulate electronics, especially since that will likely not be as useful in this world. I'm open to suggestion when it comes to this.
PERSONALITY:
One of the most notable things about Lorna is the fact that she embraces being a mutant. Most who discover they have the X-gene and the powers that come with it are fearful, knowing that it means a lifetime of persecution and danger. Lorna has always fully embraced it and used it to her advantaged, in spite of being incarcerated and even institutionalized for it. Her belief is that it's a part of who she is, and she even declares to Marcos that she wouldn't change it for anything. Another notable thing about her is who her father is - those familiar with X-Men as a canon will recognize the name Erik Lehnsherr, more commonly known as Magneto. Since The Gifted is a universe where the X-Men and the Brotherhood existed, Lorna grew up knowing who her father was and the things he's done, and she hates him for those things, but hates him even more for deciding not to be a part of her life, in spite of knowing she existed and that she was his daughter, even gifting her with a medallion with his insignia on it when she was thirteen.
In addition to being a mutant, Lorna was been diagnosed with bipolar disorder at a fairly early age (it is mentioned in a flashback when she is living with her aunt). At the point we see her in the series it is fairly well managed, especially given the amount of dangerous and stressful situations she is placed in, but she still copes with bursts of aggression and anger, usually when someone close to her is threatened.
Something else that's notable is that when she was tapped to help run the Atlanta division of the Mutant Underground, she thought they were making a mistake. Lorna is incredibly capable when given the correct motivation, and within a few years of meeting with Evangeline she and John had successfully set up and operated a safe space to house mutants on the run and had several methods of tracking them, suppliers, and those willing to transport mutants safely out of the country. Given the right motivation, Lorna is capable of organization and protection, but she can also be short-sighted, which I'll detail in the next part.
At the point in canon Lorna's coming from, she has made a lot of mistakes and done her best to atone and learn from them. One thing about her is that she is fiercely protective, and that increased tenfold when she found out that she was pregnant with her daughter. Mutants earning the right to live without fear of being jailed or killed for what they are had always been a long-term goal; once she discovered she was having a child it became one she was determined to fast-track as soon as possible. This is part of what lead to her joining up with the Inner Circle - she saw them as having the same goals she did, and the means and willingness to do more than those in the Underground were. Getting arrested and realizing Sentinel Services was starting to use those they had arrested against them by controlling them with collars and making them track down and fight or kill other mutants on the run made her all the more determined and by the end of the first season, she turned her back on the organization she'd built, the man she loved (who was also the father of her child), and her friends.
All of this said, she is not someone who's easily fooled, even when mental manipulation is involved (actually especially then). After being involved with the Inner Circle for several months, she realized how little she was being told about the plans the Inner Circle had and that she and the members of the Underground that had left with her were only welcome as long as they were useful. She grew more suspicious as the people they started bringing in were more reckless, with human and mutant lives, and eventually went to Marcos for help, realizing she was in over her head.
Ultimately, Lorna is a woman with a lot of anger and who has tried to use her negative traits for something useful. She can be reactionary to a detrimental point, but she is loyal, determined, protective, and kind.
SAMPLE:
TDM top level
Past game sample
INVENTORY:
- Clothes on her back
- The headpiece she's fashioned out of the medallion her father gave her on her 13th birthday
- The rattle Marcos made for Dawn
NOTES: I mentioned before that Lorna has bipolar disorder, this is confirmed within the series but only brought up occasionally. In canon she manages it well enough that neither a manic episode nor a depressive one is suffered in spite of a truly insane amount of stressors (there is a six month period we don't see, but an episode of either form is not mentioned). This may be something she brings up as a concern with people she comes to trust, but overall something she will try to keep under wraps, just because she won't feel it's anyone's business. I don't intend to have this become something that harms her or anyone else; I simply mention this due to it being a significant piece of her character's history.
IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? I'm good with either! She would be coming in during the TDM if that makes a difference.
APPLICATION RECEIVED
ACCEPTED
Thank you for your application!
ADMIN
NOTES
Please consult the Marcos player, but answer here on your side, and I’ll confirm with them in their own acceptance note. Thank you!
no subject
Yes, you're correct; Dawn will be remaining in Lorna and Marcos's home world. And thank you for the note on medication as well!
Regarding their identities, I've discussed with Marcos's player and we would like their identities intertwined. Thank you again!
no subject
As you mentioned, she will be arriving as part of the latest test drive event.
She will be taken in by the sorceress sorceress Karsa, an employee of the party’s Merchant benefactor who is currently journeying with the group. She can give Lorna the full rundown on his whereabouts and on the story so far.
Lorna's assignment under Taravast's electoral espionage teams sees her serving Macaluso Spina and set to take residency in his wing of the Palazzo of the Doxe. In a slight divergence from some of the previous introductions, she will be coming in as a contractor to help Macaluso's historical supporters, the witches of Bessis. These sorcerers seek to restore their reputations after they were found to have knowingly held as their captive playthings not just undead, but also such creatures that were once members of their former enemies, now allies, the Attaryl. The image of the Bessis as overwhelmingly strong defenders of Taravast has greatly suffered after a handful of dead and a miscreant dragon crippled their tower.
They need to revive their standing in Taravast's political ranks — badly. As part of these efforts, Lorna has to (at least publicly) dedicate herself to making these witches look decent — and to sabotage the attempts of Marcos, who will be serving the Attaryl. Lorna has a difficult job ahead, and she'll dispose of a budget of 50,000 coins , and two relatively trustworthy servants who can do her bidding, along with easier access to courier halls. Good luck!
Separately, Karsa can also explain the piazza — a style of communicating to the city at large, with an eye to influence public opinion.