let's set d o w n some (
groundrules) wrote2021-01-08 03:30 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Entry tags:
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
James T. Kirk | Star Trek AOS
CONTACT:
HOW DID YOU HEAR ABOUT THE GAME?: Through my friend Kerry (Moiraine's mun)
CHARACTER: James T. Kirk
CANON: Star Trek AOS
CANON POINT: After Star Trek Beyond
BACKGROUND: James T. Kirk (alternate reality) @ Memory Alpha
ABILITIES | POWERS: He has no superhuman powers or abilities. As for various other skills, Jim's an unusually brilliant person, with much higher than average intelligence, something that is both mentioned by other people and shown in his own actions and the progress he makes both in the Academy and after he graduates— he takes three years to complete his studies, then goes on to become appointed Captain almost immediately, the youngest in all of Starfleet's history.
Other than that, he's proficient in hand-to-hand combat, piloting, marksmanship and basic first aid and survival, all necessary skills during emergency situations and away missions, and things he's learned while at the Academy. To add to this, Jim has an intimate knowledge of a starship's inner workings, as in his opinion it's vital for a Captain to know everything about his own ship, because to him that knowledge might be the difference between saving lives and losing complete control during a life-or-death situation.
PERSONALITY: James T. Kirk is the captain of the starship USS Enterprise. An easygoing guy with a cheerful disposition, Jim is a people’s person, with a positive energy that practically oozes off of him, confidence in spades, and a kind of charm that’s often difficult for people to resist. As a younger man, he showed a tendency to rebel against rules and norms, acting recklessly more often than not, either to spite other people or just because he could. One such example being when as a kid he stole his stepfather’s classic cars to go for a joyride, another when he picked a fight with a random stranger, provoking him while knowing he’d get beat down to the ground.
For a while, Jim struggled to find a purpose in his life, growing up and lingering in the shadow of his father’s memory, who was acting captain for only a few minutes but saved hundreds of lives in the process, ultimately sacrificing himself to allow them to escape. It’s obvious that he carried a lot of resentment over this for a while, though mostly for having to grow up listening to how brave his father was than for actually seeing what he did as something wrong.
Despite joining Starfleet Academy on a dare, it’s there that Jim slowly starts to grow and find a path for his life. Still as a cadet, he continues to be carefree and reckless, showing a level of immaturity on a number of occasions, up to and including the Kobayashi Maru test, where he manipulated the system so it would allow him to win.
Despite this, he proves to be a person with his head and his heart in the right place. He is, above all else, willing to do whatever it takes to save people’s lives, no matter if it’s just one person or many, regardless of consequences. For instance, he violates the Prime Directive so he can save Spock’s life, an act that later gets him demoted to first officer. His loyalty is also a defining trait of his, and when he trusts someone, it’s a little difficult for him to cope with them breaking that trust— which is how he sees Spock’s attitude when he submits his report and informs Starfleet that Jim broke the Prime Directive to save him.
A strange but efficient balance between the calm and the storm, Jim can keep cool under pressure, handling a situation as it’s thrown at him with clear rational thinking and making just the choices that to him make the most sense. When he knows that he needs to do something, he sets his mind to it and there’s nothing anyone can do to stop him, not even when the consequences might terrify him— such as when he gives up his life to stop the Enterprise from crashing, thus saving the whole crew. In fact, he doesn’t even seem to give that a second thought, simply doing what he has to without letting the fact that he’ll die in the process stop him.
While he has carried grudges and sought revenge against people who hurt others —Khan, for instance, who murdered Pike—, Jim’s not the kind to cling to those feelings. For instance, he offered Nero, the Captain of the Romulan ship responsible for his father’s death, the chance to surrender rather than be destroyed. Though he can be surprisingly rational, Jim sometimes gets swept up by his emotions, reacting to situations with his heart rather than his head. In the heat of the moment he can let feelings such as anger get to him, and he can often act reckless and jump in head first without knowing for sure what he might be jumping into. Both luck and quick and unusual thinking are things that help him a lot in situations like this, as they often get him out of tough spots.
Jim is exceedingly bright, although he often downplays it, but his brilliance shows all too brightly when he leads his crew. He not only has a great memory and an attention to detail, he also has an unusual way of thinking which often shows in the unorthodox but ingenious plans he comes up with to solve whatever tough spots he and his crew land themselves in. Rather than follow existing paths, Jim is the kind of person that much prefers trailing new paths of his own, discovering new ways to deal with all kinds of situations, be them serious or more day-to-day. While this might make him sound unstable, it’s rather the opposite: Jim is a steady and solid presence among his crew, someone that everyone on the Enterprise trusts completely with their lives, someone they happily follow into just about any situation.
With time and experience, Jim’s grown in a lot of ways, and above all he shows to be much more mature than when he was when he first joined Starfleet— or when he first sat on the Captain’s chair, for that matter. Although far from a veteran, he’s calmer and more composed, more seasoned by the various missions and experiences, and the different things he’s learned about how to lead a crew of hundreds of people while traveling across the galaxy. It’s not without its sacrifices, as he feels a little more distant from the crew on a personal level, but he does have friends he keeps close, people who support him and help him through more complicated times. Such is the case with Dr. Leonard McCoy, whom Jim fondly refers to as Bones, and who often just sits with him for a drink and a heart-to-heart.
Always a charming and charismatic man, Jim’s a person who’s difficult not to like. When younger, he’d often get involved with random people, sleeping around without forging any strong emotional bonds; in fact at that point he seems more interested in casual hookups with people he barely knows than he is in actually getting to know someone better before getting involved. As he grows older, and especially after he sets out on his five-year mission, he doesn’t seem to carry on with this behavior, as his focus seems to be on doing his job and captaining the ship. Regardless, Jim has few inhibitions and little qualms about seeking pleasure, even if he might not be as prone to indulging in his hedonistic behavior.
Despite being a brilliant man with an incredible confidence in his own skills, Jim isn’t without his moments of doubt and weakness. On a few occasions he confesses to not knowing what to do next, though he keeps it between himself and the few people closest to him, such as Spock and Bones. Ultimately, however, he knows that as Captain he has to be a solid and steady presence for his crew, and that if he shows uncertainty then the whole crew will waver. As such, he often keeps these worries and fears to himself, instead soldiering on and sometimes pulling through and doing what he hopes is the right thing, the course of action that will not only save as many people as possible, but also prove that he can be a good, strong presence that people can rely on.
SAMPLE: TDM thread
INVENTORY: phaser, tricorder, comm device, Starfleet insignia, Starfleet survival gear, Starfleet duty uniform, and his reading glasses. (it's fine if none of the tech items work properly or at all)
NOTES: Nothing I can think of.
IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? Plot-heavy sounds like fun, if possible!
APPLICATION RECEIVED
ACCEPTED
Thank you for your application!
ADMIN
NOTES
Jim’s good work with mending sails is so deeply appreciated that he is asked to perform his services on the Pariah after its encounter with the Concord. Whilst on this assignment, Jim is given freedom to roam a cabin that holds the Pariah’s most precious and rare inventories — from fragile explosives to thick thread and specialty needles, alongside exotic baits. If Jim keeps his eyes open, he might notice the many shelves also house over 50 pocket-sized bottles that each contains one or more miniature lifeboats. Curiously, the bottled boats are exact replicas of the lifeboats secured aboard the Pariah, which frequently transfer crew between the vessel and the Queen Zanyra. This is enough theoretical capacity to save a group that numbers more than double the crew of the Pariah. An inevitable note by the bottles says, Break at sea.
The bottles are bound together and to the floor with a thick chain that has all of one lock. It possesses no other magical wards or defences. If Jim manages to discreetly break the chain, or brings one of the other
shadyquestionable party members to pick the lock, you can have exactly one [1] bottled lifeboat — and might want to pocket it discreetly.