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
kamala khan (ms. marvel) | Marvel Cinematic Universe
CONTACT: plurk: milanobutterfly
HOW DID YOU HEAR ABOUT THE GAME?: Emily referred me!
CHARACTER: Kamala Khan (Ms. Marvel)
CANON: Marvel Cinematic Universe
CANON POINT: Ms. Marvel, Episode 6 post-credit scene where she disappears and Carol Danvers appears in her place.
BACKGROUND:
Ms. Marvel
ABILITIES | POWERS: powers and abilities
*Please note this Wiki exaggerates how good she is at things. She’s pretty clever, but not an expert by any means.
PERSONALITY:
Kamala is a dreamer. She spends her days fantasizing about superheroes. She loves to draw and turn her ordinary life into a colorful adventure. She turns taking the bus to go to a convention into an epic adventure with daring escapes, perfect timing, and plans to get around her loving, protective parents’ care. This comes in handy when the real danger comes into her life in the form of Damage Control, a government agency that apparently really likes to fire on teenagers for having superpowers. Her creative thinking skills are what allowed her to outwit a shady government agency with only her friends, big brother, and whatever they can find in a high school after hours. They can also make it hard for her to focus on the day to day life. It’s hard to romanticize doing your homework! It causes her to be forgetful and clumsy as well. She’s always losing something or falling into a river. (Seriously she has a code for it - Black Sloth Down...)
Kamala is a very caring and loving girl. She loves her friends and family. She may be obsessed with superheroes, but they are her world. That big love that she has for those in her circles goes infinitely outwards. She cares so much about everyone she meets. After meeting Najima a total of once, she has her best friend working on the best way to get her and her family home. She stands up for Kamran even after his family betrays her and tries to kill her family against shady government forces. She’s devastated when one of the Red Daggers dies trying to keep herself and Kareem safe. She even pleads for Najima to save herself after finding out that the woman had killed her great-grandmother and caused even more trauma to her family in the past.
This is a double-edged sword since that big heart leads her to trust too easily. In some cases it works out. Kamran betrays his family because it’s plain to see how wrong they are when compared to Kamala who is desperately trying to help strangers. It clearly does not with Najima who nearly kills her family just to force Kamala to do what she wants even faster. Tellingly she never stops trusting so easily after that. She trusts the Red Daggers next with zero hesitation despite how things with Najima turn out.
While she is loving and trusting, like any teenager she is prone to selfishness. She doesn’t always appreciate her family’s attempts to protect her from the outside world. She even drives her father to tears once after insisting he can’t go to a convention with her because it’s embarrassing. Kamala gets so wrapped up in her time as Night Girl/Ms. Marvel that she never tells her other best friend about it and damages their relationship for a time. She absolutely takes her best friend Bruno for granted by always asking for his help on her crazy schemes without really doing much for him in return.
She also can be impulsive and jump into things too quickly like helping a strange woman and her family return to their home dimension. Overall, she’s a good girl at the start of a big adventure in her life. She makes mistakes, but truly means well. Time will tell if she really can save the world like she dreams of doing.
SAMPLE:
sample one - Kamala and Red
sample two - Kamala and Carol
sample three - Kamala and Zari
sample four - Kamala and Peter Parker
Note: Only one of these threads is past five at this point. I am out of time and hoping this will give you a decent idea of how I play Kamala Khan. If this doesn’t work, I’ll write an original sample for you.
INVENTORY:
-Ms. Marvel costume
-bangle
-cell phone
*Please note she’ll be wearing these items at her canon point.
Not on her: family photo, night light, and her giant sloth plushie so she can sleep at night.
NOTES: Kamala does come off as super childish, but I swear she can take care of herself. The plushie will really help though.
IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? This is a fun question. Let’s do plot-heavy!
APPLICATION RECEIVED
APPROVED
Thank you for your application!
ADMIN
NOTES
Kamala’s pre-assigned username is yo yo yoyo.
INTRO
i. Wake up at sea
This is the lighter plot option: your character would be one of the many rescued from the grips of the dark and magically perturbed Crossing Seas after a stretch of time in the stranding region. We can give Kamala a few puzzle clue observations or aftermath symptoms, and he can be dragged aboard with the rest of the crew.
PROS: Kamala immediately joining the rest of the pre-existing character squad and can interact both physically and by network.
CONS: less active plot than option 2, more of a slow-burn approach.
ii. Serthica
Kamala is recruited by the Merchant and sent with other newcomers in the Mouse House — the impoverished outskirts of Arc IV location, Serthica. Here, the small group will have to work together on a few quests to smuggle the remaining party — which comes later by sea — into Serthica.
Note: we’ll need at least three of the newly accepted characters to pick this, or else we can’t run it — you’d have too small of a gang to run with and get bored. If Serthica is chosen, you will get a setup and quests write-up for newcomers on 1 August, giving you about nine days to play things out.
PROS: hit the ground running, play a pretty significant role in how the party sets up in Arc IV.
CONS: Kamala can contact the party members at sea via network and inboxes, but she won’t meet physically until the seaborne travellers also join Serthica ( this will be around 11 August ). Kamala would get a list of the names of the people coming by sea, if that helps.
no subject
no subject
Kamala can join either the crew of the two existing pirate ships, the Queen Zanyra and the Pariah. She can later choose to stay here, or on one of the vessels commandeered by the party in the recent event. She will have been picked out from the sea's depths alongside other characters who were thrown in by the kraken. You are welcome to either assume a pirate NPC collects her, or to arrange with a player character for her valiant rescue, if you'd like CR that way!
Kamala has been underwater and spiritually in the stranding region for an extended period, her memories and sense of self gradually waning. She will wake once she is no longer underwater, and her amnesia and the listlessness that accompanies the stranded area will fade within 48 hours. The rate of her recovery is entirely at your discretion and can last anywhere between a few turbulent minutes and the full 48-hour span.
She can bring back the following observations, which you're free to have her share with the group at any point:
■ The tar creatures are not purposefully malicious. This does not mean they cannot act negligently or accidentally malicious! They clearly borrowed a sense of self from proximity to Kamala, in her experience in the stranded region. They seem to develop speech at a much slower rate and had a general feline-line curiosity in everything Kamala did.
■ The tar creatures would sometimes try to take the shape of inanimate objects (rocks, Kamala's clothes) but would lose interest and return to their nebulous form. Whenever the tar creatures metamorphose, they lose the previous shape and must struggle to regain it. Being shapeless appears to wound them, although it's unclear if emotionally or physically. They frequently emit a reedy howl when doing so.
Once Kamala has been collected in one of the pirate ships and has regained a good sense of herself, she is brought before the party's escort, the sorceress Karsa. She informs Kamala that she has reached the world of Akhuras, where undead factions battle each other and the living for control. The undead summon otherworldly reinforcements, to enslave or weaponise them in the conflict. Karsa serves the elusive Merchant, who finds and transports such newcomers east, where beacons might return the visitors back to their home worlds.
The pirate ships are currently en route to a location where such a beacon is expected — if they survive their sea travel.
Kamala receives a communicator pendant, which will allow her to speak local tongues and participate with text, video or audio footage.