let's set d o w n some (
groundrules) wrote2021-01-08 03:30 pm
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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
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Anthony Lockwood | Lockwood and Co
CONTACT:
HOW DID YOU HEAR ABOUT THE GAME?: TDM & EMP
CHARACTER: Anthony Lockwood
CANON: Lockwood & Co
CANON POINT: Season 1 Episode 8 after the battle with Bickerstaff while riding to the surface from the catacombs.
BACKGROUND: A wild Wiki Link appears!
ABILITIES | POWERS:
Lockwood's is most gifted with Sight. This Talent allows him to detect death-glows, which is usually depicted by the shape of how their body was laid out in that final moment. He can also detect residual spirit energy and identify different types of ghosts from the various energies they exude. His Sight is very strong, and he often uses sunglasses while on a case as a way to keep from being blinded by his own Talent.
One of the things that is remarked upon is that Lockwood, who is 17/18, which is around the time Talents start to dull, has not seen any sign that his talent is fading. He is as strong with his Talent at young adulthood as he was back as a child, as opposed to someone like Kipps, who is in his early twenties and his talent is completely gone.
Listening is the big talent in canon. It is Lucy's talent and Lucy is the audience's primary guide through Lockwood & Co, both the books and the series. Listening allows an agent to hear ghosts, ghost activity, and in rare instances allows for a psychic/empathic connection; such as Lucy and Anabelle's ghost. Lucy takes things a step further with her Talent in that she can also hold conversations with ghosts who are powerful enough -Skull-. Lucy is only the 2nd person in canon with this ability.
Lockwood can detect some ghost sounds, enough to recognize they're in an area, but where Lucy could be hearing death loops, identifying individuals, spirit type, Lockwood would need his Sight to be able to provide those same identifications. Also Lockwood does not have the ability to form a psychic/empathic connection with the dead, the way Lucy can, let alone hold a conversation with the dead.
Touch doesn't have as strong an example in canon as Sight and Listening. Touch is an agent's ability to come in contact with an item and gain a sense of the spirit connected to it. Touch really helps agents find and identify Sources, but it can also help particularly sensitive agents learn things about the ghost tied to the item.
Lockwood possess a low level sensitivity with this talent. He knows a Source if he comes in contact with it, this is necessary for an agent in the field, but it isn't the same level of sensitivity Lucy displays in the first episode when she can sense the emotions (happy, positive, vengeful, murderous) attached to an object. For example.
It could be said that Lockwood is just hiring who he can get, but we see that it is more than that. He hires people like George and Lucy, then stands back and trusts them to do the very thing he hired them to do. There is not just charisma and charm to his leadership, there is also wisdom beyond his years. He never asks anyone to take a risk that he won't take himself, he does his best to protect his people, and though he likes the limelight he is often the first one to give credit where credit is due.
PERSONALITY:
SAMPLE:
Turning on the charm
Being friendly, yet cagey with an adult
Rare opportunity with a castmate
INVENTORY:
NOTES: N/A
IF ACCEPTED, WOULD YOU WANT A PLOT-LIGHT OR PLOT-HEAVY CUSTOM INTRO? If there is something that works well for the game I would love plot heavy for this busy bee. Otherwise I am just as happy with something light/easy.
APPLICATION RECEIVED
APPROVED
Thank you for your application!
ADMIN
NOTES
INTRO
Since quite a few newcomers are interested in a plot-heavy approach, there’ll be a special scenario exclusive to you folks in the upcoming event. Stay tuned.
If you can, please shout here over the next 48h if you’d like your character to get a mod-assigned:
2. …housing?
3. haunting? If so, please describe in no more than two sentences one of his biggest regrets.
no subject
1. Mod's choice!
2. Mod's choice!
3. His biggest regret is not being there to save his family; classic survivor's guilt. His first couple encounters with a haunting he's liable to want to destroy the ghost. I'm okay if this either just isn't possible (welcome to a new way of doing things, Locky) or if you'd like me to come up with ways to force some chill on the boy?
no subject
Be back with you shortly on the housing/haunting/job!
no subject
I love eel wrangler!
no subject