groundrules: (Default)
let's set d o w n some ([personal profile] groundrules) wrote2021-01-08 03:30 pm
Entry tags:

applications


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.


APPLICATION FORM & INSTRUCTIONS

EXISTING / RETURNING PLAYERS



NEW PLAYERS



APPLICATIONS CLOSED


NAVIGATION MENU

nochnaya: (Default)

merrin ☾ star wars

[personal profile] nochnaya 2023-08-07 08:25 pm (UTC)(link)
PLAYER NAME: britt
CONTACT: britt @ discord, [plurk.com profile] matriarchy
HOW DID YOU HEAR ABOUT THE GAME?: i am owed penance for being forced to remember my cringe early 20s

CHARACTER: Merrin
CANON: Star Wars
CANON POINT: Post-Jedi: Survivor

BACKGROUND: Link. I also put together a bulleted summary here that's hopefully a bit easier to digest!

ABILITIES | POWERS: As a Nightsister, Merrin uses magick. In canon, magick is considered to be an aspect of the Force, the energy that connects all living things in a galaxy far, far away, though it's applied much differently than the way a Jedi uses the Force. While traditional Nightsisters tap into the dark side of the Force and the energy of Dathomir itself for their magick, limiting what they can do off their homeworld, Merrin has self-actualized her way to a more sustainable light side-based approach.

Her magickal abilities include:
▶Telekinesis
▶Teleportation
▶Creating magickal ichor, which manifests as a green mist and can be used to attack, defend, or immobilize
▶Cloaking objects or people
▶Enhancing a being's physical strength
▶Raising the dead (and putting them back)
▶Manipulating the earth
▶Creating fire
▶Healing
▶Sensing magickal and life energy
▶Communicating magickally across long distances
▶Putting people to sleep
▶Creating solid objects out of ichor
▶Using hammerspace
▶Creating illusions

Non-magickally, she's proficient in combat with her preferred weapon, a knife that she can magickally transform into a spear and back. She's also Dathomiran Zabrak, so she has two hearts for more endurance (that's how biology works, right?) and natural night vision!

Nerfs: For her teleportation, I usually limit it to places she can see and/or has already familiarized herself with, so she's not just, like, teleporting past all the fun stuff. I'm also good with nerfing her abilities to create objects and use hammerspace to hell and back because... oof.

As a note, when she raises the dead, they're definitely zombie-like and not like... alive again. She mostly uses this to make the undead fight for her, like creepy little puppets. :) Not sure if this'll need to be nerfed, but I'm good with that too!

PERSONALITY:

On the surface, between her impenetrable poker face and reputation as a spooky space witch, Merrin can come across as intimidating and unapproachable—not that she minds. In fact, she's perfectly aware of the scary impression she gives off and is more than willing to play on it when it suits her, either to intimidate others (on purpose) or to amuse herself.

She's the kind of person who couldn't care less about what other people think of her, and doesn't try to hide it. Her air of confidence and self-assurance isn't an act, which wasn't always the case. Because so much of her identity is tied to the Nightsisters and her magickal powers, her self-confidence took a hit when she struggled with her magick—luckily, she got better, and the poise and composure she tends to project comes from the soul-searching work she put in.

She's also incredibly straightforward—when she says something, she means it. Unlike many Nightsisters, she's honest and forthright, sometimes to the point of being a little too blunt, which is what made it much easier for her to connect with Cal and the rest of the crew back when they were enemies. While she's mindful of being outright rude, she rarely minces words and she'll call it as she sees it. Trust me, you'll always know exactly where you stand with her.

Her sense of humor is dark, dry, and deadpan, which can make it very difficult to tell whether she's joking about sacrificing your limbs or harvesting your blood for her magick—she is joking, right? Right? Yes, she is, but it sparks joy in her to tease people and provoke an alarmed reaction out of them.

That said, scratching even a little bit beyond the surface reveals that she's kind, compassionate, and thoughtful. Even when she was supposed to be a villain, she was quick to warm up to Cal once she learned his history and his (good) motivations. She has a soft spot for people who have been through hardship, which is just about everyone in her galaxy at this point, and often shows kindness by protecting and supporting people who need it.

Though she didn't start out that way, because of her upbringing, she's grown into a lot of emotional intelligence. Especially with her friends, she tends to read people well and know just what to say to make them feel better. With Kata, a scared, traumatized child, she's extremely gentle and uplifting.

Her values and altruism have only solidified with time, and she doesn't stand by when someone is in need, even if it means putting herself in danger. It's mentioned that when she was traveling the galaxy on her own, she would step in to help where she could, as well as assist the Hidden Path in keeping Force-sensitives safe.

That said, she's a fighter at heart and is willing to kill in the name of self-defense or justice. While her fervor for killing fascists has cooled off a little since she's worked through the trauma of losing her sisters, she still isn't that sorry about it. In contrast to Cal, she's a bit more hardcore about doing what needs to be done—he's the one who convinces her to give Bode another chance to surrender after everything he's done, and she mostly agrees to the idea out of compassion for Bode's daughter, Kata.

This intensity extends towards the people she loves. While she can be cautious and slow to trust, due to her experience with Malicos manipulating and betraying her, her loyalty, once won, is fierce. She would do just about anything for her family's happiness and safety, all the way from bringing them a hot cup of tea to taking half an Imperial garrison head-on to save them from the dark side.

Finally (I'm struggling to fit this in somewhere, I'm sorry), she's very curious and inquisitive by nature! It was her entire motivation for striking out on her own to see the galaxy, since she felt like she grew up far too sheltered on Dathomir and didn't know enough about the galaxy at large. Like the Little Mermaid, she wanted to be where the people are.

SAMPLE: Link.

INVENTORY:
▶Her talisman
▶Her knife
▶The clothes on her back

SUITABILITY: Sleuthing, action, and the undead? It's just like home. :) Dathomir, where she grew up, is an extremely hostile planet, and the galaxy at large isn't much better right now. As mentioned above, she's the curious type and has the motivation it takes to unravel just about any mystery. She's also a born fighter and wouldn't hesitate to jump into the fray, especially as a means to help or protect others. This woman is squared up at all times.

And the undead? Those are her Gs. Doesn't bother her in the least.

NOTES: None that I can think of!

IF ACCEPTED, WOULD YOU WANT PLOT INVOLVEMENT OFF THE GROUND OR A SETTLING-IN PERIOD? plotty stuff would be fun?? surprise me!
nochnaya: (Default)

[personal profile] nochnaya 2023-08-11 08:35 pm (UTC)(link)
thank you!! i would absolutely love a punny name, if you got one.

also omg thank you sister karsa 🥹 women in STEM (sorcery, thaumaturgy, enchantments, magic) gotta stick together.