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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Sergeant Slick | Star Wars
CONTACT: Plurk @
INVITE STATUS: Nudged towards the game by Britt, player of Lee Chang (
CHARACTER: Slick
CANON: Star Wars (The Clone Wars)
CANON POINT: The end of The Clone Wars Season 1, Episode 16: The Hidden Enemy
BACKGROUND: Clonetroopers were a made-to-order miracle for the Republic, providing a bulwark against the droid armies of the Separatist movement. Commanded by Jedi on the battlefield, they were instilled with a sense of loyalty and a desire to excel at the job they were made for.
And they were also genetically altered to age at double-speed, conditioned from artificial birth to never question their lot in life, and sent to die in numbers uncounted under the command of a religious order that had no military experience. Clones were slaves, watched over by telepathic overseers. Their self-expression was limited to a few sad little displays of personal autonomy: Choosing a hairstyle. Tattoos. A name.
The sergeant that called himself Slick seemed a model soldier, well-liked by others and effective in carrying out his duties. But secretly, he hated it all. He wanted freedom, and nobody else around him agreed or even understood the concept. And so, desperate to escape, he reached out to the Separatists.
Asaj Ventress offered him money in exchange for information, but that wasn't his priority. He wanted freedom, and she promised that could happen. Whether she ever intended to live up to that promise is unclear, but Slick started feeding information to the Separatists via disguised transmissions, and spying on his Jedi generals.
After the Separatists used Slick's intel to out-maneuver a Republic ambush on the planet Christophsis, it became clear to the Jedi that they had a spy in their midst. They left to seek information behind enemy lines, while clone officers Rex and Cody stayed on-base to investigate. Slick overheard their plans via an open commlink and passed the information to Ventress, but the officers noticed the eavesdropping and were soon able to deduce that the spy they were hunting was a clone like them.
Rex and Cody traced Slick's transmissions back to his unit's barracks, where they questioned the soldiers in his unit. Slick attempted to implicate one of his men, but accidentally let slip information he shouldn't have known in the process. His cover blown, he attacked the others and fled. He tried and failed to kill the officers by sabotaging the base's gunships, and eventually found his way into the vents of the command center.
Rex and Cody baited him out, eventually overpowering him and placing him in handcuffs, taking him to the Jedi upon their return to base. Slick railed against them, but nothing more could be done. He was taken away and never seen again.
ABILITIES | POWERS: Slick was trained from birth to be a soldier, and has a knack for fighting dirty and hand-to-hand combat, fending off Rex and Cody in a two-on-one fight until he was baited into a bad position. His metabolism likely runs a little faster than standard humans, due to his double-speed aging. This may mean he heals a little faster than average, but also needs more food.
PERSONALITY: Each episode of The Clone Wars starts with a moral. Slick's feature episode begins with "Truth enlightens the mind, but won't always bring happiness to your heart." While this seems to have been intended by the writers as alluding to the feelings of others regarding Slick's actions, it is very appropriate for Slick himself. He looked beyond his loyalty conditioning, and what he saw drove him to commit terrible acts.
Slick is deviant from the clone trooper norm, and he hid it well. A gift for lying or a desire for self expression wasn't unheard of among clones, but few took these traits to his extent. All clones are conditioned by genetic manipulation and nine or ten years of propaganda before they're sent out as fully-grown soldiers, who've known nothing else in their life. In this context, Slick's behavior is exceptional.
While he was uncommonly skilled at manipulation and subterfuge for a clone, this is a relative statement. Slick made some grave errors and likely would've been caught earlier if the idea of a clone traitor wasn't so unthinkable. If he ends up lying to someone who doesn't have that context, he'll likely be found out.
In the clone army, Slick seemed to be trusted by others in his chain of command, and was a quick thinker. But he considered their lives to be an unconscionable act of Republic hypocrisy, and fighting for that was dishonorable.
His actions hurt and killed other clones, something he justified as part of his struggle for freedom. Not just for himself, but all clones, which was worth sacrificing for. He professed to love his brothers, and blamed the Jedi for their enslavement. They used supernatural powers and authority to enforce an unjust system, and he hated them for it.
When cornered, Slick fights dirty, and will not hesitate to take actions that could maim or kill others, no matter who they are. Much of his actions appear to have been driven by desperation, which left him open to manipulation by Ventress and willing to do the unthinkable. Despite his lack of restraint, he's not especially strategic about it--when pressed on his beliefs, he may be prone to outbursts or lose focus on important details of his surroundings. This was ultimately what got him captured.
SAMPLE: An Eastbound voice test for Slick can be found here!
INVENTORY: Standard clonetrooper armor, no helmet, no guns, no utility belt. Boots can be magnetized and contain a "grav-field alternator" which the wiki does not explain beyond permitting greater stability, most likely in low- and zero-G operations.
NOTES: No notes! Slick needs no special accommodations, and he's not a copy of anyone. Well, at least not in a way that matters for the game.
APPLICATION RECEIVED
no subject
no subject
ACCEPTED
Great! In that case:
ADMIN
NOTES
During his stay in the old jailhouse, Slick can notice that Unhalad’s guarding forces appear... sick or decomposing, oscillating between the typical, animal listlessness of the undead and sudden spikes of human distress. When they behave more humanely, Unhalad’s 'people' seem obsessed with a hunger that the (regular) food they consume in large amounts seems incapable to satisfy. During a fit of anguish, one of these undead will bemoan that he suffered the dark of the mines, then hunger, now the cold — and so, his sins must be endless, if he is paying for them ceaselessly, with no relief from gods or skies.
The sorceress Karsa will pay Slick a visit, once Lee Chang brings him to the farmhouse where Lee Chang and his comrades are headquartered. Karsa will explain that Unhalad summoned the group to use their strength as a resource in the power struggle against his once dethroned but resurging undead rival, Anurr. It is in everyone’s interest for the newcomers to depart this world through long-lost portals that reside eastbound, deep in the continent. Karsa’s master, the elusive Merchant, is organising a trip to that purpose, although the voyage has been repeatedly delayed by cold storms. It is hoped that the portals will take otherworlders to their own homes. For now, they must participate in Anurr’s trials and gain more information that could help with their departure.