Aug. 10th, 2020

seeingyou: (Default)
Applications are CLOSED.


Reserves are encouraged but not required. Applications are reviewed as they are submitted, and challenges are not accepted. We strive to reply to apps within three days of submission.

There is a cast cap of 7 and an overall game cap of 50.
Currently, the game is at 22/50 characters.

The following casts are at or near cap:
DC (5/7)


Please submit the following form in the comments below, either pasting the entire app in the comments or linking to the app as posted elsewhere. Comments will be screened.

[community profile] eyemind is a (semi)private game.
Please do not submit an application if you do not have an invitation to join.
Please consult the FAQ for how to request an invite.

As of April 2023, [community profile] eyemind is closed.




Apps pending:

seeingyou: (navi: happy.)
The ship has a total of six floors. Each of the first five floors has a total of ten cabins with basic furnishings: a bed, a closet, several built-in wall shelves, a small private bathroom with toilet, sink, and shower. Something like this. There are no spare clothes in the cabins; passengers arrive only with what they're wearing, but may purchase additional clothing on planet visits. Bathrooms have one basic set of towels and soap supplies to start.

The cabins are identical; however, passengers may switch cabins if they so desire. Please note this with a comment below.

Each floor is connected by stairs and an elevator in the middle of the hallway, opposite each other. The power reserve glyph is located on the wall to the side of the stairs.

Floor One
101:
102:
103:
104:
105:
106:
107: Julia Bellamy
108:
109: Senku Ishigami
110: Gen Asagiri

At one end of the hallway is a large door that opens to the observation room, with a floor-to-ceiling window of the view into space. Three rows of ten auditorium-style bolted-in chairs face the window, and there's plenty of room for standing and walking as well.

NEW! Thanks to Lucifer, there is now also a piano bar.

Floor Two
201: Ella Lopez
202: Jason Todd
203:
204:
205: Demyx
206:
207:
208:
209:
210: Lucifer Morningstar

At one end of the hallway is a large door that opens to an exercise room, with free weights, three treadmills, a pair of punching bags, a combat dummy, and open space with mats for sparring, tumbling, etc.

At the other end of the hallway is a bare-bones lounge with comfortable chairs, a pair of small tables, and a long couch that takes up the entire wall opposite the door.

Floor Three
301: Prompto Argentum
302: Noctis Caelum
303:
304: Timothy Stoker
305:
306:
307:
308:
309: John Constantine
310: Chloe Decker

At one end of the hallway is an infirmary, with bed-like platforms fashioned into the wall (similar to what the empty cabins look like) and cabinets stocked with minimal supplies. Behind a doorway that has no apparent way to open it is the Neogenesis Chamber.

At the other end of the hallway is a bare-bones lounge with comfortable chairs, a pair of small tables, and a long couch that takes up the entire wall opposite the door.

Floor Four
401: Jonathan Sims
402: Beverly Marsh
403:
404: Ienzo
405: Simon Reese
406:
407:
408:
409:
410: Kaz Brekker

NEW! Due to Simon Reese's residence here, passengers will experience the following spooky effects while on this floor: flickering lights, a persistent sense of dread/unease, the feeling of being watched, shadows that shift just at the edge of your vision, and a much chillier temperature than other floors. You're welcome.

At one end of the hallway is a large door that opens to the kitchen and dining hall, with three long tables and ten swivel chairs attached to each. Inside the kitchen are a commercial-sized oven, stove, refrigeration, and storage units; pots, pans, dishes, utensils, etc. can also be found behind storage unit doors. Available food supplies are packaged, with strange writing on the wrappers; there does not appear to be anything fresh.

At the other end of the hallway is a bare-bones lounge with comfortable chairs, a pair of small tables, and a long couch that takes up the entire wall opposite the door.

Floor Five
501: Alex Reagan
502: Richard Strand
503:
504:
505:
506:
507:
508:
509: Murmur
510: Jack Munroe

At one end of the hallway, a large hydroponic garden can be found, with a wide variety of edible plants and herbs, and small fruit-bearing trees. Most plants will appear alien, but have been checked out and are completely safe to eat.

At the other end of the hallway is another bare-bones lounge with comfortable chairs, a pair of small tables, and a long couch that takes up the entire wall opposite the door.

Bottom Floor
At one end of the hallway is what looks like a laundry room, with three machines each to wash and dry clothes. Basic washing supplies are avaiable, and there is no cost to run the machines.

Instead of cabins in the hallway, there are empty pods meant to house passengers in stasis/cryosleep, twenty-five on each side of the hallway.

At the other end of the hallway is a large door covered with the glyph symbol, usually glowing a steady green. There's an instrument panel and large display screen to the side, which displays diagrams and alien language.

Behind the door and to the right of the entrance is the Navigator, usually called Navi. Navi is an agender being with a humanoid face and many limbs, the same grey color as the ship itself, and appears to be fused to the command chamber, taking up the bulk of the space in the room. The same glyph that is on the door that just opened and the backs of passengers' hands is also on the Navigator's forehead, glowing a steady green. The wall opposite the Navigator is covered in screens and windows, displaying a number of diagrams and lines of text in the same alien language that was found on the display outside the door. One thing that does seem to be missing from the Navigator's face is a mouth. It seems that the words Navi "speaks" are being projected telepathically to all passengers.

faq.

Aug. 10th, 2020 09:55 pm
seeingyou: (Default)
Can I have an invite to play in this game?


Most likely, yes. This is a private game, but we have an invite request process - think of it as an individual interest check. You’ll need to answer a few short questions (no essay needed, honest) and the mods will get back to you, usually within three days. Request an invite here!

Who can I apply to play in this game?


We are pretty open as far as the types of applicable characters goes for this game. Since rifts in space and time are all over, potential passengers come from all realities. OU and AU (canon or fan-made) fandom characters are allowed, as are original characters. Tabletop campaign characters? Why not. CRAU/previously played characters? Absolutely! Characters with limited canon? If you can write a convincing application, go for it.

Fan-made AUs, malleable video game protagonists, and fandom OCs will be considered on a case-by-case basis, with input from any existing cast members at the time of application.

Our current hard "no"s for applicable characters are: pregnant characters; fandom OCs with close surprise relationships to canon characters and/or outrageous abilities; child characters who are not reasonably self-sufficient; and real people, unless from a fictionalized canon.

Multiples are allowed but must have a significant enough difference that would distinguish them as separate people instead of clones/copies.

There is a 30-day waiting period before applying for a character/canon point from newly released media, including episodic media.

What if I want to play an antagonist?


That's perfectly fine! While the name of this game is teamwork, it would be boring if everyone got along perfectly from the start. Building CR through overcoming obstacles is going to be more of a power boost for the Navigator than if everyone has an easy time all of the time, so please, bring us your assholes if that's what your heart desires. Chaos is fun!

How many characters can I play?


Each player can play FIVE characters, provided they are from different fandoms. In other words, no player may play multiple characters from the same fandom; this is to keep things fair, due to the cast caps being set small. Players may play multiple original characters, provided they are from different worlds/universes and do not have IC knowledge of each other.

To start, the game has an overall cap of 50 characters, and a per-cast cap of 7. (Fandoms with multiple installments, such as Final Fantasy, Persona, DC/Marvel, etc. will be treated as a single cast for cap purposes.) The overall number of original characters allowed in the game is 17, i.e., one third of the game cap, to keep a good balance with fandom characters.

Please note: these are initial caps. Depending on player interest, both the game and cast caps may be increased.

Once caps are reached, you are still welcome to submit an application onto the waiting list, and wait-listed apps will be reviewed when and if a slot opens up or caps are increased.

Players may only submit one application at a time, and must be in good standing with activity (i.e., passing AC) before submitting an application for a second character. This means you must pass regular AC with a thread of content, not just create the new character AC link, before applying for character #2. Applications from players on hiatus will not be considered until after the player is off hiatus and has passed the next activity check. Players clearing a strike may not apply for a second character until the strike has been cleared.

Can I play a dead or dying character?


Yep! On being brought to the ship, any dead/dying characters will be placed in the ship's Neogenesis Chamber, where they will be revived/healed. Reviving dead characters is a significant strain on the ship, however, so it's generally recommended y'all try your hardest to stay alive. You definitely don't want to cause the ship to malfunction due to exhaustion!

Can my character be killed in the game?


Yes - again, any characters who are killed through gameplay will be placed in the ship's Neogenesis Chamber, where they will be revived, but see above re: strain on the ship. Revived characters will also be subject to memory loss - that is, they will lose one memory for every time they die. (Characters who are dead on arrival are exempt - the first time.) Please carefully consider the costs of killing your characters!

What can my character bring with them?


This ain't a luxury cruise! Characters will arrive with whatever clothes they're wearing and whatever they are carrying on their person - so no luggage, no backpacks, no duffel bags. Weapons are allowed, as long as they are small and portable, i.e., knives, daggers, pistols are allowed, but battle axes, swords, machine guns are not. Ammo for guns will be extremely limited - there is no weapon system in the ship itself, so there are no weapons stores kept. You may encounter weaponsmiths on planets when the ship docks, but the chance that they will carry replacement ammo for your specific type of gun is extremely slim. Weapons that are part of the character are allowed, as are summonable familiars that are meta/physically bonded to the character. Pets/other companions will be considered on a case-by-case basis, so please consult a mod for suitability. For a general example guideline, Personas are fine, Luna from Sailor Moon would have to be applied for as a separate character.

Do characters keep their powers?


Broadly, yes, but anything world-ending or game-breaking will be nerfed or suppressed. For example, if your character is a teleporter, they can teleport inside the ship only, not out into space/another planet/home and back. Time traveling abilities would be similarly limited. We strongly suggest you include a separate permissions post for any characters with intrusive abilities such as telepathy/mind control, destructive abilities like pyrokinesis, etc, or combine it with your general permissions post. Please include all powers in your application for mod review - anything not listed will not be allowed in-game.

To demonstrate that you have thoroughly read and understand both the rules and the FAQ, please include the phrase “In space, no one can hear you scream” somewhere in your application.

What is the game’s pace/event schedule?


We’re aiming for a medium-ish pace with mod-run events, usually either one weird rift-caused on-ship event or a visit to a planet per month. This should allow plenty of time for thorough player involvement, as well as breathing space for player-run plots and general CR-building between characters. We try to keep the tone of events varied; some will be more lighthearted, some will dip into more serious genres like horror. We also welcome player suggestions for events!

What are the AC requirements?


The AC requirements are laid out over yonder on the Activity Check page.

What if I can't make AC?


We all know life comes at ya fast, so if you need to take a break, please drop a comment on the hiatus post [link coming soon]. You can either autopilot or have your character be taken by ship drones into a temporary stasis/cryosleep. Hiatuses will not be counted if they are not logged on the hiatus post. Hiatused characters will be exempt for the month if the hiatus is two consecutive weeks in the same month but a player on hiatus will still need to respond to the AC post noting the hiatus.

If you can't make AC and can't hiatus due to extenuating circumstances, please get in touch with a mod. We are willing to work with players within reason!

If you can't make AC and didn't post a hiatus, you may also request a strike on the AC post, which will be cleared with two consecutive months of meeting AC, but if you strike twice in a row or fail to respond to AC, your character will be swept, i.e., placed in long-term stasis. Reapplication for swept characters will be considered on an individual basis and are granted by mod discretion.

What if I need to drop?


We'll be sorry to see you go! But it happens, we understand. Just fill out the drop post. ICly, dropped characters from players in good standing are placed in long-term stasis for the remainder of the journey. They are not counted toward cast or game caps, so they can be applied for by another player as a new addition. If eligible, you may reapply for a character you've dropped as a CRAU version, keeping in-game memories on awakening from cryosleep.

Characters who are ineligible for reapplication will be removed from the game in a method of mod team's choosing.

Can I canon update my character?


Nope, sorry. The rifts do not function like a revolving door. Once you're here, you're here to stay.

How does the partner system work?


WELL I AM GLAD YOU ASKED. Since the Navigator is an empathic being, it draws strength from the emotional bonds of its passengers. Characters will be assigned to pairs (or potentially a group of three, but no more than three), and paired characters will recognize each other by their glyphs' behavior (more on that in a minute). ICly, the pairings are made by the Navigator, based on what it's able to sense about its passengers; OOCly, this is done by the mod team with player input.

Characters from the same canon will not be paired, either temporarily or permanently. Temporary pairings will be made every other month, and are a good way to test out the waters with character compatibility. CR doesn't necessarily develop immediately, and part of the aim of this game is to encourage character development through these partnership bonds. So what may seem like an oil-and-water pairing can work out to be extremely emotionally fulfilling with some effort. Everybody wins!

Players can request temporary pairings or be randomly assigned by the mods. Permanent pairings must be requested and confirmed by the players of both characters. Mosey on over here for partner pairings.

OK, now explain the glyphs?


Glyphs are markings that all characters will have upon waking up in the ship. Each character will have the same glyph, in the same place; it looks like a set of three concentric circles inside of a downward-pointing triangle with three lines radiating inward to the centermost circle from the points of the triangle (see icon above), and it will be placed on the back of each character's dominant hand (or pick one, if ambidextrous). It looks mostly like a tattoo, but it doesn't hurt or feel weird in the slightest.

The glyphs serve as a link between partners. Here's how characters will recognize their partners for the first time: their glyphs will light up a blinking blue until synced, then solid (think Bluetooth pairing), and there will be a slight tugging sensation toward the partner character. When partners are working especially well together, they will feel a strong connection to each other, and their glyphs will glow a steady green. If a character is in extreme distress - for example, if they've been kidnapped and are being menaced at gunpoint - their partner's glyph will blink rapidly in red, as a warning. Glyphs also enable a telepathic link between partners - think of it as a two-way private comm line. It's not intrusive; partners should not be picking up on each other's thoughts at all times, only when there's a focused intent to communicate.

Glyphs also function as a link between the Navigator and the passengers. The Navigator has the same glyph on its forehead; it communicates telepathically with all passengers, and enables the same the other way around.

What about spoken and written languages?


All characters will be implanted with speech modulation nanite on arrival; this is done by a drone while characters are unconscious. It is a quick, painless process, and it's so small it's undetectable under the skin. There is no way to remove it. This enables all characters to understand each other, regardless of what language they're speaking.

Written languages will remain untranslated unless read aloud.

Besides the glyphs, how do characters communicate with each other?


There will be a portable comm device available to each character for text, audio, and video transmissions, found on a dock inside their cabins; likewise, characters can use the ship's intercom system to address everyone on board at once. These devices are impossible to disassemble or hack, and since they're actually part of the ship itself, it would be pretty rude to try.

Device transmissions can either be on an open channel or sent to a specific individual, but cannot be made anonymously. Device broadcasts will be identified by a default serial number identifying each character, which can be changed to a custom user name, but it will be up to characters to provide their actual names to each other. In other words, if you play a lying liar who lies and gives an alias, there will be no way for other characters to know this at a glance, as there is no shipwide manifest.

Log posts for in-person activities, in addition to intercom, device, and glyphlink communications, should all be posted in [community profile] eyemind. It should be obvious what type of post your character is making, so there is no need for separate communities to split up different types of communication. Combo posts (i.e., network and later action) are allowed.

Private device inboxes kept on character journals are also permitted but are not required.

What is the ship like?


In a word, it's organic-tech; the ship is a living, sentient creature, and the interface is called the Navigator, or Navi for short. The Navigator is an agender being with a humanoid face and many limbs, and is fused to the command chamber. The same glyph that is on the backs of passengers' hands is also on the Navigator's forehead.

There are five decks with cabins and various other common spaces, and a sixth deck below for characters kept in stasis. The walls of the ship are smooth, a metallic grey color, and a solid material - more organic than metal, warm to the touch. If you happen to be a barbarian and decide to try carving some graffiti into the walls, they will bleed a blue-green viscous fluid, and the Navigator will give you a sharp reprimand.

Throughout the ship, there are a number of small drones of varying sizes and shapes. These perform various functions, from injecting speech modulation nanites into new arrivals to placing characters into cryosleep.

Please see the setting page for more details about the cabins and common rooms on the ship.

Any other questions?

Leave a comment below and we will answer as soon as we are able!

rules.

Aug. 10th, 2020 10:00 pm
seeingyou: (mindseye: cursor.)
1. Don't be a dick. This really should go without saying, but if you need a reminder, here it is: don't be a garbage human to your fellow players. Remember that IC ≠ OOC, remember to respect permissions and opt-outs, and for the love of God, Montresor, remember that RP is pretendy fun times - emphasis on FUN. If you have an issue that you absolutely cannot resolve on your own using your adult words, contact a mod.

2. Speaking of adult words ... use them. Communicate OOCly with your fellow players. End of story. The name of this game is teamwork, and that goes for OOC as well as IC. If you have an issue that you absolutely cannot resolve on your own, speak with a mod. We’re happy to help, but we can’t help with what we don’t know.

3. Don't info-mod; don't power-game; don't god-mode. Keep OOC game knowledge separate from IC character knowledge, unless you can show receipts for how your character acquired this information. Playing a smart or observant character does not mean you have free license to Know All of The Things, whether it’s regarding metaplot or another player’s character.

Likewise, if your character is doing something to another character, make sure you have explicit permission from the other character's player (see rule #2 above), or else write it openly. Example: "Jane punches Dick in the face and gives him a wicked nosebleed" requires Jane's player to have permission from Dick's player to break his nose. "Jane throws a punch at Dick's face" leaves it open to Dick's player to decide whether Jane's punch connects and what damage, if any, is caused.

4. To reiterate: keep IC and OOC separate. Remember that you are not your character. It's as simple as that. Likewise, don’t assume that a player is using their character’s IC words/actions as an OOC mouthpiece. Keep that IC/OOC divide in mind at all times.

5. Remember that IC actions have IC consequences. If you decide to play Destructo-bot 9000, don't be surprised if you end up developing mostly negative CR with other characters. Likewise, if your character decides to take an axe to the ship itself, don't be surprised if the Navigator defends itself. (Protip: don't attack the ship.)

6.Please be an active participant. This is designed to be an easy-paced game, but going too easy leads to stagnation. The activity requirement is a monthly self-assessment check-in and activity will be checked from the 1st-5th of every month, though you are welcome to submit AC sooner. Please see the FAQ page for full details on activity checks.

If you can't make AC and can't hiatus due to extenuating circumstances, please get in touch with a mod. You may request a strike, which will be cleared after meeting AC for two consecutive months, but if you strike twice in a row or fail to respond to AC, your character will be swept, i.e., placed in stasis. Reapplication for swept characters will be considered on an individual basis and are granted by mod discretion.

We do not utilize AC warning lists, and we give only one reminder every month. We trust that everyone here is an adult and fully capable of setting their own monthly reminders to fill out AC. The mods are not here to babysit.

As a sub-note: please tag around! Don't stick to tagging only your castmates, your friends' characters, your partner character. This game is run on overall teamwork and CR building, so the more you connect with shipmates, the more smoothly and rewarding the game will run. Embrace crosscanon CR. If the mods observe a pattern of play that does not follow this rule, we reserve the right to make additional AC requirements, such as disqualifying threads written with specific characters.

Failure to follow the rules will be handled with a gentle reminder warning for a first incident, a strike for a second incident, and ejection from the game if a third incident occurs. At mod discretion and depending on the circumstances, breaking rule #1 or #4 may result in immediate ejection from the game.

If you have any questions or need clarification on the rules of the game, please contact a mod.

premise.

Aug. 10th, 2020 10:02 pm
seeingyou: (Default)
You wake up, and you're on a ship. In space.

You're not supposed to be here, obviously, and the explanation for how and why you are here is simple: rifts in time and space are a thing, and you happen to be unlucky enough to get caught in one. Maybe you were on another ship, traveling on your own mission. Maybe you were at home, minding your own business, and woke up in this unfamiliar locale. Whatever the case may be, you're here now, and there's no immediate way to return you to your home.

The ship is a sentient, empathic being, with an interface called the Navigator, or Navi for short. Navi is entirely willing to help you find a way home, but they’re lost and they need your help finding their way to familiar territory. The best way to accomplish this? Teamwork. Navi takes strength from the emotional bonds of their passengers, so the more closely you work together with your fellow shipmates, the faster and more efficient this voyage will be.

Buckle in, passengers. You're in for a wild ride.

[community profile] eyemind is a semi-private panfandom science fiction game taking inspiration from series like Farscape, Lost in Space, and Sliders, with a heavy emphasis on developing CR and forging emotional bonds. It is the successor game to Peregrinari and Dualis.
seeingyou: (mindseye: head.)
Please feel free to use this post to contact your friendly neighborhood shiprunner, Rae, with questions, concerns, feedback, suggestions for improvement, etc. You can leave a (screened!) comment below, PM the mod journal, or DM gothmoth#3738 @ the Disco(rd).