simpers: ⭒ BE STILL (Default)
Captain James T. Kirk ([personal profile] simpers) wrote2020-12-08 12:35 am

application, noctium.

    « PLAYER INFORMATION »

      Name: Froot.
      Are you over 18?: Yes.
      Contact: Discord, frugivorous#0874 | [plurk.com profile] frooting.
      Other characters, if any: N/A.

    « CHARACTER INFORMATION »

      Character: James Tiberius Kirk.
      Canon: Star Trek: The Original Series.
      Canon point: End of season three.
      OU or AU?: OU.
      Age: Thirty-six.
      Species: Human.

      AU clarification: N/A.

    « RECORD »

      Disposition:
      PASSIONATE. Like the sun, Kirk's enthusiasm for the vagaries of life burns hot and is almost impossible to extinguish. He loves openly and gratuitously, possessing a large heart for people, places, and things—incidentally, that makes it difficult for him to fill, which often engenders deep feelings of loneliness in him. With charisma like his it's not often he's bereft of the company of others; he makes friends wherever he goes. Upon meeting others Kirk is often a perfect gentleman (when it suits the atmosphere, of course; god forbid someone shows him or a member of his crew disrespect), despite how dull he finds Starfleet diplomatic procedure. He's excited about first contacts—coming face to face with civilizations never before greeted—and at the present has the most on record of any starship captain. Unsurprising for a gregarious soul that thrives on socializing, an extrovert to the core. It's all about experiencing what no one has, going where no one has, bursting at the seams with curiosity that can occasionally get him and his comrades into—and out of—trouble.

      EXPERIENCED. Few in the United Federation of Planets have encountered as many trials and tribulations as Kirk and the crew of the Enterprise have, which makes them the most seasoned group of spacefarers Starfleet has. Solo, Kirk has been called a genius, an intellectual who was described by an old friend, Gary Mitchell, as "a stack of books with legs." He has the ability to take into account both the emotion and logic of a situation, and extrapolate a best-fit answer from past experiences or find a unique solution on the fly. Oftentimes this includes operating on gut feeling supported by few facts, as intuition is recognized as "a command prerogative" by Starfleet. Perhaps a certain degree of manipulation and cunning are not, no stranger to tricking his opposition and taking shortcuts only where prudent, but Kirk is not afraid of side-stepping rules to do what needs to be done for the betterment of the universe. It's for these varied reasons that he makes an effective commander of over four hundred people.

      HUMAN. Kirk is, above all else, human. The worries of others are worries of his, always willing to lend a hand to those in need. He adopts 23rd century Earth's values—that individuals of all races, cultures, and creeds are equal and therefore deserve equivalent freedoms—as his own and makes it his duty to sow these thought-provoking seeds across an alien galaxy. Believing that to err is simply a part of life and learning, Kirk is the very soul of adaptability, tolerance, and acceptance; however, he is aware of how hypocritical it would be to ignore the flaws inherent in human society and claim to stand alone on the moral high ground. He works tirelessly at his own shortfalls, consciously looking to educate himself so that he may instead bend these flaws to his will. Humanity has a history of savagery and barbarism, traits that Kirk willingly admits to having himself. His training as a soldier in a militarized branch of interplanetary government feeds into this instinctual aggression, but he can be quoted resisting these powerful urges: "We can admit that we're killers, but we're not going to kill today. That's all it takes. Knowing that we won't kill today."
      Under pressure:
      As an officer of the United Federation of Planets' defence force, Kirk has been taught to roll with the punches. He is accustomed to the strange, the impossible, and the unbelievable; it is quite literally his job to discover the undiscovered, and an anomaly such as winding up in Noctium is exactly that. He will enter the game as calmly as he seats himself in his command chair, and will fit into and fulfill any role he is given by Gem society. There might be a few growing pains, but nothing he hasn't experienced before—fortunately, Kirk is open-minded by nature. While he can be distrustful of others, he must first be given reason to be, so his first instinct when asked to help Noctian society will be to do so.

      He's met many strange and interesting alien life-forms. It is his mission to seek out and contact these life-forms where possible, as the Enterprise's central purpose is to explore deep space where no one has ever gone. Monsters in Noctium will take no time at all to grow accustomed to, which is why he'll fit into the setting like a glove. It's difficult to surprise a man who has fought giant lizard men, argued with beings made of pure energy, impressed sentient rocks, and technically made out with one of these things—which brings us to synchrony. Kirk is famously a man of great feeling, and he loves love. Synchrony, to him, will be a measurable manifestation of that, and it'll be thrilling for him to experiment and experience it. Knowing his affection will help others—Noctians with manna, as well as Gembonded with their own resources and health—will encourage him to be more gratuitous with it (a seemingly impossible task for a man who never fails to show others how much he cares about them).

      The rest he'll accept, or refuse to accept, as it comes. Money, housing, transportation, and navigating the city itself will require acclimation; he'll want to ensure that he's unable to get back to his ship and his crew, which will likely involve him in discussions with government installed in-game. Apart from that, however, Starfleet officers are trained to be chameleons. Kirk will get a job, he'll pay his taxes, and he'll do the best he can in the setting.
      Condition upon arrival:
      Perfectly fine; nothing to report. He is in peak physical condition according to his doctor, and he's sound of mind. What could be of note is that Kirk is a carrier of Vegan choriomeningitis, which is a disease transmitted through the blood that is fatal to humanoids if not treated within the first twenty-four hours. I don't know how relevant this will be, or whether it'll be cured upon arrival (I have zero attachment to it, so feel more than free to remove it entirely if it'll cause headaches), but it deserved a mention nonetheless.
      Abilities:
      As a regular, ol' human, Kirk doesn't have much going on. His weaknesses are plenty, mainly revolving around a terrible fear of losing his command status, his ship, and his dear friends and crewmen; he has all of the downsides a lonely, sensitive man would in his position. He can't be easily manipulated, but he's been used and abused by multiple people in his life, which weighs on him emotionally. Trauma from his past, too, causes him grief as he's survived both a mass execution—of four thousand people on the colony planet Tarsus IV, where he was living at the time—and the murder of over two hundred crewmates—who were killed by a dikironium cloud creature, a predatory life-form—when he was stationed on the starship Farragut.

      He does, however, have a few noteworthy skills:

      TACTICS. On top of being a highly trained starship captain, which requires strategic thinking to get out of a bind, Kirk is cunning and often employs bluffs and tricks
      CHARISMA. The man can talk his way out of—and into—most risky encounters
      INTELLIGENCE. He's extremely well-read, and is a history buff; really just a very nerdy human being
      WILLPOWER. He's pulled himself out of several dangerous scenarios in which his mind was altered by sheer force of will
      COMBAT. He may not be a terribly efficient fighter, but he is effective and has gone toe-to-toe with beings bigger and stronger than him
      ENGINEERING. Kirk's familiar with hyper-power circuits, which is essentially mechanical engineering, and is skilled in programming
      Inventory: A hand phaser and a defunct communicator.

      Gembond: Sapphire.
      Gem Location: Chest, dead centre.

    « MISCELLANEOUS »

      Sample: TDM and PSL, for ~variety~.

      Notes: