Characters

A .44 MK? What kind? A six shooter or a Desert Eagle? And wooden sandals in the wastes, a true zen man indeed. I wouldn't trapses out in the wastelands in nothing short of combat boots or Tankers.

An interesting character. Samurai of the wastes.
 
Unspired I know. I mean we all have to start somewhere, and I pretty much started out, but that was ages ago. Put descriptions on the weapons is a way of personalizing the tools, as weapons (good ones are scrace and hard to maintain, also a weapon is a personal item). I mean come on, its a post apocalyptic world, put some edge into it.
 
Well, I dont really have a set character as such, I usually change from setting to thread.

I suppose most of my characters have a common theme;

They are usually quite good fighters, not too smart depending more on strencth, agility and perception rather than intelegence and technical / diplomatic solutions - although they arn't alien concepts. They are usually loners, able to handle themselfs and would rather travel alone or with allies than in a random group of 'buddies'.

They usually arn't goody goodies either, though they are honourable and fair they arn't afraid to get their hands dirty in order to get the job done. Usually they have an agenda of their own, be it good or bad, usually if it is bad however they wont go the full hog and be totally evil about it, unless provoked or persuaded.

A lot of the time the will stand back and let others get on with it, unless somone inteneds to do somthing they deem immoral or wrong. They will usually help people if they are being abused, bullied or such, of course this doesnt apply in all cased. If they saw somone being dragged into an alleyway to be killed they usually deserve it.

They arn't stupid either, staying the hell out of politics as much as possible and not taking on 'suicide' missions unless they absolutly have to. They will usually try to even the odds (by underhand means if nessisary) before a fight, trying to give themselfs the best chance of winning possible. Not really much 'flash' stuff either, no gun-fu hiroics and no ninja takedowns or such. Simple is simple, as it were.
 
Everyone has a style, thats why it is Role Playing. The wastelands will forge very different characters.

On MK, I don't mean no offence. It just never hurts to put some detail. The extra mile is always inspiring. The extra detail isn't just for you, but since it is an RP and other characters will puppeteer your avatar for a bit, it also shows if their paying attention to character. So its a test in a way and a mark of pride, since it is your avatr its an extension of yourself.

Sorry if I come off as preachy, this is nine years of role playing talking :D
 
How I feel about RPing is this, if I have a problem with the way that someone is taking the story or MY character, I will tell them. I will send them a private message detailing why I don't want them to do what they are doing. A good writer/RP'er can work around such things.

The key to good RP is communication between the writers, if something within the story bothers someone else it is evident that they should bring it to the attention of the writer in question. An RP is a cooperative effort, without the cooperation of everyone those such RP's would be limited to very few viewers, diversity in the writing is what makes the story interesting.
 
When I first started RPing I never much cared for other people controlling my character. But as I met more and more people that got offended at it, and then joining NationStates, I got a lot more picky about it. My face twitches every time I see someone RPing my character, but I resist saying anything for the sake of progress in the RP.
 
I try to be careful when writing for other people's characters or NPCs they've introduced to keep them as true to form as I can. I didn't mean to write for Alex incorrectly in Systematic Annihilation, and I've rewritten that segment to fix the problem you brought up. In your post you made it clear that Eldon knew who Alex was, and I thought this would be a good place for them to talk about old times and Big Picture stuff. I had to write something for him in order for them to have a conversation. When I had Alex hang his head, I meant it not as a feeling of defeat but of the guilt he clearly feels. Obviously the Brotherhood could not have taken him in if he did not wish them to, and Garret's preceding line (and the fact that he's been hunting for Alex at all) is overconfidence on his part.
 
It's alright. They would have known each other at one point anyways. Here's an idea: Eldon secretly worked on teh Advanced armor with the Stoweses?
 
It's possible, if work was done on Advanced Power Armor before the War. I haven't actually finished Fallout 2 yet (spending too much time here :wink: ), and I don't want to spoil myself. Eldon would have known nothing of the Enclave until after the events of Fallout 2. Before the War he worked on the projects out of genuine patriotism and love of technology. Stowes Sr. would have used him, but would not have wanted him to have any idea what was going on behind the scenes. He would have kept Eldon alive in hopes of contacting him after the War and tricking him into thinking the Enclave was the rightful successor to the U.S. government, but Eldon dropped off the map before he could be tracked down.
 
If someone has to use a persons character, they should either ask permission first or be able to use it seamlessly.

I don't enjoy using other peoples character, things have to move very slow for me to do that. I don't mind the use of my character, once someone does it right.
 
To be honest, this is one of the reasons I switched forms from more open and free RPing to more restrictive.

So in Zombie Apoc- there are currently no new characters introduced by players, but only those allowed or introduced by the Keepers.

The players can use their characters to interact and make choices, but the Keeper basically controls all NPCs (and there are a lot of them).

It's more restrictive to the players, and ideally the players have less control over each other's characters- but that's fine because its more restrictive RPing. Essentially players should not roleplay the other players characters at all nor NPCs.

It means less writing by the players and more work for the Keeper, but it also allows more control.

The other nice thing about restrictive RPing using a rule system is that there is less room for super hero bullshit.

I have been doing this using CoC rules at play@yog-sothoth.com and its been most enjoyable.
 
Name: James Xanaville Fraust
Age:26
Birthplace: Unknown
Height: 6'2
Weight:192
Hair Colour: Silver
Eye Colour: Red
Ethnicity: Albino
Occupation: Antique Arms Dealer
Clothing: Black suit, red tie, black leather gloves, black fedora, frameless glasses.


Background:Not much is known about this man, other than if you need a weapon, he can find it. If you don't mind the weapon being anywhere from 50-120 years old, and don't mind waiting for a few days or weeks, depending on the weapon. But if you want the weapons, you need to have connections. Only a number of people have been known to be in his elite circle, and even less than that are known to be alive.

Inventory:
2 Heckler and Koch VP70M's w/ detachable stocks.
1 IMI AK-47
Kevlar/Ballistic ceramic bulletproof vest
5 2015 Military weapon cache maps
500 cartons Marlboro Red Medium cigarettes
1 1990 General Motors Humvee bio-diesel.
 
Name: Ezekiel Light
Real Name: Ezekiel ----
Age: 34
Gender: Male
Race: Human
Occupation: Doomsday Preacher
Family: Abandoned

Physical Appearance: Ezekiel Light is a man of average-height, sporting a tanned complexion and a slim frame. His face is rather gaunt, making his bright, blue eyes seem out of place. He has black hair, but has dyed it white throughout and wears it loosely, occasionally binding out of his face. Often wears a smile on his thin lips. He has some scarring on his arm after a long-ago altercation. His left shoulder often seems higher than his right, a development from carrying his gun for so long.

Personality: Ezekiel Light is insane by most accounts. He conducts himself most times in a civil manner, but because of his beliefs, he is classified as out of his mind. Plus, he tends to go out of control when giving his sermons and when people question his doctrine outright. Hungers for positions of power.

Weapons: Ezekiel carries a long knife that he has holstered in a leather sheath at his left hip, but his main weapon is his {brand} submachine gun that he keeps hung on his right shoulder; he usually shoots from the hip. Depending on the day, he might have any number of other weapons that he's culled from robbery victims or followers, but usually he has just the two.

Items: Ezekiel typically travels very light, with a tough waterbottle, a flask, and his thick, ragged, but leather-bound Book of Black Nova; he depends on robberies and proselytizing to get the short-term supplies he needs to continue on.

Clothing: Ezekiel dresses in cream-colored slacks and blazer and a white shirt underneath, a red tie worn over his chest; his ensemble is usually caked in a layer of dust. He has circular shades. His feet are protected by heavy boots that he typically lets his slacks hang over rather than tuck the ends of the slacks into them. He often has a hat, but he only consents to wear white (or near-white) hats.

Cult: His teachings are of a coming doomsday wherein an entity known as Black Nova, the Father of Entropy, will collide with the Earth, burning it into nothing. He calls himself the First Prophet, the Teacher, and searches ostensibly for the other two; the Second Prophet is the Astronomer who will divine when the Black Nova will make its descent and the Third is the Civilizer who prepares select people to be burned first, transported to a utopian dimension.
 
Name: Bastion Pollock
Age: 47
Gender: Male
Race: Human
Occupation: Former Head of the Biological and Medical Research Department at the Brotherhood of Steel Science Outpost #12.
Eye Colour: Green
Hair: Bald
Height: 6'5

Stats
Strength: 3
Perception: 9
Endurance: 4
Charisma: 4
Intelligence: 10
Agility: 6
Luck: 4

History

Bastion is the only son of the famous Biologist Dr. James Pollock. His father was considered the foremost expert on the radiation-altered species that occupy the wastes; in particular the Deathclaw. Dr. Pollock's knowledge passed onto his son whom then compiled it into a literary report. This report titled 'The Deconstruction of Radiated Beings for Human Scientific Benefit' has provided 90 percent of all data that is currently recorded about Deathclaws and over 50 percent of the recorded data for ALL of the wastes radiation born mutants. As such, Bastion is akin to a celebrity in the scientific world. It was through the success of this report that the Brotherhood of Steel recruited Bastion to head up their newly formed research department commissioned by the Brotherhood’s Elders. Bastion also has a deep knowledge of pre-war medicine; both its creation and application and he has considerable skill with pre-war surgery techniques. These skills attained him the position as Head of the Medical department for the Brotherhood in addition to his role as chief Biological Researcher. Eventually Bastion decided to move on from the Brotherhood as he became sick of the exhausting military routines and restrictions. He is currently starting development on a new report concerning the drugs that have become so common in and around the wastes; particularly focusing on drugs that radiate the user. As such he has become involved with a drug cartel in the Den to assist in his studies.

Personality

Bastion is not a sociable being. He much prefers keeping to his own company. This was fine in his Brotherhood days, but he has realized that out in the wastes it is impossible to get by without others, as such he has been making an active attempt to be a more social presence. Sometimes this can make him look as if he is trying too hard to be accepted and it can ultimately alienate him further. He is not tolerant of mutants in the least. He doesn't hate them so much as he believes he is better than them and the world would ultimately be better off without mutant kind. He does however accept the fact that his success can be attributed to his knowledge of these mutant creatures.

Skills

His primary skills are Science, Doctor and First Aid. Through his Brotherhood training he has picked up some skill in the operation of small weapons, lockpicking, and piloting. He has also developed some repair skills.

Traits

Bastion has developed a poor posture through all of his years hunched over a computer. This can cause him some considerable pain and tends to repel others from his presence. He has exceptional eyesight and very steady hands which is off incredible aid to his performance in surgery. Though his physical fitness and strength is considerably poor, his intelligence is exceptional. He can process and store large chunks of information to an almost inhuman degree of proficiency.

Inventory

Bastion does not keep much on his person as he has not the strength to carry much without it burdening him and slowing him down. Typically he will carry a few stimpacks, a doctor’s bag and a 9mm berretta with at least one clip of ammunition.
 
Name- Dave Nunes
Age- 24
Race- Human/Male
Occupation- Freelancer, mostly works in caravan runs

General physical appearance- Dave is your run-of-the-mill well built, 6'1, 168 lb, white male wasteland freelancer. He has short dark brown hair, brown eyes and joining eyebrows. He has a long scar on his upper right leg, reminder of his first caravan run that bumped, unfortunately, into a hungry deathclaw.

Skills- Dave is very good at handling Small weapons, throwing stuff and living in a small farming community gave him a keen sense of the outdoors. He also has a general idea on how to use heavy and melee weapons, with a good understanding of most scientific fields.

Traits- Dave is considerably strong, intelligent and he is charismatic to a certain degree, though he is diminished by his bad eyesight and horrible luck.

Personality- Dave always likes to think about things clearly before he takes any action, though he is very playful and has a good sense of humor. He prefers to take the most non-aggressive rout possible in any given situation, though he has grown accustomed to violence through his life and is always prepared for it. He is good natured and puts his friends and family before anything else.

Background- His was one of the few foreign families that managed to reach the safety of one of the few military vaults outside the normal civilian vault network. Various years after the war, the vault suffered an earthquake and had to be evacuated. His family and a few other survivors headed to the closest river and started a small, low-profile farming community. At the age of 17, preferring anything, rather than working as a farmer, he joined the town's guard, where he got his basic training in weaponry. When the caravan runs started to go through his town, he immediately decided to join one as soon as he could, with the intent of exploring the new world and coming back to tell everyone else what he had seen and prove his theory that they could expand or join in with a major city, rather than live in practical isolation. So one day, at the age of 21, against his parent's wishes, he left them, his home and his younger sister behind to start on a new life.

Inventory- Having good access to military equipment, he took advantage of the fact and stocked himself as best he could with it. As for weapons, Dave carries a combat knife, an H&K MP7 with reflex sight in one leg holster and a H&K Mk 23 SOCOM with LAM unit in another with a few fragmentation and smoke grenades in his vest. And as for gear, he has a pair of black S.I. 6'' assault boots, an OD green 5.11 HRT jumpsuit (standard military vault issue during the war), a C.I.R.A.S. ACU tactical vest with level 2 Kevlar plating, S.O.L.A.G. full finger gloves with Kevlar and E.S.S. Advancer V-12 goggles. And in terms of items, he always carries extra ammo for his weapons, a long piece of rope, a few chemical torches and enough rations for a week's travel, a watter canteen, compass with maps, flashlight and his trusty military version pip-boy 2000.

(Character will probably suffer some changes, mostly in inventory, considering that this is just the initial idea).
 
Name: Zack the Mad
Real Name: Zacharias Ford
Age: 21
Gender: Male
Race: Slightly mutated human
Occupation: Wasteland traveller and thief
Eye Colour: Glowing Green
Hair: Short, black, spiky hair
Height: 5'8

Stats:
Strength: 5
Perception: 9
Endurance: 4
Charisma: 2
Intelligence: 3
Agility: 10
Luck: 5

Appearance:
Zack is a short, small framed man, with pale skin that has a minor shade of green. His body has clearly been influenced by radiation, as shown by his glowing eyes and various skin anomalies. All of his joints seems a bit more flexible than a regular human and his jaw seems to be hanging loosely from his skull. The skin around his nose is gone, leaving a clear view to the bone, though it doesn't seem to be a wound. His posture is very beast-like, as he often crawls on all four and generally moves more like a wild animal than a human.

Personality:
Zack is batshit insane. A raving lunatic. What is even possible to understand from his ramblings makes little sense. His solution to problems is often to run away or shoot away. He is a kleptomaniac and steals anything he considers of value, he comes across. Helping other people is a hobby of his, IF he considers them friendly, which is very random to everyone else than him. He's fond of blades and has a large collection of them.

Skills:
Zack's sneak and steal skills are unmatched by almost all and he is talented with a lockpick and blades of all kind.

Traits:
Zack's mutations has made him agile beyond human limits and he has an owl-like vision, being able to spot the smallest details and see through darkness without trouble. But his mutations also comes with disadvantages. The insane nature of his mind causes him to be very repulsive to other people, his intelligence lowered to child-like level and his endurance weak.

Inventory:
Zack is dressed in a outfit made by ragged pieces of brown clothes. He carries a variety of blades, knives and daggers, and a Steyr TMP SMG. He also has an advanced thieves toolkit, with lockpicks and the likes.
 
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