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The Settlement (OOC)

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Terintania
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Founded: Mar 20, 2011
Ex-Nation

The Settlement (OOC)

Postby Terintania » Sat Sep 16, 2017 12:21 am

IC
Some would say that the world has ended. Some would say it's just a new beginning. One thing that they all agree on, is that everything is different. Different from before the Cataclysm, an event that took place in 2017. What event, you ask? The eruption of Yellowstone, a super volcano that covered the world in ash, causing extreme weather that wreaked havoc around the globe for many years.
30 years later, what remains of humanity attempt to rebuild, despite the storms that continue to rage, and the ash that still falls from the sky.
A small settlement has gotten a foothold in the wasteland, thanks to the determination of the settlement’s two leaders. While it has a foothold, it still has a long ways to go, and has potential for a lot of growth. That is where it’s residents come in, working together to help the settlement grow. Of course, not everyone will always be doing the right thing all the time, and there may be a few trouble makers within the colony. The Settlment has been stable for about a year now, so it's still pretty new.

As a citizen of this settlement, it is your responsibility to help keep it running. Some will scavenge, some will build, or work other jobs, depending on what roles need to be filled within the settlement. With your help, it will grow, and, hopefully, thrive.

This is a kind of laid back RP, one that’s not meant to go at a fast pace, or be too action packed. There will likely be action at times, however. After all, you can’t get supplies for building without leaving the safety of the settlement.
In order to improve the settlement, the residents will have to scavenge supplies to build things. Pretty obvious. Improvement projects will be decided in town meetings. Once a project has been decided on, the residents will have to gather the required materials to complete the project. Expeditions outside of the Colony will be narrated by the OPs. The supplies that are found will also be decided by the OPs, as well.
As well as finding supplies for projects to improve the settlement, people may also have to complete smaller tasks to help the settlement, such as finding supplies they might be low on.

As a note, you cannot leave the settlement a good portion of the time without risking getting hit by lightning, so missions outside will be determined by the weather.

OPs: Terintania and Corrian

Rules:
1.OP and CO-OP word is law around these parts
2.No godmodding.
3.Be civil to each other in the OOC. Not needed so much in the IC.
4. No one-liner posts. Put at least some effort into your posts.
5.Keeps things PG-13, for what should be obvious reasons
6.Be reasonable with your characters. Don’t be making any invincible characters, characters who are action movie bad ass, or people attempting to bring down the settlement with their issues, or just trying to bring chaos to place in general. No overly crazy characters.



The Pacifist Leader(1): (Taken) The Pascifist leader is in charge of things such as making sure supplies are stocked, building gets done, ect. They also handle and non-violent disputes within the settlement.
The Militant Leader(1): (Taken) The Militant leader is in charge of the defense of the colony, such as handling the guards, defensive projects, ect. They will also handle and violent disputes within the settlement.
Guards: People in the guard occupation, well, guard. They keep watch on the wall, or in the streets. Most guards will simply be NPCs
Scavenger: Scavengers are the people who go out and risk their lives to gather supplies for the colony. People in other occupations can scavenge, but they generally only do out of necessity. Scavengers make their living off of finding things to trade, either for bottle caps, or other supplies.
Doctor:The Doctor takes care of all of the patients that show up at the medical tent. This is likely a very experienced doctor, who had expertise in a lot of areas. And if they don’t, they learn well. Very possible they get overwhelmed sometimes as they’re currently the only professional Doctor here.
Nurse:The nurse is generally the assistant to the Doctor when they need help with something, which was good for the doctor at least because otherwise they were alone. Can be quite helpful in dire situations.
Supplier:Suppliers work for specific shop owners. They’re like scavengers, but more focused on a certain thing, and the job is somewhat more steady, because as long as they get what the shop needs, they’re guaranteed to get paid. Whether in actual currency, or in rations or something such as that. For example, Suppliers for a food store will focus on finding food only, whether through hunting or scavenging. And they would be paid in either bottle caps, or in food rations, depending on their deal with the owner of the store.
Civilian: Civilians are basically people without specific jobs. Most likely these will be the teenagers and younger, or the particularly elderly.
Shop owner(Food Store): Shop owner jobs are, well, people who own stores. They are in charge of how their shop is run, though they will have to change things if either of the leaders find fault in how they do things. Eventually, when things expand, and the need calls for it, they will be able to hire employees.


Traits(2 Per Character):
Lucky:Often manages to find more valuable supplies
Climber: Climbers are good at, well, climbing. This makes them more able to reach high places, and areas that may be unreachable by normal ground transport. Of course, other people can climb, but climbers are less likely to get injured doing so, and can climb more precarious locations with less risk of falling.
Strong: Strong people can carry more supplies back with them, or lift heavier objects, if the situation calls for it.
Navigator: Those with this trait are good at finding their way around, seeming to rarely get lost and generally knowing the best places to scavenge for items. This makes them a very useful member of your team when going out scouting, or else you might be going in blind.
Tough: Tough people can take more hits before going down, and generally recover faster from wounds.
Persuasive: Persuasive people tend to get better deals from traders and shops
Agile: Agile people can move quickly, and have less trouble with rubble than others.
Quiet: Quiet people are able to move quietly, and draw less attention to themselves.
Endurant: People with this trait can exert themselves longer without having to rest. Whether running, or fighting, or whatever.
Intuitive: Intuitive people tend to have strong instincts, and generally get uneasy when there’s a hidden danger nearby. They also have a sense of when storms are coming.
Animal friend: This special trait allows the person to befriend animals easier, and are less likely to be harmed by wild animals, as well as being able to tame some of the more domesticable animals.



Application:
Character Application
Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Occupation:[/b]
[b]Group:[/b] (If Applicable)
[b]Traits:[/b](Only two per character, chosen from the list)
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Skills:[/b]
[b]Bio:[/b]
[b]Weapons:[/b]
[b]Supplies[/b]




Groups are basically just people who decided they liked hanging out with each other, or have a common interest that the group is based around. So basically small clubs. Nothing too big.
Group limit: 3 (May change)
Code: Select all
[b]Group Application[/b]
Group Name:
Group Type:
Number of Members:
Group History:
Last edited by Terintania on Thu Oct 05, 2017 12:07 am, edited 11 times in total.
Times are looking grim these days~

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Corrian
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Founded: Mar 19, 2011
New York Times Democracy

Postby Corrian » Sat Sep 16, 2017 12:22 am

Structures:
The Wall:
A general idea of what the wall looks like. Just for the wall portion of it. I don’t think you need to be explained too much a wall is. It keeps people outside from coming in, and typically keeps people inside from just leaving freely all the time. There are also guard towers at the door entrance, to protect the settlement if it gets attacked. About all you really need to know about, well, a wall.
Image


Leader's House:
The place where, well, the two leaders of the place live. This is likely where all the managing of the ever expanding settlement happens, where people go to state their disagreements, or they plan for scavenging, expansions, and so on and so forth. Pretty much anything related to leadership.
Image


Warehouse:
Inside of the walls of the settlement, there was an abandoned warehouse that nobody really knew what to do with, just sitting there being unused. So some teenager inside the settlement had decided to work towards turning it into a hangout for teenagers, specifically their group of friends, which they also hoped would expand after the decision. Some even thought of turning it into a living quarters for them instead of living at their parents place. If they even had any.
Image


Storage Warehouse:
This warehouse is for actual storage purposes. This is where they store supplies that they gather, be it ammo, guns, food, useful items, whatever. It goes in here, and usually distributed how the leader’s see fit. They effectively have a control on it, so that the materials don’t get overused as people tend to go through stuff way too quickly if you give them full control. Warehouse may be in a much more run down condition than displayed.
Image


Food Shop:
This is where people go to get food that has been scavenged, grown, butched, and such like that for their day’s meals. Though of course sometimes there are food shortages, and at that point, there is little you can do but hope that you can make it to the next round of food.
Everyone is entitled to two small rations a day, but you can buy more if you have currency, or something to trade. For an example, Scavengers may wish to purchase food for a trip outside the walls. The two ration rule may be changed, depending on shortages.
Image


Storm Shelter:
Name generally makes this rather self-explanatory as well. It is the place for everyone to shelter in when a particularly bad storm comes rolling through, which is fairly regularly. These can be scary times, but what can you really do? Hop in the shelter, that’s what.
Image


Medical Tent:
It is, well...a medical tent. This is where you go if you get injured for example, or contract some sort of sickness and need some medical attention. Supplies can often times be limited, so it is probably best to avoid going here if you can help it
Image

Nearby scenery:
Surrounding area
Image


Water Tower:
This is for the settlements water supply, though the water is usually rationed in how much you’re actually allowed to use, and how often you’re allowed to shower with and such like that, for obvious reasons. It usually lasts a while, but sometimes there are concerns of shortages of water.
Image


Lightning Towers:
These towers exist to attract lightning to them, and not to peoples houses or the people themselves, existing to help keep the settlement safe from the weather that loves to go through here. And luckily for everyone, they seem to work quite well.

Semi nearby forest.
Image
Last edited by Corrian on Sat Sep 16, 2017 12:26 am, edited 2 times in total.
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Corrian
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Founded: Mar 19, 2011
New York Times Democracy

Postby Corrian » Sat Sep 16, 2017 12:22 am

Last edited by Corrian on Sat Sep 30, 2017 7:55 pm, edited 5 times in total.
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Terintania
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Ex-Nation

Postby Terintania » Sat Sep 16, 2017 12:22 am

Reserved for future project information
Last edited by Terintania on Sat Sep 16, 2017 12:28 am, edited 1 time in total.
Times are looking grim these days~

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ApplePieistan
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Postby ApplePieistan » Sat Sep 16, 2017 6:04 am

Dibs on the guard position. I'm aiming to be so corrupt, at least half the settlement's gonna starve.

EDIT: Just read the rules about bringing down the settlement. With that in mind, I won't be THAT corrupt.
Last edited by ApplePieistan on Sat Sep 16, 2017 9:03 am, edited 3 times in total.

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ApplePieistan
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Postby ApplePieistan » Sat Sep 16, 2017 8:03 am

What weapons should the guards have?
Last edited by ApplePieistan on Sat Sep 16, 2017 8:03 am, edited 1 time in total.

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The Frozen Forest
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Postby The Frozen Forest » Sat Sep 16, 2017 9:00 am

Reserve the Shop Owner position, expect an application within the hour.
Add 3,981 to my Post Count

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Ulls
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Postby Ulls » Sat Sep 16, 2017 10:33 am

Reserve a spot for a hunter or scavenger.

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United Human Planets
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Postby United Human Planets » Sat Sep 16, 2017 10:52 am

Tag

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ApplePieistan
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Postby ApplePieistan » Sat Sep 16, 2017 11:00 am

Do we still use money, or do we have the barter system?

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Ulls
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Postby Ulls » Sat Sep 16, 2017 11:04 am

ApplePieistan wrote:Do we still use money, or do we have the barter system?

The OP did say about bottle caps.

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Terintania
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Postby Terintania » Sat Sep 16, 2017 12:27 pm

ApplePieistan wrote:What weapons should the guards have?

Guard could probably have a gun. Nothing too powerful though. And you would have to note that ammo is gonna be scarce, and you probably wouldn't want to fire at anything unless it was really important. :P Especially with any kind of automatic or simi-automatic weapon.

ApplePieistan wrote:Do we still use money, or do we have the barter system?


People use bottle caps as currency, but it's not the only way to get stuff. You can trade an item for another item, if that works better for your character at that moment.
Times are looking grim these days~

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Terintania
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Postby Terintania » Sat Sep 16, 2017 12:38 pm

Added one small thing to the application. I just realized we didn't have 'age', which is relatively important :P
Times are looking grim these days~

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ApplePieistan
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Postby ApplePieistan » Sat Sep 16, 2017 1:04 pm

Terintania wrote:
ApplePieistan wrote:Do we still use money, or do we have the barter system?

People use bottle caps as currency, but it's not the only way to get stuff. You can trade an item for another item, if that works better for your character at that moment.

So how much do guards earn?
Last edited by ApplePieistan on Sat Sep 16, 2017 1:04 pm, edited 1 time in total.

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Corrian
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Postby Corrian » Sat Sep 16, 2017 1:41 pm

ApplePieistan wrote:
Terintania wrote:People use bottle caps as currency, but it's not the only way to get stuff. You can trade an item for another item, if that works better for your character at that moment.

So how much do guards earn?

Sorry if it takes a bit for an answer, we're working on figuring out the currency stuff.
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Corrian
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Founded: Mar 19, 2011
New York Times Democracy

Postby Corrian » Sat Sep 16, 2017 3:20 pm

So guards will be paid 25 bottlecaps a day, which is pretty much an equivalent to getting yourself an extra meal, which is pretty much a luxury so it costs you more. Otherwise you get your daily rations. An extra meal would be something special on top of that.
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Ulls
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Postby Ulls » Sat Sep 16, 2017 3:23 pm

Do hunters or scavengers get any weapons like bow n' arrow, hunting rifle, or something else?

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Terintania
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Postby Terintania » Sat Sep 16, 2017 3:34 pm

Ulls wrote:Do hunters or scavengers get any weapons like bow n' arrow, hunting rifle, or something else?

They probably aren't specifically provided with weapons, but I imagine they would already have weapons, from their time before the settlement was made
Times are looking grim these days~

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Helowi
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Postby Helowi » Sat Sep 16, 2017 3:52 pm

I am posting an application soon, my character will be a supplier and will have the traits of navigator and quiet. Expect it tonight or tommorow morning.
Last edited by Helowi on Sat Sep 16, 2017 4:06 pm, edited 1 time in total.
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Ulls
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Postby Ulls » Sat Sep 16, 2017 3:56 pm

Can I reserve the animal friend trait?

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The United Lands of Ash
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Postby The United Lands of Ash » Sat Sep 16, 2017 4:07 pm

Tag, will be back
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My Nation does NOT reflect my personal views.

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Terintania
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Postby Terintania » Sat Sep 16, 2017 4:26 pm

Ulls wrote:Can I reserve the animal friend trait?

Sure
Times are looking grim these days~

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G-Tech Corporation
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Postby G-Tech Corporation » Sat Sep 16, 2017 4:26 pm

This is a clever sort of RP idea. I simply must join.

Name: Petyor Ivanov
Age: 26
Appearance: A gruff bear of a man, well-muscled and comparatively well fleshed given the general scarcity of calories here in the apocalypse. His hair is a fiery red that belies his dour and reserved disposition, and emerald eyes glitter in a face that is like tanned leather due to years in the harsh storms and outdoors. Petyor wears a close-cropped beard when he is able to shave about both his mouth and his jawline.
Occupation: Guard
Group: None, yet.
Traits: Lucky, Strong
Strengths: Petyor is calm under pressure, a leader who motivates by example and no-nonsense competence when the heat turns up. Skillful both in hand to hand combat with the denizens of the Wastes and able to drop a deer at a hundred paces with a bow. Master Ivanov is also somewhat skilled mechanically, though that skill has atrophied over the years since the Cataclysm; these days it normally manifests in the form of an understanding of what is and isn't useful to the Settlement that can be retrieved from the devastated world. He also ensures his body is in good shape due to regular training and a disciplined diet.
Weaknesses: Not terribly creative, or a people person, Petyor often values those men and women he forms bonds with too highly, and has been betrayed in the past. He bears a scar just left of his spine on his back from where someone who he had called friend planted a knife, and as such occasionally suffers twinges of pain in his left leg when the weather gets cold.
Skills: Strong- capable of lifting a fully grown man and his gear and carrying them for miles, if necessary. Skilled marksman with his bow, and a gifted fighter at close quarters with the large axe he carries for use on both wildlife and wild men. Was once a mechanic, and is still more knowledgeable about how to put together machines and buildings than your average Joe. Understands at a glance if things like timber are rotten or useful, if gears are too rusted to be worth taking back to the settlement, and other scavenging-related acumen.
Bio: Petyor was born in the new Russian Federation only shortly after the end of the Cold War, his family emigrating to the United States when he was yet young. Growing up in his adopted homeland, Master Ivanov eventually grew to love this new culture, but after only a few short years in this new country, so few that he scarcely remembers it, the Cataclysm struck when he was only four years old. Saved by his father and his mother, who fled society to live in the wilds, the young Petyor grew up a hard man in a hard world. His father taught him how to shoot and hunt, skills the Russian man knew all too well from his rough life in the Soviet Union, and when the worst of the disaster passed the family began to make a modest living working as traveling tinkers in the wasteland, Petyor's father repairing the rare bits of Old World technology that had survived and passing his knowledge on to his son. Living on the road was a constant struggle for survival, to fend off desperate men and bandit bands, but eventually those who did not know how to survive died, and the world grew quiet. In this quiet the guard of the Ivanov's became relaxed, too relaxed, and one day after returning from hunting Petyor found nothing left of his family's armored bus than a burnt out husk, his parents nowhere to be found. Though he tried to track them, an ash storm caused him to lose the trail, and eventually he gave up hope of ever seeing them again after a year and a day of searching for any news that they still might be alive. Thereafter he drifted through the wasteland for several years afterwards in various bandit gangs and strongarm organizations before washing up in the Settlement and gaining status as a guard due to his martial abilities and physical prowess.
Weapons: A heavy recurve bow of his own making, shaped scrap metal reinforced with lengths of strong elastic wire. A pre-Cataclysm shotgun for which he has only a few rounds which are of dubious provenance. His axe, a heavy cutting device too formidable for most men to lift which he wields with one hand when needed.
Supplies A leather quiver bearing two dozen arrows whose points are made of primitive blacksmithing Petyor did himself. A heavy suit of wasteland leathers bearing rough use, but still more than serviceable, capable of turning light weapons or at least taking the edge off of most blows due to the metal llamelar integrated in the attire. A light dappled gray cloak and storm-goggles. Several canteens of pure water which he keeps filled out of paranoia and an abundance of caution, as well as several meals worth of road-bread. Sturdy metal-reinforced boots.
Last edited by G-Tech Corporation on Sat Sep 16, 2017 5:26 pm, edited 1 time in total.
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Terintania
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Founded: Mar 20, 2011
Ex-Nation

Postby Terintania » Sat Sep 16, 2017 4:51 pm

G-Tech Corporation wrote:This is a clever sort of RP idea. I simply must join.

Name: Petyor Ivanov
Age: 26
Appearance: A gruff bear of a man, well-muscled and comparatively well fleshed given the general scarcity of calories here in the apocalypse. His hair is a fiery red that belies his dour and reserved disposition, and emerald eyes glitter in a face that is like tanned leather due to years in the sun and outdoors. Petyor wears a close-cropped beard when he is able to shave about both his mouth and his jawline.
Occupation: Guard
Group: None, yet.
Traits: Lucky, Strong
Strengths: Petyor is calm under pressure, a leader who motivates by example and no-nonsense competence when the heat turns up. Skillful both in hand to hand combat with the denizens of the Wastes and able to drop a deer at a hundred paces with a bow. Master Ivanov is also somewhat skilled mechanically, though that skill has atrophied over the years since the Cataclysm; these days it normally manifests in the form of an understanding of what is and isn't useful to the Settlement that can be retrieved from the devastated world. He also ensures his body is in good shape due to regular training and a disciplined diet.
Weaknesses: Not terribly creative, or a people person, Petyor often values those men and women he forms bonds with too highly, and has been betrayed in the past. He bears a scar just left of his spine on his back from where someone who he had called friend planted a knife, and as such occasionally suffers twinges of pain in his left leg when the weather gets cold.
Skills: Strong- capable of lifting a fully grown man and his gear and carrying them for miles, if necessary. Skilled marksman with his bow, and a gifted fighter at close quarters with the large axe he carries for use on both wildlife and wild men. Was once a mechanic, and is still more knowledgeable about how to put together machines and buildings than your average Joe. Understands at a glance if things like timber are rotten or useful, if gears are too rusted to be worth taking back to the settlement, and other scavenging-related acumen.
Bio: Petyor was born in the new Russian Federation only shortly after the end of the Cold War, his family emigrating to the United States when he was yet young. Growing up in his adopted homeland, Master Ivanov eventually grew to love this new culture, and after primary school attended a technical school to learn how to weld before moving on to a position repairing cars at a local chop shop which may or may not have had ties to the Mob. Broke a couple legs of dissatisfied customers, due to growing up a great bear of a man with few qualms about hurting strangers. When the Cataclysm struck he set off to try and journey to where his parents had retired, only to arrive after many days and nights of travel in the dying world to discover they had taken the easy way out and left him alone in the world. Drifted through the wasteland for several years afterwards in various bandit gangs and strongarm organizations before washing up in the Settlement and gaining status as a guard due to his abilities and physical prowess.
Weapons: A heavy recurve bow of his own making, shaped scrap metal reinforced with lengths of strong elastic wire. A pre-Cataclysm shotgun for which he has only a few rounds which are of dubious provenance. His axe, a heavy cutting device too formidable for most men to lift which he wields with one hand when needed.
Supplies A leather quiver bearing two dozen arrows whose points are made of primitive blacksmithing Petyor did himself. A heavy suit of wasteland leathers bearing rough use, but still more than serviceable, capable of turning light weapons or at least taking the edge off of most blows due to the metal llamelar integrated in the attire. A light dappled gray cloak and storm-goggles. Several canteens of pure water which he keeps filled out of paranoia and an abundance of caution, as well as several meals worth of road-bread. Sturdy metal-reinforced boots.

If he's 26 he would have been born like, 4 years AFTER the cataclysm. The Cataclysm was in 2017, and it's been 30 years since then.

Another small thing is that with the storms being almost constant, he probably wouldn't get all that tanned from living outdoors all the years. But that's a small, rather insignificant thing that you don't really have to change. Could just be someone who tans easily in the times there is sun :P
Times are looking grim these days~

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Helowi
Diplomat
 
Posts: 661
Founded: May 20, 2017
Ex-Nation

Postby Helowi » Sat Sep 16, 2017 5:04 pm

This seems like a neat idea, here's the character I currently have.
Name : Anthony Kerry
Age : 21
Appearance : Image
Occupation : Supplier
Group : Scavengers & Suppliers for the Better of the Settlement
Traits : Navigator and Quiet
Strengths : Funny, Intellegent, and Helpful
Weaknesses : Pacifist (Will not fight others unless needed), Easily Sick, and Shy.
Skills : Plays Instrument, Can Set Traps
Bio : born to a single mother at a local colony, he was taught at a young age how to sneak past others and often stole from others. His mother taught him how to do math while also teaching him common sense. When he was young, his mother was killed by a guard and after that, he was homeless and learned to scavenge for a local store there, while he has never really talked to anyone besides his bosses and people he works after his mother died. However often cracked jokes with his boss and was, and still is, noted for his sense of humor. When he was back at his old colony, he killed a member of law enforcement, he ran away and found this place and took an oath of pacifism ever since he killed a cop and now works for a rations shop. He wears a jacket because his mother said it was the only thing left of his father before he died. He is now 21 years old.
Weapons : Aluminum Baseball Bat, Kitchen Knife, bow and arrow.
Supplies : photograph of parents, backpack to carry food, weapons, and other supplies, Makeshift belt made to carry weapons, a book, a set of clothes, his "dads" jacket, bandages just in case, motorcycle helmet, running shoes, arrows.
Last edited by Helowi on Sat Sep 30, 2017 5:03 pm, edited 7 times in total.
Political Compass: Economic Left/Right: -3.38
Social Libertarian/Authoritarian: -5.95
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