Heavy Artillery: Friendship Cannon

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[Mature] Fallout: Equestria Roleplay. [W.I.P.]

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Something I've noticed in nearly all of our characters (my own included) is very low Charisma scores, to move the points into other attributes, and it seems that something such as Charisma doesn't necessarily have much use in an RP where there's little interaction with characters apart from player-controlled ones. I suppose it doesn't cause much problems since every character is able to do it, but I feel that Charisma should have more impactful uses and ramifications so as to have a reason for putting points into it.

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Deep Thought wrote:Something I've noticed in nearly all of our characters (my own included) is very low Charisma scores, to move the points into other attributes, and it seems that something such as Charisma doesn't necessarily have much use in an RP where there's little interaction with characters apart from player-controlled ones. I suppose it doesn't cause much problems since every character is able to do it, but I feel that Charisma should have more impactful uses and ramifications so as to have a reason for putting points into it.

I noticed that as well, and Sonata can tell you I have taken a huge note in that. When FD first interacted with Sonata, he was able to convince her with fairly little effort he was a good guy. And do keep in mind he is talking to someone who is easy to anger, and very headstrong. So yes, I do keep that in mind. Not sure how it has effected everyone else yet, but that is one example I can give.


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Chrysalis

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It is indeed taken into account. My character can't tell lies from truth, and is usually convinced of things rather easily. She's also rather bad with words by herself. Unless mint-als.


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I've debated having my character's Charisma as low as it is. On one hand, he'd been with raiders nearly his whole life, so he obviously not going to get along with regular Wasters or anyone else very well. On the other hand, he's basically been a scavenger for two years, and part of that is trading away scavenged goods, so he'd have to learn some decency and bartering skills. He's obviously not very good with words, though, but I figured a score of 4 would be enough to do what he has to.

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Sonata

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While playing the FO:E version of Sonata, I've picked up that having a high-as-hell Charisma Score has made things pretty awesome. Of course, I'm bad in combat when the enemy can't be persuaded, but presenting lies and subtle hints during speech is really fun.

For example, DT and I were bargaining, when I promised her something she couldn't have, knowing that it would be useless to her. With her low Intelligence and Charisma, she fell for it. So I also put in a subtle call for back up that her perception picked up on.

I've found that if I make my dialogue posts sound legitimate, they'll be taken as legitimate since Sona has a combination of high intelligence, charisma, and perception, making him able to read just about everyone on a deep social understanding. He's also a brilliant tech-head.

I personally have a lot of fun being the only character with a high Charisma score, it really allows me to fit into the RP in all aspects (combat too) without being totally useless.

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Chrysalis

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Character sheet: Skydas:

Name: Skydas

Race: Green Alicorn.

Gender: Female

Age: 93

Appearance:
A green coat that emits a strange glow, almost as if she were made of pure energy. Her mane and tail are rather long and look ethereal. Her eyes are two shiny red slits. She has pointy ears and big wings that look ethereal as well, rather than feathery. To differentiate herself from the other Alicorns she has a red handkerchief tied around her neck.


Equipment:
All she has is inside a simple backpack she wears along her back. She carries no armor, instead opting for a weapon. Disfavoring most guns, she wields a gatling laser. Aside of that, the only thing inside her bag is ammunition for it. A lot of ammunition.

Personality:
Usually reserved, sarcastic when she speaks. Mocking and cruel sometimes, though her mood may shift and she could be nice. If she feels like it. She does have a sense of humor, and when upset, she'll behave uptightly.


History:
This pony was born in Equestria, daughter to two wastelanders who didn't exactly know how to raise a child. She wasn't even given a name, they simply called her 'daughter'. Fed and taken care of until adolescency, she lacked an education but not work, as the adults simply put her to scavenge along with them as soon as she was capable of it. Years passed and she grew up, never too fond of her parents, but not hating them either. One day, when she was more of an adult and her parents were growing old (in wasteland standards), they crossed paths with an alicorn, and attacked her out of ignorance. The superior creature slaughtered the two grown ponies, and rather than leaving a kid alone in the wastes to die, she took the little pony with her. There wasn't much to be done, and she couldn't resist, so before she realized it, she'd been turned into an alicorn as well. Hurting in the head, she escaped at first, followed only by that who had 'recruited her' into Unity. She fled and fled, being constantly chased, her pursuer, not really wanting to harm her, but simply convince her that Unity was the good path to go. Still, it didn't quite work, and they found themselves in Hoofington. The chase ended there, as they got messed up in a field of strange energies which attacked their minds. The kid escaped, barely, less hurt only because her mind was rather simple back then. Giving up hopes of becoming a pony again, the alicorn-kid (who had the size of an adult anyway) began to live on, experimenting with her new body and powers. She found out she couldn't quite cast a bunch of spells, like she'd heard in tales of the pre-war alicorns, but rather, she was limited to telekinesis (which was still cool), and shields. She could conjure almost impenetrable magical shields with incredible ease. Flying was awesome as well. Being a kid, she simply leaned on the fact that she packed serious power, so she began to apply responsibility to it. Except she didn't. All she wanted, she acquired. If she needed something from somepony, she'd just take it. What was there to stop her? Nothing. As she grew up (mind-wise, her body never aged), she figured that as much of a defense a shield was, her attackers (a lot of them. Being an alicorn didn't help.) were often a bit.. enthusiastic. Thus, she got herself a weapon that would call Tartarus upon her enemies. Stolen from a Talon mercenary she managed to kill with telekinesis, the gatling laser soon became her most precious posession. Engraved on the side of it lies the word 'Protection'. The weapon is modified for slightly lower accurracy, but more damage on each shot. Not really needing anything, she only carried around ammunition, which more than made up for the lower accurracy of her weapon. And so, with her new life came a name. Skydas. It meant 'shield' in another language, but it also sounded like a name, so the girl figured it'd fit her.




SPECIAL:
Strenght: 6
Perception: 6
Endurance: 6
Charisma: 6
Intelligence: 6
Agility: 6
Luck: 6


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Sonata

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Star Cross:

Name: Star Cross

Race: Earth Pony

Gender: Female

Age: 32

Appearance: Star Cross has a peach-tan coat with a deep brown mane to cross her sapphire eyes. Even though she is often splashed upon with grease due to her work, she is rather lovely.

Image:

Under Armor:

Equipment: Steel Rangers Power Armor, Armor-mounted Minigun/Flamer combo.

Personality: Star Cross is a bit of an optimist, by standards of the Steel Rangers Knight Squadron she leads. Of course, that doesn't mean she actively seeks peace, but she believes in the oath that the Steel Rangers initially preserved themselves to.

History: Star Cross is one of three descendants into the Steel Rangers. Her family was one of the original Knights upon the faction's founding. As such, they do well to keep with the Order and Oaths. She believed that the Rangers existed as Guardians of the Wasteland, and intended on being just that.

Star Cross was born to Star Paladin Nightwatcher and Scribe Quick Wit. She, like all members of her family, is one of three children who go through different aspects of the Brotherhood. Her other sister had chosen to be a scribe of technology and maintenance while her brother enlisted with her as Knights in training. The two made an excellent pair, almost knowing what the other would say without communicating, allowing them to be assigned in a squad of four.

The four of them often policed Bucklyn and the immediate surrounding area. Which is where they found a Unicorn alone in the desert, passed out. It was her call that they take him in, where he revealed himself to be Sonata Allegro, a Unicorn escaping some family troubles in Tenpony. He had begged for their mercy, and Star Cross wasn't exactly the one to deny him that. So she enlisted him as a Scribe of the Quill Order when approved by the Chapter's leader.

She quickly learned that he was good at gathering information from other people, thus earning him a small title in the Brotherhood known as 'Spy-Scribe'. He was often sent out on missions, and she was his 'in case of trouble' button. Only once had he ever pressed that button.

It was near the Manehatten Blast Zone. Sonata said that there was an object of great value in the hooves of a raider in pursuit by an Earth Pony, while he was having trouble with another Unicorn. Star Cross, her brother, and the other part of their team all suited up to go rescue him, when things went horribly wrong.

Sonata was, unbeknownst to him, in the presence of a sniper trying to make sure they could capture him. That sniper opened fire on the Ranger squad, but didn't really affect them, for it seemed the sniper couldn't exactly land a good bullet. After a few trip ups with this opponent, her brother launched a few of his grenades from the battle-saddle over at her nest so they could continue towards Sonata. It was then that a few well-placed shots executed Star Cross' brother. She ordered a full retreat, branding Sonata a traitor and leaving behind whatever they could until later.

Upon returning to Bucklyn, Star Cross informed the rest of the chapter with her losses and information. Of course, it was now her duty as a Steel Ranger to hunt down the Unicorn, even though she didn't exactly want to. This caused an argument between her and the rest of the Brotherhood. After having thought about the event that just happened, she was certain that Sonata, who had promised them his life for sworn duty, would not so soon forsake them after the four years of service he put in.

There was already a problem, that the line of male Knights from her bloodline had stopped with the death of her brother. Her parents weren't dead, but to have a new child would prove difficult, especially if it wasn't male on the first try. Above that though, the Chapter refused her request to keep him alive, even conditionally. He knew much about how they operated here, and had all the Scribe's knowledge of ways in and out. He was too dangerous to be outside of the Bucklyn bunker.

SPECIAL attributes:
Strength: 8
Perception:6
Endurance: 8
Charisma: 4
Intelligence: 6
Agility: 5
Luck: 3

Total: 40



Last edited by Sonata on Tue Jun 19, 2012 3:46 pm; edited 1 time in total

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Fleur De Lis

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Totik:

Name: Totik

Race: Zebra

Gender: Female

Age: 18

Appearance: Spotting her is as easily done as picking a rabid radroach out of a little of kittens. Fur of lifeless grey adorned with strips of black and white both, the course mane of the same hues, and eyes as monochromatic as the rest of her. Totik generally hides her stripes rather than wear them out in the open. The wastes are a dangerous place for a zebra. She carries with her a saddlepack holding remedies of all sorts, kinds that will quickly become toxic if taken in improper dosaged. A tactic for keeping out wandering hooves. When alone she keeps her oasis hood down, her vision already impaired enough without taking her ears out of the equation. On each of the lower sides of her ears are three pronged piercings. The glyph in place of her cutiemark depicts the swirling symbol of energy, above it a small symbol of the sun and below the mark a upward curving moon, meant to symbolize harmony.

Equipment: Oasis hood, brown cloak, med-exX3, rad-awayX3, cateyeX2, hydraX2, mint-alsX4, voodooX5, power fist, combat knife, service rifle, 5.56mm roundsX 15, various herbs.

Personality: Totik's personality is nothing less than would be expected of a zebra caught in the Equestrian wasteland. Silent and brooding, she always seems to be regretful of some unknown occurence, whether it be the war, her kind's part in it, or the many lives she's indirectly taken on account of her superb talent for building deadly concoctions from seemingly nothing. Her eyesight began to go when she was a filly, and has slowly decayed into a narrow tunnel vision that leaves her glaring as she squints to see what's in front of her. For this, she may seem angry or hostile, but in truth she yearns for a compassion lost abruptly in her childhood. She is not a murderer, heightened perception allows her to escape such confrontations before they have a chance to begin, and intelligence keeps her wit and blade sharper than her opponent's goals and tongue. She will kill to defend herself and she will do so without mercy. Getting close to her is difficult if not impossible. She bares the scars of abuse all across her body, and her condition has left her timid and weary to everyone else. It doesn't help most settlements rather spit on her corpse and sell it to hellhounds rather than offer her room and bed.

History: Her mother died during childbirth, and if that struggle wasn't enough, she was born in an irradiated hole that was all but the only thing seperating her family from a slaver's party hellbent on burning the glyphs off every zebra's flank before turning them over to gem mines. The price of freedom came with the cost of both the filly's mother and an impaired vision that worsens every moon. She was raised with other orphans like herself in the remnants of a nomadic tribe near the zebra homeland, and lived in relative harmony to her fellow zebra companions. Like all of the grandchildren of the Stable 3 zebras, she sought the arts of zebra during the postwar era, and with newfound knowledge took to alchemy with a skill level far superior to others of her kind.

She had never been one to wander far from the group. The first time she did was the last time, as afterward she found herself without a village to return back to. Raiders are a plague of the wasteland, and, regrettably, the poor young mare became their victim. All zebras learn basic martial arts in their childhood, but against a gun (or several of them), the fighting style is simply useless. The raiders party didn't care for how young the mare was, or what family might have missed her should she have disappeared. She was penned with other mares, various ages, but all of them pony. Unfortunately for her, her stripes would make her a favorite for abuse for years within the raider's settlement.

Escape dawned the night she found a mold growing on the inside of the wall nearest her cage. She let it grow and fester, and reconized its stench all to well within the already disgusting smell of her home. It proved the perfect poison to seep into the grub she was often allowed to help prepare, on account of her skill with spices. She left without freeing the others, and can't find it in her heart to regret this action. Every zebra for herself.

And by herself was just where she found her hoofsteps as she returned to where her village had been last. There was no tracking them, they were too long gone. The only thing she could do now was wander and hope somepony had seen them. If she had ever believed life to be difficult being a zebra, it was even more so when she found herself a lone zebra. No one spared a hand for her stripes, so in time she learned to cover them. As grudingling as was possible. She acquired weapons and traded chems for books and food. Her eyesight has gradually worsened to tunnel vision, but after spending years in the wasteland, she sticks closer and closer to one spot, and has finally settled into a little makeshift cabin off the outskirts of New Apploosa.

SPECIAL attributes:
Strength: 6

Perception: 8

Endurance: 5

Charisma: 5

Intelligence: 10

Agility: 3

Luck: 3

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Chrysalis

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Carnage:

Name: Carnage of the Raven
Aliases: Mama Crow, Claw, Deathbird

Race: Griffin

Gender: Female

Age: 40

Appearance: She is a huge griffin, well into adulthood and even then, taller than most. Most of her body has a black fur, while her neck and breast have dark gray feathers, and her eyes a white shade around them. Her beak and front claws are both black. Her eyes are sky blue. Her wingspan is about 11 feet when outstretched completely. A scar runs from her cheek and down her neck, and another one from above her right eye, across her beak and it joins the other one. Both her eyes are fine and sharp, though.

Equipment: Reinforced black riot armor. Specialist battle saddle with two weapons: An Anti-Air triple rotating cannon, and a minigun. A belt with two .223 pistols, heavily modified, even with talismans that makes them untouchable with magic, their shape makes them only usable by griffin claws, too. Engraved on the pistols' handles are the words "Rage" and "Lust". On two holes in her belt rest a couple daggers, fashioned from Hellhound claws. And in the pockets of the belt, she keeps some drugs. (Med-X, RadAway, Psycho).
https://2img.net/h/i1056.photobucket.com/albums/t371/Starspony/Carnageguns.jpg


Personality: Sarcastic, sadist by heart, really aggressive, though that doesn't stop her from being cunning. She takes pleasure in the pain of her victims, and will follow a contract to death, not for the caps, but for the fame. Favors quick-strike tactics and gives no mercy.

History: Carnage is part of a smaller group of mercenaries who branched away from the Talons. They call themselves the Crows, and all of their members wear reinforced riot armor, aside of packing heavy firepower. She was born in Stalliongrad, daughter to two Talon mercenaries, and grew up around a savage environment full of death and abuse. Her father abused her constantly, at least until she shoved a shiv through his eye and twisted until he died. Since killing her father, which happened in adolescence, she grew up around the idea that the stronger is free to take from the weaker. Through the years that idea has been changed and shifted, thanks to that she retains her mercenary traits of accepting contracts. With a complete lack of morals and a constant desire to hurt someone, she proved to be sublime in the job. Her reputation grew, and so did her prices, and in less than a decade she was well known to be the most expensive mercenary around, but of course the very best. The kind of mercenary you went to when all alternatives had failed, assuming you still had the caps to pay her. Soon however, she grew bored of the Talons and their sense of honor, and some of their rules too. Along with a number of other griffins, she abandoned Stalliongrad, and moved towards the western parts of Equestria, setting somewhere in Hoofington. A few contracts there earnt her the attention of the Talons settled in the heartlands, and since then, conflict grew. Both groups were numerous, and Carnage's Crows were mating their females like sick fucks only to increase their troops. Years went by, and the Crow family grew in size and strenght, becoming a force to be reckoned with, all because of Carnage. Contracts weren't hard to find, specially the worst ones. Whatever the Talons refused, the Crows took. And if the Talons refused something, it was usually nasty. But that's the gist of the Crows. They like it nasty. Carnage continued to take contracts, even to this day. And it just so happens to be that Tennpony had one neat deal. The Talons refused because one of their members had somehow been part of it, and there'd be inside conflicts, so the work was all for Carnage.


SPECIAL:

Strenght: 9

Perception: 6

Endurance: 9

Charisma: 1

Intelligence: 6

Agility: 7

Luck: 2

Low stat specifications:
Charisma: Twisted and sadistic, she only cares about herself. It's easy to lie to her, even convince her of other things. She doesn't trust anyone, and she doesn't bond easily. She can't lie at all, but she doesn't bother with it. She doesn't barter her prices. If she doesn't like the first offer, she'll refuse and won't give the contractor another chance to change the price. If she speaks, it'll be to mock her enemies, curse or scream obscenities, and she won't dialog much. Engaging in long conversations is hard for her.

Luck: Destiny sometimes pulls annoying pranks on her.


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There is no happiness without sadness.
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Name: Packer Mule

Alias: Dirt the Jerk

Race: Earth Pony

Gender: Male

Age: 43

Appearance:

Equipment: A 10mm submachine gun, Raider painspike armor, and Raider psycho-tic helmet.

Personality: Can be extremely hostile and brutal, especially when he is raiding caravans and travelers. Being a chem addict also makes him easily angered and very paranoid. He is known for taking his time when it comes to his profession and has also been known to do other horrible acts.

History: Packer (Dirt the Jerk) was not always the sadistic raider he grew up to become. As a young foal he belong to a small family in a nomadic village that traveled the Waste.
He was a very bright and hard working foal and used his strong legs and back to help carry the village's supplies. Everything seemed to be going well, even for living in the Waste until the inevitable happened. His village was attacked by a large group of raiders who pillaged the entire camp, they killed all the adult males and turned any of the woman, who survived the horrible acts done to them, into slaves. One raider woman who had just lost her child took pity on the young Packer and decided to adopt him. Years had began to go by and Packer was no longer the same. All the abuse and chems turned him into a heartless raider like the ones who attacked his village. He killed his adoptive mother and the leader of their pack and claimed the group as his own. Their name was changed to the Dirty Jerks and Packer soon began to call himself Dirt the Jerk.

SPECIAL attributes:
Strength: 7
Perception: 6
Endurance: 7
Charisma: 1
Intelligence: 7
Agility: 5
Luck: 7

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