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    1. TJByrum 12 yrs ago

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I may get an image later. The Scope is pending, just tell me if I need to change it. This bio is very strewn together and is redundant. I'll have to go over it tomorrow. Look over it if you want, but be prepared for a lot of redundancy and grammatical errors. Hopefully I can get back on this tomorrow.

John "Six" Taylors


Age: 31

Gender: Male

Specialty/Archetype: Six is a 'bounty hunter', in a sense. His main strengths include his ability to track down and either kill or capture specific individuals throughout the wastelands. Another important strength of his is his affinity with technology, most specifically power armor and energy weapons which he can repair and modify; he's a natural inventor and mechanic. He is not, in any way, a soldier, and prefers to stay out of the line of fire - especially if he can avoid it altogether. He relies on stealth, surprise, and confusion in order to accomplish his goals. He's not particularly great at fighting off multiple opponents and relies on speed and agility during hand-to-hand combat. If one wishes to utilize Six to the fullest they should keep him away from conflict where he can deal damage with his sniper rifle, or send him in for covert operations to retrieve specific items or individuals.

Appearance/Gear:
Custom Helmet - Very similar to the NCR Ranger Helmet, Six's helmet was a standard hardhat with an attached facial mask that protects the wearer from potential hazards such as shrapnel and fire, and potentially gunfire depending on the type. The lenses on the helmet allow the wearer to see more clearly at nighttime (night vision). a pair of binoculars sit on the back of the helmet, but a spring-loaded mechanism can quickly deploy and hold them in place in front of the lenses to survey the surrounding area.
Riot Gear - A bullet-proof vest that covers parts of his torso, shoulders, and thighs.
Duster Coat - A faded black duster coat, now gray, covering his body.
Clothing - Pair of brown pants, brown boots, brown fingerless gloves, dirty white shirt underneath duster coat and riot gear, brown belt with holsters on waist (outside of the duster coat).
Sniper Rifle-->Enhanced Scope - A powerful and reliable sniper rifle. So long as Six can use the Enhanced Scope he is pretty accurate with it. The Enhanced Scope has an aim assist that acts similarly to the VAT System.
Dual 9mm's - Identical set of 9mm's holstered on the sides of his belt.
Bladed Gauntlet - His right arm has a gauntlet on it that can eject a pair of wristblades. The mechanism is very similar to a switchblade knife, but the blade is longer, giving him an edge in melee combat.

Personality: Quiet and reserved, Six doesn't much care what others think of him and he's not exactly open to talking about his past. He's straight-forward, to the point, and determined to carry out his actions. He's not a bad person, but he's also not a hero. He has a somewhat cloudy and twisted morality, only doing the 'right thing' when it suits him, and his idea of justice can be pretty harsh. He has a predetermined set of goals and he'll do whatever he needs to do to accomplish those goals - no matter who's standing in his way. But he's also not stupid, and he understands the mutual benefits a team can utilize and will eagerly work with anyone willing to tackle similar goals of his own. He does have a soft-spot for women and children, and as long as it doesn't interfere with his mission he may go out of his way in order to protect them, but they're certainly no priority. The only exception to all of this are young girls, which cause him to completely drop everything he's doing and literally go to drastic measures to rescue them (see History for explanation).

History: John's father, Nate, was actually a brahmin rancher who operated a small farm just outside of the Mojave, but this business would ultimately fail. Nate then relocated his family to a larger settlement and worked as a scavenger and laborer. It was this unnamed settlement that John spent much of his childhood at, where he met most of his friends, and where would one day meet and marry his significant other. When his father brought back pre-war technology, scraps of power armor, and pieces of energy weapons he would experiment and fiddle them. He would never develop hisown power armor but he began to slowly familiarize himself with the make-up of the technology. In his late-teen years he began accepting payment to repair various weapons, items, and tools, something he just seemed to have a knack for.

John married his significant other, a woman named Koren, around age 21, but only because Koren had become pregnant with his child. They named the child Sofia, and John devoted much of his time with her. Like his father did before him, John relocated his family to an even larger settlement, one that was frequented by the Brotherhood of Steel. It was here that he began to make a better living, repairing items for the Brotherhood as they passed through and for other travelers. But things changed at age 28. A very suspicious squad of Brotherhood Knights passed through the settlement, but their requests were... out of the ordinary. It seemed all of their armor and weapons needed to be repaired, which was unusual for the Brotherhood. John did the best he could, and it took him several days to scavenge up the correct pieces to fix it; even then the armor wasn't 100% intact, but it was in working condition. The whole time he worked on the equipment he offered the small band to rest at his home. The men paid him a handsome reward and carried on.

Not three days later, while John was out scavenging, the settlement was raided. The buildings had been demolished, the people had been shot, killed, and burned, and anything of value had been looted. John arrived to late and found the broken body of his daughter, Sofia. Koren was nowhere to be found, although one can assume her body was charred beyond recolonization amongst the rubble.

A deranged and broken John aimlessly roamed the wastelands until he passed out days later. He would have died had a caravan-rider not saved him. When John came to his senses he was informed that his home had been attacked by the Brotherhood of Steel. The descriptions of the armor they used and the weapons they wielded made it obvious that it was the exact same group that John had aided just days earlier. The very weapons John had repaired was the downfall of his family, something he has never forgave himself for. The last thing the caravan-rider told him was that the 'Brotherhood' was heading west. That's all John needed to know.

He wouldn't be able to draw out detailed descriptions of the men, but John had spent more than a few days with them and was able to remember some of their names, which he then put on a list. He traveled westward, speaking with and conversing with anyone he came across to get whatever leads he could. If it sounded even remotely familiar John would pursue that target. Sometimes he was paid for his services, effectively making him a bounty hunter, but his main goal was to continue capturing and killing anyone associated with the people of his list.

Most people wouldn't spend three years on a revenge quest, but John has been relentlessly pursuing the remaining members of the squad. He's worked with a whole slew of individuals and factions, all trying to do whatever he could do to find those men. At one point, when John refused to reveal his name, a companion simply called him 'Six' due to the number being written over his helmet; he has used the name ever since. This quest of vengeance has led him to the Mojave.

In actuality, they're just a group of raiders who managed to get the jump on a Brotherhood of Steel squad, stole their armor, and then tricked John into fixing it for them. The entire quest is a lost cause, but John keeps at it and will continue keeping at it until he's dead.

Other: John has worked alongside the NCR on several occasions to take on specific bounty targets, but he's not an official NCR member. He's worked with the Great Khan's once, but only because of a mutual rival. He had a short stint with a squad of Legionnaires, but he refused to join them and so has a very tense relationship with them, as they wanted to use his talents against the NCR. He irrationally hates the Brotherhood, believing they were responsible for the murder of his family; he brands them as selfish killers. At the current moment, he is still working as a Bounty Hunter, relentlessly hunting down the people on his list.
Let me think ...alrighty then. How does this sound:

Custom Helmet: What was originally a hard military helmet has now been modified to include a metal face-mask much like the NCR Ranger helmet. This additional facemask could potentially protect the user from possible shrapnel and heat. The lenses on this helmet allow the wearer to see in the dark much more clearly. With the press of a button, a spring-loaded attachment positions a pair of binoculars in front of the lens to allow for reconnaissance, although they must be pulled back manually to reload the spring mechanism.
Custom Scope: Is a VATS-related system allowed on the scope? I don't think night-vision on the scope is worth it, cause if the helmet has it then it would get redundant.

I was about to start theorizing potential technology that allowed cars to hover in Fallout, which I think some did, but I won't go into that. And I can drop the rope-darts; I was going to have a modified rope-dart to accomplish my needs, but I won't worry about it; perhaps I should go with a good ol' lasso, John Marston style. I'm not particularly fond of the Stealth Boys or whatever they are, so I won't go there, but I'd like some suggestions on what you think I could possibly use. Where most characters want to go full-melee or rely on heavy firepower, I would prefer my character rely on gadgetry to capture targets rather than outright kill them, like a bounty hunter, and the rifle and revolvers are just for some basic defense; maybe I can dissect ED-E and use his spotting system on my helmet

I'm sorry for being such a hassle, I just want to design the closest thing possible to what I want. I might look up some more tech on the Fallout universe to see what I can scrounge up.
@MotN: Assuming I did want to use gadgetry, what would be the limitations on that? And sorry if it seemed like Boba Fett; he practically set the standards for all Bounty Hunter characters to an extent. But many of my characters are based on a combination of Boba Fett, Jango Fett, the Predator, Toa Nuva Kopaka, Thane Krios, and Zaeed Massani, not just Boba.

I'll follow your suggestions, for sure, but I'll have to reconsider things. I just used the term 'SMART' to refer to the items that my character has modified from Power Tech.
-SMART Helmet: Instead of using binoculars as you suggested, could the helmet just have built-in binoculars? He'd have to turn a dial on the side of the helmet for it to work; I don't think this is particularly far-fetched; someone with the right know-how could easily build something like that, especially with the tech you can scavenge throughout the wastelands. Also, how does thermal/night vision sound? That might be a bit far-fetched in the Fallout universe, but I wanted to run it by you. And lastly for the helmet, what's the possibility of Radiation Detectors? Both characters in FO3 and in NV had Rad detectors that showed them how affected they were by the Radiation; could someone design a gadget that acted similar, but could detect the Radiation from further away?
-SMART Scope: The scope acts identical to the VATS system in Fallout. It's just an aim assist. I don't think this is to far-fetched, but your rule is law; wanted to run that by you again.

I can drop the Whipcord and SMART Darts. But since a lot of Fallout consists of Chinese tech, would a Rope-Dart be far-fetched? It would be in one of his gauntlets and he could use it as a weapon, or like I said before, use it to swing across gaps. That's an actual traditional Chinese weapon: the rope-dart. I will check out Bladed Gauntlets. I just really wish I could keep the Repulsor Boots. It's not like Iron Man, and it's not like a jetpack. It just thrusts the user into the air several feet. If I could find something in the Fallout Universe that uses tech similar to this, would you give it a second-thought?

What say you?
I may give this a read later.
I'd be interested in this, but I have questions.

My character's strength would involve his science/mechanical skills, meaning he is able to repair, modify, and break down electronics such as power armor or energy weapons. He's very knowledgeable in that area. He has an array of self-made gadgets that help him in his missions, and he could scavenge, repair, and create various gadgets for the party to use throughout the course of the RP. Here are some things I was thinking he could have:

SMART Helmet - He has constructed his own helmet made of specific components from Power Armor. The helmet can zoom in/out, highlight potential threats (by way of heat signatures), work cooperatively with his SMART Darts to track targets, and can scan radiation/health levels. He can manually write descriptions of places that his helmet will bring back up at later times to provide details of that area, including potential allies/enemies that he has heard about (it's like a journal he can bring up, but he has to manually write that stuff down). All of these things are possible by buttons on the side of the helmet.
SMART Scope - The SMART Scope works cooperatively with the helmet. It is an electronic component that simply assists with his aim. It has an electronic zoom as well.
Repulsor Boots - Using a similar technology that energy weapons use, these boots can emit a powerful thrust that can send the character several feet into the air. It can help him reach higher elevations, evade attacks, confuse the enemy, etc. It does NOT allow for extended flight and is really only for quick thrusts. If he overloads them they may break but he can use the thrusts for longer, almost as if he was hovering; he'd have to repair them later. He uses energy cells to recharge them, much like energy weapons/
Wrist Gauntlets: Wristblades - Pair of blades on his right wrist gauntlet that extend for melee combat.
Wrist Gauntlets: Whipcord - Device that fires out a durable cord that can latch onto certain surfaces. Can bind his enemies, or be used to swing across gaps, among other things. It is very durable and can be manually detached on his wrist.
Wrist Gauntlets: SMART Darts - On his left gauntlet is a mini-gun-like device that fires out tracker darts. The enemies will obviously pull them out, but it releases a special type of fluid into their system that the SMART Helmet is able to track for several miles. Even though it won't stick into metal, if some of the fluid manages to stay on the metal it can track metallic surfaces. Over time the helmet starts to pick up so many of the signatures that he has to change the composition of the fluid and reset the helmet.

Without these gadgets he's just a normal person, and since he's always had the help of his gadgets he's very ineffective without them. His main weapon is a sniper rifle that is equipped with the SMART Scope and a pair of revolvers.
I am hosting Wissleon County, a western roleplay, but I like to discuss things so let's discuss, shall we? If anyone else wanted to host this they could. Let's build us a roleplay, eh?

Hundreds of years into the future... FTL travel... aliens... the usual.. Typical Star Wars and Mass Effect mumbo jumbo. It takes place in a region of space known as 'Deadzone'. If you divided the Milky Way into four quadrants Deadzone would take up one of those quadrants. You got an array of various factions out there in the galaxy like the Alliance, the Federation, the Confederacy, etc, etc and they're dealing with their politics and wars and whatnot... but that ain't got nothing to do with Deadzone.

Deadzone is unique in that it is one of the only regions in space where government forces have absolutely no power. It is where good for nothin' outlaws, criminals, gangsters, slavers, assassins, sumbags, drug-lords, and such go. I mean, this is a real shady, real seedy area of space, and if you ain't equipped for a showdown chances are you're gonna end up dead - or worse!

In the center of Deadzone is Deadlight. Deadlight is a massive space-station, and despite being built and commandeered by criminal scum it's actually quite a marvel. See, like other regions of space, Deadzone actually has quite a few important planets; they're rich in resources, but without proper funding they ain't gonna develop no time soon! Deadlight was originally a space-station, built as a 'resting stop' for spaceships; it's like a gas station in the middle of space. Overtime it grew; a warehouse was added onto it, then 'motels' and 'hotels', an inn, a nightclub... and the rest is history. Deadlight continued to grow, and layers upon layers upon layers were added and it evolved into this missive space-station; it's truly a spectacle! The inner-most layers aren't used as much, as the old fueling station is long-gone, but some of the more nastier crooks and poorest folks live down there... they're like the sewers of the whole thing and where much of the waste winds up. It's quite large to, and millions of individuals have lived on it at once. The only real 'government' here is the mercenary gangs, who have often fought over control for Deadlight.

You got some major businesses, such as Strattix Corporation, or BlasTech. They develop weapons, technology, armor, gadgets, vehicles, and all sorts of things. They're also fairly corrupt. And so when they're getting taxed to heavily in the more desirable regions of space... they turn to Deadzone. The mercenary gangs in Deadzone offer cheaper prices for important materials needed for manufacturing, and the mercenaries are happy to comply since they get a decent paycheck. some of the more 'evil' groups are slavers, and they kidnap all manner of species to force them to work in mining operations throughout Deadzone. This place is a haven for drug-lords, crime-lords, mercenaries, criminals, outlaws, assassins, slavers, smugglers, killers, thieves, vagabonds, road agents, bandits, and so much more!

The basic plot would involve a team of individuals united for a single cause. There's a Big Bad, but along the way to kill the Big Bad we deal with out own personal problems, helping each other on our personal quests and going on all sorts of interstellar missions! It ain't about elite commandos, or galactic wars, or whatever... this is about the dcriminal underworld, the shady parts of science fiction, the gritty, horrible, gangster, outlaw type of stuff... with drugs, and strippers, and nightclubs, and mob bosses, and that sort of thing.
Very interesting! I like this... let me see if I can pull out an ancient race of mine... oh yeah, the old Guild got f*ed up... oh wait! Here's some info on them:
http://therpacademy.forumotion.com/t35-custom-races

But I'm going to be changing them up. They are the Ziorii (singular: Ziori). They are humanoid, but there legs have two knees, sort of like the Protoss from StarCraft (it's better if you Google it). They normally stand at about 6 feet, but if they extend their legs to full height they can reach heights of 7-8 feet. They have a striking balance between litheness and strength, and there bodies are naturally 'athletically built'. Males are typically stronger than females, but it just depends on the individual. There eyes are a single color, such as blue, green, purple, red, etc. A Ziori's skin color pigmentation's are directly affected by their thought processes. Usually the more aggressive and cunning Ziori release darker pigments, making them pitch-black. The typical Ziori, however, has hues of blue, even purple. Because most female Ziori are good-natured or more calm, they have lighter hues, usually purple in color.

All Ziori have a fearsome gnashing maw. They're carnivores and as a result they have rows of extremely sharp teeth, very beast-like. I'll leave it to your imagination to think of what they look like, but if I could draw it out imagine the most gnarly, tooth-filled, fearsome mouth possible. If these things bit you, you'd be in a world of hurt. Fortunately, due to religious reasons, Ziori do not show their mouths to anyone; they cover those things up like we cover our private areas. But they all wear an Azul, which is similar to a scarf or bandana that is tied around the face to cover the nose and mouth. Azuls have a religious aspect as well, part of their celestial god and goddess Zoruun and Zaria.

Their religion revolves two beings: Zoruun, the male, and Zaria, the female. Now this is all religion, possibly myth, so take it as you will. Zaria was an actual goddess, she didn't begin as a Ziori but would later take that form. Zoruun was the "first Ziori", the champion of the moon goddess Zaria, and later her lover. Together they spawned the Ziori race. Zoruun passed into godhood to be with Zaria forever, but he doesn't necessarily have the same god-like powers as Zaria does.

There culture is like a warrior-ethos. They live scattered throughout forests in various tribes, and are a nocturnal race. Some villages are on the ground, but others may build homes within caves, and some even build them high up in the tree-tops. These clans keep to themselves, and they'd be more advanced if they only united, but a united Ziori nation is seemingly impossible due to differences in culture and whatnot.

Ziori are natural warriors, and some are able to use powerful, but forbidden magic, usually associated with darkness, shadows, the afterlife, or 'voodoo' type of stuff. They value quality over quantity. There's never a lot of Ziori, but one is more than enough to handle, as they're extremely capable warriors.

Ziorii can live for up to a thousand years, and many of them hone their skills as warriors and it would seem they're all itching to learn as much as possible.

Inspirations include the Protoss, Predators, Boba/Jango Fett, Toa Nuva Kopaka, etc.
Usually somewhere between the mid-20's to mid-30's for me, so 25-35 years old. Since most of my roleplays are usually set in fantasy or sci-fi universes, it makes sense. A 25 year old is someone who knows some skill, but has a lot to learn, and this is good for character development. But if I want to go with my typical veteran warrior or bounty hunter, I usually choose 30-35 years old. This lets them have some experience, and it makes it feel more 'right'. I think 31 is the most comfortable to me. It really just depends on the type of roleplay (guild roleplays, for example, I'd start at about 25).

Before I go on this rant below let me say that yes, sometimes children and teen characters do make sense, especially if it's a RP about school, or childhood, what have you.

But good grief, I can't stand to see 16 year old boys swinging massive greatswords with skills equal to my 31 year old nordic warrior. Or an 11 year old girl able to cast powerful magics that only an aging wizard should be able to cast. Sure, it's fiction, and in fiction you can break the rules, but there has to be a cut-off point. When I get in a situation where some teenager is wielding the biggest sword in the world and is outdoing me... nuh uh, no freakin' way. It doesn't fit. Doesn't make sense. It's preposterous!

And I'll admit, there's a chance it may be possible. I use to go to school with this guy who did nothing but chop lumber his entire life - never worked out or lifted weights a day in his life. He was massive, his arms are as big as tree-limbs, and the first-time he played football he could bench-press more than anyone else; and that was the very first time he laid back on a weight bench! At 16, you better believe he could've swung a greatsword.

I ain't never met no 11 year old who would be smart enough to cast magic. I know this very smart 10 year old, but at that age she's still a kid, thinks like a kid, and wants to act like a kid, which is fine... but I just can't see someone like her casting magic in a roleplay!

End of rant.
On second-thought, it might would be interesting to include the folklore those people would have believed in.

It's like if we did a realistic Greek roleplay, but included their mythology in the process.
I would be interested in a more realistic approach, so the fantasy-elements - as subtle as they are - kind of put me off. However, assuming an OOC comes up soon I may give it a read and have second-thoughts.
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