The Road: 2nd Gear OOC (Info Update: Jump start?)

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The Road: 2nd Gear OOC (Info Update: Jump start?)

Postby exalted » Sat May 23, 2015 8:07 am

TL;DR
Spoiler (click to show/hide):

Mad Max inspired RP. You play as some one just starting out in the wasteland.


“This you knows. The years travel fast. And time after time I've done the Tell. But this ain 't one body's Tell. It's the Tell of us all. And you got to listen it and 'member. 'Cause what you hears today, you got to tell the newborn tomorrow.

I's looking behind us now, into history back. I sees those of us that got the luck and started the haul for home. And I ‘members how it lead us here and we was heartful 'cause we seen what there once was. One look, and we knewed we'd got it straight. Those what had gone before had knowing and the doing of things beyond our reckoning, even beyond our dreaming.

Time counts and keeps counting. And we knows now, finding the trick of what's been and lost, ain't no easy ride. But that's our track. We got to travel it. And there ain't nobody knows where it's gonna lead. Still and all, every night we does the Tell so that we 'member who we was and where we came from.

But most of all we 'members the man who finded us, him that came the salvage. And we lights the city. Not just for him, but for all of them that are still out there. 'Cause we knows there'll come a night when they sees the distant light and they'll be coming home.”


http://www.youtube.com/watch?v=vJ1KZvzXpKI


THE ROAD
Spoiler (click to show/hide):

Nobody remembers what caused the two great tribes to go to war and scar the earth into the wastes. Great walls grew out of the sands to separate the great cities from each over and the fettered waste that sprawled out from them. Generations of soldiers fought, lived and died out in the wastes, never knowing why they fought and what lay on the other side of the walls they defended.

Resources were scarce in the wastes, holding land had very little value, except for a few fertile holdouts, mines and refineries. Instead, the war was fought across the old roads, twisted flesh and metal barrelling down the asphalt at a hundred miles per hour.

Over twenty years ago the war ended. Each side sending out its last great driver to do battle, to end it once and for all like the knights of old. Nobody remembers how that ended either, who won didn’t matter; only that someone had won, and that it had ended. As one the great armies turned and went back to their great walls, to rest, to lay peaceful on a warm green earth.

No laurels were forthcoming, no welcome home. Only cold stone walls and barred gates met them. Fearful, judgemental eyes leered down at them from the walls, seeing a violent rabble they no longer recognized, or cared for.

They were told to leave, to turn around and return to the wastes that they belonged to. Some did, others attacked the walls they had sworn to defend, trying to tear them down. Many died, the others fleeing back into the nightmare they had fought to escape.

The remnants of the great armies limped back to the crossroads where their champions had fought. None knew why they returned to place that had started the great hope, many felt they had no place else to go, and there they stayed. Lead by their great drivers, their champions they started to build and so formed a new great city, the Third Tribe. The Third Tribe and their city were never perfect, never pure, held together by dirt and a loose idea that they together in this, different than those behind the walls, but still this was a problem for the great tribes. What if the wastelanders unified, what if they sided with their great enemy?

Neither tribe could allow this, so they undermined the Third City, supplied and armed wasteland bandits to burn it down. The Bronse, the Main Force Patrol, led by vetereans of war, fought valiantly to defend the walls and roads, keeping the highways open for as long as they could to allow wasteland refugees to escape into the walls. But the line had to break eventually, the city burned as the MFP fought another desperate rear guard to allow as many to escape as they could.

That was five years ago, and the wasteland is still a flame, fueled by the munitions fed into it by the Great Tribes. Each group of bandits, each township in constant battle with another, keeping them weak. But fear sprouts anew in the great Tribes, rumours of man traveling the waste, bringing to life their fears as he unifies the wasteland behind him


FACTIONS:
Spoiler (click to show/hide):

The Crazies: Not all accepted the new rule of the Third Tribe. Some were too scarred or too addicted to the adrenalin of screaming, tortured metal to give it up. When these men and women turned from the wall they fled to safe havens and caches they secured during the war, raiding and pillaging to stay alive. Split into countless gangs, these groups were well armed and formed the backbone of assault on third city. Now that the source of their oppression, the one thing that unified them was destroyed the Crazies returned to all old rivalries and blood letting, just as the Great Tribes Planned.

The Bronze: The Bronze are the enforcers of the Third Tribe and law of the wastes. Each wears a Bronze badge on a black leather uniform, ordered to protect and serve, no matter the cost. Most the these brave men and women fought to last defending the Third City and its peoples. Some still survive in isolated holdouts, other hid their badges and disappeared into the crowds fleeing into the wastes.

The Freaks: The weapons that scared the ground into the wastes also twisted the life it held and cradled. Freaks, Zeeks and Muties, these creatures claw out a short brutal life filled with violence.

Brown Coats/ Grey Shirts: The Great Tribes still keep representatives among the third tribe. They seek to spy on, divide and play off their competitors against the other, fearful what could happen if an alliance formed or the wastes united again.

The Guild: Money is the universal language. The two great tribes are still technically at war and can’t be seen to be trading with each other, yet they still must. The Guild was hit hard by the destruction of the Third city but lacks certifiable proof as to which Great Tribe to blame. They continue to do business with and act as an intermediary between the two, though their service now comes at a premium. If anyone is making a buck in the waste then the Guild is probably getting a cut.


GANGS:
Spoiler (click to show/hide):

Gangs are groups of people you will meet on the ground in the wastes. Some might represent part of a faction, such as MFP, while others might just be a loose collection looking to get by.

Main Force Patrol (MFP): The Main Force Patrol is the muscle the Bronze project into the wastes, patrolling the roads and highways. The MFP is the thin blue line that separates the meek and righteous from the filth of wastes. The MFP has long been criticized for their use of excessive force.

Chrome Hounds: Part Crazy and part magpie, the Chrome Hounds are a recent gang to form in the waste and are a favourite of the Landlord. Operating mostly from Brutha Luv's the Chrome Hounds seem violent though easily distracted at times by shiny things, both possibly caused by their love of huffing spray paint (Chrome being their favourite colour and pass time). Unlike other crazies, the Chrome Hounds slash and burn anything they come across, thinking little of the future and later raiding opportunities.


WHO ARE YOU:

Spoiler (click to show/hide):

You are a Freelancer. You most likely grew up in the waste after the war, eking out a living somehow until you got your own set of wheels. Then you became a somebody. Freelancers are the life blood of the wastes, running cargo, salvaging and helping patrol against Crazies and Freaks.

After running a few jobs in the fringe territories you saved up enough to move to the Cross Roads where you can score some big jobs and be in the majors.

Alternatively you may take an entry level job in one of the factions (note: Freaks are considered to be “shoot on sight”, so I’d recommend against this faction).


CHARACTER SHEET:
Spoiler (click to show/hide):

Name:
Gender:
Appearance:
Bio:

Stats – ( Stats start at -4, you have 30 points to raise them)

Strength: (Used in HtH and some driving test)
Dexterity: (Used to hit things, run and some driving tests)
Toughness: (Pain tolerance, how long you can last without supplies)
Willpower: (How mentally tough are you? Panic resistance, pleasure threshold, willingness to submit)
Perception: (Awareness, reading people, car repairs)
Charisma: (How well you can convince people, low score will help intimidating)

Skills/Perks: (3 player choices, roll bonuses to negotiated)

Personality:

Inventory: 6 Slots (Consumables and bulky items only need to listed, not the lint in your pocket. Characters will be able to carry more once you RP starts. Weapon reloads stacked on weapon, food and water fill one spot).

Cash: (How much money you have $50 to start)

Salvage: (How much you have to sell, will be randomly generated at RP start. Vendors will give different prices for Salvage)

Car: (see Below)


WHEELS: Cars

Spoiler (click to show/hide):

Your wheels are you life in the Wastes and the code of the road is king. You may either pick a generic vehicle below or negotiate stats for unique vehicle.

Driving tests will be based on either Strength or Dexterity. Strength tests will be to muscle your car into something (ramming, shunting etc) while Dex will be avoidance or control (dodging a ram, taking a corner fast etc).

If your car hits something it will loose structure points. Too much damage and you start taking penalties to driving tests.

Heavy Vehicle: (Pickups, 4WDs, SUVs etc)

Structure: 40
On Road: 0
Off Road: +4 to tests
Reliability: +4 to tests
Storage: 25 slots, can load large Salvage

Heavy Vehicles wont win you any races (assuming the other guy makes it over the finish line of course) but they are solid and reliable and can haul the most stuff.

Normal Vehicle: (Muscle Cars, Sedans etc)

Structure: 30
On Road: +2 to tests
Off Road: +2 to tests
Reliability: +2 to tests
Storage: 15 Slots

Normal Vehicles make up the majority of cars in the waste. A jack of all trades, they’ll out run Heavy Vehicles, and with the right upgrades, will challenge Finesse Vehicles.

Finesse Vehicle: (Sports Cars)

Structure: 20
On Road: +4 to tests
Off Road: 0
Reliability: 0
Storage: 10 Slots

Finesse Vehicles are built to dish it out, not take it. Sacrificing structure and storage for speed they can outrun anything in the wastes. Some factions use these vehicles as hunter killers, paired with a Heavy, they prey on the roads in packs, running down a victim for the Heavy to salvage.

Upgrades:

Spoiler (click to show/hide):

At the start you may pick 1 upgrade for your car to start with (takes 1 storage slot):

1) Vehicle Mounted LMG: You have a light machine gun mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Limited ammo to start)
2) Air Gun/Cannon: You have a air gun or cannon mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Allows you to recover arrows, slugs etc)
3) Armoured Body: Your vehicle has added protection from projectiles strapped to, or hidden within the body.
4) Armoured Windows: Your vehicle has added protection from projectiles fitted to the windows.
5) Ram: You take less and cause more damage when ramming over vehicles.
6) Plough or Dozer Blades: You may use Strength for all driving tests.
7) Sports Suspension: You may use Dexterity for all driving tests.
8) Lowered Suspension: +2 to On Road Test, -2 to Off Road Tests
9) Off Road Suspension: +2 to Off Road Test, -2 to On Road Test
10) Souped Engine: Your car is faster but is at -2 to Reliability.
11) Stripped Out: +5 storage slots (does not take slot).


BIKES
Spoiler (click to show/hide):

Bikes are a popular vehicle for the loaners of the waste, the adrenalin junkies and some mercs and crazies. They are fastest thing in the wastes, but also the weakest in structure and carrying capacity.

Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5

Upgrades:
Side Car: -1 On road, -1 Off Road, +2 Structure, +5 Storage or 1 passenger.
Side Car Weapon Mount: Allows a heavy weapon to be mounted to the side car to be used by the passenger.
Kobby Tires: +2 Off Road, -2 On Road
Slicks: -2 Off Road, +2 On Road
Handle Bar Mount: Allows a rifle, SMG or shotgun to be mounted to the handle bars.
Body Mount: Allows a weapon system to be mounted to body of the bike.
Muffler: Bike is quieter than normal.



GAME MECHANICS:
Spoiler (click to show/hide):

In each post, you will state what you're doing and I will roll a d20 to determine the success. Your Stats will increase the roll while environmental/NPC factors will decrease it.

Result table:
1-3 Worst case failure with major consequence (Natural 1=always failure)
4-6 Failure with consequences
7-10 failure with minor consequence
11-13 Minor success with drawbacks
14-16 Success
17-20 Best case success with desired outcome (Natural 20=always succeed)


EXAMPLE CHARACTER:
Spoiler (click to show/hide):

Name: Plumb Crazy
Gender: Female

Appearance:
Image

Bio: Plumb Crazy grew up as a crazy, roaming the wastes as bandit with her parents. Her young life took a sharp turn when parents fell into ambush set by the Bronze, the Main Force Patrol. Still a child, Plumb Crazy survived the attack and was adopted by patrol sergeant who lead the ambush.

Raised as his daughter, she followed in his footsteps to protect and serve, making a name for herself as driver in the MFP. Rumours persist that she slept her way through the ethics test. Plumb disappeared into the wastes after the fall of the Third City

Stats –

Strength: 0
Dexterity: +3
Toughness: +1
Willpower: -1
Perception: +1
Charisma: +2

Skills/Perks:

I Just Drive Them: +2 to Driving Tests, -2 to Maintenance or repair rolls
Two Hands: Able to fire weapons from both hands without penalty
Silver Tongue: +2 to seduction rolls.

Personality: Short tempered and aggressive, Plumb Crazy sees what she wants and takes it any which way she can.

Inventory:
1) Service Automatic (3 reloads)
2) Service Automatic (3 reloads)
3) Rations (3 days)
4) Handcuffs
5) Tonfa
6) MFP badge.

Car: Hemi Roadrunner

Image

Structure: 30
On Road: +2
Off Road: +2
Reliability: -2
Storage: 20 Slots

Hemi: Vehicle is faster in a straight line but less reliable and needs more maintenance.

Upgrades: Sports Suspension,


Locations
Spoiler (click to show/hide):

Locations posted here will be common knowledge for players (you hear people talking or about them or see them in passing).

1) The Third City: *Cough* *Cough*... Hey! Welcome back! Haven't seen ya while, bet you missed me?... wha? Ya didn't? Well fine. The old place ain't what it used to be, bit more burn't... and bloody, than it used to be. There's still some of us around like... no he's dead... what about... no, not her either. Well there is a bit more wildlife around than there used to be, but the raiders don't bother us much anymore, not that there's much to bother... just some burn't and rusted walls.

2) Brutha Luv's Cum and Go Scrap and Brothel: Not all were welcome in the Third City and not all wanted to go. Brutha Luv catered to these individuals, offering a place to trade, fuel up and unwind before hitting the road again... and I mean hey, are you gonna burn down your favorite/ only brothel. No, Brutha Luv is still going strong.

3) Free Town: Free Town is a settlement several hours away from the the Third City, populated by people who think they represent that old independent spirit, but who really.... urk *stabbing sounds*.... stop, he stole my kidney!

4) The Titty Twister: Free Towns local Bar and Grill. Run by a cat named Joe, the TT serves all comers and is main source of nutrition for much of the paying clientele of Free Town. The TT offers many fine entertainments and rents rooms for the night to wary travelers. The TT boasts a 5 star rating, but hasn't been reviewed for some time, due to the last inspector going missing.

5) The Cross Roads: The Cross roads is where the major roads in the waste meet. Originally just a small trading shack, the fall of Third City saw it become the economic hub for whatever trading needed to be done between the scattered colonies and townships. The Guild set up shop quickly and polices the area with an iron fist.
Last edited by exalted on Sat Sep 19, 2015 11:05 am, edited 2 times in total.
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Re: The Road: 2nd Gear OOC

Postby Gorutsuki » Sun May 24, 2015 9:17 am

Name: Lesh Walters
Gender: Male
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Having been born to a couple who worked in the Bronze, Lesh was raised in an authoritative environment, raised to be law aibiding and mindful of his actions. As he grew up he had tried to apply this logic and way of thinking to the real world and found himself being the target of some of the other kids when he was growing up. When he was old enough and finally working for Bronze his view of justice and fairness had changed, in his short time he had showed no mercy for those he had to take in, or take out. When Third City was falling he had tried his best to at least save his parents but as he was going to get them he stumbled across their corpses not far from their home, angered and heartbroken he fled the city, not before he took his mother's hat which had remained intact.

Stats:

Strength: -1
Dexterity: 4
Toughness: -1
Willpower: 1
Perception: 2
Charisma: 1

Skills/Perks: (will discuss with GM for exact amounts)
Steady Aim: +2 to shooting tests
Resolute Mind: +2 to Willpower tests
Better than Nothing: +4 with melee weapons, -2 to hand to hand tests


Personality: Lesh is usually a quiet man, opting to stay near the back of most engagements and surveying the situation, finding the right place and person to shoot or exploit. His life and upbringing has caused him to gain a weird sense of honour and justice, choosing to uphold the values that he was raised with but also dishing out what he sees as fair and mostly harmful justice.

Inventory:
1)Hunting Rifle
2) Rations
3) Scratched MFP badge
4) Combat Knife
5)
6)

Cash: $50

Salvage: -

Car:
edit: changed car pic
Spoiler (click to show/hide):

Image


Sedan
Structure: 30
On Road: +2 to tests
Off Road: +2 to tests
Reliability: +2 to tests
Storage: 15 Slots
Upgrades: Sport Suspension
Last edited by Gorutsuki on Wed May 27, 2015 5:29 pm, edited 2 times in total.
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Re: The Road: 2nd Gear OOC

Postby spitfyre » Tue May 26, 2015 4:29 am

Name: Gew Halter
Gender: M
Appearance:
Spoiler (click to show/hide):

Image


Bio: Gew always just did his own thing. When he was young, he was focused on living his young life as best he could. After the war, he and his parents were forced to leave the Third Tribe they set up their own life, barely scraping by. Eventually Gew grew, and became to big for his family to sustain him with all the food he was eating, and not earning the family money, so they turned him out. Betrayed by his own parents, Gew turned to making a life for himself, first by stealing the first vehicle he came across, and starting to work for himself, making money by at first transporting goods, and when he got enough money to buy weapons, he started to take bounty jobs. Eventually, he was contacted by a member of the Guild, asking, but more likely demanding, him to join them. For a while he declined, until the jobs he was taking were running dry and was out of options, almost certainly a ploy by the guild to get him to join them. He joined the Guild, and continued his contracting jobs, but this time under the name of the Guild.

Stats –
Strength: 4 (Used in HtH and some driving test)
Dexterity: 2 (Used to hit things, run and some driving tests)
Toughness: 2 (Pain tolerance, how long you can last without supplies)
Willpower: 0 (How mentally tough are you? Panic resistance, pleasure threshold, willingness to submit)
Perception: -1 (Awareness, reading people, car repairs)
Charisma: -2 (How well you can convince people, low score will help intimidating)

Skills/Perks:
Up-close and personal- +2 Melee or short ranged combat
Hardened Mind, Hardened Skin- +2 Panic Res, +1 Pain Tolerance, -1 vs. Cha
Personal Preference- +4 Own car repairs, -2 other car repairs


Personality: His personality is in in line with how he lives, go big or go home. Gew is almost always in the middle of the action, looking for something to do or someone to shoot. Out of the fighting he is generally loud and he speaks his mind often, usually at the expense of other peoples feelings.

Inventory: 6 Slots (Consumables and bulky items only need to listed, not the lint in your pocket. Characters will be able to carry more once you RP starts. Weapon reloads stacked on weapon, food and water fill one spot).
1. 12-Gauge Shotgun- (5 Shells)
2. Rations 3 days
3. Ammo Belt- Shotgun (20 Shells)
4. Machete
5. Grenades- (1)
6. Infra-red goggles

Cash: 50

Salvage:

Car:
Spoiler (click to show/hide):

Image


Jeep Wrangler

Structure: 40
On Road: 0
Off Road: +4 to tests
Reliability: +4 to tests
Storage: 25 slots, can load large Salvage

Upgrade: Ram: You take less and cause more damage when ramming over vehicles
Last edited by spitfyre on Wed May 27, 2015 6:08 pm, edited 1 time in total.
When life give you lemons, get sour 'bout life. Image
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Re: The Road: 2nd Gear OOC

Postby exalted » Wed May 27, 2015 3:05 pm

I'll probably look to get this started shortly, hopefully an active game will attract more attention and players.


Gorut:

All looks fine. (was tempted to penalize you when you picked a Holden ;), but now that you switched to some MOPAR :D )

Steady Aim: +2
Resolute: +2
Better than Nothing: +3 with weapons, -1 HtH or +4 Weapon -2 HH.

Spitfyre:

Perks are pretty much for you to make up, in order to flesh out who your character is and what they do. Because I'm using the same stat for multiple things it allows your character to be either a jack of all trades or specialize in one thing (Looking at the example character she would normally get a perception bonus for fixing her car from her statline, but the perks about only being a driver make it a penalty instead). My rule of thumb is a penalty equal to -2 of the bonus (+2 is no problem, but +3 leads to -1 somewhere else etc).

Assuming pump action 12 gauge, say 4-5 shell capacity with up to 16-20 shells spare, 1 home made grenade (I'm going to say explosives are expensive and as your character is just starting out probably wouldn't be able to afford much more.
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Wed May 27, 2015 3:11 pm

I know pretty much nothing about Mad Max, would that make joining this a problem?

Also silly related pic!
http://www.gelbooru.com/index.php?page= ... id=2568562
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Re: The Road: 2nd Gear OOC

Postby exalted » Wed May 27, 2015 3:34 pm

Not really.

Mad Max is really the just a archetype/granddaddy for most post apoc wasteland stuff.

There might be subtle references to it (The Bronze and MFP for examples) but nothing really important. I'm borrowing from the Mad Max world, not setting it in the exact world of.
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Wed May 27, 2015 3:37 pm

Okie dokie! So like, in this world, how mutant are the muties? O.o
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Re: The Road: 2nd Gear OOC

Postby exalted » Wed May 27, 2015 3:47 pm

As mutant as needs be.

In the first one I think I had some pseudo werewolf type creatures running around, so sky is the limit really.

Playing a mutant character is picking "hard mode", depending on how far you go down the track/ how much you can conceal it?

(Judging from your characters in other RPs I guess you are asking about the Herm route? This really wouldn't be much of an issue at all. Some NPCs might freak out a bit if they see it but it probably wont be "Ma, get me flamin' pitchfork, it's lynchin' time".")
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Wed May 27, 2015 5:24 pm

Muahahahaaa! Ok cool, I will try to have the CS pounded out within the next 12 hours xP
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Fri May 29, 2015 2:19 am

Is it alright if I use a text discription instead of an appearance pic?
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Re: The Road: 2nd Gear OOC

Postby exalted » Fri May 29, 2015 2:24 am

Yeah, no issue with that.
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Fri May 29, 2015 2:32 am

ok cool, I will have one out in then next couple hours for sure. Sorry for the delay, I was having a hard time finding a pic that fits with the character design I wanted xD
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Re: The Road: 2nd Gear OOC

Postby Meep Meepersons » Fri May 29, 2015 9:09 am

Name: Ifri [i-free]
Gender: Herm
Appearance:
Ifri is a tanned sexy six foot tall Athletic looking woman with a smoking figure adorned with perky C-cup tits, tight sexy muscles, and a fat juicy fourteen inch cock complete with fat, succulent, apple sized testies. Her face is young and sexy, plush sexy pink lips with a cute little nose and beautiful amethyst colored eyes. Her blue hair, though seemingly dyed, is actually naturally colored purple. Her left arm is a vicious brown skinned mess of twisted flesh tipped with razor sharp claws about four inches in length a piece. These claws can extend to five inches at will. She keeps her arm secret and usually under her cloak. She has a specially tailored fingered mitten that runs all the way up her arm like a shoulder length glove. The fingers are specially crafted to allow her to hold onto the handle bars of her bike while pretending her arm is mechanical or something. The rest of her attire consists of worn thigh-high leather boots with thick soles sporting three inch heels. Worn black leather chaps, a shiney navel ring, a brown leather short jacket cropped from the bottom up to just above the bottom rib of her rib cage, And white fur tube top, the whole tube top is made from white fur, wit the fur on both sides. Her crotch is totally exposed save for cocksleeve made from the same fur as her tube top. Both pieces of "underwear" rub against her nipples and cock given the fur is on both sides of the garments. This keeps her raging hard 100% of the time. Her white furry cocksleeve some how manages to not stain despite the tide of pre that soaks it every single day. She refuses to this day to tell anyone what kind of animal the furs came from, though one might guess something aquatic.

Bio:
Ifri was born from a woman who ended up getting herself raped by a nasty mutant with incredible strength and horrible claws. It barely looked humanoid and it kept her mother hostage for months, until she managed to slip out of it's den when it was out looking for food. HAving finally broken her restraints, she managed to escape. In the end though, she made it out alive and gave birth to her mutant daughter. The child had both sets of genitals and a hideosly disfigured arm. It was a mild mutation that seemed at the time to only be a mild disfiguring. For now, she was able to pass her off as a horribly disfigured baby. Later when she got older she usually had it wrapped up, saying her arm had been horribly burnt in a fire. Then she hit about ten years old and Ifri's claws grew in, it's said she murdered another child but no one saw her actually do it, and no murder weapon was found. They say the child was stabbed five times! Much of her upbringing was dodging pitchforks and torches for the poor girl, up until some crazies burnt her mother alive for no good reason, though they ended up dead, five stab wounds each. Ifri now roams the wastes as a freelancer, only stopping at civilization every now and then to refuel, sell salvage, buy ammo, or repair her bike. As for personal relations, finding a fuck isn't all too hard for her with all the crazies running around, and of course the one and only brothel in the wastes.

Stats –
Strength: 6
Dexterity: 3
Toughness: 3
Willpower: 0
Perception: 2
Charisma: -4

Skills/Perks:
Mutant Muscles!: +2 strength. Ifri's mutation charged muscles are quite a bit stronger then a normal human her size, making her seem weaker then she really is.
Adaptive Reaction: +2 Perception. Ifri's mutant senses allow her to sense danger and pick up details others miss as well as read peoples body language.
Lick the wounds: Like an animal, Ifri licks her's or someone else's wounds, causing them to stop bleeding and begin to heal almost immediately. +2 HP per post of steady licking.

Personality: Ifri is selfish, horny, violent, and unpredictable. She is also fiercely loyal, very dependable, and easily bored. When off guard, she can be meek and tender, but if seen being like that, she usually reacts violently. Is also overly protective of her "underwear".

Inventory: .38 Snub Nose revolver-12 rounds, China Lake-2 rounds, , Cloak, F&W-? Days, special crafted Mitten to hide claw arm.

Cash: $50

Salvage: [ # }

Car:

Bike -
Spoiler (click to show/hide):

Image


Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5

Upgrades:
Body Mount: Allows a weapon system to be mounted to body of the bike.
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Meep Meepersons
 
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby venomouswings » Sun May 31, 2015 9:52 am

Name: Izumi
Gender: Female
Appearance:
Spoiler (click to show/hide):

Image

Mask:
Spoiler (click to show/hide):

Image

Bio:
Izumi is a member of the Damon of the East, a small clan that most wanders of the wasteland will ever meet and seen as more of a legend. Every member of the clan has a mask craft uniquely for them, an item that they believe gives them power and should be carried with them to the grave.

Izumi wanders the road alone however, now separated from her clan. Not a problem for her as long as she has her mask to guide her and besides, she gets to have more fun as a hired gun.

Stats – ( Stats start at -4, you have 30 points to raise them)

Strength: 2
Dexterity: 0
Toughness: 4
Willpower: 2
Perception: 2
Charisma: -4

Skills/Perks:

Until I put on the mask - Without her mask on Izumi easily blends into the background

True power - +1 to Strength, Toughness and Willpower with mask on.

True face of terror. - Can roll to strike fear into someone (Uses STR.)

Personality: Fun loving and a bit crazy

Inventory:
12 gauge shotgun (6 Shells)
12 shotgun shells (12 shells)
5 days rations
Short sword
2 tear gas
Mask

Cash: 50

Salvage: (How much you have to sell, will be randomly generated at RP start. Vendors will give different prices for Salvage)

Ride:
Spoiler (click to show/hide):


Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5


Handle Bar Mount: Allows a rifle, SMG or shotgun to be mounted to the handle bars.
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby exalted » Tue Jun 02, 2015 11:01 am

Sorry for delay in posting, life got busy yesterday. GM post is up.
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby exalted » Sat Jun 06, 2015 11:19 am

Sorry, life got busy again.

I'm going to give Venomous a little more time to get a post in. My post should be up in the next 12-24 hours.

Gorutsuki and Spitfyre, you are free to converse and interact with each other.
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby Meep Meepersons » Sat Jun 06, 2015 1:47 pm

Hey Exhalted, you think me and Goru could be paired up soon rather then with the other two? Me and Goru wanna RP together in this one xP
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby exalted » Sun Jun 07, 2015 5:59 am

I'll see what I can do, will need to shuffle things around a bit.
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Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby Riptide » Wed Jun 10, 2015 5:28 am

Well it's been a few months, but I have a lot of time on my hands now. Is there room for one more in this?

If there is, could I restart from a modified version of the character I played in the last incarnation of this?

Since I am starting from my last character, here is an upgraded version of his sheet.

Spoiler (click to show/hide):
Name: Riptide
Gender: Male
Appearance:
Spoiler (click to show/hide):

Image

Bio:
Growing up wealthy and pampered in Uptown with merchant parents, Riptide got a twisted view of life when he discovered movies. Well, actually novelizations of movies from the past. Through reading various stories of heroes rising up against all odds and saving the day, against greedy corporations or corrupt officials most of the time, he started to believe that he and his parents were the villains in the world. So one day, without a second thought, Riptide hijacked a Guild vehicle, and went out to the world to try to fight the good fight in life. As he learned quickly, the world wasn't Black and White as he thought, and he was almost killed within the first week. Luckily, he found a steady living from working as a mechanic's assistant in Free Town. As of the events of this story, he has been there for Five Years, and now leads the Garage. He has become a hero to those who don't want to get involved in the war, by raising a small army, and keeping a small part of the town neutral ground where battles don't take place. As of the story, tensions have been getting a little too high for him, and he is thinking about leaving with Jessi and a few others to set up shop somewhere else.

Stats

Strength: 0
Dexterity: +1
Toughness: 0
Willpower: +1
Perception: +2
Charisma: +2

Skills/Perks: (3 player choices, roll bonuses to negotiated)
Skeet Shooter: +3 aim with firing larger weapons (Rifles, Shotguns, etc), -3 aim with firing lighter weapons and sidearms
Book Smart: +3 for Car Maintenance -3 for Combat
What a Cliche: Is good at spotting inconsistencies within ones speech.

Personality: Riptide always tries to have a positive view of the world, though this starts to diminish as he spends more time in this crapsack world. He still tries to treat life like a movie though, trying to find a good guy and bad guy in every situation. If he spots a glimmer of good in anyone, he will fight for and beside them for what they believe in, even if he is not sure if it is what he actually believes in. This makes him seem pretty gullible, but he is not easily tricked by those he sees as villains. He tries to act like the action movie heroes in his movie novelizations, chivalrous and badass. He has the chivalrous part down pretty well, but his badass one liners could use some work. He's toned himself done a little since the incident Five Years ago, but still holds on to most of his ideals, albeit with some guilt. He is very protective of Jessi, and will throw himself in front of any trouble to protect her.

Inventory: 6 Slots (Consumables and bulky items only need to listed, not the lint in your pocket. Characters will be able to carry more once you RP starts. Weapon reloads stacked on weapon, food and water fill one spot).
-Double barrel shotgun (5 reloads)
-Tool kit for vehicle maintenance
-Rations for a week
-First aid kit
-Swiss Army Knife
-Copy of the novelization of Terminator 2

Cash: $50

Salvage: Spare Car Parts

Car: Bike
Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5
Upgrade: Handle Bar Mount
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Joined: Thu Aug 21, 2014 12:23 pm

Re: The Road: 2nd Gear OOC (Info Update: Chrome Hounds - Gan

Postby Meep Meepersons » Thu Jun 11, 2015 10:35 am

My god! So much sausage! xD
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