- Invitation Status
- Not accepting invites at this time
- Posting Speed
- One post per day
- Online Availability
- Between 6 AM to 9 - 10 PM, Philippine Time, most days.
- Writing Levels
- Beginner
- Elementary
- Intermediate
- Adept
- Advanced
- Preferred Character Gender
- Male
- Genres
- Fantasy, Sci-Fi, Modern, Medieval
Code:
Name:
Nicknames/Titles/Alias(es): (Name Here)
Origin: (Refer to the Origin of Life section for reference; what type of person are you playing? Human? Ghoul? Synth?)
Age: (Include a perceived age if playing an Origin with an extended lifespan.)
Appearance: (A brief description of what they look like and any other distinguishable features they may have.)
Faction: (Where does your character's allegiance lie? Give a brief description on how they joined their faction (and/or how they fled it) and what kind of choices and actions they made during their tenure.)
Character Audit: (A 1-2 paragraph character pitch that enlightens us on who they are, what they do, their drives, motives, and fears, how they protect themselves in the Wasteland (if they're out there), personality quirks, and key moments in their past that's made them who they are today.)
S.P.E.C.I.A.L
*At creation you'll have 21 points to distribute between the seven traits that make you special.*
With that being said, however, all A Requiem for Spring players may add an additional 15 points to their character sheets, as I want them to be established within the surrounding world before we begin.
Feel free to put as much or as little thought into this as you'd like! Not only are they visual at-a-glance descriptors for your character and what makes them unique, but also a way for me (and other GMs) to balance, craft, and gauge the difficulty of encounters we're planning.
Strength: 1
Perception: 1
Endurance: 1
Charisma: 1
Intelligence: 1
Agility: 1
Luck: 1
[ 21 + 15 + the six 1s already there = 42 total points ]
[ Stats max out at 10 ]
[ 5 = a little more than average ]
A Note to GMs: While free to alter the number of points one can distribute at character creation for your own games and plots therein, I recommend you stick close to the number 21 unless you're looking for an extra gritty feel for your narrative.
Fun (But Optional!) Additions //
While I would love to see these bits filled out, I realize character creation is not for everyone. What's below can be briefly mentioned in the character audit if it inspires you, but don't feel obligated to elaborate if it's sapping your creativity.
Caps: (You have two options for starting wealth: F:R default of 850 caps OR roll 10d100s. Big risk, big rewards.)
Inventory, including Weapons & Armor: (Vault 120 dwellers will receive a specific array of equipment, but they're free to grab any additional items from around the vault they have access to. Players from different factions may have different equipment — Only the strongest of Raiders have access to Power Armor, while almost every member of the Defiant Sisters do. Likewise, the Children of the Fen downright refuse to use ballistic weapons and instead focus on an overwhelming offensive assault in cleverly laid traps, all while the Sons of the Machine use laser weapons exclusively.)
Fighting Style: (Guns or blades? Ballistics or lasers? Plasma? Machetes and daggers? Baseball bats?)
Companion: (Vault 120 dwellers will not have access to a companion at character creation (though the option to persuade or purchase one's service will be on the table at a later date), but those who've grown up in the Wasteland are free to create such a character— with the understanding that they're "side-characters" first and foremost, meant to aid the forward momentum in the characters and narrative. Their Origin of Life may be any of the ones listed, as well as an animal* or perhaps one of General Atomics' line of multipurpose Mister Handy robots.)
Miscellaneous: (Optional. Anything else that doesn't fit into the above.)