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Post by ilina on Dec 13, 2015 15:50:10 GMT -8
for a fallout themed homebrew game that might start on either December 26th or January 2nd. i need help with capturing a certain aesthetic for my apprentice physician that was frozen for 210 years in a vault.
i want her to be old enough to justify basic college medicinal training, but through description and hindrances, i want to capture the innocent and vulnerable aesthetic you would find with either a child or a highly protected city girl who grew up in a state of comfort.
i am looking to avoid using the young, elderly and small hindrances, and would mostly prefer core RP hindrances. the basic idea is she is an extremely late bloomer, both physically and mentally, in a fashion similar to Konata from lucky star and well, has some extra protection that let her grow up like any other 21st century millenial.
i mean, she is on the short and lightweight edge of the human average, but not enough to be a dwarf, and well, comes across as innocent and vulnerable but also endearing. i need help remembering a good list of hindrances would prefer official ones from the core book.
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Post by ilina on Dec 13, 2015 19:14:30 GMT -8
Update; in having the innocent doctor rejected, i realized that diplomacy is not something i really adhere to very well, and i am working on something that fits the campaign aesthetic better. the setting will be inspired by fallout 4.
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Post by Deleted on Dec 14, 2015 2:18:35 GMT -8
You often seem to typecast yourself as a similar character. You might give thought to breaking that mold. Be big, rude, and have been around the block. You might find you like it.
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Post by ilina on Dec 14, 2015 15:09:31 GMT -8
i guess i can start by not taking persuasion skill, by not taking the attractive edge and by not taking the small or young hindrances,
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Post by Deleted on Dec 16, 2015 10:08:20 GMT -8
Perhaps look at idealism vs innocence...the harsh survival aspect of the fallout setting does not endear itself to innocence. Organizations like the Minutemen of fallout 4 or the Followers of the Apocalypse from New Vegas want to make the Wasteland better and avoid making the mistakes of the past but are always aware of how dangerous life is. They may be idealistic about working with everyone but not naive about the the world they live in. If you want to play a doctor perhaps think of one of those organizations.
Possible hindrances that would affect personality: Pacificism, Quirk: Bubbly/overly optimistic, Vow: hippocratic oath - will help ALL in need.
There are of course other hindrances that affect game play that would help shape the character (one eye, small, etc) but the above are a nice base for a physician that may be mildly delusional but has good intentions.
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Post by jazzisblues on Dec 28, 2015 15:16:22 GMT -8
Maybe play someone who's very down to earth, professional, pragmatic and driven, maybe they even have hate in their heart for something or someone whether it's justified or not. Again, break the mold, get out of your comfort zone and do something very different.
Cheers,
JiB
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Post by ilina on Dec 29, 2015 19:08:55 GMT -8
i like endearing and innocent characters, i guess i could instead go for a Small Yandere who works as a doctor because it gives her an excuse to stick things with sharp and pointy objects. one of the other PCs would quickly become the subject of her obsession. and well, her skill at making chems, allows her to become better at sticking things with sharp and pointy objects. in public, she acts sweet and innocent to hide her Yandere Tendencies. so she would probably have Bloodthirsty, Loyal, and Quirk (Sweet and Bubbly exterior). probably give her a d6 in chemistry and healing and a d8 in fighting, probably give her Attractive, a d8 Agility and Berserk. assuming chemistry doesn't eat up an edge, which knowing my GM, it probably will. "Little Lilly" the Yandere Doctor. she makes chems, and has a habit of benefitting from her own chems.
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Post by Kainguru on Jan 2, 2016 10:49:48 GMT -8
i like endearing and innocent characters That, I think, is the elephant in the room everyone is trying to point you towards - maybe it's time to move out of your comfort zone because, you never know, it *might* be exhilarating: like that first thrill when you try something new, a thrill you never get again afterwards. Imagine RPG's are Monopoly and you always like to play The Shoe, but one day some else grabs the the Shoe and won't let you have it. So you play your game of Monopoly and discover that it's still the same conduit that unleashes the capitalist bastard in us all (with ensuing arguments, accusations of cheating . . . um sorry 'creative accounting' laid on the door of The Banker etc) and in fact that your preference for being The Shoe actually doesn't matter to the game experience as a whole after all. There is something to be said for the old OSR approach where you got to play what you could get rather than anything you wanted vis-a-vis Traveller character, ADnD and DnD0 all attributes in order with minimum class requirements etc etc. Aaron
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Post by ilina on Jan 2, 2016 14:37:02 GMT -8
well, the Yandere Sadist got rejected too. but i still have until Jan 16th to decide. turns out the 2nd and the 9th are days off.
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Post by Deleted on Jan 4, 2016 10:18:18 GMT -8
If you still want to play a Doctor/chemist but are getting rejected due to the other aspects of the character, try stepping out of the comfort zone of familiar characters. Certain anime tropes may have a hard time transferring into a Fallout universe...perhaps the GM is afraid it will not fit in with the rest of the party or in the type f game currently planned. If it is a min/max issue that does not seem to fit a character then drop the chemist aspect or take addiction hindrances, you can't regularly partake in chems (for either recreation or combat) without having some kind of downside. You may find that the downside offers interesting role play/game play opportunities.
A chem addled doctor may have hindrances/edges along these lines:
Hindrances: Major - Habit (Chem addiction) or Junkie (low life setting); possible minors - quirk, pacifist, mean, stubborn, ugly (scarred/burned, etc), or outsider (ghoul perhaps?) Edges: pick edges that would benefit your chosen profession vs physical appearance such as;Chemist/Alchemist (slipstream or fantasy setting power edges), jack of all trades, medic, scholar, healer, liquid courage, etc.
if you have combat monsters in your party already try a support role on for size...utilize higher smarts, spirits, and vigor to stay alive and help your party.
Did the Gm give any actual feedback as to why these characters were being rejected? Are there any other types of characters you might be interested in playing?
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Post by ilina on Jan 4, 2016 16:22:09 GMT -8
it doesn't have to be a Doctor or Chemist, the reason i brought it up, was because the Group is going to have a CIA Assassin that fights and sneaks, an Art Thief that Fights and Sneaks while being played like a Navy Seal, a Dedicated Combat monster of some kind, and whatever me and the fifth player bring.
the Doctor and Chemist was to fill a Tactical Role nobody else in the group ever plays. the healer. the idea, was to make a healer that could cheaply replenish their stock of medicines between adventures. the chemist portion was to simply have a cheap means to restock healing supplies between adventures. because i'm usually the player that gets coerced into playing the healer because the group perceives a need and nobody else budges to fill it.
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Post by ilina on Jan 4, 2016 16:26:58 GMT -8
i would love to play a SISMI agent, a Secret Service Member, an illusionist/telepath, or hell, an Average Otaku Geek who gets by on her wits and her charm. but the GM doesn't want to deal with Psychic PCs and claims he has too many secret agents, and labeled to Otaku Geek the kind of character they wouldn't want to freeze in a vault.
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Post by Deleted on Jan 4, 2016 19:51:29 GMT -8
One of the great things about Fallout vaults is that most of them were social experiments. Take a look at this list of known vaults and their purpose...they froze ALL kinds of people. fallout.gamepedia.com/List_of_known_VaultsIf I were GMing and a player came up with an entire vault with experiment for a backstory, I would be hard pressed to find an excuse to reject the character concept. An otaku would likely have more role playing opportunites than a yandere in my opinion. Do the Art thieves and CIA agents have a reason to be frozen? Does your character have to be from a vault? or are settlers or villagers from the outside allowed? Healers and support characters can be fun to play with the right background and style. Punch them up combat monsters (or anyone really) can be boring without proper background.
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Post by ilina on Jan 4, 2016 20:05:21 GMT -8
the whole group is going to do an introductory session of getting to the vault to be frozen during Session 0-1 in the Vein of the protagonist from fallout four, minus the dead spouse and kidnapped child. Otaku is totally awesome. i will try to pitch that. much better than a Yandere, and the SISMI agent is likely not really different from CIA in anything besides nationality.
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Post by Deleted on Jan 5, 2016 9:32:19 GMT -8
the whole group is going to do an introductory session of getting to the vault to be frozen during Session 0-1 in the Vein of the protagonist from fallout four, minus the dead spouse and kidnapped child. In Fallout 4, the protagonist was granted entry to the vault with his family. You don't necessarily have to be first name on the paperwork, you could always be part of the family.
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