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Realistic or Modern The World, Decayed - Character

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Name:
Age:
Gender:
Sexuality:
Faction:

Physical description:
Outfit/armor:
Weapons/tools:
Other items:

Strengths:
Weaknesses:

First impression:
Personality:
 
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Name: Clover Beckett

Age: 20 years old

Gender: Female

Sexuality: Lesbian

Faction: Ex-Marauder, present Roamer

Status: INFECTED [Rager]


Physical description:
Clover stands at 5'11 with a noticeably buff build. Her skin is pale, making the numerous scars across it even more noticeable. The most noticeable mark being, of course, her severely scared left eye. She wears a bloody eye-patch over the scar. Her eyes are a dark and dull green, and her hair is short, unkempt, and a dark brown.
Under the eyepatch, her eye is completely gone and fungus has begun to grow in its place.

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Outfit/armor:
Clover wears a white tanktop, hoodie, and massively over sized coat. Layering is the best policy, as she says, considering the weather can be unpredictable without a weatherman. The theme continues with oversized cargo pants over a paint of jeans. Her backpack looks like its nearly falling apart, and she keeps a wind-up radio on a pack strap. She also keeps a gas mask around her neck for quick access.

Weapons/tools:

Heartache - A sawed off shotgun that doubles as a very short-term flamethrower.
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Other items:
- Various bullet boxes
- Various small to medium propane gas tanks



Strengths:

- Physically powerful, and knows how to fight.

- A good talker. Can easily distract or annoy people. Maybe even charm a person after a time.

- Persistent. Or maybe stubborn is a better word. She rarelt backs down, and is willing to push through difficulties.

Weaknesses:

- Fearful of dying, fearful of losing the few she cares about, and fearful of turning into a complete monster. Her fear can cause her to act in uncharacterstic ways.

- Has a tendency to ignore her limits and overextend herself. Doubly so in the phsyical sense since becoming infected.

- She sometimes struggles to control her emotions after the infection.

- Lacks full depth perception because of her lost eye.



First impression: A brash young woman with too much of a mouth on her.

Personality:

History: Clover was born into a group of mauraders that called themselves "The Merriment" who travelled up and down the east coast. Her mother died when she was only 4, leaving her with very few memories of her, and to be raised communally by the Merriment. Now, this particularly band of mauraders was not necessarily the pinnacle of morality, or good teaching methods. Clover was largely protected by the few within the Merriment who had any maternal or paternal instinct, though that wasn't even much of an upgrade. As a result, Clover grew up tough. She was a scrappy kid, and remains a scrappy young adult. Although now she has the brawn and the know-how to back up or her insults. A few months ago, the Merriment hatched a plan to infiltrate Central and get at what was no doubt a goldmine of guns, booze and food. Clover volunteered for the job of getting inside, because she looked the most innocent of the band. As they had heard rumor of, the entrance process took weeks of vetting. Apparently Central was very keen on keeping only good folk inside. Clover was finally admitted, but not in the way that she had wanted. She was no citizen of the city. Instead, she was used as a lab rat-- locked up for even more weeks, watching other new entrants like her be subject to adverse experiments within the CDC labs. When it was finally her turn, Clover fought tooth and nail, but their security was too strong.
She doesn't remember much what happened. Or at least she says that. But when she was thrown out of the city again, she was a horrific monster. She narrowly escaped execution, losing an eye in the process, and fled back to the Merriment, where they began to utilize her newfound "powers" as a weapon. She quickly grew sick of it, but she didn't have anywhere else to go.
One day, their scavenging group ran into two people travelling by truck. Clover was told to shoot. To kill. So she did. She killed all eight other men in the group with her, hopping into the back of the truck, and took off with these two strangers. She may have been a monster now, but Clover would never have the stomach to kill a kid.
 
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Name: Easton "East" Bailey

Age: 42 years old

Gender: Male

Sexuality: Bisexual

Faction: Ex-Shop, present Roamer


Physical description:


Outfit/armor:


Weapons/tools:

a hunting rifle that's probably been ripped apart and put back together a number of times.

A handgun.

Other items:



Strengths:

Weaknesses:



First impression: A gruff, aloof, but largely nonthreatening man.

Personality:

History: Easton was only 11 when the outbreak began. He was on vacation with his family, and they managed to survive together for a period of time. By the time he was 16, his parents had both died and he became responsible for not only his own survival, but that of his younger sister's as well. When he was 20, he was seperated from her when Bismarck's CFO were overthrown by rioters. East spent years searching for his sister before he ended up settling in Toronto for a period of time. However, he could never find peace, even in the relative safety of a Haven. He set out into the world again, aimless in direction, and ended up joining the Shop before they had settled near Dallas. At the time, it was only a band of mauraders with a keen interest in science and technology. East remained with the group, learning a number of useful skills and becoming close friends with the second-in-command, a man by the name of James. When James had a child with his wife, East rejoiced. For the first time in many years, he was able to recapture some of the light he had before he lost his sister. For awhile, all was well-- or as good as things could be in the apocalypse. Easton was one of the leads on the building of the Shop's eventual settlement. He knew every nook and cranny. When a member of the Shop killed James and his wife, he knew every secret crack in the enforcements. The godfather of this child, East grabbed him, what few supplies he could, and fled.


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Name: Duck Williams

Age: 11 years old

Gender: Male

Sexuality: N/A

Faction: Roamer


Physical description:


Outfit/armor:


Weapons/tools:

A melee weapon.

A series of small, specialized building and engineering tools.

Other items:



Strengths:

Weaknesses:



First impression: A carefree and open child. A child.

Personality: Duck is a very sweet kid, who was fortunate to avoid many of the horrors of life nowadays. As a result, he remains fairly upbeat and doesn't let too much get to him. He is, of course, years wiser than he initially seems to be thanks to the inherent nature of the apocalypse-- he understands death, finality, loss, and desperation far more than any kid his age should. But he also understands that if a person doesn't find something enjoyable about living, they'll find no reason to continue. Duck likes to put a smile on people's faces, intentionally doing silly things are appearing stupid if it means someone will laugh. But the main reason that the Shop continues to hunt for him is because Duck is a child genius, with an astonishing memory for the technical. He grasps complex concepts like they're the ABCs, with voracious hunger to keep learning.

History: Duck had a pretty nice childhood, all things considered. He was largely shielded from many of the atrocities of this world, and spent most of his time playing, exploring, tinkering, and reading. The son of the previous second-in-command of the Shop, James, and his wife, Lara, Duck has a relatively proud and notable lineage in comparison to most within this world. He was likely to become the next Commander of the Shop, had things turned out right. Instead, he is on the lam with Easton after a successful coup of the Shop.
 
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Name: Maude
Age: 23
Gender: Female
Sexuality: Bisexual
Faction: Roamer

Physical description: Maude is 6 feet tall and slender, but muscular. She's Indian, with amber skin, blemished with freckles and generally covered in sweat and dirt.. She has mid-length, wavy ash-black hair, generally kept up in a ponytail and knotted beyond reprieve. Her large blue eyes reflect a child-like innocence. Her round face and soft features help accentuate her child-like nature.

Her hands are calloused and scarred from using them for travel and climbing. She stands tall and energetic, unweighted by the burdens of the world.

Background: Maude's earliest memories are of being a part of a roaming bandit group. She was often sent into dangerous areas to scavenge for supplies. Her gifted athleticism is what helped keep her alive. The bandit group treated her poorly, but she didn't know any other life. They would often beat her, or refuse her food when she performed poorly. When she turned fifteen she managed to escape, living on her own for a time using the skills she picked up from living with the bandit group.

A few years after her escape, she managed to get mixed up with another bandit group. This group was more appreciative of Maude's talents. This is where she made her first real bonds with other people. She lived with them for a few years before the group met it's unfortunate demise to the infected. The few survivors were scattered, their fates remain unknown to Maude. A year after that she was captured by a slaver group. She was abused and beaten regularly, but managed to escape after a couple of months. Since then she's been on her own, roaming the wilds, living a life that she rather enjoys, scavenging and fighting infected for sport.

Outfit/armor: She has a few shirts and pants she wears, all dark colors, with a chainmail shirt over that, and a dark green weather-proof cloak over that. She also wears durable leather traveler's boots.
Weapons/tools: A revolver and a dozen daggers.
Other items: A waterskin. A hatchet. Her brown, leather backpack that holds food, a gas mask, flint & steel, a cloth canvas, food and a small plush pumpkin that she uses as a pillow and for general comfort.

Strengths:
  • She's extremely athletic, relying on her speed to get her out of trouble.
  • She can remain calm, even in the most stressful of situations.
  • She is quick to react to things.
  • She is fairly skilled at close quarters combat.

Weaknesses:
  • She doesn't think things through.
  • She tends to just jump into things.
  • She's too gullible and trusting.

First impression: She appears ditsy and childlike. She seems likely to get herself killed. It's almost like she has no idea that the apocalypse is even happening. She doesn't take anything seriously.
Personality: She is weirdly jubilant, lacking fear in most situations. Despite not having friends or family, and even having been held captive a couple of times, she still trusts others a little too easily. She makes light of any situation, but has a strong sense of loyalty. Her fearlessness makes her a valuable ally, as there is little she wouldn't do to protect those she cares about, which is anyone that shows her any kindness.
 
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Name: Ghost
Age: 32
Gender: Male
Sexuality: He has had one love in his life, that was enough for him.
Faction: CFO soldier lost from the pack



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Physical description: 6'2 210 lbs, A few battle wounds here and there but no distinctive scars. He has a buff build from his days as a CFO and has been seen with and without a beard (mostly with)
Outfit/armor
CFO basics (survival knife , M4, M9, gas mask)
Guns are a great tool but CFO's are highly trained in the use of a boomstick , a solar powered melee that can deliver a nasty shock.
MREs
Survival kit
Med pack
Picture of family
4 adrenaline shots, there is no cure to stop the iffection, but adrenaline can clear your slipping mind just long enough to end yourself.


Strengths:
CFO training
basic survival skills
Knowledge of safe havens and most existing factions
Great endurance
floriculture

Weaknesses:
On the brink of losing it, "It's just not natural to be surrounded by so much death."
As he progressively loses his self preservation, he put others safety before his.
Is better off in a group, the longer he stays alone the less willpower he has.
Insomnia, he goes and goes untill he psses out.
Gives everyone the benefit of the doubt.


First impression: A Soldier

Personality: Ghost always remains completely calm, even under the greatest pressure. He is the epitome of the strong and silent type: able to repress his emotions and to remain completely objective under any circumstances. He isn't always stoic, it a mask he puts on when necessary. Not the greatest conversationalist but he is open to discuss his life he had in the safe haven. He is a good ally to have around if you get past his bluntness and terrible sense of humor. Ghost is inherently good, maybe a little to stuck up on law and order ,but it's a safe bet that he is going to do the right thing.
 
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Name: Alpha
Age:16
Gender: Girl disguised as boy
Sexuality: "shouldn't we be focusing on not getting eaten"

Faction: The Zoo. This faction holds territory at the Buffalo zoo, obviously the animals have died off but they now use the enclosures for more useful species. Canines, horses, hawks, they even have a bear. Alpha's grandparents were zoologist. Dogs were the easiest to find, hybrids came later. Horses were stolen from an upscale Polo club. Others joined there faction including some of the zoo workers who had taken refuge, a a circus troupe , and a few convicts. Now it's a semi functioning faction, they maintain their stability mainly through trade. Knowledge has been passed down and even the three children living there know the basics of dealing with wildlife.

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Physical description: when away from her faction Alpha wraps up her chest and pretends to be a boy. She is 4'11, she wears bulky clothes but is roughly 110lbs. She keeps her hair short and has a scar on her upper lip that was gashed opened and crudely sewed back together.
Outfit/armor: living in a faction Alpha gets more variety. she prefers something with a hood, and has a scarf to shield her face. She likes her clothes to be baggy, and she owns a web belt.
Pack:
hunter's bow
arrows, warheads, slingshot, canteen,mason jar, dog whistle, bandages, aspirin, peroxide.
The most loyal dog in her pack, bear carries extra supplies.
This coydog is trained on alerting the pack, but that as far as she will go. She is a welcomed hunting companion
Scout leads the ambushes and hunts, he has seen his share of battle and is tempermental
An amazing guard dog, but not very smart. Dog is adorned with his own armour and rarely leaves the compound.


Strengths:
Hiding
Great at climbing
Her dogs are fairly loyal since they mostly understand Inuit
Decent hunter
knowledge of wildlife and animal behavior


Weaknesses:
Has little offensive ability
fearful of strangers
"can I eat this mushroom?"
the strength of a tiny teenage girl
terrible people skills
can read at a middle school level
can write at an elementary level
only confident if accompanied by her dogs
Has never killed an infected by herself

First impression: More dog than human, good thing she/he has her dogs, another kid born into hell.

Personality: Alpha was born in hell,but that doesn't stop her from looking for heaven. She is fascinated by life before the infected, what a zoo was actually for, what did it feel like to ride a roller coaster. She feels lost, what was she here for why was she born? Her parents settled down in a little patch of shit and decided this was the world to bring a kid into. She was a little cynical, maybe it was the angsty teen syndrom, maybe it was the zombies. She isn't good with people despite her being able to see a fresh face every month or two. Living in a faction had its perks, she learned how to barder, trade, what things were worth what was worth giving up. She had come to hate thieves more than anything. She was good with animals, everyone in the faction was. She had a special talent for training dogs, she could get twice the amount of ammo/supplies for one of her dogs. She is a very quiet girl, she held most of her conversations with her animals than with humans.
 
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Name: Caleb Yeager
Age: 28
Gender: Male
Sexuality: Homosexual
Faction: Roamer

Physical description: Caleb is 5'4 and 147 lbs, having various small scars over his arms and hands. He has short slightly curly brown hair and pale green eyes. His body is very slim and lacks muscle.
Outfit/armor: He only has a few jeans and large graphic tees. Mostly in dark grays and blacks.
Weapons/tools: Small hunting knife, several smoke bombs, a selfbow
Other items: 4 med packs, medical herbs, edible herbs, plant book
Strengths: Heavy hitter, high stamina, Quiet, above-average medical capabilities
Weaknesses: Slow, not good with guns, Scared of Dogs

First impression: A Cold Loner
Personality:
Caleb's personality depends on the overall situation. If it is a bunch of people hanging together then he prefers to be away from the crowd and watching. When it comes to fighting however he likes to be in the thick of it. Caleb's watchfulness happens when it comes to people that aren't trying to kill him since he can take a step back and actually think about what's happening versus when he's under stress he prefers to just do something and worry later.

His emotions are kept under lock and key unless you are a friend of his. Caleb keeps up a look of disinterest when it comes to most people. But if you grow to become his friend he is very Loyal. Despite his general dislike to others, he would probably do something for them if it means a fight, and he's a dude who likes to finish what he starts. Often times really going out of his way to finish a job which makes him reliable.
 
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Name: Lydia St.Clair
Age: 19
Gender: Female
Sexuality: Straight
Faction: Roamer


Physical description: Lydia is 5'5 and 110 lbs.

Weapons/tools:
A Beretta 92 handgun
A switchblade knife

Other items:
9mm ammunition
Gas mask
Canned food
Water


Strengths:

- Very resourceful, can make a weapon out of almost anything.

- Stealthy. Can sneak past clickers and other hostiles while making little noise.

- Fast. When in trouble she will be able to get out of it quickly


Weaknesses:

- Not so strong. She doesn't do well in hand to hand combat, or with blunt weapons.

- Stamina. She's a sprinter, she doesn't do long distances

- She can't think under pressure

First impression: A timid, weak girl who can't survive on her own

Background: Lydia was born in an abandoned office building, minutes after her birth a pack of stalkers who must've heard the noise surrounded the family. The mother unfortunately was killed but Lydia's father Justin was able to escape with Lydia in his arms. After years of Lydia and her father barely staying alive something was bound to go wrong. And it did. Lydia and Justin were in an underground parking lot, which was the only way through the city that was mildly safe. The parking lot air was contaminated by the spores, and clickers were roaming around. Lydia and her father were doing fine, walking past the clickers as if they weren't there. Until her father lost his balance and fell onto a car, the sound of him hitting the metal echoing through the parking lot making themselves known to the clickers. There were only three of them, and it was rather difficult to kill them. They managed to kill two before one grabbed Justin, it was going to bite him but Lydia was quick and stabbed it in the back of the head, the clicker bringing her father down with it. She thought they were safe, But when her father got up there was a crack in his gas mask. You could probably guess what happened. And ever since then she has been by herself, living in city to city until she ended up in Buffalo












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Name: Robin Kinney
Age: 23
Gender: Male
Sexuality: Bisexual
Faction: Marauder

Physical description:Robin stands at 5'10 and weighs about 120 lbs

Weapons/tools:
A hunting knife
recurve bow
and an Astra 680 revolver

Other items:
Arrows
.22 ammunition
Gas mask
Medkit
Fresh fruit and vegetables
Headphones and cassette player

Strengths:

- Great shot, with a gun or a bow.

- He can talk his way out of mostly anything

Weaknesses:

- Naive, he doesn't see the big picture in most situations

Background: When Robin was 13 years old his family that included him, his older sister Tracey, his dad Christopher, and his mom Katya, stumbled upon a marauder camp and after some convincing they were welcomed in. Ten years later him and a small group of people were out looting and came upon another group of people. Two people died and him and three other people managed to escape into a forest. And by the time they got to a main road they had lost their direction and got lost. And after a week the three decided to test their luck on their own and started to make their way back to camp. But Robin was smarter than that and knew that he wouldn't make it back...alive at least.
 
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Name: "Cricket"
Age: 29
Gender: M
Sexuality: Hetero
Faction: Buffalo Rangers; experienced fighters from all walks of life, consisting of Roamers, Settlers and former CFO; who offer their services as hired soldiers and guardsmen. They're able to perform a multitude of tasks, who duties range from courier service, reconnaissance, wasteland navigation, settlement guarding, mutant hunting and ecology (combating/understanding the Cordyceps fungus), though mainly operate as guides (outside of Buffalo). While autonomous, with some Rangers preferring to work as individuals, they are bound to obligations set by a strict moral code: 'WHERE RIGHT AND GLORY LEAD!' and 'UNITY IS STRENGTH'; a fundamental standard which facsimiles their initial principles as a freedom fighting liberation front. It has since become their unofficial motto.

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Rangers can trace their lineage back to the former 'Buffalo Liberation Front', which overthrew CFO leadership in the Buffalo Haven through a series of battles and guerrilla campaigns which led to the reclamation of the Erie canal and Lake Erie ports. However in consequence of lessened security, the Infected arrived in droves and began rampaging the city. A retinue of former high-ranking BLF operatives took it upon themselves to reform the movement into what's now called the 'Buffalo Rangers', and combat the Cordyceps fungus that was invading the streets of Buffalo. The Rangers helped establish many rooftop communities and are recognized as Buffalo's staunch protectorates, though separate from the standing government. All Rangers are versed in the art of abseiling and rappelling into buildings, and are usually fitted with an abseiling kit consisting of the usual harness, carabiners, belay device, extenders and rope. They pride themselves on being self-sufficient and usually haul backpacks laden with an abundance of equipment, improving their chances of survivability, yet restricting their pace considerably due to the substantial weight of their bergens. Chronic back pain sold separately.
What sets the Buffalo Rangers apart from any other fighting squadron is their unique praxis, customs legitimized through a legacy of traditions established during the formative era of the Liberation Front. An ex-mercenary named Bueker helped devise this scheme as a solution to complimenting the war effort in spite of low morale, and it worked, helping the fighters forge a collective identity and unite as one common strength. As a result, clients will offer Rangers, who are qualified in their field of expertise, a token of appreciation (different for each role) as a sign of respect and also denoting their coveted status as certified Buffalos*.
*Rangers trained in specialized roles.
  • [*]Couriers - gifted baked apples before running these errands, sometimes caramelized or doused in sugar served with wine which signifies a 'first class' postage stamp. A luxurious delicacy only afforded by the many few.
    [*]Guides - prior to an expedition, their clients will bake a tray of syrup and, using a mortar and pestle, ground this paste into a fine dust. Afterwards, an effigy is tailored from wool and sometimes decorated, then 'blessed' with the syrup via its sprinkling onto the figurine. It's meant to constitute a good luck charm, trapping evil spirits and warding off mortal danger. It's typically worn around the neck or attached to a Ranger's belt, then thrown into a camp fire upon completion of their contract. This is done to 'release the bad energy', which is told to present itself as black smoke. Bandits tend to keep these as trophies and are highly esteemed by their comrades if in possession of one.
    [*]Recon - soldiers are given squirrels as pets and care for these fluffy companions en route to their destination. Before the squirrel is released, they're marked with a red stripe along their backs. This is a form of psychological warfare on the Ranger's behalf, for if their enemies encounter one, they know they're being watched. Some argue this defeats their purpose of conducting recon but out in the wastes, where ya gonna go with infected roaming the place? 'One, two - you're on top!'
    [*]Guards - an elite group within the Rangers. Upon completion of their training, Guards will be given a cuboid of steel and told to forge their own bayonet/dagger. It must follow the standard mould as its base component, but Guards are at creative liberty to customize the blade with an inscribed motif along the spine. Guards are rewarded with certain metals as an indication of rank/prowess, and temper their steel with said metals to improve the toughness, durability, sharpness and quality of their knives. Bayonets denote an operator skilled in overt combat while daggers refer to what's called a 'cloaked dagger' operative (sneaky beaky). Blades with a blue tint or serrated edge denote a highly decorated Guardsman. They're worryingly good at stab-scotch; a favourite past-time of theirs. These knives are expensive, highly treasured by bandits and marauders alike.
    [*]Hunters - excellent cooks and celebrated for organizing a community feast on the last day of each month, if supplies allowed for it. In exchange for this community service the hunters have their trophy pelts washed and thoroughly cleansed, free of charge. Superb aim, capable of shooting the bollocks off a gnat from 200 yards away.
Headquarters: Buffalo Community College
Locations: Camps in Western New York, City of Buffalo, outposts dotted along Routes 90 and 190 respectively
Notable Members:
  • Bueker - former mercenary and tactician, credited with winning the battles of LaSelle and Humboldt.
  • Heaney - former CFO captain, who disavowed his company and instead bolstered the ranks of the BLF.
  • Wings - former airborne paratrooper, led his section of men in a decisive last-stand that won over Utica.
  • Cricket - wasteland guide and operative, waged a guerrilla war against CFO on the outskirts of Buffalo.
  • Corsair - former US Navy-turned smuggler, was part of the black market before joining the BLF.
  • Locust - a relative of Cricket, earned his fame when executed by the CFO for propaganda purposes. Helped orchestrate the initial attacks on the Buffalo Metro Rail, which the CFO utilized in transporting their supplies to CFO warehouses and garrisons.
Enemies: Coalition of Functional Order (CFO), Bandits, Marauders, Infected, unknown;
Allies: Settlers, Merchants, Buffalo's Underground Shop (BUS);
Neutral: Roamers, Anarchists, CFO Deserters, The Zoo, unknown

Physical Description:
Cricket stands at 5'9" and weighs 171 lbs (77kg) and features an athletic build, with muscular legs and slender, toned arms. He's got short brown hair and blue-green eyes. He sports a relatively pock-marked nose, crooked to the right, due to it being broken in a shrapnel blast; and a cauliflower ear (left). His chin and jawline showcase a spattering of scars only visible when surveyed under light. Despite this, he's still a handsome fella but is notorious for most days sporting a hood and balaclava.

Outfit/Armor:
Barska VX-200 Tactical Vest w/ Kevlar Inserts (stab-proof and 7.62 resistant*)
*one shot only, 5.56=2 shots, 9mm=3 shots. Doesn't protect from bruising.
DPM Camouflage Jacket and Combats, Combat Boots
Black Woolen Balaclava (3-holed)
M15 Respirator (attached to belt)

Weapons/Tools:
  • SIG SG 550 (4.1kg, 30 rounds, 5.56x45mm NATO)
  • Guardsman Dagger (for combat and utility)
  • F1 Grenade (x1)
  • RGD-5 Grenade (x2)
  • SIG SG 550 Sling
Virtus MTP Rucksack Bergen (60lbs/27kg)
  • Leatherman Multi-tool
  • Paracord Bracelet (nylon)
  • 5.56x45mm Ammunition
  • Universal Weapon Cleaning Kit
  • Headlamp; spare batteries
  • Field Cooking Utensils; MREs
  • Wool Blanket; Sleeping Bag
  • Camouflaged Tarpaulin
  • Sharpening Stones
  • Retractable Shovel
  • Map-making Kit
  • Gallon of Water
  • M15 Mask Filters
  • First-Aid Kit (x2)
  • Roll of Duct Tape
  • Polaroid Camera
  • Spare Clothes
  • Grooming Kit
  • Bolt Cutters
  • Hiking Boots
  • Rain Jacket
  • Wire Saw
  • Whistle
  • Mirror
  • Currency
  • Chalk Bag
  • Sanitation Kit
  • Walkie-Talkie
  • Trail Snacks
  • Cell Phone
  • Binoculars
  • Local Maps
  • Field Guide
  • Compass
  • Journal

Misc:
Abseiling Equipment; harness, ropes, etc.
His SIG SG 550 is named 'Jolene' and has 16 notches carved into its stock. No one's quite sure what this means.
After the war, his colleague 'Corsair' dismantled the weapon and fine-tuned every component for optimum performance, increasing stopping power, stiffening recoil and featuring the ability to mount an optical scope and suppressor. Its drawback is that is has less upgrading potential and has lost some reliability. Its propensity to catch dirt makes it susceptible to jamming if not properly serviced and, for some reason, stoppages are more frequent during bad weather. Nevertheless, it's one of the best assault rifles in New York and has been sought after by various bandits and marauders, and is likely to attract unwanted attention by these outlandish bastards folk. Cricket fuckin' loves Jolene.
Apparently earned his nickname for his brawny legs, which were trained through a shit load of plyometric and cardiovascular exercises. In reality, he had a tendency to 'hop around' in battle when shooting his gun ('Rabbit' was already taken...). He's also a gifted musician and can play the violin.
He prefers a plant-based diet and doesn't like meat.

Strengths:
  • Gun Slinging - Cricket's main attribute is his proficiency in ranged combat, able to remain steadfast and ensure hilarity in the heat of adversity. He can 'stick his neck out the parapet' so to speak and encourage others to do the same.
  • Emotionally Intelligent - to an extent, when comfortable, he can reign over his emotions and 'switch on/off' aggression. Despite him being a quiet and reserved individual (when not operating), Cricket has a tendency to outmatch another bloke's aggression. He won't hesitate to 'RIP YOUR FUCKING HEAD OFF' if the situation calls for it; his competitive spirit teehee :3
  • Self-reliable - he can remain stay field expeditions on his lonesome for an indefinite amount of time, employing his survivalist know-how in maintaining himself and his equipment.
  • Athletic - Cricket is fit, able to endure physically demanding tasks (mostly hiking/running) but needs to consume more calories than most in order to retain this musculature. He becomes lethargic and susceptible to mood swings if he doesn't meet the requirements of his calorie intake.
Weaknesses:
  • Bipolar Disorder - a mental health condition affecting his mood balance. He can swing from one extreme to the other, reaching euphoric highs and depressive lows. Due to his wartime experiences, Cricket is also developing the onset of psychosis, which is attached to the condition, but he doesn't realize it yet.
  • Chronic Back Pain - at a young age he trained with weighted backpacks, sprinting up hills with his brother to see who could reach the summit first. During his time as a mountaineering expert with the CFO, this only helped worsen his condition.
  • Money-motivated - Cricket was always excited at the prospect of money, having been raised in relative hardship during his formative years. 'Work for pay, and pay for freedom'.
  • Nocturnal - fitting, huh? His circadian rhythm was messed up during the war, and he struggles to stay awake during the day-light hours.

First Impression: Aloof, rude; when unmasked, "Oh shit, Cricket?"
Background:
Cricket was raised outside of the United States in Niagara Falls, in a quaint small-town farming community whose agriculture helped supply the Buffalo Haven with a steady income of nutriment. At a young age his parents taught him the violin (being practitioners themselves) but his childhood curiosity was enraptured by the fascinating rushing water of the gigantic Niagara Falls, and he'd often wonder what it'd be like to conquer such a beast. He and his brother would discuss the amazing feat with ecstatic determination and eventually accomplished this endeavour one night in a blaze of white-hot passion. Upon scaling the nearby cliff side, and reaching the summit, they encountered a camp which had been ransacked by the Infected... that day changed him and his brother forever. They would later on steer a boat down the Niagara River to Buffalo Haven and signed up to join the Coalition of Functional Order. After a routine of drills and basic soldiering, he and his brother graduated training and volunteered to accompany a CFO convoy and travel the United States as part of a Death Squad to combat the infected. Cricket was strapped with 'six gallons of earth scorching, dragon breathing, 'gook' melting destruction' and was thrilled to torch any carriers of the Cordyceps fungus, though later retired the use of his flamethrower in lieu of a misfiring incident. He'd opt for an assault rifle instead and accompanied his brother in tit-for-tat battles encountered with bandits and marauders, which he excelled in and enjoyed thoroughly. On his last rotation in touring the southern states, Cricket liaised with Dallas' Haven, who were threatened by a roving warband of marauders. The conflict was brief, lasting only two years, but was wrought with hardship. Nevertheless, the CFO triumphed against the ringleader of these illicit parties and had him executed.
Cricket went on to achieve the rank of Corporal and specialized in mountaineering, helping train and guide his squad through national parks and various elevations of undulating terrain. When he rejoined the garrison in Buffalo, Cricket was already a proven and battle-hardened soldier, tried and true, and was therefore assigned to enforce the transit ban on Lake Erie. Then the Erie canal. He'd quickly grow bored of this tiresome posting and was itching to devote himself to another cause worth fighting for. Guard duty for him, in this respect, was utter skull-drudgery. He'd often reminisce about his times on deployment and wanted to net the same amount of cash he'd earned back then. To be fair, he missed the camaraderie and the fright of battle. It invigorated him and filled Cricket with a sense of excitement. One night, his brother invited him to the docks for a job opportunity where he met a captain of the local CFO and a smuggler who worked for Buffalo's Underground Shop (BUS).
Cricket decided there and then to work for the smuggler thus accepting the captain's offer and helping smuggle contraband into the city and ferry her citizens out. Soon after the first pockets of resistance were beginning to establish themselves, Cricket joined the BLF in a heartbeat. Cricket assisted his brother in engaging the CFO's Metro Rail on drug-fueled close-quarters combat, though found himself much more suited to hit-and-run manoeuvres outside of the city by taking a more predatory stance and attacking the CFO's supply lines. After their presence in the regions outside Buffalo had been diminished almost entirely, he partook in the last major offensives of the war, even risking death during a last stand in Utica by booting a grenade from nearby troops that were under his command. He was ultimately wounded in the occurring blast which resulted in the left side of his face becoming fairly disfigured due to burns. Thankfully, the healing process led to a full recovery with minimal scarring with the only being exceptions his left ear and nose, cauliflower-ed and broken respectively.
After the war, he'd prospect to retire from the BLF and upon its disbandment sought work as a guide for Roamers in, around, far and out of the city. When the Infected started breaching Buffalo and he caught word of this, Cricket returned and helped reform the BLF into the Rangers, where he remains a faithful and stalwart companion to this day.

Personality:
Upon first glance, his demeanour may come off a bit irritable, shrewd, and discriminatory, but he conveys this through playful banter once you get to know him. Cricket is usually blunt but respectful, he speaks what's on his mind and won't pussyfoot about it. This will often times come off a bit harsh and accusatory in nature, but he offers good advice and tries his best to relay an educated response. In light of social events, unless being regaled with war stories or engaged in some endearing talk about animals, Cricket seems to be a little impatient with conversation and tends to get it squared away with quickly. He hates small-talk.
Due to being some kind of adrenaline junkie, he's thrilled by a challenge and energized to perform well and views any sort of opposition as 'batteries' to get shit done. He's developed a mental fortitude throughout his many deployments but this typically gets swayed by his disorder. Cricket is relatively dogmatic, indoctrinated in set beliefs that have served him well over the years and feels disturbed by change. His bipolar can betray his stout resolution, often acting in erratic and impulsive, self-destructive ways, and while understanding when to put a leash on it, he'll continue this behaviour with a clear disregard for personal safety. During these episodes he can become extremely manic and unusually overactive, in some cases volatile, or very low and depressed, writhing in abject desolation. When recovering from these states Cricket is eminently calm and helpful, providing emotional support to those who need it. Cricket struggles with his interpersonal relationships, exhausting many friendships due to his habits, and just hopes to warrant some understanding from someone. All in all, his manner presents itself in a confident way, sure of his abilities and perceived sense of self.

Theme: Alice in Chains - Rotten Apple
*thanks for reading everything ik that was a lot aha
 
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Reggie Augustus
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Age:24
Gender:Male
Sexuality: Straight
Faction: Shop
First Impressions: A timid man that doesn't enjoy the presence of others
Personality:
Reggie is the type of person who will keep to himself whenever he is able to and hates confrontation. In order to counter act this he always puts on a stern demeanor when meeting with new strangers since he is always paranoid of people's intentions usually coming off as aggressive and hostile if needed.
History:
He managed to escape his apartment in Orlando, Florida, where he worked as a mechanic, and tried searching for his family only to find their old home scavenged and destroyed the last thing he has to remember them by is a family photo and a simple silver ring which belonged to his father. Deciding it was best to move on and live like they would have wanted him to, he made his way down to Dallas, Texas collecting anything along the way thinking everything had a purpose. Soon he found himself with so much stuff he started his own shop of inventions and scrap selling to those who gave a good price haggling those who didn't.
Physical description: Reggie is around 5'0" with a small frame but don't let that fool you he has a strong build due to carrying everything around. He is usually sun burnt with pale blue eyes. His long hair is either down and knotted everywhere or kept in a pony tail with wire.
Outfit/armor: He is wearing a dirty short sleeve tee shirt with holes starting on the lower back half of the shirt and upper right side. Along with the shirt he also has a worn down mechanic coveralls that has rust and oil covering almost every inch of the suit. As for footwear he has tan steel toed boots that still has the oil stains from his previous job before the outbreak. As for armor he just has two makeshift leather gauntlet that goes up to his forearms since he doesn't plan on fighting any other human unless it is the last resort.
Weapons/tools: For tools he managed to secure a toolbox with some of the tools still inside and a monkey wrench
Other items: 5 cans of ravioli, a canteen half full of water along with the ring and family photo

Strengths:
- Strong enough to carry heavy loads and people
- Has a good knowledge of machines and vehicles with the right tools could possibly get one working if there isn't to much damage
Weaknesses:
- Has a tendency to basically shut down if someone confronts him
- Rambles off about things that excite him and exposing secrets about himself
- A lot of trust issues due to previous co-workers and friends betraying him for their own gain
 

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