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Realistic or Modern Red Markets Characters

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Farseer to the Warsong Clan
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Da Rules:
1. If I like your character sheet, you're in. Congrats!
2. Please follow the guidelines listed below.
3. Read the post below detailing the "game mechanics" before beginning. Diving into character creation without thinking a little about mechanics is going to hurt.
4. Have fun!

Characters are all members of the Taker crew "The Cleaners" and current inhabitants of D-Town, an Enclave about 250 miles east of Denver down I-70. D-Town (dubbed such because it is mostly comprised of survivors who left Denver and ran out of gas in the area) occupies what, pre-Crash, was known as Colby Municipal Airport, a small Kansas airport. D-Town originally consisted of the Colby Municipal Airport's terminal, its four small hangars, and the surrounding land for runways. Its fence, a chain-link affair, was no defense for Vectors, but the sturdy structures inside were enough to keep them out in the early days. When D-Town's huddled masses finally came out, long after the retreat over the Mississippi, they began the long and slow process of cleaning out the airport, thinning the mobs outside the fence, and turning the airport into an enclave - the fence was reinforced with scrap metal from the planes and construction materials from around town, the runway had dirt dumped over it until it and the lawn could be used for crops, and a motley assortment of sheet metal shacks have sprung up as storage and residential spaces. In the bitterly cold winters, D-Town relies on the terminal and an assortment of generators to keep the heat on and its inhabitants alive, and the enclave regularly contracts its Taker crews to take their oil tanker truck out to tap the oil drills on the other side of the Colorado border.
 
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Character Name:
Handle: All Takers have a lot of baggage, and its easier to do the dirty things the job requires when you're not really yourself anymore. That's why most Takers use Handles instead of names - they're for carrying the baggage.
Appearance (Image or Description, no anime):
Age:
Personality Blurb (a few words, a paragraph, you do you):
Backstory (Gimme as much as you want about your character's life story):
Origin (Pick one and apply bonuses/penalties, see list below):
Weak Spot (A character flaw, like being cowardly, dismissive, easily angered, obsessions, arrogance, etc.):
Soft Spot (A deep passion, belief, or virtue like protecting the weak, social justice, freedom, etc.):
Stats: Start with 1 in each. You have 5 points to spend, but cannot pass 3 in anything at the start.
Strength:Speed:Adaptability:Intelligence:Charm:Will:
Skills: Spend 20 skill points. Specialized (Anything) is purchased at 2 points per 1 level. At character creation, 1 skill point = 1 rank (unless, again, it is Specialized, in which case it is 2).
Unarmed:Shoot:Awareness:Foresight:Networking:
Melee:Athletics:Self-Control:Research:Persuasion:
Resistance:Stealth:Scavenging:Mechanics:Sensitivity:
Driving:First Aid:Deception:
Criminality:Profession X:Intimidation:
Profession Y:Leadership:

Dependents: Create as many Dependents as your CHA stat. Names, ages, relationship to you, as little or as much detail as you want.
References: Create as many References as your CHA stat. Name, age, relationship to you, as much detail as you want. Pick a Skill for them to specialize in.

Equipment: You begin play with 10 Bounty's worth of equipment. List their upkeep costs beside them.

Retirement Plan: Come up with a Retirement Plan, be it smuggling you and your Dependents into the Recession with fake papers and getting a safe job or setting up a self-sufficient mountain fortress in the Rocky's. Divide it into three Milestones, each of which costs 20 Bounty to accomplish. Once a Milestone is finished, you *cannot* draw on the money in it, and drawing money from your retirement fund inflicts a Self-Control: Stress test. Every Taker wants to get out of the business, and seeing progress get taken back is hard, after all.

Break Point: Calculate your character's upkeep requirements here. This is how much Bounty you must make each mission to maintain your equipment. Break Point is equal to --
2 (Rent and Food) + (# of Dependents)


Lost - A denizen of the Loss, abandoned by the US government and declared illegal.
Adapt: Gain 2 more starting skill points.
And Die: Legally dead and must stay in the Loss or forge a new identity (+1 Retirement milestone)

Bait - Anyone fool enough to cross over from the safety of the Recession to become a Taker.
Citizen: 1 less retirement milestone
Migrant: Dependent upkeep costs x2, and communication with them requires electronics.

Latent: Anyone naturally or artificially Latent.
Once Bitten: You can't get more infected, but you turn instantly on death.
Twice Hated: You turn instantly on death, all your body fluids are infection vectors, and you'll probably be persecuted everywhere you go.

Immune: Lucky ones?
Genetic Lottery: Cannot ever become infected.
Meal Ticket: Each of your body parts (arms, legs, head, torso) are worth 5 Bounty.

Post-Crash Believer:
Faith: +2 to all Self-control checks that affirm faith
Doubt: Start off with 5 damage to one Humanity track, self-control checks required to violate faith

Hustler: Knows a guy.
I know a guy: Automatically succeed networking checks, even without skill points in it.
I Owe a Guy: Once in the story, at random, you will be required to pay a debt or suffer the consequences.

Fenceman: The unlucky bastards tasked with guarding enclave walls, killing zombie spouses, zombie kids, zombie babies.
Headshots: Gain +1 to attacking zombies.
In My Sleep: Start with 5 damage on one humanity track from nightmares.

Scavenger: Loot!
Salvage Everywhere: Start the game with 20 Bounty.
Not A Screw That Fits: Reduce your number of Refreshes by 1.

Roach: Too crazy to die.
Survivor: Take 1 Humanity Damage to add +1 to any test, or 2 for 2, etc.
Sole: Start with 5 damage in all Humanity tracks.
 
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Character Name: Douglas Alworth

Handle: Reverb

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Age: 29

Personality Blurb: Reverb's an alright guy once you get to know him - boisterous, good-humored, and charming, he seems like he might have one day been the front-man of a promising garage rock band. On the job, he takes responsibility for his crew and takes all necessary precautions, but his casual demeanor means more serious types usually have a problem with him.

Backstory: Nobody in D-Town knows Reverb's actual name, nor much about where he's from or what he did there. The simple truth is that Reverb doesn't have much to say - he grew up in the suburbs of Chicago where he cruised through high school while focusing on his punk rock band, "The Flavor Blue." His band broke up when some of them scattered to the winds to go to college, though Reverb never put down his guitar, his punk rebel charm, or sincere problems with authority. Shortly after his 18th birthday, Reverb and his older sister found themselves overnight millionaires when their parents died in a freak house fire, netting them enough money from insurance to cruise through the rest of life with a little side work and some clever investments. Reverb, being the lazy ambition-less waste of space his parents had always secretly considered him, moved in with his sister Hannah, her husband, and their two kids, Liam and Rachel, living in a guest house on their Colorado ranch in the mountains.

Never one to follow a formal education or learn "practical" skills that The Man would approve of, Reverb spent the next six years living the good life. He got to be The Cool Uncle, go to concerts, and developed a wide range of hobbies that would save his sorry ass when the Crash came. Living in a gun-friendly state, he nabbed himself a small selection of firearms to play around with, took his niece and nephew camping, taught himself how to pick locks from Youtube, and took some online cyber-security classes while getting a variety of certifications to be qualified as a demolitionist when he wasn't smoking pot, swiping on Tinder, or playing video games. Then there was the Crash, and he huddled in the darkness of his sister's basement with her family while the world outside went to hell. Hannah's husband died early - John had an entirely manageable health condition, but ran out of meds and they couldn't get to the pharmacy once the Vectors took over town. Hannah got grabbed by a Vector when they tried to escape in their car, and Reverb had to drive away with that sight in the rear-view.

With his niece and nephew in the back, Reverb drove until they ran out of gas and then continued on foot. For about three years, Reverb and the kids wandered or briefly settled down in Enclaves before moving on when things got bad or when there wasn't enough work. Two years ago, they ended up in D-Town, and Reverb's tired of working for other people. Almost immediately, he started hiring Takers, getting a crew going so he can keep himself and the kids fed. Ever since, he's been the de facto leader of "The Cleaners," though calling him an authority figure is less accurate than saying he's the "center of the network." Reverb doesn't give orders unless shit gets bad, and he's proven valuable for his cool head and persuasive ability more than anything else.

Origin: Lost

Weak Spot: Rebellious Streak

Soft Spot: Protect The Children

Stats:
Strength: 1 Speed: 2 Adaptability: 3 Intelligence: 1 Charm: 2Will: 2
Skills:
Unarmed: 0Shoot: 2Awareness: 1Foresight: 0Networking: 0
Melee: 1Athletics: 2Self-Control: 3Research: 0 Persuasion: 2
Resistance: 0Stealth: 1Scavenging: 1 Mechanics: 1Sensitivity: 1
Driving: 0 First Aid: 0 Deception: 1
Criminality: 2Profession - Musician: 1Intimidation: 0
Profession - Demolitionist : 1 Leadership: 1

Dependents:
1. Liam Alworth: Liam is 11 years old and is Reverb's nephew. Him and his sister, Rachel, live in Reverb's "apartment" in D-Town, a former two-car garage structure within the fence.
2. Rachel Alworth: Liam's twin sister, Rachel is 11 and Reverb's niece. She lives in Reverb's "apartment" in D-Town, a former two-car garage structure within the fence.

References:
1. Mickey: Mickey and Reverb bumped into each other a year or so ago, and Reverb's kept his number ever since. Mickey's skill is Profession - Electrician, and he's good for talking through what to expect from a building's electric systems.
2. Twitch: Twitch is a coked up gearhead with a knack for all things automobile. His skill is Profession - Auto Mechanic, and is useful for advice on vehicle repairs. Reverb and Twitch are high school friends.

Equipment: Upkeep Cost - 9
1. Club (0)
2. Handgun (2) / Silencer + Extended Magazine
3. Backpack (1)
4. Rations (1)
5. Lockpicker's Kit (3)
6. Ubiq Specs (2)

Retirement Plan: Reverb's retirement plan is going to be an absolute nightmare to tackle. His long-term plan is not to get into the Recession, but set himself up with The Moths, Gnat's gang of Takers over at Ubiq City. There, the twins will be safe, and he can do what he's always wanted - fight the good fight against authority. As such, there's a couple things he'll need to do:
1. Show The Moths He's The Real Deal: Not just anybody gets into Ubiq City. Reverb's going to have to go to work on LifeLine, showcasing his skills and getting his brand name out there. That means paying folks to talk him up, paying for bots to get his name out, and whatever other marketing business its going to take.
2. Cover Up The Family Name: There are actually living Alworth's out in the Recession - specifically, a certain General Alworth, responsible for a large number of government mistakes during the Crash. The Moths probably hate him, and Reverb's going to need to get fake papers for himself and the twins to sever all ties with the Alworth name.
3. Prove His Worth: The Moths don't take just anybody who can publicize their name. Proof of utility is often required, and Reverb has just the plan in mind - blow a DHQS outpost in Lawrence, Kansas sky-high. Its going to take a lot of C4.
4. Make the Trip: Getting to Ubiq City is going to take a car, a lot of rations, and some good luck. What you can't guarantee in good fortune, however, you have to pay for.

Break Point: 4
 
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