Here I'll be storing my characters.
For The Walking Dead: (Advanced)
Name: John Hess
Brief Biography: John grew up in southern California. As a child, John was hyper and his parents almost put him on medication when Ritalin was all the rage. He's long been glad they didn't, since he learned how to calm down naturally over time. But his early years were spent mostly with books and family, rather than friends. He's been an avid reader his entire life. One Christmas his brother gave him an NES and a few games (because his brother was upgrading to a SEGA Genesis) and John was hooked on games, playing on the NES, an Apple II, and eventually a PC and PlayStation when the family got them. Playing games developed his perception, hand-eye coordination, and decision making skills.
John played two years of youth soccer when he was little, then went on to spend 6 years in the Boy Scouts and Little League baseball simultaneously. Despite his thick build, he didn't have any trouble with the sporting activities, hiking, or anything else. In fact, it seemed to be a bonus because he was more rugged, rarely getting hurt, and he had more weight to put behind throwing the baseball around. He was usually the starting pitcher for his team due to his throwing speed.
As he got into high school, he was still awkward socially but nobody wanted to mess with him due to his size. He developed a scattering of friends in the various social groups around the school, acquaintance of many, true friend of few. He finally played football, really growing in size and strength, and he suffered no major injuries through all four of those years. Classes were exciting and informative; John actually read his textbooks, and read more than what was assigned when something caught his interest. His dad bought him a classic truck when he turned 16, and they worked on it together, fixing it up and maintaining it in good working order.
He worked hard and earned a spot at West Point, but left late in the first year as he realized that he wasn't ready for the real world, much less military life simultaneous with one of the most rigorous academic programs in the world. The experience wasn’t a complete loss, however, as he learned leadership skills, military bearing, basic survival craft, and military weaponry and personal combat skills.
Now he was 18 and without purpose; the year was 2000. He wandered for nearly a full decade after that point, working various jobs with various skillsets as the opportunity arose. He delivered pizzas, worked fast food counters, organized an accountant's record room, and various other jobs. For awhile he was a truck driver, navigating around the country with a paper map. For a time he worked Loss Prevention in retail stores, learning how to be light on his feet, to sneak and to observe without being noticed, how to take down and restrain and arrest the thieves in the store. He went from there to being an actual uniformed security officer, complete with the baton, tazer, pepper spray, handcuffs, and handgun accoutrements.
For the last few years, he had been going to a community college and earning his transfer to Chicago State University, finally completing all the credits necessary and getting accepted to CSU for the spring semester. Even though he had some financial aid coming his way, he was still planning on working as a security officer to put himself through school.
Now he’s newly in Chicago, barely settled in with what little belongings he has, excited to get started with this new chapter in his life… And then the world ended.
Physical Description: Short, light brown hair, brown eyes, an average appearance and a stocky build. He's 5'10" and about 250lbs.
Skills: He's a generalist, through and through, who's never been afraid to get his hands dirty. Book learning, world wisdom, basic mechanics, navigation, and field craft, a gamer’s reflexes, government weapon training, physical size and a history of fitness even if he’s pudgy now all contribute to his ability to survive.
Mental Description: If the apocalypse had happened right after high school, John would likely be one of the dead or undead; he simply couldn’t have handled the strain then. Now that he’s had a decade of toughening by the real world, years to put on maturity and responsibility, there is a hardness to him that can be felt through his outwardly friendly appearance. He’s been broken before, and he’ll break again, but he has yet to find this new breaking point. He’s the quiet, bookish type, but good hearted and friendly for those who deserve it.
Equipment: Handgun, a box of ammunition, baton (non-collapsible), tazer (the close range, non-shooting kind), pepper spray, equipment belt, plain blue school backpack, a lightweight winter blanket, some canned and boxed food and bottled water, jeans, service boots, and a new jacket bought recently to shield him against the unfamiliar Illinois winter.
For My Name is My Weapon: (Advanced)
Appearance: Looked in the face, he seems a normal, average guy- short but comb-able dark brownish hair, and light brown eyes. Just below the head, the differences become apparent. Rather than arms, he has a set of large, powerful black feathered wings enfolding his tanned human torso. Human legs extend below his hips, but at the knee they become the black and clawed leg and feet of a Corvid. The knee joint operates in the human fashion. He's short for a human male but stocky, with especially powerful shoulders.
Age: Rook appears to be in his 30's.
Gift: Flight, speaking to birds, intelligence, negotiation, and fierce loyalty and steadfastness.
Short back story: Rook comes from a place founded by a merger between Corvids and humans that they call the Storytelling. There, humans and Corvids and their similar figments are the primary inhabitants, but theirs is an open society that is attempting to bring happy, peaceful order to the chaos of the world, and there are many types of people and creatures and things that live there. Rook is one of many mixtures betwen Corvid, human, and figment from Storytelling, and his parents were part of the most communally-minded group there. He isn't sure who his parents are exactly, or what exactly he is, but he does know that he has a solid, dependable, thoroughly extended family.
For Of Kings and Peasants... (Advanced)
Name of your Nation: Holy Kingdom of Derinland
Political System: Oligarchy/Theocracy/Feudal Monarchy. The church's agents take an active role in the Kingdom's politics along with the nobles, while the citizenry, who are not serfs, have no political power at all.
Merits: 28 points (12 base + 16 flaws)
Advanced Bowmen (Professional Archers) -6 : Before the empire, before the barbarians, the people of Derinland were the world's foremost bow hunters, and they have developed what used to be an art into a science in the interest of defeating all comers, particularly any like the barbarians who might threaten their precious homeland.
You need an education! -2 : Although administered by the church the educational system in the Kingdom is a cut above, including farm management, generalship, mathematics and architechtural engineering in addition to ecclesiastical theory and doctrine.
Defensive Geniuses (Fortified Lands) -6 : After the fall of the empire, the nobles of Derinland began a massive campaign of fortification building, turning the best minds in the Kingdom to the task, using their education to their advantage. They resolved to never be at the mercy of a foreign power again and designed fiendishly lethal fortification systems the likes of which are unknown elsewhere. Their strongholds are especially adept at enabling their superior archers to engage the opponent safely.
We like to farm! -2 : Since the fall of the empire, the church has helped educate the people of Derinland in farming techniques, putting their land to efficient use for the good of the church and Holy Kingdom.
Professional Infantry -2 : Another lesson learned from the time of the barbarians, the nobles created a professional caste of soldiers who would be able to stand and fight without losing their nerve when faced with a superior opponent. The barbarians were able to best Derinland and her archers by getting close to engage the archers in hand to hand combat, and they needed their space to deal death from afar.
Chosen by God (Bless you my son) -6 : In the dark times after the fall of the empire the nobility fully embraced the church and her doctrines, sometimes genuinely believing and sometimes only utilizing the church as a resource. The current line of monarchs rose to power through the support of the church, and have maintained the alliance... religiously.
Say ‘Ahhhhhh’ -2 : A byproduct of the excellent educational system, Derinland has a cadre of medical professionals who know the science behind "modern" medicine.
Strong merchant class -2 : While the people of the Holy Kingdom are not serfs, they are required by law and by faith to be productive citizens. Some citizens are more productive than others and have turned to trade as their profession, increasing both their personal wealth and the nation's wealth. There is the added incentive of the opportunity to achieve political power; the merchants have money and some desire nobility.
Ploughshare Cavalry +2 : Under the guidance of the church, warhorses were relegated to farming roles, and have been in that role for so long that even the knowledge of training a warhorse has nearly disappeared from Derinland.
Egotist Generals +4 : Derinland generals have developed a strong defensive mentality, coupled with a firm belief in the supremacy of an archer in a well-defended position. Even on the offensive, their primary weapon is the archer, protected by a line of solid infantry: a mobile castle made out of men.
Ethnocentric +4 : Partly because of the church, partly due to their own inward focus, and partly to their triumphs over the last few hundred years, the Holy Kingdom has developed a very raised nose.
Shhhh, be quiet! +2 : Espionage and underhandedness are almost unknown inside the Holy Kingdom, as committing such acts against God-fearing men are seen to be a sure ticket to a painful afterlife.
Superstitious Sailors +2 : Despite the pervasive nature of the church's faith, sailors will be sailors and will be deathly afraid of the sea and its superstitions, even while begging God to save them.
How do you get the worm on the hook? +2 : Without much desire to leave their own borders, and the fear that sailors hold for the sea, it is little wonder that fishing is almost unknown in the Holy Kingdom.
Nation Description: The people of Derinland venerate the bow over all other weapons, and have for all of recorded history. The barbarian invasion was a huge blow to Derinland's culture and shared consciousness, changing them into a more isolationistic, defensive people, while simultaneously cementing their national identity and values into the peoples' minds. They very much believe that "we're all in this together" to the extent that serfdom was abolished from the Kingdom long ago. While the people did not strongly believe in the church prior to the dark ages, the last few hundred years have caused the people to really depend on the church and honor it, even if they privately (quietly) don't hold the same belief.
The church plays a major role in the nation even today. While the Kingdom does not lean on the church for support to survive any longer, and hasn't for some time, the two mutually benefit from each other and cooperate on nearly everything. In the minds of the Derinland people, their king, wearing the Holy Marceronian Crown, is a likely successor to the Pope.
The economy is fairly balanaced but with an emphasis on farming, and a more recent push of the citizenry towards trade has grown the economy and increased the standard of living of the majority of people. Large swathes of land are devoted to various crops, and the people are generally in good health due to an improved diet and medical attention. Most educational institutions are only for the nobility, but the church loves money as much as any other institution and some less prestigious schools cater to rich commoners.
His Holiness, King Vortigurn II: A middle aged man, still healthy and vital, the king is a well-established monarch, secure in his power at home and his alliance with the church. He has ruled wisely, allowing the citizenry to keep enough of what they produce that they are healthy and relatively happy, yet taking enough to ensure the progress of the kingdom's projects and defense. His family is large enough to be safe and secure, but not so large as to be a threat to stability during or after his death; he has three sons and two daughters by the same wife who rules by his side, and the eldest son has clearly been designated the heir. King Vortigurn is known to be a decent swordsman, a well-practiced archer, cool-headed and respected at home and in the church, though with few friends outside his borders.
~more figures to be detailed later~
Desired Location: Coming soon
For Vampire: The Masquerade - Fledgeling's Fate: (Casual)
Name: Nathanial Hartmann
Appearance: He’s very average looking, neither remarkably tall nor remarkably short, average features that are neither ugly nor gorgeous, and a build that is not muscular nor obese nor skinny. Depending on the shoes, he’s probably 5’9” with brown hair that is kept short and neat and plain brown eyes… though he has a disarmingly friendly smile.
Backstory: Growing up in a middle class family that was living the dream of the house with the white picket fence in the suburbs, needing for nothing, Nathaniel was oddly compelled to compete. Home life was too idyllic, too serene, and he was driven not just to participate in conflict but to succeed and destroy the competition. He tried online gaming, but found that it wasn’t real enough. He tried martial arts, but found the rules of fair play in the tournaments too limiting. Nathaniel sampled numerous forms of competition, but none of them satisfied him, save two: the world of chess and business. Playing chess taught him the theoretical principles, and earning money at the expense of others was the only way of keeping score that was real enough to be satisfying.
His first taste of business came soon after a disappointing trip to the toy store with his parents. They didn’t buy him anything because it was “too expensive” or he “hadn’t earned it.” Money had value and power. Then he saw a lemonade stand on his street, manned by a couple of neighbor kids. After his parents explained to him the concept, he was determined to do it himself, only better. This began a string of self-made businesses that grew and matured as he did, and they extended into his adulthood. He now owns a small handful of businesses around town, including a couple franchises: a Starbucks and a McDonalds.
His first taste of chess as a boy was from the movie “Searching for Bobby Fischer,” and though he couldn’t identify with the main character because he was too soft, he could absolutely identify with the boy’s formal chess instructor who was trying to teach the boy the ruthless principles of victory in chess. From that moment, he was in love with the game and spent copious amounts of time studying it and playing it.
No doubt his small scale successes were seen as promising for the future and what drew the attention of his Ventrue sire, causing him to be brought under the night.
For CLOCKWORK: A Steampunk Nation RPG: (Advanced)
| Official Nation Name |: Grand Duchy of Ehrenia
| Nation Traits |:
Professional Army -2
Grand Army -2
| Nation Description |:
The people of Ehrenia were once noble barbarians hailing from the central highlands of Euronia, and in antiquity they had managed to conquer most of the world known to the Euronians. Things change, of course, and the Ehrenian empire waned with the years, eventually fragmenting and dissolving under its own weight. The Ehrenians never lost their warrior spirit, to this day considering military service to be among the highest honors anyone- man or woman- can attain. Even in antiquity, women fought alongside men and were mostly equal. There were some double standards; for example, men did not have any marraige prerequisites, but women must kill an opponent in combat before they could wed. In other cases, the double standards worked against the men. The elite, heavily armored cavalry of the Ehrenians were entirely female. This egalitarian nature has continued into the modern world, and only very few things are prohibited either gender.
Unlike most other peoples of the continent, the Ehrenians consider seafaring to be a lowborn, dirty job. All the way back to Ehrenian mythology, stories of sailors are almost entirely negative, and a common household threat Ehrenian parents use against their children is to "ship" them off to the Kingdom of Ilton. Accordingly, the Ehrenians were never interested in conquering or administrating coastal land. The more pragmatic politicians, however, were well aware of the resources of the ocean and have always ensured that the nation maintains good relations with at least some of her neighbors, aggressively pursuing trade agreements where in antiquity the warriors would have rode out to raid for the goods they desired.
Politically, Ehrenia could be called a fascist monarchy, even though there is no king. The "royal" contingent is filled by an archduke, and the fascist side by a Kaiser. Ever since the military coup that established the office of the Kaiser, there has been a power struggle between these two dueling heads of state. Whenever a powerful, charismatic figure appears in one of the posts, politically the pendulum shifts in their direction and they wield increased power. Currently, the power is balanced between Kaiser Marius and Archduke Waldemar. Interestingly, there is an unbroken, unspoken rule of Ehrenian politics that the Kaiser and the Archduke will not use underhanded means against one another. Such means are known and acceptable to use against the lesser peoples of Euronus, but honor demands that they deal with each other fairly.
The Grand Duchy has been an industrial power since industry was developed. The Ehrenian people were not content to toil the earth to grow plants; they often raided for food in antiquity. After the development of mining and industry, the Ehrenian economy focused heavily around such things and included a significant amount of trade for the first time in their history, trading military and manufactured goods to their neighbors for food and other resources. The arrangement exists to this day, with Ehrenia dependent upon others for most of her food and other goods that it cannot make itself.
Ehrenia has a long history of glorified and professionalized warfare, even when the Duchy was not at war itself. The young men of the nation often join mercenary bands who make themselves available to the other nations for an opportunity to test their mettle, hone their skills, and make a few coins in the process. Honor is so important to the Ehrenian people that these mercenary bands fulfill their contracts even when it might be detrimental to them. There are a few recorded instances of Ehrenian mercenaries being employed by a neighbor who comes into conflict with Ehrenia herself; the mercenaries followed orders, working against Ehrenia, until their contract expired. They then made their way across the lines of battle to join with their countrymen. As such, Ehrenians generally have a reputation of being honorable in their dealings with others; what is less understood is that they are being honorable to themselves and their warrior code.
The current borders of Ehrenia include a number of other cultural groups. These people are not recently conquered, however, and generally harbor no ill-will towards the ethnic Ehrenians. Their culture is similar to the Ehrenians, due to the centuries of living as neighbors, and now the differences in culture are looked at as differences in culture between counties inside Ehrenia rather than differences between distinct ethnic groups, and the Ehrenians who feel superiority or animosity towards their countrymen are very rare.
| Desired Location |: The Eastern side of the continent.