John was already awake when the song of birds and the warm peak of the rising sun signaled morning in 2Fort; it had always been a familiar time for him. Handsome Jack's announcement, however, roused John's attention completely. He was initially startled by the sudden appearance of a loud, grating, voice, but as he listened on, John saw an opportunity to gather up a group and explore outside the town.
John found himself navigating the winding hallways and strange architecture of the abandoned structures, in search of the proclaimed mayor's voice. The sound of jingling spurs accompanied the firm thumping of dusty boots, echoing softly throughout the otherwise quiet corridors of waking 2Fort. The familiarity of the rustic colors and wooden foundations could only partially offset John's perplexment at what felt like a labyrinthine facility.
"What possesses a man to build something like this?" John thought to himself.
John's mind was already burdened with a host of questions since his arrival in 2Fort: why the world ended up like this, why he wasn't dead, and above all else, what had happened to his family. However, as he descended the stairs and passed loud, bulky devices capable of unknown purposes, more immediate concerns began to present themselves. Just what kind of people would he be working with here? Just who is this Handsome Jack, and why the hell should he trust him? And what exactly was would he be signing up for? As if to answer his questions, John found himself just outside the office.
John barely took one step into the room before he was stopped dead in his tracks, as he glanced over the women who had already arrived in the office. He continued to approach the desk slowly, subdued awe and surprise betrayed by slightly raised eyebrows on an otherwise stoic face.
John addressed the man behind the desk with rehearsed politeness, wary of any man who finds comfort or authority behind a desk.
"You must be Handsome Jack. Name's John Marston."
He turned to the three women as well.
"Ladies."
Between the woman who was somehow wearing more revealing clothing than any brothel had ever stocked, and the woman that looked like a scorpion given murderous, female form, John had scarce else to add in his introduction to them without risking, in the best case scenario, slight offense. At the very least, the young girl with black hair, meek and out of place as she seemed, was more approachable, if not relatable. He met her glance with a slight raise of his hat, and then turned back to Handsome Jack.
"I'm responding to the public request you've sent out to this fine community. Now I'm not sure what kind of hands you need for your improvements to this town, and quite frankly, I'm not sure I can quite... compare to the volunteers currently present. I can shoot, I know a bit of farming, I can hunt, and if nothing else, I'm persistent. I reckon some of these things can be helpful."
John didn't know what Handsome Jack was planning, and in his experience, taking orders from well-dressed, big-shot types never ended well for him. But this guy would be his best chance in understanding just what the hell was going on.
Damn, our crew is building up real fast. Getting excited with all these backgrounds coming together!
OFF is actually the first game I haven't heard of in this thread, so John's first, confusing experiences with the batter might be that much more genuine.
PHYSICAL APPEARANCE John Marston is a white, middle-aged man of average build and stature. He has brown eyes, and his hair is auburn, unkempt beneath his feathered, brimmed hat. He wears a short beard, mostly consistent across his face if it were not interrupted by the two scars that sit on the right side of his face. Similar scars rest on his nose and on his left cheek. John wears a dark gray denim vest over his rancher's shirt, and wears black trousers held up by a belt with a brass buckle. A belt holster hangs loosely around his waist, the revolver's bed hanging on John's right, while a knife's sheath sits close to his left. A lasso hangs from his left. A leather rifle sling and a small leather bag wrap around John's torso, their leather straps hanging perpendicularly across his front. An empty bandolier covers his ensemble.
PERSONALITY ASPECTS Chaotic, in the sense that obedience to law or authority has never been a priority Determined, not easily dissuaded, much less knocked down Dedicated, whether it be a cause or his family, John was always a romantic trying to be a cynic Headstrong, tries to find the most direct solution to problems Polite, usually to everyone except his enemies and people who are wearing on his patience Sarcastic, which can be humorous and good-natured to friends, but sharp to those he dislikes Stubborn, does things old-fashioned and isn't prone to changing the way he does things
BACKGROUND INFORMATION An orphan at the age of 8, John Marston was adoped into a gang by one Dutch van der Linde. John ran with Dutch's gang for most of his life, committing various crimes that range from theft and burglary to kidnapping and murder. Despite the violent nature of the gang's survival in the Wild West, John had romantic notions of what the gang was. The gang had a creed of stealing from the rich, Dutch educated John on the beauty of the world, and John met his wife Abigail with his time in the gang. As time passed, however, the illusion faded, and the ugliness of the gang and Dutch's spiraling insanity, made itself clear. Following a failed heist that nearly ended in his death, John left the gang with Abigail to try and start a quiet life in Beecher's Hope in New Austin, Texas.
John would soon learn that civilization was not so easy to obtain. The American government repossessed John's property and held his family ransom, in exchange for his cooperation in hunting down John's old gang. John was forced to comply, and he found himself capturing and killing his old gang, culminating in the death of Dutch. With his old life truly dead and gone, John hoped he could finally live his new life. The government thought otherwise. When the government attacked John's home, he spurred his family to leave and get to safety. With his family gone in the distance, John stepped out to face the soldiers that had surrounded his home. He was able to gun down far more than any other man could, but it was not nearly enough. John was shot down by the army and died where he stood, having realized that his past would not leave his home and his family unless it died with him.
That should have been the end, until The Event had brought him back. He shot up, gasping for air he didn't know he could still take. As he looked around, the rolling, grassy plains of Beecher's Hope was replaced with a confusing patchwork of various landscapes. Little of his new surroundings looked natural or even comprehensible to John. He needed to get back home. He needed to get back to Abigail and Jack. He was given one more chance at redemption, and he would be damn sure not to waste it.
With no real plan, John wandered across the strange landscape until the land around him turned dry, transitioning into a desert. Ahead, John caught sight of of a facility that at least had elements of familiarity. Red wood, barn structures, a cutout of a cow? John had stumbled into one end of the town that he would eventually learn was called 2Fort. This world shared one thing in common with the frontier of New Austin, and it was that civilized towns are hard to come by. If he had any hope in finding a way back to his homestead, it would be through here.
The mayor's call went out, and John responded.
CHARACTER CAPABILITIES
~SKILLS~ Gunslinger: John Marston's prowess with firearms earned him quite the reputation across New Austin and Mexico. Using revolvers, pistols, rifles, and shotguns, John has exceptional aim with these weapons. Life as an ex-bandit also gave him the ability to use fire bottles, dynamite, and throwing knives, should the need to improvise ever arise.
Rancher: When John left his old gang to start a new life, he had prepared himself with the knowledge to live a peaceful, self-sufficient life with his family. John is knowledgeable in farming, being able to catch and ride horses proficiently, raise and herd livestock, cultivate crops, and maintain a home out in the frontier. If nothing else, he's real handy with a lasso.
Survivalist: Surviving out in the Wild West means making the most out of your surroundings. John can hunt animals and is capable of skinning and extracting meat from his quarry. He can also identify some basic plants, and hell, he might even know a use for a couple. Granted, this all assumes that he's hunting familiar game.
Brawler: John's no champion boxer, much less a real melee expert, but when a bar fight goes down, John isn't afraid to settle down with fisticuffs. He can also wield a knife, but it's usually utility rather than weapon.
~SPECIAL ABILITIES~ Deadeye: John was capable of legendary acts of gunplay with this ability. With enough focus, John's perception of time slows dramatically, and in his mind, he is able to paint targets on anything unfortunate enough to be standing in his sights. With targets set, John's weapon flashes, and in the blink of an eye, all the painted targets are greeted with a bullet. Deadeye cannot be maintained for an extended period of time, and John has found himself being able only to utilize it either with sufficient preparation, like in his many duels, or on occasion in a prolonged firefight.
~Perks~ N/A
~Faults~ N/A
~Weaknesses~ To the very end, John Marston is a man of the romantic and dying Wild West. As much as he wanted to live a quiet, peaceful life in Beecher's Hope, his wild nature never escaped him. Combined with his past as a bandit, his headstrong attitude, and his predisposition to disregard government or authority, John can be direct and forceful in his approaches. He understands the importance of allies and planning, but it always culminates in a direct, messy, and often violent line to his goal.
Furthermore, he has trouble adapting to new and changing scenarios. He might be hesitant, skeptical, or even outright rejecting of new technologies, favoring his familiar, yet outdated weapons and techniques. Why change what ain't broken?
His love for his family is very strong. He will easily lose his temper if he catches anyone badmouthing his wife and son, especially after how hard they worked to leave that life behind. He still clings to the hope that his peaceful farming life can be achieved, and that he can still find Abigail and Jack.
Finally, he is simply human. This means that compared to the host of other dangerous creatures and other life forms out in the patchwork world, he is pretty fragile.
INVENTORY & EQUIPMENT
~STARTING EQUIPMENT~ Cowboy Outfit: Self-explanatory. A comfortable set of clothes for riding, exploring, shooting, or whatever a cowboy might find himself doing.
Holsters and Bag: John has a holster for a pistol or revolver, as well as one for a longarm. The holster also has a sheath for his knife. A leather bag allows John to carry essential items, such as herbs, smaller-sized game and furs, or whatever else needs to be carried.
Knife: A sharp hunting knife. A tool of many uses and a potential backup weapon.
Rope: A length of rope looped and knotted at the end. This ensnaring tool can ensnare anything no larger than a horse. There is 30 feet of rope.
~CURRENTLY EQUIPPED GEAR~
Fine Pistol (Ambassador): A large barreled 6-shot revolver chambered for high caliber handgun rounds. This particular gun appears to be heavily customized with a large barrel, meticulously engraved on both sides with the visage of what appears to be a reclining women in a dress. Chromed with a rosewood grip it’s hardly the weapon of an overly practical military man.
While it’s engravings give it no tactical advantage, the revolver itself has been perfectly sighted. It can nail precision shots, especially those to the head, extremely well.
However due to the finer nature of the firing mechanism and the hammer, the revolver’s rate of fire is slower then one might effect. The heavy barrel makes the gun difficult to aim if fired in rapid succession. Accuracy is maintained by well placed shots in appropriately timed succession. Shots fired in rapid succession will have greatly reduced accuracy and increased spread, while shots fired calmly and slowly will have near pin point accuracy.
[6-round chamber. Uses lethal Revolver and High Caliber Handgun Ammunition. *Increased damage to heads. Guaranteed critical damage on headshot. *Reduced damage to any other part of the target. *Reduced firing speed, shots made in rapid succession suffer greatly decreased accuracy. 1/6 bullets currently loaded]
~INVENTORY~
Styptic A medical agent in patch form used to stem the bleeding from cuts and lacerations. Apply it directly to a cut and the blood vessels of the affected area will immediately begin to contract, slowing or outright stopping the flow of blood from the wound.
[Single use consumable. Cures Bleed -Minor-]
Shotgun Ammo x6: A half empty carton of shotgun shells in a slick, high tech looking box. The box opens up like a carton of matches with the shells carefully laid upright inside. There's only six standard shells inside but they're in good condition and looks like they'll work with any equally working shotgun.
[Lethal Shot Ammunition. Usable in any Shotgun-type weapon]
Baikal Scaly Tooth x3: Round, flat mushrooms typically found growing out the sides of tree trunks like blunt teeth. It has a less than appealing appearance that matches it’s taste. Your stomach isn’t likely to thank you for this any time soon, but it is edible. What it lacks in taste however it makes up for in protection. The mushroom can be used as an antidote for poison and even it’s raw state can be beneficial to fighting toxins.
[Single use consumable. Moderate hunger satisfaction, minor stamina recovery. 50/50 Chance to cure poisons and toxins if consumed raw. Guaranteed antidotal properties if distilled, refined, or used in medicinal brewing. Three in possession.]
Magic Beans: Like something out of a fairy tale. A fat green bodied bean pod roughly the size of a banana. Four colorful beans sit inside it’s soft wrappings. One red, one blue, another yellow, and the last a normal green. Despite seeming entirely natural the pod and it’s contents have a strange air to them.
The beans seem like they could either be planted, most likely in soft soil, or eaten. Though there’s no telling how they would taste.
[Plantable four use consumable. Effects if consumed: UNKNOWN]
And here it is. I'm happy with it for now, but if things need to be shortened, changed, or clarified, let me know.
A legendary gunslinger in a dying frontier.
[37 | Human | Red Dead Redemption | Male]
APPEARANCE, PERSONALITY, & BACKGROUND
PHYSICAL APPEARANCE John Marston is a white, middle-aged man of average build and stature. He has brown eyes, and his hair is auburn, unkempt beneath his feathered, brimmed hat. He wears a short beard, mostly consistent across his face if it were not interrupted by the two scars that sit on the right side of his face. Similar scars rest on his nose and on his left cheek. John wears a dark gray denim vest over his rancher's shirt, and wears black trousers held up by a belt with a brass buckle. A belt holster hangs loosely around his waist, the revolver's bed hanging on John's right, while a knife's sheath sits close to his left. A lasso hangs from his left. A leather rifle sling and a small leather bag wrap around John's torso, their leather straps hanging perpendicularly across his front. An empty bandolier covers his ensemble.
PERSONALITY ASPECTS Chaotic, in the sense that obedience to law or authority has never been a priority Determined, not easily dissuaded, much less knocked down Dedicated, whether it be a cause or his family, John was always a romantic trying to be a cynic Headstrong, tries to find the most direct solution to problems Polite, usually to everyone except his enemies and people who are wearing on his patience Sarcastic, which can be humorous and good-natured to friends, but sharp to those he dislikes Stubborn, does things old-fashioned and isn't prone to changing the way he does things
BACKGROUND INFORMATION An orphan at the age of 8, John Marston was adoped into a gang by one Dutch van der Linde. John ran with Dutch's gang for most of his life, committing various crimes that range from theft and burglary to kidnapping and murder. Despite the violent nature of the gang's survival in the Wild West, John had romantic notions of what the gang was. The gang had a creed of stealing from the rich, Dutch educated John on the beauty of the world, and John met his wife Abigail with his time in the gang. As time passed, however, the illusion faded, and the ugliness of the gang and Dutch's spiraling insanity, made itself clear. Following a failed heist that nearly ended in his death, John left the gang with Abigail to try and start a quiet life in Beecher's Hope in New Austin, Texas.
John would soon learn that civilization was not so easy to obtain. The American government repossessed John's property and held his family ransom, in exchange for his cooperation in hunting down John's old gang. John was forced to comply, and he found himself capturing and killing his old gang, culminating in the death of Dutch. With his old life truly dead and gone, John hoped he could finally live his new life. The government thought otherwise. When the government attacked John's home, he spurred his family to leave and get to safety. With his family gone in the distance, John stepped out to face the soldiers that had surrounded his home. He was able to gun down far more than any other man could, but it was not nearly enough. John was shot down by the army and died where he stood, having realized that his past would not leave his home and his family unless it died with him.
That should have been the end, until The Event had brought him back. He shot up, gasping for air he didn't know he could still take. As he looked around, the rolling, grassy plains of Beecher's Hope was replaced with a confusing patchwork of various landscapes. Little of his new surroundings looked natural or even comprehensible to John. He needed to get back home. He needed to get back to Abigail and Jack. He was given one more chance at redemption, and he would be damn sure not to waste it.
With no real plan, John wandered across the strange landscape until the land around him turned dry, transitioning into a desert. Ahead, John caught sight of of a facility that at least had elements of familiarity. Red wood, barn structures, a cutout of a cow? John had stumbled into one end of the town that he would eventually learn was called 2Fort. This world shared one thing in common with the frontier of New Austin, and it was that civilized towns are hard to come by. If he had any hope in finding a way back to his homestead, it would be through here.
The mayor's call went out, and John responded.
CHARACTER CAPABILITIES
~SKILLS~ Gunslinger: John Marston's prowess with firearms earned him quite the reputation across New Austin and Mexico. Using revolvers, pistols, rifles, and shotguns, John has exceptional aim with these weapons. Life as an ex-bandit also gave him the ability to use fire bottles and throwing knives, should the need to improvise ever arise.
Rancher: When John left his old gang to start a new life, he had prepared himself with the knowledge to live a peaceful, self-sufficient life with his family. John is knowledgeable in farming, being able to catch and rde horses proficiently, raise and herd livestock, cultivate crops, and maintain a home out in the frontier. If nothing else, he's real handy with a lasso.
Survivalist: Surviving out in the Wild West means making the most out of your surroundings. John can hunt animals and is capable of skinning and extracting meat from his quarry. He can also identify some basic plants, and hell, he might even know a use for a couple. Granted, this all assumes that he's hunting familiar game.
Brawler: John's no champion boxer, much less a real melee expert, but when a bar fight goes down, John isn't afraid to settle down with fisticuffs. He can also wield a knife, but it's usually utility rather than weapon.
~SPECIAL ABILITIES~ Deadeye: John was capable of legendary acts of gunplay with this ability. With enough focus, John's perception of time slows dramatically, and in his mind, he is able to paint targets on anything unfortunate enough to be standing in his sights. With targets set, John's weapon flashes, and in the blink of an eye, all the painted targets are greeted with a bullet. Deadeye cannot be maintained for an extended period of time, and John has found himself being able only to utilize it either with sufficient preparation, like in his many duels, or on occasion in a prolonged firefight.
~Perks~ N/A
~Faults~ N/A
~Weaknesses~ To the very end, John Marston is a man of the romantic and dying Wild West. As much as he wanted to live a quiet, peaceful life in Beecher's Hope, his wild nature never escaped him. Combined with his past as a bandit, his headstrong attitude, and his predisposition to disregard government or authority, John can be direct and forceful in his approaches. He understands the importance of allies and planning, but it always culminates in a direct, messy, and often violent line to his goal.
Furthermore, he has trouble adapting to new and changing scenarios. He might be hesitant, skeptical, or even outright rejecting of new technologies, favoring his familiar, yet outdated weapons and techniques. Why change what ain't broken?
His love for his family is very strong. He will easily lose his temper if he catches anyone badmouthing his wife and son, especially after how hard they worked to leave that life behind. He still clings to the hope that his peaceful farming life can be achieved, and that he can still find Abigail and Jack.
INVENTORY & EQUIPMENT
~STARTING EQUIPMENT~ Clothes: Self-explanatory. A comfortable set for riding, exploring, shooting, or whatever a cowboy might find himself doing.
Holsters and Bag: John has a holster for a pistol or revolver, as well as one for a longarm. The holster also has a sheath for his knife. A leather bag allows John to carry essential items, such as herbs, smaller-sized game and furs, or whatever else needs to be carried.
Knife: A sharp hunting knife. A tool of many uses and a potential backup weapon.
Rope: A length of rope looped and knotted at the end. This ensnaring tool can ensnare anything no larger than a horse. There is 30 feet of rope.
@Crosswire That's awesome to hear. Looking forward to seeing how this plays out. By the way, if it's not too late, could I suggest either Red Dead Redemption or Max Payne to the list of games? I realized that playing a grizzled gunslinger feels right up my alley.
Victor brought his hand to his chin in contemplation, hearing the plans laid out before him. "If it were up to me, I'd rather we not have to shed any blood, especially not on our side. There's plenty of road left and I'd rather we be in one piece by the time we reach the Zora's Domain. Not that you all can't handle yourselves, I mean. Mitigating risks and whatnot, you understand."
"If time is not an issue, then I cast my vote towards our Gerudo friend's plan. I'm none too familiar with Gerudo communication that didn't involve the business end of a glaive, so if you think we can traverse quietly through them, then by all means I'll give it a shot. Seeker was your name? I think your scouting may be helpful as well. Hell, I may even give reasoning a try, but don't count on me to hand over any offerings." Victor softly clutched at his bag. "That's just my take on where we stand. If all of you are just itching to engage the enemy, you'll find me on the plateaus around the camp. Just don't say I didn't warn ya if I gotta climb down to patch you up." Victor grumbled to himself. I swear if they make me climb up these plateaus...
Victor paced himself towards the end of the stables. He passed the woman, who called herself Lydia, and nodded back in response to her brief greeting. It’s clear she’s the one calling the shots here. She’s definitely got the background. Victor slowly mounted a strong mare, positioning himself slightly to ensure the maximum comfort that can be afforded in a trip by horse. At least it wouldn’t be his own legs doing the work.
Victor was surprised by the masked fighter, more specifically his personality. He had noticed the young man’s noble gait in the royal chamber, but out here, that borderline regal air was transformed, like he was a completely different person. If he can conceal himself half as well as he concealed his personality just then, we’ll be just fine.
Waiting on his horse, Victor spotted the Gerudo making his way back to the stables. Seeing as the crimson-haired fighter was neither on the receiving end of a vicious blow nor a guard escort, Victor assumed that the situation was resolved without need of any intervention on his behalf. Upon seeing the Gerudo’s reaction to the startled horse, Victor made a concerned frown. That intervention may come sooner than expected, it seems.
Then there was the blonde girl, her weapon practically towering over her. Victor raised his eyebrow at the contrast between the seemingly diminutive Hylian and her huge weapon of choice. I hope there’s a reason she’s using that. And skill better be one of ‘em, because sentimentality can only get you so far. With preparations made, companions ready, and rupees accounted for, Victor spurred his horse through the exit of the stable.
As the group rode on, Victor took in the scenery around him. The route was familiar and the air was crisp, reminding him of journeys long completed and roads far behind. The momentum of travel propelled some nostalgia through Victor. That is, until the lounging fighter opened his mouth. Victor let out a mild sigh.
“Actually, they do.”Victor answered, reins held in one hand, the other rubbing his temple. “Here’s the thing: reekfish, native to the Zora’s Domain, are a fantastic source of both fat and…” Victor continued what began as a lecture on the dietary habits of Zora before suddenly sensing confused glances in his direction. He coughed, and a short silence followed. Every time, Victor.
Victor turned to address everyone, rehearsed enthusiasm permeating his voice. “Name’s Victor. Gonna be your field medic on this journey. If you got any questions, don’t hesitate to ask, but please, please. Make sure if you ask me, it’s absolutely necessary. Might have to charge you otherwise.” His joking tone seemed to depart in that last statement. “Oh, and don’t let the doctor’s bag fool you, it’s not the only thing I can do.” He patted the crossbow on his back. “Now that you guys know how I operate, and knowing how you guys operate, I’m sure we’ll get along just fine.”