Egzitwoond257
Master Pretender
Name:
Age:
Human or Mutant?
If mutant, describe mutations (anthropomorphic animals/plants are best)
Rearing:
Pursuit:
Bio:
Appearance:
Outfit:
Equipment:
Vehicle: (can be modified, be reasonable. It is a Wasteland)
Rearing- How/where one was raised.
Pursuit- The experience of their adult life.
Rearings
Bartertowner- "city folk" raised in a bartertown. Sheltered by the towns walls and comforted by it's more common luxuries, some wastelanders see them as soft or too smart for their own good. Some of the few kinds of wastelander with semi-formal education.
Feral- raised by the Wastes. The rabid orphans of a war long since done. No education whatsoever, by no means can they read or use technology. They also typically suffer socially.
Nomad- Always on the move in their armored caravans. They are hard and unkind folk, typically distrustful of outsiders and more willing than most to kill and steal to survive.
'Steader- from a "stead" outside a bartertown, these people are the common clay of the wasteland. They work fields, man outposts, and work simple factories. Living not too far from civilization, they can afford some comfort from the protection from nearby bartertowns.
Tribal- These highly superstitious sporters of loin cloth reject all technology in favor of a naturalistic experience. They make fantastic beastmasters for their oneness with the Earth.
Remnant- One who was raised in the Vaults. The underground bunkers, untouched by war. They are seen as the tourists of the Wasteland, if they aren't decked in pre-war gear with a genocidal smile.
Pursuits
Airman- A pilot of a handmade glider or gyroscope. Usually couriers and air-pirates
Beastmaster- An animal trainer. Usually beastmasters pick interesting mutants for their mounts.
Bounty Hunter- Where sentinels fail, bounty hunters go outside the walls of bartertowns to hunt down the dangerous. Dead or alive. Usually dead.
Brave- Tribal warriors.
Greaser- Wasteland mechanic. Usually a glorified jury rigger, sometimes a mechanical genius.
Hauler- Armored Trucker. Most valuable and sought after on the Atomic Highway.
Healers- pretty self explanitory.
Lore Keeper- A wasteland bard. The cartographers of the past, seers of the future.
Outrider- Scouts on motorbikes. They brave ahead for Hauler Convoys and other expeditions. They rely on speed and wits.
Pit Fighter- Gladiators fighting in the bloodsports that have become all too popular since the bombs fell.
Raiders- one who raids. Players play reformed raiders, or at least hardasses with a heart of gold.
Road Warriors- The knights in rusted armor. Their battlecar is that armor, modified cars, supped up with guns, barbed wire, and steel plating. They escort Haulers and deliver VIPs (ala taxi driver with a mean streak).
Scavs- Scavengers and "prospectors" digging around in the rubble for "the good stuff."
Sentinels- Part milita, part cop. They keep the peace in the Bartertowns.
Shaman- Witch doctors and magic men. The spiritual hearts of the tribe.
Skulk- Thieves, snipers, and revolutionaries, sneaky shits skulking about in shadows.
Wanderers- Regects, exiles, freaks. The ones without purpose, who don't fit in, or just don't agree with any of it.
Age:
Human or Mutant?
If mutant, describe mutations (anthropomorphic animals/plants are best)
Rearing:
Pursuit:
Bio:
Appearance:
Outfit:
Equipment:
Vehicle: (can be modified, be reasonable. It is a Wasteland)
Rearing- How/where one was raised.
Pursuit- The experience of their adult life.
Rearings
Bartertowner- "city folk" raised in a bartertown. Sheltered by the towns walls and comforted by it's more common luxuries, some wastelanders see them as soft or too smart for their own good. Some of the few kinds of wastelander with semi-formal education.
Feral- raised by the Wastes. The rabid orphans of a war long since done. No education whatsoever, by no means can they read or use technology. They also typically suffer socially.
Nomad- Always on the move in their armored caravans. They are hard and unkind folk, typically distrustful of outsiders and more willing than most to kill and steal to survive.
'Steader- from a "stead" outside a bartertown, these people are the common clay of the wasteland. They work fields, man outposts, and work simple factories. Living not too far from civilization, they can afford some comfort from the protection from nearby bartertowns.
Tribal- These highly superstitious sporters of loin cloth reject all technology in favor of a naturalistic experience. They make fantastic beastmasters for their oneness with the Earth.
Remnant- One who was raised in the Vaults. The underground bunkers, untouched by war. They are seen as the tourists of the Wasteland, if they aren't decked in pre-war gear with a genocidal smile.
Pursuits
Airman- A pilot of a handmade glider or gyroscope. Usually couriers and air-pirates
Beastmaster- An animal trainer. Usually beastmasters pick interesting mutants for their mounts.
Bounty Hunter- Where sentinels fail, bounty hunters go outside the walls of bartertowns to hunt down the dangerous. Dead or alive. Usually dead.
Brave- Tribal warriors.
Greaser- Wasteland mechanic. Usually a glorified jury rigger, sometimes a mechanical genius.
Hauler- Armored Trucker. Most valuable and sought after on the Atomic Highway.
Healers- pretty self explanitory.
Lore Keeper- A wasteland bard. The cartographers of the past, seers of the future.
Outrider- Scouts on motorbikes. They brave ahead for Hauler Convoys and other expeditions. They rely on speed and wits.
Pit Fighter- Gladiators fighting in the bloodsports that have become all too popular since the bombs fell.
Raiders- one who raids. Players play reformed raiders, or at least hardasses with a heart of gold.
Road Warriors- The knights in rusted armor. Their battlecar is that armor, modified cars, supped up with guns, barbed wire, and steel plating. They escort Haulers and deliver VIPs (ala taxi driver with a mean streak).
Scavs- Scavengers and "prospectors" digging around in the rubble for "the good stuff."
Sentinels- Part milita, part cop. They keep the peace in the Bartertowns.
Shaman- Witch doctors and magic men. The spiritual hearts of the tribe.
Skulk- Thieves, snipers, and revolutionaries, sneaky shits skulking about in shadows.
Wanderers- Regects, exiles, freaks. The ones without purpose, who don't fit in, or just don't agree with any of it.
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