Post by Grogrock on Oct 4, 2017 23:01:18 GMT
Aslan Belcourt
(Ear piece and body armor not included)
Voice
(Phil Lamarr as Sig)
Appearance
(Ear piece and body armor not included)
Voice
(Phil Lamarr as Sig)
Appearance
General:
Age - 33
Skin Color - Black
Hair Color - Black
Eye Color - Dark Blue
Height - 6'3
Weight - 194 lbs
Head:
Hair Style - Short, straight
Scars - Faint hint of sunburn on nose
Facial Hair - None, clean shaven
Blemishes - None
Eyebrows - Well maintained, clearly defined
Torso and Arms:
Build - Muscular, some fat on hips
Torso Scars - Faint scar stretches across stomach, about 3 inches across, rather old.
Arm Scars - Stretch marks on on biceps.
Hair - Armpits, thin stretch from belly-button to groin, some around chest.
Blemishes - Faint darker birthmark underneath right breast.
Other Features - Rough hands, almost leathery to the touch. Fingernails are short, but seem to be chewed.
Legs and Groin:
Build - Particularly muscular in both thighs and calves.
Leg Scars - Faint scars on knees from minor scraping, albeit frequent
Groin Scars - Wouldn't you like to know?
Hair - Legs, sure, not talking about the rest.
Blemishes - None
Other Features - Small stab scar on bottom of left foot.
Clothing:
Headgear - Worn and dented Combat Helmet (F4's Army Helmet, F3 and NV's Combat Armor Helmet)
Upper Layer - Reinforced Bighorner leather vest that covers rib cage to collar area, good for long distance fire from low velocity rounds, blunt impacts, and making stabbing a bit more difficult
Middle Layer - Old navy blue athletic jacket
Bottom Layer - White tank top
Pants - Black cargo pants, often worn tucked into boots
Leg Armor - None
Footwear -TIMBS B DEADASS Pre-War Combat Boots
Hands - Black leather fingerless riding gloves
Misc Armor - None
Accessories - Grey scarf worn around neck and road goggles for sandstorms
Age - 33
Skin Color - Black
Hair Color - Black
Eye Color - Dark Blue
Height - 6'3
Weight - 194 lbs
Head:
Hair Style - Short, straight
Scars - Faint hint of sunburn on nose
Facial Hair - None, clean shaven
Blemishes - None
Eyebrows - Well maintained, clearly defined
Torso and Arms:
Build - Muscular, some fat on hips
Torso Scars - Faint scar stretches across stomach, about 3 inches across, rather old.
Arm Scars - Stretch marks on on biceps.
Hair - Armpits, thin stretch from belly-button to groin, some around chest.
Blemishes - Faint darker birthmark underneath right breast.
Other Features - Rough hands, almost leathery to the touch. Fingernails are short, but seem to be chewed.
Legs and Groin:
Build - Particularly muscular in both thighs and calves.
Leg Scars - Faint scars on knees from minor scraping, albeit frequent
Groin Scars - Wouldn't you like to know?
Hair - Legs, sure, not talking about the rest.
Blemishes - None
Other Features - Small stab scar on bottom of left foot.
Clothing:
Headgear - Worn and dented Combat Helmet (F4's Army Helmet, F3 and NV's Combat Armor Helmet)
Upper Layer - Reinforced Bighorner leather vest that covers rib cage to collar area, good for long distance fire from low velocity rounds, blunt impacts, and making stabbing a bit more difficult
Middle Layer - Old navy blue athletic jacket
Bottom Layer - White tank top
Pants - Black cargo pants, often worn tucked into boots
Leg Armor - None
Footwear -
Hands - Black leather fingerless riding gloves
Misc Armor - None
Accessories - Grey scarf worn around neck and road goggles for sandstorms
Personality
Mental:
Every decision is calculated, and does not have any erratic behavior, indicating that he does everything for a reason. Often gets lost in the details of a long-term plan instead of looking at the short term, making him good at dealing with strategy but not so much with tactics. However, he is not absent-minded during any kind of encounter and is able to keep his wits about him.
Social:
Belcourt is more than happy to find a large group of individuals to call his companions, but tries to rank his friends in order of importance. Generally friends gain importance not due to any skills or particular characteristics, but more how long they are willing to tolerate him and stand by him. This behavior is an attempt at identifying a select few individuals that can serve as highly reliable partners in dangerous situations, or to identify potential confidants.
Psychological Profile:
Belcourt seems to have particular issue with discussing family matters, and likely wishes to ignore his past identity as a sharecropper rather than confronting it and accepting that he has improved. He strongly believes that what is in the past is never really gone as one's past self is their foundation for the present, thus making him frequently haunted by his decisions and highly critical of himself. However, he lacks any psychological disorders besides his overly judgmental and critical view of himself.
Sexuality:
Belcourt's family situation with his parents made him concerned that if he were to have children, they may be born into a world where he either could not protect them or could not guarantee a good life for them. While he believes that he may one day have children and start a family, he doesn't want to any time soon, as he wants to ensure that they can have access to a good home, security, and education. As a result, Belcourt is rather selective in terms of what women he is willing to date and spend time with out of fear that he may make a mistake.
Vices:
A largely sexually repressed and highly strict lifestyle paints Belcourt as a teetotal-ling celibate, but he does demonstrate that he has a serious vice for gambling and... meat. The meat thing is perhaps just an adoration of food, but the gambling can nearly become an addiction with his favorite games being Blackjack and Caravan. He avoids Roulette and slots, believing that they have too much chance involved.
Every decision is calculated, and does not have any erratic behavior, indicating that he does everything for a reason. Often gets lost in the details of a long-term plan instead of looking at the short term, making him good at dealing with strategy but not so much with tactics. However, he is not absent-minded during any kind of encounter and is able to keep his wits about him.
Social:
Belcourt is more than happy to find a large group of individuals to call his companions, but tries to rank his friends in order of importance. Generally friends gain importance not due to any skills or particular characteristics, but more how long they are willing to tolerate him and stand by him. This behavior is an attempt at identifying a select few individuals that can serve as highly reliable partners in dangerous situations, or to identify potential confidants.
Psychological Profile:
Belcourt seems to have particular issue with discussing family matters, and likely wishes to ignore his past identity as a sharecropper rather than confronting it and accepting that he has improved. He strongly believes that what is in the past is never really gone as one's past self is their foundation for the present, thus making him frequently haunted by his decisions and highly critical of himself. However, he lacks any psychological disorders besides his overly judgmental and critical view of himself.
Sexuality:
Belcourt's family situation with his parents made him concerned that if he were to have children, they may be born into a world where he either could not protect them or could not guarantee a good life for them. While he believes that he may one day have children and start a family, he doesn't want to any time soon, as he wants to ensure that they can have access to a good home, security, and education. As a result, Belcourt is rather selective in terms of what women he is willing to date and spend time with out of fear that he may make a mistake.
Vices:
A largely sexually repressed and highly strict lifestyle paints Belcourt as a teetotal-ling celibate, but he does demonstrate that he has a serious vice for gambling and... meat. The meat thing is perhaps just an adoration of food, but the gambling can nearly become an addiction with his favorite games being Blackjack and Caravan. He avoids Roulette and slots, believing that they have too much chance involved.
Skills
Combat Skills:
Big Guns Expert - As a support gunner and carrier for a mercenary group, Belcourt is very familiar with and has intimate knowledge of what it is like to lug around a large automatic weapon and a fair amount of ammo. While his mind and heart may be into that kind of lifestyle, it's not clear whether or not his back enjoys it.
Skilled Small Guns - While Belcourt certainly prefers the heavier weapons, he had to begin somewhere. If an automatic rifle or LMG can't be found, he's more than happy to grab a shotgun or assault rifle. Just don't give him anything that doesn't fire in at least semi-automatic.
Beginner Energy Weapons - Point, click, look at the shiny light, and be confused as to how these fucking things work. That's his policy with energy weapons. To him, they're overly complex, overengineered, and do just as good a job as a normal rifle. Problem is, something that is rarer, breaks more often, and has more scarce ammo isn't something he wants to have to carry around.
Skilled Traps - A critical component of guarding a caravan is identifying potential minefields or ambush points, and thus guards tend to have a fair bit of knowledge about not only where traps belong, but how to set them up themselves. Tripwires and pressure plates are his specialty, but don't expect any fancy laser sensors or shock traps.
Explosives Expert - At the end of a tripwire is usually a shrapnel bomb or a high explosive shell. Playing around with something that can blow off your hand, your arm, and your face in one fell swoop takes a cool head. It takes an even cooler head to not want to avoid those kinds of things and to use them yourself. Most of Belcourt's experience with explosives is limited to setting demolition charges and mines, but he's willing to toss a grenade or two. He'd rather use some kind of grenade launcher though, and don't try to give him any of those pulse or plasma explosives.
Beginner Throwing - Belcourt's only actual throwing expertise comes from lobbing a few grenades and sticks of dynamite around in his day, save for a few cases where he would throw some rocks at a gecko to get it to go away. Knives, axes, and tomahawks are not in play.
Novice Melee - Self defense with a knife is about the extent of Belcourt's proficiency in the melee category, but it's more than enough to manage in his mind.
Beginner Unarmed - It's not like Belcourt isn't a big guy. He's got the muscle and the power to knock somebody down in a bar fight, but he lacks the finesse and expertise that a true martial artist has. But who needs fists when you have a knife? And who needs knives when you have guns?
Active Skills:
Beginner Doctor - Playing doctor isn't something he's good at, and all he can really do for you is wrap a bandage or t-shirt around your wound and give you a kiss on the forehead.
Novice First Aid - Self preservation is key to survival. Want to remove a bullet? Best way is to bite down hard on a towel and just rip that shit out. Got a burn? Wrap it up. Got a cut? Wrap it. Horrible radiation poisoning? Take some radaway and enjoy the diarrhea. Stop the bleeding after that and let the real doctors handle that shit. Medics exist for a reason, and the only first aid you need is to keep yourself alive for when they show up.
Beginner Medicine - There may be some magical herbs and plants out there, but save wasting time playing in a garden for housewives and botanists. The only medicine he needs is a stimpak, Radaway, and some Med-X. He doesn't know how they work, he just knows that they do, and you have to aim for the vein.
Beginner Lockpick - You're kidding right? Why lug around a bunch of explosives if you can't use them. The only kinds of locks that can stop some C4 or some good old thermite probably have some mean shit behind them anyways.
Novice Security - This is more just an extension of trapping knowledge. Need some barbed wire put up? He was a sharecropper. Need some mines laid? Sapper experience. Need a password set on your terminal or some laser tripwires? Call the resident Brotherhood Scribe.
Beginner Repair - The only thing Belcourt needs working is a gun. Unfortunately for him, he doesn't really use that many different guns, and therefore only knows how to maintain and repair a select few. If it doesn't shoot bullets, uh oh. If duct tape can't fix it, even worse.
Novice Mechanics - He may be a novice, but that's only because he's got a lot of experience in related fields. How does he know how gears work? Tripwires. Springs? Pressure plates. Bolts and receivers? He knows how to strip his gun. Show him an engine or a magnetic lock though, and watch all of that expertise fade away.
Beginner Science - Brahmin shit makes the corn grow better. That's about all he cares to know.
Beginner Sneak - He's a demolitions guy, but not a saboteur. Sneaking is for people who like smaller pistols with suppressors and cardboard boxes. Both of those things are weak. Let somebody else handle that.
Beginner Stealing - Theft is below him. If you want something, buy it. If you don't want to buy it but are going to take it anyways, then you buy the farm. Sure, pickpockets have their uses, but he doesn't need to be one.
Novice Survival - As a caravan guard you need to at least have an idea of how to ration and live off of the land. If you spend enough time on the trail, starting fires, skinning geckos, and digging latrines become everyday chores. That's not to say that chores are enjoyable, though.
Passive Skills:
Beginner Barter - He knows when he's being ripped off, but that's about it. If he needs something he'll buy it so long as there's a fair price involved. That also goes for his employers.
Novice Gambling - Blackjack and Caravan are his games. He's okay at them. He won't play any other games though, because he sucks.
Novice Outdoorsman - See survival.
Beginner Speech - He'll let his voice be heard, or he'll make it be heard. He's not exactly a poet, though.
Beginner Deception - People who deceive get burned. He might tell a little white lie every once in awhile, but he's not screwing anybody over.
Beginner Persuasion - Most people have a person around them who is their go-to for brown-nosing. He's not them. The only time he tries to persuade people is to negotiate for conditions of pay. He's not exactly going around changing hearts and minds, but that's not his job.
Satchel Charges (0) - There are few kinds of explosives that you can make with readily available materials, and most of them are shit. A satchel charge is an exception. If you break down shitty bullets and have some wires and a sensor module lying around, you can make yourself a nice short-fuse proximity mine or a timed explosive charge. There isn't a whole lot of explosive power in this thing, so don't expect to blow up any concrete, but you can still breach your average door and there's enough shrapnel in it to similarly tear up a leg.
Combat Helmet - It might be old and beat to shit, but it will still keep your skull intact when the lead starts flying.
Big Guns Expert - As a support gunner and carrier for a mercenary group, Belcourt is very familiar with and has intimate knowledge of what it is like to lug around a large automatic weapon and a fair amount of ammo. While his mind and heart may be into that kind of lifestyle, it's not clear whether or not his back enjoys it.
Skilled Small Guns - While Belcourt certainly prefers the heavier weapons, he had to begin somewhere. If an automatic rifle or LMG can't be found, he's more than happy to grab a shotgun or assault rifle. Just don't give him anything that doesn't fire in at least semi-automatic.
Beginner Energy Weapons - Point, click, look at the shiny light, and be confused as to how these fucking things work. That's his policy with energy weapons. To him, they're overly complex, overengineered, and do just as good a job as a normal rifle. Problem is, something that is rarer, breaks more often, and has more scarce ammo isn't something he wants to have to carry around.
Skilled Traps - A critical component of guarding a caravan is identifying potential minefields or ambush points, and thus guards tend to have a fair bit of knowledge about not only where traps belong, but how to set them up themselves. Tripwires and pressure plates are his specialty, but don't expect any fancy laser sensors or shock traps.
Explosives Expert - At the end of a tripwire is usually a shrapnel bomb or a high explosive shell. Playing around with something that can blow off your hand, your arm, and your face in one fell swoop takes a cool head. It takes an even cooler head to not want to avoid those kinds of things and to use them yourself. Most of Belcourt's experience with explosives is limited to setting demolition charges and mines, but he's willing to toss a grenade or two. He'd rather use some kind of grenade launcher though, and don't try to give him any of those pulse or plasma explosives.
Beginner Throwing - Belcourt's only actual throwing expertise comes from lobbing a few grenades and sticks of dynamite around in his day, save for a few cases where he would throw some rocks at a gecko to get it to go away. Knives, axes, and tomahawks are not in play.
Novice Melee - Self defense with a knife is about the extent of Belcourt's proficiency in the melee category, but it's more than enough to manage in his mind.
Beginner Unarmed - It's not like Belcourt isn't a big guy. He's got the muscle and the power to knock somebody down in a bar fight, but he lacks the finesse and expertise that a true martial artist has. But who needs fists when you have a knife? And who needs knives when you have guns?
Active Skills:
Beginner Doctor - Playing doctor isn't something he's good at, and all he can really do for you is wrap a bandage or t-shirt around your wound and give you a kiss on the forehead.
Novice First Aid - Self preservation is key to survival. Want to remove a bullet? Best way is to bite down hard on a towel and just rip that shit out. Got a burn? Wrap it up. Got a cut? Wrap it. Horrible radiation poisoning? Take some radaway and enjoy the diarrhea. Stop the bleeding after that and let the real doctors handle that shit. Medics exist for a reason, and the only first aid you need is to keep yourself alive for when they show up.
Beginner Medicine - There may be some magical herbs and plants out there, but save wasting time playing in a garden for housewives and botanists. The only medicine he needs is a stimpak, Radaway, and some Med-X. He doesn't know how they work, he just knows that they do, and you have to aim for the vein.
Beginner Lockpick - You're kidding right? Why lug around a bunch of explosives if you can't use them. The only kinds of locks that can stop some C4 or some good old thermite probably have some mean shit behind them anyways.
Novice Security - This is more just an extension of trapping knowledge. Need some barbed wire put up? He was a sharecropper. Need some mines laid? Sapper experience. Need a password set on your terminal or some laser tripwires? Call the resident Brotherhood Scribe.
Beginner Repair - The only thing Belcourt needs working is a gun. Unfortunately for him, he doesn't really use that many different guns, and therefore only knows how to maintain and repair a select few. If it doesn't shoot bullets, uh oh. If duct tape can't fix it, even worse.
Novice Mechanics - He may be a novice, but that's only because he's got a lot of experience in related fields. How does he know how gears work? Tripwires. Springs? Pressure plates. Bolts and receivers? He knows how to strip his gun. Show him an engine or a magnetic lock though, and watch all of that expertise fade away.
Beginner Science - Brahmin shit makes the corn grow better. That's about all he cares to know.
Beginner Sneak - He's a demolitions guy, but not a saboteur. Sneaking is for people who like smaller pistols with suppressors and cardboard boxes. Both of those things are weak. Let somebody else handle that.
Beginner Stealing - Theft is below him. If you want something, buy it. If you don't want to buy it but are going to take it anyways, then you buy the farm. Sure, pickpockets have their uses, but he doesn't need to be one.
Novice Survival - As a caravan guard you need to at least have an idea of how to ration and live off of the land. If you spend enough time on the trail, starting fires, skinning geckos, and digging latrines become everyday chores. That's not to say that chores are enjoyable, though.
Passive Skills:
Beginner Barter - He knows when he's being ripped off, but that's about it. If he needs something he'll buy it so long as there's a fair price involved. That also goes for his employers.
Novice Gambling - Blackjack and Caravan are his games. He's okay at them. He won't play any other games though, because he sucks.
Novice Outdoorsman - See survival.
Beginner Speech - He'll let his voice be heard, or he'll make it be heard. He's not exactly a poet, though.
Beginner Deception - People who deceive get burned. He might tell a little white lie every once in awhile, but he's not screwing anybody over.
Beginner Persuasion - Most people have a person around them who is their go-to for brown-nosing. He's not them. The only time he tries to persuade people is to negotiate for conditions of pay. He's not exactly going around changing hearts and minds, but that's not his job.
Gear
Automatic Rifle - 1918 was a good year for Browning, but apparently not good enough for the Colt company. In 1931, Colt decided to introduce it's own improvements on the BAR for a rifle intended for use by law enforcement. The Colt Monitor that resulted was a BAR with a shortened barrel, a bipod, a muzzle break, a modified forward grip, and a pistol grip for better handling. Somewhere between 1931 and 2077, somebody else decided to update it with a custom synthetic stock and a barrel that was even longer than the one on the original M1918. The rounds are powerful and the first shot usually aims true, but keeping this thing on target with automatic fire is no easy task.
Satchel Charges (0) - There are few kinds of explosives that you can make with readily available materials, and most of them are shit. A satchel charge is an exception. If you break down shitty bullets and have some wires and a sensor module lying around, you can make yourself a nice short-fuse proximity mine or a timed explosive charge. There isn't a whole lot of explosive power in this thing, so don't expect to blow up any concrete, but you can still breach your average door and there's enough shrapnel in it to similarly tear up a leg.
Combat Helmet - It might be old and beat to shit, but it will still keep your skull intact when the lead starts flying.
Faction Relationships
Very Negative - Negative - Tense - Neutral - Warm - Positive - Very Positive
Very Negative - Negative - Tense - Neutral - Warm - Positive - Very Positive
New California Republic - Most of them are good intentioned folk, save for a few fat cats like the barons and ranchers. I'd rather pay a tax to live in a polite and secure society than sit around constantly grabbing my ankles and waiting for some raider to fuck me in the ass.
Caesar's Legion - Speaking of getting fucked in the ass, these guys have it comin' to them. Sharecroppin' might be pseudo-slavery, but at least NCR isn't dependent on actual fuckin' slaves to fill their coffers and have a military. Crazy bastards are just a well organized raider gang. At least their officers dress fancy.
Brotherhood of Steel - Got their asses handed to them by the NCR when they fled to Vegas. I'm a fan of their equipment, but I'm not a fan of their unwillingness to share. Not to mention they're probably inbred as fuck.
Enclave - Big spooky wasteland boogeyman I hear. Ranchers tell tales to their kids about men in armor going around machine-gunning entire families who are a bit radded up. They're long gone now, but legends still float saying they'll come back. I hope they don't.
New New Delta - I'm callin' this place New New Delta because I hear the last one got blown sky high. Don't know why, but I hope the dumbasses who did it are long gone now so they don't give us another round. The place isn't half bad once you get past constantly having sand under your toenails. I'm just here to find opportunity though, like everybody else.
Jager-Meisters - I was never a big fan of the name, but boss said that it basically meant Hunters. That's what we did for years, the core twelve of us with a few new faces every once in awhile. The company is basically gone now, with that one girl out in the East, her brother probably dead in some ditch in New Reno, Hightower working on some damned computer in San-Fran, and everybody else gone with the wind. Sometimes I wonder if splitting off from the main group with Hightower at that checkpoint was a good idea. I want some closure as to what happened to the rest of the team, but I doubt I'll ever get it. I think I know what happened anyways.
Caesar's Legion - Speaking of getting fucked in the ass, these guys have it comin' to them. Sharecroppin' might be pseudo-slavery, but at least NCR isn't dependent on actual fuckin' slaves to fill their coffers and have a military. Crazy bastards are just a well organized raider gang. At least their officers dress fancy.
Brotherhood of Steel - Got their asses handed to them by the NCR when they fled to Vegas. I'm a fan of their equipment, but I'm not a fan of their unwillingness to share. Not to mention they're probably inbred as fuck.
Enclave - Big spooky wasteland boogeyman I hear. Ranchers tell tales to their kids about men in armor going around machine-gunning entire families who are a bit radded up. They're long gone now, but legends still float saying they'll come back. I hope they don't.
New New Delta - I'm callin' this place New New Delta because I hear the last one got blown sky high. Don't know why, but I hope the dumbasses who did it are long gone now so they don't give us another round. The place isn't half bad once you get past constantly having sand under your toenails. I'm just here to find opportunity though, like everybody else.
Jager-Meisters - I was never a big fan of the name, but boss said that it basically meant Hunters. That's what we did for years, the core twelve of us with a few new faces every once in awhile. The company is basically gone now, with that one girl out in the East, her brother probably dead in some ditch in New Reno, Hightower working on some damned computer in San-Fran, and everybody else gone with the wind. Sometimes I wonder if splitting off from the main group with Hightower at that checkpoint was a good idea. I want some closure as to what happened to the rest of the team, but I doubt I'll ever get it. I think I know what happened anyways.