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Courier Six [Changing Character]
#1
Shay Cormac/Delsin Rowe Wrote:Been thinking about this for a while, as a result of me not being able to get into Delsin as much as I thought I would. I figured the Courier here would be much, much easier for me to handle, and I've been playing a metric ton of Fallout: New Vegas lately, so... Not only that, but I think this is a good way of apologizing to Mami for my post rates :mygod: Anyways, I'd like to swap out Delsin for this character right here!
Another thing to note, is that I'd like to start this character all the way back to the default starting OM, 5,000!

Character Name:

Courier Six


Character Source:

Fallout: New Vegas

Character History:

Back almost 210 whole years ago, the job as a courier was a lot more simple than walking through canyons filled with poisonous, flying Cazadores, and a lot more simple than having your route intersected by a rich guy in a suit, before getting a bullet in your head just for the package you're trying to deliver. Now, however, in the Mojave wastelands, couriers like Six, whom even forgot her own name as a result of a bullet stuck in her skull, must realize that things have changed since the Great War, where the bombs fell across the entire world.

Unfortunately for all those around the Courier Six however, war never changes, and that was ever so obvious when the day came that the entire world was carpet bombed by nuclear weapons, and the soil was burned with invisible flames of radiation, but that was years ago. In a delivery to Mr. House himself, tyrant of New Vegas, the Courier was meant to give to him a highly technical poker chip, designed to power entire armies of Securitron robots, among others, although the Courier didn't know that. At least, not until she went after Benny, the very man who shot her.

After much trial and turmoil, travelling through the Mojave, ending an endless stalemate between the conquesting Caesar's Legion, and the rangers of the New California Republic, all before turning against each and every single army in the wasteland, Six took the throne of New Vegas from the not-so immortal Mr. House, defending all those that had helped the Courier in her quest of liberating the wastelands.

Things were never that easy, though.

As others began taking control of the territories outside of the New Vegas areas, Six then realized that liberating Vegas was only a step in what she had to do, and ask anybody who knew her, they'd know that she'd get it done.

It was after she opened the gates of her Vegas, and walked the dusty Mojave wastes again, that she was pulled into the Omniverse, after supposedly being knocked off a cliff as a result of a shotgun blast directly towards her chest by a group of Legion retributionists.

To be a courier, is to deliver a message. To be a courier like the Courier Six herself, is to be the messenger, and the message. What her message was, it was only a matter of time the Omniverse would find out.

Physical Description:

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[spoiler][Image: 4583107-falloutnewvegaslonesomeroad-1.jpg][/spoiler]

Not being able to see her face most of the time with the various amounts of bulky armors at her disposal, it's generally difficult to determine who or what exactly would be under those helmets and masks at a distance, the only real way of telling her gender being her distinctively feminine walk.

Being a scavenger herself, it's common for the Courier to don a wide variety of wares, mostly taken from those who have died in the Mojave wastes, including the metallic Power Armors of the Brotherhood of Steel, the masks and coats of the New California Republic veteran Rangers, or even the Legionnaire's Roman outfitting, whatever suits her best, the Courier will wear at will, with the help of her Pip-boy always attached on her left forearm.

Though not many see her face a direct result of her obvious liking to masks and helmets, what is known is that she seems to be a Caucasian female with dirty blonde hair, usually tied back, and gray-blue eyes. Although mysterious at first, Six isn't afraid of speaking out, her voice deep with a clear sense of authority behind it, being able to talk out even the most violent warriors in the Wastes.

Statistics

ATK: 2
With all the firepower in Six's arsenal, it would be absolutely baffling to say she wasn't able to hit hard. If it's not a knife stabbing almost straight through your abdomen, a pressure-plate activated shotgun gauntlet to the face, or the old fashioned magnum bullet coming straight for your head, you know when the Courier is behind it, that means it's going to hurt.

DEF: 3
Durable as all hell, nobody else but the Courier herself would be able to take two bullets to the head and still have enough drive in them to outplay almost everybody in the Wastelands.

SPD: 1
Though moderately speedy in comparison to her companions (and enemies,) the Courier doesn't spend a lot of time moving, rather aiming down her sights and shooting at whatever stands in her way.

TEC: 4
A cowboy/cowgirl is never given those titles when they don no skill behind their belts. This is especially true with the Courier, being able to take over the entirety of New Vegas almost single-handedly, and becoming the dreaded Messiah of the Mojave wastelands after a really bad day at work.

Starting Proficiencies

Physical Strength1000 OM
A unique proficiency, this allows characters to become proficient hand-to-hand combatants without purchasing any additional moves. It also allows for picking up heavy objects with your bare hands, strength dependent (as with your hand-to-hand strength) on your ATK stat. Once purchased, you may also purchase melee weapons as moves, or other advanced melee moves such as charged strikes.

Ranged Proficiency1000 OM
Allows you to purchase moves which can attack from range. For example guns, bows and long-range beam attacks.

Starting Powers

Stealth1200 OM
Renders you invisible to the naked eye, though extra-sensory skills (Enhanced Senses) will be able to pick you up. Attacking will temporarily weaken the invisibility, allowing you to be glimpsed, and taking damage will break the invisibility outright. You can only re-stealth if you are currently out of sight of your enemies.

Starting Moves

Lucky - 300 OM (requires Ranged Proficiency)
A unique variant of a .387 magnum revolver, Lucky was found by the Courier in a floor safe locked inside of the Steve Bison Hotel located in the Mojave's Primm. Other than it's fancy gold etchings on the black metal of the revolver, and an ivory handle with the clubs symbol inlaid on it, this revolver has a bit faster firing rate than a normal revolver, and as it's name implies, it's a very lucky charm to be holding around. As with any revolver, it fires off six quick shots before it's able to reload, and although it's stronger than any other projectile based weapon with more than six shots loaded off due to Omniphysics, the Courier must aim well if she wants to shoot off potentially high-damaging bullets, mainly taking advantage of an enemies' weak points. This revolver has an effective range of about 40 meters.

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Blood-Nap - 300 OM (requires Physical Strength)
Found in the Divide at the Courier's Mile, this unique variant of a normal Bowie Knife sports a red wooden handle and a 12 inch blade. Though the Courier doesn't much use melee weapons as preference, she knows that this knife is mainly meant for sneaking around and getting a good backstab on someone, or something out in the Wastes. Though this is her main choice for keeping quiet, this knife can still be very useful as a simple one-on-one option if the Courier wants a challenge. As with any other simple knife in the Omniverse, the Blood-Nap is fast, brutal, short ranged, and considerably weak if not used correctly. To use this effectively, Six must either overwhelm the enemy with low-damaging attacks that stack up, or this can be effectively used as a successful sneak attack. The Courier must be about 3 feet away from the target at most for the attack to connect.

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Ratslayer - 300 OM (requires Ranged Proficiency)
The first gun given to the Courier after her "kick in the head" at Goodsprings from Sunny Smiles, the Varmint Rifle and it's unique variant, the "Ratslayer," never fails to be deadly and efficient, especially with the help of a few modifications to the simple bolt-action rifle, including a high-powered scope, an extended magazine, and a silencer. Though the original Varmint Rifle sported a plain wooden stock, the Ratslayer has a synthetic black one, complete with a tally count next to the small painting of a Molerat's skull at the end of the stock itself, marking the Courier's rodent kills. With the extended magazine, this rifle holds a whopping 8 shots, although the only time this weapon would do an effective amount of potential damage, is when the Courier scopes in at a target from long range. Worse considering the 8 shots greatly dampens the blows as a direct result of the Omniphysics. The Ratslayer has an effective range of 90 meters.

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Sturdy Caravan Shotgun - 300 OM (requires Ranged Proficency)
Also called a simple "scattergun" by most, this over-and-under barreled shotgun is the weapon of choice for many wastelanders out in the Mojave, especially the Crimson Caravan traders. Despite it's rough appearance, the weapon itself is extremely durable, hence it's name. Though, in the Omniverse, the Courier doesn't have to worry about her weapons breaking and jamming on her this time, giving her less a worry when she blasts away at anybody who crosses her. Though the shotgun has only two shots, they do a potentially devastating amount of damage up close, although it's near useless at any other range. Being a shotgun, of this type especially, this scattergun has an effective range of about 7 meters at most.

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Sleepytyme - 300 OM (requires Ranged Proficiency)
Perhaps the only automatic weapon being able to be concealed effectively by a wastelander in the Mojave, the "Sleepytyme" 10mm SMG is deathly quiet as a result of the large silencer at the end of the gun itself. Although small, it definitely packs a punch, even with the silencer weakening the shots slightly. The SMG's magazine can hold a maximum of 40 10mm shots that fire at about 10 shots per second, allowing the Courier to constantly pepper and rip apart at her enemies by emptying the SMG's magazine as quickly as she can. Although it's effective in that sense, that of course means a single bullet from this weapon will pretty much amount to no damage at all, forcing the Courier to make all of her shots count. Due to it's SMG nature, the Sleepytyme has an effective range of about 20 meters.

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Miscellaneous/Roleplay Fodder

Stealth Boy - (requires Stealth)
An old pre-Great War device that allowed one to be near invisible to the naked eye. Worn the same way as a Pip-Boy, this strange futuristic gauntlet was run on a temporary battery, but in the case of the Omniverse, the battery doesn't seem to work the Stealth Field, ultimately depending on if you attack in a clear answer of aggression towards one's enemy, in which the Stealth Field will almost immediately deteriorate. To be noted, you are also completely invisible when using this, unlike it's counterpart in the wastelands.

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I confirm that I have read and agreed to the Rules of Conduct!

- Ulysses, to the Courier.


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