Sep 26th, 2024, 07:54 AM
Great Wyrm
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Last Visit: Oct 4th, 2024
RPXP: 3088
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Daryl - WIP
Origin Super Mutant Unity Appearance Standing an imposing 7'1, Daryl's most standout features, like other Super Mutants are his green skin, his unnaturally large muscles, and the scars and warts on his face. These weren't so much earned as created after being exposed to the FEV. the virus may have "corrected" his DNA, but it also forever changed how he looks, acts, and thinks. His chest plate covers his chest but there is still skin exposed on the sides. It clearly has been crafted for a Super Mutant., but it has sustained damage from his travels in the Wastes. Personality Blunt, cold, simple and straightforward. Like other Super Mutants (at least those who were once soldiers in The Master's Army), Daryl often expresses himself by charging headfirst into combat. Due to his exposure to the FEV, his mind has clouded and thoughts just sort of swim around in his brain. This will undoubtedly cause some to consider him "simple" and perhaps that's true, but this was not a life he chose. Really, deep down, he is seeking a direction, some sort of sign or figure to guide him. That may come in the form of a new leader, who will reform the various groups of Super Mutants into an actual army once more. But until then, he is lost, just sort of wandering from place to place, seeking a community that will accept him or tolerate him long enough to allow him to gather supplies before he moves on to a new place and a new group. The FEV may have "corrected" many parts of his DNA, but there are subtle signs of that man that was once there. At times a name or a place that he recognizes will bring out a softer side of the Super Mutant. But these "flashes" of his old life are fleeting and as quickly as they appear, they fade and he returns to
Daryl considers any group willing to accept him as part of his Warband and judges others around him by their prowess in combat Those who perform well in fights and under pressure (and have no problem killing other things) are considered worthy of evolving and those who do not are left be3hind or, more often, killed. Background Not much is known about the pre-exposure life of Daryl, because most of the memories are gone now replaced with a cloudiness or mental fog that primates his brain, most of the time anyway. The FEV changed him, all the way down to a molecular level. But, at least initially, The Master had a plan for them all. Spread out and conquer, grow the army of Super Mutants, and evolve those deemed worthy enough. But, that link was severed when The Master died. The news was met with an extreme sense of devastation and bewilderment. At least among the super mutants who were with Daryl when he learned of the news felt the same thing he did.
As though a chord had been snapped.
What now?
With no mission or clear direction, in mind, he wandered from place to place. Never really settling or finding a home. Sometimes, he stayed for a few weeks, sometimes a month or more, but the direction was always North, away from Mariposa. Anywhere but there would do. His primary goal is to find others willing to tolerate him for long enough to let him stay with them and maybe form a new Warband. While he does want to reconnect with other Super Mutants like him, he is just hoping to survive for as long as he can until a new mission is revealed and he has a concrete direction once more. Special Strength [10] Perception [6] Endurance [8] Charisma [4] Intelligence [6] Agility [6] Luck [4] Athletics [3] Energy Weapons [-] Big Guns [1] Barter [-] Medicine [1] Small Guns [2] Luck Points [-] Melee [3] Explosives [3] Survival [2] Speech [1] Repair [-] Sneak [-] -
Throwing [3] Lockpick [-] -
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Science -
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Unarmed [2] Pilot [-] -
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*Color tag skills red
Perks Perk Rank Description Pain Train 1 You may Charge as a Major Action (Power Armor/ Super Mutant only) Strength + Athletics, damage is equal to Unarmed Attack, medium range, knocks target prone
Traits Trait Description Super Mutant Unity Origin Your Strength and Endurance are increased by +1 Each, to a maximum of 12, but your maximum intelligence can go no higher than 8. You may not have more than 4 ranks in any skill, and will always face increased difficulty or complication range of Charisma tests.
Last edited by Howling Winds of; Oct 1st, 2024 at 01:22 AM .