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Aug 24, 2012 23:58

→ PLAYER INFORMATION;
Name: fm
Personal Journal: n/a
Contact: fuckthatnoise (plurk), ontheletter (aim)
Timezone: CDT

Current Characters: n/a

→ CHARACTER INFORMATION;
Character Name: The Lone Wanderer (Charity 'C.K.' Kolis)
Character Journal: notasdumbas
Canon: Fallout 3
Canon Point: post-game, post 4 of 5 DLCs
Canon Building: I definitely would like to bring a building, but wasn't sure what size of one was allowed? My first choice would be Vault 101, a large fallout shelter, basically. It has long hallways that branch off into rooms, bathrooms, classrooms, a clinic - pretty much anything a settlement of people would need to survive for many years after a nuclear war. It has two main levels that are broken down into a little more detail here

For the first nineteen years or so of his life, the Vault was his home! Although he never quite felt like he fit in the community well, even after leaving and traveling all over the wasteland, Charity continued to think of 101 as his 'home', and anywhere else he stayed was just a 'house'. Even after being permanently banished from Vault 101 by its Overseer, CK's never really stopped hoping he'll be allowed back in to the community one day, if only to help them survive out in the capitol. Naturally, if it's allowed to come to Mandalus, I would assume it'd be empty! regardless of the ending of the Vault's side quest, 'Trouble on the Homefront'.

History:

Main Quest walkthrough

[IMPORTED HISTORY HERE]

After collapsing in the Memorial, Charity dreamed. Specifically he dreamed of a beautiful being - a Goddess - who asked him if he would help a city full of people in need. Naturally, the answer was yes, and the next thing the kid knew he was standing around in the middle of a street in a city he'd never heard of, let alone seen before. On top of that, he forgot all about the Goddess and the dream, and just what had happened at the end of his battle at the Purifier. Go figure.

After attempting to find (and buy) his way back to the Jefferson Memorial unsuccessfully, Charity accepted that he was stuck somewhere new and strange, and surrounded by crazy people. So he did what wastelanders do best - he found a reasonably defensible shelter, got some food, and started getting to know the area (called 'Icarus') better, including meeting some of the 'locals'.

Not too long after Charity was reasonably settled (though no less eager to find a way home), a man named Mr. Fox requested help fixing his communicator. Tech, you may realize, is Charity's thing. He found Mr. Fox and easily repaired the man's device...and immediately got pulled into the man's scheme to break into a government facility in an attempt to find information on...well, anything. Everything. What they could find.

The break in started smooth, but went bad when Charity - too used to hacking terminals in the wastes - forgot about fingerprint scanners, and inadvertently brought security down on their heads. Both he and Mr. Fox were captured, tossed into prison, and questioned. When they were released, Charity was no less curious to try and find the information they had been after, but had other things to see to first. Like earning money so he could eat.

While he was looking for some kind of paying work, weird things began happening in the city: citizens vanishing for weeks at a time and then reappearing, and, the latest, plants and vegetation appearing and growing out of control. One of these plants, when Charity tried to cut his way past it, gassed him with something and knocked him out. When he woke up, he was back in the Capitol Wastes.

[/IMPORTED HISTORY]

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Exhausted, Charity settled on the ferry's passenger cot and fell asleep. When he woke up next, he was 'dreaming' again - this time while standing at the station of a city called 'Mandalus'.

Personality:
Charity is, overall, a good kid. While growing up in the vault his father raised him to be polite to and considerate of others, which he continues to do even on the outside. Even when dealing with jerks like Moriarty, Charity tries to stay courteous and almost never swears. Naturally, he doesn't bother trying to be thoughtful of people like the slavers or raiders who mostly try to kill him on sight, but all other adults he does his best to not be rude with. He's more lax with people near his age or younger, but even with them Charity still resists swearing and being crude.

Intelligent, but not witty, CK is not the most perceptive of people. He's somewhat of an easy mark for anyone who has a way with words and takes even rudimentary efforts to cover up their scam. This isn't to say that the kid is entirely clueless - he's not going to buy a piece of crap weapon no matter how much you tell him what it's 'really' worth and what a great deal this is - but when it comes to pure wordplay, Charity is overpowered on a regular basis.

On the subject of wordplay, CK was a bit of a loner when he was a child and never became the master of socializing with others the way his father did. He has no problem just talking to people but if you need someone who can be charismatic and convincing, you definitely need to look elsewhere. It probably doesn't help that he's a bit of a spazz, either. 'Holy crap!' and 'Oh my god, you guys are all crazy!' were two of his most uttered phrases during his various adventures after he left the vault.

Despite being just a bit socially incapable, Charity does have two things going for him when it comes to interacting with others out in the wastes (or anywhere): he's kind, and he's brave. Hey Bryan! Your small town was attacked by giant fire breathing ants? No problem - he'll kill them all, find the source, put a stop to it, and then find you a new home in one of the safest settlements in the Capitol on top of it. Charity doesn't say 'no' often when people make requests of him, and it's not because he's weak-willed and doesn't know how - it's because he cares. It bothers him to see people afraid, or in danger, and if he knows he can do something about it, it makes no sense to him not to. Needless to say, this isn't always a good thing. Rushing headlong into danger has gotten CK into some pretty tight situations before but, while he may complain about it some, he's never truly regretted it yet.

Thanks to his father, and certain people he's met out in the wasteland (Moira Brown and her Wasteland Survival Guide, for example), Charity, for the most part, believes in the good in people and does his best to see it in whomever he meets. However, aside from the usual raiders/slavers, there is one group of people this does not apply to in the least: the Enclave. They are, to put it simply, CK's 'berserk button' due to not only causing his father's death but for their attempted genocide of all wastelanders. He will go out of his way to not only stop Enclave soldiers or personnel, but to thoroughly and completely put them down. His policy when dealing with them is 'kill them first, find out what they were up to after'. Previously, there was no reasoning with him about it, period, but after the events of Broken Steel, Charity has been rather tight lipped about his feelings on the Enclave.

POST-DLC UPDATE:

Charity is still a good kid, and still is more than willing to risk life and limb to help others, but his positive outlook on 90% of the population has dimmed somewhat. Naively holding the Outcasts to the same high standards that the regular Brotherhood members meet in his eyes, Charity was hurt by their betrayal after completing the simulation. He still wants to believe in the good in others (like Nadine!) but can't seem to shake the suspicion that maybe the world is filled with more people Tobar than it is people like his new friend.

Though he still holds hatred in his heart for the Enclave, CK has begun to feel uncomfortable with the realization of the number of lives his actions resulted in the loss of at Adams AFB. The Enclave had planned to slaughter wastelanders indiscriminately and, in his chem induced haze, so had he. And the Brotherhood not only celebrated it, but encouraged his help on further field missions. All of it felt uncomfortable and a little sick in his stomach, though he'd never admit this to Elder Lyons or any of the BoS members he interacted with.

Furthermore, though Charity hasn't yet had enough time to fully realize this himself, the piece of his brain that Tobar removed was a part of his frontal lobe and damage to this area may result in increased irritability, not recognizing consequences properly, monitoring ones own actions, and more. Though the piece of brain removed - and, therefore, the damage done - was less in Charity's case than in some of the other tribals, the change in his actions and decisions will gradually come to be evident, even to himself.

Imported Character History:

After collapsing in the Memorial, Charity dreamed. Specifically he dreamed of a beautiful being - a Goddess - who asked him if he would help a city full of people in need. Naturally, the answer was yes, and the next thing the kid knew he was standing around in the middle of a street in a city he'd never heard of, let alone seen before. On top of that, he forgot all about the Goddess and the dream, and just what had happened at the end of his battle at the Purifier. Go figure.

After attempting to find (and buy) his way back to the Jefferson Memorial unsuccessfully, Charity accepted that he was stuck somewhere new and strange, and surrounded by crazy people. So he did what wastelanders do best - he found a reasonably defensible shelter, got some food, and started getting to know the area (called 'Icarus') better, including meeting some of the 'locals'.

Not too long after Charity was reasonably settled (though no less eager to find a way home), a man named Mr. Fox requested help fixing his communicator. Tech, you may realize, is Charity's thing. He found Mr. Fox and easily repaired the man's device...and immediately got pulled into the man's scheme to break into a government facility in an attempt to find information on...well, anything. Everything. What they could find.

The break in started smooth, but went bad when Charity - too used to hacking terminals in the wastes - forgot about fingerprint scanners, and inadvertently brought security down on their heads. Both he and Mr. Fox were captured, tossed into prison, and questioned. When they were released, Charity was no less curious to try and find the information they had been after, but had other things to see to first. Like earning money so he could eat.

While he was looking for some kind of paying work, weird things began happening in the city: citizens vanishing for weeks at a time and then reappearing, and, the latest, plants and vegetation appearing and growing out of control. One of these plants, when Charity tried to cut his way past it, gassed him with something and knocked him out. When he woke up, he was back in the Capitol Wastes.

Powers/Abilities:

Charity is human and, while he does possess some attributes that are likely above what a run of the mill 19 year old could do, none of his abilities are exceedingly paranormal or superhuman. Nothing DOMAIN OF THE GODS in other words.

MENTAL:

Charity's greatest mental strength is his intelligence. Growing up he was very well educated by the vault's teacher Mr. Brotch, by his father James, the vault's doctor, and, later, by Stanley, his 'boss' and fellow Pip-Boy Programmer. Because of this, even before he was forced to leave the vault, Charity was fairly well skilled in making repairs to machines, accessing terminals, and applying advanced first aid.

Upon leaving the vault, Charity's intelligence was put to use in finding ways to survive in the Capitol Wastes and helped him learn new skills - while still, of course, advancing old ones. Some of the most notable things he's learned include how to sneak up to and/or past enemies without being detected (usually..), how to safely construct and make use of explosive weapons, and how to use parts from worn out guns and equipment to keep his own things running.

Otherwise, what Charity doesn't already know he learns quickly. He's a fast study and makes it a point to apply himself and become good at something once it becomes important for him to know, or if it just plain interests him.

PHYSICAL:

Physically, Charity is in excellent shape and health. He is fairly agile, being able to move rather quickly over both flat and broken terrain, and is hardy enough to be able to shrug off being hit several times with melee weapons such as bats or lead pipes, and more than once with bullets. Which isn't to say that he doesn't get hurt - he does! - but it takes more than just a few hits (melee) or one well aimed shot (ranged) to really put the kid down.

Having always been a little uncomfortable around guns, CK prefers to fight close up and is a skilled melee fighter. In the vault he mostly practiced with blunt objects (bats, pipes, wrenches, etc) but lately has taken to rounding out his arsenal with bladed weapons (rippers, swords, etc). Charity is also fairly capable at fighting unarmed when he has to, but generally prefers to mix it up with something other than his fists. If it came down to using guns or fighting unarmed, Charity would choose the latter unless the situation absolutely warranted taking shots.

Charity is also somewhat (approximately 25%) resistant to being burned by flames. This ability is due to an injection he received from a scientist in the wastes as thanks for aiding him during an experiment involving giant (radiated) fire ants. (Literally, fire ants.) In addition to the injection, the kid also 'suffers' from a genetic mutation that resulted from being exposed to too much radiation, contracting a form of critical radiation poisoning, and then being cured. Whenever Charity absorbs too much radiation into his body, any crippled (dislocated, fractured, broken, etc) limbs heal back to perfection gradually - and as long as he keeps his radiation level high enough.

POST-DLC UPDATE: When Charity returned from destroying the Enclave's base at Adams AFB he was in terrible, terrible shape. Star Paladin Cross - a former friend of his father's, who saw much of the man in his son - convinced the BoS scientists to use some of the same cybernetic procedures on him that they had on her years ago. As a result (represented by the Cyborg perk), Charity is slightly more resistant to physical damage, poison, and radiation. He requires less food and sleep to sustain himself (though he does still need sustenance and rest), and nanomachines in his blood speed up healing ever so slightly so long as he is in contact with sunlight. (Think 10 hp an hour in game terms, so not phenomenal, but eventually noticeable.) His limbs receive less damage than normal as well, and his skin (through exposure to Harold (our mutated tree friend) has changed to have a rough texture, impairing damage by a small amount. (Represented by the Solar Powered, Adamantium Skeleton, and Barkskin perks.)

It's not much, but every little bit helps, especially when your fighting style is unarmed and melee!

→ SAMPLES;
First Person Sample:
Here with Fallout New Vegas' Vulpes Inculta, Here with FNV's Veronica Santangelo, and Here with Supernatural's Lucifer

Third Person Sample:

Charity pulled himself back behind cover and winced as the rounds from the assault rifle peppered the ground next to where he was standing. He was just supposed to be delivering a letter! Instead he found himself in a completely different city and getting shot and swung at by supermutants.

Lucy West, a neighbor of his in Megaton, had asked if he'd deliver a letter to her family in Arefu. Lucy didn't seem the type to be make it too far out in the wasteland, so Charity had agreed. He'd tucked the letter in his bag and set out for the general area she'd pointed out on his map. On his way to Arefu however, he'd come across a small place named Big Town. Thinking he might be able to trade some supplies, Charity had stopped in..only to find out that Big Town had only just recently been raided by mutants. The monsters had carried off two of the kids - because that's what they were, really, just kids, all younger than him - and, the ones left assured Charity, were probably going to come back for the rest of the town soon.

What was he supposed to do, just leave them? Dusty, the kid on guard duty, gave CK directions to Germantown where it was most likely the two captives had been taken. And that was why he was standing behind a wall, in a police station, getting fired at by a big idiot who kept screaming nonsense.

"God, this is getting really annoying!" Charity shouted, frustration getting the best of him for a moment. "I am so sick of you jerks shootin' at me!"

As if right on cue, the mutant stopped - only to reload, granted, but it was enough.

Moving his ripper into his left hand, CK quickly swung his bag off of his back and reached in with his right. He yanked out a grenade, pulled the safety ring free, and let it cook for a few very brief seconds while he leaned out from behind his wall. He caught the mutant's eye, then tossed the explosive.

"GREEEENNAAAAADDEEE!" The mutant screamed, but that was all it had time to do. The grenade had flown towards and exploded right where CK had wanted it - center of mass.

"Oh, man, yuck." Charity grinned as he returned his bag to his back. He wasn't an ultra-violence sort of guy but, for some reason, killing things that only existed to murder and eat wastelanders never seemed to bother him.

".. is somebody out there!?" a voice called from somewhere past the room Charity had just redecorated. "Hello?!"

"Yeah, just hang on!" Charity shouted back. "I'm comin' to get you outta here!"
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