Well, I am going to say right off that I am super back into The Lorax--well, more accurately, into The Once-ler. Do not that I DO NOT LIKE ONECEST. Icks me out, and the logical, pragmatic (read: Autistic) side of me cannot accept two of him inhabiting the same space. Also, I just don't like it. I see Greed-ler as greedy, but not really evil--more motivated by his mother; he was finally getting her love and approval, and he wanted more of it. Really a number his mum did on him; Freud would have a field day with him.
I love something else, too....
It starts with an "F" and ends with an "allout". Fallout. I'm saying I love Fallout.
So, I've created Fallout-ler! He's much like Innocent-ler (as in, he always tries to find a peaceful solution to conflicts instead of blowing everyone's brains out), but isn't afraid to kill you if he has to, and sometimes, under the right circumstances, goes "berserk" (what "The Ripper", pretty much a hand-held chainsaw, a little one). I have made him in Fallout 3 and in Fallout: New Vegas. I will, after I get my tax return, make him in Fallout 4.
However, to keep myself honest (as it is a role-play), I have created The Caveats: (note, it is very, very long as there is a lot to consider).
Since I'm always talking about them, and they are integral to a Once-ler run; The Caveats:
1) Even if it is contrary to the action the player would take in a given situation, the player must act as he would--to the best of the player's knowledge.
2) In conversation, despite the option that the player would choose, the player must choose the option closest to what he'd say; However, if the player says, verbatim, one of the options before it appears without prior knowledge of that option, then that option must be the one selected.
3) He is a tall, thin man who is kind natured, but does have a temper. He is also considered to be very attractive by just about everyone. SPECIAL and Skills must reflect these characteristics, as well as chosen Traits and Perks. The weapons he uses should be reflective of his background. The armor should, as well. The weapon rules and restrictions, as well as the armor rules and restrictions, are listed below the Caveats.
4) If there is factionalism, then the player must choose the faction he would most likely side with. It is the player's choice if they wish to have a reason, but do choose something that makes since. Also, they are not permanent; if the faction in question starts to do, or continues to do, things that would go against his beliefs (Bitter Springs. Gunning down cripples and little kids'd earn his ire, I think. HELIOS One would piss him off, too), then he may no longer be loyal to them.
5) Despite the year gaps between the games, act as if only the amount of time the player spent on the previous Fallout game has passed. The player must also act as if he has knowledge of the events of a previous game (as in, distrusting Arcade at first, because of his ties to Enclave. His loyalty to the Brotherhood of Steel is another example).
6) It never hurts to help! Always agree to quests that would have him helping folks out (but no assassinations or quests for opposing factions). Also, if possible, always find a peaceful solution to a problem or conflict.
7) If available, "Hard Core" must also be selected, for a more realistic, "flavorful" experience. If it would be so, injuries (broken limbs, concussions) must be left until he reaches a doctor--as in, if he has no "doctor bags". "Hard Core", for the uninitiated into Fallout, means that he must eat, sleep, and drink or he will die.
8) In that same line of thought, the player must try, at every turn to make this game as realistic as possible (Zombie bondage cowboy prostitute...just saying). This means that, if he were to be in a sand-storm (or other such condition), provisions must be made to protect his eyes, or "side-effects" must be simulated by the player (as in not being able to see a thing). However, if the player judges him to likely be smart enough, or have prior experience, to take defensive action against such conditions (keeping his back to the direction of the storm to lessen the effect, and taking shelter where available). Also, as such, proper attire must be worn in the given situation (such as undressing to swim).
*"Blue" Caveat= He /is/ a man, and /does/ have needs. I feel like, though, he'd be quite discerning about who he sticks his prick in. Women--duh, and he has a thing for red-heads, short hair, and ass-kickery...Red Lucy...Cass...Sunny Smiles--any one else that fits that description, mostly. Not one for prostitutes. He says they are "probably full of weiner-rotting diseases".
It should go without saying, but despite the very different styles, the player must get his appearance as close as possible...no matter how long that takes. Naturally, the model should be his appearance in the 2012 film. You can't make a pair of green-gloved arms just sort of floating there.
Commando (due to rifles)
Educated (Mt. Burgess Academy--a very, very prestigious prep-school he attended in my version of his back-story)
Fast Metabolism (He's awfully skinny)
Gunslinger (due to revolvers)
Tag! (needed for all)
Super Slam (he has brothers. boys rough-house. even him)
Terrifying Presence (due to high CHA and Speech--bullshitting)
Occasional drinking, but never drug-use. He can drink Whiskey, Scotch, and Absinthe.
*Long rifles (bolt-action, lever-action--hunting, "cowboy" rifles)
*Certain Melee weapons
*Certain unarmed weapons
*Weapons beyond his Strength stat--Heavy Weapons
*Melee weapons he wouldn't know how to use (he does seem to be a farm-boy from my observations)
*No Heavy armor (Inculding BoS Armor)
*Only certain Medium armors (Such as the NCR Ranger Combat Armor or Elite Riot Control Armor)
*Light armor is highly encouraged
Armors Most likely to be used:
Reinforced Vault 13 Jumpsuit or similar
Ones that I think he looks good in
NCR Ranger Combat Armor/Elite Riot Control Armor
Fallout NV Weapons Permitted to use:
.357 Mag Revolver
.44 Mag Revolver
"Love and Hate"
Wild Bill's Sidearm
Scoped .44 Magnum
Infiltrator (too cool, making exception)
The Terrible Shotgun
4 Weapons (WIP) :
In the case of Fallout 3 and Fallout: New Vegas, an exception to this rule may be permitted if it is required for him to use a particular weapon, i.e. "Red Glare" in "Lonesome Road" (NV DLC) or The Tesla Cannon in 3's main story.
SPECIAL stats explanation:
S is for Strength. He's probably around average. He did fuck that tree's shit up in only a couple hits, but it might have been a weaker wood (some's easier to cut than others). However, he is also a spindly-limbed little asshole.
P is for Perception. Hm....he doesn't seem to notice obvious shit (the bed--he got knocked against shit and didn't wake up. You still have some perception going, even when you're asleep). Also he didn't notice all that crazy shit when the Lorax came out of that tree-stump, so I'd say it's probably a little low, or average, so he doesn't die in the goddamned game.
E is for Endurance. Again, spindly-limbed. I feel he'd be just a little weaker in that respect than most.
C is for Charisma. He has this falling out of his ass, seriously.
I is for Intelligence. I just want him to be a little bit higher than average in that respect.
A is for Agility. I feel like he'd be a wormy little monkey--hard to hit. He's small (build-wise. He is a tall fucker. Looks to be six and half feet if he's an inch), so I feel like he'd be quick and agile.
L is for Luck. ...???
S - 5
P - 5
C - as high as you can get it, but even with Agility
I - 6
A - see C
L - I don't know. Wild card?
So, there's his SPECIAL. Did him in 3, NV, and 4 is coming up, so I have to have this shit up and ready.
I really have to think about his feelings towards the NCR. On one hand, he knows that they are the best solution, in the long run, but not now--NV needs to be independant a while longer. He'd very likely disapprove of the actions taken at Bitter Springs--the killing of children and infirm trying to escape. HELIOS One would bother him because of his loyalty to The Brotherhood of Steel.
Told you it was a lot. All needed.