Fallout: Sim Settlements 2 | (IMDb Credits Awarded & Other Compensation)
Project Overview
Best Mod 2017 Award by PC Gamer: https://www.pcgamer.com/uk/best-mod-2017-sim-settlements-for-fallout-4/
[[Recommend you to "favorite" this casting call (by clicking on the heart icon at the top-right) as this casting call will be updated with new roles further down the line]]
Example game/quest footage: https://youtu.be/B2c0ScmT-0M
COMPENSATION: We will do things such as (and have in the past) organize commissioned sketches of our actors merged with their characters (some examples: https://imgur.com/a/7IXb3rU ) and more.
Now Casting for Chapter 2!What is Sim Settlements?
Previous expansion's CCC page: https://www.castingcall.club/projects/sim-settlements-massive-fallout-4-mod
Sim Settlements is a Mod for Fallout 4 that allows you to build zone objects that tell the settlers what type of buildings to create in different areas of your settlement and they will do so. It includes a progression system, a more interesting settler needs system, and rewards to help settlements matter more. This mod aims to completely change the way you think about settlements. You'll now be able to create detailed, living places with minimal effort. The ultimate goal: making every settlement a unique and awesome looking Fallout city, with perks and rewards that help you at every stage of the game. (Extract from Wiki)
5 Million Downloads Milestone (Update: at 6.5m+ now)
https://youtu.be/d6cpi14iDKY We hit a new milestone for total downloads across all our expansions, across PC and Xbox!
COMPENSATION: We will do things such as (and have in the past) organize commissioned sketches of our actors merged with their characters (some examples: https://imgur.com/a/7IXb3rU ) and more.
Our projects are (and will always be) non-commerical, free to use forever.
Everyone on the Sim Settlements team is a volunteer, - as much as we'd love to offer payment - it becomes a point, then, as to it being only fair that the non-actors on the team also receive payment - which then begs the question: "How much?" How does one calculate how much someone's work is worth when it can't be measure quantitatively (unlike for actors - where pay can be per line) - and then the "passion" in passion project becomes soiled. Not to mention we have a BIG team - and being non-commercial - that wouldn't be financially possible for the project lead.
Player action and choices form a big part of our quests - the player influences outcomes of characters and their stories - which really help bring our characters to life.
Each character has had a backstory thoughtfully, and meaningfully, written.
Our writers have put their passion and love into these characters - and now we're out to find passionate actors who complete the other half!
Furthermore, you may not hear from me until we have roles emerge that match what you have showcased.
Fallout 4 takes place in Boston, Massachusetts (USA) (and less so in Far Harbor). It falls in my personal mission that I will not alienate/deviate from the mood that the base game has set, rather I will be directing and casting in a manner that will make our mod's voices feel like they are a part of the original game.
In terms of accents -- most of our characters will have a North American accent, many of which are East Coast (mostly Boston or New England). Each role either has required accents written in the description, or in some cases (e.g. Super Mutant), there will only be a reference clip as we'd be looking for an imitation or impression of that voice.
The vast majority of our roles will involve some shouting - therefore each role's audition contains shouting lines to assess both reverb and whether the actor will half-bake on the delivery or not.
Once cast - you will not be expected to edit or cut your recordings - we have audio engineers who'll be doing all tinkering!
Some assigned characters will contain curse words, so if you are not comfortable with that - let me know by writing it on the post of your audition.
If it happens that the character has cussing in the script but you chose to opt-out - then if it still makes sense for said character to have their cussing omitted - we will do it for the actor.
There will not be any sexual content.
In terms of the length (amount of lines) of each role - they will vary, ranging anywhere between 3 lines to 200+ lines.
If I have a character in mind for you which is not a listed role - I will reach out to you and ask if you'd like to do a private audition for it.
It is in my directing style that I allow and encourage creative freedom in my actors. Being a voice actor myself - I understand the artistic works that an actor can bring and provide to a character from their own unique perspective from embodying that character, and therefore, I work in tandem and harmony with my actors - not just by allowing them to add improvisation to their lines but also - allowing their creative expression to influence the character further - by bringing your ideas to the writers' table. I also encourage collaboration - working alongside your fellow VAs in communication, if you so wish, to perform practice reads with each other and bounce ideas & vibes off each other.
Example of how I format our Scripts:
https://docs.google.com/spreadsheets/d/1kRpws_y7EfBp-Xc14Pjer4eC96nRwYLrCkE1B0bLZ7o/edit?usp=sharing
Deadline:
There will be multiple deadlines - meaning that after the first deadline:
I will take a few days to assess auditions, and then reopen with a new deadline for characters we either still haven't found a match for and/or for adding new characters to the roster to audition for.
*Please refrain from slating your audition!
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Latest Updates
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Teaser trailer: https://www.youtube.com/watch?v=hrIhnRnPwP0 URGENT news: Bethesda will be featuring this new expansion as the sole project for their Mod Of The Month article of Fallout 4 for the whole of November. This means we will now be on a real push to get this out, for a planned release in October, to prepare for the big coverage (as well as other gaming articles who will inevitably cover our project thereafter). September 14th remains the closing date for the casting call's first round, but this also means the main and supporting roles WILL be cast with a final decision and not later be re-opened. I will now be actively seeking out for the lead role (Jake) on and off this site.
REFERENCE: https://www.youtube.com/watch?v=la6tOXPghCA
- Somewhat high-strung and arrogant, with a healthy dose of pessimism and condescension -- BUT -- we want him to avoid becoming a hateable character. His purpose is more to act as the comedic relief (at his cost) in the group.
- He really works around "systems", rather than really understanding people.
- Like he knows perfectly how the Vault itself runs. But you add people into the mix, and suddenly he fails to factor in how humans can be unpredictable.
- He's not a people person.
- Reference video is key! (Try to avoid getting too overdramatic)
Born and raised in Vault 81, Mansfield knows little out the outside world.
At 18, when Mansfield came of age he was appointed to be deputy Overseer, a position he was overjoyed to have, as administration was a skill that ran in his family.
However he soon found that the deputy Overseers job was not so much Vault administration, as it was dealing with the tasks too small to bother the actual Overseer with. Still, Mansfield did his duty to the best of his ability. And the Vault has never ran smoother.
When Overseer McNamara decided to unseal Vault 81 in 2277 due to low supplies, Mansfield stood in direct opposition to the decision. Fearing it was a dire mistake, that it would in time lead to the Vaults doom. But his and others concerns were overruled by McNamara, who proceed to unseal the Vault despite the resistance from many Vault residents.
With the unsealing of the Vault, Mansfield was the first to volunteer to join the surface exploration teams. If the Vault was to be exposed to the outside world, he had to know what dangers were out there.
After two days exploring the wastes, Mansfield's team was beset on by a pack of feral ghouls. Only to be “saved” by a band or raiders. The raiders captured the team, torturing and interrogated them, curious as to who these Vault-Suit wearing people were. Mansfield managed to escape when the raiders were in turn attacked by a band of super mutants.
The lone survivor of his team, Mansfield fled back to Vault 81 to report. Other teams returned and reported they had made contact with traders and other human settlements. Despite the loss of his team, and the obvious dangers the Commonwealth posed, Mansfield's experience was written off as unfortunate bad luck, and not indicative of the Commonwealth as a whole. McNamara decided the Vault would remain open.
From this point on, as well as his usual duties, Mansfield took on personal reasonability for the Vaults security and patrols. Managing and organising every officer and patrol. Keeping meticulous records and logs, and ensuring every security officer did the same. Ever vigilant to the dangers of the Commonwealth. And determined to keep his Vault safe.
Many in the Vault view Mansfield as too stringent, stiff, and overly reliant on protocol and regulations. But none could deny that Vault had ever run smoother, that security had ever been so well trained, or that the Vault's toilets had ever flowed so clean.
Personality and traitSomewhat arrogant and pompous, but he is not fully aware of it, and he doesn't mean to be. Mansfield can also sometimes be insulting or belittling, but it often comes from a well meaning place.
Overall, he is polite and well educated. But also ignorant of the world outside of the Vault.
Whilst a poor people person, Mansfield is an extremely talented administrator.
(Pride in Self)
"I am the deputy Overseer. I oversee the everyday happenings in the Vault. And make sure everything keeps running smoothly."
(Venom seeping into voice)
"This allows the actual Overseer to focus on the bigger issues. ...Like what color to repaint her office..."Mild Sadness / Trying to remain Professional (just been told your sister died)
"Despite the circumstances, you did as much as you could. I and the rest of the Vault are grateful for your assistance.
The Vit-o-Matic is yours. You'll find it in the Vault's clinic. Dr. Forsythe has been informed you have permission to take it.
Now, you'll have to excuse me. I need to update the Vault's records."COMBAT LINES:
- Hi-ya! | (Heavy Attack Swing, but he's not very strong or aggressive)
- You.. You wanna go?! | (Trying to Taunt / Trying to hide Fear)
Age: 30's
Fiona is the de-facto leader of the Nightingales, a group of wasteland doctors. She joined the group due to their vision of unconditional mercy matching her own idealism. She’s charismatic and empathetic, becoming the primary mediator for any conflict or negotiations that come up. She’s the first person that greets strangers and the one convincing paranoid groups to let them treat their wounded.
When speaking, she is warm, patient, and quick to understand what the other person needs to hear. She rarely loses her cool or shows irritation or anger - instead she tends to take a more neutral tone and carefully chooses her words. She’s not a pushover - she’ll hold firm on what she believes is best even if she’ll make the effort to understand why someone is being rude, hostile, or contradictory.
Player - (Tell me about yourself. Are you in charge here?)
-bashfully-
"Kind of. I don't think anyone's really 'in charge'. Cassandra is the first and eldest Nightingale, and Circe has the mind for organization. I just try to make sure everyone gets along and that we don't get shot while trying to help some twitchy scavvers or raiders."(continuation of the previous line's conversation)
-patiently-
"I know that look. Yes, we help everyone. We're aware of the ethical dilemmas of that, but we focus on healing the patient, not judging them. It's why I and a lot of others joined the Nightingales in the first place. Our little attempt to bring some mercy to a world hurting for it."COMBAT LINES:
- Here's a little field trial! (throwing a grenade)
- Yuh-aaah! (Powerful swing of a weapon. Quick and violent. Not drawn out)
Cassandra is a wasteland doctor, of late-middle age. While deeply insightful and empathetic, she tends to speak cryptically and evasively and with a good bit of amusement. Sometimes she plays up the persona of the cooky mystic, until she speaks of medicine, science, or her personal expertise in pathology, at which point she takes a more clinical/academic tone and vocabulary. She’s deeply frustrated with her methods being misunderstood or dismissed, but isn’t good at communicating that directly, and can sometimes come off as prickly or reclusive.
amused / (line is in response to player asking: "Who are you?")
"I'm the grumpy old lady of the Nightingales that Fiona uses to get all the naughty children to behave. A mascot, if you will.
It's more fun if you call me a 'witch', though. It makes Fiona cringe and saves me from having to explain my methods to deaf ears."amused
"There exists a story of a time long ago, when people were kinder, the world less dangerous, and the medicine more miraculous.
Listen to the tale long enough, and it becomes a comforting siren's song. It's easier to chase a perfect fairytale than face the imperfect reality.
I can't say I blame them, but I have my own ways of doing things.
Ways that take far too long to explain to those who’ve already made their minds up about what real healing looks like."COMBAT LINES
- "Hngh! That'll be enough of that!" (Took one too many hits. You are now pissed.)- "Hah!" (an exertion of force, not a laughter. swinging a dagger)
A cocky street kid who runs messages for Jerred Lund and the Commonwealth Police Department.
Age: 10
Speaks with (or tries) an exaggerated Cockney accent (pretty much Dick Van Dyke levels of absurdity)
Slightly chubby, almost angelic face spoiled with odd streaks of dirt and an often dripping noise.
Wears practical street clothing topped off with items of acquired police gear such as a cap.
Talks a lot, but with a poor grasp of language and exaggerated use of colloquialisms.
Detailed Summary
Shhandy remembers little of why he ended up on the street, which is probably a blessing. He does however have a lot of made up stories about his origins. He’s been on the street for as long as he can remember and you could almost say he’s thrived there. He mixes well with strangers and boy can he talk. He talks so much that although his real name is Andy, being told to shush so much turned his name into Shhandy.
Some time back he bumped into a scavenger/ trader named Jerred Lund. Of course by bumped, I mean tried to rob. Jerred caught him in the act, but Shhandy won him over and has been running messages for him ever since. When ‘Mister Jerred’ joined the Forsetis in setting up the Commonwealth Police Department, Shhandy of course became part of it too. He loves the idea of the CPD in a naive comic book way. Beating up the bad guys, saving the day and all that. But is often disappointed by the fact that the grown ups don’t let him join in with the exciting stuff, sending him off with messages instead. To feel part of it, he has picked up bits of uniform/equipment such as a police cap that’s too big for him.
(friendly, delivering a letter)
" ‘Ello, got summat for ya, I av. "(friendly)
"Me, I’m Shhandy. Proper name is Andy, but cus’ I talks so much, folks are always tellin’ me to shush. Soo, now folks just call me Shh-andy."COMBAT LINES:
- You 'ad it now! | (defiant)
- Oi! PIck on som'un yer own size! | (angry)
- Yyyaaaarrgghh! | (Powerful swing of weapon. Quick and violent. Not too drawn out)
Founding member and Captain of the Commonwealth Police Department. He is an idealist who seeks to use the CPD to bring honest law and order to the Commonwealth.
Age: 19
Tall and distinguished beyond his years.
Well kept, short, dark brown hair.
Light green, piercing eyes with glasses.
Dressed in a smart police captain’s uniform.
Compelling and authoritative voice, which sometimes takes a moment to get going.
Detailed Summary
The youngest of the two surviving members of the Forseti family. A family who had carved out a successful homestead near Boston. Then one day a Gunner unit called the Hellhounds came to intimidate them into handing over supplies. But the Forsetis had a stubborn streak that would provide the Hellhounds with just the excuse they wanted to turn the mission into a massacre. Simon and his older sister Lena were on a trading run to the city that day. They arrived too late to be able to help their family. Lena led him to safety before he could do something stupid in that moment of desperatiion.
A trader named Jerred, who was friendly with the family, found them and took them to safety. He’d taken them to an old police station where he’d set-up shop. There, he’d found a stash of old police equipment which he found himself sharing with the siblings.
Simon processed the situation by taking inspiration from his new surroundings and old texts from his well read youth. He was inspired to suggest that they resurrect the police. That they could raise a Commonwealth Police Force to bring law and order to the Commonwealth. To make sure that people like those Gunners would see justice. Lena and Jerred were persuaded to go along with his idea and the CPD was born. He’s often worried by Lena’s take on justice, her desire to become judge, jury, and executioner. But he is hopeful that if he can steer things in the right direction,to even see an independent judiciary created to give their endeavour legitimacy.
Simon is more thoughtful and bookish than his sister. Overthinking of situations can sometimes make him stumble over making his point. But once he gets going, the confident, authoritative Forseti voice kicks in. He is a proponent of well kept records and book learning; as such he seeks to increase the CPD’s stock of books and tapes, and is often found keeping the records up to date.
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Founding member and captain of the Commonwealth Police Department. She seeks to use the CPD as a force for vengeful justice against those who killed her family and all the scum of the ‘Wealth.
Age: 21
Tall and distinguished beyond her years.
Well kept, short, dark brown hair.
Light green, piercing eyes.
Dressed in a prewar police captain’s uniform.
Compelling and authoritative voice.
Detailed Summary
The eldest of the two surviving members of the Forseti family, a family who had carved out a successful homestead near Boston. Then one day a Gunner unit called the Hellhounds came to intimidate them into handing over supplies. But the Forsetis had a stubborn streak that would provide the Hellhounds with just the excuse they wanted to turn the mission into a massacre. Lena and her younger brother Simon were on a trading run to the city that day. They arrived too late to be able to help their family. All Lena could do now was protect Simon.
A trader named Jerred, who was friendly with the family, found them and took them to safety. He’d taken them to an old police station where he’d set-up shop. There he’d found a stash of old police equipment which he found himself sharing with the siblings.
Lena was the eldest remaining member of her family now. She bottled up the guilt she felt over not protecting her family, but it was overwhelming her and would burst out in flashes of anger and a desire to take revenge. Simon processed the situation by talking about resurrecting the police. That they could raise a Commonwealth Police Force to bring law and order to the Commonwealth. To make sure that people like those Gunners would see justice. Lena thought her brother’s ideas overly idealistic, but there was something there she could work with. She could use this CPD to dish out justice. She would gladly become judge, jury, and executioner on the scum of the Commonwealth. Lena and Simon’s differing views on justice will play out as the CPD grows. Lena may eventually need to choose between her need for vengeance and her brother’s ideals.
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A pre-war Judge, now a cranky old ghoul, retired to a seaside shack. She could bring legitimacy to the CPD, if she thinks they’re worth the effort.
Age: 263
A female ghoul of average build.
Authoritative voice, cracked by many years of ghoulification.
First seen in practical wasteland clothing.
Can later revert to patched up judges robes.
This role requires a Fallout ghoul rasp
Detailed Summary
Ashley Bishop was an accomplished lawyer then judge in her day. She published books on legal matters and had a promising career ahead. Then the bombs dropped and ended the law and order to which she had worked so hard to preserve.
Everything and everyone she once knew died along with her flesh. She headed out to the coast, placed her robes in a box, and sat watching the horizon expecting death to come. But whenever death came to call, she fought it off. For two centuries she proved tougher than she looked for the various raiders and beasts of the Commonwealth.
Over those years she became settled with her new place in the universe. Until one day, a young man in an old uniform brings her a book and a proposition. The prospect of some kind of return to her old life is put before her. How can that even be possible? Will it just lead to disappointment? Are these young folks even worthy of her time? She has a lot to think about before she takes that step.
(warning to trespassers)
Hold it right there! This is private property, so turn yourself about and no one gets shot!
sarcastic (player said they're here just to talk, but they themselves came armed)
Well that’s okay then, I’ll just lower my gun and turn my back on you *armed* strangers.
NOTE: Recurring role! (Please only audition if you can commit)
Jacob 'Jake' Evans
27 Male, Human
>>> Reference Video <<< (For matching the type of "energy" in the delivery)
- Our writer did a placeholder voice for him for how he imagines Jake roughly sounding, in that he is friendly and social, with a baritone southern voice. Our writer is British, and this is NOT an authentic Texan accent - it is a placeholder.
- Writer also mentioned that if we had a budget - the ideal actor would be Elias Toufexis, in that he has something that makes him sound unique. But again, we're very open to how you portray him, but he must have a Texan accent, else another polished accent of a specific southern state.
- Here's another reference in regards to the accent - where in this one - the accent is more subtle (ideal).
NOTE: We do NOT want some McCree impression.
A tech scavenger with a passion for the old world, although his real skills lie with computers. Jake wants to see old-world technology return to the post-apocalyptic wasteland.
● Baritone
● 5'11”, average build.
● Speaks in a friendly, jovial tone.
● Texan accent (not too thick. just mild)
● Jake is driven by a borderline obsession to bring old world tech into the lives of the average wastelander.
● Once a technician, now a tinkerer of old-world technology, in his downtime - Jake enjoys a quiet drink and reading old world literature.
● Jake is a man with a purpose. Let down by dreams and expectations, he has decided he will make the changes he wants to see in the world.
● He is charming and can be manipulative, and is not above pulling others' strings to get his way. But at the end of the day, he is a good man.
(Full Bio): https://docs.google.com/document/d/1IOkYQRxihAkNcG0UbNd8ZfcSlDxH3s1mptg7Y3hRdjo/edit?usp=sharing
(Demonstrating an automated home-building machine to a particular person you believe can get your venture going):
- "And there you have it! A fully built home. Ready for habitation by some lucky wastelander! And you barely had to a lift a finger. Not too shabby, huh?" || (Line delivered playfully)
(The player just took down a formidable foe, you are definitely impressed):
- "Ye--hah! Hahaha! That was... I mean, you just took down a Deathclaw! Ha! Color me impressed!" || (Deliver the laugh however it comes naturally. It doesn't need to be acted out as written! And the first part is NOT supposed to be a "yeehaw!" - you'll know what I mean in the reference video)
- "Howdy Slick." || (Casually / Player's passing by)
- "Hey Darlin'." || (Casually / Player's passing by)IN COMBAT:
- "What in tarnation is it now?!" || (Annoyed)
- "Ah, shit! You're gonna regret this!!!" || (Energetic / Angry)
- " *wince* Think I'm starting to see... that tunnel." || (Trying to be tough, but clearly hurting)
COMBAT GRUNTS:
- "Rrargh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet)
- "Yeaaargh!" || (Swinging a weapon over your head and down at your opponent)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
- (Has two "modes": His "THE RON" persona, and his business self)
Inspired by Phil Hartman's character performance in 3rd Rock From the Sun:
--- Reference Video ---
Age: 51
Role: Information Broker
Body Build: Chubby/Lightly Muscled
Voice: Eccentric, 1950's "Cool Guy"
__Background__
Not having many friends whilst growing up,
Eugene Ronald Spritz or 'The Ron' learned to get attention by being a self-aggrandizing, know-it-all braggart.
However the older he got, he soon realized he had no real accomplishments or knowledge to speak of,
and his 'friends' would always quickly lose interest in him.
In an effort to remain relevant and not lose his one connection to other people,
'The Ron' began to collect information on every subject he could,
and in but a few years he had amassed so much diverse knowledge that people began willingly seeking him out,
to make use of his vast archive of information.
And so 'The Ron' became known as an information broker who'd buy and sell almost any knowledge presented to him.
However, this did little to deflate his ego.
And so people would still avoid him whenever possible,
lest they be treated to a 10-minute lecture about just why 'The Ron' was the coolest cat in the Commonwealth.
__Personality and traits__
'The Ron', as he insists everyone calls him, is an egotistical narcissistic.
He takes great pride in his vast collection of knowledge, and his own sheer levels of cool.
However, most of this is a front. Fully believing the axiom of 'fake it until you make it',
'The Ron' presents himself as he wishes people would see him.
Because if he really was the coolest cat in the Commonwealth, then everyone would want to be his friend.
Baring rare moments of vulnerability or depression,
'The Ron' is a hyper ego machine who expresses himself with an enthusiastic energy.
He has a habit of referring to himself in the third person as 'The Ron' and often does so in an exaggerated elongated manner.
He has a similar habit with his catchphrase 'Oh yeah!', although often said in a higher pitch.
(Boastful / Selling self)
- "You don't just get a friendly face, my friend, you get the whole package deal. The face, the talent, the unrivaled resourcefulness. You get... 'The Ron'! OH YEAH!"
(Boastful / Selling self)
- "You are more than welcome! And remember, if you've got information to buy, or you got information to sell, then you come see the coolest cat in the Commonwealth. 'The Ron'!"
(Sudden Energy, then back to "Business mode")
- "But dig this! That Vault's still active! Still has residents inside! So, common curiosity says you knock first. "
Voice: Warm, Slightly dumb sounding, Canadian Accent HOSER ACCENT
Age: 34
A former Children of Atom member. Hubert thought this "Atom fella" seemed like a pretty good guy. But a lot of fellow cult friends were a little too violent for Hubert's tastes, so Hubert left the cult and decided to follow Atom in his own way.
A few years later, Hubert would meet Stodge and other outcasts and form a small but tightly knit community. That's until Gunners (mercenary group) annexed their settlement.
Now Hubert is trying to make a new home with his friends.
Personality and traitsHubert seems dim but friendly and good-natured.
(Stodge is your friend, but he is being stubborn and untrustworthy to someone who is offering your group a place to call home)
- "Oh, come on Stodge. Don't be like that. It's everything we could have hoped for! They already said we can join them! ... See Stodge, he handed over his weapons. Nice and friendly like. He's not here to hurt us."
(Addressing a small crowd)
- "Hey everyone, I'm Hubert, and I'll be leading us now! So, um... I guess we should build ourselves a home, eh? Alright then. Let's do it!"
COMBAT GRUNTS:
- "Rrargh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet)
- "Yeaaargh!" || (Swinging a weapon over your head and down at your opponent)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Relations: Alex Powell (Spouse) / Katie Powell (Daughter)Early life
Julia was born in Diamond City and developed a love of chemistry and biology through whatever books passed her hands. Not wanting to run a competing business in the marketplace, she left to join the trading caravans, working as a chemist and doctor, where her services were always valued. She loved travelling, but hated having to cross out settlements and farms off the map as they got destroyed or raided.
She eventually met Alex, and married him. While visiting his family's home and finding it razed to the ground, they found a brahmin (type of cow) calf that had wandered off unscathed. The three took shelter in a fungal cave, where Alex first proposed the idea of settling down and starting up their own farm. Julia's cogs began to turn: She knew that feeding brahmin a specific diet made them more useful in creating potent Jet (a popular drug in the Fallout universe), who was to say that the diet couldn't also help out with growing better crop? The only problem that arose was that Julia didn't share her husband's excitement for farming, but this got resolved by their decision to stay in the cave and farm the mushrooms: perfect ingredients for her experimentation and chems (word replacement for "drugs" in Fallout).
When Katie came along, they discussed setting chems aside for the sake of their daughter growing up 'right'. Julia disagreed with Alex's assessment that there was anything 'wrong' with chems or selling them, and eventually started to use excess ingredients to make chems to sell off to caravans when money got tight.
Personality and traitsSmart and pragmatic, Julia is far colder and more suspicious of outsiders than her husband, though she hides it under a somewhat badly executed act of 'loving housewife and hostess'. The polite display comes from a somewhat poor understanding of what housewives and hostesses were like pre-war, and frequently slips back into caravan brand of cynicism. She can sometimes be very blunt and abrupt when she forgets to be polite.
Underneath that, she's often lost in thought of chemical experiments and ways to optimize her magnum opus (Nessie, her cow) further. She takes a lot of pride in Nessie's fertilizer, and secretly takes more than half of the credit for their farm's success. She believes the brahmin (type of cow) is hers first and foremost, and frequently has to correct herself to say it's the family's. She's very attached to Nessie, and would be upset if anything happened to her, though she does understand that she can figure out a way to repeat the process with a different brahmin. Incidentally, she also has a very bad sense of smell due to constantly being around strong scents.
She takes the lead on negotiating with caravans and organizing the farm itself, having a stronger personality than her husband.
Alex's request to keep chems out of their trading and away from Katie is frustrating to Julia, who believes chems are just a part of life rather than something bad or immoral. Despite frequently arguing about it, she still takes initiative to sell off chems to caravans when money is tight.
She never lost her love of travel or civilization, and living on one spot removed from crowds has been harder on her than she'd admit to anyone. She spends a lot of time wishing it was safe enough to take trips with her daughter. She wants to encourage Katie's independence and love of adventure.
In combat, she is aggressive and begins to swear almost out of control. She doesn't hesitate to use Buffout or Psycho (types of chems/drugs) when it comes to a fight, so she enjoys the violence a little more than her usual behaviour would suggest.
(Julia is far colder and more suspicious of outsiders than her husband, though she hides it under a somewhat badly executed act of 'loving housewife and hostess'. The polite display comes from a somewhat poor understanding of what housewives and hostesses were like pre-war, and frequently slips back into her trading caravan brand of cynicism. She can sometimes be very blunt and abrupt when she forgets to be polite.)
"Make yourself at home- I mean, comfortable. Wait, I already said that. *sigh* Talk to me when you'd like to discuss the whole moving thing."
(Speaking to your young daughter / Julia wants to encourage Katie's independence and love of adventure)
"Katie, You know you're not supposed to talk to the caravan folk without me! What's dad going to say if he finds out?
You know, I'm thinking when you're older, we could take a little trip to see the coast. Would you like that?"COMBAT GRUNTS:
- "Cowardly little pricks!" || (Angry / Taunting enemy in heat of battle)
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Relations: Julie Powell (Spouse) / Katie Powell (Daughter)
Early life
Alex was born on a farm as one of seven kids. When he became a young adult, he signed on with a passing trading caravan and left behind his parents and the three siblings that were still alive. While travelling with the caravan, he got to see more of the world and eventually came to realize that the best one could hope for in the wasteland is a loving family and a productive life.
While with the caravans, Alex met Julia, a chemist. The two went on to get married some time later. When they went to Alex's family's farm to share the news, they found it razed to the ground by raiders. The only thing they could salvage from the wreckage was a young brahmin (type of cow) calf, Nessie, that had wandered off and was grazing nearby. With the brahmin in tow, the three found and settled into a cave for temporary shelter that became a permanent abode when they figured out how to use Nessie's dung to give the place some fertility. Not much later, Katie was born.
The little family farmed mushroom for over a decade, until what little fertility they managed to draw from the cave began to run out. Unwilling to risk travelling out in the open with no destination or letting his family starve, Alex put his pride in his farm aside in order to find a new place to settle in.
Personality and traitAlex is a warm and humorous person, greeting even rude comments with jokes and a light tone. He also firmly believes that he's quite boring and not as smart as his wife or as creative as his daughter, but he's perfectly alright with letting the spotlight shine on the people he loves rather than himself.
He didn't inherit his love of farming, but rather, came to take pride in hard work and seeing things grow against all odds. Because of their accomplishment with bringing a barren cave to life, he is fiercely optimistic about humble beginnings.
He loves his farm, but would never put it above his family's welfare, believing firmly that that kind of pride was the reason his parents lost everything. He is almost always worried about his family, usually covering it up with more humour.
He doesn't approve of Julia selling chems (aka drugs) on the side because he'd rather not have that sort of influence around Katie (their daughter), and secretly also because he wants the farm to be enough to sustain them. Despite the disagreement with his wife on the matter, he still pretends like he doesn't know she's still dealing in chems when money is tight.
He has no problems with Katie's love of comic books and adventures, even asking her to read them out loud to him sometimes while he works. In his opinion, those stories are way better than what happens in reality.
Though he's handy with a weapon and has travelled the wasteland for a couple years with a caravan, he's averse to conflict and usually only fights if he has to. In combat, he mostly relies on adrenaline and aggressive sarcasm to get through the fight, crashing from it the moment the fight is over.
(Got your gun pointed at a stranger who showed up. Second line you realize your suspicions were wrong about them)
- "Wait, don't tell me, you got lost while prospect scavving, is that it? Stumbled on us all by accident? Well, you're in for disappointment."
- "Huh. I have to admit, I'm a bit embarrassed about the gun now. I'll just... put that away. Well, let's get inside before it gets more awkward. My wife is better at making guests feel welcome after I pointed a gun at them."
(Jovial, then sad)
"Watch your step in the cave, lots of our mushrooms grow wherever they please. Ah, on second thought, stomp away. We're moving anyway."
COMBAT GRUNTS:
- "Fu-- Fertilizer!" || (Catching mid-swear out of habit)
- "Red is NOT my color!!" || (Panicked)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Vocal pitch: Somewhere at the higher end;
Accent: "Old Prospector" quality BUT with either a Boston/Maine//NewHampshire accent (else a Neutral accent).
We're not looking for some cartoony-sounding "old man" voice, however!
Has a small pet dog called "Cola" that accompanies him wherever he goes, who he loves dearly.
Paul is old. How old? No one is really sure. Not even Paul. But he's been around a long time and seen a lot of things.
2180: Early Years (Age 4)- One of Paul's earliest memories is of watching the newly formed Commonwealth Minutemen protect Diamond City from an attacking horde of Supermutants. During this time he was a street urchin, living off of the charity of others.
Paul hires himself out as a caravan guard. It's during this time he starts to develop his skills for gun maintenance. After a few years, Paul finds he is making more caps servicing the guns of other caravan guards then he was from his current occupation. He decides to quit his job and take up residence in Diamond City.
2195-2228: Diamond City (Age 19-52)Over the years, Paul builds himself a successful business, Commonwealth Weaponry. His prowess and maintenance of firearms become known far and wide. If you want a good firearm, you visit Commonwealth Weaponry. Paul also meets and marries a women, Margaret.
2229: Broken Mask (Age 53)Margaret is killed by an Institute Synth, during the events of the Broken Mask incident. Paul is heartbroken. But takes some satisfaction that the guards used firearms purchased from Commonwealth Weaponry to take down the haywire Synth. Unable to get past the death of his wife, Paul sells his store and leaves Diamond City.
2230-2232 : Life as a Raider (Age 54-56)Paul ends up drifting for awhile, before falling in with a raider gang. The gang is fairly mild by raider standards, operating more like highwaymen, "taxing" travelling caravans. Paul's knack for gun-smithing makes him extremely useful to the group. But not feeling the raider life was for him, Paul leaves to pursue other endeavours.
2233-2287 : Life as a Raider (Age 57-111)Quite by accident, whilst looking for parts to repair one of his guns, Paul finds he has a talent for scavenging and salvaging. He quickly falls in love with the work, and finally feels he can start putting the loss of his wife behind him. Paul makes use of his past contacts to unload his scavenged salvage and becomes an extremely successful independent scavenger. He becomes so successful in his new line of work, and keeps it up for so long, that he earns the moniker 'Old Paul', with most forgetting he was ever anything but an old scavver (someone who generally just travels from place to place and is "on the road").
Meeting the Sole SurvivorPaul happens across the Sole Survivor and Jake as Jake demonstrates ASAM sensors (an automated tool for building) to the Sole Survivor. Curious, Paul presents himself to the two, enquiring to what they're doing. Jake suggests Paul learn how ASAMs work first hand and settle down. Paul accepts, and makes himself at home. Retiring from his long life as a scavver, and looking forward to retirement.
Personality and traitsTo look at him, you'd think Paul a mildly eccentric but generally good guy. A somewhat crotchety Santa Claus type figure. He presents himself as friendly (if slightly cantankerous), and well meaning.
He has a talent for scavving, and gun-smithing.
(Two people seem to be building something, you approach them, intrigued / Calling out from far away / Slightly raised voice)
- "Excuse me. Hello! Don't shoot now! I don't mean no harm. "- "Oh, did I not introduce myself? You'll have to forgive me. When you get to my age, pleasantries become somewhat optional. I'm Old Paul. People call me that on account of how old I am! And before you go asking my age, don't. I stopped counting years ago."
(Calling out to your small dog / Giving her a pat)
- Hey! Coooolaaa! ...c'mere! *pats dog* heheh! That's a good girl.COMBAT GRUNTS:
- "Rrargh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet)
- "Yeaaargh!" || (Swinging a weapon over your head and down at your opponent)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Voice: Youthful, kind but with a bit of an edge/rasp. Can sometimes be a little shrill. High to mid pitch.
BackgroundHistoryTheresa grew up on one of the many small settlements scattered about the Commonwealth.
At a young age, she formed a merc group with Salvador and Griffin. Theresa was very much the “brains” and glue of the group. She liked Salvador's tough no-nonsense attitude but sometimes found him gloomy or even monstrous. And she liked Griffin's boisterous energy and honorable zeal, but sometimes found him pompous and too starry-eyed. The group traveled around performing good deeds, sometimes for caps, sometimes for free. However “creative differences” saw the group disband, with each member going their own way.
After this, Theresa joined up with the Minutemen. Although, she was only a member for short time before the group began to rapidly decline. She left many months prior to the Quincy Massacre.
Theresa drifted the wastes for a time, before discovering a settlement mostly comprised of misfits and outcasts. Feeling at home, she decided to make this place her home.
But once again, her life was turned on it's head when Gunners annexed her settlement.
Theresa fled with a small group of others, and now is looking for somewhere new to settle down with her friends.
Personality and traitsA youthful energy (but does her best to keep it toned down). Sometimes short or blunt. Enjoys a challenge. Has a bit of a chip on her shoulder (although no one is sure what it's over). Sometimes will look for trouble. Likes to act tough and is sometimes even antagonist or mean, but deep down a big softy. Theresa has a soft spot for the downtrodden and defenseless.
(Addressing a small crowd of people)
- "Okay you bums, listen up! I think I know how we should do this. We need to decide on a leader. Someone who can direct us as we build. And who's job it'll be to run this place once we're established. We all got skills that would be useful in a position like that. So I'm open to anyone who thinks they'd do a good job. Anyone who's interested, step forward!"
(You don't usually talk about your past, but this person should know)
- " I used to be a Minuteman. Before that all went to hell. And before that I was part of merc group. Although, we didn't really charge for our services. We'd just help those who needed it. Or at least, we tried to. The two others in the group were... unconventional. Often they caused more trouble than they stopped. But still, I liked that we helped people."
COMBAT GRUNTS:
- "Rrargh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet)
- "Yeaaargh!" || (Swinging a weapon over your head and down at your opponent)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Accent: Neutral or Bostonian (Anton and Audra will share the same accent)
Relations:
- Audra (Sister)
A firm and unmoving man. An overprotective brother (but has his reasons).
Audra and Anton lost their parents from overdose, and with Audra being involved with drug-abuse - Anton will do anything to keep all that remains of his family together.
Anton takes care of Audra as she has a mental condition where she's unable to properly take care of herself.
He feels he needs to be harsh with Audra because she always returns to her ways, and if she doesn't stop hanging with the wrong folk and taking drugs - she will meet the same fate as their parents, and Anton can't have that tragic tale again.
He's ignorant in regard to mental illness (understandably so in the post-apocalyptic world they live) and believes being strict and harsh with her will keep her safe as well as getting her head clear from all the drug abuse, but Anton doesn't care for approaching this matter any other way - which is why Audra has run off to get away from him.
(Pissed off that your sister's running with druggies again and fallen back into her addiction. You're always having to clear up this mess and keep what's left of your family together!)
"Degenerate scum. Not one of 'em would know an honest day's work, or an honest man's worth.
And this "Knox"... he's poisoning Audra's mind. If these animals want to wallow in shit and waste their lives, that's one thing.
But my sister knows better than to lie down with filth. Once we get her mind clear, she'll remember that. I'll make sure of it."The K is silent in "Knox" (nox)
COMBAT GRUNTS:
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Aaaiiee!" || (A quick shriek or scream, you throw down your weapon and run for your life!)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Accent: Neutral or Bostonian (Anton and Audra will share the same accent)
Relations:
- Anton (Brother)
- Knox (Friend)
Audra faces a mental illness that she (nor her brother) quite understand, so she seeks solace through the use of chems (drugs).
She struggles to cope with basic things such as maintaining her hygiene
She has also ran off to get away from her brother who is (yet to an understandable degree to her) very controlling.
Essentially, this ragtag bunch of junkies she's now with - is her refuge from the misery of her life.
This is an interesting one since the actor would essentially need to play two versions of Audra:
At the end of her questline (if she survives) she becomes a permanent resident - and depending on the player's actions/choices - she will either be played out as her high drug-taking self, OR her recovering self.
(Audra is high off of drugs here. Talking nonsense)
"No, no, the numbers don't work now. There are new variables and they're standing here now and there's too many of them. Unsolved. Again... *laughs loudly* But I solved for distance! No remainders. But the rate..."
(Sober / Contemplating)
"Days didn't blur into weeks, months anymore. It didn't feel like I was high--it felt like I was *here.* Really...here. For the first time.
That's when I realized: All those chems I'd been doing--I was looking for the right medication.""chems" is short for chemicals (word replacements for drugs in Fallout)
COMBAT GRUNTS:
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Aaaiiee!" || (A quick shriek or scream, you throw down your weapon and run for your life!)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Accent: Either Neutral or Bostonian
Knox is a junkie with a bad addiction but genuinely cares for his group, especially Audra.
In opposing beliefs to Anton - Knox, instead, believes taking the "right" kind of drugs is the best way for Audra to cope with her condition, as he mentions: "Without it, she...well she's like this. Up for days. Writing on the walls, pacing the floors." And that taking the right amounts is her medication: "For her it slows her thoughts down to where she can understand them, make sense of them."
Anton, due to their family history, is absolutely against anything to do with drugs - so he has a hatred towards this Knox who he believes is "poisoning her mind", and is out to get his sister back, even if it means killing anyone in his way.
In this case - it is a terrified Knox, in his way.
(Pleading with the Player / Knox is confronted by Anton who has a gun pointed at him)
"Wait...what? Is that what he told you? Jesus, we're just wastelanders! We've only got one pipe gun between us, and only enough bullets to shoot molerats for food."
(Concerned / Genuine)
"I'm not a raider, and neither are my friends. We're just...people trying to do the right thing for someone we care about."
COMBAT GRUNTS:
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Aaaiiee!" || (A quick shriek or scream, you throw down your weapon and run for your life!)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
Voice: Should have a Fallout ghoul style rasp. Here is one reference, and here is another!
Higher pitch. Some nasal quality.
Early life
Franklin is a fairly old ghoul (humanoid race in Fallout), and spent most of that time as a scavenger and a failed trader. Most settlements wanted little to do with him, so he was barely scraping by, mostly surviving on his own.
One day while scavenging, he bumped into Katie. He was prepared for her to scream and run, but she asked if his old hazmat suit was a space suit, and called him out on being an alien. Surprised and taken aback, he played along. It took him a while to get into character, but once he did, he found it suited him better than being just Franklin the Ghoul. It was also fun to play make-belief with Katie, speaking in a booming voice and making up words to make a kid laugh. And when he ran into a drugged-out raider and automatically put on his alien persona, to his surprise, the raider scampered instantly.
Katie also started to trade him things to 'study', including some mushrooms from her family's farm. Franklin got the idea to crush the glowing mushrooms into a glowing paint, and touch up some of his scrap with it. To his surprise, it worked: the next time he approached a caravan, he got a slightly warmer reception and good humour instead of suspicion. The caravans took the 'alien artifacts', and he decided to take the branding more seriously. With business going better, Franklin asked Katie to stop going out of her way into dangerous spots to find salvage to trade him.
He wasn't expecting her to bring him a whole brahmin instead of salvage, but he kept playing along. Unfortunately, they lost track of time, and Katie had to run home before dark, leaving Nessie behind. She was supposed to pick the brahmin up the next day, but never showed up, leaving Franklin stranded with the thing.
Personality and traitsFranklin is a shy and insecure guy, discouraged by the treatment he gets for being a ghoul. When he's playing as Franklin the Martian, however, he is confident and dramatic, and spends his free time thinking up ways to further the gimmick. The persona is so well entrenched now that he rarely slips up when speaking to strangers, only getting back to normal when he's shocked or afraid. He's more relaxed on it around friends.
The brand of 'alien' is important to him for both his livelihood and safety: People are better disposed to him for the alien gimmick, and he can put on a more intimidating display and bullshit convincingly to scare off raiders. It's also important as a sort of shared fiction he has running with his friend, Katie. The two spend time inventing galactic adventures for him and making up alien civilizations. Until the conclusion of the quest, Franklin doesn't realize that Katie knows he's not actually an alien, and thinks that it's the only reason she's friend's with him.
Franklin has a neutral and somewhat cynical stance on violence. He maintains character while engaged in combat, and his first thought after it's over is about looting the bodies.
(Pretending to be an alien)
- "A thief? Me, a noble citizen of Mars, accused of such a ridiculous, petty crime! Careful of your words, human!"
- "You transgress against the Right of Ambassadorship! If we were on Mars, why, you'd be tried and executed on the spot!"(Back to normal self / In contemplation)
"People saw my face or heard my voice, and I'd be lucky not to get chased out with bullets. Always been like that.
Then the little lady saw me one day, and instead of screaming 'ghoul' she called me an alien and asked me if I was looking for things to 'study'.
Katie's got a big imagination, but at least she treats me like a person, even if she thinks I'm from another planet."COMBAT GRUNTS:
- "UFO strike!" || (Just thrown a grenade)
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
POWELL, Katie
11, Female, Human
Relations: Julie Powell (Mother) / Alex Powell (Father) / Franklin (Friend)
Body Type: Child
Face: Brown eyes, brown hair
Wears: Kid’s dress
Voice: Energetic, lively, at times likes to mimic the Silver Shroud (Fallout superhero) voice
Personality: Very imaginative and obsessed with comic books and radio plays, enjoys fixing things and exploring, has no interest in farming whatsoever.
Height: 5ft
Summary:
Katie Powell was born 15th May, 2279. She has spent her entire life on the farm; infrequently going on hunting and scavenging trips with her father in recent years, and occasionally interacting with passing traders to learn more about the world beyond the horizon (and the mountains).
Katie is an independent and free-spirited child with a very devil-may-care attitude to life in the wastes. She detests the thought of hard labor, preferring to work on smaller, more delicate tasks - or if possible to not work at all.
In recent months she has taken to sneaking away to explore the nearby surroundings on her own.
Katie spent her entire life living with her parents in their fungal farm cave. Falling in love with comic books at a very young age, she eventually started scavenging outside the cave in order to trade for more comic books with the caravans, helped by her mother.
One day while looking for scrap, she bumped into Franklin. He seemed more scared of her than she was of him, so she decided to ask him if he was an alien. He played along, and the two became fast friends. They would then meet up to play or talk, and Katie started trading him some supplies from the farm for scrap and caps.
After reading about aliens abducting cows in comic book, she got the idea to bring Nessie along to play. She lost track of time, and had to run home before it was dark, leaving Nessie in Franklin's care. The plan was to sneak out bright and early and bring her back, but her parents drafted her into getting their things ready for the move to a new settlement.
Personality and traitsKatie has a big imagination and loves comic books, but she's not lacking in common sense. She's insightful and empathetic, but smart enough to tell fiction apart from reality, and bad people apart from good ones. Likewise, her love of comic books doesn't mean she dreams of being a superhero- she thinks it would be too much pressure and danger. She wouldn't say no to being a sidekick, though.
She has a good relationship with both parents. Both Alex and Julia have a lot of patience and encouragement for her, and as a result, she's secure and happy to explore and talk to strangers. She doesn't like farming or chemistry, but loves drawing and making her own comic books.
She's rarely bratty, but has her childish moments, such as trying to get Nessie (the family's cow) back in secret instead of telling her parents the truth. She's also doing it partially to protect Franklin (an alien-like ghoul), and will own up to her lies if it starts looking like someone else will get in trouble instead of her.
She knows Franklin is a ghoul (humanoid race in Fallout) and not an alien, but it just made him happier when playing at it, so she kept up the ruse. He's her only friend outside the family due to their remote location.
(You don't want your friend - Franklin - to take the blame, so you try to explain)
- "Franklin! Don't say that! Mom, dad, I was the one that took Nessie out of her pen. I tried to go and get her back, but you wouldn't let me go."
(You appreciate the Player's help!)
- "True superheroes never ask for a reward, but they always deserve it! I went and grabbed all the stuff from my secret hiding spot for you. Here!"
(Crying, Disbelief / The Player chose to help the family through violence - hence, killing Franklin - Katie's friend)- "You... killed him?! Why?! I hate you! I wish you never came here!"
- "Bad guys : zero!" || (Victory!)
- That was so loud! || (Battle is over)
- "That's... gross. Ew!" || (Stumbled on a dead enemy)
NOTE: 4 people will be cast for this group act!
For the audition lines - we want you to perform them all, as if you are all 4 characters.
A riff on the classic Monty Python comedy sketch: The Four Yorkshiremen
Where 4 men of a stereotypically miserable and proud culture sit together and try to out-do each other with how bad their childhood was. This will be done in impossible ridiculously bad levels, because it's a hard thing to think of worse than life in the Fallout wastelands.
The Four Commonwealthmen are a stage group - born and raised in Boston (so Boston accents instead!)
- Jojo: "I often think we were happier, back in the good old days."
- Eric: "Because we had so little. My old dad said to me, caps won't bring you happiness, son."
- Terry: "He was right, Eric. I was certainly happier back then, and we had nothing."
- George: "Yeah, nothing brings out happiness like having an abundance of nothing!"
COMBAT GRUNTS:
- "Rrarggh!" || (Quick noise of physical exertion while swinging a weapon. Short and sweet.)
- "Aaaiiee!" || (A quick shriek or scream, you throw down your weapon and run for your life!)
- "Agh! *cough* *wheeze*" || (Heavy breathing and coughing, clutching a mortal wound and struggling to stay alive)
(Preferably a Bostonian accent, else a New England, or then "Neutral")
A normally reclusive settler has trained her dog to bark and howl the tunes of some popular songs.
Nadia: Is somewhat disheveled and not used to dealing with people, due to her normally reclusive habits. She has been living far off the beaten track with only dogs for company.
Nadia has found that she can train at least one of her dogs (Muttmutt) to "sing" along with the songs on the radio.
She also found out that people will pay to see things like that, so she has forced herself to come to the "big city" to show off her dog's talent and make some money.
When addressing the audience from the stage she comes across as uncomfortable but deals with it by saying what she wants in a loud, authoritative and clipped tone.
_On-Stage_
- "Muttmutt, Sit!"
- "That'll do! Good, audience people! Come Muttmutt! "
- "I don't want to set the world on fire! By, The Ink Spots!" || (Announcing to the audience of the song Muttmutt will now perform)
_Off-Stage_
- (tone: shy mutter) "Pa always said not to talk to strange folk."
- (tone: shy mutter) "My Muttmutt is a right clever bitch. Aren't ya girl?"
- (tone: shy mutter) "Just 'ere to show my Muttmutt singin', no time to natter."
OPEN : (Ignore the "Cast" message on the left. We're always accepting demos!)
Sometimes I scout/cast characters (who are unlisted) by browsing through demo reels on websites and approach the person directly.
This is a good spot for if you want to show your interest in joining us - but don't believe you're a good match on currently listed characters!
(You can drop your demo reel here if you like, or perhaps some singing!)
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