16 Character Kits for Roleplayers!

Dark Sun

Survivor
Inspiration: IzPrebuilt

I wanted to expand upon the concept of character roleplaying through the inclusion of custom character kits. You would have to spawn these in yourself, but if you include these with a riveting character backstory (even a basic one, such as Trader Bob is dead and you have to take over the shop or build your own), and intelligent roleplay-heavy perk spending, you might have some truly memorable runs in your hands!

These are 16 "character kits" that me and a friend have come up with and balanced through back and forth suggestions and critique.

Here's a brief summary of each of them:


1) The Mechanic. Key starting items are a wrench, two vehicle magazines, a wheel, and the vehicle off road headlights and storage schematics.

The Mechanic

2) The Spelunker. Key starting items are a helmet light mod, the book to make blackstrap coffee, a QL1 iron pickaxe and shovel, and a QL1 cooking grill.

The Spelunker

3) The Lumberjack. Key starting items are the axe, some mods, and the double storage pocket mod schematic.

The Lumberjack

4) The Firefighter. The cousin of the Lumberjack, this one has a similar build, except instead of storage, you get the entire set of Fireman's Almanac books.

The Firefighter

5) The Cook. Key starting items are the cooking pot and grill, hunting knife, extra food and water, and 10 cooking magazines to get you a good head start. You start off strong, but nothing much beyond that.

The Cook

6) The Farmer. Key starting items are your trust QL1 hunting rifle and double barrel shotgun (with no ammo), a few cooking magazines, and all of the farming magazines you will need, plus some farm plots to help you get started.

The Farmer

7) The Hunter. A mix of an assassin and woodsman hunter, key starting items are a wooden bow, hunting rifle with 10 rounds, a silencer and NVG's, and Ranger's Guide to Archery Vol 1 (pull more arrows/bolts out of opponents and prey).

The Hunter

8) The Intellectual. Key starting items are a quality level 1 nerd hat and treasure hunter mod (totalling to 7% XP gain), a QL1 robotic sledge and baton, and some other useful nerdy items.

The Intellectual

9) The Surgeon. Get started early with extra first aid supplies, including a handy antibiotic! You've turned your surgical scalpel into a weapon, and you have your hat light from your prior time as a surgeon, as well!

The Surgeon

10) The Bar Brawler. You never shied away from getting into a drunken fist brawl in the pub at 5 in the morning. You start off strong with beer, moonshine, some good knuckles and gloves, and one of the best books of the series. Never get drunk again!

The Bar Brawler

11) The Thief. Gun safes, police cars, T3 chests, they're no match for you early on. Key items are 50 lockpicks, some candy, two Great Heist books (more cash, and more precious gems in loot), NVG's, and a baseball bat.

The Thief

12) The Gun Nut. You have one bullet for every zombie that shows up knocking! They're only pipe weapons though, so they're not the most powerful. At least you have a Ranged Mods Bundle 01 to help you out...

The Gun Nut

13) The Crazy Guy. The wildcard. Have you met someone crazy, and I mean really crazy, so crazy even the Duke would stay away from 'em? Explosives and traps are this guy's best friends. You might need the extra first aid, as well...

The Crazy Guy

14) The Survivalist. Prepared to the brim with useful items to help you survive the harsh elements. Also comes with a QL1 wooden bow and some iron arrows.

The Survivalist

15) The Builder. Get a head start on basic building supplies, with a claw hammer to boot!

The Builder

16) The Prepper. A little mix of everything to help you survive the post-apocalypse. Extra food, drink, magazines, ammo, gear. Jack of all trades, master of none.

The Prepper
 
Inspiration: IzPrebuilt

I wanted to expand upon the concept of character roleplaying through the inclusion of custom character kits. You would have to spawn these in yourself, but if you include these with a riveting character backstory (even a basic one, such as Trader Bob is dead and you have to take over the shop or build your own), and intelligent roleplay-heavy perk spending, you might have some truly memorable runs in your hands!

These are 16 "character kits" that me and a friend have come up with and balanced through back and forth suggestions and critique.

Here's a brief summary of each of them:


1) The Mechanic. Key starting items are a wrench, two vehicle magazines, a wheel, and the vehicle off road headlights and storage schematics.

The Mechanic

2) The Spelunker. Key starting items are a helmet light mod, the book to make blackstrap coffee, a QL1 iron pickaxe and shovel, and a QL1 cooking grill.

The Spelunker

3) The Lumberjack. Key starting items are the axe, some mods, and the double storage pocket mod schematic.

The Lumberjack

4) The Firefighter. The cousin of the Lumberjack, this one has a similar build, except instead of storage, you get the entire set of Fireman's Almanac books.

The Firefighter

5) The Cook. Key starting items are the cooking pot and grill, hunting knife, extra food and water, and 10 cooking magazines to get you a good head start. You start off strong, but nothing much beyond that.

The Cook

6) The Farmer. Key starting items are your trust QL1 hunting rifle and double barrel shotgun (with no ammo), a few cooking magazines, and all of the farming magazines you will need, plus some farm plots to help you get started.

The Farmer

7) The Hunter. A mix of an assassin and woodsman hunter, key starting items are a wooden bow, hunting rifle with 10 rounds, a silencer and NVG's, and Ranger's Guide to Archery Vol 1 (pull more arrows/bolts out of opponents and prey).

The Hunter

8) The Intellectual. Key starting items are a quality level 1 nerd hat and treasure hunter mod (totalling to 7% XP gain), a QL1 robotic sledge and baton, and some other useful nerdy items.

The Intellectual

9) The Surgeon. Get started early with extra first aid supplies, including a handy antibiotic! You've turned your surgical scalpel into a weapon, and you have your hat light from your prior time as a surgeon, as well!

The Surgeon

10) The Bar Brawler. You never shied away from getting into a drunken fist brawl in the pub at 5 in the morning. You start off strong with beer, moonshine, some good knuckles and gloves, and one of the best books of the series. Never get drunk again!

The Bar Brawler

11) The Thief. Gun safes, police cars, T3 chests, they're no match for you early on. Key items are 50 lockpicks, some candy, two Great Heist books (more cash, and more precious gems in loot), NVG's, and a baseball bat.

The Thief

12) The Gun Nut. You have one bullet for every zombie that shows up knocking! They're only pipe weapons though, so they're not the most powerful. At least you have a Ranged Mods Bundle 01 to help you out...

The Gun Nut

13) The Crazy Guy. The wildcard. Have you met someone crazy, and I mean really crazy, so crazy even the Duke would stay away from 'em? Explosives and traps are this guy's best friends. You might need the extra first aid, as well...

The Crazy Guy

14) The Survivalist. Prepared to the brim with useful items to help you survive the harsh elements. Also comes with a QL1 wooden bow and some iron arrows.

The Survivalist

15) The Builder. Get a head start on basic building supplies, with a claw hammer to boot!

The Builder

16) The Prepper. A little mix of everything to help you survive the post-apocalypse. Extra food, drink, magazines, ammo, gear. Jack of all trades, master of none.

The Prepper
That's how VEIN is doing it, but starting items and such will never constitute a character for me. An avatar, maybe, but not a character as in choice and consequence roleplay games that don't just include mechanical choices, e.g. what virtual weapon or armor the avatar uses, virtual clothes it wears or whether or not you upgrade them, but intangible choices, e.g. whether your imagined character judges a cause to be right or joins a faction; helps out a NPC or tells them to go to hell. That sort of thing.

7DTD is not a choice and consequence RPG, so it doesn't really matter to me whether TFP does "RPG elements" the same way VEIN is doing them or the way 7DTD is doing them. It's mechanical and superficial either way and doesn't draw me in as a RPG enthusiast.
 
I wouldn't mind something like that in the base game; but I can't say I really want it either. It feels a bit superfluous, for the most part the game tries to allow for early specialization without boxes and boxes of gibs, by allowing use of "low tier" versions of everything from the start.

As for DLC, it seems a weird fit; it would cause a mechanical split between players, so any multiplayer people would have to sort themselves by which DLCs they're running. Not small enough to just ignore, but too small to warrant a fracture, imo.
 
I have a feeling these sentiments are going to keep being brought up anytime DLC gets brought up...and it is coming from the guys who paid like $12 for the game on steam 8 years ago. Just a thought...I doubt skins are going to drive enough profit to be the only DLC.
 
Just a thought...I doubt skins are going to drive enough profit to be the only DLC.
High enough profit for .. what? 4.0 has already been funded, do we really need a constant stream of en■■■■tification from there...? I'm sure that's what the sale was about, but that doesn't mean I'll agree with the new owners ;)
 
It would be a terrible paid DLC candidate. An extremely negligible early game advantage (as in completely negated in 2-3 in-game days) in a single player/coop game.
not a hill I wish to die on...I do see how this idea could be fleshed out...have a little more content...maybe it's own "easter egg" decoration that can only be obtained with the DLC. FOMO is usually a part of DLC.

edit: I'd also add that console cannot give ourselves items...so this idea would allow people to start a game "in character" for that play thru.
High enough profit for .. what?
the new guys to make their investment back plus profit
4.0 has already been funded, do we really need a constant stream of en■■■■tification from there...? I'm sure that's what the sale was about, but that doesn't mean I'll agree with the new owners ;)
then complain to the old owners...they are the ones who sold out.

Sorry, but, that's the reality of this situation.

I can hope that "we" are going to get something fantastic...like a "Far Harbour" from Fallout. But, I think that kind of DLC is not very likely.
 
Last edited:
I wouldn't mind something like that in the base game; but I can't say I really want it either. It feels a bit superfluous, for the most part the game tries to allow for early specialization without boxes and boxes of gibs, by allowing use of "low tier" versions of everything from the start.

As for DLC, it seems a weird fit; it would cause a mechanical split between players, so any multiplayer people would have to sort themselves by which DLCs they're running. Not small enough to just ignore, but too small to warrant a fracture, imo.
I agree...it might be nice as part of the base game, but, isn't required. Which is why it is a good candidate for DLC.

As the OP stated...these are "Character Kits for Role Players"...I read that as "for solo players"...and it would be nice for console to be able to start a game "in Character". for those that would want to...and I think lots would. They've been watching themed playthroughs for years...they'd probably like to be able to do the same.

BUT...You are right that there might be some problems between Solo vs MP due to that....the answer to that is already out there...it seems that The Server Owners are now being given a lot of control over that kind of stuff because of the Sandbox (and that's a good thing).
 
Back
Top