Playing a jerk is fine, and if you do so I would highly recommend OOC communication when doing so with players you've never met before, to make sure they're okay with the behavior on an out-of-character level. Once you have some people you play with regularly, you can ease off on that; when you're new, it helps people see that you're an enthusiastic player who is running a jerk, and not a complete cipher.
Most people like walk-ups. Be the person to walk-up. This means in addition to personality it helps to come up with a short "Reasons Why My Character Would Talk To Strangers" list you can use when you need to walk-up, but you don't have a prompt from the other character.
I will not lie: If you are not an extrovert by nature, this will be terrifying at first. It will pass.
I must respectfully disagree with the idea of having both strengths and weaknesses, mentioned below, but this is because of a matter of perspective rather than suggesting that your character should have no weaknesses. Rather, every strength is also a weakness in the right place and the right time, and vice-versa. Think less in terms of positives and negatives, and more in terms of "traits" - facets of the character's personality that could both help him and get him in trouble.
Have goals. Short-term ones and long-term ones. These can be helpful prompts for walking-up. Write them down, and be ready to change them when they're fulfilled or negated. "Find a new pirate crew." "Search for the rat-bastard that killed my beloved pet carbuncle." "Acquire a rare item to impress that Miqo'te that's been giving me the side-eye." Things like that.
Most people like walk-ups. Be the person to walk-up. This means in addition to personality it helps to come up with a short "Reasons Why My Character Would Talk To Strangers" list you can use when you need to walk-up, but you don't have a prompt from the other character.
I will not lie: If you are not an extrovert by nature, this will be terrifying at first. It will pass.
I must respectfully disagree with the idea of having both strengths and weaknesses, mentioned below, but this is because of a matter of perspective rather than suggesting that your character should have no weaknesses. Rather, every strength is also a weakness in the right place and the right time, and vice-versa. Think less in terms of positives and negatives, and more in terms of "traits" - facets of the character's personality that could both help him and get him in trouble.
Have goals. Short-term ones and long-term ones. These can be helpful prompts for walking-up. Write them down, and be ready to change them when they're fulfilled or negated. "Find a new pirate crew." "Search for the rat-bastard that killed my beloved pet carbuncle." "Acquire a rare item to impress that Miqo'te that's been giving me the side-eye." Things like that.
Verad Bellveil's Profile | The Case of the Ransacked Rug | Verad's Fate Sheet
Current Fate-14 Storyline:Â Merchant, Marine
Current Fate-14 Storyline:Â Merchant, Marine