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Fallout: Ruins of Old America (OOC | Hiatus)

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Holy Lykos
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Fallout: Ruins of Old America (OOC | Hiatus)

Postby Holy Lykos » Sun Oct 02, 2016 4:34 pm

Image

War. War never changes...

When nuclear fire rained from the sky, a lucky few took shelter in great underground vaults. When they emerged, they banded together to face the harsh conditions of their new home... the wasteland. Some formed democratic societies, like the New California Republic...


Its been over twenty years since the fall of Caesar and the splintering of his legion, the wasteland regions are rather peaceful. People are spreading the borders of what they are calling 'civilized territory', places with what they call proper governments and little remaining tribal identity. Independent New Vegas limits the spread of the NCR to the west but allow Californian immigrants who wish to leave the oligarchic republic. This leaves only north and south to expand, so settlers have been moving into the new states of Baja and Oregon. New Vegas, ever the city state, has mostly been expanding the city itself from the ruins of the Legion war. The hoover dam is at full operation again, providing electricity for Vegas, and a good portion of California (for a good fee of course).

Since the fall of the Dam and deaths of both Lanius and Caesar, the legion has practically fallen apart. Caesar himself survived the battle, but not the year. His cancer caught up with him in the end, and he expired. With it, went the legion. While loyalists promoted one of his surviving his commander to someone they term "Augustus", a successor who claims to be given power by the god Mars, he has only a fraction of a power and support. Most of the Legion has broken apart into small, almost tribal groups, or settling into semi-nomadic raiders. As a result the former territory of the legion has been broken up into what's known as the 14 Remnants. The borders shift nearly constantly, but every power base has largely been held since the establishment of each Legion.

To the south the Mexican tribes, called Cartels or Calpolli fight for dominance, with a few city states forming from the normal chaos. Along with the fall of civilization, the native populations found a resurgence. The Cartels are made largely of the Spanish Mexican population, and Capolli of the native Mexica and Mayan peoples. The largest city states known to the NCR are Lapaz, Obrego, and Ciudad on the borders of Caesar's legion. The people in the south are fiercely against settlement of the Californian Republic, displacement already pushing more of the tribes down towards the unknown center of Mexico and the mythic city states of Tenochtitlan and Tikal.

The north is full of Cascadian tribes and cities, with the largest single entity being the Metroplex of Seattle, which stretches down the Interstates to encompass most of Portland as well. The push northward has earned enemies everywhere, leading to slow expansion as well. The Metroplex is the most welcoming of the polities here, though its only because they've traded with the Hub extensively for years. With the destruction of New Canaan years ago, most of Utah is sparsely populated, and the Mormon tribes struggle to survive against the still legion aligned tribes in the area. Its a rather dangerous area to the north, the colder winters and high mountains making much of it unable to be inhabited by the more southern Californians.

Hemmed in on all sides, the NCR has begun looking into other ways to expand its power and trade, without the costly wars of decades past that they have yet to recover from.

Spearheaded by a few companies from the Hub, under ghoul Ferrous' and his company's supervision, an expedition across Wasteland America to explore the various regions has been created. For better or worse, several mercenaries and other wasteland wanderers have been hired to help provide protection and various services for this expedition across America. They'll face a myriad of dangers, especially far away from settled civilizations and towards the more tribal lands of the center of the USA. The protective tribes, post-war cults, monsters, and the simple lack of resources will make this trip dangerous. Its more than likely not every member of the expedition will make it from one end to the other, and indeed some are given the option to leave with a fraction of the money they're offered for going the full trip.

Whether their motivation for this trip is purely monetary, curiosity, or idealism, those involved will risk life and limb to help this journey succeed. This trip will likely likely will take months if not years to complete. Those who go on it might not ever return to their old homes. The old maps of the United states may have the lay of the land, but they list none of the danger you can find along the way. This trip is one of discovery, to see if any other nations have risen out of the ashes of the United States, or if the NCR has the only and best chance to recreate the world in its image, and that of the long dead America.





Last edited by Holy Lykos on Fri Dec 23, 2016 10:14 pm, edited 17 times in total.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 4:35 pm

The Route So Far
Start: The Hub

The Hub is the largest trading center in the NCR which built its wealth on water and other necessities. With the stability and prosperity of the Republic, its transitioned to shipping more luxury goods among the major cities of the Republic, and said necessities to border regions, towns, and colonies. Its by far one of the most prosperous areas of the NCR, but has its own breed of problems in organized crime, de facto segregation of mutants(something against the law in the NCR), and poverty in the outskirts of the town.

Every route starts in the Hub, the trading center of the NCR. Its grown quite significantly, and is a location all walks of life gather for trade. Its still chock full of gangs and seedier professions, though it has improved since the reclamation of the correctional facility near the Mojave.



Through Hell's Gate

Our road stretches north, through Nevada and Utah, allying with the Canaanite tribes to work towards their old Homes of New Canaan and New Jerusalem.

Perhaps its the stories of the riches lost in both New Canaan and New Jerusalem, or that our party is sympathetic to the plight of the Mormons, either way the option is there to help get a group of Mormon refugees back home, picking up whatever we can along the way. Initiatives to retake either city have been floating around their camps since the fall of the Legion and their allies, but until now the NCR hasn't been willing to have any troops go so far. With us acting largely independently, we could use this to our advantage to find a safe place to stop when we arrive.

Tribals are a ranger, and who knows what's on the route there. Legion has been reported this far north on occasion, but no nations or states since the fall of the Mormon Paradise.






Routes For Next Leg
Route 1: Through Hell's Gate

Our road stretches north, through Nevada and Utah, allying with the Canaanite tribes to work towards their old Homes of New Canaan and New Jerusalem.

Perhaps its the stories of the riches lost in both New Canaan and New Jerusalem, or that our party is sympathetic to the plight of the Mormons, either way the option is there to help get a group of Mormon refugees back home, picking up whatever we can along the way. Initiatives to retake either city have been floating around their camps since the fall of the Legion and their allies, but until now the NCR hasn't been willing to have any troops go so far. With us acting largely independently, we could use this to our advantage to find a safe place to stop when we arrive.

Tribals are a ranger, and who knows what's on the route there. Legion has been reported this far north on occasion, but no nations or states since the fall of the Mormon Paradise.



Route 2: Jewel of Tlalticpac

California is surrounded by desert, and the Sonora is no exception. Let's work with a Cartel or Calpoli searching south for Tenochtitlan.

Tenochtitlan, the ancient city of the Aztecs, has supposedly been reborn from the ruins of Mexico City. We've contacted a few of the tribes in the region that say they are planning expeditions of their own to search, and would be willing to have us go along with in exchange for promises of their territorial integrity. The NCR is willing to agree should we find something interesting by going South rather than East. The plan would be to go up the far coast of Mexico eventually, but see if the legends of these lands are true first.

Another option is to simply work to help both groups cross the Sonoran Desert before leaving to head towards Texas or Phoenix alone.



Route 3: Render unto Caesar

Our route takes us to New Vegas and towards the East, aiming for Denver, and will bring us up against many fractions of the Legion. Direct, and dangerous might be the fastest route.

Likely one of the more outright dangerous routes by virtue of the Fourteen Remnants blocking the passes, this is the fastest way east by far. We'll need to be more heavily armored and equipped from the start, to deal with the chariots of the Legions and raiders that infest the gaps in their territories. The terrain isn't much better, the desert south and mountains creating an area easy to get lost in and be doomed to wander.

It might be a good idea to buy favor with one of the warlords to secure passage in exchange for favors or goods.



Route 4: In the Land of the Eternal Rains

The Rains to the north are plentiful, going across such land could yield easy passage and more allies once we reach the Metroplex.

Most likely to be the safest of the routes, one of the few with a true ally of the NCR. The only route which doesn't strike out east but starts by heading north, we won't be crossing any mountains yet. The Metroplex might be willing to help sponsor our trip though, giving us extra supplies for the long journey once we set off to the mountains. We will have to deal with the Northwestern tribes and a few hostile cities, but nothing organized against us.

Contact with the Metroplex has been sparse of late, word of some sort of tribal confederation could make this route more dangerous than anticipated.
Last edited by Holy Lykos on Mon Oct 17, 2016 10:52 am, edited 5 times in total.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 4:37 pm

Rules

  • Normal Nationstates Rules.
  • No being nasty, trying to flame, trolling, etc in the OOC.
  • PG-13. Nothing too bloody or graphic, in line with NS rules.
  • Listen to OP, what they says goes no matter what.
  • Follow Roleplaying etiquette:
    -No God Modding. This isn't your personal power trip.
    -No Asterisks play.
    -Most NPCs are run by the Op, with some exceptions.
    -Proper grammar/punctuation.
    -No colored or oddly formatted dialogue, just a personal preference.
    -No Metagaming
    -One Liners are heavily discouraged, detail's not that difficult.
  • Feel free to collaborate with other players for long conversations. Work together to craft something and create an interesting scene!
  • One character per player to start
  • No blitz play, put detail and thought into posts and don't prevent people from acting by rushing a scene past while they're busy with RL issues.
  • Above all make sure to have fun!




OOC Tidbits

IRC Channel: #FalloutROA



Plot So Far

The Expedition has been called, and people are gathering, A little vetting is needed, but soon the expedition should be on its way!
Last edited by Holy Lykos on Sun Oct 09, 2016 9:29 pm, edited 4 times in total.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 4:40 pm

Application


Code: Select all
[spoiler=Replace with Character Name][box][size=125][align=center][b]Official HUB Ferrous Co.
Expedition
Job Application[/b][/align][/size]
[hr][/hr]
[b]Name:[/b]
[b]Age:[/b]
[b]Sex:[/b] Male / Female / Other
[b]Species (If Applicable):[/b]
[b]Description (Written):[/b]
[b]Attach Photo Here:[/b]
[b]
Current and Previous Employment or Allegiances:[/b]

[b]S.P.E.C.I.A.L stats (Base 5, Max 10, 5 Additional points to start)[/b]
[list][*][i]Strength[/i]
[*][i]Perception[/i]
[*][i]Endurance[/i]
[*][i]Charisma[/i]
[*][i]Intelligence[/i]
[*][i]Agility[/i]
[*][i]Luck[/i][/list]

[b]Personality:[/b]
[b]Personal History:[/b]

[b]Skills:[/b]
[b]Strengths:[/b]
[b]Weaknesses:[/b]
[b]Pre-Owned Equipment:[/b]

[b]Introduction(for listing):[/b]
[b]RP Sample(written or links):[/b][/box][/spoiler]
Last edited by Holy Lykos on Sun Oct 02, 2016 4:47 pm, edited 4 times in total.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 4:45 pm

DRAMATIS PERSONAE

In Alphabetical Order, by First Name



Dieter Fox, played by the Holy Empire of Steel
A former slave of Augustus and his Legion. After participating in a violent revolt against his captors at the age of 22, Dieter escaped out into the wasteland, using whatever jobs were available to move farther west. He now finds himself in the Hub, aged 26, scrapping out a meager living as a trader, but rumors of a massive expedition funded by the NCR has caught his attention, and and excuse to get leave the Hub was a welcome idea.

DETAILS


Edgar Ferrous, played by Holy Lykos
An ancient ghoul, one of the first made from Vault 12 along with those of Necropolis. He's been through quite a lot, but since the NCR he's built up a good wealth for himself in sponsoring mining expeditions. This newest expedition is by far his grandest idea, and spurned on by his childhood on the East Coast. He's the leader of the Expedition, and its primary benefactor.

DETAILS


Fuse, played by Swith Witherward
Fuse, Kolb's fire gecko companion.

DETAILS


Sgt. JL-4, "Grumpy", played by Torsiedellel
A red-blooded American, Mr. Gutsy JL-4 is an NCO of the US Army and a rough and tough representative of the California National Guard. His expertise is in killing Commies and beating dirty hippies, all the while yelling Pro-American rhetoric and giving his all. Despite his abrasive personality, Grumpy tries to uphold his values as an American soldier and a defender of freedom.

DETAILS


Johnathan Abernathy, played by Lordeux
A HUB merchant trader's son, rising to great heights only to fall and rise once again. Spent the majority of his life in the family's shop or out on trading expeditions with dad. In his young adult years he was an independent trader and quickly became successful. This lasted four years, but eventually he got tired of the same routine and decided to take on some action. That's when he came up with the great idea to join this expedition and provide his excellent trading skills.

DETAILS


Kolb, played by Highfort
An elderly super mutant who’s traveled across California and Nevada, Kolb seeks meaning and the chance to live among friendly fellows once-again. His age and experience lend him a wisdom not found from mere book schooling, although he’s had plenty of that as well. Though more of a bookworm type, his super mutant status makes him a formidable fighter, if not a particularly skilled one.

DETAILS

Last edited by Holy Lykos on Sun Nov 27, 2016 1:06 am, edited 19 times in total.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 6:19 pm

Official HUB Ferrous Co.
Expedition
Job Application



Name: Edgar Ferrous
Age: 258, 28 when the bombs fell
Sex: Male
Species (If Applicable): Ghoul
Description (Written): Like most ghouls, Edgar's lost most of his epidermis and hair, though what remains he's managed to style into a short cut mohawk of grey-brown hair. Either way he usually wears a hat to cover up what he can. His facial hair is nonexistent, too. His favored hat is a slightly worn wool cap, in a dull green-brown plaid pattern. Aside from that he wears a variety of them, depending on outfit. His nose is missing, along with his left ear. However, a scar going over one the side of his head from jaw to the back of his skull, crossing over his ear, says it might have been cut off by something or another. His eyes are a warm hazel color, though he claims the color has paled since he became a ghoul. He tends to have a pair of sunglasses on his person, as well.

Despite his appearance, his mannerisms make him fairly charismatic even with the necrotic and rotting appearance a ghoul has. Edgar's custom of dress tends to be formal, usually wearing dress pants of the best quality he can find or afford along with as full of a suit as he can manage. While traveling he tends to switch to khaki pants or jeans and a plaid shirt, to keep his proper appearance as much as possible. His travel outfit is completed with a backpack for supplies, and the twin holsters of his guns.
Attach Photo Here: N/A




Current and Previous Employment or Allegiances:
  • Formerly- Old USA
  • Formerly- Vault 12
  • Formerly- Necropolis
  • Formerly- Dayglow
  • Current- NCR
  • Current- Ferrous Incorporated (CEO and President)




S.P.E.C.I.A.L stats (Base 5, Max 10, 5 Additional points to start)
  • Strength 4
  • Perception 8
  • Endurance 3
  • Charisma 7
  • Intelligence 8
  • Agility 5
  • Luck 6




Personality:
  • Loyal
  • Crafty
  • Rather serious
  • Sentimental
  • Attempts to be funny, really isn't
  • Can get rather grumpy by the end of the day
  • in all, rather like a grandfather to people he cares about.
Personal History:
Edgar's story is a long one, going back to before the war. He, at the time of the end of the world, had been a salesman for some company or another. He really can't remember which. One of those companies that called just about anyone to make a sale, that was his life. He had been born in New York City and grew up in various places along the east coast, from Boston to Washington DC. His parents both had jobs that were highly mobile, so most of Edgar's early life was mobile as well. He really didn't have a single home, but did have fond memories of just about everywhere he lived. But all good times come to an end, and Edgar's college days were quite a good level more stressful. He ended up going to college in California, to one university or another. Doesn't matter now. Either way he ended up settling in Bakersfield, California, working at a telemarketing company.

Super interesting, totally.

But, when the bombs started dropping things did get much more interesting. Luckily enough Edgar was one of those lucky few to be able to reserve a spot in a local vault. Vault 12. As the air raid sirens went off, normality was shaken and a mad dash to shelters and vaults pretty much tore society apart. Those too shocked to do anything just watched the sky. Most were burned away, probably. It was lucky that most of Bakersfield was spared from the brunt of the initial bombings. It was only later waves that hit the city, and more conventional bombs too. Fallout washed over the world equally. Many fell sick and died, others gave into instinct and did anything to survive. Those on the surface who did survive tended to become ghouls.

And unluckily for Edgar and the other residents of Vault 12 so did they.

A critical, but intentional, error in the vault's construction left the door open. Radiation seeped in, the slow exposure turning those who didn't die from radiation sickness into ghouls. Soon enough the city of Necropolis was born. Edgar ended up largely spending these first few decades in shock, unable to believe that not only had he lost his humanity and survived a nuclear war, but practically all his life had been for naught. He felt cheated. He got bitter. For a while he got into drinking heavily, only doing odd jobs to keep up the habit.

But like all things this phase ended, shortly before the migration to Dayglow to escape the Master and his armies. Once he got himself settled, he swore off alcohol and looked into using the gift of gab he'd developed over his earlier years to some use. He started a merchant company he called Ferrous Incorporated, taking the name of the company as his new last name. In fact he'd forgotten his old one by this point, but it was a good enough one for him. He started helping his new home trade and prosper, and sponsored various kinds of expeditions to hunt out and scavenge old world resources for uses in this new world. Under the NCR he kept up the same sort of thing, but moved the base of his operation to the Hub. He amassed a good little fortune, which he's now putting forward into this final major effort of his.

With the peace following Caesar's death, He's grown restless. Routes back east are likely more open than they ever have been, yet no one that he knew of had ever even attempted to cross the continent... So why not try himself! But he'd not go alone, seeking out support of the various Hub families and companies along with the NCR itself. He's put up fliers advertising an expedition to the East, a grand affair that will take a likely dangerous route. He knew some experienced Caravaneers would love the challenge, and as he organized this he found that the NCR would provide some basic supplies free or charge to help his effort.

Edgar, for once in his life, has a dream and it'll take death for him to give this one up.




Skills: Energy Weapons, Small Guns, Barter, Speech, Medicine, Repair
Strengths: He's a fast talker and quite intelligent, making him a good merchant and trader. His charisma makes him a natural leader, and he's fairly lucky.
Weaknesses: Frail, Aging, Weaker than most, His ghoul nature, his appearance is hard for some to stomach, lack of armor
Pre-Owned Equipment:
  • Edgar's Travel Outfit
  • Edgar's Business Suit
  • Pre-War Map of the USA
  • Water Canteen
  • Backpack
  • Plasma Defender
  • Energy Cells
  • .44 magnum revolver
  • .44 magnum rounds, speed loader equipped
  • Journal
  • Few thousand caps, NCR bills, for expedition money.




Introduction(for listing): An ancient ghoul, one of the first made from Vault 12 along with those of Necropolis. He's been through quite a lot, but since the NCR he's built up a good wealth for himself in sponsoring mining expeditions. This newest expedition is by far his grandest idea, and spurned on by his childhood on the East Coast.
RP Sample(written or links): N/A
Agender - They/Them pronouns
Pansexual Polyamorous
Autistic
Agnostic
Anarcho-Syndicalist
Comp Sci Major
History Enthusiast
Furry

Some Political Charts: 1 2
Official Squirrel
of
Personification Life


I wear teal, blue, pink for Swith

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Pacific Brotherhood of Steel
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Founded: Nov 07, 2013
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Postby Pacific Brotherhood of Steel » Sun Oct 02, 2016 7:42 pm

Tag

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Highfort
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Posts: 2910
Founded: May 11, 2014
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Postby Highfort » Sun Oct 02, 2016 7:59 pm

Official HUB Ferrous Co.
Expedition
Job Application



Name: Kolb
Age: 185
Sex: Male
Species (If Applicable): 1st Generation (Master’s Army) Super Mutant
Description (Written):

Time has not treated Kolb very well. He stands eight feet tall with the right stance, though he usually appears several inches shorter due to his hunchback. A former soldier of the Master’s Army, he earned many ropey scars and terrible burns across his body as a result of his misfortunes in combat. In Broken Hills, the radiation from the nearby uranium mines caused the growth of tumor-like bulbs on his back and shoulders, and these growths were the cause of his current hunched-over appearance. Further persecution in Jacobstown from anti-mutant gangs and raiders left him with a swollen, blind eye and pain-wracked legs. However, thanks to his genetic stock, his dipping in the FEV vats in Mariposa left him superhumanly strong, and he endures his pain with a humble pride.

Attach Photo Here:
Image


Current and Previous Employment or Allegiances:
  • Shady Sands (Former, as a human)
  • Master’s Army (Former)
  • Broken Hills (Former)
  • Jacobstown (Former)
  • The Hub (Current)

S.P.E.C.I.A.L stats (Base 5, Max 10, 5 Additional points to start)
  • Strength 8
  • Perception 6
  • Endurance 9
  • Charisma 2
  • Intelligence 7
  • Agility 6
  • Luck 2

Personality:
  • Easygoing, Friendly
  • Quiet
  • Humble, Submissive
  • Problem Solver
  • Wizened
  • Accustomed to Poverty

Personal History:

The human that would become Kolb was born Charles Henry Reed and was among the Vault 15 dwellers who emerged to the surface and recolonize California. One of the founding members of Shady Sands, Charles grew increasingly restless as time passed. The local community is mostly-unaware of modern technology, as they had left the Vault without much in the way of supplies or a GECK to help aid in recolonization. Not looking forward to farming brahmin and cacti for the rest of his life, the young man left with a passing caravan to seek a life in the faraway cities of the Hub and Junktown.

Serving as the caravan’s repairman as it wound through the ruins of the old world, Charles fell in love with one of the caravaneers. Unfortunately, the caravan crossed a little too close to Mariposa Military Base. While most of the crew escaped, Charles sacrificed himself to protect his newfound love and was plunged into the FEV Vats by the Master. He remained this way for many days.

Luckily, or perhaps unluckily, Charles’ genetic makeup was relatively unaffected by the radiation following the war thanks to being born in and growing up in a Vault. He emerged from the vats with his mental faculties intact, and would go on to become one of the Master’s officers, christened as “Kolb” after the name on the jacket he’d been given as part of Kolb Caravan Company.

Working mostly in Mariposa, he assisted with dipping and raising potential new mutants. Kolb was spared from the slaughter that the Vault Dweller visited upon the base as he’d been outside capturing test subjects when the base was raided. Without a cause to serve, he wandered for some time. His actions under the Master’s Army grew to trouble him, and from then-on Kolb made a promise to himself to settle down and live in peace for the remainder of his days, however long they would be.

This eventually led him to Broken Hills, where he met fellow super mutants and ghouls who were trying to live together. Seeing a use for his scientific prowess, Marcus assigned him to the mines and Kolb worked tirelessly developing techniques for finding and tapping uranium veins to keep the town profitable. The heavy work in the mines mutated him further, and he found it difficult to stand straight for long periods of time. By the time Broken Hills’ mines were exhausted, Kolb had found the peace that he’d desired and sought to follow Marcus to establish a new community with similar goals.

After several failures, Kolb eventually settled in Jacobstown with Marcus and the Nightkin who had ventured along. Witnessing the magnanimity of the Courier, who helped cure the Nightkin schizophrenia and drove away anti-mutant raiders who threatened the town, Kolb eventually parted ways with Marcus and sought to live once again among non-mutants.

Returning to the Hub, which he’d originally sought after leaving Shady Sands, Kolb searched high and low for any sign of his beloved and for any sign of Kolb Caravan Company. Unfortunately, his searches were fruitless and, saddened, the Super Mutant settled outside of town as a tinkerer and a junk salesman. He lived a poverty-stricken existence, unable to make enough to establish himself as a reputable trader in the Hub, and was often picked on by anti-mutant ghouls and humans.

Though the years have worn him down, he’s decided to give up settled life and go on the road once more. His brief pre-mutant stint as a caravaneer is all he has left to fall back on, and so he searches around the Hub for anyone in need of a heavy hand or a big brain - and anyone willing to put up with a super mutant, of course.

Skills: Unarmed, Melee Weapons, Science, Repair
Strengths: Very Strong, Intelligent, Educated, Tinkerer/Repairman
Weaknesses: Socially Inept, Very Ugly, Very Unlucky, Large Target, Very Heavy, Unskilled in Combat
Pre-Owned Equipment:
  • Fire Axe
  • 1 Gallon Water Canteen
  • Steel Chest and Back Plate Armor
  • Leather Shoulder, Arm, and Wrist Armor
  • Denim Jeans Modified with Leather Pads
  • Extra-Large Combat Boots
  • Modest Toolkit: Screwdrivers, Hammer, Screws, Nails, Lubricant/Oil, Wrenches, Bolts, etc.
  • Medical Supplies: Bandages, Antiseptic, Painkillers, Gauze, Splints, etc.
  • A Small, Leather-Bound Journal

Introduction(for listing):
An elderly super mutant who’s traveled across California and Nevada, Kolb seeks meaning and the chance to live among friendly fellows once-again. His age and experience lend him a wisdom not found from mere book schooling, although he’s had plenty of that as well. Though more of a bookworm type, his super mutant status makes him a formidable fighter, if not a particularly skilled one.

RP Sample(written or links): See PL, Circuit and Spire, etc.
First as tragedy, then as farce

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Holy Lykos
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Posts: 1793
Founded: May 01, 2016
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Postby Holy Lykos » Sun Oct 02, 2016 8:14 pm

Highfort wrote:
Official HUB Ferrous Co.
Expedition
Job Application



Name: Kolb
Age: 185
Sex: Male
Species (If Applicable): 1st Generation (Master’s Army) Super Mutant
Description (Written):

Time has not treated Kolb very well. He stands eight feet tall with the right stance, though he usually appears several inches shorter due to his hunchback. A former soldier of the Master’s Army, he earned many ropey scars and terrible burns across his body as a result of his misfortunes in combat. In Broken Hills, the radiation from the nearby uranium mines caused the growth of tumor-like bulbs on his back and shoulders, and these growths were the cause of his current hunched-over appearance. Further persecution in Jacobstown from anti-mutant gangs and raiders left him with a swollen, blind eye and pain-wracked legs. However, thanks to his genetic stock, his dipping in the FEV vats in Mariposa left him superhumanly strong, and he endures his pain with a humble pride.

Attach Photo Here:

Current and Previous Employment or Allegiances:
  • Shady Sands (Former, as a human)
  • Master’s Army (Former)
  • Broken Hills (Former)
  • Jacobstown (Former)
  • The Hub (Current)

S.P.E.C.I.A.L stats (Base 5, Max 10, 5 Additional points to start)
  • Strength 8
  • Perception 6
  • Endurance 9
  • Charisma 2
  • Intelligence 7
  • Agility 6
  • Luck 2

Personality:
  • Easygoing, Friendly
  • Quiet
  • Humble, Submissive
  • Problem Solver
  • Wizened
  • Accustomed to Poverty

Personal History:

The human that would become Kolb was born Charles Henry Reed and was among the Vault 15 dwellers who emerged to the surface and recolonize California. One of the founding members of Shady Sands, Charles grew increasingly restless as time passed. The local community is mostly-unaware of modern technology, as they had left the Vault without much in the way of supplies or a GECK to help aid in recolonization. Not looking forward to farming brahmin and cacti for the rest of his life, the young man left with a passing caravan to seek a life in the faraway cities of the Hub and Junktown.

Serving as the caravan’s repairman as it wound through the ruins of the old world, Charles fell in love with one of the caravaneers. Unfortunately, the caravan crossed a little too close to Mariposa Military Base. While most of the crew escaped, Charles sacrificed himself to protect his newfound love and was plunged into the FEV Vats by the Master. He remained this way for many days.

Luckily, or perhaps unluckily, Charles’ genetic makeup was relatively unaffected by the radiation following the war thanks to being born in and growing up in a Vault. He emerged from the vats with his mental faculties intact, and would go on to become one of the Master’s officers, christened as “Kolb” after the name on the jacket he’d been given as part of Kolb Caravan Company.

Working mostly in Mariposa, he assisted with dipping and raising potential new mutants. Kolb was spared from the slaughter that the Vault Dweller visited upon the base as he’d been outside capturing test subjects when the base was raided. Without a cause to serve, he wandered for some time. His actions under the Master’s Army grew to trouble him, and from then-on Kolb made a promise to himself to settle down and live in peace for the remainder of his days, however long they would be.

This eventually led him to Broken Hills, where he met fellow super mutants and ghouls who were trying to live together. Seeing a use for his scientific prowess, Marcus assigned him to the mines and Kolb worked tirelessly developing techniques for finding and tapping uranium veins to keep the town profitable. The heavy work in the mines mutated him further, and he found it difficult to stand straight for long periods of time. By the time Broken Hills’ mines were exhausted, Kolb had found the peace that he’d desired and sought to follow Marcus to establish a new community with similar goals.

After several failures, Kolb eventually settled in Jacobstown with Marcus and the Nightkin who had ventured along. Witnessing the magnanimity of the Courier, who helped cure the Nightkin schizophrenia and drove away anti-mutant raiders who threatened the town, Kolb eventually parted ways with Marcus and sought to live once again among non-mutants.

Returning to the Hub, which he’d originally sought after leaving Shady Sands, Kolb searched high and low for any sign of his beloved and for any sign of Kolb Caravan Company. Unfortunately, his searches were fruitless and, saddened, the Super Mutant settled outside of town as a tinkerer and a junk salesman. He lived a poverty-stricken existence, unable to make enough to establish himself as a reputable trader in the Hub, and was often picked on by anti-mutant ghouls and humans.

Though the years have worn him down, he’s decided to give up settled life and go on the road once more. His brief pre-mutant stint as a caravaneer is all he has left to fall back on, and so he searches around the Hub for anyone in need of a heavy hand or a big brain - and anyone willing to put up with a super mutant, of course.

Skills: Unarmed, Melee Weapons, Science, Repair
Strengths: Very Strong, Intelligent, Educated, Tinkerer/Repairman
Weaknesses: Socially Inept, Very Ugly, Very Unlucky, Large Target, Very Heavy, Unskilled in Combat
Pre-Owned Equipment:
  • Fire Axe
  • 1 Gallon Water Canteen
  • Steel Chest and Back Plate Armor
  • Leather Shoulder, Arm, and Wrist Armor
  • Denim Jeans Modified with Leather Pads
  • Extra-Large Combat Boots
  • Modest Toolkit: Screwdrivers, Hammer, Screws, Nails, Lubricant/Oil, Wrenches, Bolts, etc.
  • Medical Supplies: Bandages, Antiseptic, Painkillers, Gauze, Splints, etc.
  • A Small, Leather-Bound Journal

Introduction(for listing):
An elderly super mutant who’s traveled across California and Nevada, Kolb seeks meaning and the chance to live among friendly fellows once-again. His age and experience lend him a wisdom not found from mere book schooling, although he’s had plenty of that as well. Though more of a bookworm type, his super mutant status makes him a formidable fighter, if not a particularly skilled one.

RP Sample(written or links): See PL, Circuit and Spire, etc.

Accepted! Welcome aboard!
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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Sun Oct 02, 2016 8:21 pm

Would you be okay with a Brotherhood outcast? Something along the lines of he broke the Chains that Bind and was to be removed but left before he could be apprehended.

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Holy Lykos
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Postby Holy Lykos » Sun Oct 02, 2016 8:22 pm

Pacific Brotherhood of Steel wrote:Would you be okay with a Brotherhood outcast? Something along the lines of he broke the Chains that Bind and was to be removed but left before he could be apprehended.

Certainly, could make an interesting character.
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Tytus Abaddon
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Postby Tytus Abaddon » Mon Oct 03, 2016 8:58 am

tag

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Holy Lykos
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Postby Holy Lykos » Mon Oct 03, 2016 8:33 pm

Theme song added, What's fallout without some old style theme music!
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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Mon Oct 03, 2016 8:59 pm

Official HUB Ferrous Co.
Expedition
Job Application



Name: Jacob Casimir
Age: 40
Sex: Male
Species (If Applicable):
Description (Written): A former member of the Brotherhood of Steel, a Paladin at that, Jacob has seen more than his fair share of combat. Broken and battered many a times Jacob is no longer the good looking man he was. His face carries scars from fist fight, to knife fight, to even a few close calls with a firearm. Compounded with his massive height, 6' 4", and his use of power armor, he is a sight few want to see and even fewer want to see in combat. Though he isn't the brute he seems. At his core Jacob is an intellectual man, a striking contrast to his appearance. He was, of course, a member of the Brotherhood and what more do they want than knowledge?
Attach Photo Here: http://i.imgur.com/SfmSw2o.png

Current and Previous Employment or Allegiances: Brotherhood of Steel


S.P.E.C.I.A.L stats (Base 5, Max 10, 5 Additional points to start)
  • Strength 6
  • Perception 7
  • Endurance 8
  • Charisma 2
  • Intelligence 7
  • Agility 7
  • Luck 3

Personality:At glance many would see Jacob as a very quiet man who would much rather shake them down than have an intimate conversation about the inner workings of a laser weapon and how to maintain it but he is a scholar if a bit demeaning to others. Even if he is no longer a part of the Brotherhood he sure held on to his superiority. And rightfully so, he is, of course, a pure human.
Personal History: Born into the Brotherhood of Steel Mojave Chapter, all Jacob ever knew for the first few years of his life was the bunker. For so many years of his life he was cramped into such a small area with little to do other than run errands or work at the practice range. So he read. The databases of the bunker were vast and covered every possible subject from geometry to quantum mechanics. For so long before his proper training began he studied and bettered his mind.

This cycle of reading and working would be broken on his fourteenth birthday when Jacob was first made into a squire. And for the next few years he trained in the fields of combat, the paladin, and the fields of repair, the knight, and the fields of study, the scribe, though in his opinion he had mastered that long ago. For four years he trained and when the time came he was faced with two choices, knight or paladin. Jacob would be damned if he was cramped up as a scribe. So he took the natural choice in the Mojave Chapter. As a paladin he would at least be able to walk outside.

But before he was even inducted as a full member he came. The Courier with Veronica and a plethora of others at his side. He would only talk to him once but he knew from that conversation alone that he would change the wasteland. The fire in his voice, the conviction in his action, it was something to be marveled. And it would be the courier who would relieve the lockdown that had choked Jacob for so long.

A few months after this the battle would take place and the Courier called in everyone to chip in, and the Brotherhood happily obliged. Jacob doesn't exactly remember how many of the Legionnaire Recruits he brutally killed, he lost count after thirty-seven. It would be here that he would receive the first of many scars. When the Courier revealed that he wasn't letting the NCR stick around not all went quietly. It was the Rangers. Severn of them seemingly descended upon his squad and before he knew it two were dead. In the fight that followed he would lose his helmet and take a few cuts from a combat knife before the Rangers lied dead.

Years, and many scars, later Jacob was promoted to the position of Senior Paladin. And it would be here he made his mistake. A careless one that nearly cost him everything. It was a rash, heat of the moment act that put his life on the line. He gave orders to a man not directly under his control. He broke the chains. And he knew what was coming and under the cover of night he fled. They hunted for him but Jacob stripped the markings of his armor and made his way to NCR territory.

NCR wasn't exactly the most friendly of places to him but he made a life there. First as a mercenary and then as a researcher for OSI. He would eventually leave OSI as it reminded him far too much of of the bunker. He eventually went back to his life as a mercenary. For the next few years he would continue on as he had before, using his contracts as a way to explore the wastes and hopefully discover things others hadn't. Eventually he would hear of the Ferrous expedition across the wastes and, well, Jacob couldn't resist.

Skills: Intimate knowledge of the maintenance and repair of armor and weaponry, good computer skills, and a great shot to boot.
Strengths: Intelligent, general knowledge, handy in a fight.
Weaknesses: Not the best to have speaking for the group. Appearance and demeanor is off putting. Slight claustrophobia. Dislike of HtH and Melee combat
Pre-Owned Equipment: Customized T-51B Power Armor suited to his needs. A well kept M72 Gauss Rifle and a Wattz Laser Rifle. Portable shortwave radio attached to armor that would allow the expedition to keep in contact with scouts or other members of the group.

Introduction(for listing): A former member of the Brotherhood of Steel who is heavily scarred, intelligent, and still holds onto his superiority complex who is not much into this expedition for the caps but more so for the what could be found along the way of the expedition. RP Sample: https://forum.nationstates.net/viewtopi ... 04066#wrap

https://forum.nationstates.net/viewtopi ... =1250#wrap

https://forum.nationstates.net/viewtopi ... hnson#wrap
Last edited by Pacific Brotherhood of Steel on Sun Oct 09, 2016 5:07 pm, edited 5 times in total.

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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Mon Oct 03, 2016 8:59 pm

App for Samuel shall come later.

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Imperial Idaho
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Postby Imperial Idaho » Mon Oct 03, 2016 9:07 pm

Oh I'm tagging the fuck out of this.
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
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Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

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Holy Lykos
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Postby Holy Lykos » Mon Oct 03, 2016 9:11 pm

I'd prefer if people stick to one character per player to start, so you know. Is Samuel a necessity for this character?

You also seem to be lacking a rp sample. I'd very much like one of those before accepting the app. otherwise the application looks good.


Also welcome, Idaho! Feel free to apply!
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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Mon Oct 03, 2016 9:13 pm

Holy Lykos wrote:I'd prefer if people stick to one character per player to start, so you know. Is Samuel a necessity for this character?

You also seem to be lacking a rp sample. I'd very much like one of those before accepting the app. otherwise the application looks good.


Also welcome, Idaho! Feel free to apply!

No, not really. To be honest he was going to be a backup character but I was liking them both the same and couldn't decide which one to do so I was hoping to do both. Not matter.

And yeah I forgot about that. I'll dig up something later from the other Fallout RP but it's getting late so I'll do that tomorrow.

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Imperial Idaho
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Postby Imperial Idaho » Mon Oct 03, 2016 9:16 pm

Holy Lykos wrote:I'd prefer if people stick to one character per player to start, so you know. Is Samuel a necessity for this character?

You also seem to be lacking a rp sample. I'd very much like one of those before accepting the app. otherwise the application looks good.


Also welcome, Idaho! Feel free to apply!

Thanks lad.

I've done an RP with Pacific before he definately knows his stuff with Fallout RPs,
I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.

Next up on the Sopranos...

Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

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Holy Lykos
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Postby Holy Lykos » Mon Oct 03, 2016 9:17 pm

Pacific Brotherhood of Steel wrote:
Holy Lykos wrote:I'd prefer if people stick to one character per player to start, so you know. Is Samuel a necessity for this character?

You also seem to be lacking a rp sample. I'd very much like one of those before accepting the app. otherwise the application looks good.


Also welcome, Idaho! Feel free to apply!

No, not really. To be honest he was going to be a backup character but I was liking them both the same and couldn't decide which one to do so I was hoping to do both. Not matter.

And yeah I forgot about that. I'll dig up something later from the other Fallout RP but it's getting late so I'll do that tomorrow.

So, dropping the BoS character? He could potentially work on his own.


And well yes Idaho, but I'd still like to see how every player writes, linking or giving previous examples works just as well to typing a new one.
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Beiarusia
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Inoffensive Centrist Democracy

Postby Beiarusia » Mon Oct 03, 2016 9:20 pm

I would join if not for too many commitments elsewhere, but this RP has definitely caught my interest. I'd like to keep an eye on things and maybe later (if this is still open) join in if time allows.

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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Mon Oct 03, 2016 9:20 pm

Holy Lykos wrote:
Pacific Brotherhood of Steel wrote:No, not really. To be honest he was going to be a backup character but I was liking them both the same and couldn't decide which one to do so I was hoping to do both. Not matter.

And yeah I forgot about that. I'll dig up something later from the other Fallout RP but it's getting late so I'll do that tomorrow.

So, dropping the BoS character? He could potentially work on his own.


And well yes Idaho, but I'd still like to see how every player writes, linking or giving previous examples works just as well to typing a new one.

No, dropping Sam.

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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Mon Oct 03, 2016 9:26 pm

Also I threw in threw links for the RP samples. Last one is the best.

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Holy Lykos
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Postby Holy Lykos » Mon Oct 03, 2016 9:30 pm

Pacific Brotherhood of Steel wrote:
Holy Lykos wrote:So, dropping the BoS character? He could potentially work on his own.


And well yes Idaho, but I'd still like to see how every player writes, linking or giving previous examples works just as well to typing a new one.

No, dropping Sam.

Got it, thanks for clarifying. Reading through the samples they seem good, I'll accept him yeah ^^

And I'll probably open it between parts, Beiarusia. If it lasts there will be a bit of downtime between each leg of the trip. Good time to let on new characters in case one happens to die, and to allow time for voting on the next route of the trip.
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Beiarusia
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Inoffensive Centrist Democracy

Postby Beiarusia » Mon Oct 03, 2016 9:42 pm

Holy Lykos wrote:And I'll probably open it between parts, Beiarusia. If it lasts there will be a bit of downtime between each leg of the trip. Good time to let on new characters in case one happens to die, and to allow time for voting on the next route of the trip.

Sounds good. Thanks.

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