Page 11 of 19

PostPosted: Thu Feb 09, 2017 8:51 pm
by Alinora
Zyvalia wrote:Question. I take it airships aren't allowed for a faction base?

Nah - we're trying to have people app for the factions on the list.

PostPosted: Thu Feb 09, 2017 8:51 pm
by Alouite
Zyvalia wrote:Question. I take it airships aren't allowed for a faction base?

Likely not. But please elaborate.

PostPosted: Thu Feb 09, 2017 9:01 pm
by Zyvalia
Alouite wrote:
Zyvalia wrote:Question. I take it airships aren't allowed for a faction base?

Likely not. But please elaborate.


I'm making a robot mercenary squad for my character to come from, and I'm trying to think of a sweet headquarters for them to hail from. I was thinking the more believable option was a big fortress ship in the ocean, but then I'm thinking more ambitious.

PostPosted: Thu Feb 09, 2017 9:09 pm
by Monarchy of Japanada
We have enough factions I think..

PostPosted: Thu Feb 09, 2017 9:09 pm
by Alouite
Zyvalia wrote:
Alouite wrote:Likely not. But please elaborate.


I'm making a robot mercenary squad for my character to come from, and I'm trying to think of a sweet headquarters for them to hail from. I was thinking the more believable option was a big fortress ship in the ocean, but then I'm thinking more ambitious.

I mean, you could be mercs in competition with the Gunners, but in that case base yourself in outposts like they do. However, there are no navies in this RP, period. Also, they cannot all be robots, they need humans in charge of them because there is no self awareness for robots in any cases except for Gen 3 Synths.

PostPosted: Thu Feb 09, 2017 9:15 pm
by Zyvalia
Alouite wrote:
Zyvalia wrote:
I'm making a robot mercenary squad for my character to come from, and I'm trying to think of a sweet headquarters for them to hail from. I was thinking the more believable option was a big fortress ship in the ocean, but then I'm thinking more ambitious.

I mean, you could be mercs in competition with the Gunners, but in that case base yourself in outposts like they do. However, there are no navies in this RP, period. Also, they cannot all be robots, they need humans in charge of them because there is no self awareness for robots in any cases except for Gen 3 Synths.


That isn't quite true, cases have been made for robots being somewhat aware. See Ada and, if you wanna count them regardless of their brains, the Big MT Think Tank. And they wouldn't necessarily need to be aware. An intricate programmed personality would cover what's necessary.

And it would be free Synths too, so that part is covered.

PostPosted: Thu Feb 09, 2017 10:18 pm
by Pasong Tirad
Name: Elijah "Mute" Brighton
Age: 19
Gender: Male
Appearance: Mute

Political Alignment: Children of Atom (Former), Minutemen

S.P.E.C.I.A.L.
40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)




Strength: 6
Perception: 5
Endurance: 6
Charisma: 2
Intelligence: 8
Agility: 8
Luck: 5


Skills:
Strength Skills: Strong Back
Perception Skills: N/A
Endurance Skills: Lead Belly, Aquaboy (minus the breathing underwater), Rad Resistant
Charisma Skills: N/A
Intelligence Skills: Medic
Agility Skills: Sneak, Moving Target
Luck Skills:

Weaknesses:

    Anti-Charismatic: While he has a well-versed vocabulary, his ability to interact with others doesn't show this, which is why he's preferred to not speak at all unless the situation demands that he talk. Given that people have gone on to call him "Mute," his reputation has given him an air of an inability to express himself. Even attempting laconic wit hasn't paid off.

    Nonviolent Atom: Due to his violent experiences with Far Harbor's Children of Atom, Elijah has gone on to believe an interpret Atom's will as a nonviolent will. Ever since leaving the violence of the Children of Atom, he's continued to believe in Atom, yet fully denounces harming another living creature to the point of death - slight injuries and the occasional broken bone are forgivable but still inherently wrong. This has made him very much a burden to his comrades in the Minutemen, who would easily cast him out if he were not such a skilled field medic.

Weapons: Mute carries a Stun Security Baton, which he uses as a self-defense weapon. Even though it's highly possible - and more than once, the situation demands - for him to kill somebody with his security baton modified with electricity, he outright refuses to do so and even only uses the baton for worst-case scenarios.

Other Items: Mute wears a Minuteman Outfit w Ballistic Weave and a militia hat with a red cross on it, as well as an armband that also has a red cross on it. He carries two satchels containing bandages, Stimpacks, RadAways and other medical supplies, and in his pocket he has a small copy of Atom's Holy Book, as was given to him by the parents he no longer remembers. He also sometimes brings with him some irradiated food or water whenever he's about to go on his "Day of Isolation," wherein he eats and drinks only things that are irradiated, in devotion to Atom.

Bio Elijah was born into the Children of Atom from Far Harbor, it was the only family he'd ever known. His parents raised him not as a son that they love, but as a member of the family, one who must be raised by all under the banner of giving their lives to Atom, so he never really felt that close to his parents than anyone else. After seeing the three-way conflict between the residents of Far Harbor, DiMA's Acadia and the Children of Atom, as well as how much damage they caused to the already highly-irradiated wildlife of Far Harbor, Elijah felt that enough is enough and, disguised as just another resident from Far Harbor, boarded a boat and arrived in the Commonwealth at the age of 18, being picked up on the coast of The Castle, the Minutemen's own stronghold.

Being introduced to The Minutemen, he found some semblance of "the good fight" in their attempt to keep the Commonwealth free. Despite the Institute's conflict with the Children of Atom, the Minutemen defended him - albeit rather begrudgingly, as Elijah's been getting a lot of flak from the Minutemen for his unwillingness to kill. But they still keep him on regardless, as he's developed a reputation of being quiet, smart and fast as hell when it comes to firefights where a strong-willed (and not to mention strong-backed) medic is needed.

Elijah is now a kid of two worlds: He's held on to his faith in Atom and he believes he's fighting the good, nonviolent fight in the Minutemen. Where he goes from here is anybody's guess, but due to the recent divisions between the Institute and the Minutemen, they're going to need all the help they can get - even if that help isn't willing to pick up a laser musket and fire it, even if he technically won't be "killing," in the eyes of some, due to the synths' lack of life. It's all the same to Elijah though: flesh or steel, a creature is a creature is a creature and he's not going to destroy them for anything - probably not even his own life.

[****Keep For Tracking****]

PostPosted: Thu Feb 09, 2017 10:21 pm
by The New Byzantine II
Is it possible to play as a female Sole Survivor (Nora) or she remains dead?

PostPosted: Thu Feb 09, 2017 10:22 pm
by Anowa
The New Byzantine II wrote:Is it possible to play as a female Sole Survivor (Nora) or she remains dead?

Synth Nora?

PostPosted: Thu Feb 09, 2017 10:24 pm
by The New Byzantine II
Anowa wrote:
The New Byzantine II wrote:Is it possible to play as a female Sole Survivor (Nora) or she remains dead?

Synth Nora?

Nah, a real Nora.

Synth Nora is fine if the OP doesn't agree if Nora is alive.

PostPosted: Thu Feb 09, 2017 10:28 pm
by Anowa
The New Byzantine II wrote:
Anowa wrote:Synth Nora?

Nah, a real Nora.

Synth Nora is fine if the OP doesn't agree if Nora is alive.

I'm... pretty sure regular Nora got shot in the heart man... and not the Bon Jovi kind. That shit is paste now... and it's been four years, so they're bones now.

It's still up to the OP, but don't get your hopes up for a Synth Nora even.

PostPosted: Thu Feb 09, 2017 10:29 pm
by Parcia
Anowa wrote:
The New Byzantine II wrote:Nah, a real Nora.

Synth Nora is fine if the OP doesn't agree if Nora is alive.

I'm... pretty sure regular Nora got shot in the heart man... and not the Bon Jovi kind. That shit is paste now... and it's been four years, so they're bones now.

It's still up to the OP, but don't get your hopes up for a Synth Nora even.


Yes, she'd dead.

Bones? No, freezer burned corpse perhaps.

PostPosted: Fri Feb 10, 2017 12:10 am
by Intermountain States
We already have a male Sole Survivor who, get this, is the sole survivor of Vault 111. Maybe a female Vault Dweller might work but I doubt the OP will allow the real Nora to be alive.

PostPosted: Fri Feb 10, 2017 12:29 am
by Taldaria
I was having trouble writing a combat scene so I made a character, gave her some levels and a sniper rifle and pistol. Started in K21 and walked to and cleared out the Atlantic Officers, it went just like this and yes, the ghouls were that easy to deal with.

PostPosted: Fri Feb 10, 2017 4:36 am
by Alinora
The New Byzantine II wrote:Is it possible to play as a female Sole Survivor (Nora) or she remains dead?

She been dead for like 70 years fam

PostPosted: Fri Feb 10, 2017 4:51 am
by The New Byzantine II
Oh okay because I decided to play another character but I'm almost completing my app eh

PostPosted: Fri Feb 10, 2017 8:57 am
by Dernland
Could there be a joint Minutemen-Institute operation to clear out The Switchboard? Seeing as the synths don't loot there's bound to be a lot of equipment left behind.

PostPosted: Fri Feb 10, 2017 9:12 am
by Ormata
I feel like I might make a Gen 3 Synth somewhere, you know...active, seeing as how I kinda wrote Peig into a hole (Stay in ze sub, maties).

PostPosted: Fri Feb 10, 2017 10:20 am
by Albertae
Anyone in need of a mercenary gunslinger? His reputation precedes him. You can find him in Goodneighbor.

PostPosted: Fri Feb 10, 2017 11:21 am
by Alinora
Dernland wrote:Could there be a joint Minutemen-Institute operation to clear out The Switchboard? Seeing as the synths don't loot there's bound to be a lot of equipment left behind.

Institute does loot for materials to build more Synths fam

PostPosted: Fri Feb 10, 2017 11:22 am
by Alinora
Albertae wrote:Anyone in need of a mercenary gunslinger? His reputation precedes him. You can find him in Goodneighbor.

Want to work under the Institute's payroll?

PostPosted: Fri Feb 10, 2017 11:27 am
by Skyhooked
Wonder, how will events occur... will they be sudden? Or there will be some sort of warning, so characters could "Prepare"?

PostPosted: Fri Feb 10, 2017 11:32 am
by Dernland
Alinora wrote:
Dernland wrote:Could there be a joint Minutemen-Institute operation to clear out The Switchboard? Seeing as the synths don't loot there's bound to be a lot of equipment left behind.

Institute does loot for materials to build more Synths fam


Right, forgot about that. Did the SS help the Railroad kick out the synths or not? Just asking to create some kind of plot for my character and faction.

PostPosted: Fri Feb 10, 2017 11:37 am
by Alinora
Dernland wrote:
Alinora wrote:Institute does loot for materials to build more Synths fam


Right, forgot about that. Did the SS help the Railroad kick out the synths or not? Just asking to create some kind of plot for my character and faction.

The SS is the Director of the Institute so no, he didn't do any of the Railroad quests

PostPosted: Fri Feb 10, 2017 11:40 am
by Dernland
Alinora wrote:The SS is the Director of the Institute so no, he didn't do any of the Railroad quests


Okay, so they would have stripped the place and moved on. Perhaps I'll have them begin an offensive operation at the Super-Duper Mart.