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Fallout: Aurora (OOC/Sign-Up|Open)

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Anowa
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Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Fallout: Aurora (OOC/Sign-Up|Open)

Postby Anowa » Tue Dec 26, 2017 8:04 pm

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March 22nd 2289. The American Wasteland is in a state of change. The Legion is in squabbling pieces, the Midwest is under the banner of Fascist overlords, Washington DC is an inhospitable desert, Boston is slowly becoming a republic, Vegas is independent, and the NCR directs it's bulk north in expansionist greed.

Only the last is relevant to this story.

As the NCR pushes north, so do it's policies: Taxation, Elections, Bureaucracy, and Law. For most this is a simple and welcomed change, to others, it's an end to their way of life. With no skills beyond that of stealing, pillaging, or extorting. Those who follow the banner only of those stronger than them are being pushed on a mass exodus further north on the I-5. Raiders, Slavers, Con-Artists, and general ne'er-do-wells are all pushing north in hopes of meeting a new region to set up shop and call home, to harass and extort to their pleasure, at least until they're pushed out again. Taking a road to yet another collection of settlements and tribes to leech off of like the refuse of humanity they are.

Yet the road they are on is about to reach it's end.

For in the Aurora region -so called due to the unnatural auroras brought forth by the radioactive hole of Seattle- there are already issues at hand. From the north,
Inuit and Haida raiders aim to conquer and destroy all that attempt to regain the Old World's glory. From 200 year old reactor technicians, to Amazonian Vault Dwellers, to Scientific Fundamentalists, all are at threat. Now they have been sandwiched between Raiders, organized raiders, and the NCR in a nearly 3 front war, and war...

War Never Changes


0. The rulings of OP and Co-OPs are final.
1. Basic RPing etiquette applies here, no metagaming, no godmodding, generally nothing that isn't acceptable on site.
2. Don't be a knobhead. RP your characters however you want, just keep such behavious in the IC.
3. Treat your posts like a CV, proper grammar and spelling are expected, and don't plaster it with italics and technicolor words, it's an eyesore and a possible health hazard.
4. OP reserves the right to kill your characters. You reserve the right not to complain about it.
5. Poor English skills are grounds for app denial/general removal. I should not have to TG you to find out what you meant in your IC posts.
6. Have fun!
  • Characters are required to have come from Oregon, Idaho, Wyoming, California, or Nevada.
  • NCR Enlisted Characters are by reservation only.
  • You can either start with 40 points for SPECIAL or ask me to roll you a number between 30-50. If you get below 40, you must use the roll allotted to you.
  • Images must be below 400x400 pixels.
  • Super-Mutants get a +2 to both Strength and Endurance.

Code: Select all
[floatright][img]ImageGoesHere[/img][/floatright]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Physical Description:[/b] (THings not obvious in your character photo, like height, weight, tattoos, etc.
[b]Birthplace:[/b] (Where they were born)
[b]Occupation:[/b] (What their job was before joining the exodus)
[b]Level:[/b] 1
[b]EXP:[/b] 0/200
[b]Skills:[/b] (All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)
[list][*]
[*][u]Barter:[/u] (2+(2xCharisma) + (Luck/2))
[*][u]Energy Weapons:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Explosives:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Guns:[/u] (2+(2xAgility) + (Luck/2))
[*][u]Lockpick:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Medicine:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Melee Weapons:[/u] (2+(2xStrength) + (Luck/2))
[*][u]Repair:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Science:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Sneak:[/u] (2+(2xAgility) + (Luck/2))
[*][u]Speech:[/u] (2+(2xCharisma) + (Luck/2))
[*][u]Survival:[/u] (2+(2xEndurance) + (Luck/2))
[*][u]Unarmed:[/u] (2+(2xEndurance) + (Luck/2))
[/list]
[b]SPECIAL[/b]
[list][*][u]S:[/u]
[*][u]P:[/u]
[*][u]E:[/u]
[*][u]C:[/u]
[*][u]I:[/u]
[*][u]A:[/u]
[*][u]L:[/u]
[/list]
[b]Perks:[/b] (At level 1 you shouldn't have any, simply put N/A here for the moment)
[list][*]N/A[/list]
[b]Equipment:[/b] (What they have on their person that helps them to survive)
[b]Biography:[/b] (Their life story)
[i][u][color=#FF0000]Do Not Remove: 2299[/color][/u][/i]
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Name: Amelia Flagg
Age: 46
Gender: Female
Physical Description: 6'4, 216 pounds, of battle tested meat and bone. A number of scars from bullets, burns, blades, and blunt weapons crisscross her body, a testament to nearly thirty years of pacifying the surrounding wasteland to her people's will. Has a number of tattoos on her arms chest back and legs. Bloodtype of O-, birth date and name are tattooed under her left clavicle as per standard for Vault 119 security forces.
Birthplace: Vault 119, Aurora Region
Occupation: Vault 119 Security Chief
Level: 48
EXP: 171,550/178,800
Skills: Guns (100), Melee Weapons (96), Unarmed (99)
(All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)
  • Barter: 80
  • Energy Weapons: 17
  • Explosives: 89
  • Guns: 100 [!]
  • Lockpick: 76
  • Medicine: 80
  • Melee Weapons: 96 [!]
  • Repair: 80
  • Science: 70 [!]
  • Sneak: 92
  • Speech: 86
  • Survival: 83
  • Unarmed: 99 [!]
SPECIAL
  • S: 10
  • P: 7
  • E: 11
  • C: 6
  • I: 7
  • A: 8
  • L: 2
Perks:
  • Swift Learner (2)
  • Black Widow (4)
  • Cherchez La Femme (6)
  • Mad Bomber(6)
  • Awareness (8)
  • Faster Healing (10)
  • Stonewall(10)
  • Night Vision (12)
  • Hand Loader (14)
  • Tag!(14)
  • Toughness (16)
  • Animal Friend (18)
  • Robotics Expert(18)
  • Trustable (20)
  • Adamantium Skeleton (22)
  • Mutate!(22) [Total Healing]
  • Unstoppable Force (24)
  • Light Step (26)
  • Party Girl (26)
  • Rate of Fire Improving Device (28)
  • Aspirations (30)
  • Tunnel RUnner (30)
  • Sleight of Hand (32)
  • Lead Farmer (34)
  • Prophetic(34)
  • Min-Maxing Asshole (36)
  • Dynamic Entry (38)
  • Urgency (38)
  • Marksman (40)
  • Chameleon (42)
  • Hippocrates Reborn(42)
  • Danger Sense (44)
  • I Liked it Better When you Were a Corpse (46)
  • Until It's Over(46)
  • The Art of Pain (48)
Equipment: Checkpoint Carbine: 12.7mm "Linda" ★, Walther PPK, Ballistic Vault Suit MK III, 8x Stimpacks, 2x Bobbypins, 4x Frag Grenades, Machete, Combat Knife
Biography: Born from an artificial womb, from mostly artificial genes taken from two women, and in a subterranean bunker complex spanning nearly 4 football fields and 8 levels, Amelia Flagg was not in a bad household. With the hydroponics and genes from the tank she was grown in, Amelia didn't suffer from the level of malnutrition that those from the outside world is, as such, she is quite the picture of an amazonian.

The middle of her life was spent shooting raiders big and small, as her people tried to bridge the gap between the other two members of the Tripartite. This culminated in leading a squad of troops through an ambush set up by some rather defiant settlers. Over 1000 rads were accumulated by the woman and her team, resulting in a rather fatal dose of radiation to everyone involved. Yet Amelia was the only one to survive.

After returning to the outpost in a delirious and otherwise unhealthy state, she had nearly every fluid in her body flushed as they tried to save her life. She recovered through the miracles implanted into her as a fetus. Her DNA had been infused with a few genetic mutations found in a number of people from the wasteland, as such, she wouldn't die from radiation poisoning... her DNA would also never degrade. This revelation of biological immortality made the previously cheery woman turn into a negativistic and otherwise cynical individual. Although her previous relationships with others remained intact, they were somewhat strained by such a change in demeanor.

Regardless of such tribulations however, she was married to her two year partner, Linda Stockholm, the Vault's resident engineering prodigy. That was a little over 8 months ago, and now, things are getting hairy. All the while she's been tasked with reeducating and resocializing a number of raiders coming from the south.

Do Not Remove: 2299
  • Major Factions
    • Vault 119
        Leading Figures
        Overseer Karen Flagg

        S:3 P:8 E:2 C:7 I:6 A:3 L:4

        Karen Flagg is the current overseer of Vault 119, and as such, head of state for the small wedge of territory they possess. The woman remains graceful under such pressure, as well as keeping a number of secrets of her vault's past out of prying eyes, and hands. Despite this, her age shows, in her geriatric state of life, Karen gets snappy at times, and is unusually forthright with people and her opinions. She also regularly grinds against the ideals and opinions of her daughter, Amelia, though the two do maintain an overall positive outlook on life.

        She is a remarkably average woman for her age of 83, at 5'5 and a little over 120 pounds, she is frail physically, yet sharp mentally. Armed with nothing more than a standard N99 10mm Pistol, relying mostly on the Vault's security and their tools to keep her safe.

        She usually tasks people with region affecting tasks.

        Security Chief Amelia Flagg

        S:10 P:7 E:11 C:6 I:7 A:8 L:2

        Amelia Flagg has a notable presence, she seems to exude a sense of caution into those who know her reputation. Her rather statuesque size is indicative of a life of combat and athletic feat, and standing at nearly 6'4 makes her well above the average of the wasteland. She has a "Help those with problems, kill those who cause them" mentality around the region, and is rather ruthless and brutal when facing slavers, raiders, or any other leeches upon the accomplishments of others. Rather cynical and at times outright hostile to others, she is somewhat of an asshole as described by others, but her actions and motivations point to a pure -if somewhat iced over- heart.

        Armed with a unique production variant of the service rifle, firing 12.7x43mm rounds on full auto, and dressed in the standard uniform of Vault 119's security forces, she is a rather potent force on the field of battle. Her neglect to wear a helmet has lead to a few scars during her time, and given her married status, it's evident it hasn't done much to subtract from her beauty.

        She will task people with clearing out raider groups, she will also occasionally tag along.

        Chief Engineer Linda Stockholm

        S:3 P:7 E:7 C:4 I:10 A:6 L:4

        Born in 2072 Linda Stockholm is a prodigy of engineering, at the age of 11 she took a rusted out and nearly destroyed sentry bot, and refitted it into a field-able state. In response she received a personal reprimand from the overseer for wasting resources, and the chance to study under the engineering team. An inquisitive mind and rather mischievous individual, she likes to play pranks on others and generally investigate things, despite how bad an idea that might be. Despite getting into hot water on more than one occasion, Linda's inability to be dissuaded from being nosy have ended in a positive light.

        A rather stark contrast to her spouse, Linda is a rather small 5'3 and less than 110 pounds soaking wet. Though usually not packing anything more than a wrench or a arc welder, she does have an assistant in a Mr. Handy named Gilgamesh, as well as a loving companion in the Vault's chief of security.

        She usually requests old world blueprints or old automaton frames to refit and repair.

        Ulysses Flagg

        S:5 P:4 E:10 C:3 I:6 A:6 L:10

        The rather ancient Patriarch of the Flagg family, Ulysses Flagg was the spouse of Vault 119's first overseer, barred from entering the Vault despite his service to the country, he was forced to watch as his family was shepherded underground. Ulysses would spend the next several dozen years in the radioactive wasteland on the Pacific Northwest ranging from the glowing molten crater of what used to be Seattle, all the way to Boise, Idaho. he would take odd jobs here and there, working as a courier, caravan guard, or a simple guide for those wishing to explore of chart the area.

        After over 200 years of doing this, he eventually went home. Arriving in Abbotsford, the ruins of his old home were somewhat of a melancholic sight, with nothing left to even remember his family by, he wandered for some time, before coming in to check on the old Vault his family had been interred in, instead of finding an abandoned tomb filled with hundreds of corpses, he found a thriving community, lead by his own descendants. After a long talk with his Great-Great-Great Granddaughter, he was welcomed into the community as family, allowed to stay within the vault of all things. Rather lanky at 6'5 and a little over 170 pounds, he does have a rather distinct frame, even when obscured by cloth and armor.

        Armed with a custom made 10mm SMG firing 'Dirty Rounds' his combat style will kill you both now, and 20 years down the line from cancer. he also has the odd ability of healing fellow ghouls with said weapon due to it's radioactive projectiles.

        He will task people with resource acquisition, though not the general scrap, usually it will be a specific part located in rather specific places.

        Summary
        In 2077, Vault 119 finished construction as one of Vault-Tec's social experiments. On the day of The Great War, it was sealed with 94% of it's participants, 1269 women, of varying occupations, ages, and backgrounds. Equipped with the machines and labs required to create a functional society that could reproduce without a male population, they came upon rough patches immediately. Kidnapping started to sprout up on the surface as males were abducted, used as breeding slaves within the vault despite the moral and humanitarian issues.

        When the ability to splice the genes from two separate humans and crate a single viable gamete from those genes, the kidnappings stopped. The Vault sealed yet again for nearly a decade, as radiation and outside mutations started entering the Vault's gene-pool. When it opened again, it was into a war. "Necessity is the mother of invention" was again proven true, as the Vault started churning out tools of war from it's machine-shops, and fabric based armors for their significantly smaller force. The standard vault-suit went from leather, cotton, and plastic, to Kevlar, Nomex, and spandex. The stock of batons and pistols transformed into sub-machine guns and knives. Their genetic engineering program kicked up a notch, and DNA sequencing slowly started becoming more like computer code than a series of chemicals.

        After a peaceful end came to their regional conflict, the dead were counted, and areas of control were handed out. The Tripartite of Aurora was founded between the Fraserites to the North-West, the Abbot to the East, and Vault 119 in the middle. They have maintained some level of control as they expand to close the gap of lawless land between them and the tripartite, with settlements showing up within the rather well protected community.
    • The Abbot
        Leading Figures
        High Priest Eurotas

        S:4 P:9 E:5 C:10 I:7 A:3 L:2

        A Warm and unyielding old man, Eurotas was once a miserly merchant, scalping people of their caps and not worrying of the consequence. Though through what he says was a vision from God, he changed his ways. Now he is a charitable fellow, willing to give without an expectation of compensation, having very few personal belongings, and not once leaving a man, woman, or child in the rain. Now he sits in the Heart of the Abbot, watching over any who come to him, giving spiritual guidance to those who need it, and allowing mercy to those he thinks deserve it.

        At 5'11 and roughly 150 pounds, Eurotas is a warm and gentle man, armed with a scoped revolver, he rarely brings the weapon to bear in all but the most extreme circumstances.

        He usually tasks people with region affecting tasks.

        Priestess Andromeda

        S:5 P:10 E:4 C:5 I:9 A:9 L:1

        Andromeda is a rather, unique, woman. One of the few raiders who sought out mercy when in the sights of the Abbot, she has a knack for explosives, or at least tinkering with them. Her distinct metallic limb is the result of spending too much time around old grenades, and too little time around explosive safety courses. While she does have a distinct lack for human safety, she does have a sense of empathy to a degree, having opened a free school for children and the uneducated to attend in the central Abbot.

        Armed with a sawn-off combat shotgun, any threat to her pupils will result in swift and brutal recompense. While standing at 5'9 and nearing 150 pounds makes it evident that she is more than a simple librarian.

        She usually tasks people with finding old world educational items, from textbooks to diagrams, at times she will also request more personal lessons in self defense to teach her charges.

        Prime Malleus Heracles

        S:10 P:10 E:10 C:0 I:4 A:9 L:0

        Heracles was always a strong man, in his youth he aided his family in farming and harvesting their fields of mutfruit. Though he became a changed man after raiders claimed his home, killing his parents, and leaving him a blackened and burnt mess. Instead of giving up, laying in that field to let the vultures pick him clean, he got up, grabbed the hoe he tended the field with, and tracked those raiders across 18 miles of concrete jungle. He killed them all.

        With no sense of purpose, he started walking, finally accepting his fate of death, due to his burns becoming more and more inflamed and weeping each day, he began to smell of decay, and then he was found by Andromeda. After being nursed back to health, and telling his own tale, he has not spoken a word, either as an eternal vow of silence, or due to the wounds he received, the now silent man acts as a watchful guardian near the core of the Abbot, making sure no harm comes to those who wish to make the wasteland a better place.

        At a little over 8 feet tall in his T-60F Power armor, and wielding a super-sledge like a baton, he is a force to be reckoned with, and an ally of answered prayers.

        Heracles will assign no tasks, though he will occasionally come to people's aid should they have pure ambitions.

        Chief Inquisitor Khaira Lahkdar

        S:4 P:11 E:5 C:10 I:7 A:9 L:5

        Inquisitor Lahkdar is one of the few wastelanders to descend from Arabic immigrants and remain a devout Muslim through it all. Khaira as such, flocked to the Abbot like a moth to a flame. She is one of the few of those who maintain high positions in the abbot not to take an 'Old Name', preferring to adhere to her own religion rather than organisational policies, despite this, she's still very respected among the Abbot, both due to her kindness and mercy, and due to what she's capable of ordering.

        Armed with an old M1 Garand, and wreathed in rather obscuring amount of cloth, Khaira is about 5'5, and weighs a little over 137 pounds. Kind, bright, and merciful, she has only ordered the deaths of 117 people due to a failure to convert, as such, many of those on the region consider her a boon to the Abbot.

        She will regularly task people with spreading the word of god to denizens of the wasteland.

        Prime Malleus Gehenna

        S:7 P:5 E:11 C:7 I:7 A:9 L:9

        Gehenna is a durable woman, her life prior to her arrival in the region was spent in indentured servitude to a slave trader and living in terrible conditions for as long as she could remember. Gehenna was liberated in 2283 by Heracles in a chance encounter, followed by being treated for a number of second degree burns, lacerations, and worn feet, she then proceeded to be educated by Andromeda. She is the youngest Prime Malleus at 19, and among the smallest at 5'3 and 127 pounds. Armed with a large sword and wearing metal armor, she is more of a tactical mind than the raw fighter that Heracles is, despite this, she is far from a pushover in combat.

        She has a genuine disconnect with human empathy at face value, unable to discern between many emotions conveyed by those she addresses, and as such has a hard time taking anything more than literally. Regardless of her up front demeanor, she has an overwhelming will to help humanity to the best of her efforts.

        Summary
        Founded by a rather inquisitive mind nearly a century ago, The Abbot is a collection of some of the smartest minds in the Aurora region. Contradictory to their scientific and educated way of going about the world, all are rather adamant in religious practices. Anyone who follows any Abrahamic faith, or converts to them, is more than welcome within their hallowed halls to learn and improve. However those who make enemies of them are expected to either be strung up on a telephone pole, or simply executed via electric chair. Conversion and a request for mercy are one's only hope of surviving at this point, as their inquisitors will find you.

        If their inquisitors don't smoke you out, and if you aren't visited personally by the much more peaceful and determined priests, you will encounter their "Ordo Malleus", a collection of men and women who have an abundance of religious zeal to protect and spread the grace of God. Armed with anything rnaging from sledgehammers to miniguns, and protected by anything from plate mail to full on power armor, they fight with an unrelenting and outright brutal efficiency. Those of the Abbot who have adopted old age names are among the most respected and powerful members of the order, and have usually proven their dedication to the cause to such a degree that they would be untouchable by those below them in the order.

        Themselves and Vault 119 have rather warm ties, seeing as they both have much to offer to one another, and have joint control over the region's largest bazaar.

    • The Fraserites
        Leading Figures
        Doctor Roger Clam

        S:4 P:10 E:10 C:3 I:9 A:4 L:10

        Doctor Roger Clam is one of the few doctors of the wasteland not to be of the medical persuasion. He received a doctorate in Thermonuclear Engineering in 2076 from the Simon Fraser University, before going on to become the chief reactor technician at the Mitchell Island Energy Plant. It's a position he has held for over 200 years, and above it all he's remained steadfast and dedicated to preventing yet another nuclear catastrophe.

        A no nonsense and a very much honest man, Roger is in the rather stressful situation of keeping four fusion reactors running on jury rigged parts and willpower. In combination with being less than a bridge away from a literal horde of savages with no idea of what a fusion reactor even is. As such, he is a rather irritable man at this point in time. Due to being awake to monitor the reactors for any wavering in terms of their power output, he has a very high rate of chem consumption, as his ghoul biology hampers their ability to take much of an effect. He is largely unarmed if one doesn't count the items on his tool belt.

        He will usually task people with finding components and tools vital to the continued safety of the surrounding eighteen miles.

        Dean Walter Gray

        S:5 P:5 E:8 C:9 I:9 A:2 L:6

        Walter Gray was the last dean of Simon Fraser University, and a close friend of Roger's, Walter Gray has held his position for the last 213 years, trying to aid those in the surrounding communities achieve some level of education, he has largely gained traction, though a fair number of those within the region are hesitant to trust Ghouls.

        Walter is an empathetic and amiable man, more concerned with the well being and progress of others, he is not one to shy away from offering aid. Though he is usually sequestered away in the bowels of The Hill, either helping plan the region's defense, or planning for the integration of a republic in the region. He is usually equipped with a .357 snub nosed revolver of an unknown make.

        He usually tasks people with region changing goals.

        Security Chief Hanlon

        S:6 P:11 E:6 C:2 I:4 A:9 L:5

        Hanlon is an enigma to even those within the reactor complex he guards, it is unknown where he hails from, nor where he has travelled, all that is known is that he sits on top of the reactor complex all day, and occasionally the crack of a .50 BMG round rips through the air. He has been tasked with defending the bridge of Haida scouts and offenses. He has also been tasked with reporting build ups of Haida troops near the river, prepping for an invasion across the water.

        He is a silent, and brief man, saying only what needs to be said and not much else, he focuses on a goal, and said goal gets done. Armed with the rather modern PGM Hecate II, he is quite capable of reaching out and touching you from over a mile away.

        He usually task those who actually talk to him with either calling out the positions of troop build ups, or telling them to take them out ASAP.

        Summary

        The Fraserites aren't so much a faction, as they are a collection of settlements and leaders with the sole idea of restoring democracy and freedom throughout the region. Called the Fraserites simply because they occupy a stretch of land placed along the the Fraser River, they are composed of: Richmond, The Hill, Mundy, Annacis, Mitchell Island, and New Westminster, the last of which is currently under Haida occupation.

        A majority of their leadership is composed of Pre-War Ghouls, leading to a few questions as to whether or not the people they lead want a democracy, or if it's just the bygone vision of a few old and likely deluded Ghouls.Regardless, they have a set path, and a number of democratically formed bills have passed in The Hill, their veritable capital, and where the leaders of the respective 'states' sit down to discuss current events. It's also where a number of ideas are slowed to a crawl by a rather limited, yet still limiting bureaucracy leave things in the trash or never to see the light of day.
    • The Haida
        Leading Figures
        ???

        Summary
        All the people of Aurora know about the Haida is that they are olive skinned raiders with a penchant for boats, foreign language, and brutalizing those they capture. With a limited arsenal of stick, stones, and arrows, they have yet to make a large impression on the Region despite their length of presence, despite this, they have a numerical advantage that has yet to really slow.
  • Minor Factions
    • The Chill Tribe
        Leading Figures
        The Mother of Dragons

        S:7 P:10 E:7 C:4 I:5 A:9 L:10

        The Mother of Dragons was not the birth name of the woman leading the Chill Tribe, though sch a name has since been lost to time. The name she is in possession of now is one she received after arriving in the Chill Tribe's heartland with a trio of Deathclaw hatchlings having imprinted upon her. That was nearly a decade ago, and now she has somewhat of a connection with Deathclaws numbering in the dozens. All seemingly flocking to her position from across the region. How this is, no one's really sure, but a number of crack pot hobos have stated that it's a psychic influence of some kind, most say they're nuts.

        She lacks an armament other than a rather sharp deathclaw gauntlet, and while she only stands at 5'6 she is a very athletic individual, not to mention the pack mother of over 38 deathclaws of varying sizes and builds. Fortunately, she isn't easy to anger, nor is she prone to fits of murderous intent, she is one of the few people in the northeast section of the region to want a peaceful resolution to the ongoing tribal war.

        If encountered, she will start a quest to resolve the ongoing tribal conflict, increasing regional unity.

        Summary
        The Chill Tribe was founded by a collection of refugees fleeing from the ruins of Seattle after the Great War, though over the years they've maintained a rather modern outlook on life their distrust for outsiders and inability to industrialize has lead to a technological regression, and a lack of trade. Their newest Chief, having discarded her birth name for that of a title given to her by a fair collection of regional locals, has taken steps to ease the xenophobia in the tribe,
        though the war set back all of her work.

        From her perspective, the only way her people could trust outsiders again is if they put a monumental effort into stopping the war of the Northeast.
    • The Clarke Tribe
        Leading Figures
        Chief Cascade

        S:6 P:2 E:8 C:5 I:4 A:5 L:5

        Chief Cascade is a notoriously angry individual, that is, angry, but pragmatic. She yells, orders executions for failure, and has her enemies drawn and quartered, but she realizes when doing one of these things would be inadvisable. She has held her position as War Chief of the Clarke Tribe for nearly 3 years, and in that time she's not gained a lot of ground, and has failed to arrive to a Chief's Summit twice.

        As such she's not all too popular with her people, but the screaming of both the woman's orders and a chainsaw make them think twice about voicing that fact. At roughly 5'10 and 146 pounds she's remarkably average, were it not for her missing eye.

        Summary
        The Clarke tribe was once one in the same with the Hemlock Tribe, though disagreements on how to further themselves and survive the recent industrialisation of those within the Greater Vancouver Area lead to a warless split. Now it has culminated in being in a mess of a conflict against everyone surrounding them, three leaders have died in the past 4 years alone, and now it's up to a rather inexperienced Chief to lead them to either peace or glory.

        Though given her attitude, she won't be doing either without outside help.
    • The Hemlock Tribe
        Leading Figures
        Chief Flanders

        S:7 P:7 E:7 C:6 I:3 A:5 L:5

        Chief Flanders is a tribal only in name. A raider who used a loophole in tribal tradition to becoming the leading chief after a duel, he is far from a good leader, but his position as one of the best fighters in the tribe means he cannot be easily deposed due to tribal traditions. As such, he runs the tribe ragged through trials and tribulations that would make most normal people outright assassinate him for idiocy. After all, he did start a four way war between three tribes and a smallish town.

        He usually doesn't carry anything other than a pair of knuckle dusters, and at a malnourished and wiry 5'0 and 130 pounds, he has a severe dependency on several substances. Making a fight more of a question of when he'll give you come kind of social disease from the open wounds he has on his hands.

        Summary
        The Hemlock Tribe is the remnant of a number of primalist survivalists who fled the greater Vancouver area and into the nearby mountains when the Great War broke out. They thrived for quite a while, before a split caused the Hemlock and Clarke tribes to fray into a rather cold relationship. Now it's run by a raider with a superiority complex, and years of tradition and respect have been bastardized into one big pile of fuck.

        At war with every surrounding group, the Hemlock tribe has taken it upon itself to become a massive raider group, and while the tribals under their new leader are far from pleased with his rule no one is strong enough to overthrow him. At least no one inside the tribe.
    • Hope
        Leading Figures
        Gregory Brown

        S:6 P:7 E:7 C:5 I:4 A:5 L:5

        Gregory Brown, was born in Hope, and by his own volition, he'll die in it. The current mayor of the town and it's surrounding picket, he takes the safety of it's people and their survival rather seriously, even going so far as to get the Abbot involved in the Tribal war for fear of their livelihood dying out. A trading hub, the ongoing tribal conflict has dragged the small town into conflict with it's previously warm neighbors.

        Armed with a .44 revolver, he isn't one to mince words, and by many a testimony he is brutally honest, lacking a social filter, and generally a dick. he means well however, and is a remarkbly average in every other aspect, at a solid six foot and 180 pounds.

        If encountered, he will start a quest to resolve the ongoing tribal conflict, increasing regional unity.

        Melissa Oxford

        S:10 P:8 E:9 C:6 I:5 A:6 L:5

        Melissa Oxford comes from a region so far east that she had to take a ship across three continents and walked over a thousand miles to get to where she is now. Oxford is a amiable, jolly woman, who doesn't really take no for an answer in most cases. She runs Hope's Bar and Inn, after the previous owner left it to her in his will, she has since taken to running it under a no tolerance policy, and is one of the bar's bouncers in a dual role. Despite this, she's happily oblige in partaking in a round if someone else is buying.

        She also has quite a collection of confiscated crap hiding in a box behind the counter should you really feel like bartering, though she's known for having obnoxiously high prices for anything other than alcohol. That is to say for working gals and the lost and found.

        If encountered, she will start a quest to restore viable trading routes through the area, clearing out raiders along the road back into Vancouver proper.

        Summary
        Created as a trading outpost some sixty years prior, Hope was the re-foundation of the city with the same name, a massive gateway with a single word to represent what the Aurora region represents. Now however, it's become somewhat of a slap to the face, anyone who ventures through those gates with hopes of a better life will either get mauled by wildlife, killed by tribals, or turned away for their own safety. All because some raider with a superiority complex took over a tribe.

        Now it's pretty much a ghost town with claims to land. Less than 15 individuals remain, and five of them live in the Bar. It'll take a miracle to revive the town at this point.
    • The NCR
        Leading Figures
        President Adelynn Glover

        S:4 P:4 E:4 C:11 I:9 A:6 L:8

        President Adelynn Glover is the 6th President of the NCR. Her campaign trail was littered with promises of pulling out of expansion and death against the Legion, and instead focusing expansion into Baja and the Pacific Northwest, making a rather well aimed trade agreement with the Mojave, and integrating rather than exterminating locals and regional inhabitants. She has accomplished 2 of those 3 promises, the NCR has become bilingual after adopting Spanish as a secondary language, has created a rather amiable tie of faith and protection with the Mojave, and has pushed into the Northwest, after conquering Baja. Yet her promise of putting legion war on the backburner has yet to be completed. While there have been fewer deaths, the public usually credits that to the failing of the legion and The Courier's efforts.

        Regardless, she has yet to be voted out of office, despite being in nearly direct opposition of morals to her subordinates.

        General Cassandra Moore

        S:5 P:6 E:6 C:5 I:5 A:7 L:5

        General Cassandra Moore has been described as: "better at making graves than making friends." This has yet to be proven false.She has become somewhat of a legend among the GI's of the NCR, Partaking in a number of operations against Viper, Jackal, and Brotherhood of Steel OPFOR, and is considered by many to be one of the most competent members of the NCR's military. Once a ranger, she has become a bit miffed that she was not offered the Chief Ranger position, however, she has since digressed due to the pure experience and no bullshit attitude that Kowalski has.

        She is currently charged with having the NCR push northward into Oregon and Washington, making a decent amount of headway.

        Chief Ranger David Kowalski

        S:6 P:5 E:11 C:5 I:8 A:7 L:11

        David Kowalski is either the most durable or the luckiest (or both) man ever to step foot out of the NCR's womb. Having served the NCR rangers for nearly 40 years, he's fought and won against nearly every conceivable enemy in the wasteland, from tribals to deathclaws, and back down to bloatflies, he has fought and been injured by it all. Yet despite this, and despite the number of Rangers who've had to hang up their coats due to slight injuries, he passed medical exam after medical exam. After losing sight in an eye even, he was deemed fit for active duty.

        Now, after the Mojave shitshow he fought in, and nearly half a decade of holding the line at the Colorado, he's been reassigned to send forward reconnaissance in the form of Rangers and 1st Recon to scout the positions of hostiles far ahead of the frontline.


        Summary
        Founded in 2186 the NCR is seen by many as a a paragon of old world values such as democracy, civil liberties, and rule of law. Security of livelihood and a measurable standard of living are common for the people of the NCR. Deaths from wildlife and radiation have tanked considerably within their borders due to a dedicated medical system, and they have a rock solid economy in it's current state of being backed by a water standard.

        However it is not as flawless as it may seem. The economy has started inflating, to the point where 5 NCR dollars is roughly 1 Caps and 6 Pull-Tabs. The government is also notoriously corrupt, and the military is rife with nepotism and imperialist values. After nearly half a century in the Mojave, the NCR has largely pulled out after a treaty between the FEZNV. though they have pushed little further than the Colorado river after the crumbling Legion, they have turned their attention to the north and are now claiming the former Oregon territory under their flag.
    • Assorted Independent Groups
        Leading Figures
        Orion (The Greenskins)

        S:10 P:2 E:9 C:5 I:4 A:6 L:3

        As a result of consuming super-mutant flesh under the right conditions, Orion has become somewhat of an in between of super-mutants and humans, stronger, faster, and hardier than humans, but with a notably shorter lifespan than super-mutants, and far from the same level of durable. Despite this, Orion has taken to naming those who pass the 'initiation' through some way after the constellations in the sky.

        Though despite his respect and care for those he sees as his brothers and sister, he has absolutely no regard for the lives of others and sees them as simply cattle to harvest from. As such he is not at all willing to negotiate for any reason whatsoever, and will kill any who aren't part of his 'family'. Utilizing a custom tooled minigun, he's not a man you want to encounter.

        Ursa (The Greenskins)

        S:10 P:4 E:10 C:3 I:7 A:6 L:3

        Orion's Lieutenant, Ursa is one of the few members of the gang to have some degree of pragmatism and realization over the ongoing events in the region. She sees the destruction of those she has grown close to as an inevitability unless they happen to align themselves with one of the three major factions, as such she tries not to openly initiate hostilities with any of them. Despite this, she tends to be overruled by Orion on multiple accounts despite trying to appeal to him about the future of their people.

        She's quite an amiable and mischievous woman however, despite having a hesitation to do much than interact with those within her 'family'. Those that do manage to gain her respect and cooperation may find a steadfast and loyal ally. Armed with a custom tooled M2HB Browning, she is also not a person you want to wantonly aggravate.

        If encountered, she will start a questline to increase the region's unity.

        Miss Fortune (The House)

        S:4 P:11 E:7 C:10 I:7 A:5 L:10

        Miss Fortune is a rather sweet and forgiving woman, with a distinctly Russian accent. Her past is covered with a rather large streak of greed and anger, once being addicted to several chems and being somewhat of a violent raider. It was less than a decade ago in which she happened upon the ruins of an old casino, riveted by what the story inside told, she stopped her practice of being a full time raider, and instead became a bit more legitimate. Over the years she has since shown to be an efficient casino owner, taking on a large number of employees and 'security' to take a more forgiving approach to raiding known as racketeering.

        As the ruler of somewhat of a mob, she is a rather pragmatic individual, when Vault 119 came knocking on her door, she agreed to a conditional surrender that made both parties equal in trade, despite this, she has yet to incorporate her territory in Vault 119's mainly due to several loose ends she wishes to tie up.

        If encountered, she will start a questline to increase the region's unity.

        Jewel (The Diamond Riders)

        S:7 P:8 E:7 C:3 I:3 A:3 L:6

        Jewel is a short and stocky man, muscle upon muscles, he is one of the hundred or so men and women carving out a massive hole in Campell Valley, in the prospect for rare minerals and jewels, the man is somewhat of a crackpot, however his efforts have uncovered a significant amount of basic irons, clay, stone, and dirt, both of which can be used for a number of rebuilding purposes.

        He has recently started thinking of seeking protection from one of the three major factions, however none have seen any positive prospects of doing so, and as such have not invested in his future.

        If encountered, he will start a questline to increase the region's unity.

        Mother (Mother's Den)

        S:2 P:10 E:8 C:2 I:9 A:1 L:11

        Mother is a morbidly obese woman, something not at all common to the wasteland. As a result of her weight, she's all but bed ridden and requires a number of servants to keep her from developing bedsores as a result. Why, or rather how, she manages to maintain such an unhealthy body weight is a mystery, though no one really wants to find out.

        She's prone to dramatic emotional outbursts, and very quick to order someone's execution.

        If encountered, she will start a questline to increase the region's unity.


Last edited by Anowa on Wed Feb 07, 2018 2:56 pm, edited 26 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Tue Dec 26, 2017 8:04 pm

QUESTS


Main Quests:
Aurora: Electric Boogaloo - All Characters
Aurora: Cleruchies - All Characters
Aurora: Civilized Man's Burden - All Characters
Aurora: Old World Blues - All Characters
Standing Orders - NCR
Unto the Ends of the Earth - All Characters

Side Quests:
N/A

Completed:
Exodus - Outsiders
Axios! - Outsiders

Failed:
N/A


KARMA


Amelia Flagg +100 (Neutral) [Model of Apathy]
Child Killer: -250
Tough, But Fair: +50
Hero: +150
Bloodbound: +150


Nicholas Klutz +25 (Neutral) [Drifter]
Tough, But Fair: +50
Broken Bond: -25


Iris Harrison 0 (Neutral) [Drifter]
N/A


Dennis Polaski +150 (Neutral) [Drifter]
Hero: +150


Cole Parson -150 (Neutral) [Drifter]
Child Killer: -250
Turn the Other Cheek: +100


Marcus Granite +150 (Neutral) [Drifter]
Bloodbound: +150


Tara Cubs +400 (Good) [Samaritan]
Bloodbound: +150
Honest Living: +250


Carver -200 (Neutral) [Drifter]
Raider: -250
Guardian Angel: +50


Nona -250 (Evil) [Grifter]
Raider: -250


Diggory +500 (Good) [Samaritan]
Honest Living: +250
Atoner: +150
Turn the Other Cheek: +100


Nick Waters +100 (Neutral) [Drifter]
Turn the Other Cheek: +100


Whisper -250 (Evil) [Grifter]
Raider: -250


Edward "Viking" Konig -25 (Neutral) [Drifter]
Broken Bond: -25


Vlatko "Fix" Richard -800 (Very Evil) [Grifter]
Coward: -150
Raider: -250
Chem Kingpin: -250
Societal Load: -150


Lucky -250 (Evil) [Grifter]
Raider: -250


Ms. Catalina 0 [Drifter]
N/A


Serina Zima 0 [Drifter]
N/A


Liam McDonald -250 [Grifter]
Unscrupulous -250


Isaac Malone -150 [Grifter]
Corrupt -100
Unwarranted Entitlement -50


John Townson 0 [Drifter]
N/A


Daniel Hill 0 [Drifter]
N/A


Theo +400 [Peacekeeper]
Honest Living: +250
Atoner: +150


Quinn Davidson -750 [Marauder]
Torturer: -100
Unscrupulous -250
Raider: -250
Fallen From Grace: -150


Angela -25 [Keeper]
Torturer: -100
Raider: -250
Broken Bond: -25
Guardian Angel: +50
Honorable: +100
Tough, But Fair: +50
Hero: +150


REPUTATION


Amelia Flagg
Vault 119
Family
The Abbot
Confidant
The Fraserites
Confidant
The Haida
Vilified


Chill Tribe
Neutral
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Associate
The Greenskins
Heated Rival
NCR
Neutral
The Den
Disliked


Nicholas Klutz
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Ranger
The Den
Neutral


Iris Harrison
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Enlisted
The Den
Neutral


Dennis Polaski
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Ranger
The Den
Neutral


Cole Parson
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Marcus Granite
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Tara Cubs
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Neutral
The Den
Neutral


Carver
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Nona
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Diggory
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Food
NCR
Wanted
The Den
Neutral


Nick Waters
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Whisper
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Edward "Viking" Konig
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Vlatko "Fix" Richard
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Lucky
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Ms. Catalina
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Neutral
The Den
Neutral


Serina Zima
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Wanted
The Den
Neutral


Liam McDonald
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Neutral
The Den
Neutral


Isaac Malone
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Citizen
The Den
Neutral


John Townson
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
FotA
The Den
Neutral


Daniel Hill
Vault 119
Neutral
The Abbot
Neutral
The Fraserites
Neutral
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Citizen
The Den
Neutral


Theo
Vault 119
Confidant
The Abbot
Sibling
The Fraserites
Confidant
The Haida
Vilified


Chill Tribe
Outsider
Clarke Tribe
Outsider
Hemlock Tribe
Outsider
Hope
Neutral
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Neutral
The Den
Neutral


Quinn Davidson
Vault 119
Raider
The Abbot
Lost Soul
The Fraserites
Raider
The Haida
Vilified


Chill Tribe
Hostile
Clarke Tribe
Hostile
Hemlock Tribe
Hostile
Hope
Hostile
Diamond Riders
Neutral
The House
Neutral
The Greenskins
Hostile
NCR
Raider
The Den
Neutral


Angela
Vault 119
Wary
The Abbot
False Messiah
The Fraserites
Wary
The Haida
Vilified


Chill Tribe
Feared
Clarke Tribe
Feared
Hemlock Tribe
Feared
Hope
Feared
Diamond Riders
Feared
The House
Business Associate
The Greenskins
Feared
NCR
Deserter
The Den
Feared
Last edited by Anowa on Thu Feb 08, 2018 1:18 am, edited 23 times in total.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Tayner
Powerbroker
 
Posts: 7913
Founded: Oct 09, 2014
Ex-Nation

Postby Tayner » Tue Dec 26, 2017 8:05 pm

Image

Name: Cole Parson
Age: 52
Gender: Male
Physical Description: 5"10', 190lbs,
Birthplace: Shady Shands
Occupation: Captain(RET), First Reconnaissance Battalion, NCR Army; Gun Runner Guard
Level: 1
EXP: 0/200
Skills: (+12.5 per level)
  • Barter: 12
  • Energy Weapons: 22
  • Explosives: 30
  • Guns: 30 [!]
  • Lockpick: 22
  • Medicine: 29 [!]
  • Melee Weapons: 17
  • Repair: 17
  • Science: 14
  • Sneak: 14
  • Speech: 12
  • Survival: 33 [!]
  • Unarmed: 18

SPECIAL
  • S: 6
  • P: 9
  • E: 7
  • C: 4
  • I: 5
  • A: 5
  • L: 4
Perks:
  • Level 2: Swift Learner
Equipment: Combat Armor, trench coat, rattan cowboy hat, brown boots, extra undergarments, 3 days rations, 1 week's worth of water, hunting rifle w/ scope, 28 .308 rounds, .357 revolver, 16 .357 Magnum rounds, bandages, two stimpacks, 18 caps, and a backpack.
Biography: Born in 2237 in Shady Sands, Cole had two choices, get a job, or join a gang. At the age of 15 he lied about his age, (saying he was 16) and convinced the recruiter to allow him to join the Army. Barley passing boot camp, he would become the company clerk, filing paperwork and documentation for his entire company. After a year his battalion would be sent eastwards due to the loss of 38 NCR citizens to the untamed lands. At 16 years old he would first see combat, having a natural knack for marksmanship with the Varmit Rifle he was issued. He would reenlist again, being promoted to corporal.

As the years passed his marksmanship talent would be recognized by his commanding officer, a 1st Recon washout. He would recommend Cole, now 20 years old, for marksman training and reassignment to the First Recon. A year later, after training and paperwork going through, he would be reassigned. Now wielding a .308 Hunting Rifle, he would be sent to Baja to conduct multiples of reconnaissance and sniper missions. He would distinguish himself for his excellent marksmanship and perception. Years later he would be present in the New Vegas area when the NCR Ranger Unification Treaty was signed.

In the following years, along with Rangers, the First Recon would scour the Nevada area, looking for anything of importance. While he wasn't involved in the discovery of the Hoover Dam, he certainly felt a small amount of pride of being one of the first NCR boots in the region. Helping set up the Mojave outpost, Camp MacCarin, and the Dam, Cole would spend years in the region, turning down leave and other opportunities to return home. When his superiors saw conflict growing over the Dam, a rush to fill officer positions was caused, seeing Cole promoted to lieutenant. It wasn't until everything changed at the First Battle of Hoover Dam when life got difficult in the region.

Being one of the snipers with the highest confirmed kill count on the Dam, with most of them being ranking officers, afterwards he would receive a promotion directly to captain, and be awarded the Star of the Sierra Madre for his performance. The next year he would be at the massacre at Bitter Springs. In his 26 years of military service he had done some morally questionable things, but gunning down the sick, elderly, young, and women as they fled the town on orders disturbed Cole. He would wait for his enlistment to run out before trying to make a new life away from the NCR in the Mojave.

He would be recruited by the Gun Runners as a guard, and he would spend hours on watch over the Gun Runner's shop outside of Freeside. As years passed he became a respected member of the Gun Runners in Vegas, until he was accused of stealing schematics from the factory. Obviously being set up Cole would plead his case to the judge until it became clear whoever set him up covered their tracks. Cole would sneak out one night with his rifle, armor, and water. He would trave for months, taking odd jobs and hunting for himself. It wasn't until recently when he would be hired for cheap to guard a caravan as part of the exodus, managing to bargain for his employer to feed him in exchange for the low rate. Now he has his eyes set on the Aurora Wasteland, hoping to find work and a place to call home.
Do Not Remove: 2299
Last edited by Tayner on Mon Feb 19, 2018 8:17 pm, edited 6 times in total.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

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Beiarusia
Postmaster-General
 
Posts: 10769
Founded: Dec 29, 2014
Inoffensive Centrist Democracy

Postby Beiarusia » Tue Dec 26, 2017 8:06 pm

Image

Name: Carver
Age: 31
Gender: Male
Physical Description:
    Carver is average in height, standing at 5'8" (173cm) and weighing approximately 163 pounds (74kg). Hair is a dark muddy brown; eyes are hazel. Hasn't shaved in a long while. Despite an extensive career running with the Jackdaw Gang, and having taken part in many raids, scraps, and drunken brawls, Carver has only a few indistinguishable scars. Blood type is AB-.
Birthplace: Spokane, Washington
Occupation: Raider
Skills:
    • Lockpick
    • Small Guns
    • Speech
SPECIAL
  • S: 5
  • P: 4
  • E: 5
  • C: 7
  • I: 6
  • A: 5
  • L: 7
Equipment:
WEAPONS
APPAREL
AID
MISC.
AMMO
• 9mm Pistol
• Combat Knife
• Fragmentation Mine
• Molotov x2
• Type 93 Chinese Assault Rifle
• Leather Armor, AR
• Leather Armor, C
• Satchel
• Scarf
• Winter Hat
• Winter Jacket
• Buffout
• Cram
• Crispy Squirrel Bits x3
• Dirty Water x2
• Fixer x2
• Iguana Bits x2
• Iguana-On-A-Stick
• Jet x4
• Med-X x3
• Psycho
• Purified Water
• Stimpak
• Caps x21

• Bobby Pins x7
• Duct Tape x2
• Fork
• NCR Dogtags x4
• Pack of Cigarettes
• Playing Cards
• 5.56mm x24
• 9mm x26

Level: 05
XP: 2,100/2,500
Perks:
    02: Swift Learner
    04: Gun Nut 1
Barter
30
Energy Weapons
14
Explosives
14
Guns, Big
16
Guns, Small
40 (+5)
Lockpick
30
Medicine
20
Melee Weapons
20
Repair
25 (+5)
Science
20
Sneak
20
Speech
50
Survival
20
Throwing
16
Unarmed
20


Biography:
    Carver is the product of a dysfunctional environment. Abandoned at a young age, the boy would survive by working various odd jobs, oftentimes for little pay, and lived in constant fear of starvation during the cold, brutal winters of the Pacific Northwest when employment was difficult to come by. Wanting more, the boy joined with a caravan company heading south, but after being cheated he would take what he could and run. The men followed and beat the boy to within an inch of his life before leaving him for dead. He survived, however, and would join the Jackdaw Gang not long afterwards. The caravan was attacked by raiders upon returning north, and the men butchered by the very boy they had sorely wronged. Henceforward, the boy — having adopted the name of Carver — would abandon the niceties of civilized society with a trail of innocent blood pooling in his wake.

    Charismatic with an above-average intelligence, and more than his fair share of good luck, the next decade-and-a-half would see Carver rise from a relative nobody to a respected and feared member of the Jackdaw Gang. The raiders would terrorize southeastern Washington for several years before heading south into Oregon in search of fertile hunting grounds, eventually moving west towards Portland, during which time they would systematically assimilate (or annihilate) smaller bandit gangs so as to remove the threat of undesired competition. The Jackdaw Gang would eventually take possession of the Mt. Hood Community College in Portland, Oregon, after evicting a troublesome batch of raiders, a skirmish that Carver would personally conduct with brutal efficiency. In addition to the new outpost, a handful of slaves would be captured (themselves taken from southern Washington by slavers), and as reward Carver would be granted a young child if only for a lark at his expense. Unwilling to play the fool he accepted his new slave if only to spite his associates. The girl, Nona, was timid yet hardworking, useful, and loyal to a fault. She also had little to fear as Carver, while quick to punish the most insignificant of mistakes, was protective of his property, aggressively so, and would kill a would-be rapist without a moment's hesitation, and example that wasn't soon forgotten.

    The borders of the New California Republic would eventually intrude upon bandit territory. Initially perceived as a new source of raiding material, the NCR would respond quickly to the threat (perhaps having learned from its ordeals in the Mojave) and soon enough an undeclared war ignited for control of Portland. The Jackdaw Gang would find success early on, but the raiders were unable to win a prolonged conflict, simply lacking in raw output when compared to the likes of the NCR. In desperation the raider gangs would join together underneath a single banner, but, ultimately, were defeated at the Battle of I-5. The NCR claimed Portland as its own.

    The remnants of the Jackdaw Gang would fracture without stable leadership. Carver was left alone with nothing but his loyal slave, and pursued by the NCR would head north into Washington and beyond, bitter, and looking to start again.
Other:
    Challenge Perks
    • King Fuck of Shit Mountain: 19
Do Not Remove: 2299



Image

Name: Nona
Age: 12
Gender: Female
Physical Description:
    Nona is generally small for her age due to many years of malnourishment, standing at 4'7" (140cm) and weighing an insignificant 81 pounds (37kg). Unkempt hair is a charcoal black; eyes are a vivacious blue-grey. Heritage is Chinese-American. Has a number of faded scars on her arms, hands, shoulders, legs, and back from various punishments and mishaps. Blood type is O+.
Birthplace: Yakima, Washington
Occupation: Slave / Raider
Skills:
    • Melee
    • Sneak
    • Survival
SPECIAL
  • S: 2
  • P: 4 (-2)
  • E: 6
  • C: 4
  • I: 4
  • A: 8
  • L: 3
Equipment:
WEAPONS
APPAREL
AID
MISC.
AMMO
• Flare Gun
• Laser Pistol
• Ripper w/ Extended Blade
• Switchblade
• Bandana, Yellow
• Black-Rimmed Eyeglasses
• Dog Collar, Grey
• Hooded Rags
• Rucksack
• Ushanka Hat
• Absinthe
• Beer x2
• Blamco Mac & Cheese
• Crispy Squirrel Bits x4
• Dirty Water x3
• Iguana Bits x4
• Jet x6
• Maize x2
• Mentats x2
• Nuka-Cola x3
• Nuka-Cola Quantum
• Pinewood x4
• Potato
• Psycho x2
• Purified Water x4
• Rad-Away
• Slasher
• Stimpak x4
• Turbo x3
• Vodka
• YumYum Deviled Eggs
• Caps x82

• Bobby Pins x1
• Duct Tape x4
• Eight Ball
• Flashlight
• Handcuffs
• NCR Dogtags
• Scissors
• Toothbrush
• Umbrella
• .308 Round x11
• .45 Auto
• Flare x2
• Fusion Core
• 12 Gauge Shotgun Shell x5

Level: 05
XP: 2,100/2,500
Perks:
    02: Swift Learner
    04: Cherchez La Femme
Barter
12
Energy Weapons
20
Explosives
16
Guns, Big
16
Guns, Small
20
Lockpick
16
Medicine
15
Melee Weapons
42
Repair
15
Science
15
Sneak
40
Speech
15
Survival
35
Throwing
20
Unarmed
20



Biography:
    Nona was born in Yamika, Washington, a small settlement of maybe forty people, many under the age of eighteen, and was the youngest child of two farmers whose early-childhood could best be described as "simple" despite the many difficulties of life post-Great War. The girl was eight years-old when slavers purged the settlement. Many were killed indiscriminately, and those who survived were taken as slaves. Nona, having lost her entire family, was conditioned over a span of several months to be subservient, a harrowing experience that made extensive use of starvation, isolation, and frequent beatings among other imaginative techniques. She was eventually purchased by a wandering merchant who, a short time later, was killed by raiders expecting a better deal on chems. Nona would suffer terribly for almost a year before the arrival of the Jackdaw Gang and her becoming the possession of Carver.

    Although still a slave, Nona would find life with the Jackdaw Gang to be infinitely more suitable than her previous affairs. Carver was harsh in his expectations and punishments, perhaps cruel at times, but he offered a much needed sense of protection, going so far as to kill one of his own for attempting to "misuse" the girl. Nona latched onto the man like how a drowning swimmer takes hold of a lifeguard. Safety was a rare commodity, and with Carver as her master the girl was nigh untouchable as if vaccinated against the disease that was the human savagery. This safety — and possibly the budding Stockholm Syndrome — would see to Nona becoming one of Carver's most loyal followers if not the most fanatical.

    Her past life in Yamika having faded away to nothing more than a half-forgotten dream, Nona, oftentimes exposed to violent and/or bloody deeds, would succumb to the degeneracy of the raider gang until she, too, was little better than those around her, a spiraling descent made all the worse by an emerging chem addiction that was ironically meant to subdue her chaotic mania. The crossing of the point-of-no-return would be the murder of a NCR trooper who was captured only weeks before the Battle of I-5 — Nona was tasked with killing the man (after he had endured several days of torture) which she happily obliged without question, his dogtags gifted to her by Carver afterwards. Nona was a raider in every way but name.

    When the Jackdaw Gang fell apart weeks later Nona would follow Carver north into Washington and beyond, happy to go wherever he sees fit. She is fiercely loyal to the man and strives hard to please him with a job well done.
Other:
    Challenge Perks
    • Indomitable: 2
    • King Fuck of Shit Mountain: 4
Do Not Remove: 2299
Last edited by Beiarusia on Mon Feb 19, 2018 9:23 pm, edited 22 times in total.

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Arengin Union
Powerbroker
 
Posts: 8858
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Tue Dec 26, 2017 8:43 pm

Image

Name: Nicholas Klutz
Age: 33
Gender:male
Physical Description: NCR ranger tattoo on upper right arm, scar on his lip, 5.11 ft, 195 lb.
Birthplace: San Francisco
Occupation: NCR Ranger
Level:5
EXP1700/2500

Skills:
  • Guns
  • Survival
  • Repair

Perks:
  • Swift Learner
  • Faster Healing

SPECIAL
  • S:7
  • P:8
  • E:7
  • C:4
  • I:6
  • A:5
  • L:3

Skills: (All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)
  • Barter: 12
  • Energy Weapons: 20
  • Explosives: 20
  • Guns: 42
  • Lockpick: 25
  • Medicine: 25
  • Melee Weapons: 18
  • Repair: 35
  • Science: 15
  • Sneak: 23
  • Speech: 18
  • Survival: 40
  • Unarmed: 20

Equipment:
    Clothing
  • Desert Ranger combat armor
  • Sunglasses
    Weapons
  • Marksman Carbine All American
  • Colt 1911 45. ACP "Marie"
  • Taurus 356. Revolver
  • Machete
  • "Life saver" switchblade
  • x2 frag grenades
    Misc
  • Binoculars
  • 500 caps
  • 200 NCR dollars
  • 10x Stimpacks
  • 2x radaway
Biography:
Born in San Francisco and raised to a hard working father and absent mother, she died from childbirth when Nick was born. He never got over the fact she died and never got to meet her. Nick alongside his sister Jennie and brother Jacob studied in the Aradesh Public School of San Francisco. Their father, Robert Klutz, was the owner of one of the most known gun shops in the city, with contracts with the NCR army and other groups inside the city, hence he could afford the "public fees" that came from enrolling children to school. Nick being the smallest of the bunch struggled to find his place in school, his brother and sister were largely indifferent to him, both being part of their respective groups. Nick was harassed by other kids at school for his size, and for his brothers telling that he had killed her own mother. "Mother killer" was the nickname that many in school put on Nick. One of the meanest bullies was an Asian kid of large size named Andrew. Nick was always fearful of him and avoided him at all costs, not that it helped since at times Andrew would find him and make him pay up for lost time, resulting in severe beatings. The day came that Nick's father could not bear to see his child come back from school with a bloodied nose and bruises, and he taught Nick how to defend himself, taking Nick during early nights and free days to personally teach him how to box and how to use guns.

Eventually, Nick took what his father had taught him and beat up Andrew relentlessly despite his size. Robert had taught his son to use his size against larger opponents. Despite facing suspension from School, Nick had made his father proud and the rest of the bullies fearful of him. As the years went on, Robert taught his son about repair, and weaponry. Where Jacob and Jennie were not interested, Nick was excited to eventually take on his father's role. Nick and his siblings graduated from public school, and with no other choices they took on the family business.

As years went on and the NCR expanded, many fathers saw their able bodied sons and daughters being drafted into the NCR military. Jacob was first to be drafted, Nick was second a few years after his brother, the "1 man draft" policy has been largely overlooked due to shortages in manpower. Nick was sent to bootcamp and due to his fathers teachings showed a great number of skills in weaponry, repair, among other things. Staff Sergeant Ingram wanted to assign him to the Core of Engineers, but due to destiny or one off luck Chief Hanlon himself saw potential in the kid and handpicked him along other soldiers to come with him to Baja to train as NCR Rangers. Only Nick and 2 more soldiers made the training, Hanlon taught them everything he knew about survival and about fighting, how to lead and how to think rationally in moments of tension. Intelligence, scouting, were all things that Hanlon taught them.

When the battle of Hoover Damn took place in 2277, Nick and his fellow rangers were part of Hanlons strategy to trap the Legion in Boulder city. The attack took place and Nick alongside his fellow Rangers helped to divert the Legion back across the Colorado river. Despite the victory, Nick realized that his brother had been among the dead since he was stationed at the Dam when the attack first took place. For the next three years, Nick and his fellow Rangers kept their training at Camp Golf, as well as scouting for Legion attacks and engaging in engagement with Raiders and Legionnaires alike. Nick scratching off his old riot gear armor, switched for a better suited combat armor the Desert Rangers used. The second battle of the Dam occurred, Nick lost most of his fellow Ranger friends but in the end, victory was achieved for the NCRm though it was not long lasting as he once believed. When the Courier, alongside the NCR and several other factions defeated the Legion and eliminated most of their leadership, what little remained of the Legion was trailed by Nick and other Ranger as direct order from Oliver.

Nick and several other Rangers scouted into Arizona and part of Utah as the Legion military was in total disarray, several Legion towns and cities began to fall apart into rebellion due to the spreading news of the death of Caesar and the defeat of the Legion at the Mojave, all thanks to the Rangers helpful spread of the news. When the Rangers came back into the Mojave they found out that the NCR had been pushed out of the region by the Courier and her army of securitons. Nick and the rest of the Ranger headed back to California in a disheartened mood. Eventually a deal was settled with the Courier and the NCR, the NCR began to push east into Arizona as Kimball's last ditch effort to fix his broken popularity and taking advantage of the Legion falling apart. Eventually the expansion was roughly "Delayed" when Adelynn Glover was elected in 2282, one of her promises being the pulling out of Eastward expansion, however the NCR kept pushing the Legion back and slowly pushing east despite this promise. That same year, Hanlon stood down from leadership of the Rangers, with an honorable goodbye by his fellow Rangers, Colonel David Kowalski took his place. General Oliver was murdered, with little shock or care from most of the NCR military. Moore to her rightful place as commander of the NCR military which was roughly welcomed by most of the military.

Nick kept serving in the Eastward campaign against the Legion, which was nothing more than a glorified raider empire that was falling apart more and more by the day. At the same time, the expansion north began on a steady aim. Nick was wounded during the battle for Phoenix and was brought back to California for treatment. When he fully healed, he was selected by General Cassandra Moore as part of a Ranger task force in the taking of the Pacific North West, Nick took the task and was given leave for a few weeks before heading back into the fight.

Nick and several Ranger saw much action in their service at the North, against several hostile tribes, Raider gangs and groups during the campaign North. Mixed reactions were shown as the NCR arrived and began taking part of Idaho and Oregon. Some towns and settlements joined the NCR willingly, opting for a better life, while an exodus of sort began to take place up the I-5, also known as the "Road North." Steady advance was followed the next couple of years, with Moore showing her rather excellent leadership skills for the NCR military. Nick himself has proven himself as a skillful Ranger loyal to his comrades and his country. Fighting in the NCR military for over a decade, seeing many of his friends come and go and now with Chief Kowalski himself arriving to the action, the taking of Portland as the last bastion of resistance before the NCR moves into Washington, Nick has been assigned as part of a forward reconnaissance team made up of Rangers picked by Kowalski as well as the 1st Recon to scout into the Washington area, specially the famous Aurora region. Will he survive this tour?
Do Not Remove: 2299
Last edited by Arengin Union on Wed Nov 07, 2018 7:46 pm, edited 13 times in total.
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

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Scvecia
Civil Servant
 
Posts: 9
Founded: Sep 16, 2017
Ex-Nation

Postby Scvecia » Tue Dec 26, 2017 10:27 pm

Tag, will try and get an app up tomorrow.

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Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Dec 26, 2017 10:29 pm

Image

Name: Marcus Granite
Age: 26
Gender: Male
Physical Description: 5’11 163 lbs. Lean build, long jagged scar across right calf, ink spot shaped birthmark on left shoulder.
Birthplace: Sacramento, California
Occupation: Hunter
Level: 5
EXP: 2100/2500
Skills: Repair, Guns, Sneak
(All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)
    Energy Weapons - 18
    Explosives - 25
    Guns - 55
    Melee Weapons - 20
    Unarmed - 25
    Barter - 14
    Lockpick - 20
    Medicine - 20
    Repair - 31
    Science - 16
    Sneak - 40
    Speech - 20
    Survival - 15

SPECIAL
  • S:6
  • P:7
  • E:7
  • C:5
  • I:6
  • A:8
  • L:3
Equipment: Hunting shotgun, Hunting knife, 9mm pistol,Leather jacket, and police vest, Security helmet, backpack, bedroll, mess kit, weapon repair kit, med kit, 2L canteen, Geiger counter, flint and steel, flare x3, compass, map of Washington, caravan lunch x3, frag grenades x2, 9x19mm rounds x60, 12 gauge shells x48, Spare ballistic visor x3, binoculars, flashlight, lockpick, 100 bottle caps.
Perks:
  • L2 - Swift Learner
  • L4 - Night Vision
Biography: Born in Sacramento, or ‘Sac-Town’ as it would be named after The Great War, Marcus grew up always on the move. His family a perpetual target thanks to their relation to the Enclave. His grandfather, one Sergeant Jonathan Granite of the Enclave Control Company had escaped but not with the rest of the Enclave headed for DC. As a child he grew up idolizing his grandfather, despite the negative connotations that came with it. The old man always had epic tales for the young boy. Granite along with his squad fled east towards the Vegas area to seek shelter for a time. The NCR hadn’t gone out that far yet giving the small remnant group some breathing room. Granite Sr. and Jr. taught Marcus how to fight and survive, while his mother and Grandmother taught him how to socialize and blend in.

In his youth he’d often accompany his father and grandfather on low-risk mercenary missions like clearing out insects, scavenging, or hunting. Due to the expensive nature of energy weapons they were forced to use more conventional ballistics. The family stayed for the first battle of Hoover Dam, but with the NCR doubling down in Nevada, they quickly made themselves scarce, and headed north for Oregon and Washington. They made residence in The Bend (The Pre-War city of Bend, Oregon) where they were able to make a good living. His grandfather, father, and himself worked security, and hunting, while his mother worked in the local hydro-dam. Her past vault experience invaluable. This however was not meant to last as the NCR quickly focused their expansionist sights on the Bend. The beautiful scenery was home to many pre-war luxuries, resources, and taxable persons. It wasn't long before the Granite family was once again on the move.

Wandering north for some time they wound up in Coulee. A small but prosperous city that relied on power from the local dam. Again the family found fast work, easily blending into the local population that relied on the Grand Coulee Dam for power. The Granites was happy to be able to settle down again but remembered the Bend. NCR scouts would see this place and make it a priority. The Bear's lust for expansion would not be soothed for the perceived future. So while the Granite family continued life in Coulee they made plans to leave as soon as the NCR started gaining a strong foot hold in the region like they had Oregon. In preparation of their probably relocation they sent young Marcus out with a caravan north-west to find a new back up home.
Do Not Remove: 2299
Last edited by Vacif on Thu Feb 08, 2018 5:45 pm, edited 3 times in total.
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Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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The Assorted Saharan Outposts
Minister
 
Posts: 2919
Founded: Dec 13, 2015
Ex-Nation

Postby The Assorted Saharan Outposts » Tue Dec 26, 2017 11:32 pm

I'm gonna tag. Can you roll me the number's for a character's SPECIAL stats?
RP Types I Enjoy: God RPs (anything involving deities), alt history, medieval.
Just call me Sahara
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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Dec 26, 2017 11:34 pm

Decided i will most likely rol with a Mutie, app is filled out for 40 Specials, till i get a roll, will post the app later.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Wed Dec 27, 2017 12:34 am

Heavy WIP and eccentric doctor character reserved.

Image

Name: Alistair Malhoone
Age: 34
Gender: M
Physical Description: A 6'1" and 172 pound twig with a myriad of bullet and stab scars all over body. Also has a bum knee from getting his leg smashed in during a training accident.
Birthplace: The Boneyard
Occupation: Doctor/Chem Dealer
Skills: Medicine (89), Speech (75), Guns (80)
SPECIAL
  • S: 5
  • P: 7
  • E: 4
  • C: 7
  • I: 9
  • A: 8
  • L: 2
Equipment: Doctor's Bag, Stimpak (x20), Rad-away (x15), Rad-X (x5), Buffout (x2), Jet (x4), Mentats (x8), Med-X (x15),"Lucile", x50 9 mm Rounds, Bloodstained Suave Gambler's outfit, Cowboy's Hat with the Dead Man's Hand sewn into the brim, Brahmin Jerky, Vault 13 Canteen (Faded and Banged Up), Walking cane, Dufflebag with changes of cloths, 1 bottle of Whiskey
Biography: In his mind, Alistiar Malhoone was the unluckiest man yet to be killed, and God knows many have tried. The son of a Gambler and a Prostitute, Alistiar wasn't born with the best lot in life, but he did his best to make the most of what he had, which was mainly his sharp intellect and dexterous hands. As a child, Alistair would work for his mom's pimp, swiping caps and drugs from the various men who visited the very seedy parts of the Boneyard, but when his mom got sick and died, he stole everything he could from the pimp and ran off towards Sac-Town to try to earn an honest living and get an education.

Initially he approved of what the NCR did, even going so far as to enlist in the NCR Army as a fast track to education and money. But as his training went on, it was apparent his stary idealism began to fade, especially after several almost sadistic drill instructors and getting shot at by wacked out raiders more times than he could count. Eventually, he got himself transferred to a medical detachment, serving as a surgeon's assistant and picking up several tricks from observing surgeries and spending his time reading up on the various medical texts and journals he had at his disposal. Things began to look up for him when he was selected to receive medical training and he graduated at the top of his class. After that, he was sent to Camp McCarren, though mainly served to patch up idiots who got stung by rad scorpions while drunk, or got mugged by Freeside goons while on leave. This monotony was broken only when his leave was approved and he headed for the strip for drinking, gambling, and whoring like the rest of the men in his unit. It was also here that he picked up his rather nasty habit of gambling, and soon began borrowing and losing more money than he could afford to pay off, leading to several (mainly Ormerta) debt collectors chasing him back to Camp McCarren.

It was also about this time where is formerly stellar military carrier came to a screeching halt when a boulder "mysteriously" feel on him, crushing his knee and snapping his femur in two. Luckily for him, his squad could hear his screams of pain and rushed him back to McCarren where he was treated, and after two months, was walking again with a cane. Needless to say, the NCR Army didn't have much of a use for a crippled, alcoholic doctor so he was discharged with a good pension and a nice home out near the Boneyard. However, his vices followed him to New Reno and after drinking and gambling away his money, he had to leave and instead hooked up with caravans, pawning whatever drugs and alcohol he could find for caps, though his talents as a doctor and surgeon did come in handy every now and again.
Do Not Remove: 2299
Last edited by New Antonalia on Thu Jan 04, 2018 9:02 am, edited 1 time in total.
A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Wed Dec 27, 2017 12:35 am

New Antonalia wrote:"I'm your Huckleberry."

Doc Holiday for the win
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Wed Dec 27, 2017 1:00 am

The Assorted Saharan Outposts wrote:I'm gonna tag. Can you roll me the number's for a character's SPECIAL stats?

You got a 32.

RIP
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Wed Dec 27, 2017 1:17 am

Tayner wrote:
Name: Cole Parson
Age: 52
Gender: Male
Physical Description: 5"10', 190lbs,
Birthplace: Shady Shands
Occupation: Captain(RET), First Reconnaissance Battalion, NCR Army; Gun Runner Guard
Skills: Guns, Survival, Medicine
SPECIAL
  • S: 6
  • P: 9
  • E: 7
  • C: 4
  • I: 5
  • A: 5
  • L: 4
Equipment: Combat Armor, trench coat, rattan cowboy hat, brown boots, extra undergarments, 3 days rations, 1 week's worth of water, hunting rifle w/ scope, 28 .308 rounds, .357 revolver, 16 .357 Magnum rounds, bandages, two stimpacks, 18 caps, and a backpack.
Biography: Born in 2237 in Shady Sands, Cole had two choices, get a job, or join a gang. At the age of 15 he lied about his age, (saying he was 16) and convinced the recruiter to allow him to join the Army. Barley passing boot camp, he would become the company clerk, filing paperwork and documentation for his entire company. After a year his battalion would be sent eastwards due to the loss of 38 NCR citizens to the untamed lands. At 16 years old he would first see combat, having a natural knack for marksmanship with the Varmit Rifle he was issued. He would reenlist again, being promoted to corporal.

As the years passed his marksmanship talent would be recognized by his commanding officer, a 1st Recon washout. He would recommend Cole, now 20 years old, for marksman training and reassignment to the First Recon. A year later, after training and paperwork going through, he would be reassigned. Now wielding a .308 Hunting Rifle, he would be sent to Baja to conduct multiples of reconnaissance and sniper missions. He would distinguish himself for his excellent marksmanship and perception. Years later he would be present in the New Vegas area when the NCR Ranger Unification Treaty was signed.

In the following years, along with Rangers, the First Recon would scour the Nevada area, looking for anything of importance. While he wasn't involved in the discovery of the Hoover Dam, he certainly felt a small amount of pride of being one of the first NCR boots in the region. Helping set up the Mojave outpost, Camp MacCarin, and the Dam, Cole would spend years in the region, turning down leave and other opportunities to return home. When his superiors saw conflict growing over the Dam, a rush to fill officer positions was caused, seeing Cole promoted to lieutenant. It wasn't until everything changed at the First Battle of Hoover Dam when life got difficult in the region.

Being one of the snipers with the highest confirmed kill count on the Dam, with most of them being ranking officers, afterwards he would receive a promotion directly to captain, and be awarded the Star of the Sierra Madre for his performance. The next year he would be at the massacre at Bitter Springs. In his 26 years of military service he had done some morally questionable things, but gunning down the sick, elderly, young, and women as they fled the town on orders disturbed Cole. He would wait for his enlistment to run out before trying to make a new life away from the NCR in the Mojave.

He would be recruited by the Gun Runners as a guard, and he would spend hours on watch over the Gun Runner's shop outside of Freeside. As years passed he became a respected member of the Gun Runners in Vegas, until he was accused of stealing schematics from the factory. Obviously being set up Cole would plead his case to the judge until it became clear whoever set him up covered their tracks. Cole would sneak out one night with his rifle, armor, and water. He would trave for months, taking odd jobs and hunting for himself. It wasn't until recently when he would be hired for cheap to guard a caravan as part of the exodus, managing to bargain for his employer to feed him in exchange for the low rate. Now he has his eyes set on the Aurora Wasteland, hoping to find work and a place to call home.
Do Not Remove: 2299

Accepted.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Wed Dec 27, 2017 1:20 am

Vacif wrote:
Name: Marcus Granite
Age: 26
Gender: Male
Physical Description: 5’11 163 lbs. Lean build, long jagged scar across right calf, ink spot shaped birthmark on left shoulder.
Birthplace: Sacramento, California
Occupation: Hunter
Skills: Repair, Guns, Sneak
SPECIAL
  • S:6
  • P:7
  • E:7
  • C:5
  • I:6
  • A:8
  • L:3
Equipment: Hunting shotgun, Hunting knife, 9mm pistol,Leather jacket, and police vest, Security helmet, backpack, bedroll, mess kit, weapon repair kit, med kit, 2L canteen, Geiger counter, flint and steel, flare x3, compass, map of Washington, caravan lunch x3, frag grenades x2, 9x19mm rounds x60, 12 gauge shells x48, Spare ballistic visor x3, binoculars, flashlight, lockpick, 100 bottle caps.
Biography: Born in Sacramento, or ‘Sac-Town’ as it would be named after The Great War, Marcus grew up always on the move. His family a perpetual target thanks to their relation to the Enclave. His grandfather, one Sergeant Jonathan Granite of the Enclave Control Company had escaped but not with the rest of the Enclave headed for DC. As a child he grew up idolizing his grandfather, despite the negative connotations that came with it. The old man always had epic tales for the young boy. Granite along with his squad fled east towards the Vegas area to seek shelter for a time. The NCR hadn’t gone out that far yet giving the small remnant group some breathing room. Granite Sr. and Jr. taught Marcus how to fight and survive, while his mother and Grandmother taught him how to socialize and blend in.

In his youth he’d often accompany his father and grandfather on low-risk mercenary missions like clearing out insects, scavenging, or hunting. Due to the expensive nature of energy weapons they were forced to use more conventional ballistics. The family stayed for the first battle of Hoover Dam, but with the NCR doubling down in Nevada, they quickly made themselves scarce, and headed north for Oregon and Washington. They made residence in The Bend (The Pre-War city of Bend, Oregon) where they were able to make a good living. His grandfather, father, and himself worked security, and hunting, while his mother worked in the local hydro-dam. Her past vault experience invaluable. This however was not meant to last as the NCR quickly focused their expansionist sights on the Bend. The beautiful scenery was home to many pre-war luxuries, resources, and taxable persons. It wasn't long before the Granite family was once again on the move.

Wandering north for some time they wound up in Coulee. A small but prosperous city that relied on power from the local dam. Again the family found fast work, easily blending into the local population that relied on the Grand Coulee Dam for power. The Granites was happy to be able to settle down again but remembered the Bend. NCR scouts would see this place and make it a priority. The Bear's lust for expansion would not be soothed for the perceived future. So while the Granite family continued life in Coulee they made plans to leave as soon as the NCR started gaining a strong foot hold in the region like they had Oregon. In preparation of their probably relocation they sent young Marcus out with a caravan north-west to find a new back up home.
Do Not Remove: 2299

Accepted.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Song-Lu
Spokesperson
 
Posts: 115
Founded: Aug 30, 2017
Ex-Nation

Postby Song-Lu » Wed Dec 27, 2017 5:39 am

tag

User avatar
The Frozen Forest
Ambassador
 
Posts: 1958
Founded: Sep 12, 2016
Ex-Nation

Postby The Frozen Forest » Wed Dec 27, 2017 8:18 am

Image

Name: Ahote Honaw
Age: 49
Gender: Male
Physical Description: Many long scars covering his legs and body. He's 6'2 and weighs about 210 Lbs. He has a single tattoo on his wrist identifying him as kin to the Hemlock Tribe.
Birthplace: Ukiah, NCR
Occupation: Adventurer, Warband Leader
Skills: Unarmed, Melee Weapons, Survival
SPECIAL
  • S: 10
  • P: 6
  • E: 7
  • C: 2
  • I: 5
  • A: 5
  • L: 5
Equipment:
-Fighting Gear (See picture)
-Steel Shield (Semi-Bullet proof, in that it'll take a good number of rounds but will be torn apart by sustained fire)
-War Hammer
-Dagger
-Iguana on a stick (x4)
-Brahmin Steak (x2)
-Purified Water
-AntiVenom (x1)
-Healing Powder (x2)
-Caps (x80)

Biography:
Ahote was born as the son of a powerful Hemlock Warrior and a local Hemlock Tribe woman. His grandfather on his mothers side was the Chieftain of the Tribe when he was alive, and his grandmother on his fathers side was known as the greatest hunter the tribe had ever seen. His mother and father were exiles due to their illegal marriage. His birth in particular had been a troubled one, as the first and only child the couple would have. His mother would survive the birth though she would be so damaged that it would be impossible for her to bear a second child, his father immediately began to treasure his son, knowing it would be the only one he would have.

When he was six years old his father began to train him in the art of fighting and hunting. In the former he proved a masterful combatant for one his age, for the latter he was still very talented. His father would spend many nights enthralling the young boy with tales of glory and wealth from those brave warriors who traveled off to face one villain or another. The nighttime stories told to him affected him deeply as he poured more and more of his being into his mastery over his body and his skills. These skills were put to the test when he was fourteen years old. While traveling in the woods one night he was beset by a wild Yao Gui. It had bore down on him from a nearby path, obviously starving as a result of the harsh frost that had lasted into the summer. He had drawn his tomahawk and their fight lasted for several hours as he constantly fended the yao gui off while simultaneously landing blows across it's body. At one point they were over a small cliff and he was forced to climb onto it's back and gouge out it's eyes with his bare hands. In the end he conquered the great beast and returned to his family with a plentiful bounty of meat and Yao Gui products.

When he was sixteen he set off with the blessing of his family, determined to carve his name into the echelons of the wasteland. He made his way off to the The Big One with nothing but a horse and a weeks worth of jerky and water, his old Tomahawk and a single packet of healing powder. Over the course of the first four years he grew exponentially. Those first four years were the hardest in his life as he encountered roaming gangs of bandits, raiders, tribals and terrible beasts. Time and again he challenged them to fair combat and time after again they refused, instead trying to rob him of his possessions. He killed hundreds of them before his 20th birthday and he still lusted for further combat.

As he traveled others joined him, eventually he had a dedicated warband of fellow adventurers from all across what was once Canada. He was about 36 when he finally reached the end of the route, having accumulated tens of thousands of caps and exotic gear. His warband contained 220 individuals. He made his way partway back before departing on a second route, the so called Roundabout. He encountered a great many warriors in the Midwest whom he defeated or recruited into his splintering group. They had collected enough stories and caps to last a lifetime and so many simply settled down in the communities the band past through. He was 43 when he reached the end of the Roundabout and was able to take the Long 15 South to the City of Lost Angels within the well known Boneyard.

At the age of 47 and a half, and after over thirty years of adventuring he'd finally reached his last route. He traveled the Road North towards the Aurora Region, the land of his ancestors. He chose to finally return to his families homeland, the Hemlock Tribe. A new chief had come to prominence, a brutal and tyrannical leader whom should have never been able to take power, yet did. He noticed the destruction caused by the war in the area and the deaths of so many of his kin. He has pledged his support to his new tribesmen, rather than the Chief himself.
Do Not Remove: 2299
Last edited by The Frozen Forest on Thu Dec 28, 2017 10:07 am, edited 4 times in total.
Add 3,981 to my Post Count

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Wed Dec 27, 2017 9:22 am

The Frozen Forest wrote:
Name: Ahote Honaw
Age: 49
Gender: Male
Physical Description: Many long scars covering his legs and body. He's 6'2 and weighs about 210 Lbs. He has a single tattoo on his wrist identifying him as a former member of the Hemlock Tribe.
Birthplace: Within the Forest/To the Hemlock Tribe
Occupation: Adventurer, Warband Leader
Skills: Unarmed, Melee Weapons, Survival
SPECIAL
  • S: 10
  • P: 6
  • E: 7
  • C: 2
  • I: 5
  • A: 5
  • L: 5
Equipment:
-Fighting Gear (See picture)
-Steel Shield (Semi-Bullet proof, in that it'll take a good number of rounds but will be torn apart by sustained fire)
-War Hammer
-Dagger
-Iguana on a stick (x4)
-Brahmin Steak (x2)
-Purified Water
-AntiVenom (x1)
-Healing Powder (x2)
-Caps (x80)

Biography:
Ahote was born as the son of a powerful Haida Warrior and a local Hemlock Tribe woman. His grandfather on his mothers side was the Chieftain of the Tribe when he was alive, and his grandmother on his fathers side was known as the greatest hunter the tribe had ever seen. His birth in particular had been a troubled one, as the first and only child the couple would have. His mother would survive the birth though she would be so damaged that it would be impossible for her to bear a second child, his father immediately began to treasure his son, knowing it would be the only one he would have.

When he was six years old his father began to train him in the art of fighting and hunting. In the former he proved a masterful combatant for one his age, for the latter he was still very talented. His father would spend many nights enthralling the young boy with tales of glory and wealth from those brave Haida who traveled off to face one villain or another. The nighttime stories told to him affected him deeply as he poured more and more of his being into his mastery over his body and his skills. These skills were put to the test when he was fourteen years old. While traveling in the woods one night he was beset by a wild Yao Gui. It had bore down on him from a nearby path, obviously starving as a result of the harsh frost that had lasted into the summer. He had drawn his tomahawk and their fight lasted for several hours as he constantly fended the yao gui off while simultaneously landing blows across it's body. At one point they were over a small cliff and he was forced to climb onto it's back and gouge out it's eyes with his bare hands. In the end he conquered the great beast and returned the the Tribe with a plentiful bounty of meat and Yao Gui products.

When he was sixteen he set off with the blessing of his tribe, determined to carve his name into the echelons of the wasteland. He made his way off to the The Big One with nothing but a horse and a weeks worth of jerky and water, his old Tomahawk and a single packet of healing powder. Over the course of the first four years he grew exponentially. Those first four years were the hardest in his life as he encountered roaming gangs of bandits, raiders, tribals and terrible beasts. Time and again he challenged them to fair combat and time after again they refused, instead trying to rob him of his possessions. He killed hundreds of them before his 20th birthday and he still lusted for further combat.

As he traveled others joined him, eventually he had a dedicated warband of fellow adventurers from all across what was once Canada. He was about 36 when he finally reached the end of the route, having accumulated tens of thousands of caps and exotic gear. His warband contained 220 individuals. He made his way partway back before departing on a second route, the so called Roundabout. He encountered a great many warriors in the Midwest whom he defeated or recruited into his splintering group. They had collected enough stories and caps to last a lifetime and so many simply settled down in the communities the band past through. He was 43 when he reached the end of the Roundabout and was able to take the Long 15 North. His supply of caps had withered as he payed for supplies, animals and charitable causes throughout the wastes.

At the age of 47 and a half, and after over thirty years of adventuring he'd finally reached The Big One once again. He chose to finally return to this tribe to see what had become of it. Taking his time he did eventually reach the Tribe to find it radically different. A new chief had come to power, a brutal and tyrannical leader whom should have never been able to take power, yet did. He also noticed the war brought about by his tribe in his absence, he's determined to restore balance to the Region and to seize control of his tribe, to lead it back onto the right path before it can be destroyed by reckless invaders.
Do Not Remove: 2299

While it's a well written app, I've requested in the OP that all characters are required to have come from Oregon, Idaho, Wyoming, California, or Nevada.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
New Antonalia
Ambassador
 
Posts: 1983
Founded: Jan 06, 2016
Ex-Nation

Postby New Antonalia » Wed Dec 27, 2017 9:25 am

A, probably less than successful, model of what a Post Soviet Eastern European nation can be

Pixel Designer: https://thearmsdealer.deviantart.com/

Yes, I use JG Scale. No, Franscale is not better.
1 pxl : 1 inch is better than 1 pxl : 1 cm

User avatar
The Frozen Forest
Ambassador
 
Posts: 1958
Founded: Sep 12, 2016
Ex-Nation

Postby The Frozen Forest » Wed Dec 27, 2017 9:37 am

Anowa wrote:
The Frozen Forest wrote:
Name: Ahote Honaw
Age: 49
Gender: Male
Physical Description: Many long scars covering his legs and body. He's 6'2 and weighs about 210 Lbs. He has a single tattoo on his wrist identifying him as a former member of the Hemlock Tribe.
Birthplace: Within the Forest/To the Hemlock Tribe
Occupation: Adventurer, Warband Leader
Skills: Unarmed, Melee Weapons, Survival
SPECIAL
  • S: 10
  • P: 6
  • E: 7
  • C: 2
  • I: 5
  • A: 5
  • L: 5
Equipment:
-Fighting Gear (See picture)
-Steel Shield (Semi-Bullet proof, in that it'll take a good number of rounds but will be torn apart by sustained fire)
-War Hammer
-Dagger
-Iguana on a stick (x4)
-Brahmin Steak (x2)
-Purified Water
-AntiVenom (x1)
-Healing Powder (x2)
-Caps (x80)

Biography:
Ahote was born as the son of a powerful Haida Warrior and a local Hemlock Tribe woman. His grandfather on his mothers side was the Chieftain of the Tribe when he was alive, and his grandmother on his fathers side was known as the greatest hunter the tribe had ever seen. His birth in particular had been a troubled one, as the first and only child the couple would have. His mother would survive the birth though she would be so damaged that it would be impossible for her to bear a second child, his father immediately began to treasure his son, knowing it would be the only one he would have.

When he was six years old his father began to train him in the art of fighting and hunting. In the former he proved a masterful combatant for one his age, for the latter he was still very talented. His father would spend many nights enthralling the young boy with tales of glory and wealth from those brave Haida who traveled off to face one villain or another. The nighttime stories told to him affected him deeply as he poured more and more of his being into his mastery over his body and his skills. These skills were put to the test when he was fourteen years old. While traveling in the woods one night he was beset by a wild Yao Gui. It had bore down on him from a nearby path, obviously starving as a result of the harsh frost that had lasted into the summer. He had drawn his tomahawk and their fight lasted for several hours as he constantly fended the yao gui off while simultaneously landing blows across it's body. At one point they were over a small cliff and he was forced to climb onto it's back and gouge out it's eyes with his bare hands. In the end he conquered the great beast and returned the the Tribe with a plentiful bounty of meat and Yao Gui products.

When he was sixteen he set off with the blessing of his tribe, determined to carve his name into the echelons of the wasteland. He made his way off to the The Big One with nothing but a horse and a weeks worth of jerky and water, his old Tomahawk and a single packet of healing powder. Over the course of the first four years he grew exponentially. Those first four years were the hardest in his life as he encountered roaming gangs of bandits, raiders, tribals and terrible beasts. Time and again he challenged them to fair combat and time after again they refused, instead trying to rob him of his possessions. He killed hundreds of them before his 20th birthday and he still lusted for further combat.

As he traveled others joined him, eventually he had a dedicated warband of fellow adventurers from all across what was once Canada. He was about 36 when he finally reached the end of the route, having accumulated tens of thousands of caps and exotic gear. His warband contained 220 individuals. He made his way partway back before departing on a second route, the so called Roundabout. He encountered a great many warriors in the Midwest whom he defeated or recruited into his splintering group. They had collected enough stories and caps to last a lifetime and so many simply settled down in the communities the band past through. He was 43 when he reached the end of the Roundabout and was able to take the Long 15 North. His supply of caps had withered as he payed for supplies, animals and charitable causes throughout the wastes.

At the age of 47 and a half, and after over thirty years of adventuring he'd finally reached The Big One once again. He chose to finally return to this tribe to see what had become of it. Taking his time he did eventually reach the Tribe to find it radically different. A new chief had come to power, a brutal and tyrannical leader whom should have never been able to take power, yet did. He also noticed the war brought about by his tribe in his absence, he's determined to restore balance to the Region and to seize control of his tribe, to lead it back onto the right path before it can be destroyed by reckless invaders.
Do Not Remove: 2299

While it's a well written app, I've requested in the OP that all characters are required to have come from Oregon, Idaho, Wyoming, California, or Nevada.

I guess i got carried away with the character and forgot about that. Is there any easy workaround, say his family was essentially the same but were exiled to the Rural NCR?
Add 3,981 to my Post Count

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Wed Dec 27, 2017 9:40 am

The Frozen Forest wrote:
Anowa wrote:While it's a well written app, I've requested in the OP that all characters are required to have come from Oregon, Idaho, Wyoming, California, or Nevada.

I guess i got carried away with the character and forgot about that. Is there any easy workaround, say his family was essentially the same but were exiled to the Rural NCR?

So long as they were born in Oregon, Idaho, Wyoming, California, or Nevada, and have a minimal knowledge of the Aurora region, yes.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Fascist Russian Empire
Powerbroker
 
Posts: 9267
Founded: Aug 11, 2013
Ex-Nation

Postby Fascist Russian Empire » Wed Dec 27, 2017 10:04 am

Deleted post.
Last edited by Fascist Russian Empire on Mon Jan 01, 2018 3:59 pm, edited 4 times in total.

User avatar
Ormata
Senator
 
Posts: 4947
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Wed Dec 27, 2017 10:21 am

Hereby tag.

User avatar
Scalhagen
Political Columnist
 
Posts: 3
Founded: Dec 25, 2017
Ex-Nation

Postby Scalhagen » Wed Dec 27, 2017 10:22 am

Just to make things clear, our character can come from any of the factions, correct?
Last edited by Scalhagen on Wed Dec 27, 2017 10:24 am, edited 1 time in total.

User avatar
The Frozen Forest
Ambassador
 
Posts: 1958
Founded: Sep 12, 2016
Ex-Nation

Postby The Frozen Forest » Wed Dec 27, 2017 10:25 am

I did some minor corrections to the original, it should be abiding to the rules.
Add 3,981 to my Post Count

User avatar
The Assorted Saharan Outposts
Minister
 
Posts: 2919
Founded: Dec 13, 2015
Ex-Nation

Postby The Assorted Saharan Outposts » Wed Dec 27, 2017 11:53 am

Image

Name: Tara Cubs
Age: 16
Gender: female
Physical Description: Has a nasty scar on her left shoulder, and a tattoo of a Phoenix on her right shoulder. She weight 5'3, is actually pretty skinny, and weighs about 135 pounds.
Birthplace: Boise, Idaho
Occupation: She sold herbs
Skills: Bartering, Survival and Medicine
b]Level:[/b] 1
EXP: 0/200
Skills:
  • Barter: 34
  • Energy Weapons: 17
  • Explosives: 17
  • Guns: 9
  • Lockpick: 17
  • Medicine: 30
  • Melee Weapons: 9
  • Repair: 15
  • Science: 15
  • Sneak: 9
  • Speech: 19
  • Survival: 26
  • Unarmed:
SPECIAL
  • S: 3
  • P: 7
  • E: 4
  • C: 8
  • I: 6
  • A: 3
  • L: 1
Equipment:
Armor and Apparel:Surprisngly clean pre-war business-wear x3, a few dirty wastelander outfits x 4, a ball cap, a light armored raider outfit, some sleepwear, and a pair of reading glasses
Consumables: Brahmin meat x5, bubblegum x2, cave fungus x 3, a potatoe, some broc flowers, instamash x3, trail mix, and all kinds of odd plants and mushrooms and herbs. For drinks she has three bottles of clean water, two bottles of bear and some vodka. For medicine she has a bottle of Buffout, a bottle of Catseye, chewing tobacco, some fixer, Jet and psycho combination she made, and about ten stimpacks and five radaways.
Weapons: A Bowie knife, a decent condition 9mm pistol with one hundred bullets to spare, as well as a switchblade, and an H&H Tools Nail gun with basically so many nails. A couple hundred of them.
Miscellaneous: Has about six hundred in caps, one hundred in NCR dollars, and ten in legion denarius. A whole pocketful of bobby pins, a box of detergent, a caravan deck, a camera, a carton of cigarettes, a few cherry bombs, a clipboard with some paper, a few cups, some duct tape, empty syringes, and some pre war books and money. She's definitely a hoarder.
Biography: Her family had moved to Boise only a few months before she was born, and to be fair her birth was a very unexpected event. Well, more like her mother getting pregnant was unexpected. Her mother and her father were raiders, and they didn't necessarily want a child, but by the time they realized she was pregnant...they didn't know how to get an abortion. Most people would shoot them on sight, to be fair. Boise was a giant warzone, after all. Now, when Tara was born, they didn't really take good care of her. She was mostly left to her own devices. This, obviously, isn't the best way to treat a baby, and she often spent a couple of days going hungry.
Though, growing up, her parents spent a lot of time trying to teach her to be a raider like them. It was how they were getting food, money or otherwise, so it was only natural that they'd try to teach their daughter how to raid as well. Unfortunately, their daughter didn't take to it much. She more focused on what plants they could eat without dying rather than be correct way to intimidate a man, or where to shoot a human so he dies instantly. Instead of going out and stealing from others, Tara hunted. She harvested nearby herbs and plants. She...she smoked a couple of herbs and plants and got a wicked high, and maybe got addicted to some of them, but that's besides the point. She was doing a good job without killing, and she was honestly pretty proud of it. Shortly after becoming a teenager, she pitched a wonderful idea to her parents. She'd start an herb shop. Some place where she'd serve less than important herbs and plants for some caps.
Her parents, surprisingly enough agreed with it, and set up promotional signs around Boise about it. She actually got quite a few customers to come in after the first couple of weeks, and...sure, some of them may have been forced to buy something at gunpoint, courtesy of her parents, but that didn't matter. This store had gotten customers from all around the wastelands, from NCR to some Legions, Brotherhood of Steel and even the ocassional friendly Supermutant whichbroesnt happen often. They made a surprising amount of caps and other types of currencies. Though, eventually, the NCR had come, and they came to conquer.
Instead of just allowing the raiders and the one botanist to keep up their store, they practically blew up what was left of Boise to get rid of the super mutants and the remaining Legion and Brotherhood forces that were there. Tara couldn't tell you for sure what happened, but one day her parents didn't come back for the night, and the next day some NCR meatheads had come to her store and told her she had to move out as soon as possible. She was being relocated or something. Tara took her guns, some plants, medicine and some changes of clothes before making it out the door and up north, with no guardians, no one to watch over her, and no idea what awaited her up north.
Do Not Remove: 2299
Last edited by The Assorted Saharan Outposts on Mon Jan 08, 2018 6:54 pm, edited 2 times in total.
RP Types I Enjoy: God RPs (anything involving deities), alt history, medieval.
Just call me Sahara
Feel free to telegram me whenever you want. I'd love to chat!

⚧Copy and paste this in your sig if you passed biology and know gender and sex aren't the same thing ⚧

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