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Fallout: A Minute's Notice (OOC|Open)

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

Fallout: A Minute's Notice (OOC|Open)

Postby Anowa » Tue Sep 25, 2018 8:06 pm

Image

COMING >>IC<< SOON
>>Theme<<
OP: Anowa




The Commonwealth of Massachusetts, 2287. 210 years after the world was engulfed in atomic flame, 210 years since the government of the United States of America formally died. For a little over two centuries mankind has been on a teetering brink of full collapse, the few bastions of old world values and decent morals outnumbered by those who have survived so long on basic instinct and the svagery in the recesses of the human mind. Beacons of control across the wasteland of North America, the New California Republic, Caesar's Legion, The brotherhood of Steel, The Enclave, The Minutemen. All kept things in a level of status quo, keeping things rightfully calm and safe from outside threat. But for this chapter of history, only the last on that list is relevant.

Rising to prominence in 2180, after fending off wave after wave of super-mutants laying siege to Diamond City, the organisation that wasn't much more than people who knew how to use a gun managed to make something of themselves. With a viable headquarters, a web of patrols and stations across the commonwealth, and a ranking structure that was respected and known by all of it's members, the rag-tag group of people had started to pave thw way to a re-establishment of what could've been a government.

A series of events in 2240 eventually lead to the steady an painful downfall of the Minutmen. A small miscommunication turned the rather easy defense of Fort Independence into a slaughter, with the armory being fully locked down from the inside. The seemingly final nail in the coffin was the death of General Becker in 2281. Without the groups remaining being able to agree on a successor, with the lack of a unified location, and most groups fallen to taking care of their own before all else, the Minutemen became a haunting shadow of what a single event could lead to. With many either disbanding or turning to banditry following a lack of supplies and faith in what was once the Minutemen, the faction all but ceased to exist by 2287.

Now, what remains of the last few honest and true hearted Minutemen are hunkered down in what was once the town of Quincy, holding a fragile line between glorified raiders, and a whole village of civillians. Doing what Minutemen do best, dying so that others can see a tomorrow, and fending off the rejects and outcasts of society, because 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. OP reserves the right to deny applications for any reason.
6. 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.
7. Have fun!

  • 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, or otherwise in a spoiler tag.
  • SPECIAL caps out at 10. Skills cap at 100. Caps can be broken via perks, mutations, or challenges.
  • You may start with 2 Mutations, of which the SPECIAL penalties will be determined on the chart they were found.

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]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]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]Perks:[/b] (At level 1 you shouldn't have any, simply put N/A here for the moment. Add your trait when given.)
[list][*]N/A[/list]
[b]Equipment:[/b] (To be Filled out later)
[list][*][/list]
[b]Biography:[/b]
[i][u][color=#FF0000]Do Not Remove: 2299[/color][/u][/i]


Mechanics Document
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 » Tue Sep 25, 2018 8:06 pm

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

An Intro to Anowa

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

Postby Tayner » Tue Sep 25, 2018 8:07 pm

Tag
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

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

Postby Vacif » Tue Sep 25, 2018 8:20 pm

Image

Name: Lady Libery
Age: 210
Gender: Female programming
Physical Description: 5’10, 340 lbs
Birthplace: RobCo Facilities West
Occupation: Soldier
Level: 1
EXP: 0/200
SPECIAL
  • S: 8
  • P: 12
  • E: 8
  • C: 4
  • I: 5
  • A: 8
  • L: 7
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)
  • Energy Weapons, Stealth, Unarmed
  • Barter: 14
  • Energy Weapons: 45
  • Explosives: 30
  • Guns: 22
  • Lockpick: 30
  • Medicine: 16
  • Melee Weapons: 22
  • Repair: 16
  • Science: 16
  • Sneak: 37
  • Speech: 14
  • Survival: 22
  • Unarmed: 37
Perks: (At level 1 you shouldn't have any, simply put N/A here for the moment. Add your trait when given.)
  • N/A
Equipment:
  • Backpack
  • Robot Repair Kit x4
  • Stimpack x5
  • Medkit
  • Tool Kit
  • Ka-Bar Knife
  • 72 pairs of dog tags
  • Water bottle
Biography: Finishing production on January 17, 2077, Lady Liberty was commissioned for combat action in Anchorage, however American forces had liberated Anchorage before such deployment could happen. Instead she was sent to assist the 1st Marine Division as part of the American retaliatory invasion of mainland China. For months she fought alongside the Marines through the Yangtze Campaign before returning home to deal with rising civil unrest stateside.

Initially stuck on the West Coast when the bombs struck, Lady stuck with the Marines as they deserted their posts to return home to the East Coast. From here it is a blur as she and the Marines trek across a new landscape reformed with nuclear hellfire. At the cost of many casualties, either from radiation, or disease, the Marines finally made it back to Boston. There Lady watched over her remaining platoonmates and their surviving family as they attempted to survive their new harsh climate. The Fairline Hill Estates had survived decently well and so the survivors continued to stay there and construct their own harbour in the storm of the apocalypse.

While people come and go, Lady Liberty stood her ground at Fairline Hill and protected it until the day the Minutemen came knocking. Seeing something reminiscent of the cause she was designed for, she and a few older ghouls from back in the day joined up for old times sake. Day after day, flare after flare she answered the call, ready to aid the cause, no matter how much infighting there was. She was there at Diamond City, the Castle, and now Quincy.
Do Not Remove: 2299
Last edited by Vacif on Tue Sep 25, 2018 8:26 pm, edited 1 time 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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Danceria
Postmaster-General
 
Posts: 10715
Founded: Aug 13, 2015
Ex-Nation

Postby Danceria » Tue Sep 25, 2018 8:25 pm

There is a thread that needs monitoring. I'll tag it on your Pip-Boy.

Memes aside, I assume that the Sole Survivor had enough of everyone's shit and nuked the Minutemen?
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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

Postby Anowa » Tue Sep 25, 2018 8:26 pm

Danceria wrote:There is a thread that needs monitoring. I'll tag it on your Pip-Boy.

Memes aside, I assume that the Sole Survivor had enough of everyone's shit and nuked the Minutemen?

No.

Technically speaking ICly, the SS hasn't actually woken up yet.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Favation
Secretary
 
Posts: 39
Founded: Jul 12, 2018
Ex-Nation

Postby Favation » Tue Sep 25, 2018 8:40 pm

Image

Name: Henry Freedman
Age: 29
Gender: Male
Physical Description:
  • 6’1 Ft
  • 190 lbs
  • Scars in chest from explosive incidents
Birthplace: The Commonwealth, Diamond City.
Occupation: Minutemen Soldier
Level: 1
EXP: 0/200
SPECIAL
  • S:5
  • P:7
  • E:6
  • C:5
  • I:6
  • A:5
  • L:6
Skills:
  • Barter: 15
  • Energy Weapons: 34
  • Explosives: 34
  • Guns: 15
  • Lockpick: 34
  • Medicine: 17
  • Melee Weapons: 15
  • Repair: 17
  • Science: 17
  • Sneak: 15
  • Speech: 15
  • Survival: 17
  • Unarmed: 17
Perks: (At level 1 you shouldn't have any, simply put N/A here for the moment. Add your trait when given.)
  • N/A
Equipment: (To be Filled out later)
Biography:
Born to a junkie father an a prostitute mother Henry had a tough upbringing like most children in the wasteland, his father always getting high on jet and psycho while his mother brought strangers to the house every day and loud noises came from her bedroom while little Henry played with his toy tank, practically the only toy he had. Diamond city was less than the civilized bastion of progress that it was always boast as being, the streets filled with rats and feces and kids playing in irradiated water. It was better than living out in the Commonwealth and having to deal with deathclaws, super mutants, and the synths.

Despite the overall shittiness of the city, Henry always showed quite the affinity with lock picking, whenever his teacher at the school would get mad at him for playing with a baseball ball and lock it away, Henry would simply pick the storage room's lock and get his ball back, along several of the other confiscated goodies. Henry wouldn't stop just at that, he picked the lock of everything he'd see that was lock, rooms, containers, even the Mayor's office, sometimes unlocking them with ease and at others breaking all the booby pins he'd collected, it was fun though. This mischievous behavior got him berated and punished several times however, his mom yelling at him while his dad passed out again from psycho, and the city guards at times beating him for escaping his holding cell time and time again. It was a thrill for Henry, it always made him feel alive even if it'd get him in trouble more than once.

Henry didn't only acquire an ability to lockpick, when he turned 17 he was made to work as a city guard by his mom who had gotten old and was no longer getting enough "Clientele," this was also as a way to pay back to the city for his many devilish misdemeanors. The guards had little choice as they were lacking in numbers as the Minutemen were falling apart. He wasn’t trusted with a gun, as much as he showed to be a decent shot, through multiple raider and super mutant assaults he would be constantly put aside with only a pistol to hold the door as a last line of defence. Much to his displeasure, Henry did his best to keep the door safe, killing mongrels and the odd giant rat once in a while. After turning 19, his dad finally dying from an overdose and his mom still trying to keep a nice house, Henry longed for the day he’d finally be able to show he was more than just a troubled kid. The day came that Henry finally got a test of his abilities as a fighter, the raider gang known as the “Devils of Hagen” managed to pierce through a barricade on the southwest and were closing to the entrance. Henry was given a rifle and told to hold the line alongside several guards, as he fired shots at the raiders, Henry saw how a guard carrying a heavy dynamite crate was riddled with bullets as the last barricade was blown up.

Henry reacted quickly, being told to retreat inside the city he ignored the order and picked up the crate. He ran as fast as he could, covered by Diamond City guards until reaching a ladder to the upside of a building overlooking the main plaza where the entrance door was now closing. The Raiders were ready to use rocket launchers to blow the door open, and suddenly dynamite began to come from the roofs. Explosion after explosion, masses of raider limbs and blood flew everywhere as Henry lit dynamite fuses and threw them at the raiders. He managed to kill a large quantity of them with the surprise factor until he was finally shot at and a bullet grazed his neck and got him down on the ground. He fell in pain as the raiders kept firing at the roof he was hiding at and others began to climb up to finish him off. The raiders were then caught again by surprise as Diamond City guards from the East side arrived and began to fight back.

Henry despite his wound took the chance as he saw a large amount of Raiders coming into the plaza from above, with a warlord leading them. He lit up a single fuse of a dynamite stick from inside the crate and threw the whole crate down from the roof right down to where the Raiders were, the explosion was massive, like several mini nukes going off at once and it send Henry flying back several meters, the massive cloud of fire and smoke burning his armor and covering his face with black ash. He went unconscious and layed on the roof with a wound on his neck and his heart racing. The remaining raiders retreated as their now tiny numbers were repelled by the guards. Henry was found unconscious in the roof and taken into the city where he remained in a coma until 2 weeks after the battle. When he woke up, the last thing he remembered was being engulfed in a cloud of fire and… he loved it. It had made him feel alive.

Henry was offered his position in the guards again when he recovered but he refused, opting to leave the city and now wander into the wastes, he’d had a near death experience and felt like it had been a message for him. There was something out there that wanted him alive for something, that something arrived when several Minutemen arrived at Diamond city, broken and desperate for new members, Henry was one of the few who stood up to the challenge and joined the Minutemen. Since then, he grew into his 20’s improving his lockpicking and his affinity with explosives, becoming sort of a demolitioner for the minutemen with grenades, dynamite, and anything that went “KABOOM.” He also took a liking to energy weapons, particularly with laser rifles. From Hagen, Salem, Malden, and other parts of the Commonwealth, he has been with the Minutemen with the hopes of something greater and now he almost seems to regret that with their fracturing and now being stuck in Quincy defending it from raiders, little to no pay and now seemingly the end of the line for the Minutemen.

Do Not Remove: 2299
Last edited by Favation on Tue Sep 25, 2018 9:49 pm, edited 2 times in total.

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The Hoosier Alliance
Diplomat
 
Posts: 956
Founded: Mar 17, 2016
Ex-Nation

Postby The Hoosier Alliance » Tue Sep 25, 2018 9:24 pm

Image

Name: Ryan Hobbs
Age: 19
Gender: Male
Physical Description: 160 lbs, 5'8, a 1/4 done pin up girl tattoo on his right shoulder (something he got when drunk on his 18th birthday), and a scar stretching from his left shoulder in a diagonal line to the middle of his right rib cage.
Birthplace: Diamond City
Occupation: Minutemen Militia (jobless before that)
Level: 1
EXP: 0/200
SPECIAL
  • S: 7
  • P: 4
  • E: 8
  • C: 5
  • I: 4
  • A:6
  • L: 6
Skills:
  • Barter: 15
  • Energy Weapons: 28
  • Explosives: 13
  • Guns: 32
  • Lockpick: 13
  • Medicine: 13
  • Melee Weapons: 19
  • Repair: 28
  • Science: 13
  • Sneak: 17
  • Speech: 15
  • Survival: 21
  • Unarmed: 21
Perks:
  • Traumatic Memory:
    Sometimes deep rooted trauma can help. With a close brush with death at the bad end of a deal, you've become much more aware of when things are about to go south, and can prepare beforehand. (You will be TG'd a snippet of what may be about to happen should you end up at the bad end of set up.)
Equipment:
  • Minuteman Uniform
    Colt Detective Special (.38 Special)
    12x Rounds of .38 Special
    Laser Musket
    3x Robot Repair Kits
    5x Road Flares
Biography:
Ryan Hobbs was born in Diamond City, to the poor Lower Stands citizens Danial and Susan Hobbs. Ryan's childhood wasn't filled with abuse, extreme poverty (or at least, not more than other Diamond City residences' lives), or anything else that could excuse Ryan's early behavior. In fact, he had a rather decent life growing up. His father was around much of the time and sober unless he and his fellow Diamond City Security Officers went for a round or twelve at the Dugout. His mother stayed at home for most of his youngest years, but when he went to school, she got a job at Fallon's Basement. His life, for a while, was typical of any normal Diamond City boy. That changed when he fell in with "ruffians" of the town. When he turned eleven, Ryan befriended the child of a citizen of the Upper Stands who ran a sort of "gang" (really just a small pack of unruly boys). They would run around, cause trouble, even shoplift here and there. They were mostly ignored, their activities considered normal boy things for several years. That changed when Ryan turned fifteen.

The leader of the "gang" Ryan was in was seventeen when Ryan was fifteen, the oldest of the group of boys. His name was Richard Rollans. Not only was he the oldest, he was also the loudest, toughest, most foul mouthed, and most unruly. As they got older, Richard got the other boys to join in on progressively worse pranks and such. They stole more expensive items, such as chems and alcohol. A few weeks after Ryan's fifteenth birthday, Richard got him and the others to break into Commonwealth Weaponry and Swatters and "acquire" some weaponry. They did this, successfully. The next week, they all met Richard outside Diamond City, away from Diamond City Security patrols, and Richard passed out the pipe rifles and swatters. Richard explained their little mission to them: Last month, Richard had "borrowed" some of daddy's money and set up a chem deal with some raiders near Hangman's Alley. The way Richard talked about it, this was supposed to be a simple deal. They get the chems, the raiders get the caps, and the gang splits the massive profit when they unload the chems on junkies and merchants. While most of the gang, the name seeming more legit now, was a little apprehensive (Ryan included), Richard convinced them it would be fine.

When the raiders laid their eyes on the group of teenage boys, everything went downhill from there. They laughed at them and instead of honoring the deal, they decided they could have both the caps and the chems. Richard, a kid known not to be the best with dealing with emotions, reacted by blowing a hole in the lead raiders skull with his 10mm. Instead of the other raiders bowing in awe, respect, and fear like Richard thought they would, the other raiders opened fire, clipping Richard and killing two of the boys. A knife wielding raider sliced Ryan on the back, giving him a terrible scar, before Ryan could shoot him in the gut with his pipe rifle. By the time the private mercenaries hired by Richard's father arrived, three more boys were dead and six were wounded. Back at town, Ryan and the remaining boys were shunned by most of the city, even Richard's own father disowned him. Half the boys stuck with Richard, seeing their lives as over and deciding then to become the dregs of society. The others, like Ryan, simply melted into nothingness, wanting only to be forgotten by the rest of the town.

Ryan from then on was more of a troubled person, never able to hold down a job and drank or gambled his money faster than he could make it. He even bought a tattoo on his 18th birthday, but the "traveling tattoo artist" only finished a fourth of the job and took a drunk Ryan's money. Eventually, Ryan meet a small group of Minutemen in market and came up with a plan. Ryan decided to join up with them. He saw this as an opportunity to make up for his past misdeeds, but mostly as a chance to get out of the city and start over somewhere else. Some place where he didn't have a reputation. Ryan isn't bad with a gun, but he certainly needs to work on the "helping people in need, selflessly" part.
Do Not Remove: 2299
Last edited by The Hoosier Alliance on Fri Sep 28, 2018 6:17 am, edited 2 times in total.
I prefer dangerous freedom over peaceful slavery
- Thomas Jefferson
What country can preserve its liberties if their rulers are not warned from time to time that their people preserve the spirit of resistance? Let them take arms
- Thomas Jefferson
Loyalty to country ALWAYS. Loyalty to government, when it deserves it
-Mark Twain
They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety
- Benjamin Franklin
To disarm the people is the most effectual way to enslave them
-George Mason
I ask who are the militia? They consist now of the whole people.
-George Mason

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The Knockout Gun Gals
Senator
 
Posts: 4928
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Tue Sep 25, 2018 11:38 pm

tag
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Wed Sep 26, 2018 4:29 pm

Image

Name: Benny Salton
Age: 228
Gender: Male
Physical Description: 5' 11', 165 lbs, no noticeable tattoos (because come on, who's going to notice a tattoo on a ghoul?)
Birthplace: Mass Bay Medical Centre, Boston
Occupation: Minutemen contractor, ex-thief
Level: 8
EXP: 0/200
SPECIAL
  • S: 6
  • P: 8
  • E: 7
  • C: 5
  • I: 6
  • A: 4
  • L: 4
Skills:
  • Barter: 14
  • Energy Weapons: 20
  • Explosives: 20
  • Guns: 12
  • Lockpick: 35 (tag skill)
  • Medicine: 16
  • Melee Weapons: 16
  • Repair: 31 (tag skill)
  • Science: 16
  • Sneak: 27 (tag skill)
  • Speech: 14
  • Survival: 18
  • Unarmed: 18
Perks:
  • Not The First Rodeo: Two hundred years and still not dead. In a world filled with mutated lizards, big green people, a collection of angry and cannibalistic tribes and more than enough radiation to melt your skin off within seconds, that's quite the accomplishment. Instead of starting at level 1 like everyone else, you start at level 8.
Equipment:
-Minuteman Uniform
-Laser Musket
-7x Bobby Pins
-2x Frag Grenades
-5x Road Flare
Biography: Like so many other ghouls, Benny Salton was not born a ghoul. Rather, he was born a human, into an upper-middle-class family in the Commonwealth of Massachusetts. His childhood years were spent in the family home in the suburbs of Boston, and when he left home, it was to attend Massachusetts Bay University. However, Benny failed to graduate on time, and when his parents became suspicious, he packed up and fled for downtown Boston. He worked odd jobs for several years until he landed a job at a sub shop in south Boston. This brought him into contact with Eddie Winter and the mob boss took a liking to Benny, whose well-to-do upbringing was a useful cover for Winter's illegal activities in the suburbs. Benny's career took a criminal turn as he became more indispensable to Winter, but the bombs fell before Benny became entangled in darker activities.

Due to the distance between the bombs and Benny's day job at the sub shop, he escaped with only minor injuries and made his way into an improvised shelter in a nearby skyscraper. As the city deteriorated, Benny remained in hiding in the building while he underwent ghoulification. However, with hunger setting in, he fell back on his pre-war talents for thievery to loot the supplies of ghouls, surviving humans, and pre-war bunkers. This continued for centuries, as towns grew and collapsed all around Boston. Although he was occasionally caught, he was always able to buy his way out of execution or enslavement. Until 2278, that was, when he went after a cache in Goodneighbor.

Arrested by the Goodneighbor Neighborhood Watch for the umpteenth time, Benny learned that there was a limit to how much the Watch was willing to overlook. Apparently, stealing enough Jet to kill a Super Mutant Behemoth wasn't something they wanted to let slip by. Instead, Benny was locked up while the Watch waited for a sentence from the Mayor. However, during the brief interlude when his captors went upstairs for an official execution order, he picked open his handcuffs, smashed down a flimsy retaining wall, and fled into the Metro tunnels beneath the town.

Unable to return to Goodneighbor, and knowing he would be turned away from Diamond City, Benny instead did what he did best: he got out of town. As he headed south, intending to join up with the Children of Atom and see the world on their behalf, he stumbled upon a Minutemen patrol. Although he figured that the Minutemen wouldn't accept someone with his history into their ranks, he also figured that they might need someone with his skills to provide support. And so, Benny finagled a meeting with a Minutemen commander and, in 2279, became a military contractor. Finally, a job that his parents could be proud of. It wasn't the local-guide or ghoul-interpreter job that he had wanted, but still, repairing artillery and other specialized equipment was a decent job. And it came with free protection, which was nice.

Benny would have been happy to stay in the role for a while, but events had conspired against him. Namely, the Minutemen began to disintegrate. As they lost settlement after settlement, Benny was reassigned further south. Finally, he ended up in the town of Quincy, the last bastion of Minutemen strength in the Commonwealth. As the Minutemen had collapsed, other contractors had seen the writing on the wall and fled, but Benny couldn't go anywhere else. And so, he was trapped, repairing weapons for an army that was increasingly paying him in IOUs.
Do Not Remove: 2299
Last edited by Tysoania on Wed Sep 26, 2018 9:05 pm, edited 3 times in total.
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

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

Postby Anowa » Wed Sep 26, 2018 7:04 pm

Vacif wrote:
Name: Lady Libery
Age: 210
Gender: Female programming
Physical Description: 5’10, 340 lbs
Birthplace: RobCo Facilities West
Occupation: Soldier
Level: 1
EXP: 0/200
SPECIAL
  • S: 8
  • P: 12
  • E: 8
  • C: 4
  • I: 5
  • A: 8
  • L: 7
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)
  • Energy Weapons, Stealth, Unarmed
  • Barter: 14
  • Energy Weapons: 45
  • Explosives: 30
  • Guns: 22
  • Lockpick: 30
  • Medicine: 16
  • Melee Weapons: 22
  • Repair: 16
  • Science: 16
  • Sneak: 37
  • Speech: 14
  • Survival: 22
  • Unarmed: 37
Perks: (At level 1 you shouldn't have any, simply put N/A here for the moment. Add your trait when given.)
  • N/A
Equipment:
  • Backpack
  • Robot Repair Kit x4
  • Stimpack x5
  • Medkit
  • Tool Kit
  • Ka-Bar Knife
  • 72 pairs of dog tags
  • Water bottle
Biography: Finishing production on January 17, 2077, Lady Liberty was commissioned for combat action in Anchorage, however American forces had liberated Anchorage before such deployment could happen. Instead she was sent to assist the 1st Marine Division as part of the American retaliatory invasion of mainland China. For months she fought alongside the Marines through the Yangtze Campaign before returning home to deal with rising civil unrest stateside.

Initially stuck on the West Coast when the bombs struck, Lady stuck with the Marines as they deserted their posts to return home to the East Coast. From here it is a blur as she and the Marines trek across a new landscape reformed with nuclear hellfire. At the cost of many casualties, either from radiation, or disease, the Marines finally made it back to Boston. There Lady watched over her remaining platoonmates and their surviving family as they attempted to survive their new harsh climate. The Fairline Hill Estates had survived decently well and so the survivors continued to stay there and construct their own harbour in the storm of the apocalypse.

While people come and go, Lady Liberty stood her ground at Fairline Hill and protected it until the day the Minutemen came knocking. Seeing something reminiscent of the cause she was designed for, she and a few older ghouls from back in the day joined up for old times sake. Day after day, flare after flare she answered the call, ready to aid the cause, no matter how much infighting there was. She was there at Diamond City, the Castle, and now Quincy.
Do Not Remove: 2299


Trait Added:
Enlightening the World:
Over two hundred years of watching your comrades live and die, as well as maintain yourself has left you with a few skills other Automatrons don't have. (You no longer have to rely on a human to perform repairs on you, and administering medical aid on a human is much less difficult)




Favation wrote:
Name: Henry Freedman
Age: 29
Gender: Male
Physical Description:
  • 6’1 Ft
  • 190 lbs
  • Scars in chest from explosive incidents
Birthplace: The Commonwealth, Diamond City.
Occupation: Minutemen Soldier
Level: 1
EXP: 0/200
SPECIAL
  • S:5
  • P:7
  • E:6
  • C:5
  • I:6
  • A:5
  • L:6
Skills:
  • Barter: 15
  • Energy Weapons: 34
  • Explosives: 34
  • Guns: 15
  • Lockpick: 34
  • Medicine: 17
  • Melee Weapons: 15
  • Repair: 17
  • Science: 17
  • Sneak: 15
  • Speech: 15
  • Survival: 17
  • Unarmed: 17
Perks: (At level 1 you shouldn't have any, simply put N/A here for the moment. Add your trait when given.)
  • N/A
Equipment: (To be Filled out later)
Biography:
Born to a junkie father an a prostitute mother Henry had a tough upbringing like most children in the wasteland, his father always getting high on jet and psycho while his mother brought strangers to the house every day and loud noises came from her bedroom while little Henry played with his toy tank, practically the only toy he had. Diamond city was less than the civilized bastion of progress that it was always boast as being, the streets filled with rats and feces and kids playing in irradiated water. It was better than living out in the Commonwealth and having to deal with deathclaws, super mutants, and the synths.

Despite the overall shittiness of the city, Henry always showed quite the affinity with lock picking, whenever his teacher at the school would get mad at him for playing with a baseball ball and lock it away, Henry would simply pick the storage room's lock and get his ball back, along several of the other confiscated goodies. Henry wouldn't stop just at that, he picked the lock of everything he'd see that was lock, rooms, containers, even the Mayor's office, sometimes unlocking them with ease and at others breaking all the booby pins he'd collected, it was fun though. This mischievous behavior got him berated and punished several times however, his mom yelling at him while his dad passed out again from psycho, and the city guards at times beating him for escaping his holding cell time and time again. It was a thrill for Henry, it always made him feel alive even if it'd get him in trouble more than once.

Henry didn't only acquire an ability to lockpick, when he turned 17 he was made to work as a city guard by his mom who had gotten old and was no longer getting enough "Clientele," this was also as a way to pay back to the city for his many devilish misdemeanors. The guards had little choice as they were lacking in numbers as the Minutemen were falling apart. He wasn’t trusted with a gun, as much as he showed to be a decent shot, through multiple raider and super mutant assaults he would be constantly put aside with only a pistol to hold the door as a last line of defence. Much to his displeasure, Henry did his best to keep the door safe, killing mongrels and the odd giant rat once in a while. After turning 19, his dad finally dying from an overdose and his mom still trying to keep a nice house, Henry longed for the day he’d finally be able to show he was more than just a troubled kid. The day came that Henry finally got a test of his abilities as a fighter, the raider gang known as the “Devils of Hagen” managed to pierce through a barricade on the southwest and were closing to the entrance. Henry was given a rifle and told to hold the line alongside several guards, as he fired shots at the raiders, Henry saw how a guard carrying a heavy dynamite crate was riddled with bullets as the last barricade was blown up.

Henry reacted quickly, being told to retreat inside the city he ignored the order and picked up the crate. He ran as fast as he could, covered by Diamond City guards until reaching a ladder to the upside of a building overlooking the main plaza where the entrance door was now closing. The Raiders were ready to use rocket launchers to blow the door open, and suddenly dynamite began to come from the roofs. Explosion after explosion, masses of raider limbs and blood flew everywhere as Henry lit dynamite fuses and threw them at the raiders. He managed to kill a large quantity of them with the surprise factor until he was finally shot at and a bullet grazed his neck and got him down on the ground. He fell in pain as the raiders kept firing at the roof he was hiding at and others began to climb up to finish him off. The raiders were then caught again by surprise as Diamond City guards from the East side arrived and began to fight back.

Henry despite his wound took the chance as he saw a large amount of Raiders coming into the plaza from above, with a warlord leading them. He lit up a single fuse of a dynamite stick from inside the crate and threw the whole crate down from the roof right down to where the Raiders were, the explosion was massive, like several mini nukes going off at once and it send Henry flying back several meters, the massive cloud of fire and smoke burning his armor and covering his face with black ash. He went unconscious and layed on the roof with a wound on his neck and his heart racing. The remaining raiders retreated as their now tiny numbers were repelled by the guards. Henry was found unconscious in the roof and taken into the city where he remained in a coma until 2 weeks after the battle. When he woke up, the last thing he remembered was being engulfed in a cloud of fire and… he loved it. It had made him feel alive.

Henry was offered his position in the guards again when he recovered but he refused, opting to leave the city and now wander into the wastes, he’d had a near death experience and felt like it had been a message for him. There was something out there that wanted him alive for something, that something arrived when several Minutemen arrived at Diamond city, broken and desperate for new members, Henry was one of the few who stood up to the challenge and joined the Minutemen. Since then, he grew into his 20’s improving his lockpicking and his affinity with explosives, becoming sort of a demolitioner for the minutemen with grenades, dynamite, and anything that went “KABOOM.” He also took a liking to energy weapons, particularly with laser rifles. From Hagen, Salem, Malden, and other parts of the Commonwealth, he has been with the Minutemen with the hopes of something greater and now he almost seems to regret that with their fracturing and now being stuck in Quincy defending it from raiders, little to no pay and now seemingly the end of the line for the Minutemen.

Do Not Remove: 2299


Trait Added:
Count to Three:
For whatever reason the powers that be tend to give you the benefit of the doubt when it comes to explosives. They'll never misfire, never malfunction, and all the grenades you use will never have a short fuze.




Equipment Added:
  • Minuteman Specialist Uniform
  • Short Laser Musket
  • 7x Bobby Pins
  • 2x Frag Grenades
  • 5x Road Flares




Tysoania wrote:
Name: Benny Salton
Age: 228
Gender: Male
Physical Description: 5' 11', 165 lbs, no noticeable tattoos (because come on, who's going to notice a tattoo on a ghoul?)
Birthplace: Mass Bay Medical Centre, Boston
Occupation: Minutemen contractor, ex-thief
Level: 1
EXP: 0/200
SPECIAL
  • S: 6
  • P: 8
  • E: 7
  • C: 5
  • I: 6
  • A: 4
  • L: 4
Skills:
  • Barter: 14
  • Energy Weapons: 20
  • Explosives: 20
  • Guns: 12
  • Lockpick: 20
  • Medicine: 16
  • Melee Weapons: 16
  • Repair: 16
  • Science: 16
  • Sneak: 12
  • Speech: 14
  • Survival: 18
  • Unarmed: 18
Perks: N/A
  • N/A
Equipment: (To be Filled out later)
Biography: Like so many other ghouls, Benny Salton was not born a ghoul. Rather, he was born a human, into an upper-middle-class family in the Commonwealth of Massachusetts. His childhood years were spent in the family home in the suburbs of Boston, and when he left home, it was to attend Massachusetts Bay University. However, Benny failed to graduate on time, and when his parents became suspicious, he packed up and fled for downtown Boston. He worked odd jobs for several years until he landed a job at a sub shop in south Boston. This brought him into contact with Eddie Winter and the mob boss took a liking to Benny, whose well-to-do upbringing was a useful cover for Winter's illegal activities in the suburbs. Benny's career took a criminal turn as he became more indispensable to Winter, but the bombs fell before Benny became entangled in darker activities.

Due to the distance between the bombs and Benny's day job at the sub shop, he escaped with only minor injuries and made his way into an improvised shelter in a nearby skyscraper. As the city deteriorated, Benny remained in hiding in the building while he underwent ghoulification. However, with hunger setting in, he fell back on his pre-war talents for thievery to loot the supplies of ghouls, surviving humans, and pre-war bunkers. This continued for centuries, as towns grew and collapsed all around Boston. Although he was occasionally caught, he was always able to buy his way out of execution or enslavement. Until 2278, that was, when he went after a cache in Goodneighbor.

Arrested by the Goodneighbor Neighborhood Watch for the umpteenth time, Benny learned that there was a limit to how much the Watch was willing to overlook. Apparently, stealing enough Jet to kill a Super Mutant Behemoth wasn't something they wanted to let slip by. Instead, Benny was locked up while the Watch waited for a sentence from the Mayor. However, during the brief interlude when his captors went upstairs for an official execution order, he picked open his handcuffs, smashed down a flimsy retaining wall, and fled into the Metro tunnels beneath the town.

Unable to return to Goodneighbor, and knowing he would be turned away from Diamond City, Benny instead did what he did best: he got out of town. As he headed south, intending to join up with the Children of Atom and see the world on their behalf, he stumbled upon a Minutemen patrol. Although he figured that the Minutemen wouldn't accept someone with his history into their ranks, he also figured that they might need someone with his skills to provide support. And so, Benny finagled a meeting with a Minutemen commander and, in 2279, became a military contractor. Finally, a job that his parents could be proud of. It wasn't the local-guide or ghoul-interpreter job that he had wanted, but still, repairing artillery and other specialized equipment was a decent job. And it came with free protection, which was nice.

Benny would have been happy to stay in the role for a while, but events had conspired against him. Namely, the Minutemen began to disintegrate. As they lost settlement after settlement, Benny was reassigned further south. Finally, he ended up in the town of Quincy, the last bastion of Minutemen strength in the Commonwealth. As the Minutemen had collapsed, other contractors had seen the writing on the wall and fled, but Benny couldn't go anywhere else. And so, he was trapped, repairing weapons for an army that was increasingly paying him in IOUs.
Do Not Remove: 2299



Trait Added:
Not The First Rodeo:
Two hundred years and still not dead. In a world filled with mutated lizards, big green people, a collection of angry and cannibalistic tribes and more than enough radiation to melt your skin off within seconds, that's quite the accomplishment. Instead of starting at level 1 like everyone else, you start at level 8.




Equipment Added:
  • Minuteman Uniform
  • Laser Musket
  • 7x Bobby Pins
  • 2x Frag Grenades
  • 5x Road Flares


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 Sep 26, 2018 7:04 pm

The Hoosier Alliance wrote:Name: Ryan Hobbs
Skills:
  • Barter: 15
  • Energy Weapons: 13
  • Explosives: 13
  • Guns: 32 (tag skill)
  • Lockpick: 13
  • Medicine: 13
  • Melee Weapons: 19
  • Repair: 13
  • Science: 13
  • Sneak: 17
  • Speech: 15
  • Survival: 21
  • Unarmed: 21

Only issue is that you get 3 Tag skills, not just one.
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 » Wed Sep 26, 2018 7:35 pm

Image

Name: Donald Mercer
Age: 25
Gender: Male
Physical Description: 5'11", 190 lbs, scarring on back
Birthplace: Diamond City
Occupation: Muitfruit Farmer, Diamond Coty
Level: 1
EXP: 0/200
SPECIAL
  • S: 5
  • P: 6
  • E: 8
  • C: 5
  • I: 10
  • A: 5
  • L: 10
Skills:
  • Barter: 17
  • Energy Weapons: 34
  • Explosives: 19
  • Guns: 17
  • Lockpick: 19
  • Medicine: 42 (!)
  • Melee Weapons: 17
  • Repair: 42
  • Science: 27
  • Sneak: 17
  • Speech: 17
  • Survival: 23
  • Unarmed: 23
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography: Born into a poor family in Diamond City, Donald didn't have much to his name. His father and his father before we're simple farmers, growing food to sell in the market to help sustain the great green jewel of the commonwealth. When he was a kid he would go to school, and do well for himself in his classes, and meet his future wife, Megan. However, one day, when his father made a trip to Quincy, Donald would tag along. The two would be ambushed by raiders, and taken to be sold as slaves.

After thorough physical abuse, the raiders would take the two to be sold. However, during the transaction, Minutemen would heroically rescue the father and his child, and Donald would always remember that. A few years later, Donald would join the Minutemen at the age of 16, and would find himself as a laser rifleman, fighting raiders and mutants alike to protect those like himself. He would marry his sweetheart and eventually the political climate in the Minutemen would change.

Donald would stay loyal to the cause, and he would wind up under Colonel Hollis' command on the march to Quincy. An experienced rifleman, repairman, and someone who often found themselves fixing wounds is farming accidents and firefights alike, Donald would volunteer for the mission. Now he stands ready to hold the line against the scourages of the wastelands, not only in Quincy but throughout the entire Commonwealth, given he survives.
Do Not Remove: 2299
Last edited by Tayner on Wed Sep 26, 2018 7:39 pm, edited 1 time in total.
If anyone askes where we were Saturday at 14:30, we were at The Pub, understand?

-If it's stupid, but it works, it ain't stupid.
-No Combat Ready unit has ever passed inspection.
-No Inspection Ready unit has ever passed combat.
-There is nothing more satisfying to you then having the enemy shoot at you, and miss.
-Remember, your weapon was made by the lowest bidder.
Disclaimer: The sig is out of date and I probably won't update it

User avatar
The Hoosier Alliance
Diplomat
 
Posts: 956
Founded: Mar 17, 2016
Ex-Nation

Postby The Hoosier Alliance » Wed Sep 26, 2018 8:28 pm

Anowa wrote:Only issue is that you get 3 Tag skills, not just one.

Ah, will fix right now.
I prefer dangerous freedom over peaceful slavery
- Thomas Jefferson
What country can preserve its liberties if their rulers are not warned from time to time that their people preserve the spirit of resistance? Let them take arms
- Thomas Jefferson
Loyalty to country ALWAYS. Loyalty to government, when it deserves it
-Mark Twain
They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety
- Benjamin Franklin
To disarm the people is the most effectual way to enslave them
-George Mason
I ask who are the militia? They consist now of the whole people.
-George Mason

User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Wed Sep 26, 2018 9:01 pm

An automatron, a sticky-fingered ghoul, and an explosives-loving career soldier walk into a bar...
The Cold War in 6 words:
Monsone wrote:the USSR is up to something


User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Wed Sep 26, 2018 9:11 pm

Favation wrote:
Tysoania wrote:An automatron, a sticky-fingered ghoul, and an explosives-loving career soldier walk into a bar...


Forget Skeeter Davis, this should be the RP theme.
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

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

Postby Anowa » Wed Sep 26, 2018 11:02 pm

Tayner wrote:
Name: Donald Mercer
Age: 25
Gender: Male
Physical Description: 5'11", 190 lbs, scarring on back
Birthplace: Diamond City
Occupation: Muitfruit Farmer, Diamond Coty
Level: 1
EXP: 0/200
SPECIAL
  • S: 5
  • P: 6
  • E: 8
  • C: 5
  • I: 10
  • A: 5
  • L: 10
Skills:
  • Barter: 17
  • Energy Weapons: 34
  • Explosives: 19
  • Guns: 17
  • Lockpick: 19
  • Medicine: 42 (!)
  • Melee Weapons: 17
  • Repair: 42
  • Science: 27
  • Sneak: 17
  • Speech: 17
  • Survival: 23
  • Unarmed: 23
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography: Born into a poor family in Diamond City, Donald didn't have much to his name. His father and his father before we're simple farmers, growing food to sell in the market to help sustain the great green jewel of the commonwealth. When he was a kid he would go to school, and do well for himself in his classes, and meet his future wife, Megan. However, one day, when his father made a trip to Quincy, Donald would tag along. The two would be ambushed by raiders, and taken to be sold as slaves.

After thorough physical abuse, the raiders would take the two to be sold. However, during the transaction, Minutemen would heroically rescue the father and his child, and Donald would always remember that. A few years later, Donald would join the Minutemen at the age of 16, and would find himself as a laser rifleman, fighting raiders and mutants alike to protect those like himself. He would marry his sweetheart and eventually the political climate in the Minutemen would change.

Donald would stay loyal to the cause, and he would wind up under Colonel Hollis' command on the march to Quincy. An experienced rifleman, repairman, and someone who often found themselves fixing wounds is farming accidents and firefights alike, Donald would volunteer for the mission. Now he stands ready to hold the line against the scourages of the wastelands, not only in Quincy but throughout the entire Commonwealth, given he survives.
Do Not Remove: 2299


Trait Added:
Man of Many Hats:
A general reliance on being capable of filling any needed role to support your fellow Minutemen has resulted in a myriad of experience ans skills. You gain an additional 25% XP when there is XP to be gained.




Equipment Added:
  • Minuteman Uniform
  • Laser Musket
  • 3x Robot Repair Kits
  • 5x Stimpacks
  • Doctor's Bag
  • 5x Road Flares




The Hoosier Alliance wrote:
Name: Ryan Hobbs
Age: 19
Gender: Male
Physical Description: 160 lbs, 5'8, a 1/4 done pin up girl tattoo on his right shoulder (something he got when drunk on his 18th birthday), and a scar stretching from his left shoulder in a diagonal line to the middle of his right rib cage.
Birthplace: Diamond City
Occupation: Minutemen Militia (jobless before that)
Level: 1
EXP: 0/200
SPECIAL
  • S: 7
  • P: 4
  • E: 8
  • C: 5
  • I: 4
  • A:6
  • L: 6
Skills:
  • Barter: 15
  • Energy Weapons: 28
  • Explosives: 13
  • Guns: 32
  • Lockpick: 13
  • Medicine: 13
  • Melee Weapons: 19
  • Repair: 28
  • Science: 13
  • Sneak: 17
  • Speech: 15
  • Survival: 21
  • Unarmed: 21
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography:
Ryan Hobbs was born in Diamond City, to the poor Lower Stands citizens Danial and Susan Hobbs. Ryan's childhood wasn't filled with abuse, extreme poverty (or at least, not more than other Diamond City residences' lives), or anything else that could excuse Ryan's early behavior. In fact, he had a rather decent life growing up. His father was around much of the time and sober unless he and his fellow Diamond City Security Officers went for a round or twelve at the Dugout. His mother stayed at home for most of his youngest years, but when he went to school, she got a job at Fallon's Basement. His life, for a while, was typical of any normal Diamond City boy. That changed when he fell in with "ruffians" of the town. When he turned eleven, Ryan befriended the child of a citizen of the Upper Stands who ran a sort of "gang" (really just a small pack of unruly boys). They would run around, cause trouble, even shoplift here and there. They were mostly ignored, their activities considered normal boy things for several years. That changed when Ryan turned fifteen.

The leader of the "gang" Ryan was in was seventeen when Ryan was fifteen, the oldest of the group of boys. His name was Richard Rollans. Not only was he the oldest, he was also the loudest, toughest, most foul mouthed, and most unruly. As they got older, Richard got the other boys to join in on progressively worse pranks and such. They stole more expensive items, such as chems and alcohol. A few weeks after Ryan's fifteenth birthday, Richard got him and the others to break into Commonwealth Weaponry and Swatters and "acquire" some weaponry. They did this, successfully. The next week, they all met Richard outside Diamond City, away from Diamond City Security patrols, and Richard passed out the pipe rifles and swatters. Richard explained their little mission to them: Last month, Richard had "borrowed" some of daddy's money and set up a chem deal with some raiders near Hangman's Alley. The way Richard talked about it, this was supposed to be a simple deal. They get the chems, the raiders get the caps, and the gang splits the massive profit when they unload the chems on junkies and merchants. While most of the gang, the name seeming more legit now, was a little apprehensive (Ryan included), Richard convinced them it would be fine.

When the raiders laid their eyes on the group of teenage boys, everything went downhill from there. They laughed at them and instead of honoring the deal, they decided they could have both the caps and the chems. Richard, a kid known not to be the best with dealing with emotions, reacted by blowing a hole in the lead raiders skull with his 10mm. Instead of the other raiders bowing in awe, respect, and fear like Richard thought they would, the other raiders opened fire, clipping Richard and killing two of the boys. A knife wielding raider sliced Ryan on the back, giving him a terrible scar, before Ryan could shoot him in the gut with his pipe rifle. By the time the private mercenaries hired by Richard's father arrived, three more boys were dead and six were wounded. Back at town, Ryan and the remaining boys were shunned by most of the city, even Richard's own father disowned him. Half the boys stuck with Richard, seeing their lives as over and deciding then to become the dregs of society. The others, like Ryan, simply melted into nothingness, wanting only to be forgotten by the rest of the town.

Ryan from then on was more of a troubled person, never able to hold down a job and drank or gambled his money faster than he could make it. He even bought a tattoo on his 18th birthday, but the "traveling tattoo artist" only finished a fourth of the job and took a drunk Ryan's money. Eventually, Ryan meet a small group of Minutemen in market and came up with a plan. Ryan decided to join up with them. He saw this as an opportunity to make up for his past misdeeds, but mostly as a chance to get out of the city and start over somewhere else. Some place where he didn't have a reputation. Ryan isn't bad with a gun, but he certainly needs to work on the "helping people in need, selflessly" part.
Do Not Remove: 2299


Trait Added:
Traumatic Memory:
Sometimes deep rooted trauma can help. With a close brush with death at the bad end of a deal, you've become much more aware of when things are about to go south, and can prepare beforehand. (You will be TG'd a snippet of what may be about to happen should you end up at the bad end of set up.)




Equipment Added:
  • Minuteman Uniform
  • Colt Detective Special (.38 Special)
  • 12x Rounds of .38 Special
  • Laser Musket
  • 3x Robot Repair Kits
  • 5x Road Flares


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

An Intro to Anowa

User avatar
Grand Lubeeria
Lobbyist
 
Posts: 20
Founded: Sep 07, 2018
Ex-Nation

Postby Grand Lubeeria » Thu Sep 27, 2018 3:49 am

What's this? Another RP needing of a tag?
Image
This nation may or may not represent my views. Maybe.

"Why use exterminatus if you can just deal with the heretics the good ol' fashion way?" -Some guy in Warhammer 40K. Maybe.

User avatar
New Sriker
Envoy
 
Posts: 344
Founded: Jul 09, 2018
Ex-Nation

Postby New Sriker » Thu Sep 27, 2018 2:55 pm

Tag

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

Postby Ormata » Thu Sep 27, 2018 5:10 pm

Likely might join this.

User avatar
Tysoania
Ambassador
 
Posts: 1285
Founded: Mar 26, 2012
Ex-Nation

Postby Tysoania » Fri Sep 28, 2018 10:01 am

OP, when can we expect the IC to go up?
The Cold War in 6 words:
Monsone wrote:the USSR is up to something

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

Postby New Antonalia » Fri Sep 28, 2018 12:17 pm

Tag, expect a Character app some time in the future (if I'm not buried by essays and other crap like that)
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
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Fri Sep 28, 2018 1:18 pm

Tysoania wrote:OP, when can we expect the IC to go up?

Within the next couple days.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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

Postby Beiarusia » Fri Sep 28, 2018 2:26 pm

Image

Name: Mina Eriksson
Age: 15
Gender: Female
Physical Description:
    Mina is average in height, standing approximately 5'3" (160cm) and weighing 110 pounds (50kg). Unlikely to grow taller due to prolonged malnutrition. Dark hair is cut short; eyes are a deep grey-hazel. Face is angular with fair skin, freckles, and a straight nose. Body is thin and lanky. Minor scars on her hands from on-the-job injuries (typically cuts and scraps).
Birthplace: Transit, Boston
Occupation: Sapper, Construction, Machine-Gunner
Level: 1
EXP: 0/200
SPECIAL
    S: 4 | P: 3 | E: 9 | C: 6 | I: 4 | A: 7 | L: 9
Skills:
    - BARTER: 18
    - ENGERGY WEAPONS: 12
    - EXPLOSIVES: 12
    - GUNS: 35 [TAG]
    - LOCKPICK: 12
    - MEDICINE: 14
    - MELEE WEAPONS: 14
    - REPAIR: 29 [TAG]
    - SCIENCE: 14
    - SNEAK: 20
    - SPEECH: 18
    - SURVIVAL: 39 [TAG]
    - UNARMED: 24
Perks:
  • N/A
Mutations:
  • Light Sensitivity
Equipment: (To be Filled out later)
Biography:
    Mina Eriksson was born in 2272 in a small settlement constructed in Boston's underground transit system. Her mother tragically passed away soon after her birth from illness, leaving Mina and her twin sister, Nina, to be raised by a single father. Regardless, her childhood was relatively normal. Transit was a small but lively settlement, a place where everybody knew everyone, with a heavy focus on communal support and, more importantly, an emphasis on the success of the "group" as oppose to the "individual" considering the many challenges of living (and thriving) underground. Mina and Nina received a rudimentary education, and upon turning 10 years-old were expected to assist in maintaining the settlement. Although assisting here-or-there as necessary, the twins preferred working in the deeper tunnels, clearing debris and reinforcing the structure, or, whenever possible, assisted the militia despite their father's objections. At age 11, their father was elected as mayor. At age 12, an injured man wandered into Transit, a pastor preaching the faith of the Children of Atom, reinforcing the concept of religion in a society that had sorely been lacking in such fundamentalisms. At age 14, the twins assisted in defending the settlement from a sudden, unprovoked attack by raiders, supporting a machine-gun-nest that proved instrumental in stemming the attack, and, in response, were made honorary militiamen for their efforts.

    Raids would become more and more commonplace. Transit was under siege, cutoff at the surface and denied the caravans it so desperately needed to stay afloat. In desperation, the settlement turned to the Minutemen for assistance, but help came too late. Raiders attacked en-mass, overrunning the settlement as the surviving townsfolk retreated deeper into the tunnels. Hunted like rats, and with few options, the peoples of Transit would attempt to blast their way into an unknown section of tunnels, the hope being to secure an exit, but were attacked before breaking through. Understandably, it was a slaughter. The townsfolk would have been killed entirely if not for the arrival of the Minutemen. The raiders, too focused on clearing the tunnels, were caught unawares from behind, and between the Minutemen and militiamen were defeated.

    Transit, however, was destroyed. Too many had been killed in the attack, including the mayor, Mina's father, and reconstruction was beyond what their numbers were capable of. The survivors would flee to Quincy, and some, including Mina and her sister, would officially join the Minutemen, if only just in time to face another disaster.
Do Not Remove: 2299



Image

Name: Nina Eriksson / K4-13
Age: 15 / 1
Gender: Female
Physical Description:
    Nina is Mina's identical twin. Height/weight are the same, as is hair/eye colour. Physically it is near-impossible to tell them apart.
Birthplace: Transit, Boston
Occupation: Sapper, Construction, Machine-Gunner
Level: 1
EXP: 0/200
SPECIAL
    S: 5 | P: 6 | E: 7 | C: 5 | I: 9 | A: 6 | L: 6
Skills:
    - BARTER: 15
    - ENGERGY WEAPONS: 17
    - EXPLOSIVES: 17
    - GUNS: 17
    - LOCKPICK: 17
    - MEDICINE: 23
    - MELEE WEAPONS: 15
    - REPAIR: 38 [TAG]
    - SCIENCE: 38 [TAG]
    - SNEAK: 17
    - SPEECH: 15
    - SURVIVAL: 19
    - UNARMED: 34 [TAG]
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography:
    K4-13 is an Institute Synth tasked with infiltrating Transit. Replacing Nina Eriksson, so as to be close to the mayor, her "father", K4-13 was a spy and maintained regular contact with her superiors. Unfortunately, the destruction of Transit necessitated new objectives. K4-13 would join the Minutemen (alongside her "sister") to continue her intelligence gathering. Despite her ulterior motivations, K4-13 has grown close to Mina Eriksson, and their sisterly affections is no longer an act of subterfuge.
Do Not Remove: 2299

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