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

Postby Tysoania » Sat Sep 29, 2018 9:48 am

Will the town map be identical to that of the canon Quincy, or will some modifications be made?
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 » Sat Sep 29, 2018 3:41 pm

Beiarusia wrote:
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


Trait Added:
Confinement Capable:
Growing up in the confines of the old Boston subway has left a number of effects on you, disregarding the lack of food and sunlight, your movements in confined spaces like vents drainage pipes and caves no longer have a detriment in combat.




Equipment Added:
  • Minuteman Uniform
  • Water Cooled MG
  • 75x 5.56x45mm Rounds
  • 3x Robot Repair Kits
  • 5x Road Flares





Beiarusia wrote:

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


Trait Added:
Electric Sheep:
You are not quite human. Though with the fact that you're physically indistinguishable from the womb grown ones, you can pass as one. Whenever you're near death, you will be whisked away to the safety of the Institute to be repaired, and likely have your memories wiped. That is, if something doesn't figure you out first.




Equipment Added:
  • Minuteman Uniform
  • SAP Gloves
  • Large Monkey Wrench
  • 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
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Sat Sep 29, 2018 3:41 pm

Tysoania wrote:Will the town map be identical to that of the canon Quincy, or will some modifications be made?

Pretty much the same.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
Methodical Insanity
Political Columnist
 
Posts: 2
Founded: Sep 29, 2018
Ex-Nation

Postby Methodical Insanity » Sat Sep 29, 2018 7:21 pm

Image

Name: Adam Bodford
Age: 8
Gender: Male
Physical Description: 4'1ft, 65lbs, no major scarring or tattoos. Rather frail, even for a kid.
Birthplace: Quincy
Occupation: Apprentice hunter
Level: 1
EXP: 0/200
SPECIAL
  • S: 2
  • P: 8
  • E: 2
  • C: 5
  • I: 10
  • A: 8
  • L: 5
Skills:
  • Barter: 15
  • Energy Weapons: 21
  • Explosives: 21
  • Guns: 36 [TAG]
  • Lockpick: 21
  • Medicine: 25
  • Melee Weapons: 9
  • Repair: 25
  • Science: 25
  • Sneak: 36 [TAG]
  • Speech: 15
  • Survival: 24 [TAG]
  • Unarmed: 9
Perks:
  • Endure:
    Bodford. A name that is now yours alone to bear, no predecessors and no ancestors alive to make it their own. Whenever a attack is made against you, two rolls will be made. The one with the lowest chance of hitting you, or the one with the lowest damage, is used.
Equipment:
  • Settler Clothing
  • Hunting Rifle
  • 7x .308 Winchester rounds
Biography: Adam Bodford was the son of Jacob Bodford, a minuteman who recently died in a skirmish with raiders while trying to protect Quincy, he has no formal training for combat and is only just strong enough to carry the gun his father gave him for hunting. Holly Bodford is Adams mother and she can not currently flee Quincy due to an infected wound on her lower calf, gained while trying to recover Jacobs body, and failing to see one of the bear trap set by the minutemen to hamper raider attacks. Adam now has to rely on the hunting skills taught to him by his father, and the generosity of others to keep both himself and his mother alive. Fortunately Adam has braved the wasteland before and does know how to hunt fairly well for a kid, and he is also very smart and learns very quickly due to his age, but he fears for the future, the future of Quincy and for his mother, and what tools his father left him seem like nothing compared to the insurmountable odds that he faces.
Do Not Remove: 2299
Last edited by Methodical Insanity on Sat Oct 06, 2018 10:33 am, edited 3 times in total.
"The most arrogant and haughty of the races, Elves are famed for their pointy ears and ability to become enslaved at a moments notice."

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

Postby Favation » Mon Oct 01, 2018 8:36 pm

Soo IC eta please

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

Postby Anowa » Mon Oct 01, 2018 8:42 pm

Favation wrote:Soo IC eta please

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

An Intro to Anowa

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Wed Oct 03, 2018 6:38 pm

tag
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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

Postby Tysoania » Wed Oct 03, 2018 10:11 pm

Anowa wrote:
Favation wrote:Soo IC eta please

Tomorrow.

Update?
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 Oct 03, 2018 10:11 pm

Tysoania wrote:
Anowa wrote:Tomorrow.

Update?

soon.
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 » Fri Oct 05, 2018 1:31 am

So with work no longer keeping me fully occupied. IC should be up within 24 hours.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Fri Oct 05, 2018 6:03 pm

Image

Name: Eileen Kelly. (The boy with the girls name)
Age: 25
Gender: Male
Physical Description: 6 feet and thin, at 162 pounds. He is missing his top left canine tooth.
Birthplace: Goodneighbor.
Occupation: Wanderer/Trader/Prospective Minuteman.
Level: 1
EXP: 0/200
SPECIAL
  • S: 4
  • P: 5
  • E:4
  • C:9
  • I:9
  • A:4
  • L:5
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: 35 (tag skill)
  • Energy Weapons: 14
  • Explosives: 14
  • Guns: 12
  • Lockpick: 14
  • Medicine: 20
  • Melee Weapons: 12
  • Repair: 20
  • Science: 20
  • Sneak: 12
  • Speech: 35 (tag skill)
  • Survival: 12
  • Unarmed: 27 (tag skill)
Perks:
  • Trait: Art Of The Deal
    With as far as you've traveled and with how many deals you've made, you've managed to get a hold of a few methods and practices to make the best out of a sale. The barter modifier for Merchants is inclined to make the prices better for you.
Equipment:
  • Settler Clothing
  • Brass Knuckles
Biography: Eileen Kelly was named after his mother, who had always wanted a baby girl. So when she became the mother of a boy, she chose to stick with it, naming her son after herself, and loved him dearly. Eileen Kelly was raised by his mother, who ran a little gun and ammo shop in the town of Goodneighbor. From a young age he learned simultaneously how to work guns, and how to barter and trade, and as he grew older his mother was increasingly proud of how smart he was. It was clear from the start that he was intelligent, always curious, and always asking questions that would have seemed bizarre from any other child but Eileen.

However, much like the famous song by Johnny Cash, Eileen ran into many of the same problems as the eponymous Sue. He was a boy with a girls name, and if you’ve ever been a young boy, then you know there are only two options in this event. He could have lay down and took it, allowing himself to be cast off by the other boys to have to play with the strange kids, who didn't like marbles or baseball or chasing rad roaches into the gutters with rocks and cherry bombs.The weird kids. Or, you could earn the respect of the other boys, through fighting or subterfuge. And this is the choice that Eileen made. Though at first he couldn't fight if his life depended on it, his mother told him to never let anyone push him around, and so he fought anyways. He lost, often, but every time he got into a fight over his name he was a little better. And by the time he reached 12, it was a well known fact that one did not mess with Eileen Kelly, because Eileen Kelly fought dirty, and even if you won he would not make it easy for you. He was tall and reedy, but when he felt like it he could go hard.

In the grand scheme of things though, everything was alright. Him and his mother always had food on the table and a roof over their heads. Eileen was happy and charming, and had many friends. As he got older, he became a more common sight at the shop his mother ran, and through that he learned how to barter and sell like no one else. The denizens of Goodneighbor quickly caught on, but the one from elsewhere didn't. Whenever wanderers and traders came through, he always up sold and whittled them down to buying things. With the money he earned, he bought a double barreled shotgun, and taught himself how to shoot it. He pulled an old leather jacket out of the attic of an old house, and paid a tailor to put it back together. For the first time in his life, though he wasn't rich, he was no longer poor. And it felt good.

However, Goodneighbor just wasn't cutting it anymore. There was so much more to see out there, and the buildings and gangsters of his home were not enough to satiate his curiosity any longer. Eileen had learned all there was to learn about them. So, having learned the ways of a trader, and wanting to see what was out there in the great wide world, one night he informed his mother that he wished to leave, and start wandering the commonwealth. To say that his mother was not happy about this was an understatement (“but your only 17!” she said. “And it’s not like its safe out there anymore, the Minutemen aren't what they used to be Eileen!”) but he was not to be dissuaded. In the end, though her displeasure was still clear, Eileen was able to convince his mother that he was leaving no matter what, and that he would be careful. He would send her letters often, and only travel between already well established settlements, never off into the woods where the mutants and raiders lived.

So, with a backpack, a wheelbarrow and a tarp, Eileen set out to make his fortune. He pulled his boots on, pulled his hat low, and set off with a gun over his shoulder. He found himself sneaking around like little more than an urchin at first, and nearly got himself killed once a little bit outside of Diamond City when he blasted off two rounds at a group of raiders. It was only the swift response of a couple of Diamond City guards that saved his life, when they saw a lanky young man barreling down an alleyway, pushing along a wheelbarrow and holding a hat down on his head, bullets whizzing by him. He thanked them profusely, but really it had been their automated turrets that had done the job. But still, he had managed to make his way into the city safely, and sold off his wares, two combat vests, a rifle and three 10mm pistols to a local merchant. And with money in hand, he lost it all at the Dugout, where he drank and womanized and partied his caps away until the burly bartender Vadim threw him out of the door and into the cold November mud.

Eileen didn't mind though, it had been an adventure. He left Diamond City, and scavenged his way throughout the ruins, forcing his way into the life of anyone who crossed his way, trying to swindle them out of their caps for mediocre guns and threadbare clothing. (“Listen,” he would say, “I know what your thinking. What does some kid at the side of the road know about this kind of stuff? But believe me, if you buy what I’m selling, all the girls in Diamond City will be all over you.”)

He continued to run into trouble all over the place, of his own accord and due to raiders and the like. For awhile he joined up with a caravan from Bunker Hill, enjoying the extra protection that they afforded him. He sent letters home with passing travelers whenever he could, and wrote a new letter to his mother whenever he could. He traveled extensively, making his way all over the north east with the caravans. He went to Vermont, NYC, and even up to Maine a few times. In some of the settlements around Providence, he became a well known sight. He enjoyed his life of wandering, and kept it up for almost eight years. Over time, every time he returned, he watched as the Commonwealth fell further and further apart. When he left, the Minutemen had been only a shadow of themselves, but now, the Commonwealth was just as much of a wasteland as everywhere else. The place where America had been born it seemed, was now the place where America died.

He knew he couldn't let that happen. The Commonwealth was his home, and even if he hadn't stayed in a while, he would do what he could to help defend the last bastion of it. So the next time he went back to the Commonwealth, he made his way to Quincy, where he heard that the people and one of the last true Minuteman companies were preparing for a siege. With him came his wheelbarrow, with what guns he had, for the first time in his life free.

Do Not Remove: 2299
Last edited by The Twelve Isles on Fri Oct 05, 2018 7:04 pm, edited 1 time in total.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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

Postby Anowa » Fri Oct 05, 2018 6:55 pm

Methodical Insanity wrote:
Name: Adam Bodford
Age: 8
Gender: Male
Physical Description: 4'1ft, 65lbs, no major scarring or tattoos. Rather frail, even for a kid.
Birthplace: Quincy
Occupation: Apprentice hunter
Level: 1
EXP: 0/200
SPECIAL
  • S: 2
  • P: 8
  • E: 2
  • C: 5
  • I: 10
  • A: 8
  • L: 5
Skills:
  • Barter: 15
  • Energy Weapons: 21
  • Explosives: 21
  • Guns: 36 [TAG]
  • Lockpick: 21
  • Medicine: 25
  • Melee Weapons: 9
  • Repair: 25
  • Science: 25
  • Sneak: 36 [TAG]
  • Speech: 15
  • Survival: 24 [TAG]
  • Unarmed: 9
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography: Adam Bodford was the son of Jacob Bodford, a minuteman who recently died in a skirmish with raiders while trying to protect Quincy, he has no formal training for combat and is only just strong enough to carry the gun his father gave him for hunting. Holly Bodford is Adams mother and she can not currently flee Quincy due to an infected wound on her lower calf, gained while trying to recover Jacobs body, and failing to see one of the bear trap set by the minutemen to hamper raider attacks. Adam now has to rely on the hunting skills taught to him by his father, and the generosity of others to keep both himself and his mother alive. Fortunately Adam has braved the wasteland before and does know how to hunt fairly well for a kid, and he is also very smart and learns very quickly due to his age, but he fears for the future, the future of Quincy and for his mother, and what tools his father left him seem like nothing compared to the insurmountable odds that he faces.
Do Not Remove: 2299


Trait Added:
Endure:
Bodford. A name that is now yours alone to bear, no predecessors and no ancestors alive to make it their own. Whenever a attack is made against you, two rolls will be made. The one with the lowest chance of hitting you, or the one with the lowest damage, is used.




Equipment Added:
  • Settler Clothing
  • Hunting Rifle
  • 7x .308 Winchester rounds





The Twelve Isles wrote:
Name: Eileen Kelly. (The boy with the girls name)
Age: 25
Gender: Male
Physical Description: 6 feet and thin, at 162 pounds. He is missing his top left canine tooth.
Birthplace: Goodneighbor.
Occupation: Wanderer/Trader/Prospective Minuteman.
Level: 1
EXP: 0/200
SPECIAL
  • S: 4
  • P: 5
  • E:4
  • C:9
  • I:9
  • A:4
  • L:5
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: 35 (tag skill)
  • Energy Weapons: 14
  • Explosives: 14
  • Guns: 12
  • Lockpick: 14
  • Medicine: 20
  • Melee Weapons: 12
  • Repair: 20
  • Science: 20
  • Sneak: 12
  • Speech: 35 (tag skill)
  • Survival: 12
  • Unarmed: 27 (tag skill)
Perks:
  • N/A
Equipment: (To be Filled out later)
Biography: Eileen Kelly was named after his mother, who had always wanted a baby girl. So when she became the mother of a boy, she chose to stick with it, naming her son after herself, and loved him dearly. Eileen Kelly was raised by his mother, who ran a little gun and ammo shop in the town of Goodneighbor. From a young age he learned simultaneously how to work guns, and how to barter and trade, and as he grew older his mother was increasingly proud of how smart he was. It was clear from the start that he was intelligent, always curious, and always asking questions that would have seemed bizarre from any other child but Eileen.

However, much like the famous song by Johnny Cash, Eileen ran into many of the same problems as the eponymous Sue. He was a boy with a girls name, and if you’ve ever been a young boy, then you know there are only two options in this event. He could have lay down and took it, allowing himself to be cast off by the other boys to have to play with the strange kids, who didn't like marbles or baseball or chasing rad roaches into the gutters with rocks and cherry bombs.The weird kids. Or, you could earn the respect of the other boys, through fighting or subterfuge. And this is the choice that Eileen made. Though at first he couldn't fight if his life depended on it, his mother told him to never let anyone push him around, and so he fought anyways. He lost, often, but every time he got into a fight over his name he was a little better. And by the time he reached 12, it was a well known fact that one did not mess with Eileen Kelly, because Eileen Kelly fought dirty, and even if you won he would not make it easy for you. He was tall and reedy, but when he felt like it he could go hard.

In the grand scheme of things though, everything was alright. Him and his mother always had food on the table and a roof over their heads. Eileen was happy and charming, and had many friends. As he got older, he became a more common sight at the shop his mother ran, and through that he learned how to barter and sell like no one else. The denizens of Goodneighbor quickly caught on, but the one from elsewhere didn't. Whenever wanderers and traders came through, he always up sold and whittled them down to buying things. With the money he earned, he bought a double barreled shotgun, and taught himself how to shoot it. He pulled an old leather jacket out of the attic of an old house, and paid a tailor to put it back together. For the first time in his life, though he wasn't rich, he was no longer poor. And it felt good.

However, Goodneighbor just wasn't cutting it anymore. There was so much more to see out there, and the buildings and gangsters of his home were not enough to satiate his curiosity any longer. Eileen had learned all there was to learn about them. So, having learned the ways of a trader, and wanting to see what was out there in the great wide world, one night he informed his mother that he wished to leave, and start wandering the commonwealth. To say that his mother was not happy about this was an understatement (“but your only 17!” she said. “And it’s not like its safe out there anymore, the Minutemen aren't what they used to be Eileen!”) but he was not to be dissuaded. In the end, though her displeasure was still clear, Eileen was able to convince his mother that he was leaving no matter what, and that he would be careful. He would send her letters often, and only travel between already well established settlements, never off into the woods where the mutants and raiders lived.

So, with a backpack, a wheelbarrow and a tarp, Eileen set out to make his fortune. He pulled his boots on, pulled his hat low, and set off with a gun over his shoulder. He found himself sneaking around like little more than an urchin at first, and nearly got himself killed once a little bit outside of Diamond City when he blasted off two rounds at a group of raiders. It was only the swift response of a couple of Diamond City guards that saved his life, when they saw a lanky young man barreling down an alleyway, pushing along a wheelbarrow and holding a hat down on his head, bullets whizzing by him. He thanked them profusely, but really it had been their automated turrets that had done the job. But still, he had managed to make his way into the city safely, and sold off his wares, two combat vests, a rifle and three 10mm pistols to a local merchant. And with money in hand, he lost it all at the Dugout, where he drank and womanized and partied his caps away until the burly bartender Vadim threw him out of the door and into the cold November mud.

Eileen didn't mind though, it had been an adventure. He left Diamond City, and scavenged his way throughout the ruins, forcing his way into the life of anyone who crossed his way, trying to swindle them out of their caps for mediocre guns and threadbare clothing. (“Listen,” he would say, “I know what your thinking. What does some kid at the side of the road know about this kind of stuff? But believe me, if you buy what I’m selling, all the girls in Diamond City will be all over you.”)

He continued to run into trouble all over the place, of his own accord and due to raiders and the like. For awhile he joined up with a caravan from Bunker Hill, enjoying the extra protection that they afforded him. He sent letters home with passing travelers whenever he could, and wrote a new letter to his mother whenever he could. He traveled extensively, making his way all over the north east with the caravans. He went to Vermont, NYC, and even up to Maine a few times. In some of the settlements around Providence, he became a well known sight. He enjoyed his life of wandering, and kept it up for almost eight years. Over time, every time he returned, he watched as the Commonwealth fell further and further apart. When he left, the Minutemen had been only a shadow of themselves, but now, the Commonwealth was just as much of a wasteland as everywhere else. The place where America had been born it seemed, was now the place where America died.

He knew he couldn't let that happen. The Commonwealth was his home, and even if he hadn't stayed in a while, he would do what he could to help defend the last bastion of it. So the next time he went back to the Commonwealth, he made his way to Quincy, where he heard that the people and one of the last true Minuteman companies were preparing for a siege. With him came his wheelbarrow, with what guns he had, for the first time in his life free.

Do Not Remove: 2299


Trait Added:
Art of the Deal:
With as far as you've traveled and with how many deals you've made, you've managed to get a hold of a few methods and practices to make the best out of a sale. The barter modifier for Merchants is inclined to make the prices better for you.




Equipment Added:
  • Settler Clothing
  • Brass Knuckles


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 » Fri Oct 05, 2018 7:25 pm

viewtopic.php?f=31&t=451309#p34728493
IC is up.


Also, fun fact, apparently Mama Murphy's Strength is 19.
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Winner: Best Crime RP, 2016

An Intro to Anowa

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Grand Lubeeria
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Postby Grand Lubeeria » Fri Oct 05, 2018 7:46 pm

Anowa wrote:https://forum.nationstates.net/viewtopic.php?f=31&t=451309#p34728493
IC is up.


Also, fun fact, apparently Mama Murphy's Strength is 19.

Cause drugs.
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.

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The Twelve Isles
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Postby The Twelve Isles » Sat Oct 06, 2018 5:54 am

So, Im not really sure where it is that we are starting in this RP. Im working on my first post IC, but Im not sure if I should be in Concord or Quincy or what.

I could change it around as needed, but Im still confused.
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The Hoosier Alliance
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Postby The Hoosier Alliance » Sat Oct 06, 2018 5:57 am

The Twelve Isles wrote:So, Im not really sure where it is that we are starting in this RP. Im working on my first post IC, but Im not sure if I should be in Concord or Quincy or what.

I could change it around as needed, but Im still confused.

Pretty sure it's Quincy. I think Concord was meant to be a "in the short future" kinda thing.
I prefer dangerous freedom over peaceful slavery
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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.
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The Twelve Isles
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Postby The Twelve Isles » Sat Oct 06, 2018 7:42 pm

The Hoosier Alliance wrote:
The Twelve Isles wrote:So, Im not really sure where it is that we are starting in this RP. Im working on my first post IC, but Im not sure if I should be in Concord or Quincy or what.

I could change it around as needed, but Im still confused.

Pretty sure it's Quincy. I think Concord was meant to be a "in the short future" kinda thing.


Word, Ill write it that way then. I figured that was what was going down, but I wanted to check.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Riysa
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Postby Riysa » Sat Oct 06, 2018 7:57 pm

Getting in before the lock.

Image

Name: Maxwell "Max" Armbrust
Age: 23
Gender: Male
Physical Description: 5'10", lean, owns an olive bomber jacket with a faded "DIA" logo on its back.
Birthplace: Diamond City
Occupation: Scout
Level: 1
EXP: 0/200
SPECIAL
  • S: 3
  • P: 8
  • E: 5
  • C: 5
  • I: 8
  • A: 7
  • L: 4
Skills:
  • Barter: 14
  • Energy Weapons: 20
  • Explosives: 35 [Tag]
  • Guns: 18
  • Lockpick: 20
  • Medicine: 20
  • Melee Weapons: 10
  • Repair: 20
  • Science: 35 [Tag]
  • Sneak: 33 [Tag]
  • Speech: 14
  • Survival: 14
  • Unarmed: 14
Perks:
  • N/A
Equipment:
  • N/A
Biography:

Born to Minutemen parents whose unit was passing through Diamond City, and with a Minutemen older sister, Max was indoctrinated right from the start with the values of the Minutemen. Despite the constant combat and absences, he idolized his parents and his sister - they were like superheroes to him, always at the top. He wanted to be just like them, a hero to those in need, so it was a given that he would follow in their path. From his parents' untimely death at the age of 14, he followed his sister's unit around instead, and at the age of 18, he enlisted.

After he joined the Minutemen, he took on the role of a scout - sneaking around, finding and reporting on enemy groups, and picking off targets at range. Though he liked his guns, he quickly came to prefer explosives. Whether laying mines ahead of a position, placing charges in an enemy building, setting some nasty explosive traps to cover his rear, or just lobbing a couple of frags into a foxhole, he loved them all. Tinkering also grew to be one of his defining traits; be it toys and mechanisms for fun, or explosives, traps, and his weapons for an upcoming fight.

Max's story with Colonel Hollis and the flight to Quincy started with an unrelated battle. On their way back to their unit from a patrol, Max's squad was ambushed and split up by a group of marauding raiders. Now lost and isolated, he spent the next few days trying to regain contact with his unit by going to their last known position, attacking isolated raiders and feral ghouls on his way. Instead of finding his unit, he ran into Hollis' march to Quincy; without a unit to go back to and them needing every Minuteman they could get, he joined up.

Do Not Remove: 2299

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The Twelve Isles
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Postby The Twelve Isles » Sat Oct 06, 2018 9:21 pm

First post is up.
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The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Vacif
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Postby Vacif » Sat Oct 06, 2018 10:19 pm

Hey could you link the IC in the OP?
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Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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Beiarusia
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Inoffensive Centrist Democracy

Postby Beiarusia » Sun Oct 07, 2018 3:24 pm

IC is up? Apologies, I've been preoccupied the past week. I'll start posting when I can.

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Grand Lubeeria
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Postby Grand Lubeeria » Mon Oct 08, 2018 2:55 am

Beiarusia wrote:IC is up? Apologies, I've been preoccupied the past week. I'll start posting when I can.


Yep.

Also no worries, we all have those bad days weeks.
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.

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Vacif
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Postby Vacif » Sat Oct 13, 2018 1:44 pm

So who hasn't posted?
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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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