Only to the genuinely rad ones. M'hm.
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by Zaporizhian Host » Tue May 21, 2019 2:00 pm
40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)
Strength: 6
Perception: 4
Endurance: 8
Charisma: 3
Intelligence: 6
Agility: 7
Luck: 6
by Alouite » Tue May 21, 2019 3:21 pm
Zaporizhian Host wrote:Name: Lynda Pierce
Age: 29
Gender: Female
Appearance:(Image)
Associations:
F.R.O.S.T: While she would consider herself far less fanatic in her hostility towards F.R.O.S.T than many of her compatriots, Lynda is no fan of this rival faction representing an outdated system of governance. She has seen the more human side of the organization as a participant of the talks that led to the current armistice, but remains sceptic towards the prospects of lasting peace. Hopefully, F.R.O.S.T could vacate Detroit without the need for bloodshed.
PLFA: The only viable option for bringing peace and well-being for the people of the city. Where the prewar government failed, the PLFA could lead the people without repeating the mistakes of the past. While she wishes the PLFA could find more unity in the center, she recognizes the value of differing opinions. She is herself closely aligned with the Socialist Caucus and Jack Russel.
Kingdom of Cain: A prime example of how much a breeding ground for evil this wasteland is. While it claims to uphold stability and security for its people, Lynda is well aware of its brutality and engagement with the slave trade. It deserves to be wiped out, and she hopes to be on the frontlines when it is.
The Undying: Lynda has studied many of the traces of The Undying left behind for the PLFA scavenging teams to search for. If the truce with F.R.O.S.T is to be of any value, it could be useful to combine the forces and reconnaissance capacity of it and the PLFA to rid the Detroit wasteland of this pest.
40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)
Strength: 6
Perception: 4
Endurance: 8
Charisma: 3
Intelligence: 6
Agility: 7
Luck: 6
Skills:
-Unarmed: While it is rare for Lynda to engage a foe mano a mano, she has the raw strength, technique, and physical endurance to be the likely victor in a weaponless fight.
-Survival: Having survived the harsh conditions of the wasteland alone as a child, Lynda is used to surviving on her own which helps when out in the field as well.
-Guns: Having gone through extensive combat training, and having the experience of using guns in combat against ghouls and F.R.O.S.T., namely, she handles guns well.
-Sneak: With the experience of using camouflage and avoiding the attention of enemies, Lynda utilizes stealth to take out enemies, preferably.
Weaknesses:
-Speech: While she inspires some troops through her loyalty to the ideological cause of the PLFA and her combat ability, she is not convincing through her personal charisma. She is in fact not particularly well-spoken, interesting or fun at all.
-Science: Technology has never seemed appealing to her, and she prefers to stick to her simple tools she is proficient in instead.
Weapons: 9mm pistol, marksman carbine
Other Items: Military fatigues, combat boots, sunglasses, binoculars, pack(s) of cigarettes, flannel and jeans, 1 stimpack, 1 bag of potato crisps, 2 MRE meals, diary picture of family.
Bio: A mere child when the bombs hit, Lynda never found her parents who were downtown when they fell, rather than at home in the comfortable suburb house. Lucky enough to have her grandmother to take care of her, the two avoided the worst of the radiation damage by staying in the neighbors' storm shelter. As food supplies were drying up, these neighbors threw them out however, leaving them in the irradiated wasteland of suburban Detroit. Soon after, Lynda's grandmother succumbed to thyroid cancer, leaving her grandchild alone. Against all odds, she managed to salvage food supplies, find a relatively safe shelter in an old church premise and prevent herself from going mad by keeping a diary, writing down everything from what she missed from before the war and how to cook rat so that it tastes palatable.
Living alone for years, she was found at the age of 14 by a small group of militants aiming to look out for the people of the wasteland and provide what security they could. This militia was led by one Jack Russell, who quickly developed sympathy for Lynda who had survived on her one in the Detroit wasteland. She was taken care of and trained to be able to defend herself using a gun, and she quickly excelled at this. In 2089, the PLFA formed as a result of the merger between other left-leaning militias, and Lynda, convinced to believe in these ideological convictions by Russell since the past years, became a member of the united PLFA militia. The next decade or so saw her fight not only ghouls and other wasteland creatures but men and women serving F.R.O.S.T., an experience challenging her confidence in the ideological purity of the PLFA. Nonetheless, she remains committed to socialism.
By 2098, Lynda had risen through the ranks of the militia, first as a political-military protége of Russell, but in the later years more due to her own ability and heroism. She was praised particularly for a successful ambush in the militarized zone, killing two F.R.O.S.T soldiers and capturing seven, who were not released until the recent truce. Lynda herself was one of the PLFA representatives negotiating this truce, known as a pragmatist and a representative of the PLFA military's interests.
Questions: I took some liberties with Russell... little information was provided about him other than current events in the IC so if I should revise some things do tell me. This assumes he is older than 30.
Additionally I don't know what formal military rank to give her. Any suggestions?
[****Keep For Tracking****]
by Alouite » Tue May 21, 2019 3:24 pm
Labstoska wrote:How long would it conceivably take to get from the airbase to riverfront?
by Satterthwaite » Tue May 21, 2019 5:25 pm
U.S. F.R.O.S.T.Well, I'll be damned, it is true what they say: when there's a will, there's a way. I guess it's also true what they say that cockroaches can survive anything—and that's what the government is at its core, innit? Buncha undying cockroaches. Pests, for lack of better word. Beats me why nobody's taking to the task of exterminatin' 'em.
P.L.F.A.You telling me that them communists are still around?
Kingdom of CainA veritable cashcow and the gift that keep on givin'. We all have our ways of surviving this wasteland, brother, and those who judge them—and us by association, I suppose—should be damn sure that their souls are squeaky clean when they get to the pearly gates.
The UndyingCreepy fuckers. The name should tip you to that, eh? Really, what more can be said? Shoot 'em as soon as you see 'em, and you might live another day.
The Order of St. ClairEh? Eh? Eh?
The Detroit AssociationBunch of fuckers, but they're my fuckers. Far as I can tell, we have a good setup with what we have, and I'm content with what I have—and that's all anybody could ask for now, yeah?
40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)
Strength: 2
Perception: 8
Endurance: 2
Charisma: 9
Intelligence: 9
Agility: 4
Luck: 6
by Alouite » Tue May 21, 2019 5:55 pm
Satterthwaite wrote:Name: Isaak Heertje von Genteelmeyer
Age: 30
Gender: Male(Image)
Associations: Leader of the gang known as the Night Watch, a member-gang of the Detroit AssociationU.S. F.R.O.S.T.Well, I'll be damned, it is true what they say: when there's a will, there's a way. I guess it's also true what they say that cockroaches can survive anything—and that's what the government is at its core, innit? Buncha undying cockroaches. Pests, for lack of better word. Beats me why nobody's taking to the task of exterminatin' 'em.
P.L.F.A.You telling me that them communists are still around?
Kingdom of CainA veritable cashcow and the gift that keep on givin'. We all have our ways of surviving this wasteland, brother, and those who judge them—and us by association, I suppose—should be damn sure that their souls are squeaky clean when they get to the pearly gates.
The UndyingCreepy fuckers. The name should tip you to that, eh? Really, what more can be said? Shoot 'em as soon as you see 'em, and you might live another day.
The Order of St. ClairEh? Eh? Eh?
The Detroit AssociationBunch of fuckers, but they're my fuckers. Far as I can tell, we have a good setup with what we have, and I'm content with what I have—and that's all anybody could ask for now, yeah?40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)
Strength: 2
Perception: 8
Endurance: 2
Charisma: 9
Intelligence: 9
Agility: 4
Luck: 6
Skills:Weaknesses:
- THIS CHARMING MAN. Isaak has a way with words. Give him enough time, and he'll most likely be able to persuade you to give him the clothes on your back and even thank him for the honour of doing business with him. His charm is something he uses to great effect in his day job: luring people in with a smile before hitting them in the head with the blunt end of his laser pistol to knock them unconscious and, voila, new captive, just like that. It's much cleaner this way, really.
- WICKED CULTURED. Where else can you see a slaver's gang named after a painting by Rembrandt? Isaak has developed somewhat of a reputation for being one to enjoy the finer things of life, though he certainly doesn't show it, with how he talks often belying the way he could cite a passage from Milton. Only his associates know this about him, but those that do know often are the first to go to him if they want something to mark a special occasion. He often has a stash of premium quality vintage in his gang's hideout—and although this is something he usually keeps for himself, he can definitely part with a bottle or two for a pretty coin.
- THE GUNSLINGER. Isaak has rather good vision and he's an excellent shot. From teaching himself how to hunt and shoot at a young age to eventually honing his skills to a more murderous bent when he joined in with the gangs, he's a cracking good shot that often finds his mark more than not. He doesn't make much use of his skill now, not when he's the leader of his own gang and he's got people doing his own security for him, but it is something to fall back on should he ever find himself in a tough spot.
- ENCYCLOPAEDIC KNOWLEDGE. Isaak's an intelligent guy, very intelligent. Give him a book and he can probably recite its contents to you with enough time—or so he boasts. His real skill probably doesn't amount to that much, but he does have a good memory and, coupled with his intelligence, it often makes him look as if he knows every damn thing there is to know, from gun specifications to reciting capitals of the old world (courtesy of the old almanacs he has a habit of collecting) to random historical facts that don't really matter. Isaak often has a little bit to say about most everything.
Weapons:
- FRAGILE. HANDLE WITH CARE. Isaak suffers from a mild form of haemophilia, making him easily susceptible to bruises and bleeding. Although he thanks his lucky stars that it isn't the severe form that he's diagnosed with, the condition still makes life rather difficult for him. He's risk-averse and prefers less violent means of achieving his ends. This isn't because of any hang-up over morality; it's because of self-preservation. No matter how good he is with a gun, a long drawn-out gunfight still heightens the risk of him finding himself bleeding out, so he likes to ramp up the charm and take what he wants using that route instead.
- LOOSE MORALS. Isaak has absolutely no scruples regarding what can and cannot be done. He has no memories from before the world turned to shit, and so this wasteland was all he's ever really known. Such an environment instilled in him a quasi-nihilistic dog-eat-dog worldview. The world is chaotic, and you can either die on your knees or you can be the one holding the gun to that kneeler's head. Isaak very much likes how his life is going, thank you very much, and he's not above doing anything
- ALCOHOLICS ANONYMOUS. Isaak can never say no to a chat over a glass of whiskey... or two... or three. That being said, he's probably not saying yes to that chat at all. Whatever you and he discuss is secondary to feeling buzzed, a kind of high that he regards as safe to pursue, especially when he could be addicted to more dangerous substances such as mentats or psycho or whatever kind of shit the other gangs are peddling now. Alcohol is, perhaps, the only thing Isaak can never say no to.
Other Items:
- One (1) hunting knife
- Sawed-off Winchester Widowmaker
- 12 shotgun shells
- AEP7 Laser pistol
- Forty (40) energy cells
Bio:
- Historical clothing he nicked off at a museum: frock coat, period shirt, and trousers
- One (1) two-way pocket radio
- Twenty-five (25) caps
- Beef jerky
- Two (2) protein bars
- One (1) chocolate bar
- One (1) small black notebook containing the names, ages, and physical conditions of the slaves his gang deals
- A military dog tag necklace (not his own)
- A wedding band with the inscription 'til death do us part on the inside (not his own)
Try to catch Isaak on a good day—and a good day for him often meant a bad day for several unsuspecting civilians—and you could have a chance to have a drink with him, swap stories about this hellhole you both find yourself in now over a glass or two of watered down whiskey. If you're lucky, and if you can get him drunk enough, you can ask him about bygone days: his childhood, his past, and what made him turn out this way... this way being, of course, a man who profits off from slavery and transporting humans like chattel.
If you're really lucky, he won't punch you or kill you for such an indiscretion. Isaak isn't really touchy with his past, and he does disclose little pieces of himself to those whom he trusts, but you're a stranger, and your question presumes a level of closeness that doesn't really exist. Still, if you're lucky, he'll laugh it off and reel you in with a story. Maybe he'll tell you about his father, renowned military man and decorated general, though Isaak will be the first to tell you that this man was nowhere to be found when the bombs fell; or maybe he'll tell you about his mother, brilliant university professor that she was, the woman who was the cause of his education and why he can recite Milton or Dante as easily as breathing; or maybe he'll even tell you about how, when the bombs fell, he found himself alone with nobody to look after him, and how he fought and clawed his way to the top, leaving a litter of dead bodies he backstabbed in his wake.
For the most part, none of this is true. It's only a story, you see, and you fell for it, hook, line, and sinker. Sometimes the story changes. There are times when he switches the roles: times in which he makes his ma the military person instead of his pa, or times in which he says his pa fucked off somewhere else before his birth and it was only his mother that raised him, or times which he tells you the story of his grandparents instead. These aren't all true either, but it's the only thing he has, really.
Out of all the things he could say, perhaps the bit about waking up and clawing his way to the top rings the most true—and even then, he's selling you an embellished story. Isaak isn't even his real name and his clusterfuck of a full name certainly isn't something his parents gave him, although this he wouldn't know for sure. Isaak can't quite remember his parents, nor can he remember anything earlier in his life than eight years old. (The only thing he has to remember his parents by is a genetic disorder that makes him bleed more than normal, and he certainly isn't going to thank them anytime soon for that.) The earliest he could remember is a pounding headache and feeling feverish, lying down somewhere damp and dark, rats scurrying around the room. His back was to the floor, and he was looking straight up at the ceiling, and the floor was wet. At first, he thought it was floodwater, or a leak, but then the smell informed him that he had wet himself rather embarrassingly.
Isaak doesn't quite know how long he stayed in that basement—for it was basement—but eventually he pulled himself up and discovered that he was thirsty. He soon made his way out of the basement and explored the house, not recognising anything, and the pictures he found telling him nothing, because he certainly wasn't in any of them. He was overjoyed, however, to find the house filled with food and water, seemingly stocked for a family. This afforded him a security that was scarce in the days immediately after the bombs fell, and he stayed for weeks in that strange house, never really going out save for short excursions and choosing to waste his time on reading the tomes that were there instead. It was in those days that he coined his first name for himself, although it wouldn't stick: John Milton, after the English poet whose writings he discovered in the home. (It's an alias he sometimes still uses, along with a slew of others inspired by literature.)
Eventually, however, the food ran out, and Isaak started venturing alone. For quite some time, he still chose to return to that strange house he found himself in. However, he discarded it when he found a more stable environment to live with: a gang who saw his youthful face and understood the power of it over people. They used him as bait, letting him walk up to unsuspecting civilians and then letting him cry about his dead parents. It was a ploy that worked successfully almost every damn time and, before long, Isaak was climbing up the ranks and carving out a place for himself in the Detroit Association. From conning people out of their money, he soon dealt with murder, assault, and eventually the burgeoning slave trade that was forming in Detroit. It wasn't work he took pleasure in, but it was where he found himself surving and thriving, and all his efforts are geared towards survival, morality be damned.
Questions: N/A.
[****Keep For Tracking****]
by Satterthwaite » Tue May 21, 2019 6:11 pm
Alouite wrote:
I was really hoping we would see at least one Cain-Affiliated character and yours fits the bill perfectly. For all the hate that the Kingdom of Cain receives, it was Cain's unification of the raiders of Detroit that defeated the Undying during their assault on settlements throughout the city and Cain's forces that kept order and limited the scope of the brutalities that occurred (as there were no gang wars within the city limits). Indeed from Cain's perspective him and his followers have simply evolved and matched the brutality of the world that now confronts them. Anyway, enough said. Your application is Accepted.
by Alouite » Tue May 21, 2019 6:15 pm
Satterthwaite wrote:Alouite wrote:
I was really hoping we would see at least one Cain-Affiliated character and yours fits the bill perfectly. For all the hate that the Kingdom of Cain receives, it was Cain's unification of the raiders of Detroit that defeated the Undying during their assault on settlements throughout the city and Cain's forces that kept order and limited the scope of the brutalities that occurred (as there were no gang wars within the city limits). Indeed from Cain's perspective him and his followers have simply evolved and matched the brutality of the world that now confronts them. Anyway, enough said. Your application is Accepted.
Lmfao. Truth be told, I've been double- and triple-checking to see if the Kingdom of Cain and the Detroit Association were closed for apps like the Order of St. Clair. I thought they'd be the first to be applied for! Guess that shows my taste in characters, I guess. =P
In any case, I'm super stoked for this and will be posting my char intro in the IC first thing in the morning. Thanks for the acceptance!
by Deutschess Kaiserreich » Wed May 22, 2019 2:50 am
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).
by Zaporizhian Host » Wed May 22, 2019 3:01 am
by Deutschess Kaiserreich » Wed May 22, 2019 3:02 am
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).
by Endem » Wed May 22, 2019 3:04 am
by Deutschess Kaiserreich » Wed May 22, 2019 3:05 am
Socialist Minecraft Server wrote:Im thinking about what im thinking about what im thinking
Ethnic Female German living in [REDACTED] (Not comfortable with revealing my identity).
by Sapientia Et Bellum » Wed May 22, 2019 3:30 am
Strength: 3
Perception: 6
Endurance: 6
Charisma: 7
Intelligence: 8
Agility: 7
Luck: 3
"We are fascists, the heirs of fascism, the fascism of the year 2000" - Il Duce Gianfranco Fini
by Endem » Wed May 22, 2019 2:37 pm
by Alouite » Wed May 22, 2019 3:31 pm
Endem wrote:By the way, I've been meaning to ask
How did you like that Ghoul and Scott interaction I've done
by Alouite » Wed May 22, 2019 3:32 pm
Sapientia Et Bellum wrote:Name: Jessie King
Age: 23
Gender: Female
Appearance:(Image)
Associations: Jessie King is a scavanger by trade and as such avoids association and contact with the various factions of Detroit
Strength: 3
Perception: 6
Endurance: 6
Charisma: 7
Intelligence: 8
Agility: 7
Luck: 3
Skills: Sure Footed (due to her size and health, Jessie is rather skilled at various tasks such as running and climbing), Skilled Mechanic (raised on engine oil and grease, Jessie is extremely gifted when it comes to mechanical tinkering from robots to vehicles)
Weaknesses: Physically Weak (due to her Gender and lean appearence, Jessie is unable to hold her own in a fist fight or lift various heavy objects), Hunted (Many see Jessie as an easy target so she is constantly attacked by bandits and various opponents, forcing her to live on the run)
Weapons: Combat Knife, Various Wrenches, and a refurbished 10 mm pistol
Other Items: Tools, Mechanical Parts, Small collection of bottlcaps, scavangers gear, goggles, limited supply of fusion cores
Bio: Jessie King would grow up to be what many would consider a true daughter of The City of Detroit having been born only a few years after the bombs had dropped. She would be born in a small settlement situated just outside of the Detroit radiation zone. Her father and mother would both parish to elements in her early years of life leaving Jessie to fend for herself within the settlement. Jessie instantly became interested in various machines such as the car and robot which would lead her to spending a majority of her youth scavenging for parts to invent new machines meant to help the settlement. Upon the age of 16, Jessie would take a job with a group of scavengers that made frequent trips into the radiation zone of Detroit to scavange for materials. She fell in love with the cities history and the innovation that had been made within its destroyed factories. At the age of 20, she would abandon the settlment for Detroit where she would set up a small shop in a destroyed red rocket gas station. The year is now 2099 and Jessie grows tired of her life as a tinkerer within the red rocket that she has turned into her very own prison. She grabs her essentials along with various items that she is able to carry and sets off to push deeper into the heart of the city that drove America.
Questions:
[****Keep For Tracking****]
by Sapientia Et Bellum » Wed May 22, 2019 3:33 pm
"We are fascists, the heirs of fascism, the fascism of the year 2000" - Il Duce Gianfranco Fini
by Alouite » Wed May 22, 2019 3:36 pm
Sapientia Et Bellum wrote:Coolio, im in the mood to write so expect my opener tonight also I seem unable to open the map
by Sapientia Et Bellum » Wed May 22, 2019 3:41 pm
"We are fascists, the heirs of fascism, the fascism of the year 2000" - Il Duce Gianfranco Fini
by Alouite » Wed May 22, 2019 4:06 pm
by Sapientia Et Bellum » Wed May 22, 2019 4:21 pm
"We are fascists, the heirs of fascism, the fascism of the year 2000" - Il Duce Gianfranco Fini
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