March 22nd 2289. The American Wasteland is in a state of change. The Legion is in squabbling pieces, the Midwest is under the banner of Fascist overlords, Washington DC is an inhospitable desert, Boston is slowly becoming a republic, Vegas is independent, and the NCR directs it's bulk north in expansionist greed.
Only the last is relevant to this story.
As the NCR pushes north, so do it's policies: Taxation, Elections, Bureaucracy, and Law. For most this is a simple and welcomed change, to others, it's an end to their way of life. With no skills beyond that of stealing, pillaging, or extorting. Those who follow the banner only of those stronger than them are being pushed on a mass exodus further north on the I-5. Raiders, Slavers, Con-Artists, and general ne'er-do-wells are all pushing north in hopes of meeting a new region to set up shop and call home, to harass and extort to their pleasure, at least until they're pushed out again. Taking a road to yet another collection of settlements and tribes to leech off of like the refuse of humanity they are.
Yet the road they are on is about to reach it's end.
For in the Aurora region -so called due to the unnatural auroras brought forth by the radioactive hole of Seattle- there are already issues at hand. From the north,
Inuit and Haida raiders aim to conquer and destroy all that attempt to regain the Old World's glory. From 200 year old reactor technicians, to Amazonian Vault Dwellers, to Scientific Fundamentalists, all are at threat. Now they have been sandwiched between Raiders, organized raiders, and the NCR in a nearly 3 front war, and war...War Never Changes
0. The rulings of OP and Co-OPs are final.
1. Basic RPing etiquette applies here, no metagaming, no godmodding, generally nothing that isn't acceptable on site.
2. Don't be a knobhead. RP your characters however you want, just keep such behavious in the IC.
3. Treat your posts like a CV, proper grammar and spelling are expected, and don't plaster it with italics and technicolor words, it's an eyesore and a possible health hazard.
4. OP reserves the right to kill your characters. You reserve the right not to complain about it.
5. Poor English skills are grounds for app denial/general removal. I should not have to TG you to find out what you meant in your IC posts.
6. Have fun!
- Characters are required to have come from Oregon, Idaho, Wyoming, California, or Nevada.
- NCR Enlisted Characters are by reservation only.
- You can either start with 40 points for SPECIAL or ask me to roll you a number between 30-50. If you get below 40, you must use the roll allotted to you.
- Images must be below 400x400 pixels.
- Super-Mutants get a +2 to both Strength and Endurance.
- Code: Select all
[floatright][img]ImageGoesHere[/img][/floatright]
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Physical Description:[/b] (THings not obvious in your character photo, like height, weight, tattoos, etc.
[b]Birthplace:[/b] (Where they were born)
[b]Occupation:[/b] (What their job was before joining the exodus)
[b]Level:[/b] 1
[b]EXP:[/b] 0/200
[b]Skills:[/b] (All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)
[list][*]
[*][u]Barter:[/u] (2+(2xCharisma) + (Luck/2))
[*][u]Energy Weapons:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Explosives:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Guns:[/u] (2+(2xAgility) + (Luck/2))
[*][u]Lockpick:[/u] (2+(2xPerception) + (Luck/2))
[*][u]Medicine:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Melee Weapons:[/u] (2+(2xStrength) + (Luck/2))
[*][u]Repair:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Science:[/u] (2+(2xIntelligence) + (Luck/2))
[*][u]Sneak:[/u] (2+(2xAgility) + (Luck/2))
[*][u]Speech:[/u] (2+(2xCharisma) + (Luck/2))
[*][u]Survival:[/u] (2+(2xEndurance) + (Luck/2))
[*][u]Unarmed:[/u] (2+(2xEndurance) + (Luck/2))
[/list]
[b]SPECIAL[/b]
[list][*][u]S:[/u]
[*][u]P:[/u]
[*][u]E:[/u]
[*][u]C:[/u]
[*][u]I:[/u]
[*][u]A:[/u]
[*][u]L:[/u]
[/list]
[b]Perks:[/b] (At level 1 you shouldn't have any, simply put N/A here for the moment)
[list][*]N/A[/list]
[b]Equipment:[/b] (What they have on their person that helps them to survive)
[b]Biography:[/b] (Their life story)
[i][u][color=#FF0000]Do Not Remove: 2299[/color][/u][/i]
Name: Amelia Flagg
Age: 46
Gender: Female
Physical Description: 6'4, 216 pounds, of battle tested meat and bone. A number of scars from bullets, burns, blades, and blunt weapons crisscross her body, a testament to nearly thirty years of pacifying the surrounding wasteland to her people's will. Has a number of tattoos on her arms chest back and legs. Bloodtype of O-, birth date and name are tattooed under her left clavicle as per standard for Vault 119 security forces.
Birthplace: Vault 119, Aurora Region
Occupation: Vault 119 Security Chief
Level: 48
EXP: 171,550/178,800
Skills: Guns (100), Melee Weapons (96), Unarmed (99)
(All skills are dictated by SPECIAL and this equation: 2+(2xStat) + (Luck/2). Plus another 15 points for Tag skills. For every point of Intelligence you add 1/2 of the INT score to the 10 skill points gained on leveling up)SPECIAL
- Barter: 80
- Energy Weapons: 17
- Explosives: 89
- Guns: 100 [!]
- Lockpick: 76
- Medicine: 80
- Melee Weapons: 96 [!]
- Repair: 80
- Science: 70 [!]
- Sneak: 92
- Speech: 86
- Survival: 83
- Unarmed: 99 [!]
Perks:
- S: 10
- P: 7
- E: 11
- C: 6
- I: 7
- A: 8
- L: 2
Equipment: Checkpoint Carbine: 12.7mm "Linda" ★, Walther PPK, Ballistic Vault Suit MK III, 8x Stimpacks, 2x Bobbypins, 4x Frag Grenades, Machete, Combat Knife
- Swift Learner (2)
- Black Widow (4)
- Cherchez La Femme (6)
- Mad Bomber(6)
- Awareness (8)
- Faster Healing (10)
- Stonewall(10)
- Night Vision (12)
- Hand Loader (14)
- Tag!(14)
- Toughness (16)
- Animal Friend (18)
- Robotics Expert(18)
- Trustable (20)
- Adamantium Skeleton (22)
- Mutate!(22) [Total Healing]
- Unstoppable Force (24)
- Light Step (26)
- Party Girl (26)
- Rate of Fire Improving Device (28)
- Aspirations (30)
- Tunnel RUnner (30)
- Sleight of Hand (32)
- Lead Farmer (34)
- Prophetic(34)
- Min-Maxing Asshole (36)
- Dynamic Entry (38)
- Urgency (38)
- Marksman (40)
- Chameleon (42)
- Hippocrates Reborn(42)
- Danger Sense (44)
- I Liked it Better When you Were a Corpse (46)
- Until It's Over(46)
- The Art of Pain (48)
Biography: Born from an artificial womb, from mostly artificial genes taken from two women, and in a subterranean bunker complex spanning nearly 4 football fields and 8 levels, Amelia Flagg was not in a bad household. With the hydroponics and genes from the tank she was grown in, Amelia didn't suffer from the level of malnutrition that those from the outside world is, as such, she is quite the picture of an amazonian.
The middle of her life was spent shooting raiders big and small, as her people tried to bridge the gap between the other two members of the Tripartite. This culminated in leading a squad of troops through an ambush set up by some rather defiant settlers. Over 1000 rads were accumulated by the woman and her team, resulting in a rather fatal dose of radiation to everyone involved. Yet Amelia was the only one to survive.
After returning to the outpost in a delirious and otherwise unhealthy state, she had nearly every fluid in her body flushed as they tried to save her life. She recovered through the miracles implanted into her as a fetus. Her DNA had been infused with a few genetic mutations found in a number of people from the wasteland, as such, she wouldn't die from radiation poisoning... her DNA would also never degrade. This revelation of biological immortality made the previously cheery woman turn into a negativistic and otherwise cynical individual. Although her previous relationships with others remained intact, they were somewhat strained by such a change in demeanor.
Regardless of such tribulations however, she was married to her two year partner, Linda Stockholm, the Vault's resident engineering prodigy. That was a little over 8 months ago, and now, things are getting hairy. All the while she's been tasked with reeducating and resocializing a number of raiders coming from the south.
Do Not Remove: 2299
- Major Factions
- Vault 119
Leading Figures
Overseer Karen Flagg
S:3 P:8 E:2 C:7 I:6 A:3 L:4
Karen Flagg is the current overseer of Vault 119, and as such, head of state for the small wedge of territory they possess. The woman remains graceful under such pressure, as well as keeping a number of secrets of her vault's past out of prying eyes, and hands. Despite this, her age shows, in her geriatric state of life, Karen gets snappy at times, and is unusually forthright with people and her opinions. She also regularly grinds against the ideals and opinions of her daughter, Amelia, though the two do maintain an overall positive outlook on life.
She is a remarkably average woman for her age of 83, at 5'5 and a little over 120 pounds, she is frail physically, yet sharp mentally. Armed with nothing more than a standard N99 10mm Pistol, relying mostly on the Vault's security and their tools to keep her safe.
She usually tasks people with region affecting tasks.
Security Chief Amelia Flagg
S:10 P:7 E:11 C:6 I:7 A:8 L:2
Amelia Flagg has a notable presence, she seems to exude a sense of caution into those who know her reputation. Her rather statuesque size is indicative of a life of combat and athletic feat, and standing at nearly 6'4 makes her well above the average of the wasteland. She has a "Help those with problems, kill those who cause them" mentality around the region, and is rather ruthless and brutal when facing slavers, raiders, or any other leeches upon the accomplishments of others. Rather cynical and at times outright hostile to others, she is somewhat of an asshole as described by others, but her actions and motivations point to a pure -if somewhat iced over- heart.
Armed with a unique production variant of the service rifle, firing 12.7x43mm rounds on full auto, and dressed in the standard uniform of Vault 119's security forces, she is a rather potent force on the field of battle. Her neglect to wear a helmet has lead to a few scars during her time, and given her married status, it's evident it hasn't done much to subtract from her beauty.
She will task people with clearing out raider groups, she will also occasionally tag along.
Chief Engineer Linda Stockholm
S:3 P:7 E:7 C:4 I:10 A:6 L:4
Born in 2072 Linda Stockholm is a prodigy of engineering, at the age of 11 she took a rusted out and nearly destroyed sentry bot, and refitted it into a field-able state. In response she received a personal reprimand from the overseer for wasting resources, and the chance to study under the engineering team. An inquisitive mind and rather mischievous individual, she likes to play pranks on others and generally investigate things, despite how bad an idea that might be. Despite getting into hot water on more than one occasion, Linda's inability to be dissuaded from being nosy have ended in a positive light.
A rather stark contrast to her spouse, Linda is a rather small 5'3 and less than 110 pounds soaking wet. Though usually not packing anything more than a wrench or a arc welder, she does have an assistant in a Mr. Handy named Gilgamesh, as well as a loving companion in the Vault's chief of security.
She usually requests old world blueprints or old automaton frames to refit and repair.
Ulysses Flagg
S:5 P:4 E:10 C:3 I:6 A:6 L:10
The rather ancient Patriarch of the Flagg family, Ulysses Flagg was the spouse of Vault 119's first overseer, barred from entering the Vault despite his service to the country, he was forced to watch as his family was shepherded underground. Ulysses would spend the next several dozen years in the radioactive wasteland on the Pacific Northwest ranging from the glowing molten crater of what used to be Seattle, all the way to Boise, Idaho. he would take odd jobs here and there, working as a courier, caravan guard, or a simple guide for those wishing to explore of chart the area.
After over 200 years of doing this, he eventually went home. Arriving in Abbotsford, the ruins of his old home were somewhat of a melancholic sight, with nothing left to even remember his family by, he wandered for some time, before coming in to check on the old Vault his family had been interred in, instead of finding an abandoned tomb filled with hundreds of corpses, he found a thriving community, lead by his own descendants. After a long talk with his Great-Great-Great Granddaughter, he was welcomed into the community as family, allowed to stay within the vault of all things. Rather lanky at 6'5 and a little over 170 pounds, he does have a rather distinct frame, even when obscured by cloth and armor.
Armed with a custom made 10mm SMG firing 'Dirty Rounds' his combat style will kill you both now, and 20 years down the line from cancer. he also has the odd ability of healing fellow ghouls with said weapon due to it's radioactive projectiles.
He will task people with resource acquisition, though not the general scrap, usually it will be a specific part located in rather specific places.
Summary
In 2077, Vault 119 finished construction as one of Vault-Tec's social experiments. On the day of The Great War, it was sealed with 94% of it's participants, 1269 women, of varying occupations, ages, and backgrounds. Equipped with the machines and labs required to create a functional society that could reproduce without a male population, they came upon rough patches immediately. Kidnapping started to sprout up on the surface as males were abducted, used as breeding slaves within the vault despite the moral and humanitarian issues.
When the ability to splice the genes from two separate humans and crate a single viable gamete from those genes, the kidnappings stopped. The Vault sealed yet again for nearly a decade, as radiation and outside mutations started entering the Vault's gene-pool. When it opened again, it was into a war. "Necessity is the mother of invention" was again proven true, as the Vault started churning out tools of war from it's machine-shops, and fabric based armors for their significantly smaller force. The standard vault-suit went from leather, cotton, and plastic, to Kevlar, Nomex, and spandex. The stock of batons and pistols transformed into sub-machine guns and knives. Their genetic engineering program kicked up a notch, and DNA sequencing slowly started becoming more like computer code than a series of chemicals.
After a peaceful end came to their regional conflict, the dead were counted, and areas of control were handed out. The Tripartite of Aurora was founded between the Fraserites to the North-West, the Abbot to the East, and Vault 119 in the middle. They have maintained some level of control as they expand to close the gap of lawless land between them and the tripartite, with settlements showing up within the rather well protected community.- The Abbot
Leading Figures
High Priest Eurotas
S:4 P:9 E:5 C:10 I:7 A:3 L:2
A Warm and unyielding old man, Eurotas was once a miserly merchant, scalping people of their caps and not worrying of the consequence. Though through what he says was a vision from God, he changed his ways. Now he is a charitable fellow, willing to give without an expectation of compensation, having very few personal belongings, and not once leaving a man, woman, or child in the rain. Now he sits in the Heart of the Abbot, watching over any who come to him, giving spiritual guidance to those who need it, and allowing mercy to those he thinks deserve it.
At 5'11 and roughly 150 pounds, Eurotas is a warm and gentle man, armed with a scoped revolver, he rarely brings the weapon to bear in all but the most extreme circumstances.
He usually tasks people with region affecting tasks.
Priestess Andromeda
S:5 P:10 E:4 C:5 I:9 A:9 L:1
Andromeda is a rather, unique, woman. One of the few raiders who sought out mercy when in the sights of the Abbot, she has a knack for explosives, or at least tinkering with them. Her distinct metallic limb is the result of spending too much time around old grenades, and too little time around explosive safety courses. While she does have a distinct lack for human safety, she does have a sense of empathy to a degree, having opened a free school for children and the uneducated to attend in the central Abbot.
Armed with a sawn-off combat shotgun, any threat to her pupils will result in swift and brutal recompense. While standing at 5'9 and nearing 150 pounds makes it evident that she is more than a simple librarian.
She usually tasks people with finding old world educational items, from textbooks to diagrams, at times she will also request more personal lessons in self defense to teach her charges.
Prime Malleus Heracles
S:10 P:10 E:10 C:0 I:4 A:9 L:0
Heracles was always a strong man, in his youth he aided his family in farming and harvesting their fields of mutfruit. Though he became a changed man after raiders claimed his home, killing his parents, and leaving him a blackened and burnt mess. Instead of giving up, laying in that field to let the vultures pick him clean, he got up, grabbed the hoe he tended the field with, and tracked those raiders across 18 miles of concrete jungle. He killed them all.
With no sense of purpose, he started walking, finally accepting his fate of death, due to his burns becoming more and more inflamed and weeping each day, he began to smell of decay, and then he was found by Andromeda. After being nursed back to health, and telling his own tale, he has not spoken a word, either as an eternal vow of silence, or due to the wounds he received, the now silent man acts as a watchful guardian near the core of the Abbot, making sure no harm comes to those who wish to make the wasteland a better place.
At a little over 8 feet tall in his T-60F Power armor, and wielding a super-sledge like a baton, he is a force to be reckoned with, and an ally of answered prayers.
Heracles will assign no tasks, though he will occasionally come to people's aid should they have pure ambitions.
Chief Inquisitor Khaira Lahkdar
S:4 P:11 E:5 C:10 I:7 A:9 L:5
Inquisitor Lahkdar is one of the few wastelanders to descend from Arabic immigrants and remain a devout Muslim through it all. Khaira as such, flocked to the Abbot like a moth to a flame. She is one of the few of those who maintain high positions in the abbot not to take an 'Old Name', preferring to adhere to her own religion rather than organisational policies, despite this, she's still very respected among the Abbot, both due to her kindness and mercy, and due to what she's capable of ordering.
Armed with an old M1 Garand, and wreathed in rather obscuring amount of cloth, Khaira is about 5'5, and weighs a little over 137 pounds. Kind, bright, and merciful, she has only ordered the deaths of 117 people due to a failure to convert, as such, many of those on the region consider her a boon to the Abbot.
She will regularly task people with spreading the word of god to denizens of the wasteland.
Prime Malleus Gehenna
S:7 P:5 E:11 C:7 I:7 A:9 L:9
Gehenna is a durable woman, her life prior to her arrival in the region was spent in indentured servitude to a slave trader and living in terrible conditions for as long as she could remember. Gehenna was liberated in 2283 by Heracles in a chance encounter, followed by being treated for a number of second degree burns, lacerations, and worn feet, she then proceeded to be educated by Andromeda. She is the youngest Prime Malleus at 19, and among the smallest at 5'3 and 127 pounds. Armed with a large sword and wearing metal armor, she is more of a tactical mind than the raw fighter that Heracles is, despite this, she is far from a pushover in combat.
She has a genuine disconnect with human empathy at face value, unable to discern between many emotions conveyed by those she addresses, and as such has a hard time taking anything more than literally. Regardless of her up front demeanor, she has an overwhelming will to help humanity to the best of her efforts.
Summary
Founded by a rather inquisitive mind nearly a century ago, The Abbot is a collection of some of the smartest minds in the Aurora region. Contradictory to their scientific and educated way of going about the world, all are rather adamant in religious practices. Anyone who follows any Abrahamic faith, or converts to them, is more than welcome within their hallowed halls to learn and improve. However those who make enemies of them are expected to either be strung up on a telephone pole, or simply executed via electric chair. Conversion and a request for mercy are one's only hope of surviving at this point, as their inquisitors will find you.
If their inquisitors don't smoke you out, and if you aren't visited personally by the much more peaceful and determined priests, you will encounter their "Ordo Malleus", a collection of men and women who have an abundance of religious zeal to protect and spread the grace of God. Armed with anything rnaging from sledgehammers to miniguns, and protected by anything from plate mail to full on power armor, they fight with an unrelenting and outright brutal efficiency. Those of the Abbot who have adopted old age names are among the most respected and powerful members of the order, and have usually proven their dedication to the cause to such a degree that they would be untouchable by those below them in the order.
Themselves and Vault 119 have rather warm ties, seeing as they both have much to offer to one another, and have joint control over the region's largest bazaar.- The Fraserites
Leading Figures
Doctor Roger Clam
S:4 P:10 E:10 C:3 I:9 A:4 L:10
Doctor Roger Clam is one of the few doctors of the wasteland not to be of the medical persuasion. He received a doctorate in Thermonuclear Engineering in 2076 from the Simon Fraser University, before going on to become the chief reactor technician at the Mitchell Island Energy Plant. It's a position he has held for over 200 years, and above it all he's remained steadfast and dedicated to preventing yet another nuclear catastrophe.
A no nonsense and a very much honest man, Roger is in the rather stressful situation of keeping four fusion reactors running on jury rigged parts and willpower. In combination with being less than a bridge away from a literal horde of savages with no idea of what a fusion reactor even is. As such, he is a rather irritable man at this point in time. Due to being awake to monitor the reactors for any wavering in terms of their power output, he has a very high rate of chem consumption, as his ghoul biology hampers their ability to take much of an effect. He is largely unarmed if one doesn't count the items on his tool belt.
He will usually task people with finding components and tools vital to the continued safety of the surrounding eighteen miles.
Dean Walter Gray
S:5 P:5 E:8 C:9 I:9 A:2 L:6
Walter Gray was the last dean of Simon Fraser University, and a close friend of Roger's, Walter Gray has held his position for the last 213 years, trying to aid those in the surrounding communities achieve some level of education, he has largely gained traction, though a fair number of those within the region are hesitant to trust Ghouls.
Walter is an empathetic and amiable man, more concerned with the well being and progress of others, he is not one to shy away from offering aid. Though he is usually sequestered away in the bowels of The Hill, either helping plan the region's defense, or planning for the integration of a republic in the region. He is usually equipped with a .357 snub nosed revolver of an unknown make.
He usually tasks people with region changing goals.
Security Chief Hanlon
S:6 P:11 E:6 C:2 I:4 A:9 L:5
Hanlon is an enigma to even those within the reactor complex he guards, it is unknown where he hails from, nor where he has travelled, all that is known is that he sits on top of the reactor complex all day, and occasionally the crack of a .50 BMG round rips through the air. He has been tasked with defending the bridge of Haida scouts and offenses. He has also been tasked with reporting build ups of Haida troops near the river, prepping for an invasion across the water.
He is a silent, and brief man, saying only what needs to be said and not much else, he focuses on a goal, and said goal gets done. Armed with the rather modern PGM Hecate II, he is quite capable of reaching out and touching you from over a mile away.
He usually task those who actually talk to him with either calling out the positions of troop build ups, or telling them to take them out ASAP.
Summary
The Fraserites aren't so much a faction, as they are a collection of settlements and leaders with the sole idea of restoring democracy and freedom throughout the region. Called the Fraserites simply because they occupy a stretch of land placed along the the Fraser River, they are composed of: Richmond, The Hill, Mundy, Annacis, Mitchell Island, and New Westminster, the last of which is currently under Haida occupation.
A majority of their leadership is composed of Pre-War Ghouls, leading to a few questions as to whether or not the people they lead want a democracy, or if it's just the bygone vision of a few old and likely deluded Ghouls.Regardless, they have a set path, and a number of democratically formed bills have passed in The Hill, their veritable capital, and where the leaders of the respective 'states' sit down to discuss current events. It's also where a number of ideas are slowed to a crawl by a rather limited, yet still limiting bureaucracy leave things in the trash or never to see the light of day.- The Haida
Leading Figures
???
SummaryAll the people of Aurora know about the Haida is that they are olive skinned raiders with a penchant for boats, foreign language, and brutalizing those they capture. With a limited arsenal of stick, stones, and arrows, they have yet to make a large impression on the Region despite their length of presence, despite this, they have a numerical advantage that has yet to really slow.- Minor Factions
- The Chill Tribe
Leading Figures
The Mother of Dragons
S:7 P:10 E:7 C:4 I:5 A:9 L:10
The Mother of Dragons was not the birth name of the woman leading the Chill Tribe, though sch a name has since been lost to time. The name she is in possession of now is one she received after arriving in the Chill Tribe's heartland with a trio of Deathclaw hatchlings having imprinted upon her. That was nearly a decade ago, and now she has somewhat of a connection with Deathclaws numbering in the dozens. All seemingly flocking to her position from across the region. How this is, no one's really sure, but a number of crack pot hobos have stated that it's a psychic influence of some kind, most say they're nuts.
She lacks an armament other than a rather sharp deathclaw gauntlet, and while she only stands at 5'6 she is a very athletic individual, not to mention the pack mother of over 38 deathclaws of varying sizes and builds. Fortunately, she isn't easy to anger, nor is she prone to fits of murderous intent, she is one of the few people in the northeast section of the region to want a peaceful resolution to the ongoing tribal war.
If encountered, she will start a quest to resolve the ongoing tribal conflict, increasing regional unity.
SummaryThe Chill Tribe was founded by a collection of refugees fleeing from the ruins of Seattle after the Great War, though over the years they've maintained a rather modern outlook on life their distrust for outsiders and inability to industrialize has lead to a technological regression, and a lack of trade. Their newest Chief, having discarded her birth name for that of a title given to her by a fair collection of regional locals, has taken steps to ease the xenophobia in the tribe,
though the war set back all of her work.
From her perspective, the only way her people could trust outsiders again is if they put a monumental effort into stopping the war of the Northeast.- The Clarke Tribe
Leading Figures
Chief Cascade
S:6 P:2 E:8 C:5 I:4 A:5 L:5
Chief Cascade is a notoriously angry individual, that is, angry, but pragmatic. She yells, orders executions for failure, and has her enemies drawn and quartered, but she realizes when doing one of these things would be inadvisable. She has held her position as War Chief of the Clarke Tribe for nearly 3 years, and in that time she's not gained a lot of ground, and has failed to arrive to a Chief's Summit twice.
As such she's not all too popular with her people, but the screaming of both the woman's orders and a chainsaw make them think twice about voicing that fact. At roughly 5'10 and 146 pounds she's remarkably average, were it not for her missing eye.
SummaryThe Clarke tribe was once one in the same with the Hemlock Tribe, though disagreements on how to further themselves and survive the recent industrialisation of those within the Greater Vancouver Area lead to a warless split. Now it has culminated in being in a mess of a conflict against everyone surrounding them, three leaders have died in the past 4 years alone, and now it's up to a rather inexperienced Chief to lead them to either peace or glory.
Though given her attitude, she won't be doing either without outside help.- The Hemlock Tribe
Leading Figures
Chief Flanders
S:7 P:7 E:7 C:6 I:3 A:5 L:5
Chief Flanders is a tribal only in name. A raider who used a loophole in tribal tradition to becoming the leading chief after a duel, he is far from a good leader, but his position as one of the best fighters in the tribe means he cannot be easily deposed due to tribal traditions. As such, he runs the tribe ragged through trials and tribulations that would make most normal people outright assassinate him for idiocy. After all, he did start a four way war between three tribes and a smallish town.
He usually doesn't carry anything other than a pair of knuckle dusters, and at a malnourished and wiry 5'0 and 130 pounds, he has a severe dependency on several substances. Making a fight more of a question of when he'll give you come kind of social disease from the open wounds he has on his hands.
SummaryThe Hemlock Tribe is the remnant of a number of primalist survivalists who fled the greater Vancouver area and into the nearby mountains when the Great War broke out. They thrived for quite a while, before a split caused the Hemlock and Clarke tribes to fray into a rather cold relationship. Now it's run by a raider with a superiority complex, and years of tradition and respect have been bastardized into one big pile of fuck.
At war with every surrounding group, the Hemlock tribe has taken it upon itself to become a massive raider group, and while the tribals under their new leader are far from pleased with his rule no one is strong enough to overthrow him. At least no one inside the tribe.- Hope
Leading Figures
Gregory Brown
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Gregory Brown, was born in Hope, and by his own volition, he'll die in it. The current mayor of the town and it's surrounding picket, he takes the safety of it's people and their survival rather seriously, even going so far as to get the Abbot involved in the Tribal war for fear of their livelihood dying out. A trading hub, the ongoing tribal conflict has dragged the small town into conflict with it's previously warm neighbors.
Armed with a .44 revolver, he isn't one to mince words, and by many a testimony he is brutally honest, lacking a social filter, and generally a dick. he means well however, and is a remarkbly average in every other aspect, at a solid six foot and 180 pounds.
If encountered, he will start a quest to resolve the ongoing tribal conflict, increasing regional unity.
Melissa Oxford
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Melissa Oxford comes from a region so far east that she had to take a ship across three continents and walked over a thousand miles to get to where she is now. Oxford is a amiable, jolly woman, who doesn't really take no for an answer in most cases. She runs Hope's Bar and Inn, after the previous owner left it to her in his will, she has since taken to running it under a no tolerance policy, and is one of the bar's bouncers in a dual role. Despite this, she's happily oblige in partaking in a round if someone else is buying.
She also has quite a collection of confiscated crap hiding in a box behind the counter should you really feel like bartering, though she's known for having obnoxiously high prices for anything other than alcohol. That is to say for working gals and the lost and found.
If encountered, she will start a quest to restore viable trading routes through the area, clearing out raiders along the road back into Vancouver proper.
SummaryCreated as a trading outpost some sixty years prior, Hope was the re-foundation of the city with the same name, a massive gateway with a single word to represent what the Aurora region represents. Now however, it's become somewhat of a slap to the face, anyone who ventures through those gates with hopes of a better life will either get mauled by wildlife, killed by tribals, or turned away for their own safety. All because some raider with a superiority complex took over a tribe.
Now it's pretty much a ghost town with claims to land. Less than 15 individuals remain, and five of them live in the Bar. It'll take a miracle to revive the town at this point.- The NCR
Leading Figures
President Adelynn Glover
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President Adelynn Glover is the 6th President of the NCR. Her campaign trail was littered with promises of pulling out of expansion and death against the Legion, and instead focusing expansion into Baja and the Pacific Northwest, making a rather well aimed trade agreement with the Mojave, and integrating rather than exterminating locals and regional inhabitants. She has accomplished 2 of those 3 promises, the NCR has become bilingual after adopting Spanish as a secondary language, has created a rather amiable tie of faith and protection with the Mojave, and has pushed into the Northwest, after conquering Baja. Yet her promise of putting legion war on the backburner has yet to be completed. While there have been fewer deaths, the public usually credits that to the failing of the legion and The Courier's efforts.
Regardless, she has yet to be voted out of office, despite being in nearly direct opposition of morals to her subordinates.
General Cassandra Moore
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General Cassandra Moore has been described as: "better at making graves than making friends." This has yet to be proven false.She has become somewhat of a legend among the GI's of the NCR, Partaking in a number of operations against Viper, Jackal, and Brotherhood of Steel OPFOR, and is considered by many to be one of the most competent members of the NCR's military. Once a ranger, she has become a bit miffed that she was not offered the Chief Ranger position, however, she has since digressed due to the pure experience and no bullshit attitude that Kowalski has.
She is currently charged with having the NCR push northward into Oregon and Washington, making a decent amount of headway.
Chief Ranger David Kowalski
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David Kowalski is either the most durable or the luckiest (or both) man ever to step foot out of the NCR's womb. Having served the NCR rangers for nearly 40 years, he's fought and won against nearly every conceivable enemy in the wasteland, from tribals to deathclaws, and back down to bloatflies, he has fought and been injured by it all. Yet despite this, and despite the number of Rangers who've had to hang up their coats due to slight injuries, he passed medical exam after medical exam. After losing sight in an eye even, he was deemed fit for active duty.
Now, after the Mojave shitshow he fought in, and nearly half a decade of holding the line at the Colorado, he's been reassigned to send forward reconnaissance in the form of Rangers and 1st Recon to scout the positions of hostiles far ahead of the frontline.
SummaryFounded in 2186 the NCR is seen by many as a a paragon of old world values such as democracy, civil liberties, and rule of law. Security of livelihood and a measurable standard of living are common for the people of the NCR. Deaths from wildlife and radiation have tanked considerably within their borders due to a dedicated medical system, and they have a rock solid economy in it's current state of being backed by a water standard.
However it is not as flawless as it may seem. The economy has started inflating, to the point where 5 NCR dollars is roughly 1 Caps and 6 Pull-Tabs. The government is also notoriously corrupt, and the military is rife with nepotism and imperialist values. After nearly half a century in the Mojave, the NCR has largely pulled out after a treaty between the FEZNV. though they have pushed little further than the Colorado river after the crumbling Legion, they have turned their attention to the north and are now claiming the former Oregon territory under their flag.- Assorted Independent Groups
Leading Figures
Orion (The Greenskins)
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As a result of consuming super-mutant flesh under the right conditions, Orion has become somewhat of an in between of super-mutants and humans, stronger, faster, and hardier than humans, but with a notably shorter lifespan than super-mutants, and far from the same level of durable. Despite this, Orion has taken to naming those who pass the 'initiation' through some way after the constellations in the sky.
Though despite his respect and care for those he sees as his brothers and sister, he has absolutely no regard for the lives of others and sees them as simply cattle to harvest from. As such he is not at all willing to negotiate for any reason whatsoever, and will kill any who aren't part of his 'family'. Utilizing a custom tooled minigun, he's not a man you want to encounter.
Ursa (The Greenskins)
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Orion's Lieutenant, Ursa is one of the few members of the gang to have some degree of pragmatism and realization over the ongoing events in the region. She sees the destruction of those she has grown close to as an inevitability unless they happen to align themselves with one of the three major factions, as such she tries not to openly initiate hostilities with any of them. Despite this, she tends to be overruled by Orion on multiple accounts despite trying to appeal to him about the future of their people.
She's quite an amiable and mischievous woman however, despite having a hesitation to do much than interact with those within her 'family'. Those that do manage to gain her respect and cooperation may find a steadfast and loyal ally. Armed with a custom tooled M2HB Browning, she is also not a person you want to wantonly aggravate.
If encountered, she will start a questline to increase the region's unity.
Miss Fortune (The House)
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Miss Fortune is a rather sweet and forgiving woman, with a distinctly Russian accent. Her past is covered with a rather large streak of greed and anger, once being addicted to several chems and being somewhat of a violent raider. It was less than a decade ago in which she happened upon the ruins of an old casino, riveted by what the story inside told, she stopped her practice of being a full time raider, and instead became a bit more legitimate. Over the years she has since shown to be an efficient casino owner, taking on a large number of employees and 'security' to take a more forgiving approach to raiding known as racketeering.
As the ruler of somewhat of a mob, she is a rather pragmatic individual, when Vault 119 came knocking on her door, she agreed to a conditional surrender that made both parties equal in trade, despite this, she has yet to incorporate her territory in Vault 119's mainly due to several loose ends she wishes to tie up.
If encountered, she will start a questline to increase the region's unity.
Jewel (The Diamond Riders)
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Jewel is a short and stocky man, muscle upon muscles, he is one of the hundred or so men and women carving out a massive hole in Campell Valley, in the prospect for rare minerals and jewels, the man is somewhat of a crackpot, however his efforts have uncovered a significant amount of basic irons, clay, stone, and dirt, both of which can be used for a number of rebuilding purposes.
He has recently started thinking of seeking protection from one of the three major factions, however none have seen any positive prospects of doing so, and as such have not invested in his future.
If encountered, he will start a questline to increase the region's unity.
Mother (Mother's Den)
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Mother is a morbidly obese woman, something not at all common to the wasteland. As a result of her weight, she's all but bed ridden and requires a number of servants to keep her from developing bedsores as a result. Why, or rather how, she manages to maintain such an unhealthy body weight is a mystery, though no one really wants to find out.
She's prone to dramatic emotional outbursts, and very quick to order someone's execution.
If encountered, she will start a questline to increase the region's unity.
- Vault 119
- Amelia Flagg - Level 48 - Anowa
- Mister Snout - Level 6 - Shadowwell
- The Abbot
- Old Man Waltz - Level 50 - Anowa
- Theo - Level 6 - Shadowwell
- Abigail Williams - Level 6 - Beiarusia
- The Fraserites
- Sophie Duncan - Level 6 - Ormata
- NCR
- Nicholas Klutz - Level 1 - Arengin Union
- Iris Harrison - Level 1 - Ormata
- Dennis Polaski - Level 1 - Independent States of Tula
- Independent
- Cole Parson - Level 1 - Tayner
- Marcus Granite - Level 1 - Vacif
- Tara Cubs - Level 1 - The Assorted Saharan Outposts
- Carver - Level 1 - Beiarusia
- Nona - Level 1 - Beiarusia
- Diggory - Level 1 - Shadowwell
- Nick Waters - Level 1 - True Christopia
- Whisper - Level 1 - Ormata
- Lucky - Level 1 - Greenweald
- Vlatko "Fix" Richard - Level 1 - Turkducken
- Edward "Viking" Konig - Level 1 - Imperial Idaho
- Ms. Catalina - Level 1 - Ormata
- Serina Zima - Level 1 - Vacif
- Joseph Nemo - Level 1 - Anowa
- Liam McDonald - Level 1 - Independent States of Tula
- Isaac Malone - Level 1 - Dalria
- John Townson - Level 1 - The Empire of Tau
- Daniel Hill - Level 1 - Dalria
- Quinn Davidson - Level 1 - The Assorted Saharan Outposts
- Stephen Rogers - Level 1 - Shadowwell
- June Raid - Level 1 - Camicon
- Quinn Davidson - Level 1 - The Assorted Saharan Outposts