Fallout: Those Mercs OOC Open for bussiness

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Fallout: Those Mercs OOC Open for bussiness

Postby NeoWarrior7 » Fri Jul 09, 2010 9:11 pm

Fallout: Those Mercs

GM: Myself, NeoWarrior7
Co-GM: Chaseleon
Votes: Musicmac, PPGDTales, Archrival, Geomancer, Chaseleon

1. Your World, and How it's changing
2. Vault-Tec Database
3. You, the Character

War. War never changes.

"Cause one dog ain't enough and two is too low, it’s me, Three Dog. Today children, I have a special announcement. A friend of mine, one Mr. Allen T. Shorey, has asked me to tell you that he’s starting up his very own mercenary company. He says he’ll take on any job that pays. Even better: Unlike those bastards over in Talon Company, Allen says he’ll only take jobs that help people. But don’t think it’ll be a walk in the park. Only the tough and the crazy need apply. But hey, if you need the caps and think you can handle, head on down to Megaton to join up. Until next time, this is Three Dog (howls), and you're listening to Galaxy News Radio. Bringing you the truth, no matter how bad it hurts. And now, some music.”

Welcome all to the Capital Wasteland, the remains of Washington D.C. and its surroundings. Torn to pieces 200 years ago in a storm of nuclear fire and radiation, humanity struggles to survive in this cruel new world. Some survived in the massive, advanced Vaults conceived for this outcome. Other made it in various shelters with nothing but luck keeping the bombs off of them. Thirst, hunger, radiation, raiders, slavers, feral ghouls, super mutants: Just a few of the things trying to end you. A handful of settlements dot the wastes, from the town of Megaton to the slaver’s home of Paradise Falls, built out of whatever can be found and whatever remains. D.C. itself is ruined, streets full of rubble and mostly looted, and crawling with Super Mutants. The Brotherhood of Steel fights them where they can, and they hold the Pentagon as their Citadel, but their resources are limited. It’s in these dark times you’ll live, and in these dark times you’ll die. Welcome to 2277.
Last edited by NeoWarrior7 on Fri Jul 09, 2010 10:18 pm, edited 1 time in total.
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Re: Fallout: Those Mercs OOC Not done yet.

Postby NeoWarrior7 » Fri Jul 09, 2010 9:13 pm

Vault-Tec Database:
Coming soon:
Notable People/Places/Factions
Technology

This, the Fallout Wiki, is a great source for information.
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Re: Fallout: Those Mercs OOC Not done yet.

Postby NeoWarrior7 » Fri Jul 09, 2010 9:18 pm

You, the Character

A. Who you are, and how you can be
B. Character Sheet
C. Accepted Characters

---

Guidelines:
Who can you be?: For the most part, human. If it's good, I'll accept some ghouls as well. Beyond that, you can be just about anyone, townfolk to slaver, so long as you have a reason for joining. A good sheet can also be a former Vault dweller or BoS. Some people are leaving 101 now, and in my RP two other Vaults, 98 and 72, exist close enough you could have come from one of them. Another three, 71, 81, and 82 your ancestors could of come from, besides ones further away. Again, good sheet and good reasons. Ghouls can be pretty old.

Skills: The basic skills that you can choose from in the game, plus two (gambling and survival) from New Vegas. Here, don't take them too seriously. Note, you can tag three skills, and those will be ones your character is better at. Use them to define what you're PC tends to focus on.

Barter: Proficiency at trading and haggling
Big Guns: Proficiency at using "big" guns (Miniguns, flamers, missile launchers)
Energy Weapons: Proficiency at using energy-based weapons (Laser, plasma)
Explosives: Proficiency at using explosive weaponry (Grenades, mines, traps)
Gambling: Proficiency at playing games of chance
Lockpick: Proficiency at picking locks
Medicine: Proficiency at using medical tools and drugs, and healing injury's
Melee Weapons: Proficiency at using melee weapons (from bats to super-sledges)
Repair: Proficiency at repairing items and objects
Science: Proficiency at hacking terminals, using tech, making chems , performing SCIENCE
Small guns: Proficiency at using conventional firearms (pistols, shotguns, rifles, assault rifles)
Sneak: Proficiency at remaining undetected and stealing
Speech: Proficiency at persuading others
Unarmed: Proficiency at unarmed fighting (Fists, knuckles, power fists)
Survival: Proficiency at surviving the wastes, finding/cooking food and water

S.P.E.C.I.A.L: Your stats. All of them start at five, and you get five points. You can subtract. All of them must be no less than 1, and no more than 10. Not too important, and you still have freedom beyond this, but this is a general guide to who you are. Also, for fun.

Strength: "Strength is a measure of your raw physical power. It affects how much you can carry, and determines the effectiveness of all melee attacks."

Perception: "It represents the ability to see, hear, taste, and notice unusual things."

Endurance: "It represents stamina and physical toughness. A character with a high Endurance will survive where others may not."

Charisma: "It represents a combination of appearance and charm. A high Charisma is important for characters that want to influence people with words."

Intelligence: "It represents knowledge, wisdom and the ability to think quickly."

Agility: "It represents coordination and the ability to move well."

Luck: "It represents Fate. Karma. An extremely high or low Luck will affect the character - somehow."


---

Character Sheet:
Name: Name and any titles or nicknames
Age:
Sex:
Race: Probably human, you can include ethnicity if you want. I may accept some ghouls.

Appearance: How you look, and what you wear. Include armor here. You don’t need to be too specific with armor, and can customize it as you please, but keep it reasonable.

Personality: Who you are, how you act, likes, dislikes, ect. Put what you please.

Brief History: Doesn’t need to be long, just a little bit about you. Also, include your reason for wanting to join.

Equipment: Be reasonable. Some basic survival equipment is a probably needed and you’ll want a Geiger counter.
Weapons: Again, keep it reasonable. And please: no pray and spray. Ammo doesn’t quite rain from the sky.
Brief History: Doesn’t need to be long, just a little bit about you. Also, include your reason for wanting to join.
Skills: A brief note of what you're good at. Include your three tagged skills here.

S.P.E.C.I.A.L:
Strength:
Perception:
Endurance:
Charisma:
Intelligence:
Agility:
Luck:

---

Accepted Characters:

Musicmac - Charles Jameson

Chaseleon - Arkady Sidorov

Archrival - Raz

aj_gatsz - Eleina “Jinx” Mordino

Keiran - Thanos Myles

Geomancer - Damien 'Geckobane'

RuffDraft - Ryan "Search" Sherlock

Fell - Johnny 'Pokerface' Montaigne

Archvillain - Axel Treykrah
Last edited by NeoWarrior7 on Tue Jul 27, 2010 6:37 pm, edited 2 times in total.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby NeoWarrior7 » Fri Jul 09, 2010 10:19 pm

Opened. Will add to that second post later/as needed.

Any comments or suggestions are appreciated. And characters. Those are liked too.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Musicmac » Fri Jul 09, 2010 10:31 pm

ACCEPTED.

[|-:-|]Character Sheet[|-:-|]

Name: Charles Jameson
Nicknames: The Walker, The Journeyman
Age: 28
Sex: Male
Race: Caucasian with a mix of Hispanic

Appearance: Charles stands at 6ft with a wiry build and his face is normally hidden by his gas mask. He has green-colored eyes, messy brown hair and a slightly gaunt face with stubble around the chin and mustache. His skin is also lightly tanned.

Charles wears a large tan coat with a hood with the radiation symbol on both shoulders. On the inside is his armor, it's completely black and made of protective leather. The armor consists of a pair of black steel-toed combat boots, kevlar worn on top of the suit, a slightly worn utility belt, dark gray cargo pants with kevlar material sewn onto it, a simple balaclava, dark green knee pads, black fingerless gloves with pads on the palms.

Personality: Silent, cold and intimidating are the words that describe Charles. Faced with an angry guard, he'd rather point his gun at him than talk. He's also able to practically pissed off everyone with his silence, which is accused as arrogance. Then again, what did you expect from someone who's been walking through hell for the past 6 years?

Charles is also a lone wolf, preferring to go on a mission by himself rather than burden himself with teammates or worse, risk having one of them killed. He's quick-thinking, tactful and fast on his feet, making him the perfect silent attacker. Despite this, he seems to have a sort of childish personality deep, deeeep inside of him as well. He likes writing in his journal, eating cave fungus (Living in Little Lamplight caused this) and drinking nuka-kola. The only dislike he has is of foggy surroundings.

Equipment:
Pip-Boy 3000A
A rather old Pip-Boy that's been with Charles since forever. The Pip-Boy was already on him when he entered Little Lamplight. The whole things is covered in scratches collected from some rather unwanted incidents in the past. The screen display is blue and Charles wears it under his coat sleeve.

Gas mask
Just your average gas mask. It's painted in black and relies on only one filter instead of two.

Rucksack
- Green military grade binoculars
- Portable amateur radio transmitter
- Camping stove
- Some flint and whetstone
- Plastic canteen of water
- Bag of carrots
- Bag of well-done pigeon meat
- Small medkit

Weapons:
Knife
An extremely small and simple survival knife, used for cutting, skinning and an emergency weapon by Charles. It's strapped to the side of his combat boot.

Machete
Charles' machete wields a 15 inch fine edge blade on one side, a 18 inch high performance saw blade on the other, and a grooved rubber grip for control while using either. The riveted, nylon sheath provides safe, durable transport.

Custom R91 Assault Rifle
A custom R91 which has a foldable stock, scope and silencer. It's painted in black and has saved Charles' life on several occasions.

Virgin Mary Pistol - Image
The weapon has an image of Our Lady of Guadalupe--a very well known Catholic figure, especially in Mexico--painted on the ivory grip of the firearm, with a polished nickel finish and the whole body of the pistol is engraved with ivy and floral details. Can be equipped with silencer when deemed necessary.

Brief History: When questioned, Charles would reply that he doesn't remember much of his past. He does have vague recollections of living in a Vault and it being attacked by monsters resembling Super Mutants based on his descriptions.

The most he can make out of these recollections is that he was somehow carried out to safety by people he assumes to be his parents and made it to Little Lamplight. It is believed by Charles that he was around the age of 10 at that time and as years passed, Charles learned how to survive by himself alone. He was named by others from the name tag on his Vault Jumpsuit with its numbers at the back completely faded. After he had reached the age of 16, he was like all others, dumped into Big Town.

Things were a lot more harsher for survival in Big Town. Super Mutants and Slavers constantly threatened the place and this caused Charles to finally decide on leaving the place when he turned 22. When he had left Big Town, he had only one goal in his mind. To find his birthplace.

The rest became history for him as he struggled to survive the harsh Wastes and fight off those that wanted to kill him. He journeyed to many places including Megaton, Rivet City and even Paradise Falls. Although the method he had used for entering the latter is somewhat questionable. Now having heard Three Dog's broadcast, Charles has become interested on joining for the benefits it could bring to help him find his Vault.

Skills:
- Survival : 6 years of wandering in the Wastes has somewhat toughened Charles and taught him many things on how to keep himself alive.
- Small Guns : After years of using his R19, what did you expect? Also has basic knowledge on how to clean and maintain but not repair.
- Sneak : Charles is able to move silently and avoid being detected by enemies. It's also what makes his surprise attacks simple and quick.

S.P.E.C.I.A.L:
Strength: ||||||6
Perception: ||||||||7
Endurance: ||||||7
Charisma: |||3
Intelligence: |||||5
Agility: |||||||7
Luck: |||||5
Last edited by Musicmac on Thu Jul 22, 2010 5:21 am, edited 23 times in total.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Geomancer » Fri Jul 09, 2010 10:55 pm

I'll have a CS done within... something.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 2:32 am

Coming soon.....
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Chaseleon » Sat Jul 10, 2010 7:42 am

This reall is a WIP!
Character Sheet:
Name: Arkady Sidorov. Common nicknames include: Makarov; The Good Doctor
Age: 42
Sex: Male.
Race: Human. Caucasian.

Appearance: How you look, and what you wear. Include armor here. You don’t need to be too specific with armor, and can customize it as you please, but keep it reasonable.

Armour while roamin':
http://fallout.wikia.com/wiki/Raider_Iconoclast_Armor
http://fallout.wikia.com/wiki/Filtration_Helmet

Personality: Who you are, how you act, likes, dislikes, ect. Put what you please.

Brief History: Doesn’t need to be long, just a little bit about you. Also, include your reason for wanting to join.

Equipment:
-Hunting Knife
To cut things. It has never actually seen combat use, but Arkady carries it with him constantly anyway.

- Pip-boy 3000.
The screen is covered by a multitude of scratches, and it is mostly nonfunctional. The only two functions of his Pip-boy that work are the light and the radio. It looks like it's seen decades of use.

- Geiger counter.
This device looks fairly new, as if it were newly unearthed.

-Digital watch.
It runs on small energy cells and is quite energy-efficient.

- Pack Brahmin
This Brahmin, referred to affectionately as 'Steak', helps carry most of the junk that Arkady buys. Like most Brahmin, it is useless in combat, but its ability as a pack animal has benefited Arkady greatly over the years.

Weapons:

Wattz 1000 Laser Pistol
Arkady's trusty laser pistol. He has an extra laser pistol of the same model that he keeps in his backpack, as a backup. He's quite possessive of both pistols, and will not give them to anyone unless they've malfunctioned and need to be repaired.
http://fallout.wikia.com/wiki/Laser_Pistol_(Fallout)

Broken AEP7 Laser Pistol
Arkady purchased this recently. This beat-up laser pistol is missing several crucial components and as such is non-functional. Arkady hopes that he'll be able to find the necessary components and find someone skilled enough to repair it.
http://fallout.wikia.com/wiki/AEP7_Laser_Pistol

Brief History: Doesn’t need to be long, just a little bit about you. Also, include your reason for wanting to join.
Skills: A brief note of what you're good at. Include your three tagged skills here.
- Science
- Energy Weapons
- Barter

S.P.E.C.I.A.L:
Strength: 4
Perception: 7
Endurance: 4
Charisma: 7
Intelligence: 8
Agility: 5
Luck: 5
Last edited by Chaseleon on Tue Jul 20, 2010 6:21 am, edited 2 times in total.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 7:52 am

Question, if we choose some form of pre-created Fallout armour do we gain its said bonuses?
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Chaseleon » Sat Jul 10, 2010 9:45 am

Question: Does our SPECIAL affect our skills? I would assume they do, but I want to find out, first.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 9:53 am

Yes they do, e.g the more Intelligence you have the more skills points you can add to your skills but that's in the games.
Here this tells you what affects what: http://fallout.wikia.com/wiki/Fallout_3 ... statistics
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 10:50 am

Name: Raz A.K.A Mr. Fix-It
Age: 21
Sex: Male
Race: Human, Caucasian.

Appearance:
Raz stands 5'9" and weighs about 135, giving him a rather usual slim and lean look that you'd come to expect from the wastelands with food being rare and hard to come by unless you scavenge frequently and come accross some good supplies, His face is very rough looking with major stubble and shaving scars as well as grubby patches here and there from his love of fixing stuff. Even so his eyes are a shade of dark brown that reflect a good man underneath and his black hair is short and nicely groomed. He wears a worn out and oil stained blue bandana around his neck that says "Fix-It!" in bold black letters this lead to him being called 'Mr Fix-it', he'll put it on his head when he's busy repairing items or working on maintenace of his weapons. He wears a modified Robco Jumpsuit that has been welded with metal plating on the shoulders, shins and an attatched piece to the chest. It's a fine bit of craftsmen-ship from a man who's spent most of his life wandering or living on the wastes but it does show the rough time he's had with bullet dents and scratches all over the pieces of metal and the jumpsuit having patches of different material sewn on as well as a few small tears here and there. Raz has also manage to make a large multi-pouched belt out of Brahmin leather, it's a dark brown colour and fits well with his rough 'Mr Fix-It' exterior.

Personality:
Raz is a good well meaning guy, he'll do most anything for a smile and a few caps. He likes to get his hands grubby when it comes to maintenance, give him a wrench and the parts and he'll happily spend hours fixing up and repairing kit. He enjoys the idea of fixing the waste one problem at a time and making sure it's a well polished problem that's nicely oiled up, and if he can fix the waste then making life will be much easier.

Brief History:
Like most born in the wastes but not of the vaults in the DC area Raz came from Little Lamplight and upon his 16th birthday he was cast out into the wasteland and ended up at nearby Big Town like most the others, he found the town not to be as safe as the others said. This was when a small group of raiders came to take some of the inhabitants into slaves, he ended up killing one of the raiders by accident with a wrench. Seeing this the other raiders fled thinking they'd be next. Feeling good about this and getting into the mindset he could do more for the waste he set off to wander the wastes doing good.
During his few years of wandering he had done many things, he'd explored two vaults with less than pleasing results, discovered a Raider hideout that was based in a still standing financial building and managed to survive it, and had a strange encounter with a protectron that thought he was Jesus. Now he's back in Megaton after hearing Three Dog and his plea for mercs to sign up to Mr Allen Shorey.

Equipment:
Pip-Boy 3000
Raz manage to salvage this off a not so lucky Vault Dweller on his travels, he manage to remove it safely from it's previous owner and modify it to his own needs, it keeps track of his health, has a built in map and geiger counter plus also can scan radio signals. A very useful piece of kit sadly it's preowned and very worn but that's just how Raz likes it.

Belt Pouches
In the pouches on his belt, Raz keeps a number of things. Stimpacks for when he's injured, Radaway for if he ever has to go into the radiation and want to not turn into a mutant freak and some other minor bits and bobs that he likes to use to repair such as springs, lubricant, adhesive and a lucky spanner which he calls 'Bob' that has Bob engraved in the in the handle.

Rucksack
This is where Raz keeps the most of his main bulk of kit as well as being a home owner in Big Town where he likes to go back to every so often and also where he keeps the crazy protectron who thinks he's Jesus. In his rucksack Raz keeps mostly food, water and more larger repair items such as a portable blowtorch, welding mask and protective gloves, anything useful but too big to carry in his pouches Raz will stick in the rucksack.

Barnaby
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During his travels he stumbled upon a rather large protectron who was rather mildly damaged, rather than scavenge him Raz took him back to Big Town and got him fixed up. Sadly the robots proecssing had gone skitzoid due to years rusting on the wastes, and when awoken by Raz he thought was human and that Raz had ressurected him. This was after processing a bible shortly before he'd gotten damaged and was still in decent condition. Now all this Robot could recall was the Bible and obviously having scanned about Jesus the robot automatically assumed that's who Raz was, after hours of convincing argument between the two Raz was no further from not being Jesus to the diluded protectron. But the two eventually agreed that Barnaby, who Raz named as that's what he was inscribed with would stay at Raz's house as long as he cleaned up and protected the town from raiders and such. Now and then Raz comes home and checks on Barnaby who immediatly starts worshipping Raz as Jesus as per usual.

Weapons:
Bob
This a large adjustable red wrench that Raz keeps in one of his large pouches on his person, if wanting to get up close and personal Raz will pull out Bob and get to smashing your face in and then wiping off your blood with an oil stained cloth. Raz obtained this back in Big Town and it was the weapon that gave him his first kill when the raiders attacked and threatened his friends. From then on Raz has kept it and engraved the name Bob into it.

9mm Pistol
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The pistol is a rugged design. It can be equipped with a scope or an extended magazine. This pistol was just a random find during the wastes during Raz's travels but it has served him well and as well as being in good nick from scavenged 10mm gun parts which are easy to find on the waste as they're one of the most common weapons.

Cowboy Repeater
The Repeater with the brass plating, the maplewood, and the extended feeder tube.
It's a Winchester Model 1894 lever action gun. It can fire large-caliber .357 Magnum rounds, penetrating the Damage Threshold of lightly-armored enemies at great range. It can be equipped with a custom brass plating, a rich maplewood grip and stock, and an extended magazine tube. This gun Raz found during the raiders compund incident, he stumbled upon the corpse of a raider with this gun. Obviously being unique in that this gun does not crop up very often Raz decided to take it and make it his own. It has gotten him out of many tricky situations and has killed many people trying to kill him. But it's not the easiest to repair but Raz has managed to keep it in very good shape.

Skills:
Repair. - He's very good with a wrench and some wonder glue.
Lockpick. - He's had experience on the wastes with many locked boxes or doors that contain valuable or salvagble items.
Small Guns/Guns (according to New Vegas on Fallout Wiki). - Has fixed and used quite a few in his time on the wastes either due to lack of ammo or falling apart.

S.P.E.C.I.A.L:
Strength: 5
Perception:6
Endurance:5
Charisma:6
Intelligence:7
Agility:6
Luck:5
Last edited by Archrival on Mon Jul 12, 2010 5:08 pm, edited 8 times in total.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby NeoWarrior7 » Sat Jul 10, 2010 12:00 pm

Believe he means in the context of this RP, Arch. I think he knows how it works in game.
Er... some. Obviously someone with high strength does better with melee and more intelligence helps with medicine or repair... but it's not like I'm tracking actual skill point totals. It's just a general idea of what your character is good at. But yes, I expect a 10 Int Repair man is better than a 4 Int one.

I saw what you did Arch. While they are combining small guns and big guns in New Vegas, here we're sticking with two separate skills. Though, I suppose they do kind of work together... hm. I'll think on it. Also, what do you mean about armor? Which armor and which bonuses are you thinking of?
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 12:15 pm

I was thinking of the Merc Armour, General Chases Overcoat or Sheriff's Duster outfit.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby NeoWarrior7 » Sat Jul 10, 2010 12:46 pm

Since we're not counting skill ranks, that kind of bonus won't matter. Really, I'd prefer not to bother with you taking an armor to increase stats, especially right out of the box. You can use the general appearance, though.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sat Jul 10, 2010 12:48 pm

Ah ok, I think I'll go with General Chase's Overcoat as it looks the best. Well actually Colonol Autumn's version is better looking.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby aj_gatsz » Sat Jul 10, 2010 5:37 pm

Name: Eleina “Jinx” Mordino aka. “The Blond Hurricane”
Age: 22
Sex: female
Race: human (tribal)

Appearance: Eleina is what you call drop dead gorgeous; long blond hair, big baby-blue eyes, cherry lips and a body that makes nine of ten men kill for it (the other 10% probably rather enjoy the company of brahim). As for her clothing when wandering through the wasteland she wears on her head a yellowish-greyish shemagh with pair of biker goggles protecting her eyes, her body is covered in a big patched-up, tattered grey cloak. When in town, she wears the goggles on her forehead, and the shemagh as a scarf. She doesn’t wear any armor. Under the cloak her clothes consist of a short sleeveless, olive green top, a pair of small shorts and hiking boots. Instead of gloves she uses some dirty bandages to protect her hands.

Personality: She is seductive and manipulative. She knows how to whip a man around her fingers, and puts that knowledge always to good use (meaning good for her). Living in the wasteland is not easy, but she manages by talking her way out of dangerous situations, and persuade others to do the heavy lifting and the killing for her. She is not picky, and would probably even bed a ghoul if necessary. Despite her looks, she knows how to kick balls and break chins, and teach people that when a lady says “No”, it means “No”. Her biggest weakness is gambling, and she is bad at it… I mean REAL BAD. In a casino you can make a fortune just by betting against her.

Brief History: Eliena is descended from one of the many tribes living in wasteland of former California. Unsatisfied with her life of foraging she made her venture out into the wild, to the famed towns where the “other people” live. She ended up in New Reno, where she caught the eye of Corsican Brothers the owner of the Golden Globes studios. She starred in many porn movies made by the company under the name of “The Blond Hurricane”, and became quite famous in New Reno, and known in the New California Republic. (Maybe some copies even made to DC… who knows). Wee’ Jesus Mordino, the son of Lil’ Jesus Mordino, head of the Mordino family, running most of the criminal operations in New Reno, and main supplier of the drug Jet, found fancy in the young and talented starlet, and took her as wife. Despite having the almost-perfect life Eleina still struggled with her gambling problem, what lead to tensions in the family. During a heated argument about a huge gambling debt, Wee’ Jesus hit his wife, and she replied with a punch knocking her husband out, and breaking his jaw. Realizing, that her life won’t be worth much when he awakens, she quickly gathered her belongings, grabbed the keys to The Car, and set off. In the two following years she crossed the country doing all kind of things to supply herself and The Car. Finally the old thing died on her, and she was forced to carry on on foot. After a week of wandering she finally reached the town of Megaton.

Equipment:
-An old beaten-up geiger counter
-Brahim-leather water skin
-A pouch containing a couple of stimpacks, a small mirror, some old or self-made makeup, and her own special ointment.
The ointment is good for treating small cuts, burns and bruises accelerating the healing. She uses it to keep her skin soft.
-A satchel containing some food (dog, iguana meat, some fruits and berries), Punga Fruit, Cave Fungus, Broc Flowers, Xander roots, some almost-clean rags, and some sexy underwear.


Weapons:
Spiked brass knuckles. - Her weapon of choice, has two of them dangling from her belt on a karabiner.
Switchblade - Tucked into her boots. A lady has to be prepared.
Junk n Hood TM repeating crossbow – It’s basically three crossbows over each other, what can be fired at once or separately. After a shot is fired an automatic mechanism readies the bow again (repriming time 5s). The mechanism can only prime one bow at a time. To flex the bow manually it takes about 15-20 seconds for her, (it may be faster for someone who is stronger). All three bows are fed by a separate magazine of 6 arrows. Eleina carries 3 magazines extra (36 all together).
Engraved .44 magnum –On her belt on a holster she carries a big .44 magnum pistol. It’s very well kept, chromed with a white deathclaw-bone grip. The engraving in the grip says “Jesus loves you”. The pistol was a present from her husband; it has six bullets in the chamber and wasn’t fired yet. Maybe she still has a soft spot for him. Eleina has no additional ammo for the pistol.

Skills:
PRIMARY SKILLS :
Unarmed
Small guns
Speech

Secondary skills :
Survival - She knows some stuff about the flora and fauna of the wasteland, like all tribals.
Medicine - Herbs and ointments, not much else.
Melee Weapons - She doesn't carry that switchblade only around for show.

S.P.E.C.I.A.L:
Strength: 4
Perception: 4
Endurance: 8
Charisma: 9
Intelligence: 6
Agility: 8
Luck: 1
Last edited by aj_gatsz on Wed Jul 14, 2010 1:14 pm, edited 2 times in total.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sun Jul 11, 2010 12:33 pm

Finished and had quite a good time coming up with Raz cause what better in a place that breaks down all the time than a handyman?
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Keiran » Sun Jul 11, 2010 1:01 pm

I'll have one up soon. 18 years old okay with you, Neo?
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby aj_gatsz » Sun Jul 11, 2010 1:11 pm

I updated the CS, tell me if someone is still missing.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sun Jul 11, 2010 1:21 pm

Someone is missing? Don't you mean something? I can't really see anything missing, it's a nice character that would be at home in Fallout New Vegas.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby aj_gatsz » Sun Jul 11, 2010 1:24 pm

I meant something, sorry. I'm getting slow... well it's somewhat based on my Fallout 2 character, I just loved the New Reno part.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sun Jul 11, 2010 1:29 pm

Ah I've not played Fallout 2, as you can see I came accross Fallout pretty late with number 3 and still play it. Can't wait for New Vegas and get into some cowboy action.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby aj_gatsz » Sun Jul 11, 2010 1:33 pm

Then you missed out on one, that's for sure. Sure it was buggy, and unplayable without the patch, and it wasn't so shiny, simple 2D turned-based, but I still think that in case of humor, ambiance, and simple fun it beats Fallout 3 by a mile... and I don't want to say anything bad about 3, but 2 was just pure awesome.
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Re: Fallout: Those Mercs OOC Open for bussiness

Postby Archrival » Sun Jul 11, 2010 1:43 pm

I can imagine some of the earlier are better in terms of content than look but I find 3 does a nice job with it's DLC and some comedy elements.
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