House's Folly Sign Up and OOC Thread Three

Post » Thu Aug 21, 2014 8:13 pm

GM Tycho the Wanderer CO-GM paladian lewis

In the words of Tycho the Wanderer:

Alright, so for all of you who were in this a year ago, just review all of this stuff to reacquaint yourself with the RP. Make sure you read the intro, as there have been some changes. For new people looking to join, please read this whole page and follow all the rules. https://docs.google.com/file/d/0B0GYyfOSrhkVUk9vZkRtaUVPXzg/edit?pli=1t. Make sure you download it, viewing it in Google drive won't work quite right.

If you want your old character back, I still have your sheets, so just PM me and I'll send them to you. You'll have to redo the SPECIAL section though, since I [censored] it up last time around and gave everyone 45 points to distribute instead of 40.

Intro- https://www.youtube.com/watch?v=yS1LUE-dU4I&feature=autoshare

Spoiler

23 years after Mr. House's victory at Hoover Dam, tensions between House and the NCR are reaching a breaking point.

House, by unifying The Strip, Freeside, Westside, and North Vegas Square under his rule, has turned New Vegas into the biggest economic powerhouse in the Southwest. Factories have been built; Hoover Dam is running at near pre-war output; and the population in the area is growing faster than ever as entrepreneurs and settlers flood into the city to take advantage of its safe, business-friendly, low-tax environment.

The NCR, however, experienced much turmoil after their loss at the Dam.

Immediately following the withdrawal of troops from the Mojave, the NCR public reacted to the failed war and wasted resources by turning against the imperialist policies of Kimball and his supporters in the senate, ousting them in the elections in favor of isolationists. These ideas remained popular in the NCR for over a decade, but then, as the population began to grow rapidly, food shortage became a widespread concern. In the southern part of the nation, there were thousands of acres of land that could be used for farming, but there was simply not enough water. In order to prevent famine, NCR leaders were forced to meet with House to arrange for the pre-war irrigation lines running from the Colorado river near Hoover Dam to southern California to be restored to working condition. After the lines were restored, the NCR was able to irrigate enough land to completely stave off any food shortage, at the cost of being dependent on House and New Vegas. House charged the NCR government a hefty fee to pump the water to California, which began to infuriate the NCR public. Isolationist sentiment eroded away as whispers of a second invasion of the Mojave began to circulate. House, fearing some sort of embargo or even a war with the NCR, acted quickly to forge a treaty with the NCR leadership. The terms dictated that House would not charge the NCR for water with the understanding that they would not send any troops into the Mojave or place an embargo on New Vegas. Though this calmed the NCR public temporarily, tensions began to rise again as imperialist politicians started to gain influence via fear-mongering and painting House as having his hands around the NCR's throat.

By the year 2304, these anti-House politicians have been in office for several months, and are already threatening embargoes on New Vegas. House's projections predict that, within 28 months, the NCR will launch a full-scale military attack on the Mojave. Projections for a possible battle for New Vegas put the NCR as victorious in all possible scenarios, the Securitrons no longer a threat to the NCR on a strategic level.

House cannot defend his city nor his dreams for that city without some leverage from an outside force, and he found one. Caravaneers and travelers have brought stories of a massive nation in the north, run by ghoulified pre-war scientists and philosophers, that values pre-war knowledge and technology, using them to amass enormous military power and conquer vast areas of the former United States and Canada. House, seeing himself as perhaps the most valuable relic of the Old World and its technology, saw hope for New Vegas in this nation, known as the North American Confederation. House will be killed and his tech acquired by the NCR if they are allowed to attack New Vegas, which, House figures, the NAC would do anything to prevent. House knows that the NAC knows how valuable he is, since he has detected several NAC spies in New Vegas over the past decade. All that he needs to do is make contact with them and work out a deal where they allow New Vegas to become a member state within the Confederation. This would mean that they would throw their military might behind New Vegas, which would be more than enough to intimidate the NCR out of taking any military or even economic action against the city.

House plans to accomplish this via a team of diplomats that he will send northward toward the NAC border, which he knows is in northern Nevada. After making contact with the NAC, House hopes that these diplomats will be able to talk their way to the highest levels of the Confederation's government, and then get a treaty signed with them that will ensure that New Vegas becomes a member state of the Confederation with the understanding that House will allow the NAC access to a huge amount of his databases and knowledge about pre-war technology and advanced robotics. Once New Vegas is a state within the Confederation, the other states will be obligated to go to war with anyone who attacks House's territory, including a nation as big as the NCR.

This diplomatic group will need to be escorted by combat-skilled guards and will need to include at least one doctor, since injuries on the roads of Nevada and Utah are certain to occur, and an expert in survival in order to make the difficult trek through the deserts of Nevada, Utah, and beyond. Experts in bartering and the caravan trade as well as diplomatic persons are also needed, as re-supplying along the way will be crucial to the group's survival and in case of the death of any of the diplomats House has trained directly, spare replacements will ensure that the reason for the journey will remain intact. The Courier, House's protégé, was placed in charge of hiring this group, and you are the people he chose. You have been informed of your pay for a successful mission, which is set at 75,000 caps each, and your pay for an unsuccessful mission that still made contact with some NAC leaders, 30,000 caps each.

You are now all together on the north end of Vegas, and the Courier is briefing you on your mission and how much it means to the survival of New Vegas. You have been given a set of two refurbished pre-war military trucks to ride in to expedite your journey. Two drivers who double as mechanics (House's best mechanics) will pilot them. The Courier will accompany you on your journey to make sure everything goes smoothly, but he and the trucks will only take you to the NAC border. After that, the Courier will have to return to Vegas to continue his work there. For now, you are just focusing on gearing up and getting into the back of the flatbed truck where you'll be sitting for them next, oh, eight or nine hours. Get comfortable.

A few things to consider before you sign up:

This RP will work differently from other RPs. You (the players) will not be able to write certain things in your posts, such as what your character sees around them, whether or not your attacks hit their intended target, and whether or not you survive a combat encounter. All of these things will be determined by the GM (me), who will be using the ruleset to calculate those values. You can still include the thoughts and emotions of your character in your posts, of course.

Going along with the previous point, you cannot let your posts get ahead of the GM, especially during combat. Say what your attack is, then the GM will tell you its outcome and any attacks by NPCs and their outcomes.

You won't have any control over when you die in this RP, that will be up to how well your stats hold up to the damage you'll take during combat.

This is a group RP, and the rules used for it are designed around the idea that everyone in the group will work together for the benefit of the group, and ergo themselves since it is much easier to survive in a group than alone. It will be easier for the group if a diverse range of players make up the group, i.e., some players specialize in combat skills, others in medicine and science, others in barter, etc. That isn't a requirement, just more of a tip.

All of these things will be much clearer and easier to understand if you read through pages 3-19 of the ruleset, which is why that is required before you join the RP.

~~~~~~~~~~~~~

What is expected of players:

1.) Keep track of your inventory. That means keep a list of all the items that you are carrying and make sure that you don't go over your carry weight. The GM will not keep track of that, so it's up to you. If it is found out that you are cheating this system, you could be kicked out.

2.) Follow the rules of this type of RP. Instead of describing what you see around you, say "I looked around and scanned the road ahead" or something along those lines, then wait for the GM's post. The GM will say "You see..." and describe your surrounds. Then you can post any actions that you take concerning those surroundings.

3.) Read through the ruleset. I can't stress that enough. Having an understanding of the rules will help you pick stats for your character and will prevent you from making errors that interfere with the progression of the RP.

4.) Follow the basic rules of reality in your post. Although the rules for the RP prevent most types of god-modding, you still have to follow some basic rules for it. Namely, you can't change what armor you're wearing during combat.

5.) If you have questions, ask me. The OOC thread will be open for that or you can PM me.

6.) Oh, and make sure you understand, if nothing else, the Action Points system. Whenever you're in combat, you'll have to only do as many actions as your AP will allow. Keep that in mind every time you post during a combat sequence. It will save everyone else a lot of trouble. Especially me.

Also of note: If you want to join the RP after it starts, or rejoin if your character dies, let me know. The RP will be open to players joining throughout, but keep in mind you'll have to be written in to it in a fairly logical manner.

Character Sheet:

Name:

Physical Description: (include age, six, race, whether human or ghoul, approximate height, etc.)

Background: (what your character did before the events of this RP. Should include how they become skilled in the skills that you'll chose for them below)

Stats:

(Note: You start the game at level 1.)

SPECIAL

(You have 40 points to distribute here. The maximum value for each category is 10 and the minimum is 1.)

S:

P:

E:

C:

I:

A:

L:

Skills

(Chose what your three tagged skills will be and then chose to specialize in one category from any of those three skills. (See ruleset for the list of skills and specialization categories.))

Tagged skills:

Specialized in:

Perks

(Choose up to 2 level 1 perks, or none at all. These are similar to traits from other Fallout games.)

Perks:

Weapons

(Choose what weapons your character will carry at the beginning of the game. These must be tier 1 or 2 weapons. Choose a reasonable number of weapons to start with, with the general rule being don't exceed 5 reusable weapons and 10 single use weapons. (Single use weapons are weapons such as grenades or throwing knives.) Keep in mind that you cannot exceed your carry weight either (the formula for carry weight is 50 + (Strength x 15) + (Endurance x 10))

Weapons:

Armor

(Chose what armor your character will wear at the beginning of the game. The armor that you choose may not exceed 10 DT. You can include pre-modded armor as long as it doesn't exceed 10 DT with mods. You can start with 2 sets of armor, one worn and one carried. Armor is weightless while worn, and you cannot carry heavy armors (they must be worn or ditched). Also, you can only customize a set of armor as much as the mods listed in the ruleset allow. Any other customizations that you list will have no stat effects (though you can still list them). Also note that all armors listed in the ruleset are all sets of armor. I.E. they don't stack with each other. )

Armor:

Items and Ammunition

(Include any items that you are carrying and any ammunition. Again, don't exceed your carry weight limit. Keep in mind that all items have a weight of 1, but ammunition types have their own weight. See the ruleset for details.)

Ammunition:

Items:

**Note: House will be providing each member of the group with 1000 caps each at the beginning of the journey in order to cover "travel costs" (but not enough to rival the money each person will get for actually carrying out the mission). So 1000 caps will be the starting amount for everyone.

***Everything that is italicized or in parentheses should be deleted on the character sheet that you submit***

Oh, and if it ain't in the ruleset, it ain't in the game. (Items wise anyway.) Sorry if that stunts your creativity, but it has to work that way. You can take items listed in the ruleset (e.g. a teddy bear) and give them unique, sentimental value to your character, but you can't create items that aren't there. For example, I'd like to own a time machine right now, but since it doesn't exist, I can't. It isn't in our world's ruleset at this point in spacetime, so to speak.

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Post » Thu Aug 21, 2014 8:11 pm

Accepted Character sheets.

Gingy-Thomas Truitt Cutcliffe

Spoiler

Name: Thomas Truitt Cutcliffe

six: Male
Age: 34
Race: Caucasian
Human or Ghoul: Human
Height: 6’4”
Weight: 220 lb.

Background (Not going to give away the gist of his story on paper): Tom has not elaborated on his early life to anyone in the group, nor will he unless said person earns his trust. He has made a few comments about a vault, possibly giving off the impression that he lived in one, but he has only ever spoken of it negatively, suggesting that it was not at all a positive experience. He has traveled the west extensively, sniffing out odd jobs at nearly every stop to make a living until he settled on becoming a mercenary. Tom was likely taught how to use Energy Weapons in wherever he hails from -- most likely this vault he speaks of -- and his skills in science, particularly problem solving, probably stemmed from a formal education. His uncanny ability to stay undetected around enemies was earned through necessity in his profession and years of practice.

SPECIAL:

S: 7
P: 5
E: 5
C: 5
I: 8
A: 7
L: 3

Tagged skills: Energy Weapons, Science, Sneak

Specialized in: Problem Solving

Perks: Educated

Weapons:
Primary: Urban Plasma “The Patriot” Rifle
Sidearm: Plasma Pistol
Misc: Machete, Molotov Cocktail (2)

Armor: Armored Duster

Ammunition: 800 Microfusion Cells, 130 Small Energy Cells

Items: Purified Water (12), Stimpak (10), Rum & Nuka (3), MRE (9)

WG: 154/205.*

*Tom will most likely be willing to discard/sell some items in his inventory if he comes across something that is of more use to him

Lt-Andronicus- Dr. William Patterson

Spoiler

Name: William Patterson

Physical Description: Patterson is a 24 year old Caucasian male with dark black hair in the “clean cut” style. He’s of average height, has light somewhat pale looking skin, is clean shaven, and has brown eyes. His build is average to below average and isn’t all that physically imposing, although he doesn’t tend to need to be.

Background: Patterson originally grew up in the capital of the NCR, Shady Sands (also known simply as NCR), and after showing a remarkable knack for the sciences in his schooling, attended the only “university” in the capital. Here, he studied a variety of subjects under close tutorage of NCR scientific personnel. With his primary focus being in robotics and computer technology. This he eventually put to the service of the NCR’s OSI division: reprogramming wasteland robots and turrets to aid the NCR and occasionally hacking terminals in old pre-war military bases which had been discovered and explored by NCR personnel. As a member of OSI, he was also given some training in energy weapons, in order to protect himself out in the field adequately enough. A skill which would serve him well later on.

For quite a few years he performed various tasks for the OSI faithfully, but for every pre-war base delved into, and the longer he spent at his work. He grew to relish the old world relics and ruins he explored. To the point where he often would do whatever he could to prolong the relatively few exploration missions he went on in the course of a service year.

Becoming increasingly dissatisfied with the majority of the work he performed at OSI, Patterson was enthralled with tales from the New Vegas area. How it was founded on pre-war values, ideas, and led none other than the pre-war CEO of Robco Industries, Mr. Robert Edwin House himself. With that, one day he simply handed his resignation letter in to his superior at OSI and left, never to return. Packing what he had, and with starry eyes, he left for New Vegas.

There, he found the place to be all he hoped for, and more. The pre-war world seemed well and truly alive in this paradise of industry and decadence, and he decided once and for all to make the region his home. Basing himself out of New Vegas, Patterson, at the age of 25, began to embark on several years of wasteland roaming. Exploring ruins, especially those of a scientific nature, and scavenging all manner of interesting and unique technologies. His hacking and robotic skills served him well, and as a result of the often still working robotic security units found in many bases and facilities, he became quite good at either hacking into a facilities mainframe to take control of the robots, or failing that, avoiding detection from the security sweeps by sneaking.

Eventually, his roaming took him to the place he had longed the most to see, Big Mountain. Treading ever so carefully, Patterson picked through the facility, exploring all manner of wacky pre-war experiments, combing through data information, and collecting what pieces of technology he could. All the while avoiding the denizens of the facility. His bravado knowing no bounds, he even managed to pass a glance into the Think Tank itself.

He spent weeks in the Big Mountain facility, before a rather close encounter with a skulking night stalker forced him to make up his mind to leave. Arriving back at Vegas, he laid low for a while, selling off the various items discovered on his travels in order to pay his rent and acquire necessities. It was during this time, that he continued to hear distressing reports from back home, back in the NCR. Namely, the apparent readying of a second campaign to the New Vegas region. A campaign against House himself.

It was at this point that House sent out a call for able bodied representatives of all skills and stripes to head north to seek aid from a nation that, to the excitement of Patterson, was apparently a nation of ghouls who valued and still sought the pre-war world. Men after Patterson’s own heart it seemed. Without hesitation, Patterson signed himself up, and passed the screening process needed to be selected for the diplomat team.

Now, Patterson finds himself on the cusp of yet another adventure. His science skills ready to provide aid to protect his new home.


SPECIAL
S: 3
P: 8
E: 4
C: 5
I: 9
A: 6
L: 5

Skills

Tagged skills: Science, Energy weapons, Sneak

Specialized in:
Hacking, Problem solving

Perks: Educated

Weapons:

1 AER9 Laser Rifle (WT = 8)
1 Sonic Emitter (revelation) (WT= 3.0)
1 Switchblade (WT = .5)

Armor:

Worn: White “All Purpose Science Suit” with a blue plexiglass faceplate (WT = 4)
Carried: Scientist Outfit (WT = 1)

Ammunition:
500 Microfusion Cells (50 WT)
200 Small Energy Cells (15 WT)

Items:
MRE’s x 7
Nuka Colas x 3
Nuka Cola Quartz x 1
Nuka Cola Victory x 1
Food Sanitizer x 1
Geiger Counter x 1
Doctor’s bag x 1
Stimpacks x 5
Stealthboy x 1
Radaway x 3
Rad-X x 1


Total WT = 106.5 /135

GhostlySentinel- Atlas Crowe

Spoiler

Name: Atlas Crowe

Physical Description: A twenty five year old human man, quite burly and of average height. Wears his red hair in a ponytail, and keeps a neatly trimmed beard. Even through hardship, his bright blue eyes are always twinkling. Missing several digits...

Background: In his hometown, he was the most notoriously unlucky bastard alive. Left an orphan when he was seven years old after a freak accident that burned his house down, he went on to have two of his toes and his left little finger eaten off by abnormally large rats in his sleep. Not to be outdone by rats, raiders captured him as a slave. However, upon taking deathly ill he was abandoned by the road until a caravan came along and picked him up. After being carefully nursed back to health, the traders were attacked by the same slavers, who recaptured him and kept him for seven years. Eventually, he managed to escape when the NCR began tossing grenades into the raiders' camp. However, the shrapnel from a grenade took his right ring finger. This is when he realized that he would never, ever, under any circumstances catch a damn break. So, he decided that to continue surviving he would need to hone the relevant skills, and learn to fight. After spending six weeks in the desert, he was ready to go. He took up mercenary work, and even though it seemed like every bullet and bit of shrapnel were magnetized to him, he always managed to either get out of the way or shrug it off...

Stats:

S: 5
P: 8
E: 8
C: 5
I: 5
A: 8
L: 1


Tagged skills: Medicine, Melee, Guns

Specialized in: Handguns

Perks: Kamikaze

Weapons: .45 Automatic Pistol, Machete

Armor: Leather Armor, black cowboy hat and Authority Glasses.

Ammunition: 120 .45 rounds

Items: 5 MRE, 5 Purified Water

Paladin Lewis- Dr. John Lancaster

Spoiler

Name: Dr. John Lancaster

Physical Description: John is a 32 year old Caucasian male with dark brown hair in the “clean cut” style. About ft. 6, 2 tall with slightly tanned skin, Unshaven rough beard with Hazel colour eyes and of average build, prefers range combat to close combat… only carries an knife for medical and practical uses.

Background:

John doesn't remember much of his young childhood over than it was a city somewhere in the NCR and he was born nine years before Mr. House's victory at Hoover Dam and about two years before the NCR had reached Vegas although was still facing the Legion in Arizona….

For the first few years of his life John grew up happily with his family but shortly after his fifth birthday he and his family were “exiled” for something his father did or was claimed to have done by some Brahmin baron who was against his father was some reason... Either way they were kicked out of the city and moved to the city of new Reno, wasn't even a week later before something “Nasty” happen to John’s parents and he was alone on the streets….

Growing up alone on the streets of New Reno wasn't easily for John so he turned to stealing and joined a gang of orphans who specialised in breaking into houses and stealing food and other items which they would sell to the shop owners around town, many who were happy to turn an blind eye to where the goods where gotten if they could buy it cheaper from them…

That was John’s life for the next several years until he got caught breaking into the hotel room of an elderly OSI Doctor, Samuel Lancaster but instead of calling the cops the man took pity on the young orphan and adopted John, taking him back home to NCR capital. With the help and guidance of Mr Lancaster John was enrolled in one of the local schools and quickly caught up with his classmates. Deciding to follow in his new father’s footsteps John studied medicine at the NCR only “university” where he graduated at the top of class…

With his grades (and some help from his adopted father) John got a job in the OSI medical research department, where they attempted to make (or rediscover) new medicines to keep NCR Citizens (and the army) fit and healthy and as a member of OSI, he was also given some weapon training although not the energy weapons they got in the science departments…

John’s time in the OSI was not to last however as he frequently ran afoul with Director Thomas Hildern who stole the teams ideas as his own. This lead to John beating up Hildern in-front of the board of directors as he claimed John’s “auto-inject” stimpack idea was his.

Although Hildern admitted to stealing the idea John was fired from the OSI with no-one else wanting to hiring him and Mr Lancaster dead from old age John decided to leave the NCR and headed west to New Vegas. Upon hearing about this trip up north John decided to join up… not only would he get the Money to open an clinic but he’d also get to meet the important people of Vegas…

SPECIAL:
S: 4
P: 5
E: 4
C: 6
I: 8
A: 7
L: 6

AP=12

Tagged skills: Medicine, (small) guns, lock-pick

Specialized in: doctor, safe/box locks and other locks

Perks: Fast shot, Educated

Weapons:
1-.357. Magnum revolver (wt.-2)

1- silenced sniper rifle (wt-10)
1-Bowie knife (wt-1)
1-flares Gun- (wt-3)

2- sticks of dynamite (wt-1)

1- police baton (wt-3)

1- switch-blade (0.75)

Armour:

John outfit consist of A Black frock coat worn over an bulletproof vest and a black shirt with a white collar, dark grey pants tucked into a set of jackboots and black gloves wt-5 and DT-4 (think of it as an re-skinned duster with an bullet proof vest) a sheriff's badge is sometimes placed on the coat.

On his Head John wears an wide, flat-brimmed black cowboy hat and blood stained authority glasses.

Ammunition:
300- .357 magnum round (wt-10.5)
20 – 20 units of flamer fuel (wt-0.2)

67- 308. rounds (wt-3)

Items:
MRE’s x 10
fresh water x5
Nuka Colas x 5
Food Sanitizer x 1
Geiger Counter x 1
Doctor’s bag x 5
Stimpacks x 10
Radway x 5
Rad-X x 5
Vodka X 2
pack of cigarettes X2
lighter X1

sheriff's badge X1

egg timer X1

scrap electronics X1

Decorated legion combat knife X1 (OOC: John won't be using it in combat so placed here)

overall WG: 90.25/190

Vault Ninja- Bobby Francis

Spoiler

Name: Bobby Francis

Age: 27
six: Male
Race: Caucasian Human
Height: 5’ 11”
Weight: 170
Physical Description: Bobby has light brownish black hair fixed up in the “pompadour” style with a mustache in the “Lady’s man” style. His figure is lean and slightly muscular, he swims and jogs regularly but all in all isn't that athletic, he’s more used to luxury than labor.

Background: Bobby grew up poor on the streets of New Reno, his dad was a caravan guard who skipped town shortly after he was born, leaving him and his mother alone. She tried to provide for him the best she could but eventually the stress was too much and she died of a drug overdose, jet most likely. Without either of his parents Bobby grew up on the streets. He learned how to SNEAK through crowds and how to make a quick getaway if he was caught picking someone’s pocket. For the first few years it was hard, Bobby lived day to day, death was never far off.

When Bobby was around 19 or so one of the local clubs needed a singer, their usual guy had pissed off the wrong people and was found dead in an alley, with the night’s crowds starting to roll in they needed a replacement, fast. Bobby was able to convince the club owner he could sing and the guy believed him, Bobby was hurriedly put in a suit and thrown out on stage. The casino’s used to play music through the outside speakers, little snippets of the live acts performing inside or old holotapes from before the war. Bobby used to listen to them when he was a kid, once he stepped out onto the stage he just tried his best to sing like they did.

The crowd loved it, he made over 500 caps that night and the owner signed him for a week of singing and gave him a room to boot. That night Bobby spent every cap of that money and not on booze, hokers, or drugs, he spent it all on food. Bobby went down to one of the casino’s with a buffet and he ate like he never had before, growing up on the streets he was always close to starvation, but not anymore. He ate plates of steak, hamburgers, kebabs, whatever they kept bringing out he kept eating. He spent his money like that for months, recklessly buying whatever struck his fancy, ending every night in a drunken stupor with his pockets empty, just to rinse and repeat the next day.

One day he saw a man in the back of the club, a man with two big thugs behind him who stayed after the performance was done, called Bobby over after he stepped off the stage. The man's name was Mr. Bishop, the owner of one of New Reno's biggest casino's and the leader of one of it's biggest crime families. Bishop wanted Bobby to come and sing at the Shark Club, he offered him a suite up in the casino, a 5,000 cap starting bonus, and a thinly veiled threat that this wasn't an offer to be refused.

Bobby accepted his offer and sang at the Shark Club for the next five or so years. Over that time he became a sort of celebrity around town, hundreds of people came to see him sing and his name was put outside the Shark Club in bright neon lights. For the first time in his life, he felt important. He was making his way back from a show one night when Mr. Bishop's daughter called him up to her room. Needless to say Bobby fled New Reno soon after with whatever he could carry crammed into a suitcase and Bishop's goons hot on his trail. He came to the glittering lights of Vegas to get away from it all, the casino scene was thriving there and always looking for new talent and it was way out on the frontier, hopefully out of Mr. Bishop's reach.

He got a pretty sweet gig up at The Tops, wasn't as cushy as what he was getting paid at The Shark Club but he at least there wasn't any threat of psychopathic mob bosses raining on his parade. Bobby lived the Vegas life and he loved it, the city really took off after House won the dam and Bobby was buried up to his neck in booze and women and he loved it. Once House's men came knocking and said they were looking for a negotiator Bobby signed up, it's been a long time since he'd done anything exciting.


Stats:


SPECIAL

S: 5
P: 5
E:5
C: 7
I: 6
A: 5
L: 7

Skills

Tagged skills: Speech, Sneak, Guns

Specialized in: Persuasion

Perks

None

Perks:

Weapons

Weapons: .45 Auto Pistol, Switchblade, Silenced .22 Pistol

Armor

Armor: White Pre-War Business Suite (DT 1) + Armored Vest (DT 3) (4 lb)

Items and Ammunition

Ammunition: 250 .45 Auto Rounds, 250 .22 Rounds

Items:

2 Bottles of Wine (2 lb)
1 Bottle Canadian Whiskey (1 lb)
10 Stimpacks (10 wt)
3 Shot Glasses (3 lb)
1 Pre-War Book (1 lb)
7 MRE's
7 Bottles of Purified Water
1,000 Caps

Carry Weight - 59.25 / 170

VATROU- Mako (no last name?)

Spoiler

Name: Mako

Physical Description: With light skin, and short light brown hair, and brown eyes. She’s physically attractive enough, with a slight bust. She may be short, but she has the muscle to back up her big mouth. Her brown hair hangs just below her ears, and her bangs above her brows.
Born March 4 2283

Age 21

Female Human, Asian descent

Height 5’6”

About 140 pounds

Background: Mako grew up surrounded by people, born to a family of Japanese descent in the heart of the New California Republic. There wasn’t much in the way of culture of Japan in a post apocalyptic America, what remained was bits and pieces of westernized fiction, but not all of it was so off the mark. Mako read books describing the world of old, she read tales of knights, and mages, monsters and legends of film. She however grew ever fascinated by what little Japanese culture she found, most of it described belligerent, honor bound delinquents, who formed gangs and fought claiming street justice.

And as such she grew into her role, surrounded by a father a Ranger who was sent off to war, a mother busy with work and brothers chasing after women. She tried her best to fit in, to be praised by her academics and studies. Yet it was never enough, not in a city as big as this, and not surrounded by her perfect brothers. Who even after flirting with every girl they saw, managed to ace every test and score the highest marks in class. Eventually she had enough herself. She modeled herself after the delinquents of old, who she saw as strong and admired.

Mako founded her own gang, on the principles of loyalty, honor, and strength. Though in truth, she just found more trouble. Even in the heart of the NCR, gangs and thugs thrived all around her. The gang she made fought many rivals Mako fought tooth and nail, her punches stronger than the last and caught the attention of NCR authorities more often than not . Her father took notice soon enough, as he tried to straighten out his only daughter. He taught her to shoot, and survive off the land, and for a time this father daughter bonding had a decrease in her violent activities. She had only ever wanted the attention of her family anyways. Her father a Ranger, with the iconic black duster dragged her along out into the wilds, as they sat by a fire. He taught her many useful things. And his hyperactive, carefree, and loving little girl that he raised returned to him.

Soon however, this peace, this bond with her family wouldn’t last. As her father was sent to guard a diplomat sent to meet with a violent group. The negotiations never took place, as the group was sent on by a pack of Deathclaws. The guards did their best, while the diplomat ran. And according to some accounts, even shot as his own guards to act as bait for the Deathclaws. All depending on who you believe. Mako, was distraught. And angered by the NCR diplomat, who sacrificed her father to run like a pathetic coward. Mako stirred up trouble once again, but this time the NCR authorities chased her out of town, they had fully intended of arresting her and sending her to trial. Her assault on Warren Stern, the diplomat who reportedly killed her father, wasn’t something they took lightly.

She wandered for four years after that, hiding her identity, until she reached Mr. House’s territory of New Vegas. From here she returned to her ways, started a new gang, and caused the NCR trouble yet again. But a few months ago, she’d been offered a job, from Mr. House, the only man? Who ever struck a blow to the NCR. And here standing next to the legendary Courier she was, surrounded by a team of mercs, ready to take this perilous journey.

Stats:

(You have 40 points to distribute here. The maximum value for each category is 10 and the minimum is 1.)

S: 7
P: 5
E: 8
C: 4
I: 5
A: 7

L: 4

Tagged skills: Guns, Unarmed, Survival

Specialized in: Gauntlet, Animal handling

Perks: Heavy Handed

(Choose what weapons your character will carry at the beginning of the game. These must be tier 1 or 2 weapons. Choose a reasonable number of weapons to start with, with the general rule being don't exceed 5 reusable weapons and 10 single use weapons. (Single use weapons are weapons such as grenades or throwing knives.) Keep in mind that you cannot exceed your carry weight either (the formula for carry weight is 50 + (Strength 7 x 15 = 105) + (Endurance 8 x 10 = 80))

Weapons:

1x Brass knuckles, (Damage 23, weight 1, concealable)

Snub Nose. 357 (Damage 20, Range 65, 6 shots, Weight 3, concealable.)

Unscoped black hunting rifle- 12wlbs

C4 + Detonator

25mm Grenade APW -weight 15

(Chose what armor your character will wear at the beginning of the game. The armor that you choose may not exceed 10 DT. You can include pre-modded armor as long as it doesn't exceed 10 DT with mods. You can start with 2 sets of armor, one worn and one carried. Armor is weightless while worn, and you cannot carry heavy armors (they must be worn or ditched). Also, you can only customize a set of armor as much as the mods listed in the ruleset allow. Any other customizations that you list will have no stat effects (though you can still list them). Also note that all armors listed in the ruleset are all sets of armor. I.E. they don't stack with each other. )

Armor: Raider Sadist armor, DT 7, Weight 10. She also wears her fathers Ranger Duster, no DT? It has F NCR written all over it. Weight ? 1.

Carried, fancy gamblers outfit, with vest and pants. DT 1, Weight 2. If no Duster, I’ll use the mod, weight 1

(Include any items that you are carrying and any ammunition. Again, don't exceed your carry weight limit. Keep in mind that all items have a weight of 1, but ammunition types have their own weight. See the ruleset for details.)

Ammunition: 360 .357, one hundred rounds of .308, and twenty five 25 mm Grenades

Items: 2 Ant meat, 2 barrel cactus, 3 cave fungus, 2 caravan lunches, 3 cram, 6 MRE, 3 beers, 8 purified water, 2 antivenom, 2 blood shield, 1 buffout, 6 coyote tobacco, 6 healing poultice, 4 Med-X, 2 Rad-X, 1 lucky 7 ball, 1 lighter, 1 metal cooking pan, 1 military id, 1 canteen, 1460 caps

Pet: Oni, a Male fledging Carrion Pigeon roughly three weeks ago with Gray dull plumage

HP 285

Limbs 57

Torso 71.25 or 71

Head 35.625 or 36

AP 12
Carry Weight 167.7/235

Tandiman - Sigmund Pavlov

Spoiler

Name: Sigmund Pavlov (Sig for short)
six: Male
Age: Late thirties
Race: Caucasian
Human or ghoul: Human
Height: 6’1”
Weight: 200 lbs

Overall appearance: With dark brown hair and blue eyes, Sigmund has a fair few scars, as most wastelanders do, but has managed to keep all of his limbs.

Background: Isaac was just an orphan on the streets of Shady Sands until the Followers of the Apocalypse took him in. He studied about programming and problem solving, along with the other classes the followers taught, but never taking to anything except for the programming and problem solving.

One day, while in the archives of old world information, Sig found the psychology texts. He read them again and again, finally deciding to change his name after some of the more famous psychologists he admired. He studied these texts for years, until the Followers were forced out of Shady Sands by the NCR.

Seeing his adopted family and friends forced out of their home after doing so much for Shady Sands infuriated Sig. He learned how to use energy weapons and started gathering others who were unsatisfied with the NCR. Sig won’t talk about what actually happened during the insurgency, but he was wanted by the NCR for a while before coming to New Vegas.

With the Followers’ last stronghold being in New Vegas and the NCR wanting to kill him, Sig has a lot riding on the success of this mission.

Stats

S:5
P:5
E:5
C:7
I:9
A:6
L:3

Skills: Science, Energy Weapons, Speech.
Specialization: Problem Solving

Perks: Educated

Weapons:
Urban Plasma Rifle
Recharger pistol
Flare gun (After an encounter with a baby deathclaw, Sig won’t leave home without his flare gun, but his other weapons hold no sentimental value to him.
3 MFC Grenades

Armor:
Reinforced Leather armor
Lab coat with armored vest (Was the first lab coat Sig got, he’s modded it with a vest to keep him safe from his more...dangerous experiments.)
Beret he wears as a memento from his days fighting the NCR. Took it off of a 1st recon sniper.

Ammunition:
50 Flamer Fuel
750 Microfusion Cells

Items:
1000 Caps
8 MRE’s
1 Nuka Cola
6 Purified Water
10 Stimpaks
Geiger Counter
Counterfeit passport (From the days of sneaking in and out of the NCR)
137/175 lbs

GlitzyBomb- Gibson (no other name?)

Spoiler

Name: Gibson

Physical Description: Male Caucasian of 31 years. Just over 6 feet tall and 196 lbs

Background:
Gibson came from a simple farming family. Growing up in Redding there were few options available to him. Farming or Military service were the only two options really available to him. There was no money to transport him into the city, and even if there were he was a country boy. The Danton Family controlled most of the farming in Redding and weren't particularly fond of his family. He could have fought long and hard to establish a farm for himself, but having grown up around it he was ready for something new. Service in the NCR Military at the time meant being involved in the grand expansion demanded by the recently popularized theory of Manifest Destiny.

Gibson joined the NCR Military and excelled rather quickly. Growing up exploring and then hunting he was well suited to much of the basics of service. Learning to shoot properly proved more difficult than Gibson had expected, but once he got over the threshold he found things rather simple. Shooting had once been complicated and required the consideration of a number of factors, in time, however, he learned to take in his surroundings and adjust for them. The complicated became simple, second nature even. His prowess led him to become a Ranger, from there there was no looking back.

Though his way through the NCR rankings was rather clear and he felt himself quite capable of climbing the rungs to a position of power, the time Gibson spent scouting for the NCR opened his eyes. The more Gibson saw of the area the more problems he saw within the NCR. Their focus on bringing the NCR into a position of power meant that they rarely had much time to offer the rest of the wasteland any help. In time the negatives grew to outweigh the positives and Gibson made the difficult decision to leave the NCR. Since then he has guided some of the local populations, informing them when the hunting was good and warning them when the yao guai were roaming.

He believes the Mojave is better off as an independent entity rather than as one more Core Region for the NCR. As well intentioned as the NCR might be they tend to trod under all who stand in the way of their continued expansion. Gibson feels that House is happy ruling over his small kingdom and would be unlikely to seek to annex the many independent cities and towns dotting the Mojave, therefore he feels supporting House is best for the area.

Personality:
Gibson is rather friendly but also rather simple. He is not particularly tactful, tending instead toward honesty and more often than not bluntness. He expects a lot from himself and others and so is often disappointed when others, and on occasion he himself, fail to meet his rather high standards. It should be no surprise that the these tendencies add up to a rather reclusive nature.

SPECIAL:

S: 6
P: 9
E: 5
C: 4
I: 4
A: 7
L: 5

Hit Points: 95 + 120 + 30 = 145
Limb Hit Points: 145 / 5 = 29
Torso Hit Points: 145 / 4 = 36.25
Head Hit Points: 145 / 8 = 18.125

Carry Weight: 50 + 90 + 50 = 190

Skills:

Tagged Skills: Guns, Survival, and Sneak

Specialized in: Survival Crafting, Evasion

Perks: None

Weapons:
.357 Magnum (2 weight)
Winchester Repeater (10 weight)
Hatchet (4 weight)
(16 weight)
Worn Armor:
Leather Armor, Reinforced (8 weight) (10DT)
Stormchaser Hat (1 weight) (0DT)
(25 weight)
Alternative Armor:
Merc Grunt Outfit (5 weight) (5DT)
(30 weight)
Items and Ammunition:
300 Hollow Point .357 (10 weight)
5 Big Horner Steaks Cut Up (5 weight)
Food Sanitizer (1 weight)
Cooking Pan (1 weight)
Geiger Meter (1 weight)
Cave Fungus x 12 (12 weight)
Trail Mix x 5 (5 weight)
Purified Water x6 (6 weight)
Big Horner Skin Water Bottle (1 weight)
Stimpacks x 10 (10 weight)
Antivenom x 4 (4 weight)
Coyote Tobacco Chew x 4 (4 weight)
Butter Knife (1 weight)
Coffee Mug (1 weight)
Caravan Deck (1 weight)
Duct Tape (1 weight) (94 Weight/190 Carry Capacity)

Edit: Big Horner Skin Water Bottle isn't in the list of items, it's just a Goat Skin Bottle in the Fallout world though. I'll cut it out if you'd like.

Aldin_Kiris- Kale Anshin

Spoiler

Name: Kale Anshin

Gender: Male
Species: Human
Race: Caucasian
Age: 27
Height: 6'2
Weight: 210 lbs.

Personal Appearance/Personality: Kale looks as one might expect a Desert Ranger-turned-Mercenary would look. He's fairly large, muscular, and not exactly inviting. He likes his privacy, so he usually is seen wearing his green baseball cap and schemagh around his face, concealing any distinguishable features. On the rare occasion he isn't wearing his usual concealing items, one would note he has dark brown hair in a buzz cut fashion, no facial hair to speak off, and cold, almost dead green eyes. One of the most distinguishable features on him however (and another reason why he likes his privacy) are the many scars he bears all over his body, which one with slightly better-than-average perception or medical knowledge would recognize are for the most part scars from bladed weapons, an indicator of his painful past.

Personality-wise, there isn't much to tell. He's a quiet man by nature, not wanting to get close to most people. One might even call him cold or cruel, and accusation to which he himself would likely agree. if one took the time to get to know him however, they would also see he is actually quite intelligent. His time in the Desert Rangers taught him many things, as well as instilling him with a rather unique sense of honor and duty. A killer by trade, he has no trouble with the more brutal jobs, but that same sense of honor from the Desert Rangers coupled with the ghosts of his past, make him a bit picky when it comes to who he works for. While he no longer considers himself some sort of Wasteland judge, jury, and executioner as he did when he was a Ranger, he doesn't take very well to the harming of innocents.

What sort of person Kale considers "innocent" though rarely is clear.

Background: Kale was born to two raiders who decided to run away together when Kale's father realized his mother was pregnant with him. Being raiders, neither one were exactly the "parenting" type. The two were more interested in each other than they were their new-born son, and more times often than not, Kale was neglected if not outright (and at times rather viciously) abused by his mother and father. As he grew older, the abuse continually got worse as the two very ill-suited parents began to develop a sense of satisfaction and enjoyment from their torment of their son, who, in their eyes, forced them to abandon the raider group. One such tradition of said group was the use of knives and other bladed objects to "punish" offenders. As Kale's father had put it: "The wounds were the punishment. The scars left afterword were a reminder."

Unfortunately for the young Kale, he was the subject of many such punishments.

As one would expect, such experiences made the young boy very cold. He hated his so-called parents, hated everything about them. And one night, he decided he had had enough. Deciding any fate was better than this, he stole away in the dead of night, wounds and all, and ran as far as he could. That decision ended up changing the entire course of his life.

Kale had ran as far as he could until he reached an old dirt trail. As he started along on it, his strength had finally begun to leave him. He summoned up all the strength he could to press onwards as he knew it wouldn't be long until his "parents" found out he was missing and would be out looking for him, but the pain of his wounds and dehydration were slowly forcing him into submission. On the verge of collapse, Kale's vision blurred and he fell to his knees. As his world began to fade, a shadowy figure approached him, filling the young boy with dread as he was sure he had been caught.

As it turned out, the figure, or figures that approached the fallen boy were not his parents, not at all. They were Desert Rangers, scouts sent comb the area for raiders. Seeing all the cuts and the boy's severe condition, the Rangers' decided to save him, taking him back to their base and eventually their Head Quarters, where Kale would become one of them in an attempt to become stronger and pay them back for saving his life.

Years passed. The Rangers educated Kale, teaching him basic things needed to survive out here in the wastes. They taught Kale how to fight, how to kill, and how to live. They gave him a sense of purpose, future. But for Kale, it was all a means to and end. The scars he had served as a constant reminder of his true goal. Eventually, Kale joined them, becoming a Scout. He served with them till he was about 26 years of age, where once again fate would take another strange turn.

A new mission was given to the Rangers. They were to capture, try, and execute one of the local raider gangs, who had been deemed a threat big enough to grasp the Ranger's attention. Much to Kale's surprise, Kale knew this raider gang. It was the gang his parents' had belonged to. The fire inside burning intensely within him, Kale signed up to fight and capture them as soon as possible. Kale got his wish, and in the middle of the night, the Rangers attacked, killing many and capturing the leader and many more, escorting them back to a forward base to try and execute them.

As Kale stared at the raider leader now bound and awaiting his execution, the wheels of his mind began to turn. The time to take his vengeance was now, he would never get another chance like this. Once more, in the middle of the night, Kale stole away from his home, though this time, he swore he'd return. With two other very special people in tow.

His targets were clear, the memories of them burned deeply into his mind, intensifying his anger. He knew where to go, it was as if his body was driving him there. And finally, he arrived. The home of his so-called parents lie in front of him, the glow of fire they had lit to keep themselves warm at night acting like a beacon for him. They didn't expect him. The Desert Rangers made him strong, they couldn't beat him. No, they would pay. With everything. With that thought echoing in his mind, Kale kicked the door to the old home in.

He was right, they didn't expect him. They had just sat down to share a bottle of whiskey when Kale burst in the door, gun raised. They were quite alarmed to see a Desert Ranger inside their home, even more so since he had a gun drawn. They surrendered, both spewing obscenities, claiming they hadn't done anything wrong. Without a word, Kale bound the hands of both of them behind their backs with zip-ties the Ranger's used to apprehend criminals and turned them both to face him. With an almost sinister laugh, Kale removed his helmet, much to the shock of his parents, who stopped speaking and watched in horror as their former son went to the kitchen cabinet and withdrew a knife. Kale proceeded to mercilessly beat them both, using the knife to "punish" them as they had done to him so many years ago.

When was finished, Kale led them both back to the Ranger base, where their former Raider group were bound and awaiting execution. He told them who the raiders were before taking his gun executing the lot of them before their eyes, forcing them to watch on. When he was was finished killing their former friends and associates, Kale turned his attention to them, and in one final act of vengeance, executed them in the same fashion. Finally, it was done.

As expected, the Rangers didn't like it. The leadership decided someone like Kale didn't belong with them. However, due to Kale's past and the fact he was indeed a respected Ranger himself, they offered him a choice: Stay, and face trial as a Ranger, or relinquish the title and leave, never to return. Kale chose the latter. With little more than a few caps and his duster (the only thing he was allowed to keep aside from his dogtags) Kale left. For the next few years, Kale wandered the area, making a name and a living for himself as mercenary, putting his skills he acquired with the Desert Rangers to use in the service of caps rather than Wasteland justice.

Now, Kale sits at a bar in Caliente, awaiting another job, and the next chapter in his life.

SPECIAL

S: 7
P: 6
E: 6
C: 3
I: 8
A: 7
L: 3

Skills

Tagged skills: Guns, Sneak, Unarmed/Melee

Specialized in: Assassination, rifles

Perks: Educated

Weapons:

M16 Service Rifle (12 lbs.) Kept on a sling.

.45 Auto pistol (3 lbs.) Kept in a holster on right leg.

Machete Gladius (3 lbs.) Kept in a makeshift scabbard on his back.

Armor:

Armored Duster, the Duster itself being the Desert Ranger variant Kale kept from his Desert Ranger days (9 lbs.), [DT: 10] Alternatively a simple Merc Grunt outfit [DT:5]

Plain olive green Pre-War baseball cap (1 lbs.) [DT: 0, Effect: +1 Perception]

Olive green Pre-War shemagh either worn around his face or around his neck. (1 lbs.) [Accessory only, no effects]

Worn: At present, the armored duster along with the cap and shemagh. Merc Grunt outfit is stored in a backpack. Also worn around his neck are his personalized Desert Ranger dogtags from his time in their group (Also just an accessory)

Ammunition:

Standard 5.56 ammo: 600 (15 lbs.)

Standard .45 Auto ammo: 240 rounds (16 lbs)

Items:

1000 caps

Desert Ranger standard Canteen (1 lbs)

5 Stimpacks (5 lbs)

5 MREs (5 lbs)

Total WT = 66/215

Casey- Peter Harvey

Spoiler

Name: Peter Harvey

Physical Description: 32, Male, Average Height, Fit but not muscular

Background: Peter grew up in the trade of Caravans, he was born into a caravaneer of the Crimson Caravan, a very popular and esteemed caravaneer in fact. His father Johnathan Harvey tought him the ins and outs of running a Caravan, how to Barter, talk people into things, aswell as how to defend yourself and your caravan when the need be. During one of his fathers Caravan runs however he never returned, leaving Peter without someone to work after him. The Crimson Caravan refused to help Peter find his fathers body and his caravan, so he went out to do it himself. However he came back empty handed. Due to the Crimson Caravans respect for his father, they allowed him to become a Caravaneer and run his own caravan for the Crimson Caravan Company in New Vegas. He accepted and after years of hard work, he saved enough money to start his own Caravan Company. It did well, and was often favored over other Caravans through his charm of speech. And when he got into sticky situations with his Caravan he would usually use his Speech to solve the situation rather then risk the casualities.

In the years that went by however, other Caravan Companys became not extremely fond of Harvey Caravans. And one day, his Caravan mysteriously disappeared.

(I plan to add more backstory later, but I just wanted to get this sheet up)

Stats:

(Note: You start the game at level 1.)

SPECIAL

(You have 40 points to distribute here. The maximum value for each category is 10 and the minimum is 1.) +3

S:4
P:7
E:5
C:9
I:6
A:5
L:4

Skills

(Chose what your three tagged skills will be and then chose to specialize in one category from any of those three skills. (See ruleset for the list of skills and specialization categories.))

Tagged skills: Guns, Speech, Barter

Specialized in: Persuasion, Salesmen

Perks: None

Weapons: Caravan Shotgun + Proper iron sights(Weight=12)
.45 Auto Pistol (Weight=3)
Knife(Weight=1)
3 sticks of dynamite (Weight=3)

Armor: Worn: Caravaneer Outfit + Armored Vest (Weight= 4) (No ncr symbol on Pouch, Instead it says Harvey Caravans)
Black Suite (Weight=2)

Ammunition: 200 Standard 20 ga, 100 3/0 buck, 300 Magnum, 100 Pulse Slug, 100 Slug (Weight=53)
150 .45 Super Hand load (Weight=10)

Items: 10 MRE
10 Stimpacks
8 Purified Water
3 Caravan Lunches
2 Rad X
2 Rad Away
1 Buffout
2 Packs of Cigarrettes
1 Lighter
2 Beers
1 Cooking Pot
1 Cooking Pan

Weight: 131/160

User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Thu Aug 21, 2014 6:20 pm

Extras RP features

Faction/Town Events:(See Intro for NCR and Vegas)

Legion events since FO:NV

Spoiler

Caesar, forced to retreat by Mr. House's Securitrons after the Second Battle of Hoover Dam, abandoned his hopes of taking The Dam; opting instead for building up the Legion's strength in the Utah and on its southwestern front. Lanius, who also survived the battle at Hoover Dam, was not executed for his defeat like his predecessor. Caesar, for various reasons,1 blamed the loss on Mr. House, claiming that Lanius had defeated the NCR forces before the Securitrons, an unknown factor to both Lanius and Caesar, appeared in The Fort and overwhelmed the Legion army. Because Lanius accomplished his original objective, to defeat the NCR at the Dam, Caesar did not deal out any punishment. Lanius was sent to Utah shortly after Hoover Dam II with orders to claim Salt Lake City, New Canaan, and Ogden -- territory that the White Legs had recently abandoned. Because the White Legs, who crumbled after their defeat in Zion Valley,2 had already ravaged the eastern side of the Great Salt Lake, the area was relatively easy for the Legion to occupy when they arrived a few months later. Due to this conquest and the supply lines that are necessary to sustain a large presence in SLC, the Legion now controls much of Utah, save for its heavy wilderness areas, which are still held by isolated tribes that the Legion does not care to pursue or conquer.

After the campaigns in Utah, Lanius returned to Flagstaff where Caesar ordered him to take all land east of the Colorado River that borders the river in order to put more pressure on the NCR in places other than the Mojave. After almost a year of planning, Lanius and Caesar left Flagstaff and marched on Bullhead City3 with a force 2,500 strong. Bullhead fell, and from there, the Caesar and Lanius marched south along the Colorado, destroying and conquering everything in their path and building fortresses along the way. After 15 months of campaigning, the remaining force of about 900 reached the Gulf of California.4 Caesar ordered a massive camp to be built at the Colorado River Delta and for the legionaries there to remain in the camp and await further orders. After this, Caesar and Lanius returned to Flagstaff, where Caesar fell ill. He had aged a lot in the years since Hoover Dam II and his scare from cancer, and the campaign on the eastern Colorado had been long and arduous.

Caesar died in early 2290, leaving Lanius in control of the entirety of the Legion, and making him the new 'Caesar.' He took up the name 'Lanius Caesar' and declared himself to be the new son of Mars, called up to take the original Caesar's place. Under Lanius, the Legion ran smoothly and efficiently, with no hints of dissolution. In 2291, Lanius launched an invasion by boat of Baja Peninsula, landing 400 legionaries from the forward camp at the Colorado River Delta on the east coast of the Baja. Wiping out tribals and uncooperative villages along the way, Lanius pushed across the Peninsula to the Pacific Ocean. He assimilated much of a tribe known as the Halcones along the way, increasing both the number of legionaries and Legion slaves under his command in the area.

He left a large force on the Peninsula, and gave the order to take a defensive position there. He then returned to the Legion capital and remained there for several years, making sure that his massive nation was well defended and uniformly under control. In 2296, Lanius increased the Legion's presence in Colorado, campaigning in the rough terrain for over two years in order to strengthen supply lines to Dogtown and to defeat several strong tribes that were threatening the Legion's presence there. In 2299, Lanius briefly returned to Flagstaff before traveling to Salt Lake City. He remained there for two years, and rumors have spread among merchants and travelers claiming that he turned much of the city into a massive, fortified compound, a possible launching point for Legion expansion across the I-80 and toward the northern NCR, but Lanius himself left the city in 2301 and hasn't returned since.

1) According to some, it was the myth and legend surrounding Lanius ('The Monster of the East') that saved him from Caesar's wrath. Perhaps his near mythical level of fear-inspiring battlefield prowess were simply too valuable a resource for Caesar to throw away. Others argue that it was for more selfish reasons. Mr. House's unexpected surprise attack acted as a better scapegoat than the commander that Caesar himself had chosen and whom Caesar himself had put in command of the Legion's military. They say Caesar likely feared that some of his Centurions and other high-ranking commanders would start to question his choice in Legates, and that this questioning would lead to murmurs of insurrection and degenerate into a civil war as the Roman Empire had when it faced an emperor whose power and decisions were questioned.

2) This implies that Salt-Upon-Wounds was killed (along with many other White Legs) during the events of Honest Hearts and this loss of leadership and manpower caused the tribe to collapse. The 80s lightly occupied the former northern claims of the White Legs (i.e. SLC and New Canaan) but fled back their home territory when the massive Legion force moved in.

3) A town on the eastern bank of the Colorado River just south of the Mojave Wasteland.

4) The majority of the other 1,600 legionaries were spread out among the camps and forts that were built on the Eastern side of the Colorado. These were intended to intimidate the NCR as well as ensure that the Legion's southwestern border will not be a weak point for a future NCR invasion.[/spoilers

Caliente - Events in RP

Spoiler

Mayor was an legion spy and was killed by sheriff.

Town/Area Maps

https://docs.google.com/file/d/0B0GYyfOSrhkVZ0wtSHFKY2VvaDhWcGJHUGpvRjB0cUJmSjBF/edit?pli=1

https://docs.google.com/file/d/0B0GYyfOSrhkVZ2M1bkZJeS1kS0E/edit?pli=1

https://docs.google.com/file/d/0B0GYyfOSrhkVeV9qVHpfT09nRWs/edit?pli=1

Notable TCC's (Tyco Controlled Characters)

The Courier (Jack Holiday)

Spoiler

Name: John Jedediah "Jack" Holliday

Physical Description: Human, male, mid forties, average height, broad shoulders, fit but not muscular

Background: mysteries :disguise:

S: 5

P: 8

E: 7

C: 1

I: 6

A: 8

L: 9

Skills

Tagged skills: Guns, Melee & Unarmed, Explosives, Sneak, Medicine, Survival

Specialized in: Rifles, Handguns, Full-auto guns, Light Melee, Placed Explosives, Assassination, Evasion, First Aid, Animal Handling

Perks: Educated, Tag, PA Training, Commando, Toughness, Quick Draw, Grunt, Mister Sandman, Light Step, Action Boy, Better Criticals, Ninja

Weapons: UNIQUE (Courier's Riot Shotgun), .45 auto pistol (silenced), 5 bricks C-4, 3 plasma grenades, detonator, H&K P90c, Advanced Scout Rifle (scope)

Armor: UNIQUE (Courier's outfit, Courier's hat), carries breathing mask, authority glasses

Ammunition: Various 12 gauge, various .45 auto, various 5mm, various 5.56mm

Items: Various [censored]

Unique items

https://docs.google.com/file/d/0B0GYyfOSrhkVUzR3bUpIdURWekU/edit?pli=1

http://www.imfdb.org/images/b/b5/Pistol_Italian_Mateba_Unica_in_.44_Rem._Mag._with_muzzle_break.jpg

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David John Hunter
 
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Joined: Sun May 13, 2007 8:24 am

Post » Thu Aug 21, 2014 9:08 pm

Wow quad posting ha! Anyways It's too late tonight, but we hit post limit on the last thread. So here's a new one. And Aldin ran out of time to get a post up tonight, work on it in the morning.

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Hearts
 
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Joined: Sat Oct 20, 2007 1:26 am


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