http://www.gamesas.com/topic/1465364-houses-folly-rp-sign-upooc/#entry22827169
http://www.gamesas.com/topic/1465244-tychos-fallout-rpg-ruleset-beta/
Try to stay in character on this thread and use the OOC thread for any out of character stuff. If it's a really short out of character thing that you want to say, and you think it would be better to say in this thread, then start whatever you're going to say with "OOC: "
It is now too late to join this RP from the beginning, but if you still want to join, PM me and we'll work something out.
Keep in mind that this system of rules has never been tested before, so things might be a little bit shaky at the beginning.
***Reminder: Do not get ahead of the GM (me) in your posts. Reread the rules/guidelines listed below if you are unsure about something. You can also ask me in the OOC thread or by PMing me if you aren't sure about something.
Introduction:
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 a 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 Federation. House will be killed and his tech acquired by the NCR if they are allowed to attack New Vegas, which, House figures, the NAF would do anything to prevent. House knows that the NAF knows how valuable he is, since he has detected several NAF 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 throw their might behind New Vegas via an alliance, 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 NAF border, which he knows is in northern Nevada. After making contact with the NAF, House hopes that these diplomats will be able to talk their way to the highest levels of the Federation's government, and then get a treaty signed with them that will ensure the safety of New Vegas with the understanding that House will allow the NAF access to a huge amount of his databases and knowledge about pre-war technology and advanced robotics.
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 treck 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 in tact. The Courier, House's protege, 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 50,000 caps each, and your pay for an unsuccessful mission that still made contact with some NAF leaders, 20,000 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. Before you depart, you have a chance to ask some questions about your journey. Make them count.
Rules/Guidelines
This is a group RP that will use Tycho's Fallout RPG Ruleset in order to operate. If you want to join this RP, read everything on this page and PM me your email address so that I can send you a copy of the ruleset. When you get it, read pages 3-19 and at least skim over the rest. You need a copy of the ruleset in order to pick which weapons and armor your character will start with as well.
http://www.gamesas.com/topic/1465244-tychos-fallout-rpg-ruleset-beta/
I've been working on this RP for over a year, so if you're not serious about joining, don't join. If you need to leave the RP, write your character off before leaving.
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'll 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.
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.
Players:
Antoninus Arcturus -- Padawan228
Name:
Antoninus Arcturus
Physical Description:
Age: 25
six: Male
Race: Caucasian
Species: Human
Description of Antoninus: He stands at about 6' 1" and he used to stand taller and prouder before. He has a physical build expected from any Legion Soldier. His head is shaved bald and a scar crawls down his left eye (That affects his perception). He has a tattoo in his back of the Legion's Bull and his arm has a tattoo saying, "Pro Libertate Eos Occubuisse " (They died for their liberty).
Background:
Antoninus was born into Caesar's Legion two years before the Second Battle of Hoover Dam. During the Second Battle, his father was killed by the NCR. When he was two Legionnaires fled back East. At age seven he, and several other boys, was put into some of the harshest training but that was expected in a militaristic monarchy. Their training helped whip them into shape, teach them how to live off the land, how to use melee weapons, and if the situation happened they would use hand-to-hand combat.
When Antoninus turned fourteen, or the age of being a man, he was sent out with several other recruits to dominate a tribe up north. He survived and they indoctrinated the tribe. After seven more years (When Antoninus was twenty-one) he became a Prime Decanus. He celebrated the occasion with getting two tattoos one declared his loyalty to Caesar's Legion and the other expresses his feelings of the deaths of his comrades.
At age twenty-two Antoninus was given a break for surviving seven years in the military. He spent this time training Mongrels for the military. He only named one in his time and let it free from the life of war. For nearly a year Antoninus had trained puppies into vicious killers. He excelled at this job but unfortunately he was called back into war when he turned twenty-three.
At Age twenty-three he was sent to conquer a tribe known as the Brutes. The Legionnaires were outnumbered and these Brutes looked tougher than a lot of the recruits. The Centurion assembled a meeting with the nine Decanus. He suggested a retreat, some of the Decanus were about to agree but Antoninus stepped up and tore the Centurion's helmet off and decapitated him.
The other eight Decanus left the tent and prepared for battle. During the battle a Brute ripped off Antoninus' Decanus helmet and another pelted him in the face with a rock. The Brute holding Antoninus dropped him and the rock combined with the drop was enough to knock Antoninus out.
When Antoninus awoke he heard the sounds of hooves hitting the floor and random junk clinking. He looked down and saw he was moving without using his legs. He realized he was laying on top of a Brahmin and next to him were two more with your everyday random assorted junk. He heard a voice saying, "Hey there easy! You've been out cold for a couple of days. What's your name?" Antoninus said his name and a woman walked up holding his Decanus Helmet saying, "This must be yours then." Antoninus snatched the helmet and put it back on over his now-scarred face. There were four caravaneers and eight guards and all told him how lucky he was to survive a Brute Tribe attack. They found Antoninus after the battle and would've stepped over him but they heard a faint breath coming from him (that probably wouldn't have been heard if he had his helmet on). They nourished him back to health for an extra hand in their trip to trade with Goodsprings.
Before they entered town he had to switch into some proper attire so he wouldn't be attacked for being a Legionnaire. They gave him a leftover Merc Grunt outfit as well as a backpack that had stuff they assumed was his.
The trip to Goodsprings took months and by the time they arrived Antoninus was already twenty-four. When they arrived Antoninus abandoned the group and left them a few Denarii for their troubles. Antoninus lived across the Mojave Wasteland as a drifter looking for work. Around the time of when the NCR planned to retake the Mojave, Antoninus was in Vegas where he met the Courier all geared up. Normally Antoninus would avoid a character like this but he was drawn towards the Courier. The Courier was very persuasive and got Antoninus to spill the beans about his life as a Legionnaire. Instead of being shunned, he was given an invitation to an expedition heading north. The goal of this expedition was to get New Vegas some Anti-NCR allies which had Antoninus frothing at the mouth because of his hatred for the NCR.
Stats:
S: 8
P: 4
E: 8
C: 6
I: 6
A: 8
L: 5
Tagged skills:
Melee/ Unarmed Weapons
Survival
Barter
Specialized in:
Animal Handling
Perks:
Wild Wasteland
Weapons:
Brass Knuckles
Machete
Machete Gladius
Armor:
Primary:
Legion Prime Armor
Decanus Helmet
Secondary:
Merc Grunt Outfit
Ammunition:
Ammunition is used by the Profligates, it is untrustworthy and tends to run out at bad times.
Items:
10 Barrel Cactus Fruit
10 Bottles of Sunset Sarsaparilla
James Max -- Securitron 1C 3C R34 M
Name: James Max
six: Male
Race: Ghoul
Age: 239 (35 at age of Ghoulification)
Appearance: James is 5”11, has the normal rotting skin look of a Ghoul, however he usually covers himself up to prevent people (mostly himself) from seeing his skin
Background: James was born in Pre-war Las Vegas and lived most of his life at what is now Camp Searchlight, he had a job as a policeman and his life was relatively quiet until October 23rd, 2077 when he was called to cottonwood cove due to an attempted burglary, soon after he arrived, the great war happened, James watched in awe as Mr. House’s defence systems destroyed some incoming Bombs, but despite Mr. House’s defence system a bomb dropped nearby, forming cottonwood crater, the resulting explosion and the radiation after killed most people in cottonwood cove.
In the Months and years after the war James tried to keep law and order around Searchlight and Cottonwood cove, however he could not stop the gradual descent into chaos, partly because of the radiation sickness which eventually led to him becoming a Ghoul.
After James became a Ghoul he thought he was a freak and kept himself hidden away but after meeting another Ghoul he started going out again and protecting small settlements for some time, while patrolling Nipton some Desert Rangers came into town and warned him of a imminent raider attack, together, James and the Desert Rangers successfully defended the town from the raiders (these raiders would go onto form the Boot Riders, later the Chairmen), after this the rangers invited James to become a ranger himself, to which James agreed.
After becoming a ranger James patrolled the Mojave for a while and realised that he and other ghouls were not dying due to old age.
James continued to battle raiders and slavers around the Mojave for around a century, during this time, he met up and battled against the tribes which would eventually become the three families, he also met and helped protect members of other various tribes and towns (Mutants of Black Mountain, later Jacobstown, also the inhabitants of Goodsprings, Novac, Primm, Bittersprings, Nelson and Boulder city) before going east with other rangers to battle Caesar’s Legion, however due to their limited numbers the Rangers retreated into the Mojave, but they continued to attack the Legion at any opportunity.
During this time James became skilled in staying hidden and living off the land
When the desert rangers signed the ranger unification treaty with the NCR James quit, feeling he was no longer necessary, he then went and started living in the strip, where he found work as a mercenary for a while, in 2274 he watched as the Lucky 38 opened and securitrons under the command of Mr. House rolled out and took control of the strip and recruited the three families, awed at the Mr. House’s strength, speed of his operation and that he had managed to tame the three most dangerous tribes of the area, along with the fact that it was Mr. House who had saved him from being killed by the bombs at the beginning of the war, James offered his services to Mr. House, who agreed to hire him, since then James has been watching , spying and sometimes eliminating factions and people of interest to Mr. House. Like when he led the fight which pushed the Kings out of the New Vegas Strip, and when he fought with the three families against the Great Khans, he was also present when the New Vegas treaty was signed, James also helped the NCR push the Brotherhood of Steel from HELIOS one. James also took part in the battle of Hoover damn acting as an emissary for Mr. House to the NCR he helped secure a victory for NCR but also made sure the Caesar’s Legion was still in shape to distract the NCR for Mr. House.
Between the First & Second Battles of Hoover Dam James spent most of his time gathering Intel on the various factions of the Mojave as well as stealing Legion & NCR plans for the battle and passing them on to Mr. House. James fought at the Second Battle of Hoover Dam and once the battle was finished he followed Caesar and his retinue to ensure they were in no position to threaten the Mojave. Once he returned to the Mojave he was tasked with clearing out Vaults and other areas that Securitrons couldn’t enter. He is accompanying the expedition at the request of Mr. House.
S: 6
P: 9
E: 6
C: 5
I: 5
A: 7
L: 7
Tagged skills: Guns, Stealth, Survival
Specialized in: Rifles
Perks: None
Weapons: M16 Service Rifle (No Mods), .45 Auto Pistol (Silencer), Switchblade
Armour: (Desert Ranger) Duster (No Mods), Desert Ranger Combat Helmet
Ammunition: 5.56mm: 400 Regular
200 Armour Piercing
.45 Auto: 105 Regular
Items: Dandy Boy apples x 5
Fresh Apples x 5
Banana yucca fruit x 5
Crispy Squirrel bits x 5
Purified water x 20
Pip-Boy 3000 x 1
Binoculars x 1
Weight: 83.5/200
Ernest Dillenger -- VATROU
Name: Earnest Dillenger
Age: 33
Race: caucasian
Physical Description: male height 5'9" short black hair and brown eyes
Background: Earnest always loved energy weapons and carried a laser rifle for many years during his service as an NCR Ranger he was 15 at the time but was a strong and smart man. Since his signing on as a Ranger he fought many raiders and saved many people he first found his laser rifle on a raider years ago and has been using it ever since.
He met members of the followers who taught him medicine of course he also read other books they had which included lockpicking as it's a useful skill. He was trained as a field medic to help the wounded and he used if often he was moved from one station to another, eventually he was stationed at the Mojave outpost to watch over caravans and keep an eye on house, however he began to doubt the NCR they have been using questionable methods their newest tactic is basically to throw as many soldiers at house as they can, he began to voice his opinions and the NCR took notice for a while they tried to keep him quiet but as more NCR soldiers began to rally around him disputing the NCRs latest tactic and the new war. The NCR saw him as an anarchist a rebel leader and attempempted to arrest him and try him for treason, when he heard the NCR sent troops after him he fled towards Vegas where they couldn't follow it's then he heard the courier was gathering guards for a diplomatic mission hoping that House can stem the tide of war he set out to meet the courier.
Stats:
S:6
P:6
E:8
C:5
I:5
A:8
L:7
Tagged skills: energy weapons, medicine, lockpick
Specialized in: laser weapons
Perks: good natured what no trigger discipline fast shot if not
50 + (Strength x 15) + (Endurance x 10) health 95+ endurance times 20 + level times 30 leg health/5 torso/4 head/8
Limbs are 41 torso is 51. Head is 26. I rounded up to the nearest whole left the period to let you know what I rounded
Not sure about the formula is it 50 times strength and endurance if I understood this right my carry weight is 220
Now the heath I think it's 205
Weapons: AER9 laser rifle weight 8 damage 25 flare gun weight 3 damage 10 1 AP to fire knife weight 1 damage 18 recharger pistol weight 5 damage 18 1 AP to fire
Armor:Leather armor reinforced with a duster over it duster only dt 10 weight 8 and doctor's fatigues dt 1 weight 2 Ranger gray hat dt 0 weight 1 perception +1 sunglasses dt 0 weight 0.5 perception +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: 50 flamer fuel weight 1 400 overcharged micro fusion cells weight 40
Items: two bighorner steaks weight 2, three caravan lunches weight 3, two gecko kebabs weight 2, three Nuka colas weight 3, five vodka bottles weight 5 for medical purposes usually, ten anitivenoms weight 10, three buffout weight 3, six coyote tobacco chews weight 6, five fixers weight 5, four hydras weight 4, five med-x weight 5, two mentats weight 2 ten rad-x and ten rad away, twenty stimpaks weight 20, ten doctor bagsweight 10, lighter weight 1 ten bobby pins weight 10
Carry weight 180.5/220
William Patterson -- Lt. Andronicus
Name: William Patterson
Physical Description: Patterson is a 30 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: 4
P: 8
E: 5
C: 6
I: 9
A: 7
L: 6
Skills
Tagged skills: Science, Energy weapons, Sneak
Specialized in:
Hacking
Perks: None
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:
700 Microfusion Cells (70 WT)
300 Small Energy Cells (22.5 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 = 134.0 /160
Edward Murrow -- MrSmileySmile
Name:
Edward Murrow
Description:
Of slight but healthy stature. Brown hair swept back but often in one stage or another of falling back into a characteristic mess due to expressive gestures and energetic nature. Slight stubble most of the time as he only remembers to shave every few days. Green, continuously darting, eyes.
Background:
Murrow spent some time with the New California Republic. His experience there made him who he is today. On the battlefield there was little purpose to first aid. Those who were wounded were most often wounded grievously, and even if the wounds were a bit more manageable after being afforded first aid the wounded would often not make it back to their base. The blood loss combined with the heat would kill them long before they reached somewhere where more help could be afforded them.
Because of this Murrow learned little about First Aid and saw an awful lot of death. Only when he got an opportunity to spend time in the NCR Field Hospitals did he see medicine that actually did any good. Medicine that actually saved lives instead of just prolonging the suffering of the dying. There he proved an apt, energetic, and willing student. There he learned much.
In time he was moved back to the front lines to ply his craft, but the lack of sterile equipment or facilities limited his effectiveness. He soon grew disillusioned with the NCR's ignorance and brutality. He would leave the New California Republic war effort, becoming a deserter, and move back to New Vegas to help those he could. Though from time to time he would meet someone he had served with, most recognized the good he was doing in New Vegas and allowed him to continue his practice.
With time he grew comfortable. He amassed a good bit of wealth, for an independent doctor in a wasteland, from grateful patients and lived well. But of late he has felt the desire to go out there and make better use of his abilities. He's grown tired of treating coughs, sore throats, and strains and sprains. He wants to be a Doctor again.
S - 4
P - 6
E - 6
C - 7
I - 8
A - 9
L - 5
Derived Carry Weight: 170
Derived Health Points: 245 Total, 49 for Limb, 61.25 for Torso, 30.625 for Head
Tagged Skills:
Medicine, Speech, and Science
Specialization:
Doctor
Perks:
Good Natured
Weapons:
10mm Pistol (WT = 4)
Knife (WT = 1)
(WT = 5)
Apparel:
Doctor's Fatigues (WT = 2)
Glasses (WT = 0.5)
Rancher Hat (WT = 1)
(WT = 8.5)
Belongings:
Doctor's Bag (standard) (WT = 1)
Doctor's Bag (containing additional medical supplies as listed below) (WT = 38)
3 Doses of Fixer
20 Stimpacks
4 Doses of Med-X
2 Bottles of RadAway
2 AntiVenoms
2 Super Stimpacks
Drinking Glass
Bottle of Scotch
Harmonica
New Vegas Passport
(WT = 47.5)
Ammunition:
210 Rounds of 10mm (WT = 7)
(WT = 54.5)
As a conversation:
I heard you were interested in hiring for an expedition, and I heard you were offering a more than fair price.
Nice to you meet you, Mr. Courier, or is it just Courier? Like a title?
My name is Edward Murrow.
Oh yes, of course you know my name, you came to me. My mistake.
As you no doubt know I am a Doctor, what you might not know is that I have dabbled a bit in Science and have been known to make aSpeech or two. Nothing notable though, not that I'm paid to speak or anything really just that I like to...oh am I carrying on? My apologies. I've a tendency you know.
Belongings?
Not many I'm afraid. The usual trappings of my profession, let's see.
My Doctor's Bag, of course.
A second Doctor's Bag stocked with all manner of goods useful to my profession such as
3 Doses of Fixer, one never knows who one is traveling with
20 Stimpacks, not really much experienced with First Aid but I'm sure there will be plenty of time for that given the rather grand adventure we're about to start and surely there will be dangers or you wouldn't be compensating us so genero...
Oh my apologies. Prattling on again. Here, I've prepared this list for you. I do have a tendency to jabber on don't I. Always had it really since I was young. Edward, my friends would tell me, you're always going on and on about such cursory details why don't you...
Doctor's Bag (standard)
Doctor's Bag (containing additional medical supplies as listed below)
3 Doses of Fixer
20 Stimpacks
4 Doses of Med-X
2 Bottles of RadAway
2 AntiVenoms
2 Super Stimpacks
Drinking Glass
Bottle of Scotch
Harmonica
New Vegas Passport
Yep. I don't really have much in the way of weapons I'm afraid. Always been rather Good Natured. I have a 10mm Pistol I'm pretty good with, but that's just shooting at targets and the occasional stray giant mutant flies. I do hate bugs. I've got enough bullets for it to last me for awhile, but that's largely because I don't really plan on shooting much. I mean I would if I had to but I usually find another way around such situations.
Bobby Francis -- Vault Ninja
Name: Bobby Francis
Physical Description: Bobby is a 29 year old Caucasian male with smoothe back hair and a moustached that's a real "Lady's Man". He's fit but not strong although he runs and swims regularly. He's 6" 1'.
Background: Bobby was a profesional gambler, lady's man, and part time singer in New Reno. Reno ain't the tamest place ever so Bobby had to be quite with his wits and a gun. He's quite the smooth talker and he mostly uses his charms to get women into his bed and convince them to leave the next morning. He sang at the Shark Club and gambled when he wasn't on duty, this allowed him to get enough caps and comps to live the easy life until there was a certain incident with the casino vault and the owner's daughter.
Mr. Bishop had left town on business which left Bobby with a clean shot at the casino vault, blame the theft on the new guy then pocket the cash and keep on living the life. He made it to the vault and loaded the caps into some suitcases when there were some.....unexpected complications with the owner's daughter, Angela Bishop. Surprisingly the daughter's of wealthy crime lords can have a negative effect on your health and when Mr. Bishop found out about it that was definetely what the day's forcast was, cloudy with a chance of death.
Needless to say Bobby made ran outa Reno fast as his legs would carry him but he did get away with a suitcase full of caps and headed straight for New Vegas. Bobby arrived in New Vegas, shacked up at the Tops and preceded to do what he did best. Without any casino heists or the occasional mob hitman life started to bore Bobby and when House started recruiting for some sort of mission Bobby threw his hat in the ring.
Stats:
Health Points: 195
SPECIAL
S: 4
P: 5
E: 5
C: 9
I: 8
A: 6
L: 8
Skills
Tagged skills: Guns, Speech, Science
Specialized in: Persuasion
Perks
Perks: None
Weapons
Weapons: .45 Auto Pistol - 3 pounds
Switchblade - 1 pound
Armor
Armor: Reinfored Leather Armor - 8 pounds
Pre-War Business Suit - 1 pound
Tortoiseshell Glasses - 1 pound
Items and Ammunition
Ammunition: 200 .45 Rounds - 15 pounds
Items:
2 Packs of Cigarrettes - 2 pounds
1 Lighter - 1 pound
2 Bottles of Wine - 4 pounds
5 Caravan Lucnhes - 5 pounds
5 Bottle of Purified Water - 5 pounds
Weight: 46/160
Theresa ‘Tess’ Eisenhardt -- Schmuty Buncis
Name: Theresa ‘Tess’ Eisenhardt
Age: 24
six: Female
Race: Caucasian
Species: Human
Appearance: Standing at a height of 5ft 8in, sporting a lean build, Tess is tall for a woman her age. Sensible and presentable, she has a light-complexion with high cheekbones, narrow jaw, and striking blue eyes. Her sharp features give her a look of firmness, a stern stare in her eyes with a hint of cynicism. Her thick, chestnut brown hair compliments her features. For practicality, it is often kept up as to not get in way.
Personality: A confident and proud woman, Tess is assertive and attentive. Goal-orientated, Tess is focused on accomplishing tasks, no matter the path taken to do so. She will manipulate, deceive, and if necessary, kill to achieve a goal. Once she gets something started, she likes to have it done. Logical and inquisitive, Tess sees things for how and why they are. anolytical and observant, she views people as puzzles to be solved, leaving her to be judgemental, making assumptions about others. Her cynical view on mankind; that humans are base, self-serving, cruel and responsible for their own suffering comes into conflict with her hope to rebuild society based on Old World values. When it comes to relationships with people, Tess is firm and straightforward, and rather blunt in her choice of words. Irritable, she is easily annoyed, especially when things go wrong and not to plan. An orderly woman, she is very much on structure, hierarchy, direction and is purpose-driven.
Background: Tess was born of a slave mother under the Legion banner, her birth father unknown. After the Legion’s loss of Hoover Dam, this allowed for her mother’s narrow escape into freedom. However, her slave mother was spotted by a young Legion scout. Like a light that draws moths to its source, a young, unprotected woman with a child drew the attention of danger. Fearing for her life, and the new-born in her arms, the young woman fled. Running into another scout, a man in his thirties with a cruel stare and snarl, she was trapped. The older scout lifted the spear in his hand, ready to thrust it into the chest of the woman, but before he could do so, collapsed to the ground, gurgling blood as the life seeped from him. There was a spear lodged in his neck. A spear? It was the younger Legion scout, a man of twenty-one, only two years the slave’s senior. Perhaps, by some notion, he pitied the slave and her child, going as far to kill a fellow legionary. A traitor. After some reluctance, the woman joined with the man who now had no choice but to leave the Legion. Her now-father, who adopted the name of Remy, and mother who called herself Imogen, named the child Theresa who will take on her mother’s maiden name.
Living the nomadic lifestyle, her parents became small-time, independent caravaneers who operated in Nevada, Arizona and California. As a result of Remy’s betrayal to the Legion, they were often in hiding. It was a skill Tess had to learn quickly. Fearing his daughter’s life, Remy taught her to fight with melee weapons and her hands, should situations come to worst. Being the small family caravaneers they were, they were susceptible to attack by raiders. On their way from New Reno to New Vegas, they were attacked by a small band of raiders. Not far from the raid, was a group of twelve armed travellers. With the aid of the travellers, Remy and Tess survived the attack. Unfortunately, Imogen did not. After burying Imogen, they could only join with the travellers, who strangely named each of themselves after the twelve tribes of Israel. By this time, Tess was fourteen years of age. The woman leading the travellers, a Naphtali, was something of an oddity to Tess. She held power over the group, her stride confident, and she spoke with a gravity that made others agree with what she said. It was not long after that Remy and Tess found out they were not travellers, but preservers. Much like how salt preserved foods, the group preserved ideals of the Old World – namely books, from philosophical texts, to religious texts, to scientific books on discoveries. Tess was influenced by the group, and more so by Naphtali. The woman took Tess under her wing, teaching her of the Old World, and how to use her words effectively.
By the time she was twenty-four, Tess moved to New Vegas in interest of Mr House, a man of the Old World. It was there, that she was recruited by the Courier and she, upon hearing of the task, agreed.
Stats:
S: 5
P: 8
E: 8
C: 6
I: 5
A: 8
L: 5
Health: 285
Limbs: 57
Torso: 71.25
Head: 35.625
Tagged skills: Speech, Melee/Unarmed, Sneak
Specialised in: Deception
Perks: None
Weapons:
Fists
Knife (W=1)
Machete (W=3)
Armour:
Troublemaker Merc Outfit with reinforced knee-pads. (W=6)
Breathing mask (unequipped) (W=2)
Ammunition: N/A
Items:
5x Dandy Boy Apples
5x Nevada agave fruit
5x Mutfruit
10x Purified water
7x Bitter drink
4x Mentants
1x Med-X
4x Rad-X
2x RadAway
3x Pre-War books
1x Pack of Cigarettes
1x Geiger Counter
1x New Vegas passport
(Weight: 49)
Overall carry weight: 55/205