Wasteland Wars

Post » Thu Feb 11, 2010 9:23 am

Major thanks to Stream.

Time line:

2280: Enclave completely eradicated by BoS

2281: Plans to eradicate all Super Mutants, Mercenaries, and Raiders have been plotted by the BoS.

2306: They have all been eradicated and the BoS are moving into the D.C. ruins and the surrounding wastes. People start coming into the capital wasteland because of the safeness.

2311: The BoS have been moving through the Capital Wasteland and controlling it. Most of their forces are focus on other, more important tasks. Small gangs have been popping up all over the Wasteland, opposing the BoS.

2319: The BoS continues to ignore the growing gangs, unaware that Wastelanders are all for opposing them.

2322: Four major gangs; The Wounded, The Unmerciful, Metal Junkies, and the Psychos . They have the wastelanders on their side and start a war with the BoS.

2335: After this long and bloody battle, the gangs have won, by sheer number. The BoS have retreated and the gangs split the wasteland into four rough areas.

Your Goal: That all depends on what you want to do, be a simple trader, or hunter, or maybe you crave power? Those people will want to become the leader of a gang, rage war, and become the King(or Queen) of the Capital Wasteland, but you got start from the bottom and you got to know the basics....

Gangs:

Metal Junkies: Metal Junkies are mainly in trade, they have the most men, but least trained. Also they are the richest. They will openly trade with anyone, they may not want to take over the wasteland as much as the others, but the have the largest territory. This is the nicest gang.

Ranks:
Apprentice (Learning the ropes)

Caravaner (Starting actual gang responsibilities)

Navigator (part of caravans)

Ironguard (the select "trained" fighters)

Trade Master (Leader)

Psychos: Psychos have the least, but they now how to survive. The part of the wasteland the rule is mostly covered with beasts. These men now how to survive through the worst. These are the most ruthless, trained killers in all the gangs. They trade with no one and attack any other gang member on site.

Ranks:
New Blood

Psycho

Paranoid

Schizophrenic
Wounded:
They rule the ruins of downtown D.C., it's mostly full of scavengers. The technology they have is not the greatest and most of it is in pieces. These men mostly stick to the shadows. Not as well trained as the Psychos, but they're trained enough and are richer. These men are live in the shadows and are very sneaky, they trade with the other gangs, but at the borders only.



Ranks:
Scav

Rogue

Shadow

Unknown leader name, due to their secrecy. Leader can make it up.

Unmerciful: Second richest gang, they have trade, but this mostly a hunting area. Animals scurry these parts and are tracked down for meat and other valuables . Their territory is narrow, but big, they are friendly enough, but are always on the alert for openings. They have the second most soldiers, they train them, but the men lack experience.

Ranks:

Trapper

Hunter

Creature Killer

Beast Slayer

The Territories:

Metal Junkies:

Megaton has expanded into Springvale, and have opened up trade with the Vault 101 citizens.
for this city, New Springvale. Serves as capital, most populated city in wasteland. Very prosperous and well guarded, has never been conquered.

Jury Street Metro is an agreed meeting area for the Metal Junkies and Unmerciful to trade. Though the core buildings stayed in tact, many have been added on. Lookouts stationed at the nearby churches, and the ruined houses have been semi-reconstructed into shacks. Walled in with only entrances being the main roads. Metal Junkies stockpile within the metro itself. Just called "Jury".

Fairfax ruins nearly completely reconstructed, amounting for the second largest city for the Metal Junkies. Fort Independence was cleaned out by the Wounded, now used as an attack bunker for citizens. Most trade dependent city; not very well guarded with plenty of stuff to take, but they have trusted the Unmerciful and Wounded. Used to trade with the wounded. Now called Independence.

Bigtown to arefu is a heavily contested area, almost no trade, but used to keep the psychos at bay. Constructed a completely new settlement in between it called Barrier. Not a lot of trade for good reason. Four settlements together make "The Trade Diamond".

Super Duper Mart is another area of fighting over the Potomac. No name for it.

Unmerciful:
Fort Constantine is their base, heavily armed and well guarded. Almost no trade happens here for good reason. Never conquered. Renamed to Constantine.

Raven Rock has been cleared out, but very few areas inside exposed. Has yielded little technology, but mostly grenades and robotic parts. Settlement built just outside, using the power station just outside to power it. Not very well guarded, but it's not like they need to considering its location. Surprisingly good trading. Name remains.

Andale to the Nuka Cola plant is used as a trading hub for the Metal Junkies, Wounded, and Unmerciful. A large chain of shops and houses reach from andale to the plant, making up the second largest city in the wasteland. Most prosperous city. Though there are guards from each faction there, if one faction were to declare war on the other, it would be a disaster for all three. Called Caledonia.

Evergreen Mills has been converted into a large trading hub. Not very well guarded. Mostly used for travelers to rest, eat, and drink. The Bazaar has been converted to a large bar/nightclub with rooms to sleep in. Very famous area. Renamed "The Mills" or Mills.

Jury Street outpost, see above. Used for traveler's resting, kind of like a truck stop. Called Montgomery. Well guarded.

Town to the left of Paradise falls, extremely well guarded, largest stockpile of weapons the unmerciful have. Most populated city of the Unmerciful. Used to stop the Psychos from expanding, considered one of the most well-guarded palce in the wasteland. Maybe a little help from an inside source might change that. Called Mason.

Wounded:
After a little bit of motivation from remnant scientists living in Rivet city, with the help of Pinkerton, the wounded have reconstructed the Aricraft carrier, originally going to be used as an unstoppable outpost for the potomac. Pinkerton died during construction. The project was a failure; low fuel and the terrible condition of the ship made it stop just outside of Project Purity. Many people live here because of the fresh water. Holes cut into the hull with multiple bridges leading out of each side. Massive population. Maybe if the Wounded were to put enough resources into it, they might get it moving once more. Called Jefferson.

National Guard Outpost has been cleared and heavily renovated, serving as a trading outpost for the wounded. Loads of technology recovered. Stretches to Friendship heights. Friendship heights are used to gain entry into the DC Ruins.
Called Ansel.

Takoma Park and Industrial have been converted into a manufacturing factory for the Wounded. Called Takoma.

Pennsylvania avenue is a heavily guarded bazaar, one of the few places where people are allowed access. Stalls and markets line the street. Not a very large population, but is the location for the Wounded's headquarters, the White House. Now called Harrison.

The Citadel, having been cleaned out after the BOS were forced to leave, has become a base of operations for the Wounded. Largest stockpile of equipment and weapons for them. Many scientists and researchers are located here, making the Wounded the largest scientific power. No one knows what goes on here, and no one dares attack it.

The Wounded are incredibly resourceful ad stealthy, and have sects in almost every major city for underground trading. Able to infiltrate enemy territory, not very deep though, to set up lookouts.

Psychos:
Olney to the Republic of Dave is the Psycho's capital. A lot of illegal and black market trade, at least for most of the other gangs, goes on here. Immense profit is made through less than reputable means, most people lose their entire possessions going into debt trying to repay loans or gambling at many of their rigged casinos. Vault 92 hold huge stockpiles of drugs, weapons, and is used to research brand new addicting drugs and create new ones. Called Malleus.

Oasis has grown out further, and the Psychos have utilized the immense sap being produced from Harold and converted it into a highly potent, shot duration drug. Has a semi-addicting affect, but gives the best buzz in the world. Highly valuable. Called Bellwood. Drug is called "Sap".

Vault 108 is yet another drug research factory, in conjunction with the Corvega factory, which produces many different drugs. Most notably the unique "Diesel", giving the user immense physical ability for a short time before crashing for an hour.
More potent then Psycho, settlement is called Diesel after the drug. Cloning lab offline. High trade.

Paradise falls is the basic old paradise falls, but has the most popular casino in the wasteland, more of a "mini-Vegas". Incredible amount of caps, but no materials to be sold other than booze, drugs, and prosttutes. Last known area that sells slaves, though not a whole lot. Lot of strategic value, heavily guarded. Still called Paradise Falls.

Many other small outposts all over the place, and scouting parties everywhere.

How to Play: You can just play any way you want( As long as you follow the rules, more on that later.)But for people who are interested in playing for war, there is some important information. Whatever gang you want to rule, you must start out at the bottom of the ranks. I'll PM missions, it will contain what you have to do, the number of posts it takes and how long the posts is. Once you finish( No triple posting to finish it early.) you may rise up a rank, depending on how the leader sees fit(Unfair leaders will be taken care of me.) Once up at the top, who can choose to take on the leader and gain his title. This is called a duel. You can choose to challenge anyone to a duel, people can choose to runaway, but the leaders have to oblige. Send me a PM, I'll randomly determine the weapons used and the area, and the winner based on their skills. You then post at least a three post battle, except for a duel with an NPC. The first gang leaders will be NPC's, you don't have to PM me for okay(If your at the highest rank.) and the battle can last one post. Once the leader, PM me. I'll send your units information, you'll have to also send missions to any new person you joins the gang(It was originally me.) and if they challenge you to a duel, PM me and I'll decide the new leader. Once every gang has a leader,(that is not a NPC.) you'll have to be on they lookout for Gangs that will attack you and who will you attack, leading us to.....

..Battling!
Alrighty, in order to win, you must attack the enemies towns, slowly taking their territory. Win you want to attack someone(Have to start with a town that is close to yours) PM me the town, the number of people attacking, what time. I'll calculate this then send a PM to who ever is being attacked. I'll tell them there under attack(Not who is attacking or any of the details.) I'll ask if they want to send people to defend it, Calculate how fast they can get there, then determine the winner. If your attacking, I'll send you the number of troops you lost, and how many you captured. I'll tell the defender if he lost or won. Then you have a nice battle,(You know who wins, no one else does.) The last post will be the winner and then I'll post announcement on who attacked and who won, to give anyone who didn't see the run down. Capture all their towns, then attack the capital to win it all.

Alliances:
You can make one if you want, just PM me if you do. Remember, friends today, enemies tomorrow.


Rules:
1.NO TWO LINERS/Just no. At least 25 words Keep the OCC to a minimum, I'm serious here. PM me the questions
2.NO godmodding/uberness
3.DO NOT point out that someone is being unfair/uberish,ridiculous. PM me, I'll deal with it. I don't want fights to break out.
4.Good Grammar
5.NO gibberish
6.Have Fun!
If anyone disobey the rules. I'll give them a warning. Do it twice, I'll suspend you from my Rp for a while. Thrice and your out. Any questions PM me. Also, people have different time zones, so if it goes to fast, that should be OK. You'll just have to skim over it, and look for the people that matter. Or if your a loner, you can just post.

Character Sheet: Any format will work, skills are required.
Name:
Nickname:

Age:

Race:

Gender:

Job/Gang/Rank:

Personality:

Appearance:

Skills( Three, doesn't have to be fallout related.)

Primary Weapon:

Secondary Weapon

Clothing/Armor:

Misc. Items:

Bio:
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Cash n Class
 
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Joined: Wed Jun 28, 2006 10:01 am

Post » Thu Feb 11, 2010 3:37 am

Reserved.
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Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Thu Feb 11, 2010 9:31 am

Name: Johnny Thompson
Nickname: "Johnny/John Boy" "Tom"

Age: 29

Race: Caucasian, Human.

Gender: Male

Job/Gang/Rank: Psychos, New Blood

Personality: Offensive with a crude sense of humor, known for telling crude jokes at the wrong times. Loves alcohol and the occasional hit of Sap. Strictly business demeanor with the gang or anything related to it.

Appearance: 6'1", has more muscle than most people due to his job. Shaved brown hair, rough beard. Dark circles under his eyes, disfigured nose. Missing his ring finger on his left hand.

Skills( Three, doesn't have to be fallout related.) Intimidating, general street smarts, small guns.

Primary Weapon: 10mm Pistol

Secondary Weapon: Combat Knife

Clothing/Armor: Wears a leather jacket with the psycho's insignia on the back of it, a tattered hand-me-down with a few dried blood stains. White Washington Capitals shirt under it. Dark blue jeans, brown leather belt.

Misc. Items: Chrome lighter, unknown brand of cigarettes, several tabs of Sap.

Bio: Johnny was originally born in Paradise Falls, right as Eulogoy's reign ended and the Psychos moved in. Grew up going in and out of the casinos, mostly cleaning dishes at the local bar. Learned the ins and outs of the drug business here, and did his first hit of Sap at the age of 17. Carried out a few different gang responsibilities through his twenties, but never truly became a member until age 27. Has been working as a bouncer at a Paradise Falls casino, with the occasional drug run. Has new plans to expand the drug trade and territory, if only he could "motivate" the current leader.
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Sami Blackburn
 
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Joined: Tue Jun 20, 2006 7:56 am

Post » Thu Feb 11, 2010 5:45 am

Its sounds super EPIC but I'm a little unclear on the whole "Attack Territories" thing.
I'm not dense or anything, but that's is something that seems hard to do, even through PM's
Can you fill me in maybe.
But hey! Reserved.
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James Shaw
 
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Post » Thu Feb 11, 2010 12:38 pm

Reserved.
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Kerri Lee
 
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Post » Thu Feb 11, 2010 8:48 am

writing it up tomorrow.
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Silvia Gil
 
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Post » Thu Feb 11, 2010 2:34 pm

Reserved
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jaideep singh
 
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Joined: Sun Jul 08, 2007 8:45 pm

Post » Thu Feb 11, 2010 8:36 am

Name: Nekomi Smith
Nickname - Operative

Age: 16

Race: Caucasian, Human

Gender: Female

Job/Gang/Rank: Special Ops (Hacking, Lockpicking, etc.), Psychos, Psycho

Personality: Determined, kind, generous

Appearance: Long, blonde, hair, deep, oceanic, blue eyes, pale, blemish-free, skin.

Skills: Science, Lockpick, Stealth

Primary Weapon: .32 Pistol

Secondary Weapon: Switch Blade

Clothing/Armor: Merc Charmer Outfit

Biography: At a young age she was always very smart, always hacking into terminals and picking locks. After she watched her parents be torn apart by yao-guai she was saved by the leader of the psychos. After he started his gang, she joined as their special operative, always hacking into enemy gang's terminals, or picking the locks. She is very lightly armed, but if she is caught, she has no problems being persuasive. She is also a fine assassin.
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Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Thu Feb 11, 2010 11:11 am

This is going to be an epic Rp!

Name: Iain Scott

Nickname: Scotty

Age: 26

Race: Caucasian

Gender: Male

Job/Gang/Rank: Rogue

Personality: Very loyal, fully respects his own gang members. Does not intend to become leader, doesn't want to make the wrong decision. Absolutely hates making mistakes, becomes very up set if he does make a mistake.

Appearance: Brown buzz cut hair, brown friendly eyes. Has a goatee. Has clear skin with a friendly smile, but the meanest sneer.

Skills( Three, doesn't have to be fallout related.): Speech, Sneak and Small Guns

Primary Weapon: Silenced Sub-Machine Gun

Secondary Weapon: Sharpened Switchblade

Clothing/Armor: Used to have a nice cloak but now has to get used to wearing Wasteland Scavenger clothes.

Misc. Items: Beaded Bracelet

Bio: Came to the Wounded without a choice, he was 19 at the time. There was nowhere else to go, you either died or joined a gang. But still regrets the choice, even now. Travelled to the Citadel and asked if he could join. They were extremely uptight, asking him questions, trying to find out secrets. Although Iain managed to persuade them, they were impressed that Iain managed to do that. So they let him in and trained him to do amazing things. Mainly Iain became good at Sneak, Speech and Small Guns. Which was basically everything a Wounded needed, he never actually got to see the leader however. After 8 long years of learning and training Iain was a Rogue.
The Wounded are currently trying to find a mission for him.

PM me if you need anything changed :)
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TOYA toys
 
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Joined: Sat Jan 13, 2007 4:22 am

Post » Thu Feb 11, 2010 12:59 am

Hmmm.... what to do? I'm usually a slow poster, and if this starts off like the other RPs I've seen, you're gonna be leaving me way behind. Plus, I'm in a different time zone than most of you probably are @.@ But I'm tempted *bites fingernail*

So the real question is, do you people mind a European RPer with little to no Fallout-lore knowledge and a hellishly stubborn character? If not, I might join :bigsmile:
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Milagros Osorio
 
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Post » Thu Feb 11, 2010 2:57 pm

Is there a slot still open? If so i'm reserving.
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Emma louise Wendelk
 
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Joined: Sat Dec 09, 2006 9:31 pm

Post » Thu Feb 11, 2010 3:06 pm

If possible I'd like to reserve a spot.

Question: Due to the large amounts of territory each gang holds would it not be easier to have area commanders who control a certain town? This commander being the highest ranking person at that town. To do this you'd probably have to ask everyone which town they are in.

Then would these commanders receive the info about the people in their town and be able to pass on missions from the gang leader?
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cosmo valerga
 
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Joined: Sat Oct 13, 2007 10:21 am

Post » Thu Feb 11, 2010 5:04 am

If any spot is left open than I'd love to join!

Quick question: Are we restricted to Fallout gear alone, or are we allowed guns and stuff from our world?
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Kelly Osbourne Kelly
 
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Joined: Sun Nov 05, 2006 6:56 pm

Post » Thu Feb 11, 2010 1:29 pm

I'd also like in if there's a spot. I'll make a character when Jonas' question is answered.
As long as this RP doesn't blast off with fifty posts in the first few minutes of being posted, then I think I'll enjoy it. I just hope I can keep up.
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Sara Johanna Scenariste
 
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Joined: Tue Mar 13, 2007 8:24 pm

Post » Thu Feb 11, 2010 10:41 am

There is no limit to the people who want to join and any weapon as long it's not past the 60's.

I'm taking your question into consideration Brethren, it is a good idea.
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.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Thu Feb 11, 2010 8:39 am

Name: Ryn Kemlock
Nickname: Kem

Age: 28

Race: Caucasian

Gender: Male

Job/Gang/Rank: The Wounded, Scav.

Personality: Quiet, very resourceful. He treats every member of the Wounded with utter respect and a sense of Brotherhood.

Appearance: 5' 11" Black hair, dark eyes. Fairly pale skin. Athletic build. He has a tattoo of a sun burst surrounding his left eye.

Skills: Sneak, Melee Weapons, Unarmed.

Primary Weapon: Silenced R91 Assault Rifle

Secondary Weapon: Combat Blade

Clothing/Armor: Leather Armour; wears a black long coat over the top.

Misc. Items: food, a few Stimpacks.

Bio: Kem was born in Rivet City so naturally joined the Wounded when he was old enough. He learnt everything they taught him with an utter amazement an almost zealous devotion. He is utterly dedicated to the gangs' cause.
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Sandeep Khatkar
 
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Post » Thu Feb 11, 2010 11:01 am

Alright then.

Name: Drake Redhand
Nickname: 'Bysshe'

Age: 26

Race: Caucasian Human/ Swampfolk

Gender: Male

Job/Gang/Rank: Unmerciful- Trapper

Personality:
Bysshe has incredible mood swings, so most assumptions of his personality are wrong at first sight. His bipolar personality can be blamed on his Swampfolk heritage, although most just like to think he's mentally unstable.
Most of the time, he walks around with a light-hearted disposition and optimistic view on things. However, most people begin to get a creepy vibe from him as he lapses back and forth between a bleak outlook and a lopsided grin. He's able to crack jokes and predict doomsday in the same sentence, as some like to say. He'll make inappropriate or otherwise rude comments at random and laugh it off, but for the most part tries to maintain his happy appearance. He's capable of becoming extremely serious in a matter of seconds about something, and can just as easily bounce back.

Because of this, he often just clams up around people and only speaks when spoken to. Content with his guild position, but untrusting and wary of outsiders, he's seen as unmotivated and paranoid.

Appearance: Bysshe is slightly taller than the average human, at about 6'8. His lanky build and uneven shoulders give him a permanent slouch, although this doesn't mean he's not muscular, as evident by his apparent strength.
He wears a large, plain white T-Shirt with a patched and faded Enclave Officer jacket over it, slashed down the front. His sleeves are sewed on from the ripped part of his T-Shirt and officer uniform, and are grey pre-war business suit arms covered in dirt and dust.
He wears a dark gray pair of slightly baggy pants with splotches of white paint splashed all over it, and wears a pair of old, constantly repaired pre-war shoes with the bottoms cut out and replaced by patches from a carved-up tire. Tape is wrapped around his shoes, pants and sleeves, holding them together.

Since most of his body is covered, including his face by an old Confederate hat, most people don't see the resemblance between him and the Swampfolk he claims he's related to. The truth is, he appears relatively normal. He has farmer tanned skin, and constantly damp, messy black hair that hangs disheveled out of his cap. But, on his back side, there's a series of lesions and boils that go all the way down his spine. They're unnoticeable with his clothes on, but the grotesque sight of them with them off makes him try to hide his mutation when he can. His arms are also a strange, pale blue color, with the skin looking slightly mutated much like a Scrapper or Creeper's arms. Aside from that, his Swampfolk heritage can go unknown.

Skills: Three skills he excels at are Speech, as he often had to B.S his way out of problems in PL, and has since applied it to the Wasteland, Repair, since he's learned to maintain what few clothes and weapons he has, and Melee Weapons, because of his naturally increased strength.

Primary Weapon: http://upload.wikimedia.org/wikipedia/en/d/d0/CoachGun.JPG with some tape around the handle and stock for a modified grip.

Secondary Weapon A regular Axe with half of the handle cut off to make it smaller, hanging horizontally on a specially attached holster at the base of his small backpack.

Clothing/Armor: He wears thin armor for his upper torso, since most of the better equipment is saved for his superiors. His Officer jacket was lucky find, but since it's in disrepair, he's had to patch it up. He uses a small rucksack tied to his back with the straps going over his front body in an 'X', to resist robbery. His Shotgun fits into a holster in the side of his pack, and his axe hangs horizontally at the bottom of it.
His pants are slightly more resistant, with the right pantleg having an I.V. bag taped to the back of it with the wire trailing up his leg and into a vein in his arm. The inside is padded with empty I.V. and Rad-Away bags. Not too useful against a point blank bullet, but still good for everyday situations.

Misc. Items: He carries tons of Rad-Away in his backpack, swapping them into his I.V set whenever he feels the need arises. He also has a few Stimpaks in his jacket's side pocket.
In his room back at the Raven Rock settlement, he has a change of clothes, his old Advanced Radiation Suit.

Bio:
He was born in Point Lookout, when the height of chaos and cannibal Swampfolk was at it's highest. His frail body compared to his Swamp brethren and 'marks' allowed him to survive for most of his life there.
Abandoned by his parents, which came as no surprise, he lived in solitude, barely scraping by on Punga Fruit. He became sick of being unable to help any of the many tourists that came there and were often killed, so one day, he embarked on a pet project to the U.S.S Ozymandias. He'd been attempting to read for most of his life in an attempt to decipher the code on the terminal, and how that he knew, he felt a strange sort of duty to see it through.
It kept him occupied for a few years, finally opening the safe inside of the boat. He didn't expect to get such decent loot, however, and decided to sell it off at the local Pilgrim's Landing as a merchant.

The rare tourists that came by often told him tales of a great reform happening in the Capital Wasteland, and of the gangs that now took hold of it. Realizing how tired he was of Point Lookout, his home, and how much he desperately wanted to start anew, he jumped the first boat out of his homeland and joined up with the first gang he was allowed to see: The Unmerciful.
He got lucky while searching Raven Rock, uncovering a jacket and pair of pants for him to wear. This, combined with his Ozymandias loot, earned him a little respect amongst his gang workers.
So now, he participates when he can, although the strange, unfamiliar land around him combined with his unstable mood sometimes alienates him from others and their plights.
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Natalie Harvey
 
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Joined: Fri Aug 18, 2006 12:15 pm

Post » Thu Feb 11, 2010 1:05 pm

Name: Nekomi Smith
Nickname - Operative

Age: 16

Race: Caucasian, Human

Gender: Female

Job/Gang/Rank: Special Ops (Hacking, Lockpicking, etc.), Psychos, Psycho

Personality: Determined, kind, generous

Appearance: Long, blonde, hair, deep, oceanic, blue eyes, pale, blemish-free, skin.

Skills: Science, Lockpick, Stealth

Primary Weapon: .32 Pistol

Secondary Weapon: Switch Blade

Clothing/Armor: Merc Charmer Outfit

Biography: At a young age she was always very smart, always hacking into terminals and picking locks. After she watched her parents be torn apart by yao-guai she was saved by the leader of the psychos. After he started his gang, she joined as their special operative, always hacking into enemy gang's terminals, or picking the locks. She is very lightly armed, but if she is caught, she has no problems being persuasive. She is also a fine assassin.


Couple of problems, she is just too young to be a second rank. 16 and is already a trained killer? Did she start killing people at ten? And the Psychos would've probably have captured her and turned her into a slave, that's the kind of people they are. You show them how cunning and vicious you are, or your born into their society. Change that and your in.
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STEVI INQUE
 
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Post » Thu Feb 11, 2010 1:50 am

Maybe, based on Brethren's suggestion, the leaders of each gang could put one of their own members as the commander for each town and/or region?
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Philip Rua
 
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Joined: Sun May 06, 2007 11:53 am

Post » Thu Feb 11, 2010 5:53 am

Yes. The will be able to do that if they want. It will give them an advantage, and if the leader wanted, he could have one of the commanders take care of a force of troops, allowing multiple attacks at once, making the enemies thin their forces.
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Sammygirl
 
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Joined: Fri Jun 16, 2006 6:15 pm

Post » Thu Feb 11, 2010 12:17 pm

Name: Caster Polluck

Nickname: Caster

Age: 30

Race: Caucasian

Gender: Male

Job/Gang/Rank: Unmerciful Trapper

Personality: Loyal, kind enough, loves hunting, good leader but not very interested in becoming one.

Appearance: Long Blastback brown hair, goatee, brown eyes, athletic build, tan skin, small gold hoop earing in his left ear, tattoo of a celtic cross on his right shoulder, 3 bullet scars on his chest.

Skills( Three, doesn't have to be fallout related.): Small Guns, Medicine, Speech

Primary Weapon: http://upload.wikimedia.org/wikipedia/commons/6/69/Berdan_Sharps_rifle.jpg .50 caliber Single-shot Sharps rifle

Secondary Weapon: Fire Axe, .32 Pistol

Clothing/Armor: Long Duster Coat, Combat briastplate, Camo pants with small metal plates on them, Combat boots, Aviator Glasses, Bandana, Fingerless gloves.

Misc. Items: Zippo, Cigarettes, Can of Beans, bag of 30 Beef Jerky strips.

Bio: Coming in an edit, I'm way too tired to type more right now
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Sophie Miller
 
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Joined: Sun Jun 18, 2006 12:35 am

Post » Thu Feb 11, 2010 4:19 pm

This line sounds familiar.

and become the King(or Queen) of the Capital Wasteland


Wonder why. /sarcasm
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Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Thu Feb 11, 2010 4:56 am

Sweet, once Ribbotson has finished his thing, we can start. Though more people are welcome.

Edit: I don't understand Skippy?

Edit: Oh, yeah. It was unintentional
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Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Thu Feb 11, 2010 6:47 am

I haven't seen any Metal Junkies about.
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Logan Greenwood
 
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Joined: Mon Jul 30, 2007 5:41 pm

Post » Thu Feb 11, 2010 8:54 am

Your right. It would be nice if someone was one. If no one will be one I'll do it myself.
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Luis Longoria
 
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Joined: Fri Sep 07, 2007 1:21 am

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