欢迎到安克雷奇 - Welcome to Anchorage!

Post » Sat Nov 06, 2010 4:19 pm

Gruesome fighting took place on the Alaskan front. Heavy losses were gained for both sides, but in the end the U.S. pulled through the gunfire and pushed the Chinese out of Anchorage. The winter of 2067, one of the harshest for Alaska in American history. The wind blew at high speeds, the snowstorms blanketed the city. Nobody was prepared. The civilians who lived there were faced with death, once the Chinese invaded, their homes were destroyed, and they were left out in the cold with nothing but the clothes on their backs. Many starved, more froze, but the real devastation took place in the battles. With the Chinese pouring in as if the Chinese military was endless, many American soldiers faced hardship. Chinese took over major bases and had artillery, it seemed that America would never reclaim Alaska.

With the Chinese army slowly grinding to a halt thanks to the combined effort of grueling weather, relentless American assaults on their front lines, and disruption of supply lines thanks to American Power Armor units operating in China, the Chinese lines in Alaska collapse. Victory for America on January, 2077. The soldiers returned home to their families, for 9 months there is more peace in the States. But on October 23rd, the bombs are launched. Who shot first is unknown, but hit areas are. Major cities all across America are destroyed and left in ruin. Anchorage in particular was the only city in Alaska to be targeted for nukes. Fortunately, the Chinese had called for the bomb to be dropped there, but with a heavy storm massing in the Pacific, the plane tumbled out of the sky and launched into the ocean. The bomb on the plane was in the ocean only a few miles away from Alaska, it somehow detonated and destroyed many coastal cities, and partially affecting Anchorage with radiation.

About 100 years later those who were in Anchorage Vaults(and survived) emerge and see a nearly unharmed Anchorage, but the lake nearby and many animals left are irradiated. There are still few people who couldn't get in a Vault but managed, many are mutated. Military units in a top-secret military base containing the FEV virus become the first Super Mutants of Anchorage. People left scatter into old war areas and live. Many camps are restored, the wrecked suburban area is turned into the main hub of civilization.

Not long after, the Brotherhood from California and Canada move into Anchorage and set up shop in the oil building near the trenches. Only two years after, the Enclave follows and make their base just across the snow-blanketed field. This causes many wars between the two for many years, eventually the Brotherhood riddles the areas with mines and positions hidden snipers to guard the area, the Enclave can no longer wage war, at least as long as the mines are there. A small town near the lake is attacked by mirelurks, descending from the crabs that live in the area. They have a blue-white glow and are averagely very strong. The town has no guards, few people get out alive.

Several who survive move into the abandoned mining town and soon become Slavers. They grow quickly in numbers, and end up controlling the entire south-east of the main aera of Anchorage. Some of the other survivors move to a nearby camp that hasn't been touched yet, and find huge amounts of combat armor and guns that are in pretty good shape. They form the Southern Anchorage Republic, their soldiers identified as 'Rangers'(derived from the information in terminals mentioning 'Army Rangers'). They spread their influences to the far eastern mountains and many areas south of Anchorage, mainly small orginazations and towns.

About 50 years later, 2249, the Rangers invade the mirelurk-infested town and manage to take it over, losing about 40 men. Not very long after, Brotherhood troops enter the town and claim it as their own. SAR Rangers refuse and let down gunfire, killing Brotherhood soldiers. They are now marked as enemies of the Brotherhood, and already enemies of Super Mutants and the Enclave, Slavers practical enemies due to enslavement of SAR civilians. The SAR is alone, but is many soldiers strong and have a large influence on many settlers and wasters. They are recognized as a 'superpower', and soldiers compared to Brotherhood soldiers. Their democracy has granted rights to many people, most people see them as 'the good guys'.

The year is now 2287. The SAR is seeing heavy resistance from Brotherhood and Enclave soldiers, and are getting tired of it. The SAR has a couple thousand men, and have potential to push both out of Anchorage, quite possibly for good. Many are for it, some aren't. If the SAR becomes the main force in Anchorage, there will be more resistance from Raiders, Super Mutants, and Slavers. The city will be a free democracy, more prosperity is considered to be a great possibility. Even with this, there are still several Enclave and Brotherhood supporters and some do not follow many of the SAR's laws. As tension builds, more and more enlist to both sides, the Enclave already prepared. You have to choose who to join, and the effects of the battling and what you do within your faction will determine the outcome of the war to come.

_____

Joinable factions and their advantages


SAR - A major faction and military power in Anchorage and many places south of Anchorage. They are a democracy ruling military styled government, and since their appearance the sightings of Mutants and Raiders has dropped heavily, especially in areas like Chapel Hills and the suburban areas. They will soon take over the heavily Ghoul infested abandoned fuel depot, which will give them an opportunity to use the vertiberds they have found without fuel. They have an estimated 6.5 thousand soldiers, including those not in Anchorage. Though a good democracy, many laws are to be unagreed with, and many soldiers who enlist cannot leave until a service of three years. The attempts of clearing out all the eastern mountains have lost them a couple hundred men, but will be rewarding. Have created a capital out in the wastes, with the main city surrounded in tall iron walls, the surrounding area guarded by Rangers. Safest place in Anchorage, according to some.
Their armor is the winterized combat armor found in military installations in Anchorage. Main weaponry are R91 assault rifles, and various 9mm pistols and 10mm pistols. Sometimes have sniper rifles and miniguns.

Brotherhood of Steel - Moved into Anchorage at an early time, and occupy the refinery. Base is practically impossible to enter, and they have about 800 soldiers deployed in Alaska. They run several small settler camps, and are somewhat democratic. They are very more open minded than the SAR, but have less followers and pose as a threat due to attracting Enclave to many locations scattered around Anchorage and Alaska. Their armor is t-41d Power Armor, and some wearing the elite winterized t-51b. Weapons mainly consist of laser rifles and R91 rifles.

Enclave - Not much is known about the Alaskan Enclave but that they don't recruit. They control the north half of the trenches and few other areas in the snowy wastes of Anchorage. Main armor is snow-camoflauged advanced Power Armor, and weapons are normally plasma rifles and laser rifles.

Slavers - A minor faction, mainly against all other factions. Small in numbers but are very strong and roughly trained. Weak armor but heavy weapons such as missile launchers, miniguns, gatling lasers, R91 rifles, and even the rare Fat Man, but this is not common.


Other Factions

Mountain Vulture Raiders - Typical Raiders that occupy a large number of snow wastes and mountains. They control a sector of the suburbs. They wear Raider armors on top of thick fur coats, masks, goggles, and bomber caps. Always wear heavy, tall leather boots to stomp through the snow with. They may sometimes be friendly, but mostly hostile upon arrival. Weapons vary.

Settlers and Snowdrifters - Basically wastelanders. They occupy towns and enlist to the SAR or Brotherhood, commonly converted to Raiders. Snowdrifters wander the frozen wastes and take anything when found, and are commonly referred to as Nomads. Normally travel in groups of 2-4.

Super Mutants - Military units from before the nukes that were huddled in an underground base that was top-secret, and was kept under the trenches. After a while, the hidden FEV barrels and vats were somehow spilled and eventually turned the soldiers to Super Mutants. They control the south half of the trenches and some areas in the wastes and mountains. They are normally wearing torn military uniforms with small combat armor chestplates and shinguards on their bodies. Weapons vary.


Creatures

SnowLurks - Mirelurks of the snowy Alaska. They are commonly glowing bright blue and have white shells and flesh. They derive from the snow crabs of the area.

Ghouls - The ferals of Alaska, skin is almost always pale white, almost albino. They have long, sharp, sturdy claws and sharp teeth, and eat their prey.

Failed FEV mutant - Victims of the FEV virus but horribly mutated into ways one could not imagine. They are found in the mountains and wastes, hiding from society where they would be scorned. They can talk and are most always friendly, but their hideous figure prevents them from living in normal towns.


Currency

SAR Dollars - Pre-war American dollars that were in abundancy in Anchorage. They are stamped with heavy white and blue, the colors of the SAR. Only currency accepted in the SAR capital and few SAR establishments. Two equal to one disk and three caps.

Brotherhood disks - Forged steel coins with a picture of the Brotherhood Symbol punched in the side. One is worth two SAR dollars and five caps.

Caps - Average settler/snowdrifter currency. Used in all settler towns, some SAR civilizations. Five equal to one disk, three equal to one SAR dollar.


Major Locations

Brotherhood HQ - Located at the refinery, only Brotherhood soldiers/officials allowed in.

Ranger base - Main base of the SAR's military, many soldiers come from there.

SAR Capital - Major SAR city surrounded by a huge iron wall, and guarded by many soldiers. Town is prospering, main hub of trading.

Lancashire Camp - Main settler camp set up by SAR. Guarded mildly by Rangers, many settlers take shelter here when in need. Good amount of medics, lots of settlers looking to trade.

Suburban Ruins - A large section covered with suburban homes and office buildings, a large attraction for settlers, various traders and 'sinners', and the northeast sector patrolled by Raiders.

Chapel Hills - Large hilly location covered in heavy snow. If there's a heavy snowstorm, it'll be the worst here. It's very tough to travel through and come out without some kind of frostbite, but the Raiders take a liking to the area and set up hundreds of camps in the area. Considered main Raider territory. They have somehow grown accustomed to the freezing below-zero weather daily.


Map:

http://img3.imageshack.us/img3/4299/aaaanchorage.png

______________________________________

Rules:

No godmodding.
No controlling unless given permission, they must have my permission.
No uber-weapons or armor. Stick with only what your faction has.
You may start as a civilian but must join something soon.
You can only start as Enclave to be in the Enclave.
Tone down language.
Tone down violence.
No super-explicit content.


Character Sheet:

Name:
Age:
Race(Ghoul, human):
Ethnicity:
Appearance:
Armor:
Clothes:
Weapons:
Misc(pencil&journal, lighter, ciggs, alcohol, etc.):
Addictions/Habits:
Active weaknesses:
Strengths:
Faction:
Rank(Recruit, sergeant, lieutenant, general):
Personality:
History:


Post 'yer bios! I will post mine soon.
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Sun Nov 07, 2010 12:30 am

Just filler until I finish writing my sheet - this looks to be veeeeery interesting and deserves more interest. 29 views and no comments?!? C'mon guys :wink_smile:
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Sun Nov 07, 2010 4:08 am

I'm intrigued. The SAR seems very powerful, I'm wondering how they could be beaten. So Enclave are joinable?
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Sun Nov 07, 2010 4:42 am

Just filler until I finish writing my sheet - this looks to be veeeeery interesting and deserves more interest. 29 views and no comments?!? C'mon guys :wink_smile:


i was writing a sheet earlier but then i realised im hosting one RP and in another, i dont think ive got it in me to do 3 RP's een though i have always wanted to RP as a BoS solder i may just do a sheet afterall god i hope i can cope...
User avatar
Enie van Bied
 
Posts: 3350
Joined: Sun Apr 22, 2007 11:47 pm

Post » Sat Nov 06, 2010 7:30 pm

No clue if I should join, I mean i'm technically already in 3 RPs, but two of them aren't looking too well. If they die for good I'll join.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sat Nov 06, 2010 6:42 pm

I'm intrigued. The SAR seems very powerful, I'm wondering how they could be beaten. So Enclave are joinable?

Yes, the Enclave is a joinable faction. You have to start as Enclave to be them, though, because they don't recruit(what with the whole 'unpure' people and such). Basically outside of combat you wander around the base and gain orders, spend Enclave holopoints(Enclave currency not mentioned since it can't be used outside of Enclave locations), get some people to help out in battle.. SAR soldiers, Slavers, and some Brotherhood soldiers will be able to travel to any major settlement, minor settlements encounter-only, though. Also, the SAR and Rangers are powerful people but their training just can't match the Brotherhood's, they're limited to combat armor and basic firearms, and the thousands of soldiers they have are limited only to few parts of Alaska and even much less Canada.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Sat Nov 06, 2010 7:35 pm

I skimmed the description before, but now that I re-read the article I found a few problems I hope you can either fix or clarify:

1) It says not much is known about the Enclave, so how am I supposed to RP as one? I understand their mysterious disposition to the other factions, but if I'm going to RP as one I need details. Amount of soldiers, currency, etc.

2) "Tone down the violence". Uhm, yeah, sorry but I'm going to have to break that rule, if I'm not mistaken this is about warring factions. This sort of applies to the "Tone down the language" rule as well, but I can understand it when people swear every other word.

I'm not trying to totally rain on your RP, but I think these things should be adressed before I decide.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Sat Nov 06, 2010 11:41 pm

Name: Jeramey Brandt

Age: 31

Race: Human

Ethnicity: Caucasian, German-American.

Appearance: Neatly groomed brown hair with a clean shaven face. He has creamy white skin and hard green eyes, he likes to keep a strict glare and posture, trying to keep an appearance that reflects his rank. He has a muscular build, and likes to tune his body in the gymnasium at the SAR base. He has several scars on his face, neck, and back.

Armor: He wears the SAR-assigned Winterized Combat Armor with a few additions, a red bandoleer stretching from his right shoulder down to the left side of his waist helps him carry more ammunition, a small holster on his arm-guard that holsters his throwing knives, he also has an ace of spades painted on his left pauldron, instead of balaclava and helmet, he wears an http://www.peabody.harvard.edu/files/samurai_mask.jpg and a red beret..

Clothes: Black pea-coat and a SAR jumpsuit, both insulated with animal fur, and http://i46.tinypic.com/2dv4klg.jpg

Weapons:http://upload.wikimedia.org/wikipedia/commons/a/ae/AKM-JH01.jpg with bayonet, a http://www.harrisoncustomknives.com/collectorknives/9%20bowie%202.jpg, 5 throwing knives, and a http://upload.wikimedia.org/wikipedia/commons/6/68/SW_Model_629.jpg

Misc: Regular army munitions carried in a small rucksack, canned Pork 'n Beans, a box of matches, a fish-net, an extra jumpsuit, a first-aid kit, a bedroll, a sharpening stone, and a gun-cleaning kit.

Active weaknesses: He has post-traumatic stress.

Strengths: Jeramey is a very smart tactician, he has a vast knowledge of small guns and knives, he is also good at unarmed combat, stealth, and quick-drawing his Revolver. He is also fond of poetry and chess.

Faction: SAR

Rank: Lieutenant

Personality: Too most people, Jeramey is strict, cold, and vigilant. But too his friends and squad, he is honest, wise, and somewhat mysterious. He will help people when they need it, and enjoys proper etiquette.

History: Jeramey's past is very mysterious, known only to his closest friends. Growing up in a middle-class household, his parents were very talented, his father being a very revered hunter and navigator of the Alaskan tundra, while his mother being the best voice in whole SAR capital, she helped make money by singing down at "The Orange Saloon" in town. He was an only child, and his parents were very determined. During Jeramey's late teens, his mother was diagnosed with tuberculosis and died. His father forced him into SAR recruitment so that they could pay for the house. He was very familiar with guns due to his father's occupation and near-obsession. He was one of the best shooters at base. He was promoted to Sergeant after numerous missions which was ultimately successful due to his squad's skill and determination. He was normal back then, free-spirited, talkative, and kind-hearted, he had grown a special bond to his squad. One day, they was doing recon near Chapel Hills where they were ambushed by Raiders, the raiders had gunned down nearly everybody except for him and Randell Bach, one of his best friends. Back at the raider base, they tormented and tortured them. Randell couldn't stand it any longer, out in the cold, almost stripped of clothes and starved, he died. Jeramey was able to hold out until night-fall, where he was saved by another SAR squad that had came too look for his. At base, his 7-man squad was honored with a candlelight vigil, he was promoted to lieutenant, with this rank he didn't need to take part in so many missions, he made his due by training recruits.

P.S: I haven't done a roleplay in a while, a little rusty.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Sun Nov 07, 2010 12:16 am

I skimmed the description before, but now that I re-read the article I found a few problems I hope you can either fix or clarify:

1) It says not much is known about the Enclave, so how am I supposed to RP as one? I understand their mysterious disposition to the other factions, but if I'm going to RP as one I need details. Amount of soldiers, currency, etc.

2) "Tone down the violence". Uhm, yeah, sorry but I'm going to have to break that rule, if I'm not mistaken this is about warring factions. This sort of applies to the "Tone down the language" rule as well, but I can understand it when people swear every other word.

I'm not trying to totally rain on your RP, but I think these things should be adressed before I decide.

Tone down violence means don't be extreme gore exploding body anatomy class boom.
Language just means don't curse too much.
I'll post up Enclave info now, but not a description. They are exactly like the Enclave everywhere else.

Currency - Holopoints, a card that is a glowy-blue with a number on the front. The number is the amount of points on it, more points added by selling things and entering it into a point dispenser, available at every retailer and trader.

Leader - General West, wears a huge furry trenchcoat with a black bomber cap, and sports a modified plasma pistol that penetrates deeper, goes farther, and has more splash radius.

Base information - Restored fort at the end of the trenches. Built underground bazaar, barracks, and cafeteria.


All I can give for now.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Sat Nov 06, 2010 10:51 pm

Thank you for the information, CS soon to come!
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Sun Nov 07, 2010 5:20 am

UPDATED
Name: Matthew Winters
Age: 27
Race: Human
Ethnicity: Caucasian, American
Appearance: The first thing you notice is his deep gray-blue eyes wondering the room looking,observing,taking in every detail. His hair styled into a military buzz cut complemented by an athletic body and fare skin. "What are you waiting for initiate? Go talk to him!"
Armor: T-41d Power Armor
Clothes: Army Mechanic Jumpsuit / Used when working on my projects or when fixing them ironclads.
Merc Grunt Outfit / My relaxation fatigues.
Winterized Officers Uniform / Outside winter fatigues.
Composite Recon Armor / The power armor never works without it.
Weapons: Combat Knife / Always had it and always will.
10mm SMG / Meet my little friend! <_< " He just had to say it."
Winterized R91 Assault Rifle / Keeping commie's heads down in tell 2077. Keeping raider's heads down since 2077. B)
Frag Grenades / :( "I hope you can throw that nade far."
Misc: BoS Personal Holotag, whet stone, ruler, protractor, pencil, journal, paper,and clipboard.
Addictions/Habits: Likes to keep things organized.
Active weaknesses: None (so far)
Strengths: Intelligent and vary knowledgeable in mechanical and electrical devices and weapons. Brotherhood of Steel advanced combat training.
Faction: Brotherhood of Steel
Rank: Knight
Personality: Matthew is a vary serious person when running missions, but back at base he is more laid back. Hes honest a little to honest, hurts peoples feelings kinda honest, but it is true and you can't cover up the truth. <(can someone help me properly punctuate this sentence never really got the hang of it) Besides scolding every dim-witted Initiate, hes a kind and trusting person that likes to improve himself. He can also be vary creative in the workshop.
History: Matthew was born into the brotherhood, the only child of two scribes, Ralph and Elizabeth Winters. Matthew's dad worked on weapons and armor while his mother worked on non-combat technology to better life for the Brotherhood in the harsh winter wasteland. Growing up Matthew learned a lot about pre-war technology, how it worked, how to take it apart and put it back together, and most importantly how to maintain and repair this complex technology. When Matthew became old enough to make his own decisions he decided to join the Brotherhood's fight for survival and technology instead of doing what his parents did as scribes.
User avatar
daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Sun Nov 07, 2010 4:38 am

If you are new to RPing, please read http://www.gamesas.com/index.php?/topic/893712-so-you-think-you-can-rp/ for tips and general guidelines. If you don't read it, I guarantee you will look like a fool in front of all of us.

As far as the Character Sheet, it has a very good basis, but next time add details before you post it. Instead of using "( jasdkfjnabkl )" to describe something, put it into sentence form.

Also you need to flesh out your character looks, using words like 'scrawny, beefy, tan, etc.'. Remember, the only image we have of your character is your description, so make sure you use detail detail detail!!!

Good start, hope to see you as a veteran RPer soon!
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Sun Nov 07, 2010 6:37 am

To Broadside, your bio is fine, just work on grammar.


Adam of Morrwind's bio:

Name: Adam Winds
Nickname: Windy
Age: 34
Race: Human
Ethnicity: Native American
Appearance: Red Skin with sort of white complexion, 5 ft 11, black hair, shoulder length, braided into one braid. brown eyes, slight musculer build, weighs 176 lbs,
Armor: SAR Winterized Combat Armor, Winterized Combat Helmet
Clothes: Denim Jeans, (sweat pants oftern worn ontop) and ontop of that is Ski Pants. Snow Boats, black underarmor thermal spandex shirt, red button short sleeve dress shirt, halfway buttoned down. army jacket (open) red bandanna on his head, black shaded aviators, and a grey scarf
Weapons: M16 Assualt rifle with small targetting precision laser. (attachable/detachable silencer) 10mm pistol. trench knife (attachable/detachble to his M16)
Misc: Collection of empty and recored holotapes of how many days, how many battles, number of deaths in the arm, etc etc. pencil/pen, journal. flask of warm water. holo-compass, short wave radio set
Addictions/Habits: Adam has no addictions, his only vice is Nuka-Cola, he has many habits, some habits that arent even considered habbits, and habbits that are considered habbits
Active weaknesses: Can't go a day without a Nuka-Cola, he LOVES Nuka-Cola, he doesnt get it, he goes crank, angry then really pissed off
Strengths: Rifle n Pistol training, Melee combat, hand to hand, atheletics
Faction: SAR
Rank: Luitenenat
Personality: Strong and Open minded, he's nice and well mannered, likes to be goofy at points. and cracks jokes, sometimes very sarcastic
History: Born in Alaska under SAR territory, he did what every kid growing up did, they trained and joined the SAR. one of few aboriginal families left in Alaska he is one of the last ones who are alive in Alaska, the rest either died in combat or moved away. Adam is a leader to the recruits and helps them in training. He's a dedicated soldier and has been in the SAR his whole life.
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Sat Nov 06, 2010 8:13 pm

I am vary new to this role-playing thing never done it before so I would need some help as time goes by.
[WORK IN PROGRESS] Tell me what I need to edit appropriately.
Name: Matthew Winters
Age: 27
Race: Human / pure-strain
Ethnicity: American
Appearance: Caucasian Male Height: 5'8" Weight: 178lb
Armor: T-41d Power Armor [on duty portal inside and out and on missions]
Clothes: Army Mechanic Jumpsuit [on duty inside]
Merc Grunt Outfit [off duty inside]
Winterized Officers Uniform [off duty and on duty outside]
Composite Recon Armor [for use of the T-41d power armor]
Weapons: Combat Knife [always on my person]
10mm SMG [vary reliable rugged sidearm]
Winterized R91 Assault Rifle [keeping the commie heads down in tell 2077]
Frag Grenades [Catch!]
Misc: BoS Personal Holotag, whet stone[keeping my knife sharp], ruler, protractor, pencil, journal[keeping track of my projects], paper,and clipboard
Addictions/Habits: Likes to keep things organized.
Active weaknesses: None (so far)
Strengths: Vary Intelligent , Vary knowledgeable in mechanical and electrical devices and weapons.
Faction: Brotherhood of Steel
Rank: Knight
Personality: need more time
History: same here




The only pure strain humans are those who are in the vaults and those who are in the Enclave

I'm just reserving this spot, I'll fit out my CS soon
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Sat Nov 06, 2010 11:58 pm

This spot is reserved for future CS sheet.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sun Nov 07, 2010 2:49 am

Really interesting concept reserved space for CS.
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Sat Nov 06, 2010 9:55 pm

I'll be posting up pictures and stuff frequently to give a better aspect of what things look like and certain factions on how they look.

http://img217.imageshack.us/img217/1236/a1111111.png
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sun Nov 07, 2010 3:32 am

I haven't joined an RP before, but this one seems really interesting. I was wondering when the actual RP will begin. I will be out of town for vacation all of next week and was wondering if I would still be allowed to join, or would too much have happened already? Thanks.
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat Nov 06, 2010 8:15 pm

Reserved for CS Sheet.
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Sat Nov 06, 2010 6:16 pm

I haven't joined an RP before, but this one seems really interesting. I was wondering when the actual RP will begin. I will be out of town for vacation all of next week and was wondering if I would still be allowed to join, or would too much have happened already? Thanks.

Alot probably would have happened by then, but maybe not since majority of people are reserved and I'm still waiting on bios.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Sun Nov 07, 2010 7:29 am

I'm working on mine now.... It's grueling.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Sun Nov 07, 2010 4:08 am

Name: Hienrich Silvio Riktor

Nickname: General Silver

Age: 42

Race: Human

Ethnicity: German

Appearance: Hienrich is a ferocious looking man at best, and can commonly be found with a permanent scowled on his battle-scarred face. His hair is black and kept gelled back neatly, with strands of silver aging beginning to show through his thick hair. A deep scar runs from the base of his lower left jaw, across his dead left eye, and just above the brow. Even in his aging state, Hienrich hasn't lost an ounce of his thick muscle, and for that matter his battle prowess. General Silver's left eye is dead, causing the coloration to turn a mercury silver, thus his nickname was born. Even though English is often the language he is forced to use more often, you can detect a distinct hint of German accent in his words. Hienrich is 198 lbs and is 6'3"

Armor: General's Purge Armor- A light weight and durable form of armor developed by Hienrich for his Purge Troopers. The armor offers heavy defense against small arms fire, shrapnel, and shock, and provides an invaluable defense against explosives, grenades, missles, etc. The armor is weak against high-velocity projectiles, such as sniper fire or heavy machine guns. Due to this, the armor comes with a large shield, which is designed to deflect bullets, stop most lazer fire, and absorb a certain degree of plasma. The http://i202.photobucket.com/albums/aa282/icefire5/scan0003.jpg for the armor and shield refurbished with an officer skin.

Clothes: Pre-War winterized Commanding General's uniform- The material is thick and provides warmth as well as an effective suit of armor against shrapnel and small arms fire. The outside of the uniform also has shoulder pads worked into the uniform, as well as a bullet resistant torso guard and thigh protectors which are very similar to regular winterized Combat Armor. In combination he also wears a WWII General's cap, with the http://i582.photobucket.com/albums/ss269/_Kiba_Inuzuka_/My%20New%20Wolf%20Form-%20BioFreak/Black_lips__pale_eyes____by_crystal.png

Enclave Officer's uniform- Typical Enclave standard issue officer's http://images2.wikia.nocookie.net/__cb20090721082012/fallout/images/thumb/0/04/Fallout_3_Enclave_Officer_Uniform.png/102px-Fallout_3_Enclave_Officer_Uniform.png.


Weapons: Riktor Shotgun (Plasma Shotgun)- Very much similar to a Combat Shotgun, featuring a semi-automatic firing system, Plasma shells that closely resemble Shotgun shells, and general structure. Unlike the gun-powder cousin of the Plasma shotgun, this Plasma weapon has multiple wires and other similar electrical components visible from the outside. The barrel is also different, and features a PCD (Plasma Compression Device) which can be adjusted manually or automatically to either concentrate the glob of Plasma or widen it's range for close encounters. The weapon can be either fed by an ammunition drum, similar to the Combat Shotgun, or belt fed like a machine gun.

Riktor Saber (Tesla Saber)- Another weapon designed by Hienrich, used by many of the officers under his direct command. The weapon can be custom created into http://www.derech.net/img/swords/thomaschen/sword_10.jpg. Tesla coils are located within the grip, so that when equipped by a soldier or officer, the blade instantly becomes a pathway for lethal amounts of electricity to flow into. When the blade strikes, the recipient of the blow immediately becomes electrified with often lethal amounts of electrical current. Hienrich wields the Mark 1 version of the designs.

Misc: Enclave Hololog- A device used by Enclave high-ranking officials to keep track of troop activities, orders, campaigns, battles, casualties, etc. The data stored on the device is collected remotely by a the High Command of the sector, who then can make decisions based on reports from on-field officers and generals.

Anti-FEV- A two inch vial filled with a glowing red liquid. The liquid evaporates instantly when exposed to oxygen, and one vial alone can effectively intoxicated an area of up to 30 yards. When in the air, any living being even slightly effected by the FEV virus either dies painfully or will die even more painfully. Because the Enclave are made up of only pure-strain humans, the Anti-FEV does not effect them in any way, not even in concentrated amounts. The substance is incredibly difficult to produce, and the Enclave only supplies generals with one vial of Anti-FEV. Even though this is classified as a weapon, Hienrich has never used his Anti-FEV, and he thinks it's more effective as a red glow-stick more than anything lethal.

Eye-Patch- A white eye-patch he uses to cover his dead left eye in formal engagements.

Addictions/Habits: Hienrich can most oftenly be found in his own personal labratory, tinkering with new technology and devices and inventing new technology. He has grown the habit of shutting himself inside for multiple hours, only stopping his work to eat, sleep, and conduct battles. Recently, he has gotten into the habit of arranging public executions of the Enclave's enemies, meaning little hope for those captured by his men.

Active weaknesses: -He is duty-bound to whatever the higher command asks of him
-His left eye is dead, and does not function
-He has no social life, the Enclave is everything to him

Strengths: -Making important and often successful strategetic decisions
-Knowledge of mechanics and technology
-Demanding respect from his inferiors
-Being in command of the Anchorage Purge Troopers
Faction: Enclave

Rank: General

Personality: Hienrich has little mercy as a general commanding his forces, and even less so towards his enemies. He does not tolerate disorder amongst those beneath him, and he demands civility, respect, obidience, and loyalty from his men. When someone does make the mistake of agrivating the aged veteran, his wrath is swift and merciless, and the fire of his anger can incinerate any defence. He is known to have executed traitors to the Enclave in front of his men, to show the price of treason to prevent any future occurances. However, he did not make it to general on fury alone. Hienrich is one of the Enclave's best strategists and front line commander, his mind sharp as a razor, quick, and intelligent. His fame is well known throughout the Enclave, and whenever his name is spoken it is usually followed by a saying common amongst soldiers "It'll be a warm day in Anchorage before General Silver loses."

History: Riktor led a rather unevenful childhood, with both parents born and raised by the Enclave, just as he was. Like every Enclave citizen, he was taught to honor the Enclave with his service, and fight the greater cause to irradicate the unpure. Fueled by what he had been taught, he was eager to join the ranks of Enclave soldiers, so that he too could win the war against mutation. However, he could have never expected how hopeless his great cause was. Growing up he had been told that the Enclave outnumbered every enemy in both strength, training, numbers, and technology, but those were lies. The next few years of his miserable military life was spent huddled in trenches all over America, or being dropped in the middle of a horrific battle by a vertibird. Miraculously, Hienrich survived his military career as a simple soldier, and when he neared the age of 30 he was promoted to an officer position, and was immediately sent to Anchorage, where the worst of the Enclave's strugggles were.

Throughout his officer's career in Anchorage, Hienrich had learned much, and has proved himself to be a very effective leader. Riktor not only gained knowledge and experience, but he also gained his distinctive scar across his face in Anchorage. While on a regular patrol, Hienrich and his squad were ambushed by Snowlurks, how they managed to push that far inland is still a mystery to Riktor. The Snowlurks were heavily armored, and they're sheer speed and durability proved too much for many of the squad. While ordering retreat, Hienrich was struck in the face by a Snowlurk claw, tearing his eye and flesh. Once Hienrich had safely returned to the base with what was left of the crew, he was thought weak and cowardly by many amongst him. However, the Enclave officials thought otherwise. After the incident, Hienrich was immediately promoted to general after he had made a full recovery.

His first year as general was harsh and grueling for those under Hienrich's command, and rumor said that he was looking for the best soldiers for some unknown purpose. After two full years of testing his men, Riktor had successfully retrained every soldier under his command, as well as select fourty individuals for his own personal purposes. Those fourty men soon became General Silver's personal bodyguard and special forces team, otherwise known as the Purge Troopers. Purge Troopers were given special training and equipment, such as the deadly Plasma Shotgun, Purge Armor, Full body shield, and Tesla Sabers. Since their creation, the Purge Troopers have been General Silver's favorite task force team, and he often accompanied them on many missions. Though created only recently, the Purge Troopers were obtaining a fearsome reputation across Alaska as one of the deadliest combat units ever assembled.
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Sat Nov 06, 2010 6:04 pm

Could the people reserving hurry up and post? If you don't want to join then don't, because if you aren't posting up a bio you probably won't be posting anything in the RP.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Sat Nov 06, 2010 7:34 pm

Name: Henry Alden

Age: 37

Race: Human

Ethnicity: Caucasian

Appearance: 6'4 and a muscular build. Hazel eyes, white shoulder length hair, white beard.

Armor:Winterized T-51b

Clothes: Outside of his armor, he wears only his undergarments. Gray boxers.

Weapons: Sniper Rifle. Laser Pistol.

Misc: Lighter and Cigarettes

Addictions/Habits: Cigarettes are his vice, smokes up to a pack a day.

Active weaknesses: Arthritis

Strengths: Tactics, Sharpshooting, Determination

Faction: Brotherhood of Steel

Rank: Head Paladin/Head Knight

Personality: Henry has a quick temper, usually going into “rage mode” with the slightest error. Though he is quick to anger, he hardly ever makes decision on it. He is very determined, so may say stubborn, when he sets his sights on a goal, he won't let go. He commands every single Paladin and Knight, and is stern with them, but not overly so. He believes you can't demand respect, only earn it. He has earned it for most of his Paladins and Knights. He has no respect however for any wastelander, being extremely racist towards them, calling them “savages”. He views the Enclave as civilized however, but frowns upon their goals.

History: Born in California, Henry was born of Knights in the Brotherhood. From when he was 5 he was determined to serve the Brotherhood. He was the top initiate of his time, and the Brotherhood had high hopes for him. Doing this time it was evident he had an eagle eye and a fast trigger.

At 19 he became a Knight and began traveling the wastes, doing errands for the Brotherhood. During his travels he became convinced that the wastelanders were close to savages, and pitied them for it. When he was 21 his group came under attack from and Enclave ambush.

During the mission the Paladin commanding the group was shot dead. Henry led them through the ambush while keeping everyone alive, taking four bullet wounds in the progress. He was promoted to Paladin for his achievements. It was around this time that his parents were killed in a raider ambush. Although saddened, he knew that was the way of the wastes and blamed it on the “savages”.

His determination and tactical expertise quickly made him rise through the ranks. He became a Paladin commander at the age of 29. The Head Paladin/Head Knight died three years later and he became the next one. The Elders determined it was in the best interest to claim Anchorage, Alaska and to make sure of it, they sent him. He's determined to fight for Alaska and will claim it by any means necessary, ridding it of “savages”.
User avatar
Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Sun Nov 07, 2010 1:54 am

Just because people are allowed to have T-51b doesn't mean you always have it. I'm now further banning T-51b for any more bios, all current ones may stay.
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Next

Return to Fallout Series Discussion