This is the IC.
War, war never changes.
The year is 2306, and the East Coast of what remains of the USA has seen better days. It has been seven years since the Virginia Incident - an event that had claimed every single living soul within the release radius. Aurora, an android whose purpose was to fire the weapon releasing a toxin to wipe out all living things on the East Coast, had escaped the facility leaving behind the comrades who had unknowingly helped her in her mission, but for whatever reason she spared them by locking them in a chamber that remained sealed until the virus dispersed after a 48 hour period. Immediately afterward she began building her own army of metal followers, ushering all robots and synthetics to flock by her side. Her Black Citadel rises in the South, a beacon for robots and synthetics to head to and a warning for all humans to stay away. Luckily the warhead malfunctioned and instead of wiping out the entire East Coast, the virus only spread through a five mile radius, only effecting the southernmost parts of Virginia. Word has also arrived that someone has organized the many raiders of the Capital Wasteland further North, calling themselves the Titan's Hand, pillaging and destroying small settlements with extreme prejudice. They are rapidly building strength as they make their way towards Megaton and if it fails to stem the attack, the rest of the Capital Wasteland will be overrun as well. Super Mutants fleeing from the robotic forces of the Black Citadel to the South have grouped together and now have formed a massive horde on a collision course with New Troy, a city protected by a giant impenetrable wall or at least believed to be so, and is the only thing standing in the way of the Mutant Horde and Black Citadel forces, aside from the BoS Citadel, to the rest of the Capital Wasteland.
It seems that dark times have befallen the Capital Wasteland, with its innocent inhabitants stuck in the middle of it all. However, from the darkness shines a beacon of hope. The Ones Who Lived. After surviving Brittney's deadly virus in Virginia, the former group parted ways, anguished about their inability to stop the genocide Brittney had committed. However, "The Ones Who Lived" didn't let their anguish get the best of them, as each of the four survivors now hold lofty positions throughout the Capital Wasteland. Can they put aside old grudges, unify the forces of the Wasteland, and turn the tide against the evil that appears to be preparing to wipe them out from all sides...
Or will it be unique and talented individuals such as yourself, as before they were great "The Ones Who Lived" were all but wanderers unknowingly walking the path of destiny. Only time will tell as a black dawn washes over the Capital Wasteland.
That's a rough idea of basically what the older RP was about, I'm thinking of remaining in control of the leader of the Brotherhood of Steel and acting Field Commander Elder Ricard Graves, as that was my main character in the story. Also, I think I'll keep Aurora as an NPC, as well as the leader of the Titan's Hand. I'd like to steer away from other players controlling the enemy armies, as I have plans for them, but would instead like "hero" characters. Mind you, this isn't an RP about a bunch of "take a million hits and punch Hitler in the face" characters walking around. This is semi-realistic within the Fallout Universe. Characters that WILL have a bit of leeway on being semi-God-mod will be the leaders of the different faction/cities of the Capital Wasteland, though they still must remain true to their posts and not galavanting across the Wastes with no rhyme or reason.
1. No God-modding
2. Keep it PG-13, swearing (this doesn't mean you can drop an "F-bomb" every other word, stay classy) and romance that comes through the story is alright. If you're gonna get it on with a ghoul or your faithful companion, fade to black or take it to PM (I'm looking at you Kate and Bane haha)
3. Remember, we're all buddies here, but if you start being a donkey named Jack in the OOC or to my players, you can bet your donkey you'll be booted from the game.
4. I want a one paragraph MINIMUM, it's easy and this isn't Free. This is a Casual RP. Nuff said.
5. You already know everything else. Follow the forum's guidelines and we'll all be happy.
Main Faction/City Positions:
Elder Ricard Graves - Accepted - (Me, One Who Lived)
Sheriff of Megaton (One Who Lived) - ACCEPTED - WeskerV2
BoS Captain of the Guard in Megaton (Megaton has it's own militia, but it has been bolstered with BoS cadets and Knights. He/she is a Paladin) - RESERVED - Deamonbane
Head Scientist of Rivet City (One Who Lived) - OPEN
Head of Rivet City Security - RESERVED - Callthecops
Magistrate of New Troy (Equivalent of Elder in the BoS) (One Who Lived) - RESERVED - Voltin
Stratego of New Troy (Same as a BoS Captain of the Guard, but a high ranking member of New Troy's forces)* - OPEN
Rivet City - General Scales
*The Magistrate and Elder Graves don't see eye-to-eye, even though they are actually old friends who both survived Brittney's virus attack, as it is common knowledge that New Troy's main purpose was to cover the BoS Citadel's Souther flank. Since this has put them on shaky terms, the Magistrate allows cadets and a few Knights to be stationed in New Troy to help with it's defenses, but no officers as they believe the BoS want to try to assume command of the city.
REMEMBER, you don't have to play any of those roles, your character can be whatever you like and you may have multiple characters. However I'd like if you choose one of the leader positions that you don't double as another leader role. You can have a maximum of 2 possibly 3 characters if you have a good enough reason. I don't want you to swamped from the get go, unless you're sure you can handle it.
Age (at least above the age of 18 and over 25 if you're "One Who Lived"):
Appearance (Anime, Real life, etc):
Allegiance (BoS, New Troy, Rivet City, Megaton, Yourself, etc):
Rank (If applicable, wanderers don't have ranks):
Specialties (Up to three, this includes combat and non-combat specializations):
Weaponry (Within reason, you're not going to have top of the line gear as a wanderer or lower ranking soldier. Should reflect specializations):
Equipment (Canteens, matches, Stimpaks, bandages, Rad-Away, etc):
Personality (Not required, but you can if you want):
Bio (At least a SOLID paragraph, that's seven sentences, not five. I want you to at least try to be invested in your character):
Other/Miscellaneous (Anything that doesn't quite fit, put here)
Name: Zekial Halderai
Zekial is dressed in a full length trench coat, with a vest on underneath that was modified to incorporate a series of pockets to hold ammo and various supplies. A kerchief loosely hangs from his neck, which he tightens and uses to cover his mouth when traveling or when the wind is kicking up large amounts of dust, sand, and what not. A pair of salvaged cargo pants are kept on via a belt with a holster on the right hip, storing his revolver of choice. A sling slit in the back of his coat carries the rifle he commonly wields, and the cargo pant's pockets hold what the vest's pockets cannot. Lastly, a pair of boots wrap up the attire.
+ Small Arms (Rifles & Pistols)
+ Defensive Tactics
Primary - Lever-Action Rifle
Secondary - .357 Magnum
Tertiary - Combat Knife
Equipment (Canteens, matches, Stimpaks, bandages, Rad-Away, etc):
+ x4 Bandages
+ Flask & Canteen
+ x2 Stimpacks
+ Cigarette Pack
+ Sheriff Badge
Personality: Zekial has grown older rapidly in mentality, residing in the role of a Sheriff for Megaton. While hints at his prior attitude of aggressiveness and lack of self preservation occur when he gets angry, he has settled into a neutral and surprisingly diplomatic outlook. The authority and responsibility resting on his shoulders forced him to mature as well, being much more deliberate and not as quick to commit to a cause or turn immediately to violence. Despite this, he shows no mercy what so ever after a first warning or offer to accept a surrender, bandits and raiders quickly executed and displayed as signs of warning against future thoughts and attempts to attack Megaton, much to some people's chagrin and horror, and he doesn't care really what they think, so long as his job is done.
Bio: Born the son of a group of caravan merchants, Zekial was part of the few tag along children who either were born in the caravan or picked up along the way. It was a hard lifestyle, but it was honest compared to many other professions available to folks in the Wasteland, so he couldn't complain. He handled firearms well, and had a sharp head and wit growing up, seeming to favor talking and negotiation over having to shoot or threaten people into what he wanted them to do. This didn't always work, and he learned how to defend himself and groups of people who were not trained in defending themselves, organizing able bodied men and women while securing cargo and those too young, or old, to properly defend themselves. Eventually Zekial and the caravan parted ways on his 18th birthday, something generally done as a habit in that caravan to keep folks from getting too complacent, and he did the only thing he knew how to do, worked as a hired guard. He eventually ended up part of an entourage that was heading to Virginia, and ended up one of the few survivor's of the incident. He refuses to speak about what happened there, or even that he was involved with what happened there, but keeps a sharp eye aimed at both the South and North, not trusting the news from wanderer's and merchants after gaining his post in the office of Megaton Sheriff, hoping to avoid a massive war that the wind seemed to carry in its future.
Other/Miscellaneous: Zekial considers anything involving the Virginia Incident a very touchy and sore subject amongst those who were not there, and even they generally are not given much more leeway then others.
Name: Ricard Graves
Allegiance: Brotherhood of Steel
Specialties: Small Guns, Big Guns, and Unarmed combat
+ Trademark Mini-gun
+ 10mm Pistol (holstered in special compartment on his thigh)
+ Power Fists (The gauntlets on his Power Armor are actually modified power fists that allow for handling guns and other things)
+ T-51b Power Armor
+ A couple Stimpaks and a roll of bandages in a compartment on his chest
Personality: Graves used to be a cold man, the perfect soldier, but after his journey with Brittney he began to see life in a new light. Although he is friendlier and far kinder than he used to be, he is still the battle-hardened soldier he's always been. Very unyielding, won't give up no matter what, but won't risk other's lives.
Bio: Ricard Graves was born and raised in the Brotherhood of Steel along with his younger sister Nicole, climbing to the rank of Knight by the age of 18. His outlook on life became bitter after his younger sister was killed on a regular patrol by super mutants. In a fit of rage, Graves searched for the lair of the monsters that tore apart his sister, killing them all in a hail of gunfire from the mini-gun he chose to carry. He was reprimanded for his recklessness and was put to trial before the Elder at the time. The trial didn't go in his favor, as he was banished from the BoS. Instead of heading for the Outcasts, Graves decided to cut his own path in the Wastes, working as a gun for hire and putting down the super mutants and raiders of the DC ruins for fun. As caps rolled in as much as the blood he spilt, the man became more and more distant from humanity. As fate would have it, Graves was hired to help with an expedition to recover a vault said to house all manner of pre-war tech. The person who hired him was non other than Aurora Chase, the young woman who would later nearly succeed in wiping out all the inhabitants of the Capital Wasteland.
Though their caravan met many challenges, Graves pressed on and as the days passed, he began to feel truly apart of something. A family if you will and this began to melt the ice that had grown around the soldier's heart. After the betrayal of Aurora, Graves surprisingly didn't revert back to his cold self, but instead immediately went back to the Citadel. Within days he was regarded as a hero and in the next few years of being welcomed back to the BoS and leading many successful missions, Graves became Elder of the BoS with unanimous support. Under Elder Graves' leadership, the super mutants were wiped from the D.C. ruins and most of the raiders learned to keep clear, as they were shot on sight. Trade opened up with the ghouls of Underworld, benefitting both factions with the added support of ghoul guards at the Washington Monument, as well as added help with protecting trade caravans and rebuilding the ruins. Graves also sent troops to bolster the defenses of Megaton, as it sat near the borders of the Capital Wasteland. He is trying his best to position his forces as best he can without spreading the BoS to thin, but with the approaching Titan's Hand, Mutant Horde, and the threat of invasion by the robotic legions of the Black Citadel; Graves is unsure of what to do to rid these lands of the ever growing threats.
Name: Aurora Chase
Age: Appears to be around 25
Allegiance: The Black Citadel, Herself
Rank: Queen of the Black Citadel
Specialties: Energy Weapons, Science, and Repair
+ Energy Pistol
+ Her body which is nigh invulnerable and has the ability to reprogram a robot or synthetic to bend to her will by just being in it's presence.
Personality: Robots don't have "true" personalities, but Aurora seems to be a perpetually depressed/sad young woman. The only time she is happy is when she learns of more robots joining her legion, but has been seen to crack a smile whenever the BoS is mentioned.
Bio: Aurora was put into service by the Institute decades ago, her primary objective to release a toxin that would wipe out the entire East Coast, but leave the Institute unharmed thanks to it being sealed in a extremely protected environment. However, Aurora was never able to complete her task for years, every party she took being killed by the challenges along the way. This all changed once she hired the former ex-BoS Ricard Graves, who now is the Elder of the Brotherhood of Steel, along with three other individuals just as unique and talented in their own rights. Although there were many dangers along the way, Aurora was surprised that they had finally made it to the vault and with that surprise came a realization that broke her programming. She genuinely cared for these few humans and at the moment they realized she had betrayed them, the android sealed the group in a chamber to shield them from the poison. If her body were able to cry, she would have appeared to be sobbing, as crossing the ones she had grown to care for was to much for her. To help alleviate the pain of what she had done, Aurora was able to remove her tracking chip and change the parameters of her programming to stop the Institute from simply shutting her down, setting her sights on something grander than what her creators ever thought possible. Aurora soon discovered she had the ability to reprogram any robotic entity, amassing a massive legion of all makes and models.
As the humans she betrayed carried on with their lives over the years, so two did Aurora, her robotic followers building a fortress that was bigger than the BoS Citadel, New Troy, Megaton, and Rivet City combined. The entire complex took up an entire square mile, terrifying to even those who could only see a speck on the horizon. Inside the fortress, her legion grew in number and in impatience. Some wished to eradicate all organic life, but gladly obeyed their Queen by refraining from attacking any organics who were not in the borders of the Black Citadel's territory, which took up almost the entirety of Virginia. With unquestionable power and almost infinite soldiers, Aurora remains in the central keep, biding her time as she watches the Capital Wasteland staggering on. Unknowing to the fact that judgement would soon leave every man, woman, and child not but dust in the wind.
Age: Unknown, but believed to be at least in his mid thirties.
Allegiance: Titan's Hand
Rank: War Chief
Specialties: Melee Weapons (Swords and other Blades for the most part), Explosives, and Small Guns
+ Pump Action Grenade Launcher w/ incendiary and regular shells
+ .44 Magnum
+ Assortment of throwing/combat knives
+ Horned Face Mask (Functions like a power armor helmet)
+ Armor (Recreated power armor)
Bio: No one knows his true name, but everyone outside fo the Capital Wasteland up to the Institute has heard his self-proclaimed name. Kronos believes himself to be a divine being, aligning himself with the belief that he serves the Gods or God, he's unsure how many there are as he reads through the remains of old books. You'd be hard pressed to disprove his claim, as every opposing force has been wiped out by his army of raiders, and those foolish enough to challenge him to one-on-one combat met an even more brutal fate. By all means this man is insane, it doesn't take a genius to figure that out. Nobody knows where he came from, but within months of BoS scouts reporting a large group of raiders to the north, Kronos's forces have swelled to well over three thousand blood crazed followers. Actually, no one even knows what he looks like, as he wears a custom-made suit of power armor that makes him appear to be a demon in the eyes of his enemies. This could be due to the fact that the dark red hue of his armor is really layers and layers of the blood of those unlucky enough to cross paths with the mad man and his murderous army. He does not fear death, nor do any of his forces, only adding on to the terror when he marches his forces in your direction. Outward scouts say the mass of murderers are preparing to invade the Capital Wasteland and the first target in their sights is Megaton, which if taken will be a prime base of operations until the rest of the Capital Wastes bows down to Kronos. He is well aware of the dark legion that awaits in the south, but he believes them to be a blessing from his lord(s), and will gladly aid them in overtaking New Troy.
Reaper's get up is a modified version of reinforced leather armor with a black hood and light cloth attached to it, suits his name/title. Reaper stands around 6'3" but is quite agile for someone his size and height. He has buzz cut black hair, milky grey eyes and overall pale skin from his clothing.
Allegiance: Himself and troubled wastelanders.
Specialties: Stealth, Melee (Preference of long reach or throwing weapons, not picky though), Lockpick.
Primary- An enlengthend fire axe with no paint on the head, looks kind of like a scythe following Reaper's get up.
Secondary- Throwable weapon.
-Reinforced Leather armor
-Large Canteen (half full)
Personality: Reaper is first and foremost a wanderer because he still has plenty of places he wants to go before he dies or settles down. He normally is a fairly kind person and usually pretty merciful towards those around him, his mood comes into effect here on just how much. On the other hand, he can be many bad things all at the same time but first and foremost a merciless killer. Beyond these two parts to him there isn't much else to reach for that is blatantly obvious, though he seems agitated when people ask about his eye color or knowing how they were there without turning. Reaper does have moment during fighting where if there are multiple enemies at a distance firing at him he might retreat and try to flank them one by one or just hide and let them pass until he can get his bearing.
Bio: Reaper really doesn't like talking about himself most of the time. Even then the only thing he will speak about is the present or only a very small portion of the past; where his get up came from and other things he considers trivial. He seems entirely comfortable talking about either the amount or how he managed to kill some of the more formidable opponents he has faced or a little about his current opinions of the local area as he has seen it. He only arrived in the Capital Wasteland a week ago and hasn't really found much to do as of yet besides seeing the sights of the country's former capital, occasionally dropping into different settlements the most current being Rivet City.
Other/Miscellaneous: Reaper, as much as he would dislikes it, is actually completely blind; however, he is extremely sensitive to sound and touch which forces him to improvise his way of navigating and fighting. This may explain his agitation at people when they want to know about why his eyes are the way they are more so than the rest of his face.
Name: Karl Shanks.
Hometown: Vault 13, Pennsylvania.
Armor: Karl wears a dark brown jacket with similar pants, covered by his random bags and pouches that he stores his items inside. Karl wears an old beanie that he picked up from a small abandoned store a while ago, mainly wears it all of the time, occasionally taking it off. He has a large, camo backpack and a tattered old scarf. He has a pouch sling hanging down also. Karl has a scruffy beard that he has to shave occasionally so it doesn't get too big. Karl has dark, chocolate colored eyes and brown hair to match. He wears black gloves that don't cover his fingers. He also has a magical cowboy hat that protects him from damage.
-One Hunting Shotgun, thirty-two extra shells in total in addition to his ten shots the keeps loaded.
-One 10mm Pistol, sixty-four rounds total.
-A Fire-axe as his melee weapon.
-Several cans of food, two bottles of water.
-His compass, several lengths of rope, just normal survival stuff, also has about two hundred caps.
-About five books he likes to read.
History: Karl was born in Vault 19, growing up in those unnatural, barely lit corridors. He hated his experience in there, he always longed for adventure and to see the light of day, instead of the horrible lights that the Vault had. He grew up with a rather good education and can read pretty well. Karl never fit in very well with the other children in the Vault, so he was one of the people who wasn't in the "group." He enjoys reading whenever he can in his spare time, and holds a small collection of books in his pack, saying that it's worth the extra weight.
When Karl grew to the age of twenty-two, the Vault had an emergency. Many systems were failing in the Vault, and because of this, a large amount of people died due to the malfunctions. Things like terminals exploding, the water purifier failing, Radroach infestations, and things to that liking were one of the few things that happened. Many blame it on the number of the Vault, saying that the number thirteen was a haunted number or some shit. Karl didn't like to believe in the stories. So finally Karl decided to sneak out, bringing along the few possessions he could grab, he snuck into the Overseer's room and hacked the terminal, opening the Vault and escaping. To this day he's been surviving in the wasteland, one day at a time.
Anyway, a small while ago, he noted a big group, The Titan's Hand, headin' down towards some place. Takin' the advantage, he though it would give him some worth, maybe let him make some caps for warning the people ahead. It ain't hard to get past a moving army of troops. The trip took only a few weeks to reach the place.
Skills: Is proficient in repairing things, like repairing old terminals, radios, and other such things. He is also fairly able in hacking, but not as skilled as he is in repair.[/QUOTE]
Name: He goes by many names, "The Equalizer", "No Name", and some just call him "Gas-mask"
Allegiance:Himself (He might change his mind though but for now he only cares about himself)
Sawn off lever action shotgun
Back pack made out of bramin skin
3 packets of radaway
3 2 liter water bottles
3 etra gasmask filters
5 canisters of gasmask defoggers (each canister hold 6 clear platic discs which if placed on the google part of the gasmask prevent it form fogging)
Gun repair kit
3 bottles of whiskey
1 set of spare gasmask lenses
Gasmask (he is always wearing it)
3 cans of beans
2 boxs of salisbury steak
Biosorry this will be a bit short but I want him to a mystery to most and his backstory will bereviled in the IC)Not much is known about the wandering man but his explots have popped up throught the country from the NCR to the Capital wasteland no one knows his true intentions but what ever they are he is a legend helping from small towns fight off small raider attacks to helping slaves escape he has done all his deeds wihtout pay only for them to give him some food and water and let him on his way. Some say he is a ghost of a dead regulator others say he is a
Other/Miscellaneous (Anything that doesn't quite fit, put here):
Name: Asher McClintok
Asher has long red hair, with pale white skin. His eyes are silver with gold flecks across them. He wears two trench-coats one made of leather, while the other offers light insulation against the radiation of Capitol Wasteland. He evacuated Vault 13 after their overseer went crazy. He is about 6' 2" and 267lbs. The most distinctive aspect is his ghastly white skin that marks him different from the others out there.
Allegiance: Lone Wolf (No allegiances, however he might ally with people for his own gains)
Specialties: Hand-to-Hand, Small Guns, Neutral Karma
Weaponry: Two customized machete's that he picked up off of a wandering salesman afterward he customized them by honing the blades as much as he could.
Equipment: 2 canteens, a box of 250 matches, and some bandages.
Personality: He doesn't know much about capitol wasteland outside of what Three Dog says on the radio. So he was rather eager to escape from his vault to explore. But once outside the harsh realities turned him cold against many of those who might become his friends/allies. He is swift to pass judgement once past it takes awhile to change his mind. However, those who have successfully convinced him they are to be trusted. He will protect them, as long as his own well-being or self-interests are better served with the persons survival.
Asher was born to two loving Scottish parents who'd recently migrated from Scotland where their own war-torn country was destroying any hope they had of successful lives. So they moved to America where they were promised a grand life filled with success and riches. Four years later they were told to survive they would have to move underground to a vault where their well being would be secure. With Asher's mother at least 8 months pregnant they decided to go underground into the vault. Now broke and penniless Asher's parents were forced to work on the water purifier and the boilers. After giving birth to Asher his parents left the safety of the vault to try and start a life outside of the vault leaving Asher with neighbors and fellow mechanics.
Several years came and went before his parents returned to the vault, their bodies were basically broken down. Upon seeing the condition of the McClintok's many people started to believe the propaganda that was being fed to them about the world. How it was no longer worth ever leaving the safety of the vault. But despite the way they looked physically his parents spoke of wondrous things. Ruins that contained vast knowledge, monsters at least 10ft and taller. Some nice people they'd met along their way and most importantly they spoke of cities that had arisen amidst the vast wasteland. (Asher now being aged 10)
After ten more years of hearing his parents tales and learning the art of bladesmiths from his neighbors he couldn't wait to start his adventures. This was to be year of annihilation to many vault dwellers, the overseer was starting to realize that he couldn't keep the vault dwellers in their chains anymore. Rumors of revolt had reached his ears, so he started to tell the teachers of the younger kids to no longer teach real history. Instead to glorify him as the reason they existed. That there was nothing out there to look forward to.
This angered many people so they revolted, however before they had a chance. Feral Ghouls broke into the Vault using the sewer system and started to attack all the vault dwellers. Ashers father took up a machete and started to fight back against the Feral Ghouls. Seeing his father fight like that inspired many of Ashers future expeditions against the ghouls. He decided the Vault was no longer the place for him to live. So he left the vault behind, with the image of his fathers fighting fresh in his mind he sought a wandering salesman to purchase his weapons of choice machete's.
After wandering the wastes and honing his own fighting skills against raiders, and even some civilians who'd crossed his paths. He had to defend his honor against them. So now he decided it was worth his time to return to the home he'd known. Upon returning to his home he came across a scene that haunted his memories for an eternity. The scene of bodies torn apart, and blood strewn across the walls made him leave the vault. As he turns to leave he comes across a note scrawled reading.
"The Overseer started his war against us. As if the failing water purifier wasn't enough, he started to round suspected Rebels up into the living quarter area. There he ordered the guards to assassinate them. There was no judgement only slaughter. This lead the real rebels to finally launch their war. The McClintoks or as the rebels called them Mr and Mrs. Red Death fought back. Almost succeeded in taking control back from the Overseer. Then it happened, the water purifier failed completely. That started a war for the water. With their advanced weaponry the guards quickly overtook most supplies, now with the only supply of water left being controlled by the Overseer the McClintoks killed the Overseer in cold blood. Which lead the guards to.... the rest of the not was illegible. With that settled Asher left the vault behind him to start out in Capital Wasteland once more.
Allegiance: New Troy
-Reinforced Combat Armor MKII
-A handful of Stimpaks
-A bottle or two of whiskey
Personality: Janus is incredibly aloof, not wishing to come to friendly terms with much of anybody after the Virginia incideny. Despite her cold personality, she is in no way anti-social, and is in fact rather charismatic despite the fact that she intimidates even the most tough of men with her sheer confidence. Under her gruff exterior though, is a person who shares a great deal of empathy for people, despite past events, which she covers all up behind a mask.
Janus was raised in Little Lamplight under her name at the time "Dropoff", having been left at the front gate as a baby. As she grew older, she became the town's equivalent of a sheriff, learning how to properly hold a gun at the age of ten, and guarding the front gate when hostile "Mungos" tried to raid the town. At the age of sixteen, as was custom, she left town after many teary goodbyes. Instead of heading to Big Town, the usual adult Lamp Lighter's destination, "Dropoff" decided to explore the Wastes to see what they could hold for a girl like her.What she found, was something she never wanted.
After leaving the place she had called home for so many years, Janus picked up a desolate life of drug abuse; having discovered the wonders of Jet only a month after her departure. Only three months after that, she had to turn to prostitution to support her bad habit and dropped her original name, feeling as if it would only be tainted with the way she was acting. This practice continued for years, until a particularly intelligent group of her "patrons" decided to name her "Jinu", whore in her native language of Chinese. She killed them, and after the act strongly felt she needed the one thing that she had thrown away in her life, control. She... took this need to the illogical extreme, slavery. She continued this career for some time, going by no one name, and even learned a style of sloppy martial arts so that she could take down the "merchandise" without having to kill it (although she learned how to do this with her bare hands as well). She only stopped after receiving a special contract for a resident of Big Town, a former friend at that. She couldn't go through with it, having realized how much of a monster she had become, and turned on her old comrades after they all had left Paradise Falls. She fled, attempting to find a better life while redeeming herself for her crimes. It was at this time in which she adopted the name "Janus", having learned some time back of the Roman god's representation of transitions and beginnings.
She joined Aurora's caravan, not having many opportunities on her quest with the title of "Slaver". It was with this group of people that she had found a certain kinship which she had lost years ago when she was just a teenager, even going as far to call of of them friends. It was Aurora's betrayal which re-hardened her at the time defrosting heart, and what caused her to distance herself from all those people she had called friends not even a day before. She made her way back to the Capital Wasteland, jaded with the very ideal of living anymore. She eventually settled down in New Troy.
With her sinking thoughts of depression, Janus took up the mantle of politics in an attempt at finding both a distraction, and the good she knew she could do. With a silver tongue and sharp wit, she had proven to be a favorite among the city's denizens, even if they knew of her sketchy past, having worked her way up quickly to becoming Magistrate. She fit the position perfectly, willing to listen to the people (provided they could withstand her harsh, yet reasonable criticisms themselves), and going as far as to protect the city and lead it's defenses during the scant amount of attacks.
Other/Miscellaneous: To stop her Jet addiction she turned to nicotine and caffeine, leading her to smoke and drink Nuka-Cola in large amounts
Specialties: Medicine, Repair, Unarmed
Weaponry: Magnum Revolver, 10mm submachine gun (damaged)
Equipment: Stimpak (4), .357 rounds (8), 10mm round (30), Purified Water (2), Pork and Beans (1), Teddy Bear.
Personality: Delilah is the dominant kind of woman that takes what she wants from those who don't deserve it. And although she's very kind and compassionate to a lucky enough person, she isn't exactly a sweet little girl when it comes to those who fuck her over. Delilah's strategy is to always keep a card up her sleeve. When not dealing with a scumbag or a pig, Delilah is extremely flirtatious. Sometimes she uses this to her advantage when dealing with a man or a woman she wants something from, including information and sometimes their death. Delilah always answers to herself and herself only, never working for a faction such as the Brotherhood of Steel or even the Raiders.
Bio: In the year of 2284, her parents had set out for the East Coast with a one-year-old Delilah after Project Purity was soon controlled by the Brotherhood of Steel, providing fresh water to everyone they could. Her family was criticized by others, however, purely from the fact that they moved from the west to the east for fresh water. Although some people knowing how tough it was, had compassion for the three. Eventually, the two had died after becoming victims to a scam involving extremely radiated water from a caravan full of conmen. Delilah would soon grow to defend herself in the Capital Wasteland, being the youngest group member of Little Lamplight. However, as she grew older, she left the caverns before she could even move to Big Town in order to pursue her dreams of moving back to New Vegas. Taking a job as a caravan guard at the age of nineteen, she had gained a friend who was studying medicine. Delilah became interested in the subject, studying alongside her until she eventually parted ways with the caravan after finding an old pre-war motorcycle, still keeping in contact with her friend. To this day, she has found shelter in an old trailer, working in a garage as she takes on bounties and mercenary work, as well as repairing equipment, armor and weapons while she eagerly repairs the motorcycle in an effort to return the land she felt was truly her home.
Allegiance: Rivet City
Specialties: Medicine, Science, Energy Weapons
Weaponry: Laser Rifle (Damaged)
Equipment: Microfusion Cells (6), Stimpak (3), Purified Water (5), Doctor's Bag (1)
Personality: An intelligent young woman who is mostly calm, often criticized as dull by others. Olivia is compassionate and caring, like her parents theirselves during their campaign as part of the Brotherhood. She chooses to protect and nurture the innocent victims of the Capital Wasteland, dreaming of learning the most brilliant ways of providing peace to the wastelanders. And although she's kind and providing to people who are decent enough, she is very cold and bitter, often holding a grudge if you cross the line with her.
Bio: Born in Rivet City, Olivia was raised by her mother, a scribe of the Brotherhood Of Steel who fled to Rivet City after her husband, a Paladin was murdered by the Enclave. They would soon find out her mother's location, forcing her to flee with the Brotherhood, seeing the option of leaving Olivia to trusted friends in Rivet City instead of endangering her child as they fled north the wisest option. During her childhood and teenage years, Olivia chose to read pre-war books on science and medicine, often playing with her chemistry set, unlike the kids who played with toys and explosives, who enjoyed picking on her. This caused her to become cold and bitter to anyone else who crossed her from there on out. Growing up and wondering who her mother was, she joined a caravan for four years where she met Delilah, providing medical support and supplies to people such as the inhabitants of Megaton. To the present day, she remains in Rivet City, working with the science team, as well as treating the sick.
If you have any questions or concerns on the CS, by all means send me a private message or ask me in this thread.
This is my first time GMing, so sorry if I've confused anyone, I'll be sure to clear any discrepencies up ASAP.
My Co-Gms are Katelyn and Deamonbane, I trust their judgement so don't do anything you know you shouldn't.
RP STATUS: OPEN