The IC thread!
All character slots are taken. If you are interested, keep an eye on the Roleplay.
Pirate Pad y'all.
Current Date: September 2, 2390
Current Location: Vault 24, Oregon, Northwest Commonwealth
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Current Chapter: 23, The Great War
Next Chapter: None
The geopolitical situation that led to the outbreak of the long-feared global nuclear war was prompted primarily by the onset of a worldwide energy crisis when the supplies of fossil-fuels, particularly petroleum, finally began to run out by the year 2050. This energy crisis was in part the result of the ever-increasing amounts of fossil-fuel required to power the Fallout world's larger and less energy-efficient technologies when compared with those of our own world, due to their failure to develop miniaturized electronics and more advanced manufacturing materials. The result of this energy crisis was an increasing scramble by all of the advanced, industrialized nations to secure the few remaining supplies of untapped petroleum around the world. Ultimately, a series of military conflicts driven by this hunger for natural resources consumed the planet. The European Commonwealth had reacted to the rapid raising of oil prices to unacceptably high levels by the Middle East's oil-rich states in 2052 by unleashing military action in that region of the world. This intervention ultimately resulted in the destruction of the Israeli city of Tel Aviv in December 2053 by a terrorist nuclear device and a limited nuclear exchange between the conflict's participants in 2054, the world's first since 1945.
As the United Nations tried with little success to keep the peace, many of that organization's member-states pulled out, and within two months of the outbreak of what was soon called the Resource Wars in 2052, the United Nations was disbanded. Next, following the breakdown of trade talks and the unilateral American exploitation of the world's last newly discovered reserves of crude oil, the Chinese invaded Alaska in 2066 in pursuit of the state's remaining oil reserves. The United States ultimately annexed Canada in 2076 to ensure Canadian support for its defense of the Alaskan front even as the American federal government acted aggressively against its own citizens to contain wartime rioting, anti-war civil disobedience and military desertion. The United States retaliated against the Chinese by launching its own costly invasion of the Chinese mainland in 2074 to reduce Chinese pressure on the Alaskan front. Despite initial costly setbacks, this strategy proved successful and American forces liberated the Alaskan city of Anchorage and forced the Chinese People's Liberation Army to retreat entirely from American soil in January 2077. This victory was largely won due to the more advanced military technology developed by the United States during the conflict, especially the deployment of Powered Infantry Armor. Many smaller nations went bankrupt in the ensuing conflict as their economies collapsed due to the increasing shortage of fossil-fuels. The Resource Wars ended with the Great War in 2077.
It is not known who launched the first nuclear weapon that precipitated the conflict. The nuclear exchange that characterized the Great War lasted for only a brief two hours, but was unbelievably destructive and reshaped the climate of the world even as it caused the fall of most of human civilization everywhere across the globe. More energy was released in the first moments of the Great War than all of the previous human conflicts in the history of the world combined. Entire mountain ranges were created as the ground buckled and moved under the strain of the cataclysmic pressure produced by numerous, concentrated atomic explosions. Rivers and oceans around the world were contaminated with the resulting radioactive fallout released by the relatively low-yield nuclear weapons used by all sides, and the climate changed horrifically. All the regions of the Earth suffered from a single, permanent season once the initial dust blasted into the atmosphere by the nuclear explosions had settled - a scorching, radioactive desert summer.
Despite the global destruction caused by the war, many areas remained habitable, with low and tolerable levels of radioactive fallout. The surviving humans were in some parts of the Earth able to continue living in the ruins of the pre-War civilization, establishing new communities and even small cities.
Around a week after the initial nuclear explosions, rain started to fall; however, none of it was drinkable. The rain was black; tainted with soot, ash, radioactive elements produced by the nuclear explosions and various other contaminants produced by nuclear weapons. This rain marked the start of the terrible fallout that marked the true, permanent destruction caused by the Great War. The rain lasted four long days, killing thousands of species that had survived the initial destruction of the bombs, be they animal, plant or micro-organisms. Those few living things, human, animal or plant, that survived after the rain ended were left to live in the now barren wasteland that had spread across the Earth, where nearly all pre-War plant life had died either in the initial explosions or from the intense radiation produced by the fallout.
And now, Mr. White, we find ourselves here. Vault 24 is your home and has been the home of your ancestors for decades. The outside world, the wasteland, is a place of complete evil. Everything that lived outside, people, animals, and plants, are dead. All that remains is barren wastes and monstrous creatures that kill all they see. There is no room for human life outside of the Vault. Life goes on in here.
Lesson Data Closing...
Data Modules Closing...
Tool Sets Closing...
Terminal Powering Down...
The lights of the room slowly powered back on. The room was a typical Vault classroom. Dull grey walls, no windows, metal desks, a projector, a teacher, and students. The students were spread around in the classroom, only two desks were empty. The teacher remained at his desk for a moment before retrieving some papers from a drawer in his desk. He stood up and began passing the papers out to the students. Every student would get one before the teacher returned to his desk to grab a clipboard. He turned off the projector and then stood at the front of the room. The teacher looked at the students for a minute, then at the clock, then at his clipboard and began to speak.
"It has been 18 years. 18 fun, educational, and well used years. 18 years ago you all came into this world, into this Vault. 11 years ago you entered my classroom for the first time. Some of you have sat quietly throughout these years, saying only what you needed to say. Others have talked... and talked... and talked... and been a nuisance. That being said, it has been a pleasure teaching all of you. Today is a very special day for you. Today is the day you take the G.O.A.T. Generalized Occupational Aptitude Test. This test will ask you questions about your morals and smarts, to see what you have learned since being here. After the test is done, I will place each of them into my computer and your results will be given to you. The results will be your job for the rest of your life. Now, this test may seem intimidating but it is not. Once you finish bring your test to me and wait for your results. Please remain quiet while you take this test.".
New Map (Work in Progress)
Map of the Northwest Commonwealth
World Description (NEW)
If there is anything in here that is not canon, just deal with it. Sorry to be blunt but in the interest of plot, I had to make stuff up.
The Post-Apocalyptic remnants of Oregon, Washington, and Idaho have undergone some minor and major changes. The Nuclear Holocaust brought about worldwide destruction on a scale that was never before seen. Cities crumbled, populations evaporated, plant-life died or mutated, humans mutated, almost everything on the face of the Earth was affected. Some areas on the planet were lucky though. These places which are known to have only been touched by mild to low amounts of radiation are few and far between. Some are in China, some in Russia, some in Africa, and so on. The Northwest Commonwealth is one of these locations.
When the bombs detonated, the closest one was in Los Angeles. Wind blew radiation all across the country, but it was not strong enough to completely wipe out all life. Many animals, in fact, almost all of the surviving animals mutated. Bears, dogs, rabbits, snakes, birds, all of them. The vegetation reacted differently. About 20% of the plants (trees and such) died off within a few years, leaving only decaying logs as a reminder of the past. The other 80% saw either minor changes or major changes. There are still areas that have trees, though they have mutated into warped husks.
When it comes to transportation in the Northwest Commonwealth, it comes down to four categories. Walking, Horses, Motorcycles, and Cars. Walking is typically the most "popular" of the choices. Horses are popular in Idaho and with the wealthy. The pre-war image of a horse would be a false one. Radiation has caused them to become leaner and stronger in appearance, as well as more aggressive. Domesticating a horse is generally a task that can be accomplished within a few days, though it is very dangerous. Motorcycles in the Commonwealth are also very popular. Energy cells are used as fuel. The reconstructed motorcycle rigs were usually custom built and could be expensive. Cars are pretty rare in the Wasteland, they also use energy cells. During a time of war, the armies of the Commonwealth would use vehicles to get around, but there has not been a war in over 40 years. Seeing a car in the Wasteland is a very rare thing, most of them are in cities.
For locations that say "See new map" check the new map and click on the icon for the city. A description should pop up. Make sure to zoom in on the location to actually see it..
Columbia - See map.
Spokane - See map. This is a new location.
Steel's Landing - See map.
Farlook - See map.
Vault 24 - See map.
Paradise - See map.
Oregon City - See map.
Painted Hills - See map.
Malheur - See map.
The Capital - See map.
The Caverns - See map.
The Hub - See map.
Fort Smith - See map.
South Springs - See map.
Keller Industrial Center - See map.
The Den - See map.
Caravanland - See map.
This is for creatures that are not in the Fallout games. A picture is given for reference.
The creatures known as "Ghosts" are very mysterious beings. Some say they are the most irradiated form of Ghouls, and others say they are paranormal beings that existed long before The Great War. Though their origins are shrouded in legend, their actions are not. Ghosts are known to prowl The Hunting Grounds alone or in packs, though they are usually seen as solitary beings. Ghosts are extremely hostile and will attack, though they wait until night to do so. Not many have survived an attack by a Ghost, but those who do are emotionally and physically scarred. It is typical that a survivor is found dead weeks after their encounter, some attribute this to the Ghost coming to finish the job, but in most cases it is suicide. Occasionally bodies are found in The Hunting Grounds, these are the "left overs" from Ghosts.
Washington National Guard (WNG) - The Washington National Guard is a military organization operating mainly in Washington, though they have outposts here and there across the Northwest Commonwealth. They consider themselves a Republic but are more like a Monarchy. The WNG is ruled by a man named General Tobias Frost. The WNG is a helpful organization, usually sheltering wastelanders for a short period of time.
The Brotherhood of Steel (BoS) - The Brotherhood of Steel is a quasi-religious organization operating across the ruins of post-war North America, with its roots stemming from the American military and the government-sponsored scientific community from before the Great War. The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the American military of the West Coast in the years following the devastation of 2077. The organization's tenets include the eradication of mutants and worship of technology.
The Enclave - The Enclave is a secretive political and military organization who are believed to have descended directly from members of the pre-War United States government, and military industrial complex, claiming to be the legal continuation of the state, and styling themselves as such. The Enclave comprises mostly descendants of government officials and military elite, and others with ties to powerful corporations who retreated to a Poseidon Energy Oil Rig.
The Khans - The Khans are a tribe of brutally vicious and semi-organized raiders with a culture based around the basic tenets of Social Darwinism. They are probably the most dangerous of the three raider groups (Khans, Vipers, and Jackals) that originated in Vault 15. Most wastelanders viewed the Khans as the founders of the chem trade. They are also known to make jet, psycho and many other addictive chems. The Khans have a very limited grasp in the Commonwealth.
The Republic of Oregon (RO) - The Republic of Oregon is a Roman-inspired, military, organization located in Oregon. They are known to be brutal in war and quick to defend themselves, they are also known to aid their allies. The Republic has one ruler and three senators. The senators have remained unnamed for many years, and when they die, they are buried secretly. The ruler, their Emperor, is named Tiber.
Crimson Caravan - Crimson Caravan is the largest caravan outfit in the Core Region, and quite probably the entire Wasteland. The Crimson Caravan Company is the largest supplier to the NCR of military-grade weaponry, and an assortment of provisions and other equipment types.
Gun Runners - The Gun Runners are a weapons merchant and manufacturer faction. The Gun Runners supply only the finest hardware to the most discerning of customers, including the NCR. A loosely-knit band of Boneyard dwellers, the Gun Runners have had a long past in the business that bears their name. They take pride in constructing only the finest, and highest-quality weapons
New California Republic (NCR) - The NCR is a democratic federation based in California, with bases in Nevada, Oregon, and along the Colorado River. The New California Republic emphasizes many old world values, such as democracy, liberty, and the rule of law. It also strives to restore order and progress in the wasteland, though it has faced difficulty living up to those standards.
The Free Runners - The Free Runners are one of the most violent, secretive, and influential groups in the Wasteland. They are supposedly housed in the deeper parts of Oregon City, it's ghetto. The Free Runners are known to have a large arsenal of weapons, and in the past, they have used them. If there is are leaders that stand behind the Free Runners, they have remained anonymous for the entirety of Free Runner existence. Most of their actions have been in and around Oregon City.
1. No godmodding, metagaming, or anything of the like.
2. Please try to post a minimum of 1-2 paragraphs, minimum. Good spelling and grammar is also preferred.
3. Try not to telephone post. By that I mean give everyone in the group a chance to post. The exception to this would be if two characters are by themselves and interacting solely with each other.
4. If there is a disagreement, keep it friendly. I'd like to avoid huge OOC arguments.
5. If you have any ideas for events or questions, just let me know.
6. If you aren't sure about, ask OOC.
7. If you are going to be gone for awhile, let me know if you can. I won't kill off characters of people who have been gone for awhile, unless they message me asking me to do so.
8. I will rarely kill off a character without a good reason.
9. Have fun.
Age: (18, obviously)
Build: (Muscular giant? Lanky? Toned? That kind of thing)
Hair Color and Style:
Note-able Features: (Scars, tattoos, and such)
Brief Character Back Story: (1 paragraph minimum)
G.O.A.T Results: ( A job, no stats. If you don't know of any jobs besides Vault Security, Doctor, and Engineer, let me know. I can always throw out a list of suggestions)
Karl Shanks. (Badass Cowboy Cyborg)
Karl's build consists of a tall posture and a broad chest and wide shoulders. He's pretty tall for his age and strong as well. He has well toned muscles from hitting the local Vault gym every couple days or so. His eyes are a dark maroon and his jaw is well sculptured. He also wears a cowboy hat. Yeah.
Hair Color and Style:
Dark brown, shaggy and a bit disheveled.
Not much. A few scars on his knuckles from getting into fist fights, his nose is a bit crooked as well.
Brief Character Back Story:
Borne in the Vault, Karl was much like other children early on. Happy and joyful about their tiny little world. Courageous and a bit of an adventurer as well. The tunnels of the Vault were quickly explored and shown to be their horrible drearyness and his mood soured as life went on. He was still normal, none the less. But as time went by, he ended up going away from all the other children and staying alone. The whole Vault just depressed him. That didn't mean he wasn't his normal self, he just expressed no desire to socialize with the others. He got through school with good grades, and not much became of it.
He loved to tinker with things, though. And he spend hours in the basement of the vault, tearing things apart and putting them back together. He just had a good knack for it. His father was a drunk and rarely showed up. His mother was kind to him at least. He learned quickly to stay away from his dad after he had drank a few bottles. One of the few kindnesses was a BB gun, so Karl could practice down in the basement. He enjoyed it and quickly gained a good eye and a steady breath. He also gained his famous desperado hat from his father when he passed it down to him. One day, when Karl was sixteen, his father died. Alcohol poisoning. Karl really didn't feel much of it, but his mother wasn't quite herself after that. He still took care of her.
Name: Ciarra Accardi
Age: 36 / 2
Weight: 125 lbs
Build: Very skinny with a somewhat hunched walking posture. Her eyes are almost identical to her hair colour, deep and dark brown.
Hair Color and Style: Curly chest-nut brown hair that goes to her neck, which she often leaves dishevelled due to lack of care. If it gets too long, she just gets a pair of scissors. Easy.
Note-able Features: Ciarra often appears to always have a rather glazed expression on her face and eyes, and always seems to look tired even when she is not.
Brief Character Back Story: While Ciarra was never the most cheerful or sociable of children, preferring to spend her time reading or drawing, her home life was considerably stable, with two doting parents and an older brother seven years older than her. Her father worked as an electrician and her mother was librarian, with her brother seemingly heading straight onwards to a promising career in Vault security. It was only after her twelfth birthday did her family fall apart. Her father died in an electrical accident, spiralling both her mother and brother into a pit of depression, her mother expressing it in the form of constant drinking, and her brother in that of verbally aggressive outbursts at anyone other than his family, and just in general acted like a complete prick to those he did not care about. His depression resulted in his suicide two years later, after drinking himself stupid and shooting himself in the dead. Ciarra was the one who first witnessed the body. After that, Ciarra degenerated into even more of a recluse than she was before, regressing into an almost completely distant being, rarely paying any sort of attention in class, and responding to anyone who tried to talk to her with callous deadpan. After that, as she alienated herself more and more, Ciarra began to suffer breakdowns of awareness, identity, and occasionally losses of memory, culminating in feeling disconnected with her own physicality, as if she wasn’t really occupying her own body. She would later describe this as like watching her life through a "grainy movie screen that only told half the story".
After three years, after she turned seventeen, she was recommended to see a psychiatrist after she began showing immense disregard for the class, often not responding to people at all, seemingly unaware they had even said something in the first place. She was diagnosed with possible depersonalization disorder and minor sociopathic tendencies, such as a lack of empathy, and was given daily medication and weekly therapy sessions. While not completely 'cured', she has made strong headway in her disorder, and can retain that as long as she consistently takes her medication each day. Apart from that, her relationship with her mother is relatively non-existent, she still failed to pay enough attention in class, would be hard pressed to even name her classmates. She still spends her time painting and reading, not caring about her life in Vault, going through the vague hope that they'll be able to leave one day.
G.O.A.T Results: Cafe clerk
Name: Murphy O'Connell
Ethnicity: His family was Irish American, so he's a white Irishman.
Height: 5 Foot 10 Inches
Weight: 160 lbs
Build: Murphy has a slim look to him but he is actually muscular and toned. His skin is lightly tanned. Most of his family has skin like this. Murphy has blue eyes.
Hair Color and Style: Murphy's hair is medium length. He does a good job of keeping his hair out of his face, though his longest hair would only go down to his eyebrows. He has a small amount of stubble. Murphy's hair is brown.
Note-able Features: Murphy has no tattoos or scars.
Brief Character Back Story: The O'Connell family is a very average one, or at least it is from the surface. Murphy was born to Patrick O'Connell and Sarah O'Connell. Patrick was (and still is) an assistant to the Overseer. His job was very uninteresting, he mostly sorted papers and cleaned up files on the Terminals so that the Overseer wouldn't have a lot of problems reading them. Sarah O'Connell was (and also still is) one of the Vaults twenty five tailors. Her job was to fix up torn jumpsuits and such. Murphy had two older brothers when he was born, Sean and Colin. Patrick drank but did not have a drinking problem, nor did Sarah. Murphy had a pretty average childhood as far as his upbringing went. His father taught him strong and positive morals, while his mother taught him compassion. Having two older brothers also meant Murphy had a thick hide as far as being picked on went, not that that was a problem after he turned 10. Murphy's brothers, Sean and Colin, were not that much older than he was. Sean was three when Murphy was born and Colin was five. Colin caused the least amount of trouble, where as Sean and Murphy were always having "adventures" and causing mischief together.
By the time Murphy was 11, he and Sean were inseparable. Wherever one was, you'd be sure to find the other. This proved to be a bad thing eventually. One time, when Murphy was 12, he and his brother broke into the Vault kitchen and stole some food. Sean took the blame completely and was reprimanded by the Overseer, Murphy witnessed it. The Overseer decided the best way to end the trouble making was to "beat some sense" into Sean. When the day was over Sean had a broken nose, busted lip, two black eyes, and some broken ribs. Instead of deciding to stop causing trouble, Murphy decided to adapt. Witnessing his brother get beaten terrified him, not the fact that his brother was beaten but the fact that it could have been him. Murphy was determined to never let this happen again. By the age of 16 Murphy had developed into quite the thief. Picking locks and sneaking around were his forte, as was his ability to communicate with people.
Murphy is not one to get into fights. He has gotten into a few fist fights in his time, but he is better at defending himself than actually hurting others. Murphy can hold his own in a fight against some of the Vault "thugs" (other students that he gets into scuffles with) but the Vault Security Guards would tear him apart.
G.O.A.T Results: Vault Security Monitoring Specialist. Basically he watches the cameras in the Atrium, Cafeteria, Hallways, and any other room that has a security camera from the safety of an office.
Name: Nova Kusinagi
Weight: 160 lbs.
Hair Color and Style: Dark Red color and long
Note-able Features: five scars, One Tattoo. (Locations of all will be explained below)
Brief Character Back Story: For twenty two years she lived in Oregon City with her family. They lived like true Japanese families where everyone lived in one house. She was a daughter of five. She has three brothers and one sister. When she became of age, about eighteen, she was initiated into a little bit of her family's tradition. Her family where descendants of a Yakuza family long before the wars, the Yakuza were all but gone so all her family could do was preserving its spirit. She was given a tattoo upon her back of an oriental serpent dragon. She was then encouraged to have an impacting role in their sector of the city and so she laid down every possible choice and decided going into the OC military would be the best. So she trained hard very hard gaining her slender body. She eventually got her wish and became a soldier for Oregon City. She however learned many truths about the world as she went out more.
Towards the end of her nineteenth year she was chosen to be a victim of a man. She was able to defend herself and kill this man but not without gaining a few war wounds. One wound was along her cheek almost destroying her beautiful face. However, she kind of liked it. People avoided her more because of such a visual. The second scar was placed across her right breast and down her stomach. This was received by a giant mantis on one of her patrols outside. The mantis attacked her and three of her fellow soldiers. They were more than just soldiers in her eyes but close friends. All was going well until a soldier accidently stepped on one of their eggs. The little mantis inside burst from it and began doing their work on the poor fool who stepped on it. It did not take long for the bastards to kill him. She and the other two quickly began to step on each one. She got a couple scratches but nothing permanent. When they killed each one, they decided to celebrate too early. The noise they made helped lure the much large mantis to them. Five large ones came out of nowhere. They killed two of them but without a price. The three left carved them up pretty bad. Slashing her open and making her feel like a mole rat that got cut open for a big feast. Her friends were long gone when a team of caravaners came along and saved her. The mantis sure did a number on her. Not only with the wound about her chest and stomach but a good through and through hole in her left arm and a downward cut on her right leg and a nasty looking hole in her right shoulder. The mantis would have finished her but she was saved in the best timing. Afterwards, she was admitted to one of the medic tents in the military section where she was treated and saved by the doctors. She was rewarded for her bravery though with a increase in rank. A small increase but it was better than nothing. After recovery she put herself right back into it. This time she was smarter. She scolded her company when they talked out in the wasteland and always had her Chinese assault rifle ready for a good killing.
As well as she became she still felt the wounds given to her and was reminded of her mortality. Therefore, she gained several addictions; Whisky, Cigarettes, and med -ex. She depended on them alot. The whisky to drown her nightmares of the ordeal, Cigarettes to rid her of any stress , and lastly the good old drug called med-ex. She took it to soothe the sharp pains that would suddenly come out of nowhere.
Occupation: OC Soldier
PS: If there is any conflicts of interest or anything wrong with the CS let me know I will revise it if needed or add anything missing.
Name: Garet Kincade
Age: (18-22) 20
Height: 5' 10"
Build: Toned, but not body-builder muscular. He is on the lean side,
with more agility than strength. While he won't be lifting super mutants
with his pinky finger, he might be able to outrun a pissed off deathclaw
Hair Color and Style: "Mussy" would be the best way to describe it.
Think of it similar to the slicked back style in the FO console games--
but a little bit more windblown and messy, and much longer, pulled
down into a poneytail down below his shoulders.
Note-able Features: Here's the fun! He has a long jagged scar across
his left cheek, just below the eye. He has several tattoos on his arms,
and one on his face, as follows:
On right Shoulder: Wolf howling, crossed daggers below it's head and
surrounded by the five Enclave stars.
On left Shoulder: Dagger dripping blood, the hilt decorated with the
Enclave helmet from their insignia, and surrounded by five stars.
From right forarm to elbow: Sniper rifle, the stock etched with the
Enclave helmet and 5 star insignia.
Around right eye: tribal-esque (think Chakote from Star Trek Voyager).
Brief Character Back Story:
Garet Kincade was a born soldier. At 13 years old, he was already
wining awards for markmaship in the Enclave. Growing up in the
Enclave Base in Chicago, he knows his way around most any kind of
small-arms gun; from plasma rifles to submachine gunes, he's a
Something of a strategic and combat prodigy, Garet
underwent Enclave Basic Training (EBT) when he was just 14. He
quickly made a name for himself protecting Enclave scientists out in
the field, as well as "recruiting" people for experimentation out in the
Garet was offered the chance of a lifetime when he was 17; to join an
elite group of Enclane Special Forces known by the name of Crimson
Wolf. Their insignia, a wolf howling, head surrounded by 5 stars, has
come to be deeply respected by Enclave top brass. Already a
corporal, Garet is widely recognized as one of the best soldiers in this
In addition, a year after being accepted into the CWSF (Crimson Wolf
Special Forces), he was also drafted into the Enclaves Elite Sniper
Division, or ESD, because of his spot-on marksmanship. There's said
to be no better shot in the Enclave, and nobody stealthier.
Recently (within the last 2 years), Corporal Kincade has been tracking
down a high ranking Enclave defector, a scientist named Eldrea
Lynne, who not only stole top secret FEV research, but was working
on a top secret mind control project involving the use of satellites still
in orbit around the earth. He's spent these last 2 years under cover as
a wasteland bounty hunter; he's tracked the woman to somewhere in
the Heartland--but he has no idea where she is. His orders are to kill
on sight and to destroy any research materials she may have with her.
He is still in contact with the Enclave--he has a handler he can
communicate with via a small handheld device that he keeps hidden in
the pocket of his duster.
Clothing/Weapons: He wears a long brown duster (similar to the
regulator dusters) over the top of a leather jacket, brahmin-hide pants,
and a thick pair of boots, with a combat knife hidden in the bootleg. He
carries an upgraded Plasma Rifle that uses standard Micro Fusion
Cells--but because the weapon is more powerful, it only has 5 shots
instead of the standard 8 (this is an experimental weapon the Enclave
were testing--CWSF were given first dibs to test it out in the field). For
a sidearm, he has a standard plasma pistol, and he has his combat
knife for backup.
He *can* fight unarmed, but he's not very strong. Given his agility, he
tends to fight with finesse, not strength. He won't knock you out in one
punch, but he'll string hits together, weaving in and out, making him a
hard target to hit.
Due to his extensive training in the spec-ops, he can track like no
other. If he can pick up your trail, he can find you.
His melee is questionable. He can wield bladed weapons like swords
and knives OKAY, and he's very bad at using heavier weapons like a
sledghammer or super-sledge.
He knows nothing about medicine, beyond basic battlefield first
aid--and even that is questionable.
He's smart, but not a scientist. His smarts are more combat oriented,
being a skilled battle tactician. He won't be hacking into computers
Never, under any circumstances, give him an explosive weapon like a
missile launcher or fatman. Bad things tend to happen when he uses
Name: Magnolia "Maggie" Wakefield
Ethnicity: Caucasian, British.
Build: Magnolia's build is very short, in addition having strawlike arms and legs. She wears a red raincoat and scarf with black tights and red boots she found from the ruins of a secondhand store, hence why you can only just barely make out the red from all the dust and dirt. Her face is narrow while her nose is tiny and perky, lips are thin and almost edged-like, and her eyes are very curved with an almost crystal-clear blue color. Skin complexion is about as white and pale as a ghost.
Hair Color and Style: Black with brown highlights, very curly and messy hair, like so.
Note-able Features: Hidden underneath her scarf is three diagonal cuts right beside her lip. Her left eye is noted to be the only one of the two to suffer a black eye. Finally, there are noticeable wrinkles under her eyes, giving off an almost tired look.
Brief Character Back Story: Hailing from somewhere south of Oregon and Washington, Magnolia rode the entire way on an old pre-war bicycle, running from something that she doesn't exactly remember of. Her earliest memories originate from around the age of six, living in a bunker her entire life that was stocked with dry and canned food that lasted until she was ten. Venturing through the outside world was difficult for her, especially when she made a friend that ended up abusing her towards the end. After leaving her friend, she took refuge in a saloon somewhere in Nevada where someone taught her to defend herself with the equipment of two revolvers. Afterwards, she continued to ride down the road until she finally made it to Oregon. Maggie is a very strange girl with a weird sense of seeing the world in a perspective of what it used to be and more. This leads people to the conclusion that she's insane once she mentions seeing butterflies and children playing on the streets. She's very quiet and speaks in low tone when she actually mutters a word. Sometimes she feels there's something behind the reason why she can't remember some things. From the entries in her journal, sketches of red roses, several other clues, she feels she rode north for a reason. And she's bent on finding out why and what she's running from.
Name: Indigo 'Indy' Bozek
Build: Really Toned
Hair Color and Style: Usually he has hat hair, and never combs it. He has blonde/brown hair.
Note-able Features: Tattoo of a bandolero around his left arm between his shoulder and elbow.
Brief Character Back Story: He has always been fascinated by the cowboys of the Old World. He read about them in comic books and on holotapes in his childhood. So when the opportunity came to herd Brahmans in Montana he quickly hopped aboard. Off he went to be a post apocalyptic cowboy. Of course, he was born in Oregon, so he comes to visit his family every couple years. He can't make the journey alone, so he goes with the Caravans. Usually ends up in Caravanland. His parents live in Oregon City. So he has to make the journey alone or with the rare caravan that goes outside of Caravanland. He longs for a horse, even though he has never seen one, and has begun considering them a myth, and that they were fantasy animals dreamed up by the comic book authors.
Occupation: Brahman herder.
Name: Preston Wade (hasn't gone by his first name since he was a teenager)
Ethnicity: Doesn't know beyond being white. His descendants since the Great War didn't keep track of their background.
Weight: 202 lbs
Build: His physique would be comparable to that of a pre-war soldier if he wasn't malnourished.
Hair Color/Style: Bald, but he used to have brown hair when he was younger.
Physical Features: Aside from being bald, he is blind in his left eye and has a port-wine stain on his forehead and large moles on his back and his buttocks.
Occupation: Loner, wildman, hunter, nomad, and scavenger.
-A heavy pre-War jacket repaired w/ patches of coyote pelt
-A large and sturdy backpack
-Baggy outdoor pants
-Hiking boots w/ wool socks
-Old .308 hunting rifle w/ scope
-78 rounds of .308 ammunition
-A plastic water canteen
-Various food and supplies in his sack, from dried meat to small game lures, and others
Backstory: Wade was born in the prairies of southern Alberta to a union between his farmer mother and his raider father, but his father died before he was born. His mother re-married shortly after Wade's birth to another local raider, who was extremely abusive to Wade and his mother, and also fathered Wade's 6 younger half-siblings, who were all conceived through Wade's stepfather forcefully raping Wade's mother. His mother was too meek and submissive to counter the abuse she, Wade, and her 6 other children went through, even going as far as Wade having been sodomized with various things ranging from crowbars to old, splintering wooden chair legs. As such, Wade ended up becoming paranoid and prone to delusions and hallucinations, and at the age of 16, his stepfather had crossed the line and beaten his mother to her death. This caused Wade to murder his stepfather, and he prepared and cooked the corpse before burying his mother's body and fleeing for the southwest.
Wade spent his late teens and his 20s living in the wildernesses of the Northwest Commonwealth, living off of nature, and scavenging and stealing from travellers when he could, which is also where he got his hunting rifle and clothing. He attempted living in various settlements throughout his 30s and early 40s, only to be booted out as a result of violent behavior from his delusional episodes that happen every 3-6 months, such as hunting down and attacking people because he was convinced that they were after him, and that is was either they went or he did. As such, he has been forced into living on his own as wildman, normally docile and avoiding contact unless going through a delusional episode, in which he'd hunt down any person he'd see, convinced that they were going to find him and kill him.
Name: Cory Johnson
Nickname: C.J (See-Jay)
Ethnicity: Caucasian - British Heritage
Appearance: Cory is of average height for a Caucasian male standing at five foot ten inches tall. He combats his slightly small stature by having both a broad and muscular build. His chest and shoulders have grown broad from regular exercise over the years; as expected he packs a reasonable mass of muscle that has been slowly built up over time mostly due to being insanely bored stuck in the vault with little to nothing to do but study. Over the years he slowly grew bigger and bigger and now looks reasonably muscular, although not entirely massive. It may also be worth noting that he isn't exactly uniquely athletic despite working out regularly. He doesn't have a six pack or anything like that, simply larger than average arms and a broad and slightly bulked up build. Hair wise Cory dons a short cropped almost military style haircut with a usually clean shaven face. His hair itself is a dark brown colour but it is typically perceived by most as black because of it's darkness. He has soft light brown eyes which tend to go from looking pain filled and emotional to highly sympathetic and sad. If you wanted to read Cory's emotions then his eyes would be the place to look as he generally doesn't show much reaction any where else.
Notable Features: Apart from the larger than average build there isn't much of note when it comes to Cory's appearance.
Brief Character Back Story: Cory never really knew his biological parents, his father died a couple of months after he impregnated Cory's mother due to a heart defect he had apparently known nothing about and his mother went into cardiac arrest and died a few minutes after giving birth to her son. With no parents and no biological family left to raise him baby Cory was given to an elder lady everyone called Old Lady Feeny. Old Lady Feeny wasn't the greatest parent a young boy could have, but she was far from the worst. She was kind, open, strict, stern and forgiving. Most of all though she was loving. She truly did love Cory as if he were her own son, and always treated him as such. She taught him from early on what was right and what was wrong, what was polite and what was rude and finally what he could do and what he couldn't. For all her greatness though there was one thing wrong with poor Old Lady Feeny. She was growing old.
When Cory was given to her she was already over sixty five years of age. As he grew up she became less and less able to keep an eye on Cory, and he took full advantage of that fact. He would regularly sneak out whilst she had her attention on something else and he would get into all sorts of trouble throughout the vault. It was always petty things though, nothing to ever really get him into any serious trouble. He would trespass, stay out over curfew, play pranks on vault staff and occasionally steal something small from someone who shouldn't have left said thing laying around. Throughout all of this his guardian and guide took the blame and never once got angry, she raised him calmly and always told him why what he did was wrong and detailed why he shouldn't do it.
She was a truly great woman, and without her there's no doubt that Cory would have more than likely turned out to be a huge asshole. Instead, he only ended up becoming a bit of a douche, and he usually had a half decent reason to act the way he did in those situations. More than once other kids made fun of the fact that he was an orphan, the only one most knew of in the vault. It was a sore point for Cory and pretty soon he found himself getting violent when the fact that he was without biological parents was brought up to insult him. There were at least three occasions before his sixteenth birthday where he lost his temper and ended up assaulting a class mate. After the third time he was made to see the overseer and he made it quite clear that Cory's violent outbursts weren't acceptable. Old Lady Feeny sat Cory down and made him promise not to thump anyone under any circumstances. As always the old woman made an excellent argument and by the time she stopped talking Cory felt like he couldn't say anything other than "Okay Mrs Feeny, I promise."
So in conclusion Cory is a bit of a loner. Despite being a troublemaker in his youth he grew quiet in his teenage years and is known by the teachers as being polite, intelligent and respectful. He doesn't have many friends, his quietness and his reputation for having a volatile temper not really helping him gain many friends over the years. These days he has pretty much decided to learn as much as he can in class and get pretty much whatever half decent job he can from the G.O.A.T. He pretty much plans on bettering himself both physically and intellectually over the next few years. Despite being somewhat comfortable with his apparent fate Cory hopes that they open the vault at some point in his life; mostly because he yearns to learn more about the modern world and hasn't exactly grown to love the vault and it's people throughout the course of his life.
G.O.A.T Results: Vault Youth Therapist
Name: Jennifer Baxter, or just Jenny.
Age: She'll be thirty in twelve years.
Ethnicity: Caucasian (as pale as only the fluorescents of Vault 24 can make you).
Weight: 128 lbs. at the last health check-up.
Build: Jenny's frame would probably be described as wiry, maybe boyish.
Hair Color and Style: Incredibly blonde hair, most often pulled into a medium-length pony tail. She might look a little something like this.
Note-able Features: Lots of small scars on her hands, otherwise nothing major.
Brief Character Back Story: The vault is awesome. The food, the people, the school lessons, the hum of the reactors, everything!
In Jenny's eighteen years in Vault 24, she has found nearly nothing or no-one she didn't instantly like—a trait her parents and the vault therapists (not for lack of trying) were never able to ascribe to any mental disorder or other diagnosis. She's simply a relentless optimist. Born to parents that would often drunkenly fall asleep on the couch, but who never laid a hand on her, Jenny became quite self-reliant. Like that of many other vault kids, her childhood was spent exploring the corridors of Vault 24, enjoying every little secret she came across. Preferably along with others; with her parents drunk what seemed like most of the time, she relies heavily on the friendship and company of other kids.
Although she was never able to settle on a single activity—how could she, when everything was so exciting?—she took an especially strong liking to stuff that goes boom. More than once, her homemade fireworks got her and her parents in trouble. Jenny was never quite sure why; it'd worked just as intended, and nobody lost any limbs!
The stories she's heard of the outside world make her incredibly curious, but she doesn't mind that she'll never leave Vault 24, because let's face it: the vault is awesome.
G.O.A.T Results: Waste Management Specialist.