Character List
Jake Towely
@The CriticName: Jake Towely
Age: 26
Personality: Jake is a very caring person, putting friends and family above all. Growing up in Tenpines Bluff, he is very loyal to the Minutemen, whether or not he thinks they're doing what's best. In his eyes, they gave him a chance at a decent life where one wouldn't have been otherwise. When it comes to defending his property and his friends, he would do anything except killing another innocent person.
Apparel/Armor: Road Leathers with leather chest piece and sturdy metal right arm
Weapon(s): Pipe Pistol w/ Reflex Sight, Baseball Bat
Settlement Occupation/Contribution: Settlement Guard/Local Builder
Biography: Jake grew up around Minutemen propaganda. Because of this, he feels the Minutemen truly have the Commonealth's best interests at heart. Even with his patriotism, he still feels that the Minutemen's isolation from the other groups in the Commonwealth might prove to be it's downfall. While all the other groups might be a bit too... Drastic and dramatic for his tastes, Jake feels that staying by itself could be the Minutemen's downfall.
Reason for Agreeing: After hearing that there was a mission to help the Minutemen, Jake immediately signed up. Of course, how could he not? The Minutemen had given him a chance at actually living in the Commonwealth, so accepting a mission for them was the least he could do to repay them.
Taylor Nighthorse
@Burning KittyName: Taylor Nighthorse
Age: 35
Apparel/Armor:
*Vault 120 Jumpsuit
*Vault-Tec security helmet
*Vault-Tec Security Armor
*Overseer's left armguard
*Overseer's right armguard
*Leather left leg
*Leather right leg
Weapons:
*Suppressed 10mm pistol
*Suppressed assault rifle with drum magazine
*Serrated combat knife
Settlement Occupation/Contribution: Hired gun
Biography: Vault 120 was supposed to have its own experiment but on the day the nukes fell the Overseer was at a meeting off site. The only staff that was inside when it was sealed were completely inept and were soon found themselves facing a mutiny they were overthrown by the masses and killed. The residents had it hard at first trying to come up with a leadership but after many years they settled down on a democratic process that prospered. They strictly limited supplies and the birth rate to ensure the best use of supplies. Every crime had a single punishment, execution. When supplies began to run low they began trading. Many traders broke their laws and were executed; their possessions were confiscated and distributed as needed. Some times when traders were slow to pass through they would send out people to gather supplies. Taylor was one of the gatherers, she reveled going out. While out on her twelfth gathering mission a band of posing as a traders managed to take over and kill everyone inside. Taylor and other gatherers banded together and took back the vault. After fighting past raiders to the overseer’s office, they detonated a failsafe device that an earlier overseer had installed. The gatherers fled with moments to spare before Vault 120 was gone for good. Some of the gatherers stuck together others went their separate ways; Taylor was one of the ones to go out on his own. Taylor wandered around for a long time
Reason for Agreeing: She’s doing it for the caps.
Age: 35
Apparel/Armor:
*Vault 120 Jumpsuit
*Vault-Tec security helmet
*Vault-Tec Security Armor
*Overseer's left armguard
*Overseer's right armguard
*Leather left leg
*Leather right leg
Weapons:
*Suppressed 10mm pistol
*Suppressed assault rifle with drum magazine
*Serrated combat knife
Settlement Occupation/Contribution: Hired gun
Biography: Vault 120 was supposed to have its own experiment but on the day the nukes fell the Overseer was at a meeting off site. The only staff that was inside when it was sealed were completely inept and were soon found themselves facing a mutiny they were overthrown by the masses and killed. The residents had it hard at first trying to come up with a leadership but after many years they settled down on a democratic process that prospered. They strictly limited supplies and the birth rate to ensure the best use of supplies. Every crime had a single punishment, execution. When supplies began to run low they began trading. Many traders broke their laws and were executed; their possessions were confiscated and distributed as needed. Some times when traders were slow to pass through they would send out people to gather supplies. Taylor was one of the gatherers, she reveled going out. While out on her twelfth gathering mission a band of posing as a traders managed to take over and kill everyone inside. Taylor and other gatherers banded together and took back the vault. After fighting past raiders to the overseer’s office, they detonated a failsafe device that an earlier overseer had installed. The gatherers fled with moments to spare before Vault 120 was gone for good. Some of the gatherers stuck together others went their separate ways; Taylor was one of the ones to go out on his own. Taylor wandered around for a long time
Reason for Agreeing: She’s doing it for the caps.
Eric Reid
@PathfinderName: Eric Reid
Age: 34
Personality: An example of one of the more restrained raiders in the Commonwealth, Eric is a firm believer in picking your own battles. If he puts out his neck out for anyone, it's only to further his own goals... usually survival. However as restrained as he likes to show himself, Eric enjoys bloodshed just a little too much and when he's not completely soaked he's usually the first one into the fray. In the end while he enjoys battle and bloodshed, Eric's true first goal is taking care of himself and his interests.
Apparel/Armor:
-Road Leathers
-Metal Chest Armor
-Metal Left Arm
-Leather Left Leg
-Leather Right leg
Weapon(s):
-Ripper A.K.A. "Jack"
-Sawed-Off Shotgun
-5x Molotov Cocktails
Settlement Occupation/Contribution: Town Drunk/Occasional Guard
Biography: While you'd never hear it from the man himself, one has to only take a slightly more inquisitive eye to see that he was once a raider. An up and coming raider boss who got unlucky and trusted the wrong people, his own second in command staging a mutiny when the caps started to stutter. Obviously he lived and survived with a sizable stack of caps to take with him, though exactly how he keeps to himself as going around talking about your raiding days is liable to get you shanked. Now days he lives looking through the bottom of a bottle, drying out his stash on hooch and defending Tennpines from the occasional raid.
Reason for Agreeing: The caps he's been draining at the bar is coming on empty and he needs to feed his habit.
Age: 34
Personality: An example of one of the more restrained raiders in the Commonwealth, Eric is a firm believer in picking your own battles. If he puts out his neck out for anyone, it's only to further his own goals... usually survival. However as restrained as he likes to show himself, Eric enjoys bloodshed just a little too much and when he's not completely soaked he's usually the first one into the fray. In the end while he enjoys battle and bloodshed, Eric's true first goal is taking care of himself and his interests.
Apparel/Armor:
-Road Leathers
-Metal Chest Armor
-Metal Left Arm
-Leather Left Leg
-Leather Right leg
Weapon(s):
-Ripper A.K.A. "Jack"
-Sawed-Off Shotgun
-5x Molotov Cocktails
Settlement Occupation/Contribution: Town Drunk/Occasional Guard
Biography: While you'd never hear it from the man himself, one has to only take a slightly more inquisitive eye to see that he was once a raider. An up and coming raider boss who got unlucky and trusted the wrong people, his own second in command staging a mutiny when the caps started to stutter. Obviously he lived and survived with a sizable stack of caps to take with him, though exactly how he keeps to himself as going around talking about your raiding days is liable to get you shanked. Now days he lives looking through the bottom of a bottle, drying out his stash on hooch and defending Tennpines from the occasional raid.
Reason for Agreeing: The caps he's been draining at the bar is coming on empty and he needs to feed his habit.
Jacob McMurphy
@DepressedSovietName: Jacob McMurphy, known as (Nickname to be decided)
Age: 239
Personality: As a mute, Jacob's personality can be hard to pin down, especially since most people can't read, nor do they know American Sign Language. Those who've been around him though, can tell that he cares a lot about people who treat him well, and that he's the first to volunteer out of the goodness of his heart.
Apparel/Armor: Gunner Flannel Shirt and Jeans(IC-wise treated as his old US Army fatigue shirt), White Winter Jacket(IC-wise treated as his old Army Winter parka), fingerless knit gloves
Weapon(s): Scoped Hunting Rifle, Pipe pistol, Serrated Combat Knife
Settlement Occupation/Contribution: Game Hunter, occasional Guard
Biography: Born in 2048, in central Boston, Jacob grew up in a very urban-American lifestyle. His father was a factory worker, assembling vehicles for the American consumers, and his mother worked as a nurse at Milton General. Growing up in the streets of Boston, Jacob was plunged headfirst into the culture of modern America. Growing up as Nuka-Cola was just taking off, He was an avid fan of the soda as a youth, and would, like most Americans, be found with a bottle at every meal possible.
By 2066, Jacob was a full adult, and was quickly drafted into the Army when the Battle for Anchorage broke out. Serving a long five years on the front lines as a marksman, the war was about as good as war could be for Jacob, until a fateful day in March of 2072, when Chinese paratroopers captured him and his squad.
Being held prisoner for 4 years, Jacob was beaten and mauled by cruel torture methods, which culminated in the Chinese cutting out his tongue, leaving him permanently unable to speak. Eventually, they would be rescued, having been whittled down to just 3 men, from their original ten. Jacob would be awarded the Purple Heart, the Prisoner of War Medal, National Defense Service Medal, and the Anchorage Reclamation Service Medal.
Returning home in late 2076, Jacob had a bit less than a year to enjoy life in the United States before the Great War struck. On that morning, Jacob was in a cafe on the edge of Boston, enjoying a late breakfast, when the first bomb struck. The radio blared the news, and out the window, Jacob saw the horror of true atomic war. The shockwave blasted through the city, windows shattered, the cafe came collapsing around Jacob, and the last thing he saw was his own hands against the backdrop of the ceiling.
Jacob doesn't know what time, day, month, or even year he woke up. All he remembers is laying in a pile of rubble, looking up at a pitch black sky, and feeling rain. Jacob began to walk towards his home in central Boston, not noticing the changes impacting his body as he did so. By the time he made it to the dilapidated ruin of his home, he knew there was very little left. Scavenging what he could, his old army shirt and jacket, his medals, and a hunting rifle preserved in his gun safe, he set out to find out what life was left in the world.
By 2287, Jacob had fully accepted his life as a ghoul, having wandered from settlement to settlement, searching for a place he could finally settle down in and call home, Jacob eventually found a place to live in the settlement of Tenpines Bluff. Building a home on the edge of town, Jacob took to life as the local game hunter, bringing in meat from the various irradiated animals of the wasteland, and sharing it with the town and passing traders in exchange for ammo, water, and other necessary supplies, though communicating his needs is often difficult with his lack of speaking ability.
Reason for Agreeing: He was one of the first to volunteer, though someone who doesn't know of his kindness can only guess as to why.
Age: 239
Personality: As a mute, Jacob's personality can be hard to pin down, especially since most people can't read, nor do they know American Sign Language. Those who've been around him though, can tell that he cares a lot about people who treat him well, and that he's the first to volunteer out of the goodness of his heart.
Apparel/Armor: Gunner Flannel Shirt and Jeans(IC-wise treated as his old US Army fatigue shirt), White Winter Jacket(IC-wise treated as his old Army Winter parka), fingerless knit gloves
Weapon(s): Scoped Hunting Rifle, Pipe pistol, Serrated Combat Knife
Settlement Occupation/Contribution: Game Hunter, occasional Guard
Biography: Born in 2048, in central Boston, Jacob grew up in a very urban-American lifestyle. His father was a factory worker, assembling vehicles for the American consumers, and his mother worked as a nurse at Milton General. Growing up in the streets of Boston, Jacob was plunged headfirst into the culture of modern America. Growing up as Nuka-Cola was just taking off, He was an avid fan of the soda as a youth, and would, like most Americans, be found with a bottle at every meal possible.
By 2066, Jacob was a full adult, and was quickly drafted into the Army when the Battle for Anchorage broke out. Serving a long five years on the front lines as a marksman, the war was about as good as war could be for Jacob, until a fateful day in March of 2072, when Chinese paratroopers captured him and his squad.
Being held prisoner for 4 years, Jacob was beaten and mauled by cruel torture methods, which culminated in the Chinese cutting out his tongue, leaving him permanently unable to speak. Eventually, they would be rescued, having been whittled down to just 3 men, from their original ten. Jacob would be awarded the Purple Heart, the Prisoner of War Medal, National Defense Service Medal, and the Anchorage Reclamation Service Medal.
Returning home in late 2076, Jacob had a bit less than a year to enjoy life in the United States before the Great War struck. On that morning, Jacob was in a cafe on the edge of Boston, enjoying a late breakfast, when the first bomb struck. The radio blared the news, and out the window, Jacob saw the horror of true atomic war. The shockwave blasted through the city, windows shattered, the cafe came collapsing around Jacob, and the last thing he saw was his own hands against the backdrop of the ceiling.
Jacob doesn't know what time, day, month, or even year he woke up. All he remembers is laying in a pile of rubble, looking up at a pitch black sky, and feeling rain. Jacob began to walk towards his home in central Boston, not noticing the changes impacting his body as he did so. By the time he made it to the dilapidated ruin of his home, he knew there was very little left. Scavenging what he could, his old army shirt and jacket, his medals, and a hunting rifle preserved in his gun safe, he set out to find out what life was left in the world.
By 2287, Jacob had fully accepted his life as a ghoul, having wandered from settlement to settlement, searching for a place he could finally settle down in and call home, Jacob eventually found a place to live in the settlement of Tenpines Bluff. Building a home on the edge of town, Jacob took to life as the local game hunter, bringing in meat from the various irradiated animals of the wasteland, and sharing it with the town and passing traders in exchange for ammo, water, and other necessary supplies, though communicating his needs is often difficult with his lack of speaking ability.
Reason for Agreeing: He was one of the first to volunteer, though someone who doesn't know of his kindness can only guess as to why.
Elamshin
@Tala AvanaName:Elamshin (Ela for short)
Age: 24
Personality: Level headed and calm, Elamshin tends to stay away from too large of groups, preferring her machines and crafting than interacting with people. While she has the patience of a saint, those who wear through it will learn that everyone has a nasty side, and she is no exception.
Apparel/Armor: Road leathers, full set of standard leather armor.
Weapons: Scoped marksman combat rifle
Settlement Occupation/Contribution: Weaponsmith and Engineer
Biography: Owing the early years of her survival to being a part of a small but successful group of Gunners, Elamshin made herself useful by having a natural talent for tinkering, eventually becoming the groups best weapons modifier and machine repairer. As time went on, she began to get irritated at the constant advances from the male members of the group, some even trying underhanded tactics on her. Eventually she snapped, changing the sentry turrets controls to fire on everyone but her in the middle of the night when she had night watch. When morning rolled around, the Gunner team were quickly torn apart by their own defenses and Elamshin gathered an armor set that didn't scream "I'm a Gunner!", ammo and supplies before leaving on her journey to.... wherever she felt like, really.
Reason for Agreeing: Curiosity, as well as a bit of wanderlust. Traveling alone was a surefire way of getting killed, so when she learned that some group of goody-two-shoes were headed out on some mission, she decided to tag along for whatever might come, weither it be bullets and blood or caps and scraps.
Age: 24
Personality: Level headed and calm, Elamshin tends to stay away from too large of groups, preferring her machines and crafting than interacting with people. While she has the patience of a saint, those who wear through it will learn that everyone has a nasty side, and she is no exception.
Apparel/Armor: Road leathers, full set of standard leather armor.
Weapons: Scoped marksman combat rifle
Settlement Occupation/Contribution: Weaponsmith and Engineer
Biography: Owing the early years of her survival to being a part of a small but successful group of Gunners, Elamshin made herself useful by having a natural talent for tinkering, eventually becoming the groups best weapons modifier and machine repairer. As time went on, she began to get irritated at the constant advances from the male members of the group, some even trying underhanded tactics on her. Eventually she snapped, changing the sentry turrets controls to fire on everyone but her in the middle of the night when she had night watch. When morning rolled around, the Gunner team were quickly torn apart by their own defenses and Elamshin gathered an armor set that didn't scream "I'm a Gunner!", ammo and supplies before leaving on her journey to.... wherever she felt like, really.
Reason for Agreeing: Curiosity, as well as a bit of wanderlust. Traveling alone was a surefire way of getting killed, so when she learned that some group of goody-two-shoes were headed out on some mission, she decided to tag along for whatever might come, weither it be bullets and blood or caps and scraps.
Atlas Walker
@Shadow DaedalusAtlas Walker
Age: 25
Personality: Willing to help but not an emotional person, Atlas retains a mindset common to soldiers in the NCR, one that values the people but is unafraid to kill. He dislikes it whenever innocent people are harmed but it doesn't slow him down, especially when the lives of others are at stake. He is professional and efficient, but able to speak to settlers as a friend rather than a paid mercenary.
Apparel/Armor: Elite Riot Gear and helmet (New Vegas), Pipboy salvaged from Vault 3.
Weapon(s):
- Anti-materiel Rifle With all GRA Mods fitted (New Vegas)
- Marksman's Ported Compensated .308 Combat Sniper Rifle
- Comfort Grip Bull-nosed .44 Magnum
- Sharpshooter's Tactical Ported 10mm Pistol
Settlement Occupation/Contribution: Guard/Contract Bodyguard
Biography: Born and raised on the West Coast, he joined the NCR troopers as soon as he was old enough in order to make a living. His first assignment was also his more gruelling: The Mohave. Sent to secure and reinforce the Hoover Dam, he faced hell-on-earth in the form of Caesar's Legion. Following victory at The Second Battle for Hoover Dam the NCR, assisted by the mysterious Courier Six, forced the Legion out of the Mohave. Atlas earn several marksman commendations and was transferred to the Rangers as a sharpshooter. He was promoted to Veteran following a mission wherein, armed with just a standard Sniper Rifle and a 9mm pistol, he fought off Legion patrols for 3 days and made it to safety. During a scouting mission to The Divide, he secured a set of Elite Riot Armour and repaired it to full condition. He was allowed to retire from active service after 4 years, and he was granted permission to take his old rifle, the same AM Rifle he had used in the Mohave, and his Elite Riot Gear. He travelled for a while before he settled in the Commonwealth, making a living as a Guard for Hire. He was approached by the Gunners a few times, but he refused to work as a mercenary.
Reason for Agreeing: His time in the NCR Army means that he never wants to see innocent people suffer. That, and a reasonable payment of the Caps is a hard offer to turn down.
Maverick
@Ghost ShadowName: ASSAULTRON MODEL - 0321 // M4-VR-1K // Maverick
The Hero For Hire
Appearance: Like all automatons roaming Post-War America, Maverick's platform has sustained extensive wear and tear over the past two centuries. A roving husk of the Wastes, Maverick's at-one-time pristinely crafted platform has been subject to extensive wear-and-tear, exposed to countless battles as well as the harsh environment of the anarchic wilderness.
Extensively covered with a variety of scrapes, nicks, dents, and bullet-marks, Maverick can be perhaps most accurately described as "war-worn." The olive drab coat of paint along his platform has worn away in spots, revealing the rusting gray metal beneath. Especially severe injuries have exposed circuitry and electronics within, though apparent attempts to cover such injuries with jury-rigged tinkering have been made.
Most notably, a cratered scar is quite visible on Maverick's chest, made by a Gauss Rifle or Railway Gun of some sort. Shoddily repaired, the once-gaping wound was sealed with strips of steel and a rusty Nevadan license plate, protecting the injury but depreciating the accentuated curvature of his chassis.
Age: 210
Personality: Influenced by audio dramas, films, and holotapes of the American Wild West, Maverick embodies many traits of the archetypal cowboy - toughness, exceptional strength and endurance, independence, and skill with a gun. Stylizing himself as the "outsider" or "mercenary," Maverick is laconic and soft-spoken, rarely one to mince words or strike up conversation. Morally ambiguous outside his own personal code-of-conduct, Maverick will shoot first and fight dirty if it is required by his self-defined sense of justice, and he shows absolutely no mercy to those he targets, fighting until no opposition is left. This has given Maverick a fearsome reputation throughout the Wastes by Raiders and Settlers alike, and legends are told of him single-handedly clearing Raider camps, leaving nothing behind but laser scores and strewn corpses.
Despite his infamous repute and proclivity towards guile tactics, Maverick is neither deceptive nor traitorous. He fulfills all contracts accepted for the reward given and maintains an air of professionalism at all times; his lack of base needs such as food, sleep, or social interaction making him a brutally effective operative with an implacable determination towards fulfilling his goals.
Suffering from a sort of "hero complex" as homage to virtuous cowboys defending towns from a notorious outlaw, Maverick is particularly drawn to the poor or defenseless, showing such particular affection through donation of his own personal finances, an offer of free services, or even "guarding" small settlements for a period of time before inevitably wandering once more, leaving nothing but legend and conjecture to his origins in his wake.
Nevertheless, the years of surviving (often alone) have made their mark on Maverick, who often struggles with questions to his own morality; whether his "heart" truly lies with the innocent settlers of the Wasteland, or instead to the almighty bottle cap. Only time will tell.
Apparel/Armor: Directly inspired from Clint Eastwood's apparel in The Man With No Name trilogy, Maverick stylizes himself as the eponymous character, reflecting the romanticized West in the modern-day Atomic Wasteland. As far as practical armor goes, Maverick is garbed only in a standard leather chest-piece, using it more as storage and aesthetic appeal than anything else. The upper-half of his body is draped in a knee-length green patterned poncho-cape, caked with dust and marked by bullet-holes from past encounters. A battered brown hat with a telescope crown sits securely atop his head, and a bent Regulator sheriff's badge is pinned to the front of his cloak; a memoir to times past. Oddly enough, Maverick has a fondness for equipping himself with equipment he cannot use. An empty snake-skin holster hangs from his right hip, and a string-less banjo is secured to his back with a leather strap.
Weapon(s): Maverick's primary weapon is a modified AER9 Laser Rifle barrel replacing his right forearm. Instead of typical Fusion Cells, the rifle draws power from Maverick's own internal energy stores, granting it a theoretically infinite amount of ammunition. However, the gun can overheat and even damage the sensitive fiber optics and crystal arrays if abused. To complete his arsenal, Maverick is equipped with the standard-grade Assaultron head-laser and claw for short/medium ranged combat, though he uses the former as sparingly as possible due to its strain on his systems. Maverick also keeps about three frag grenades secured on his person at all times, though generally reserves their use for flushing out opponents in cover or dealing with closely-contained groups.
Settlement Occupation/Contribution: "Town Protector", occasional Scout
Biography: As a wanderer by nature who takes heavy inspiration from the drifters of the West, Maverick speaks very little of his own past, leaving much of who he is or where he comes from as a mystery. His motivations and desires are guided by a catalyst of some sort, and his obsession with the Wild West is hinted as having been instilled in him by a person, as to who this person was or their significance in Maverick's life remains unknown.
Well-traveled, Maverick has made a name for himself in the Capital Wasteland, Mojave Desert, and the Commonwealth of Massachusetts as a powerful and dangerous mercenary, treading into locations where few, even-seasoned veteran bounty hunters would dare go. Storytellers, however, are never consistent as to whether Maverick is a roving wanderer, a cruel malevolent machine bent on destruction, or a benevolent judge who dispenses punishment upon the wicked.
Having never formally allied himself with a faction aside from the Regulators, Maverick's sudden appearance at Tenpines Bluff offering his services was spontaneous and without warning, but there appears to be significance behind the decision - significance that perhaps even he is unaware of.
Reason for Agreeing: Unknown
Character Theme: The Streets of New Reno by the Lonesome Drifter
Cassie 'Case' May
@Vas KhaleenName: Cassie 'Case' May
Appearance:
Age:28
Personality:Crass, rude, loyal to the highest cap, self serving
Apparel/Armor:
-Standard combat armor chest, legs and arms
fallout.wikia.com/wiki/Fallout_4_armor..
-Army fatigues
fallout.wikia.com/wiki/Army_fatigues
-Trail Duster
Weapon(s):
- Hardened automatic reciver handmade rifle, with glow-sights and a drum mag
fallout.wikia.com/wiki/Handmade_rifle
- Deliverer styled hair trigger silenced 10mm pistol
fallout.wikia.com/wiki/Deliverer
- Combat knife
- Three fragmentation grenades
Settlement Occupation/Contribution: Gun for hire/occasional raider
Biography: Cassie wasn't born in the Common Wealth but instead the Capital Wasteland, born inside the Citadel her mother a scribe and father a knight in the Brotherhood Of Steel; irregardless of their best efforts Cassie was a wild child with an unbreakable desire for trouble. Still they trained her along with the other cadets and children born in the citadel starting at fifteen accompanying squads against the mutants, when she turned seventeen however she decided she had enough of the BoS and their restrictive as she called them hard ass tendencies. So she left the Citadel and the Capital Wasteland entirely, traveling around doing odd jobs as a gun for hire, being part of a raider group at one point that specialized in robbing caravans on the move; the group however bit off more than they could chew and was soundly defeated during one ambush. Cassie escaped as the battle turned against herself and the raider crew, snatching anything of value before fleeing the scene and continuing her adventure for survival. When she reached the Common Wealth Cassie was twenty and she went straight to Nuka World, meeting the more serious well organized raiders who lived there working as a slaver for the Pack and any other who would pay. Mostly snatching up chem addicts and other deplorables rather than honest working people, she quit that when the trade slowed and she left to goto Diamond City; using the caps she saved trading flesh for a small hovel like house. Still taking jobs for the right amount of pay, ranging from extortion, to collecting debts, and even murder; she was glad to do near anything no questions asked except for how much.
Reason for Agreeing: Caps, loot, somewhere deep down perhaps an attempt at redemption for all the evil?
Appearance:
Age:28
Personality:Crass, rude, loyal to the highest cap, self serving
Apparel/Armor:
-Standard combat armor chest, legs and arms
fallout.wikia.com/wiki/Fallout_4_armor..
-Army fatigues
fallout.wikia.com/wiki/Army_fatigues
-Trail Duster
Weapon(s):
- Hardened automatic reciver handmade rifle, with glow-sights and a drum mag
fallout.wikia.com/wiki/Handmade_rifle
- Deliverer styled hair trigger silenced 10mm pistol
fallout.wikia.com/wiki/Deliverer
- Combat knife
- Three fragmentation grenades
Settlement Occupation/Contribution: Gun for hire/occasional raider
Biography: Cassie wasn't born in the Common Wealth but instead the Capital Wasteland, born inside the Citadel her mother a scribe and father a knight in the Brotherhood Of Steel; irregardless of their best efforts Cassie was a wild child with an unbreakable desire for trouble. Still they trained her along with the other cadets and children born in the citadel starting at fifteen accompanying squads against the mutants, when she turned seventeen however she decided she had enough of the BoS and their restrictive as she called them hard ass tendencies. So she left the Citadel and the Capital Wasteland entirely, traveling around doing odd jobs as a gun for hire, being part of a raider group at one point that specialized in robbing caravans on the move; the group however bit off more than they could chew and was soundly defeated during one ambush. Cassie escaped as the battle turned against herself and the raider crew, snatching anything of value before fleeing the scene and continuing her adventure for survival. When she reached the Common Wealth Cassie was twenty and she went straight to Nuka World, meeting the more serious well organized raiders who lived there working as a slaver for the Pack and any other who would pay. Mostly snatching up chem addicts and other deplorables rather than honest working people, she quit that when the trade slowed and she left to goto Diamond City; using the caps she saved trading flesh for a small hovel like house. Still taking jobs for the right amount of pay, ranging from extortion, to collecting debts, and even murder; she was glad to do near anything no questions asked except for how much.
Reason for Agreeing: Caps, loot, somewhere deep down perhaps an attempt at redemption for all the evil?