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Hidden 10 yrs ago Post by TJByrum
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TJByrum Jed Connors

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@MotN: Assuming I did want to use gadgetry, what would be the limitations on that? And sorry if it seemed like Boba Fett; he practically set the standards for all Bounty Hunter characters to an extent. But many of my characters are based on a combination of Boba Fett, Jango Fett, the Predator, Toa Nuva Kopaka, Thane Krios, and Zaeed Massani, not just Boba.

I'll follow your suggestions, for sure, but I'll have to reconsider things. I just used the term 'SMART' to refer to the items that my character has modified from Power Tech.
-SMART Helmet: Instead of using binoculars as you suggested, could the helmet just have built-in binoculars? He'd have to turn a dial on the side of the helmet for it to work; I don't think this is particularly far-fetched; someone with the right know-how could easily build something like that, especially with the tech you can scavenge throughout the wastelands. Also, how does thermal/night vision sound? That might be a bit far-fetched in the Fallout universe, but I wanted to run it by you. And lastly for the helmet, what's the possibility of Radiation Detectors? Both characters in FO3 and in NV had Rad detectors that showed them how affected they were by the Radiation; could someone design a gadget that acted similar, but could detect the Radiation from further away?
-SMART Scope: The scope acts identical to the VATS system in Fallout. It's just an aim assist. I don't think this is to far-fetched, but your rule is law; wanted to run that by you again.

I can drop the Whipcord and SMART Darts. But since a lot of Fallout consists of Chinese tech, would a Rope-Dart be far-fetched? It would be in one of his gauntlets and he could use it as a weapon, or like I said before, use it to swing across gaps. That's an actual traditional Chinese weapon: the rope-dart. I will check out Bladed Gauntlets. I just really wish I could keep the Repulsor Boots. It's not like Iron Man, and it's not like a jetpack. It just thrusts the user into the air several feet. If I could find something in the Fallout Universe that uses tech similar to this, would you give it a second-thought?

What say you?
Hidden 10 yrs ago Post by ManoftheNorth
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Helmet- The Helmet is coming along, but here is the thing. Tech-based helmets, such as Power Armor Helmets and the NCR Ranger Helmets aren't equip with zoom lenses and such. It isn't as easy as just plugging Binocular optics into them and zooming around. It is both do to Fallout's History concept(I.e. 50's generation plunged into nuclear war then having to rebuild in the futuristic wasteland after groups like the Enclave try to reclaim it with advanced Nuclear tech.) and world assembly. Examples of advanced Helmets are the NCR Ranger's Helmets, with come equipped with Night Vision, but it doesn't zoom or pin-point anything, or do any of the extra functions. It simply makes the lens of the helmet see in the dark. A helmet in the Fallout universe isn't as equip as you might think my friend.

Scope- There are Night Vision Scopes, though there is no case in which Thermal vision has been introduced in a major way, this both for aesthetic and feel of the Universe. The developers intentionally left out the prosperity of Thermal vision.

Rope Darts- Rope Darts are real, yes, but however they are a thrown weapon, and not all that grand in functionality to be honest. They were mostly for restraining active hostiles by throwing them into flesh and destabilizing the unit or by using martial arts(in a rather flashy and un-realistic manner) to wrap-up or tie down the target. Your suggestion of "crossing gaps" wouldn't be possible as they are simply rope with a small dirk on the end of them. There won't be trees and such to throw them into, it is rock, sand, dirt, and metal in the Mojave.

Boots- There is in no way, shape, or form the type of technology you are talking about, and honestly I am happy for that matter in this universe. I dislike the concept, it is another type of "master key" where it can be pulled out in any situation to negate certain aspects of writing. Boots are Boots my friend, whether made of cloth, leather, or Metal, there is no repulsor tech in Fallout. Boots are made for walking.
Hidden 10 yrs ago Post by TJByrum
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TJByrum Jed Connors

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Let me think ...alrighty then. How does this sound:

Custom Helmet: What was originally a hard military helmet has now been modified to include a metal face-mask much like the NCR Ranger helmet. This additional facemask could potentially protect the user from possible shrapnel and heat. The lenses on this helmet allow the wearer to see in the dark much more clearly. With the press of a button, a spring-loaded attachment positions a pair of binoculars in front of the lens to allow for reconnaissance, although they must be pulled back manually to reload the spring mechanism.
Custom Scope: Is a VATS-related system allowed on the scope? I don't think night-vision on the scope is worth it, cause if the helmet has it then it would get redundant.

I was about to start theorizing potential technology that allowed cars to hover in Fallout, which I think some did, but I won't go into that. And I can drop the rope-darts; I was going to have a modified rope-dart to accomplish my needs, but I won't worry about it; perhaps I should go with a good ol' lasso, John Marston style. I'm not particularly fond of the Stealth Boys or whatever they are, so I won't go there, but I'd like some suggestions on what you think I could possibly use. Where most characters want to go full-melee or rely on heavy firepower, I would prefer my character rely on gadgetry to capture targets rather than outright kill them, like a bounty hunter, and the rifle and revolvers are just for some basic defense; maybe I can dissect ED-E and use his spotting system on my helmet

I'm sorry for being such a hassle, I just want to design the closest thing possible to what I want. I might look up some more tech on the Fallout universe to see what I can scrounge up.
Hidden 10 yrs ago Post by ManoftheNorth
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I only have a quick second to post, so I am going to note- Cars never Hovered in Fallout.

As for the rest of it, I will be on in about an hour, and I will talk with you on the rest of it when I get back.
Hidden 10 yrs ago Post by TJByrum
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I may get an image later. The Scope is pending, just tell me if I need to change it. This bio is very strewn together and is redundant. I'll have to go over it tomorrow. Look over it if you want, but be prepared for a lot of redundancy and grammatical errors. Hopefully I can get back on this tomorrow.

John "Six" Taylors


Age: 31

Gender: Male

Specialty/Archetype: Six is a 'bounty hunter', in a sense. His main strengths include his ability to track down and either kill or capture specific individuals throughout the wastelands. Another important strength of his is his affinity with technology, most specifically power armor and energy weapons which he can repair and modify; he's a natural inventor and mechanic. He is not, in any way, a soldier, and prefers to stay out of the line of fire - especially if he can avoid it altogether. He relies on stealth, surprise, and confusion in order to accomplish his goals. He's not particularly great at fighting off multiple opponents and relies on speed and agility during hand-to-hand combat. If one wishes to utilize Six to the fullest they should keep him away from conflict where he can deal damage with his sniper rifle, or send him in for covert operations to retrieve specific items or individuals.

Appearance/Gear:
Custom Helmet - Very similar to the NCR Ranger Helmet, Six's helmet was a standard hardhat with an attached facial mask that protects the wearer from potential hazards such as shrapnel and fire, and potentially gunfire depending on the type. The lenses on the helmet allow the wearer to see more clearly at nighttime (night vision). a pair of binoculars sit on the back of the helmet, but a spring-loaded mechanism can quickly deploy and hold them in place in front of the lenses to survey the surrounding area.
Riot Gear - A bullet-proof vest that covers parts of his torso, shoulders, and thighs.
Duster Coat - A faded black duster coat, now gray, covering his body.
Clothing - Pair of brown pants, brown boots, brown fingerless gloves, dirty white shirt underneath duster coat and riot gear, brown belt with holsters on waist (outside of the duster coat).
Sniper Rifle-->Enhanced Scope - A powerful and reliable sniper rifle. So long as Six can use the Enhanced Scope he is pretty accurate with it. The Enhanced Scope has an aim assist that acts similarly to the VAT System.
Dual 9mm's - Identical set of 9mm's holstered on the sides of his belt.
Bladed Gauntlet - His right arm has a gauntlet on it that can eject a pair of wristblades. The mechanism is very similar to a switchblade knife, but the blade is longer, giving him an edge in melee combat.

Personality: Quiet and reserved, Six doesn't much care what others think of him and he's not exactly open to talking about his past. He's straight-forward, to the point, and determined to carry out his actions. He's not a bad person, but he's also not a hero. He has a somewhat cloudy and twisted morality, only doing the 'right thing' when it suits him, and his idea of justice can be pretty harsh. He has a predetermined set of goals and he'll do whatever he needs to do to accomplish those goals - no matter who's standing in his way. But he's also not stupid, and he understands the mutual benefits a team can utilize and will eagerly work with anyone willing to tackle similar goals of his own. He does have a soft-spot for women and children, and as long as it doesn't interfere with his mission he may go out of his way in order to protect them, but they're certainly no priority. The only exception to all of this are young girls, which cause him to completely drop everything he's doing and literally go to drastic measures to rescue them (see History for explanation).

History: John's father, Nate, was actually a brahmin rancher who operated a small farm just outside of the Mojave, but this business would ultimately fail. Nate then relocated his family to a larger settlement and worked as a scavenger and laborer. It was this unnamed settlement that John spent much of his childhood at, where he met most of his friends, and where would one day meet and marry his significant other. When his father brought back pre-war technology, scraps of power armor, and pieces of energy weapons he would experiment and fiddle them. He would never develop hisown power armor but he began to slowly familiarize himself with the make-up of the technology. In his late-teen years he began accepting payment to repair various weapons, items, and tools, something he just seemed to have a knack for.

John married his significant other, a woman named Koren, around age 21, but only because Koren had become pregnant with his child. They named the child Sofia, and John devoted much of his time with her. Like his father did before him, John relocated his family to an even larger settlement, one that was frequented by the Brotherhood of Steel. It was here that he began to make a better living, repairing items for the Brotherhood as they passed through and for other travelers. But things changed at age 28. A very suspicious squad of Brotherhood Knights passed through the settlement, but their requests were... out of the ordinary. It seemed all of their armor and weapons needed to be repaired, which was unusual for the Brotherhood. John did the best he could, and it took him several days to scavenge up the correct pieces to fix it; even then the armor wasn't 100% intact, but it was in working condition. The whole time he worked on the equipment he offered the small band to rest at his home. The men paid him a handsome reward and carried on.

Not three days later, while John was out scavenging, the settlement was raided. The buildings had been demolished, the people had been shot, killed, and burned, and anything of value had been looted. John arrived to late and found the broken body of his daughter, Sofia. Koren was nowhere to be found, although one can assume her body was charred beyond recolonization amongst the rubble.

A deranged and broken John aimlessly roamed the wastelands until he passed out days later. He would have died had a caravan-rider not saved him. When John came to his senses he was informed that his home had been attacked by the Brotherhood of Steel. The descriptions of the armor they used and the weapons they wielded made it obvious that it was the exact same group that John had aided just days earlier. The very weapons John had repaired was the downfall of his family, something he has never forgave himself for. The last thing the caravan-rider told him was that the 'Brotherhood' was heading west. That's all John needed to know.

He wouldn't be able to draw out detailed descriptions of the men, but John had spent more than a few days with them and was able to remember some of their names, which he then put on a list. He traveled westward, speaking with and conversing with anyone he came across to get whatever leads he could. If it sounded even remotely familiar John would pursue that target. Sometimes he was paid for his services, effectively making him a bounty hunter, but his main goal was to continue capturing and killing anyone associated with the people of his list.

Most people wouldn't spend three years on a revenge quest, but John has been relentlessly pursuing the remaining members of the squad. He's worked with a whole slew of individuals and factions, all trying to do whatever he could do to find those men. At one point, when John refused to reveal his name, a companion simply called him 'Six' due to the number being written over his helmet; he has used the name ever since. This quest of vengeance has led him to the Mojave.

In actuality, they're just a group of raiders who managed to get the jump on a Brotherhood of Steel squad, stole their armor, and then tricked John into fixing it for them. The entire quest is a lost cause, but John keeps at it and will continue keeping at it until he's dead.

Other: John has worked alongside the NCR on several occasions to take on specific bounty targets, but he's not an official NCR member. He's worked with the Great Khan's once, but only because of a mutual rival. He had a short stint with a squad of Legionnaires, but he refused to join them and so has a very tense relationship with them, as they wanted to use his talents against the NCR. He irrationally hates the Brotherhood, believing they were responsible for the murder of his family; he brands them as selfish killers. At the current moment, he is still working as a Bounty Hunter, relentlessly hunting down the people on his list.
Hidden 10 yrs ago Post by ManoftheNorth
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Ok, so.. I must unfortunately reveal my hand to the table Byrum. The VATS system you want to use in a scope is nothing more then an Anatomy Scanning system in lore used only in Pip-Boy/Pip-Girl Technology. Secondly, there aren't "small" binoculars like you are wanting, as all nodes or references to zoom optics are either large Binoculars of the fifties, or large Rifle scopes. The only other optic shown with any capability is the Laser Rifle Scope, but it is said to literally only work while mounted to a Laser Rifle.

In short, and to be briefly honest, if you want honed, long-range optics, use Binoculars or your rifle's scope. As well to mention, your scope cannot have a VATS system. You are still very much welcome to join, but with either different gear, or another character archetype. I mean, we agreed to allow you to keep what is essentially Black Ranger armor(which is among some of the best armor) right off the start, that is a highly generous note considering aspects of OP nature or overly-equipped characters for early Survival-based rps.
Hidden 10 yrs ago Post by TJByrum
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TJByrum Jed Connors

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Well, I'd be able to work something else out actually.

But I've just recently got a job, so I'll be very busy and chances are I'll only be able to do stuff on the weekends.
Hidden 10 yrs ago Post by TWcross
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Hmmm this looks interesting to get into my Fallout Knowledge is a tad rusty but I think I could come up with something fitting. But first things first I have to ask armor wise what is the limit in which I can give my character? Like I like power armor Brotherhood of steel was always my group in game, I wouldn't want to give my character full power armor because I feel that is a tad OP to start out with but I was thinking perhaps pieces of it give or take would this be a problem? The specific pieces being such as just the legs and feet.
Hidden 10 yrs ago Post by ManoftheNorth
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Actually, the way power armor works isn't capable for what you are asking. As power is a "movement-assisted" armor and requires the entire suit be there for powered use. The NCR even have what is called "NCR Salvaged Power Armor" which has less functionality and restricted movement due to it's salvaged construction. I would say something simple, either Leather or a simple metal armor set. Anything mid tier really, as the spectrum is very wide for high-tier/power-tier armors. That and the likely hood of getting Power Armor in this setting of the Fallout Universe will be more unlikely then the others, though it may pop up at some point in time much later.
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Ah ok thanks for the clarification, I didn't wanna do full power armor because I remember from the game its like not easy to acquire, unless you took down someone in the brotherhood or enclave and that in itself is a bit like how do you say hardcore because of their training and the armors protection itself. I was never sure if the armor came in pieces I always assumed it was a set of sorts.
Hidden 10 yrs ago Post by ManoftheNorth
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My pleasure, but yes it all comes as a set due to it's power source, structure, and needed movement-assisted systems and hydraulics. The only thing not actually needed(that is optional for the set) is the Helmet. You can wear power armor without the protection and use of the helmet, but why would you waste the time in protecting your entire body, except the head? XD
Hidden 10 yrs ago Post by TWcross
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Kane Abel Nazari


Age: 40

Gender: Male

Specialty/Archetype: Wastelands Specialist / Mercenary: Kane has been traveling the wastelands since he was a very young child, once as a nomad with his parents and now as a soloist. Through his life he has observed and studied the wastelands and has become an expert on many thing such as fauna, the beasts that inhabit it and many other things you may encounter within the wastelands. Kane is also trained in combat, mostly specializing in mid range type gun and large melee items such as sledgehammers and now and then a sword if he encounters one that is in good condition. Mostly he is a payed mercenary, he travels from town to town and takes on jobs taking out Bandits, ghouls, or whatever the case may be for caps. He has no true home in life, so he wonders the wastelands endlessly, all he knows is action for the most part and in some cases he strives for it.

Appearance/Gear: Kane stands at a rather stout 6`4" height with broad shoulders and pretty masculine build. He has a long pony tail that goes down the length of his back and a beard which he keeps in a ponytail as well. He is darker skinned not because of tanning as much as his heritage, however he does a darker complexion because of traveling the wastelands a lot in the sun. He weighs a healthy 210 pounds and none of it is fat, he has dark brown eye's and a chiseled jaw. When he is seen he is most often decked out in a set of black metal armor. His armor consists of a pair of boots with steel tips on the outside, black armored greaves with a pair of pitch black pants underneath, a chest plate which covers his entire torso front and back, bracers on both arms covering his wrists, he wears no shirt underneath the chest plate so you can see bits of skin here an there. On his upper arms you will see him wearing leather bands tied around his arms very worn. Kane also has a barrage of tattoo's the most noticeable ones being the tribal markings on his shoulders and goes down both of his arms. He also has black tattooed around his eye's which often gives him a rather mean appearance and has tribal stripes on his chest which reach around his back.

Kane has a particular set of weapons in which he usually carries around with him preferring to travel light he does not often carry heavier weapons. His first weapon is a sledgehammer of good proportions, usually used by the super mutants because of its weight he utilizes it with his own strength as a rather deadly yet efficient close melee combat weapon. His side arm weapon is an older more worn Plasma Defender which he more commonly uses when his enemies are trying to shoot at him from short range distances. His third weapon is a 10 mm sub machine gun which is in fair condition. He also has an ammo belt which he wears across his waist which holds his extra ammunition both clips and energy cells alike.

Personality: A quiet man at most he was never the life of the party or will he ever be. Preferring only to speak when he feels there's something important to say he is a hard man to know a lot of the time. Even though most times he gives off and i don't care attitude, deep inside he does has certain care for what happens to those in the wastelands who can't defend themselves. His biggest trait is that he is a man of integrity, he does not believe in harming others for personal gain but rather the ones who would kill another to steal something that is not theirs. He is also fiercely loyal to anyone who befriends him, and is always honest about things, he does not believe in lieing. However one of his biggest quirks is that he does not joke, he rarely even smiles, and this often makes people not like him. He is a deep man who has deep beliefs and morals in which he lives by and does not let other people turn him from this beliefs and morals. Not being the sharpest tool in the shed he is not one to ask for a strategy or a technical question, but he is one you would want to have around to execute a plan. He would die at the drop of a cap if it was for something he believed in.

History: Once upon a time Kane was born in a Vault, the location of it is now lost by time and by the many many miles he has traveled since the Vault was compromised by a bunch of bandits who blasted in. Since Kane was five he traveled with his father through the wastelands, he never really knew his mother for she died giving birth to him, so for much of his life it was just him and his father. Unlike Kane his father was actually one who had been born in the same vault as him but grew up in the wastelands, only coming back to give birth to Kane, so Kanes father was very much and Wastelander for most of his life, and he instilled the knowledge he had gained to his son both in wasteland knowledge and combat as well. For the longest time Kane followed his father around as the son of a merchant going from town to town selling things acquired throughout the wastelands. Kane was only sixteen when a group of bandits murdered his father in the wastelands for his wares, after his father death Kane found himself in a small town, nearly dead by time he found it he was taken in by a young woman and her husband. He stayed with them until he was eighteen, the husband a man named Henry was once upon a time a Hunter who worked in the wastelands and taught Kane many things within those three years before Kane left the young couple and set out to find himself.

For a good amount of years Kane traveled the wastelands taking what he learned from his father and Henry, but he was also troubled and filled with so much anger for the bandits that had taken his fathers life and wanted so much to do something but knew not how to. Kane was 23 when he meant and tough Sheriff named Anderson in a large town, the man was a former Mercenary who used to hunt down bandits in the wastelands before a bad wound to the leg immobilized him and kept him from traveling the wastelands like he once did. After hearing Kane's story of his father, Anderson took Kane under his wing and went about showing him many things such as using firearms and how to fight and to survive the wastelands better then any had ever before. Kane spent five years with Anderson soaking in the knowledge from him and when Kane was 28 he set out once more into the wastelands with a new found goal, to combat against the bandits and other threats that towns faced day in and day out. For years Kane traveled from place to place helping smaller towns, fighting against bandits, ghouls, and even mutants a couple times more often then not, and with each fight, each job his reputation and experience grew and grew. An by time he was 35 he was well know throughout the wastelands as a man who could get things done.

Though it is still true even to this day that Kane has been searching for the men who killed his father when he was still young, and even though he knows it is a lost cause he still travels the wastelands as a Nomad never settling down in one place for too long, very much like his father did before him. It is this memory that often spurs him on in his mission to help those who can not help themselves. He thrives very much for revenge on those bandits, to make them pay, it is in a way his weakness but also his greatest strength. Even now at age forty he still travels the wastelands taking jobs here and there to eliminate threats, maybe you might see him one day wondering into town, the man with dark black around his eyes and a long ponytail, you will know its him, still carrying on fighting the good fight for not only himself and the people but his father.

Other: He has no true affiliations in the Wastelands he is at best a nomadic Mercenary who once in a while will escort caravans or travelers from one place to another for caps. He has no true loves for other factions out there and prefers to just keep to himself.
Hidden 10 yrs ago Post by Brantilius
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Derrick Williams

Age: 28

Gender: Male

Specialty/Archetype: He specialises in the use of one handed guns such as pistols and sub-machine guns, and also has extensive knowledge of electronics.

Appearance/Gear: Derrick stands at just below 6 foot tall, and is quite thin, but deceptively strong. He has an old sheriff's duster that is riddled with bullet
holes, and stained with the blood of countless creatures. The old sheriff's badge is still pinned on the right of it, still shiny thanks to his constant cleaning of it. He keeps his sleeves rolled up to make the searing heat more bearable, but this makes the marks of light chem usage visible to all. He also wears an old desperado cowboy hat to block out the sun, along with sunglasses that he also keeps shiny. He keeps a small knife hidden in his boots, which are old and worn down. He has a 9mm sub-machine gun attached to the left side of his belt, which he tends to only use in serious situations, and a .357 magnum revolver that he keeps on his right, which he uses in most scenarios. He wears a belt beneath his duster which his ammo pouches are attached to, along with pouches for all his other things. He also keeps a bandana attached to his belt which he uses to cover his face in a sand storm.

Personality: Derrick is very sociable. Whenever he meets someone new he will do his utmost to become friends with them, and will not give up until they are friends. He will do almost anything for anyone he considers a friend, regardless of whether he has known them for a day or a year, and he will gladly put his own life on the line to save a friends. Despite his social nature he is not very forgiving, and should a friend not help him in a time of need he will consider them an enemy, and, depending on the circumstances, this can be anything from not talking to a person to violence. He is reckless in his actions, preferring to do something than sit around planning, which often lands him in bad situations. Although Derrick is not addicted to chems he is not above using them occasionally, and for a few hours after he does he is dependant on the rush, and so after the effects die down he becomes very dark.

History: Derrick lived a very simple life as a child. He and his parents lived on the Strip, in the vault hotel. Most days he walked the up and down the Strip selling food his mother made, and most nights he tinkered with scrap that had been thrown out from Michael Angelo's workshop. He spent his free days practising shooting with his BB gun across the road at the NCR embassy, where a friend of his father worked. When he turned 16 he started working at Michael Angelo's workshop, where his skill with electronics developed until he became a master, and found himself capable of turning scrap electronics into a robot. Everything was going well until the Tops sign broke, and he was told to fix it. The job itself was easy, it just required some rewiring, and he had almost fixed it within ten minutes, but after leaving the sign unattended to retrieve some more wire he returned to find someone had ripped out all the wiring while he was gone. After informing the Chairmen that it would take a few days they were furious, blaming him for the problems with the sign, and for that reason kicking him out of the Strip. At that point Derrick decided to live in freeside, getting a room at the atomic wrangler. It wasn't long before he was attacked by locals, and, after beating them off with a shard of glass from the street, he decided he needed a gun. He used the remainder of his money to buy a 9mm pistol and some ammo from Mick, and then he set out to found some work. He worked for a while as a bodyguard, but after getting muscled out of business by the Kings he became the debt collector for the Atomic Wrangler. He wasn't paid well, but he got a free room and food, so he stayed there until his 27th birthday, when he was fired after being found passed out in his room with chems around him. He then decided to be a prospector, trading his pistol for a sub-machine gun and searching for pre-war technology. He hasn't found anything like he hoped for, but he still gets plenty of loot from the raiders that inhabit the places he searches, and he finds plenty of electronic scraps he can use.

Other: Derrick mostly just scavenges, but will take most work he is offered, and still does jobs for the Atomic Wrangler occasionally.
Hidden 10 yrs ago Post by Robeatics
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I think both Kane and Derrick are good to go. We should get the IC moving soon and let any stragglers join as it goes, considering the nature of the RP. MotN, do you want me to work on first post or should you, considering your character is a Slayer?
Hidden 10 yrs ago Post by ManoftheNorth
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We could always do a Composite Post, where we start off the story with an entry post that has the story starting off from both points of view of our characters. I.e. One a Slayer, and one not, as to show where the roads will lead in the beginning.
Hidden 10 yrs ago Post by Bweoti
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**rubs his hands together** Been waiting for this :) Also, I've been trying to keep the Interest Check alive by bumping it with posts.
Hidden 10 yrs ago Post by Robeatics
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Thanks, Bweoti. Also, MotN: Yeah, sure! PM is better for me right now, so I'll send you my half soon.
Hidden 10 yrs ago Post by Frizan
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Frizan Free From This Backwater Hellsite

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Finally! A Fallout RP that actually DOESN'T look like a sure-fire failure. Been waiting for one of these ever since the last one I was in died.

Raphael "Tirade" Daniels

Age: 45

Gender: Male

Specialty/Archetype: During his many years with the Fiends, Raphael became very proficient with all manner of melee weapons, ranging from pool cues to sledgehammers. He also has had a bit of practice with energy weapons, another skill he picked up while with the Fiends. When not suffering from a chem withdraw, he can also make for a good scout as he is light and nimble.

Appearance/Gear: Raphael stands at five feet and eleven inches. Most certainly not muscular, you'd almost mistake him for a corpse from afar. On his leathery, environment-withered face is a set of beady, emerald eyes, a shaggy goatee, and several scars from fights with who knows what. A messy mop of brown hair sits on top of his head. It also doesn't take a doctor to see his chem abuse, as he has many many injection scars all over his arms, and some on his neck.

Raider Badlands Armor: While he now resents the Fiends, Raphael still wishes to keep a memento of his good, albeit twisted times with his old friends. The armor has seen many repairs, and is now a patchwork of leather, scrap steel, and cloth.

Busted Ranger Shades: One of Raphael's trophies. He got this after finishing off an NCR ranger who was seriously injured by a Legion raid party. Perhaps they saw fit to just make him suffer until his death. Maybe it was for the best that Raphael found him.

Scrap-Metal bracelet: The closest thing to a family heirloom Raphael has. This bracelet once belonged to his mother. Not that he got to know her all that much before a Fiend saw fit to kill her. Nevertheless, Raphael cherishes this dinky piece of metal deeply.

Machete: Nothing special about this blade whatsoever. It's made for one thing: killing, and Raphael does not pretend otherwise.

Recharger Rifle: Raphael is said to have once described this weapon as "a piece of shit that somehow keeps saving my ass". It's in shambles, but it works well enough.

Three Fixer kits, two mentats tablets, and one injection of Psycho: Raphael does try to keep his chem use to a minimum, but the temptation occasionally overwhelms him. He can't bring himself to just toss the chems he has and keep walking.

Personality: A rough guy by all means. He's usually the first to crack a cynical joke, usually at the expense of present company. Extremely slow to trust. He learned with the Fiends that everyone is out to kill you, some are just more crafty about it. When sober with the use of fixer, Raphael is agreeable enough if you can get past his dark sense of humor and paranoia, and if you can get him to talk, he'll tell story after story after story. Granted, most are absolute hogwash, this being the origin of his nickname, "Tirade". If, somehow, you can befriend Raphael, you'll find no better survival partner, as he has a very innate sense of camaraderie and will stick with you until the grim, grim end. He doesn't care much about material goods unless they're chems, and can live very minimally, and his attitude and comments about the people living within the walls of New Vegas shows this well.

History: Raphael "Tirade" Daniels was born the very same way almost everyone in the wasteland is born: To parents that didn't really want him and into an absolute crap environment and with an even crappier hand dealt to him. His worthless dad ditched Raphael and his mother pretty much the day Raphael was born, leaving just him and his mother. As much as she hated her situation, his mother always tried to put on a smile for her child and hide her own pains. Everything was all well and good(for wasteland standards) until a few months after Raphael's fifth birthday, when Fiends raided the small settlement they were living in and killed his mother. Why did they take Raphael instead of killing him? Why did they raid the settlement? Raphael tries to find answers to this every day when he's laying in bed, but he's never even come close to finding them. All he knows is that he spent the next thirty years as a filthy, drug-addled Fiend, who would do anything for even one shot of Jet.

Raphael did things that he'd freely admit to wanting to hang others for. He raped, killed, stole, extorted, exploited, and did so many drugs it'd make a Follower doctor have a heart attack just knowing about it. If he had five hands, Raphael wouldn't be able to count the number of one-night-stands with Fiend women, and this he is rather ashamed of. When he thinks about all of the women he slept with, his mind goes back to his dad, that worthless SOB. Raphael mentally reassures himself that he is better than his "dad", and that he was under much different circumstances. He used this mindset to keep doing the things he secretly hated himself for doing, it's what kept him relatively sane, as sane as the drugs he was taking allowed him to be. As much as he hates the Fiends now, he has to admit that he made several good...well, maybe not friends, but comrades. Allies. He had a specific gang he ran with while in the Fiends. This lasted several years, around maybe fifteen or so. The gang shrank as the others overdosed, ran off elsewhere, or were shot dead by passing NCR. Somehow Raphael survived, somehow the NCR didn't gun him down, and he views this as a curse. He's cursed to live with what he's done, whether he wants to or not.

Then came the passing of his thirty-fifth birthday. He finally had enough. He grabbed all of his chems, and traveled to outer-vegas, as close to the big neon sign he could get. He stared at it in all of its vain glory, and popped chem after chem, trying to overdose. A haze overfell him, and Raphael felt himself fall to the ground, almost as if time had completely slowed down. Then he heard voices. Two or three. NCR? No, they didn't speak whatever crap those soldier boys spoke, military jargon. They talked about getting him to a...Mormon fort? What the hell was that? When Raphael was able to open his eyes, he saw three people standing over him in white coats and really wicked hairdo's. One of them, a woman, knelt over and put her hand on Raphael's shoulder. "You're going to be fine, I promise." That's when Raphael slipped into total darkness. This was it...or so he thought. Some time later, god if Raphael knew, he woke up in a tent with that same woman sitting next to him, scribbling stuff down on a clipboard. He was...alive! Impossible! The amount of chems he took would kill a god damn super mutant! The woman took notice of Raphael at that point. "You're awake! We thought we had lost you, friend!" She had this big smile on her face, the kind his mother would always have, but more...sincere? In his short time of consciousness, Raphael said one thing alone: "Why?". Almost immediately, very matter-of-fact-like, the woman said, "Because I care." Everything faded to black again.

The next time Raphael woke up, he jump straight out of the stretcher he was in. He was still wearing his Badlands outfit, and his gear was pretty much untouched. But his chems were gone, not that he cared. He just got saved by a damn angel for all he knew. He went out of the tent and looked around, and the woman who saved him was no where to be found. Then Raphael was overcome with a revelation: He needed to do SOMETHING with this second chance, something meaningful. He walked up to one of the doctors and asked if they needed anything done. Thus began his work for the Followers of The Apocalypse, which he continues to this day.

Other: Raphael frequently associates with the Followers of The Apocalypse, as he works for them as a mercenary/errand boy, and has made regular contacts out of some of the squatters in Freeside. He is also a loyal customer of Mick and Ralph's, and gets a nice discount because of his work with the Followers. Almost all of Raphael's gear and supplies comes from Mick and Ralph.
Hidden 10 yrs ago Post by Robeatics
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Robeatics Codename: Fupa

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Haha, I bet Jordan and Raphael are gonna be good friends. Up until she finds out that he's raped, murdered and ran with the Fiends. :P
Hidden 10 yrs ago Post by TJByrum
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TJByrum Jed Connors

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I was really looking forward to this RP, but there's just no way I could commit myself to this. Life changes, and I'm just not able to take part in hosting or participating in any RP's anytime soon, and probably not for a very, very long time. But I might check back to see how this turns out.
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