Frengo's Rp Depot
I got four Rps here that never left the draft stage, with the exception of Dying Breed. Rather than consign them to the black void that is my PM draft box, I thought I'd unleash them on the unsuspecting masses.
Show interest, or show contempt - it's all the same for these four hapless souls that were almost never going to see the light of day. Take ideas, draw inspiration (haha, becuz i am so awesum), or simply shrug and move onto something else.
If anyone is like "OMFG THAT IS AWSOME!M!M!M!" then I could have a look at bringing the most esteemed of these drafts into their final versions, and launching an RP. Alternatively, people are welcome to take them, modify/use them as they see fit.
Roleplay Summary
- Based on the first Resident Evil video game (The Mansion!)
- Discount all other RE games and literay works. This RP concerns the original video game only, that way we're totally safe from the lore's later funkyness (looking at you Zero, and everything after 3 >.>).
- Follows the original game's plot, up to the point that S.T.A.R.S Bravo Team crashes in Raccoon Forest.
- Alpha Team's rescue operation is cancelled at the last possible second, as an Umbrella Director sees an opportunity to truly put the T-Virus to the test by pitting it against properly trained individuals.
- Teams of the Umbrella affiliated (non-canon) Hazard Force are dispatched instead, though remain as ignorant as the members of S.T.A.R.S, and believe they are being put through another training op.
- Teams are ambushed by zombie dogs as they set down from their helicopters, and the nightmare unfolds from there.
- Base knowledge of the game required... though there isn't much to know. Go read a wiki or something. Big spooky house, filled with nasties and containing a nice little conspiracy in the basement.
- Map of the mansion provided in the further reading section.
- Some creative freedom will be allowed, to ease things a little. For example, the changing around of rooms, the ignoring of silly keys, or the minor customisation of the overarching plot
- Not sure what version of the mansion to follow, the original or the remake? Hmmmmm.
The Story So Far
The call came down the line on July 23rd, 1998, Saturday morning. Straight from the Director himself.
"All personnel are to be put on Code 1 Alpha until further notice. All leave has been cancelled indefinitely. Maintain full preparedness for operations."
Hmph, that bastard. He was warming us up for his sadistic little game. Mine was not to reason why though, it was just to do and die. My contract - our countracts - with The Company said just as much. Most of us were ex-servicemen and women, from the world over. We had Russians, Canadians, Japanese, Irish, French - it didn't matter who they were or where they came from, not to The Company or that fucking Director. So long as their medical and service records checked out, then that's all that was needed. A five year term for a six figure salary.
Sounded like a dream come true when I signed the dotted line, but what I got was a nightmare.
We were known as the Hazard Force, a private military firm under the conglomerate known to the world as Umbrella. When I signed up, they sold it to me as a "privately funded and professionally maintained biological, nuclear, counter-terroist and disaster relief 'Resolution unit'." I didn't understand all of those words when they were spoken at me so quickly, and with that big money figure hanging over my head, I didn't care to hear them repeated.
Life was good. We had our own purpose built base in Nevada, totally disconnected from the U.S federal government's control, and were provided with state-of-the-art training facilities, along with generous amounts of paid leave. We spent two years putting ourselves into a coherent force, and in the process, we were taught a wide range of skills from hostage rescue to the disarmament of nuclear weapons. By the end of it all, we were confident, and we were waiting for a chance to test ourselves against whatever the world wanted to throw at us.
So then came Sunday. The Director ordered my team and two others onto a C-130, and flew us to the Midwest - some little sleepy industrial town called Raccoon City. Apparently the local feds had been having some trouble with a spree of murders, and the Director wanted us to assist the police department with their investigations. It was probably the lamest sounding cover for a training op that any of us had heard up to that point.
On arrival, we were told to gear up and get airborne. A couple of Blackhawks, bearing The Company's logo, were waiting for us on the tarmac. Dusk was already falling, and we were all cranky from the long flight, but equally, we all wanted to get out there and earn our pay. We loaded up, got our gear together, and before we knew it, we were a couple of hundred feet above a large forest - known locally as Raccoon Forest, which bordered the Arklay Mountains.
That's when we got our real orders. Local PD had sent one of their S.W.A.T teams on a patrol for the suspects of the recent murders, that were thought to be hiding in the vicinity of Raccoon Forest. Their chopper went dark not long after they reached the area, and the Director wanted us to locate the team and evac them. That was it. No more intel.
I thought the whole thing stunk of bull shit, and I was right. None of us complained though, because we were used to the secrecy.
We'd been airborne for just under an hour when we saw it, the wreckage of the local PD's chopper. Our pilots set us down, gave us the go code, and then they left us there. Told us they'd come back for us once the Director had given approval, and that we were to maintain radio silence until we'd found the lost Feds.
And then we were alone, surrounded by the dark of night, and something much, much worse.
Further Reading
Spencer Mansion Wiki. Has an excellent floor plan for level 1, but omits the others.
Resident Evil 1 Monsters
Resident Evil 1 Remake Game-Movie (1 hour long)
Mansion Floor Plans
Available Roles/Spaces
Blue Team
- Team Leader
- Combat Medic
- Explosives Specialist
- Rifleman
Red Team
- Team Leader
- Marksman
- Machine Gunner
- Rifleman
Reserve Team - To be dropped in later, if we lose players and need more to join.
- Team Leader
- Rifleman
- Rifleman
- Rifleman
Rules
1) Be mature, and don't throw hissy fits because someone inadvertently did something that irked you. Diplomacy always! GM involvement as a last resort.
2) Stick to your role. A team leader leads, an medic rips people open, and an explosives expert handles big scary guns and bombs. I don't want to see a rifleman doing all of the above without good reason.
3) Try not to bog the RP down with senseless character development. By all means have yourself some development, just don't start the game with melodrama about your character's troubled past, as the zombie dogs play a game of chess to relieve the boredom of your sixty-post nonsense.
Plot progression, little development, some more plot progression, some more development - so on and so forth. Otherwise things stall and we all die of boredom and/or frustration. Keep it fluid.
4) No character has ever come into contact with the T-Virus or what it can do, and so they'd better react surprised to every ounce of horror they stumble across.
5) Use the map provided within the wiki (see "Further Reading") for room layouts, and what they contain. Wouldn't want us missing a boss fight now, would you?
5) Other than that, just the usual fluff that applies to most Rps. No God modding, no meta-gaming, no character controlling without consent of author, blah blah blah etc.
Character Sheet
Picture (ignore if using purely text for appearance)
Role and Team:
Name:
Age:
Gender:
Nationality:
Appearance: The Hazard Force does not use standardised uniforms, so feel free to have a little fun here within reason. Urban camo? Vest full of pouches? Sexy black spandex? Additionally, use this section to give a bit more flesh to the picture provided, and to note any differences between it and your actual visualisation of your character.
Background Overview: No need for essays here, just a little something about their lives prior to joining the Hazard Force.
Primary Weapon: Make sure it was invented before 1998, as that's when the game is set.
Secondary Weapon: Ditto
Back-up Weapon: Bayonet? Hidden pistol? Taser? etc
Grenades/Explosives:
Equipment: Anything you feel needs mentioning, but there's no need to cover basics i.e flash lights or radios, as those are the kind of items I believe the soldiers would be carrying anyway. An example would be a tripwire or motion detector.
A fleet of traders became lost at sea after a succession of fierce storms, and were separated. After agonizing weeks of hardship, starvation and sickness, the various ships of the trade fleet have made land fall on an unknown continent. With supplies disastrously low, they are forced to disembark in an attempt to resupply themselves for an attempt to journey home.
The groups of the fleet's survivors differ from each other, depending on what their original intent was. Some are merely traders, carrying an abundance of wide ranging goods, such as spices, tools and of course weapons. Others are craftsmen, who were hoping to find work in the country of their destination. And then there are sailors and soldiers, who were assigned to the fleet as escorts.
Now they all find themselves in a lush land that bears no resemblance to any of their maps. Wanderlust and greed take over the primal urge to secure a quick escape, and before anyone knows it, they're venturing fourth to satisfy their curiosity.
A few things:
- This is not North America, although it is certainly inspired by it.
- Hexes on the map represent five miles.
- I'm not writing a bestiary on the types of wildlife you will encounter; use your imaginations or steal from existing real life species, it matters little.
- The survivors have guns, but the technology does not go beyond percussion cap.
- Whether there are a Native American like peoples out there, or something completely different, is up to the player who wishes to encounter indigenous populations. Raving cannibals? Feudal societies? Half man, half dog creatures? Enraged pidgeon people? Whatever seems to fit your mood at the time.
- The explorers come from a multitude of not mentioned but presumably pseudo 18th century European countries. The characters can reference them, but any lore they introduce about these places is down to them.
- Groups of explorers will not exceed 300, you're an impromptu expedition, not a fully fledged invasion force.
- Disease is a thing.
- So is hunger and thirst.
- If players establish bases and settlements, I will add them to the map if they show me where they are.
- Players will be randomly allocated starting points; players that want to pair/group up must state so in their character sheet.
- Yes, you can play as a lone wanderer.
- Yes you can have a pet squirrel.
- Races are HUMAN only, unless we're talking about the indigenous populations.
- Any further questions will be answered.
And here's the character/expedition sheet thingy...
Expedition Leader
Name:
Gender:
Age:
Appearance: Include clothing and armour, you naked lunatics.
Notable Skills: Tracking, fighting, blacksmithing - anything that might be useful and relevant. Bullet point them so that my lazy brain can make better sense of it all.
Weapon/s: AWWWWWWW yeah, show me dem pistols and sexy ass swords.
Personality: Because everyone really cares about this part, for some reason.
Background: This is where you make up some random names for some random countries that I refused to spend hours writing up. Honestly, so long as it all makes sense, you don't need to elaborate too much on your character's homeland, considering we wont be seeing it.
Companion Animal: I er, I mean everyone wants a dog or something, right?
The Expedition:
Expedition Name: Example - Dave's Expedition. Wow, that was bland.
Nationality: Go crack out that random name generator if you haven't already written out your leader's background.
Expedition Size:
Gender Distribution: Girl power? Sausage fest? Potential giant sex orgy? But no seriously, say something like 50/50 or 20% men and 80% women (oh Lord), just so we have a good idea of who you've brought along for the ride.
Weapon Distribution: Gimme a brief description of the weapons available to your people, and how available they are.
Starting Supplies: What was your ship carrying, that might be of assistance? Lots of food? Building materials? Extra weapons? Horses? Livestock?
Unforeseen Consequences
This RP carries a simple premise, but boasts some great potential that hopefully offers potential players a variety of roles to pursue.
So, take yourself back to 1998.
Gordon Freeman has just pushed the sample into the Anti-Mass Spectrometer, and caused the resonance cascade. A dimensional rift has just been opened with Xen, aliens are dropping in all over the Black Mesa facility, and everyone is just about to have the worst day of their lives.
However, this time, you wont be the mute HEV-wearing, crowbar-wielding psychopath that we know and love, you'll be all the people that got dead-ed because of what he did.
Prepare yourself for a survival horror experience like no other, as you put on your labcoat and tie, and fumble about a quickly erupting war zone as a member of the Black Mesa research team. Die horribly as you attempt to stop the Resonance Cascade, or high tail it the Hell out of the facility... or wait to be rescued by some loving marines.
Or don your bullet-proof vest, load your pistol, and go toe-to-toe with an alien invasion as a member of the Black Mesa Security Team; shoot your way through the crisis, decorating the facility with the bodies of yourself and your comrades as you haphazardly try to overcome a security situation WAY beyond your pay check.
And when survival horror or good old fashioned shooting doesn't fill your appetite, hop aboard a USMC Osprey and join the U.S Government's attempts to contain the situation by murdering everything as you take on the role of a bad-ass, no-nonsense marine... before you yourself are murdered by an increasingly dangerous alien presence that is beyond even the might of the U.S military!
So fix your spectacles, grab your security clearance and prepare for war as you walk into the belly of the beast that is the Black Mesa Research Facility, and hopelessly try to survive the next 24 hours of your life.
So what's it going to be?
Science Team
The Black Mesa Science Team is the overwhelming majority of Black Mesa's population. With the Black Mesa Security Force, it is one of the most important bodies of the Black Mesa personnel. Each scientist is granted a different security clearance specific to his or her duty, with an average clearance of Level 5. Like other employees, scientists have an assigned uniform, consisting of a blue shirt, white lab coat, red striped tie and white (or beige) slacks.
Although cowardly and clumsily at times, scientists can perform certain tasks, such as using retinal scanners to open doors to restricted areas, or operating insanely high-tec and experimental hardware. They also tend to be physically weak; dying within a few shots, as well as having no combat capabilities.
Story Objective: Don't die, and escape the facility if possible... both preferably!
Security Force
The Black Mesa Security Force is the main component of Black Mesa's support personnel force. Along with the Black Mesa Science Team, it is one of the most important bodies of the Black Mesa personnel.
Security guards oversee the security throughout the facility. They have different ranks and are granted a different security clearance specific to their duty, with an average clearance of Level 3, as well as colored shifts in specific Areas of specific Sectors, such as Red, Orange, Yellow, Green, Blue, Indigo, and Violet Shifts.
Part of every security guard's equipment load-out includes an armor vest and helmet, vital to their personal safety in the Black Mesa Research Facility. As well as day-to-day maintenance safety, the armor is also capable of absorbing (and possibly even deflecting) low-caliber rounds. The security guards are also issued combat boots which are most likely steel toe-capped boots.
The helmet will deflect 9mm bullets and shotgun pellets, though heavy guns, such as the Colt Python or the Crossbow will penetrate through the helmet.
Story Objective: Protecting and saving as many as your colleagues as possible, and getting them out of the facility. Not dying 3 days from retirement is also another goal.
Hazardous Environment Combat Unit
The Hazardous Environment Combat Unit, often abbreviated as HECU, is a fictional United States Marine Corps Special Forces Unit.
The Marines of the HECU are specially trained to deal with a variety of indoor combat situations, particularly involving a dangerous environment and unconventional enemies. Members of HECU are trained by drill instructors Dwight T. Barnes and Sharpe, and train at bases guarded and staffed by members of the Military Police.
They are part of a "dangerous and very efficient clean-up crew" sent to Black Mesa in case of emergency, and are supposed to work in concert with the Black Mesa Security Force in these cases.
Story Objective: Destroy EVERYTHING. Kill EVERYONE. No survivors.
Name:
Gender:
Appearance:
Weapons and Items:
ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM
COPYRIGHT 2075-2077 ROBCO INDUSTRIES
-Military Server 1-
-RobCo Unniversal Vehicular Integrated Communication System-
============================================================
------------------------------------------------------------
RobCo v.85
(c)2076 RobCo
==================================
Play command "Vertibird Comms"...
#"...
#£%£$...
Command successful. Connection established with 43.251.42.
#][...
Sergeant Hall: This is Recovery Team Alpha, breaking radio silence in accordance with the Autumn Protocol, over.
#;...
#/';#...
Fort Warrroad: Hearing you loud and clear, Sergeant. What's your status, over?
#^*%...
Sergeant Hall: We're one kilometer from the target, preparing to engage and recover, over.
#*&^*...
Fort Warroad: Outstanding Sergeant, are you ready to recieve your orders? Over.
Sergeant Hall: Affirmitive, Command. Go ahead, over.
Fort Warroad: Your target is an old pre-war ruin, formerly a RobCo affiliated Fusion Core production plant. Intel suggests the site has already been ransacked by scavengers, but with our supplies as low as they are, this factory is perhaps our last shot at securing the resources we need to keep our soldiers in the fight. I need not remind you how dire things have become for us, Sergeant, your recovery op is probably our last chance at any kind of future.
Pre-war schematics show that the storage and cargo areas of the plant, or the logistical departments if you will, were in the basement. Encased in concrete and lead for safety reasons, this basement is going to be a real son of a bitch to get into. Only two access points that we are aware of; the large reinforced alloy doors at the rear of the factory that will take you down a tunnel and into the storage area, or the internal cargo elevator located inside the production plant. I doubt you'll have the fire power to convince either of these to work for you, but if you can find a working terminal, it could be your ticket inside.
On the plus side, if the elevator and external doors are in good shape, it's a sign that the factory's cargo has been largely untouched.
In either case, we need this op performed to your usual clinical standards. In and out, no hanky panky with the locals. We want those Cores, Sergeant, not more bodies to stuff into bags.
God speed Sergeant, and God Bless America.
#$$...
#[;...
Connection closed, (/Remote Host).
Sergeant Adrian Hall's APA MK2 (Advanced Power armor Mk II) hissed as he turned from the Vertibird's onboard computer, located in the same cargo hold as his squad. His bug-eyed helmet was held tightly in one hand, and his AER9 laser rifle in the other. Darkened stubble covered his scalp and his face, and icey blue eyes punctuated a nose that had broken more than a few times. A couple of pink scars decorated his pockmarked flesh.
"We're heading into the great unknown this time," he yelled over the deafening roar of the aircraft's dual rotors. "Our target is an old RobCo affiliated factory, approximately a kilometer outside of Winnipeg. Intel was sketchy on the details, and we have no idea if we will be encountering hostiles. As always, I want this run by the numbers. Shoot first, ask questions later, you all know the drill."
Maneuvering his way to the open door of the Vertibird's cargohold, he looked down on the rapidly approaching ruins of the pre-war city. After a few moments of quiet contemplation, he lifted his helmet over his head and secured it in one fluent, practiced motion.
His voice suddenly transmitted through the helmets of his squad with crystal clarity, his iron tongue echoing in his men and women's ears. "This is our last shot, death or glory, win or lose. The factory may have a payload of Fusion Cores in its basement, and without them, Fort Warroad wont last another week. We are the last Vertibird based recovery team still in operation, not that I need to remind you, so our failure here will spell disaster for the remnants of the American people."
The Vertibird shook momentarily as the pilots brought it to a hover, and then gradually, it started to descend. The RobCo affiliated factory came into view, for all to see.
Cocking his rifle, Sergeant Hall uttered one last parting word of wisdom. "Oooorah!" And then he jumped from the open door, to the concrete fifty feet below.
His squad scrambled to follow him.
Rules
1) All players are apart of Sergeant Adrian Hall's Enclave recovery team, sent to a pre-war factory to recover a possible cache of fusion cores.
2) I will be playing as Sergeant Hall, leading the way into the great unknown, with your characters at his back.
3) Ranks will follow pre-war USMC ranks, as opposed to Army ranks. Nothing higher than a sergeant.
4) No non-Enclave power armour, such as BOS or NCR Variants.
5) Players must be pure-breed human, with a history grounded in the Enclave or those from former "Auxiliary Units" (read the lore).
5) Behave, and have fun.
Lore
Fort Warroad is an Enclave outpost, perhaps the last of its kind for all that is known of their survival by official Fallout Canon.
Located in the far reaches of Minnesota, it is far away from the likes of the New California Republic or the Brotherhood. Most of its inhabitants were those who fled the fall of Raven Rock in 2277 from the Capital Wasteland.
The Enclave remnant in Warroad is headed by General Elliot Lance, a man approaching his seventieth year and who is said to be terminally ill - though he dismisses these rumors fervently. Under his leadership, he led the group of some fifty survivors in a few Vertibirds to the ruins of Warroad, a pre-war town located in obscurity.
On their arrival, they found dead vegetation and dilapidated structures. Not many dwelt in these ruins, and those who did were quickly driven out by the Enclave's superior tactics and weaponry.
They are cut off from what remains of Enclave High Command, and pay no homage to the old world's constitutional ideals. Rather, they are a militant remnant with extreme emphasis on military doctrine... though this is not much of a far cry from the main body they've sprung from.
General Lance has spent ten years strengthening his position in and around Warroad, and out of desperation, has even recruited wastelanders into "Auxiliary Units" to strengthen his hold over the area and to bolster his forces. Those who serve in auxiliary units become fully enlisted Enclave soldiers after a term of five years; however, he uses these units mercilessly and with little regard for their well being. Not many survive their term, and even those who do are looked down upon as "impure" imbreds.
Still, dozens of wastelanders turn to the Enclave for security and to escape the horrors of surviving in the wasteland, undeterred by what may await them. All Auxiliary Unit personnel are given full training, but denied power armour and advanced weapons - a perk reserved for the permanent enlisted men and women. They are barred from sexual relations with "pure-breed" humans, namely those who have their origins in the Enclave. Without them, Fort Warroad would have fallen years ago.
However, the Enclave's presence has become wider known over the years, and its questionable treatment of the locals has earned it many enemies. The Fort is attacked or harassed on almost a daily basis, and though it is surrounded by high walls and defended around the clock by the General's best, they are losing the war of attrition against a land that knows no mercy, and that rarely forgets grudges.
To keep Fort Warroad operational and secure, recovery teams are sent into pre-war ruins to bolster existing resources. At the RP's start, Warroad is running out of Fusion Cores, and its power-armour contingent risks becoming inactive. This would deprive the Enclave of its military advantage, and spell doom for Fort Warroad.
Only one Vertibird remains in working condition, and it belongs to Recovery Team Alpha, who use it to conduct long distance scavenging runs for Fort Warroad.
Character Sheet
Pure Breed or Former Axuillery:
Name:
Age:
Gender:
Physical Appearance:
Backstory:
Primary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions.
Secondary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions. Ensure it is reasonable that your character can carry it alongside their primary.
Grenades or Other Equipment: i.e mines, Eyebots, lock breaking kit etc
Power Armour Variant: No BoS or NCR variants, strictly pre-war or Enclave versions.
Key Skills: What is your character trained with? No need to ground yourself in game lore, but you can certainly use it as an inspiration. Examples: hacking, lock picking, energy weapons, animal handling, robotics, stealth tactics, gun specialist, heavy weapons, engineer, Vertibird pilot etc etc.
Other: Anything else you may like to include.
Pure Breed or Former Axuillery: Pure Breed
Name: Adrian Hall
Age: 35
Gender: Male
Physical Appearance: Adrian carries a tall and muscular build, common for most power suit wielding soldiers of the Enclave. His left arm and chest are horribly scarred, a relic from his encounter with the Lone Wanderer at Raven Rock some ten years ago. His skin is pale, which makes the shadows around his icy blue eyes even more prominent. Creases line his forehead, and black stubble covers his scalp and jaw. His nose is disjointed, showing signs of several breaks - though he seems to have a full set of teeth.
Backstory: Adrian started life in Raven Rock as the only child of two Enclave soldiers. His father, a decorated Army Captain, was slain by Super Mutants in the Capital Wasteland as he conducted a secret salvaging mission. Adrian was ten years old at the time. His mother lived to ripe age of sixty, before succumbing to lung cancer.
Adrian, indoctinrated into Enclave beliefs from birth, became a fine and fanatical soldier. He led several teams in the Enclave's war against the Capital Wasteland's inhabitants, and obtained the rank of Sergeant before a run-in with the Lone Wanderer at Raven Rock left him badly injured and unconcious for the remainder of the conflict.
Airlifted to Warroad by Vertibird, along with some other casualties and a contingent of soldiers under General Lance, Adrian was eventually nursed back to health and returned to service. Disheartened by the Enclave's defeat, Adrian became depressed and saw that the death of the true American people was inevitable. Nevertheless, a dedicated soldier, he engrossed himself in his work and quickly became known as a reliable operator in Warroad's environment.
Initially he spearheaded attacks against local settlements that threatened the Enclave's position, but was then put on Recovery Detail. He has been leading recovery teams for the past two years, but each successful mission does little to restore his faith in the Enclave's chances of survival.
Furthermore, the admittance of Wastelanders into the ranks has irked him. He sees them as inferior creatures, undeserving of the Enclave's insignia - though some who have served their five years have garnered his respect, though not admiration.
Primary Weapon: AER9 laser rifle
Secondary Weapon: AEP7 laser pistol
Grenades or Other Equipment: 3 x Fragmentation Grenades, Portable Welder and Two Small Steel Plates.
Power Armour Variant: Advanced Power Armor Mk II
Key Skills: Energy Weapon Specialist, Power Armor Engineer, Medium Hacking Skills.
Other: Will discriminate against Former Auxiliaries whose backstory does not impress him.
Name: Adrian Hall
Age: 35
Gender: Male
Physical Appearance: Adrian carries a tall and muscular build, common for most power suit wielding soldiers of the Enclave. His left arm and chest are horribly scarred, a relic from his encounter with the Lone Wanderer at Raven Rock some ten years ago. His skin is pale, which makes the shadows around his icy blue eyes even more prominent. Creases line his forehead, and black stubble covers his scalp and jaw. His nose is disjointed, showing signs of several breaks - though he seems to have a full set of teeth.
Backstory: Adrian started life in Raven Rock as the only child of two Enclave soldiers. His father, a decorated Army Captain, was slain by Super Mutants in the Capital Wasteland as he conducted a secret salvaging mission. Adrian was ten years old at the time. His mother lived to ripe age of sixty, before succumbing to lung cancer.
Adrian, indoctinrated into Enclave beliefs from birth, became a fine and fanatical soldier. He led several teams in the Enclave's war against the Capital Wasteland's inhabitants, and obtained the rank of Sergeant before a run-in with the Lone Wanderer at Raven Rock left him badly injured and unconcious for the remainder of the conflict.
Airlifted to Warroad by Vertibird, along with some other casualties and a contingent of soldiers under General Lance, Adrian was eventually nursed back to health and returned to service. Disheartened by the Enclave's defeat, Adrian became depressed and saw that the death of the true American people was inevitable. Nevertheless, a dedicated soldier, he engrossed himself in his work and quickly became known as a reliable operator in Warroad's environment.
Initially he spearheaded attacks against local settlements that threatened the Enclave's position, but was then put on Recovery Detail. He has been leading recovery teams for the past two years, but each successful mission does little to restore his faith in the Enclave's chances of survival.
Furthermore, the admittance of Wastelanders into the ranks has irked him. He sees them as inferior creatures, undeserving of the Enclave's insignia - though some who have served their five years have garnered his respect, though not admiration.
Primary Weapon: AER9 laser rifle
Secondary Weapon: AEP7 laser pistol
Grenades or Other Equipment: 3 x Fragmentation Grenades, Portable Welder and Two Small Steel Plates.
Power Armour Variant: Advanced Power Armor Mk II
Key Skills: Energy Weapon Specialist, Power Armor Engineer, Medium Hacking Skills.
Other: Will discriminate against Former Auxiliaries whose backstory does not impress him.