Characters

Name: Robert "The Dagger" Dillon
Age: Believed to be between 20-28
Gender: Male
Occupation: Bounty Hunter
Family: Deceased
Nationality: Of English descent

Physical Appearance:

Eyes: Dark Brown
Hair: Short dark hair
Height: Approximately 2m
Race: Caucasian

Clothing:

Dark brown duster coat
Black Kevlar vest
Light brown combat trousers (with knee pads)
Black combat boots
Equipment belt (for holding stims and ammo)
Dark brown cowboy hat (to top off the 'badass' look)

Weapons:

A pristine condition scoped Kar98k "That glint in the distance, last thing you'll see"

Dual JTL-E .500 S&W Magnum 12's "I point this at your head and pull the trigger- your brain'll have some nice fresh air"

The "Warrior" knife "The serrations on the inner edge were designed with one thing in mind–beheading"

Silenced 12.7mm pistol "This thing will leave a mark, and by that I mean it will kill you"

Misc:

A pack of cigarettes
An engraved cigarette lighter

Bio:

Grew up in a small town called 'Shade ville', when he was 16 a gang of raiders attacked the settlement and slaughtered most of the populace. The survivors of the attack were brought back to the camp where they were either raped, tortured or both. Robert was tortured for 5 days until his captor got close enough for him to tear his throat out (with his teeth), and used the raider's knife to cut away the rope from his bound hands and escaped the camp. After this ordeal Robert had numerous scars all over his body and suffers from post-traumatic stress disorder, he see's all who takes innocent lives as human garbage and believes he must eliminate them. Years later he works as a bounty hunter making the unjust feel his wrath.

Personality:

Calm in most situations with a British accent which hints he is of English descent, kind and helpful though he struggles with interaction with people after the 'incident', likes to be quiet and stealthy not the center of attention. Hates cockiness "When you're cocky, you relax- lose focus, when you lose focus you die"
 
falloutscythe.png

Above: Scythe as he appears when not wearing Chinese stealth armor.

Real Name: Travis
Nickname: Scythe
Age: 23
Gender: Male
Occupation: Ex-Brotherhood of Steel, Wasteland Wanderer
Family: Unknown
Nationality: American, born near the Capital Wasteland

Physical Appearance:

Eyes: Brown
Hair/Style: Brown/Blastback
Height: 6'2"
Race: Caucasian

Clothing:
- Chinese Stealth Armor
- Black Sleeveless Shirt
- Black Commando Pants
- Sunglasses
- Pip-Boy 3000

Weapons:
- Trench Knife
- Silenced 10mm Pistol
- "Infiltrator" Silenced Assault Rifle
- Throwing Knife x5


Misc:
- Brotherhood of Steel Holotag x2
- Chinese Army: Special Ops Training Manual
- Pack of Cigarettes
- Lighter

Bio:

Travis is one of many children that was rescued from the horrors of The Pitt during the Scourge in 2255. He dedicated his life to the Brotherhood of Steel, eventually reaching the rank of Knight Sergeant under the command of Elder Lyons. During this time, Travis fell in love with a fellow Knight. However, she felt that the Capital Wasteland Chapter of the Brotherhood of Steel had grown weak and abandoned their purpose, siding with the Outcasts. Travis reluctantly left the Citadel to be with her. Eventually, the Outcasts fractured and although it is unknown exactly what happened, Travis soon found himself alone. Having lost everything in the East, Travis began a journey West, perhaps in the hope of finding the Brotherhood of Steel out West or at least starting a new life for himself.

Travis is a specialist in pre-war Chinese technology, having managed to secure a Chinese stealth suit in his travels. As such, his specialties are stealth infiltration, close quarters combat, and forward reconnaissance. Make no mistake, however: Travis is no pushover and given power armor and a laser rifle, he can easily switch his style to that of aggression. Travis, still going by his nickname from the Brotherhood - Scythe - is looking for some meaning in his life; whether he will find it remains to be seen.


Personality:

Travis struggles to maintain good karma. On one hand, he holds the beliefs taught to him by the Brotherhood of Steel dear to his heart - codes such as honor and chivalry. On the other hand, his travels and personal tragedies have made him bitter. While he tends to not commit evil deeds, he often will not put his life at risk for others unless there is something in it for him; basically, he has committed to a survival of the fittest attitude. Although he's not looking to make any friends, he's not completely cold or shut off from the world. He's very calm and laid back and tends to approach situations carefully - he asks questions first, shoots only as a last resort.
 
Name: Dominic Royce
Age: 25
Gender: Male
Occupation: Drifter, Gambler
Family: Parents (deceased), 1 brother (NCR trooper, MIA)
Nationality: Unknown

Appearance

Eye Colour: Light Brown
Hair: Shaggy dark brown
Height: 6'1"
Race: Caucasian

Clothing

Dusty grey T-shirt
A pair of mirrored sunglasses
Worn blue-jeans
Old weather-beaten black work boots
A belt with a canteen and various ammo strapped on it

Weapons

An old .44 Magnum revolver With XR imprinted on its barrel
A scoped hunting rifle seemingly held together with duct tape
A large combat knife

Misc

two old photos
An NCR dog tag

Bio

Born to a small family in the NCR, Dominic grew close to his brother Xavier, but didn't feel his need to serve in the military and decided to stay back and help out on the ranch. One fateful, day Dominic's parents were killed in a fire that ingulfed their ranch. Dominic barely survived and still carries the scars. In a cruel twist of bad luck, Dominic's brother Xavier was reported MIA after a Legion attack on his camp. Dominic still carries his brother's photo, revolver, and dog tag with him, hoping that one day he will find him

Personality

Dominic lives by the philosophy that if it can't be solved by a bullet, it can't be solved. He has suicidal tendencies brought on by his family's murder, sometimes taking on raider camps with his hunting rifle. He has no conscience and will kill anyone insults him. His only respect is given to the NCR, who he thinks are the only hope for humanity.
 
Avery

Name: Avery
Age: 30
Gender: Male
Occupation: Wastelander
Family: At the base

Physical Appearance:
Hazel Eyes
Dark Brown Hair medium length
5' 10" tall
Caucasion

Apparel:
Sunglasses
Belt with holsters to carry Ammo, stims, guns, knives
Brown Duster Coat
Black Combat Armor (No Pauldrons, would look goofy if there was something sticking out of the duster)

Favored Skills:
Melee
Small Guns
Sneak
Outdoorsman

Weapons:
Silenced M1911
Pre-War Combat Knife
Tomahawk (5)

Bio: Avery was born in a Special Forces Base in Arizona. His people came from a vault, and when it opened and there was nothing but wide open Sonoran desert, they paniced. During their travels, they lost at least half their numbers, before chancing upon a base, pre war by the looks of it. Upon exploration, they found weapons armor and training simulations(similar to O: A DLC) dedicated to a pre war doctrine that was called "Special Forces". All the members quickly became masters at survival and shadow, and from then on they were no longer afraid.
Avery's parents came from that vault, and Avery was born in 2251. He grew up training to survive the already harsh desert that had been amplified by nuclear war. He and his friends might as well have been the toughest kids in the wasteland. Not tough enough however. Caesar's Legion, a slaver group to the north, had been gaining power by taking over anyone they found and Avery's Vault was next. It was not an easy conquest, the guerilla tactics and stealth employed by Avery's Vault picked off many Legion soldiers. Eventually everyone was slaughtered, except for the children, who had been helped by the adults to escape. Ever since, Avery has been wandering the waste trying to settle down, that might not be so easy with his intense hatred of the Legion.

Personality: Avery likes to be kind, however he mostly keeps to himself.
 
Name: Mattias
Age: 30
Gender: Male
Occupation: Mercenary

Background: Born in Freeside as the poorest of the poor, it was inevitable that Mattias was going to either be a Merc to survive or die. Mattias is well know for his almost fetishistic use of high explosives, and he is know for using nukes and missile launchers on even the tiniest of enemies (and problems). He is also well known for his grappling hook gun, which allows him to be everywhere at once, laying down explosives from any direction he can think of. He has made much money from his career and has made enough money to get a surgery from the Followers that gives him a mild regenerating factor for his wounds. After finding an old world MP3 player, the thing was filled with metal music. He was inspired by it, and lives his life as an American biker of old. He became an incredible repairman, and fixed up a motorcycle and added a side car and gatling gun to it. Like a typical biker, he hates authority and is a well known rebel against NCR authority, but that doesn't stop him from kicking some Legion ass. He travels the country, leaving a trail of explosions and testosterone in his path. :twisted:

There are rumors of him rebuilding a Enclave Vertibird.

Personality:
Mattias can be summarized as a "wild man". Rowdy, boisterous and an adrenaline junkie, he finds his work as a mercenary allows him to operate independently of those who may disapprove of his actions, his employers typically only concerned with results. It is, at its core, his way of being paid for doing what he loves. Though volatile, he is not sadistic or psychotic. He does not take pleasure from the deadly results of his destructive impulses, though he is not unaware of them either, accepting their inevitability. He is also possessed of a dry, sarcastic wit, delivering his lines with a deadpan tone. The characteristic that has given him the most fame is his frequent use of high-grade explosives for even the smallest problems and his tendency to not only defeat, but utterly destroy his enemies. Even those familiar with his reputation are shocked by his penchant for explosive violence. He does however have a 'soft' side; loyal to those he considers friends and willing to stand up to a threat to defend them. He cares little about who employs him or why (unless it's to take down authority, he'll jump right on those jobs), only that it allows him to exercise his love of explosives and destruction. A phrase used many times by Mattias is "Why can't EVERYTHING be rocket propelled?"

His favorite brands of music are Heavy and Swedish metal, genres that are characteristic of his own aggressive, violent and rebellious nature.

Appearance:
Merc2_2.jpg


Weapons:

  • RPG-7
    Grenade Launcher
    Frag grenades
    Power Fist
    And a grappling hook gun
 
We can have 2 characters, right?

Name: Grec
Age:19
Gender:Male
Occupation: Wanderer of the Wastes

Bio: Grec is just like any other Wastelander, he's good at surviving off the land and ain't half bad in a fight. He is afflicted with a nasty turbo addiction, but his addiction to turbo has earned him the nickname "Blur". He is equipped with a Deathclaw Gauntlet, and only uses it because he thinks bullets are too slow. He is the Khan's number one customer.

Personality: Although he is paranoid and possibly schizophrenic, he is extremelly intelligent. It's sometimes hard to tell if he's high on turbo or not, because even if he's not using it he still moves extremely fast. When he walks through towns, he tends to stick to the shadows.

Appearance: Shaggy blonde hair, white bandana, white skin, sunglasses and Lightweight Leather Armor.

Weapon: Deathclaw Gauntlet

Items: Turbo (and lots of it)
Stealth Boys.
 
Hello.

Name: James Taylor
Nick Name: "The One Man Caravan"
Age: 23
Gender: Male
Classification: Human
Occupation: One Man Caravan and Gun for Hire
Eyes: Blue
Hair:Dark Brown
Height: 6'2"
Race: Caucasian
Affiliations: unspecified vault and a small trading town outside the vault, caravans, Followers of the Apocalypse, (secret debt to the Enclave)
Bio: I was born in a vault in the West in the NCR, at the age of 10 I left the vault with my mother and father along with a group of 20 more people that had decided to set off and try to settle the wastes in an attempt to reduce the overcrowded population of the vault. This group set out with the intention of setting up a trading town in an attempt to gain vital supplies that the vault needed to keep running. I grew up learning the finer points of the mercantile skills and how to shoot. It was up to every resident of our small town to protect it in time of attack from the raiders, supermutants, and other groups that sought our destruction. I've been carrying my trusty 10mm pistol since the day I left the vault and its never let me down. When I became a man I decided to set out to explore the wastes and try to open up new trading routes to back home. I won my trusty brahmin Lucy in a game of cards and she's been traveling with me ever since, shes the biggest reason I'm known as the one man caravan with her I've traveled all over the wastes. I bought my sniper rifle from the Gun Runner for a pretty penny I might add. I worked with the Followers of the Apocalypse for a time where I learned some about medicine and a lot about prewar technology (including computers and several types of robots) and how to adapt it for use. The Followers came to trust me even though I was not a proper member and eventually hired my services to ferry supplies to their heavily under supplied New Vegas branch, and that's how I came to the Mojave wasteland.
Weapons: .308 sniper rifle, a weathered 10mm pistol (heavily modded with a scope, increased magazine, silencer and other various improvements)
Followers: Lucy (Brahmin) equipped with leather armor and many bags
Clothing: leather armor, reinforced
Items: 8 stimpaks, 2 doctors bags, 800 caps, 4 homemade flash grenades, assorted shell casings and gun powder & flash powder, assorted wares (guns, armor, food, assorted), Pipboy 3000A
Likes: nuka-cola, sunset sarsaparilla, whiskey, computers and electronics
 
Name: Mathias (Motor-Mouth)
Age: 24
Gender: Male
Race: Human (Asiatic)
Blood Type: O -
Occupation: Drifter
Eyes: Hazel
Hair: Black
Height: 5'2"
Weight: 174 lb
Voice: Pretty regular


STATS
ST - 5
PE - 8
EN - 8
CH - 3
IN - 7
AG - 5
LK - 3

DESCRIPTIONS:
Motor-Mouth is a member of the 80s Tribe from Northern Nevada,
(The 80s: The 80s are a tribe of raiders that live in northern Nevada, near the shores of the Great Salt Lake. Their territories border with those of the White Legs.
The 80s are known for raiding frontier towns for supplies and kidnapping people. They are rightly feared for their ability to cover large areas of land with very few men.
The 80s are a tribe of raiders that operates along the Northern California 80 Freeway, mostly in the region northeast of the lawless, uncontrolled city of Sacramento. They are easily recognized by the "80" signs they wear strapped across their chests. High-ranking members usually have the Interstate 80 red and blue signs. Lower-ranking members wear green Highway 80 signs and the ordinary grunts make do with what is left over. The 80s are known for their tireless pursuit of enemies and for their occasional use of motorcycles. )

Motor-Mouth is a pretty cheery fellow despite his background, he likes to talk and talk (hence his name) but he is not particularly articulate, but neither is he stupid by any extension of the word. He abandoned his tribe to explore the wasteland with the help of his motorcycle wich he keeps maintained regularly. Not caring about faction war or politics eh just enjoys the ride.

Bio:
Motor-Mouth was born "Mathias" to a Caravan guard traveling through the 80s Freeway, the violent tribe killed the caravan and the guards and stole all the provisions, but found a newborn baby in the Brahmin cart, so they just decided to raise the kid in their tribe.
Mathias grew to be a very violent warrior, but a very cheery person, not having any actual relative in the tribe he became a very curious person, always asking questions about everything and breaking things in pieces just to learn whatever eh could from them, the only way he had to learn anything at all, everytime they raided a Caravan he went for the books, magazines and relatively useless machines instead of the weapons, or food, or tail. getting bored with the life of a Raider Motor Mouth decided to abandon them and travel the highways the caravans they attacked traveled, he always wondered where did they got all the thigns they were carrying and to whom they were gonna give them. So one night Mathias just took one of the Motorcycles and rode away, leaving the tribe behind.
He has been making a life out of repairing broken electronics and vehicles and lending his skills as a warrior to caravans, all while hiding his alliegance to the 80s. He has no destination in mind, he just enjoys the trip.

That was until he took the wrong turn in his trip to the Crimson caravan HQ in the Mojave and got atatcked by Fiends and dangerosu wildlife, damaging his motorcycle and forcing him to run away on foot.

Equipment

Imagen198.jpg

He wears lightweight Leather armor with a rusted 80s freeway street sing attached to his shoulder, a motorcycle Helmet and goggles and carries with him a Hunting rifle and a Shiskebab made out of spare parts.

TRAITS:
Kamikaze
Build to destroy

Skills: Repair, Guns, Melee and Survival.
 
Name: "Flake" (original name unknown)
Race: Ghoul
Age: Unknown
Weight: Unknown, less than 100 lbs.
Height: 6'
Gender: Male
One-armed

Character bio:

Flake was born into a family with a strong moral compass, in a secretive community of pacifists. However, the misfortunes in Flake's life began on the fateful day of October 23, 2077, when a nuclear bomb detonated less than half a mile away from the entrance of Vault 14. Inside this particular Vault, a twelve-year-old Flake, along with all of his friends and family, received a large amount of radiation. Only Flake survived, living all alone in a metal shell with the corpses of his friends and family and enough supplies to easily last him the 25 years until the Vault opened, and far beyond. To this day, he still has a few unopened Vault-Tec survival rations.

Flake lost all sense of time. Through the dark years, unable to escape, he became more than a little unhinged. Having been well-sheltered from violence of any sort, he was unable to comprehend the concept of war, much less a nuclear bomb. At this point, he still believed that the epitome of evil was that silly rabbit who always needed reminding that Trix were for kids. The emotionless, uncompromising computers in the Vault library did nothing to shelter him from cruel reality, but instead prepared him for a lifetime of violence.

When the Vault opened and a shambling, mutated Flake stumbled out, holding a bolt-action rifle he had found in the Vault's supplies, he emerged to find a world changed. Towering skyscrapers were now rusty scaffolds and broken glass. Ash and dust covered everything and he found it hard to breathe. But he also found life, in the form of a ramshackle town called Jacko.

Flake cautiously approached the settlement, and did not like what he saw. Flake was having his first encounter with a slaver town. In less than five minutes of horrified observation, he saw more death, misery and torture than he had thought possible. In another five minutes, he had a plan of attack.

Later that night, he returned and killed many of the bandits in a shootout that would go down in raider legend. Although Flake lost his left arm to early in the battle, he managed to kill 10 raiders with a pistol before being forced to flee into the night.

Poor, unhinged Flake disappeared into the wastes, dealing bloody, noisy, often very public justice to various ruffians and junkies. Slightly insane in a world in which "dead prostitute" is simply a household mess alongside "spilled milk", he kills anybody he sees performing an act of violence.
 
I hope you folks don't mind me making a TF2/FA crossover character, I'll try to make a good one, here it goes. X-/


Name: RED Team Engineer Clone # 18.
Real Name: Dell Connagher Clone #18.
Age: 200+ years (via stasis chamber, see bio).
Gender: Male
Race: Human (w/ Cybernetics)
Occupation: Scavenging, research on old tech, reverse engineering, trying to develop new tech. Basically, buidling/repairing things that go boom and selling them. XP Also does merc work and courier runs for the Mojave Express.
Physical appearance: The character basically looks like a TF2 engineer equipped w/ a gunslinger and a welding mask.

Personality
Very quiet and polite outside of combat. Inside of combat, completely the opposite.


Weapons: Gunslinger (Cybernetic fist), 12 ga shotgun, 9 mm pistol, a ED-E bot w/ "sentry" bits added to it.

Items: Some medical equipment; stimpacks, first aid kit, some rad away and the odd body enhancement drugs that she has scavenged on her many journeys. A can of pre-war beer, a bottle of pre-war whiskey, a pack of pre-war smokes, scrap metal, bobby pins, various nuts, bolts, vacuum tubes, and transistors. Any extra ammo he can find while scavenging.

Affiliation: Pro-NCR, Brotherhood of Steel and Engima. Of course, being freindly w/ all three said factions can lead to conundrums of philosophy from time to time.


Background/Bio:

War, war never changes, nor does the conumdrums of philosophy it can cause.

During the last several years before the Nuclear Holocaust, the forebearers of Engima set up a secret sub-project for the Vaults, Make a Team of warriors not affiliated directly to the military that they could control and use for certain "problems" the military couldn't afford to get involved in. This lead to the founding of Project: Team Fortress (also known as Gang Garrison). The project was headed by two rival brothers who owned equal interests in a large Corporation, it's true name lost to the annals old world history. However, their main weapons and equipment supplier was an Australian entrepreneur named Saxon Hale, head of the Company MannCo. Under the aforementioned brothers was a engimatic and mysterious old woman known simply as "Announcer." It was her job (and to the lesser extent of a secretary she hired), to see the goals of the project implemented.

Her first step was to find "expendible" troops that she could hire that no one could miss. This led to her hiring and odd assortement of riff-raff from the lower classes and seedier elements of both country and big city natives throughout the world to serve as mercenaries and "test subjects" during this project.

Her intial recruits were:

The Heavy: A former Russian soldier who went to asassin school, but due to his heavy build, was better at using a chaingun.

The Enginer: (Dell Connagher) A native of Bee Cave, Texas, this former Roughneck and Wildcatter was a mechanical and scientific genius w/ nearly 20 Master Degrees and Doctorates total and excelled in the field of AI and robotics.

The Soldier: A aged and grizzled mercenary vet of the European Battlefield who was a native of the Midwest US.

The Spy: A French rogue whose aim and knifework were almost as sharp as his tongue.

The Sniper: A Aussie Bogan, former Big game hunter turned mercenary.

The Scout: A Bostonian native who was fast on his feet and good w/ a Scattergun and baseball bat. Fond of Nuka Cola, Bonk, and Atomic Punch.

The Medic: A German Doctor/Mad Scientist who graduated from the University of Heidelberg. Lost his medical liscence under "mysterious circumstances"


The Pyro: A mysterious individual whose true identity was hid under a flame-resistant suit. Rumored by some to be scouts mom. Excelled at the use of flamethrowers, fire axes, and other incendiary weapons.

The Demoman: A native African-Scotsman of the Van DerGroot Clan. He was a professional at using the grenade launcher, bombs, and Scottish Claymores (both the sword and mine). The amazing part was, he was the best at it, even though he only had one good eye left and was often drunk on "Scrumpy" Brand Scotch.

The second phase was cloning these mercenaries and tranferring their memories and skills via the downloading of brainwaves into the clones. The clones were also given implants so that there knowledged gained would be transferred to yet another clone upon death.

The third Phase was the "training" phase. The Clones were split up into two factions that posed as legitimate construction companies to the public world-Rennovation and Demoltion (RED Team) and Builders League United (BLU/BLUE Team). They were then put through constant training via combat scenarios against each other w/ live weapons! The attrition/death rate in these drills were often high, but it mattered little as the information from their brains would be transferred to a new clone that would be teleported to a "respawn" point to take the earlier clone's place. The drills would often involve taking enemy intelligence, convoys/patrols involving taking a live nuke form point a to point b, taking and holding points, or just plain wiping each other out before a timer went off. The myterious Announcer would oversee this training, and except for a brief (but temporary) friendship between a BLU Soldier and a RED Demoman, the training (mostly) went off w/o a hitch. While they trained all over the world, the most commonly used training ground was an old abandoned gravel quarry in the SW US. This was also the location of the Vault that would serve as the clones shelter when the Nukes came. It was during the one of the drills in preparation for the Chinese invasion of mainland Alaska that the Nukes started to launch. Fortunately, due to a twist of fate, Mr. House's Anti-Nuke Defense system was close by, and the system barely bought them enough time to evacuate most of the RED and BLU team into a nearby Vault made specifically for them. When the survivors entered, they were put into suspended animation via a state of artifically induced hibernation. This was done so that they could help carry out Engima's agenda when the world became inhabitable again. The Suspended animation was time locked to awaken the clones in about 150-200 years. The fate of the actual Announcer, Saxon Hale, and original mercs who provided the clones brain patterns and DNA are unkown. It is rumored they too are in suspended animation somwhere, yet to be found. Due to a breakdown in communnication, Engima lost contact w/ the Team Fortress Vault and over time, it would be forgotten altogether.

Somwhere between 150 and200 years passed and the clones finally awakened. When they did, a meeting was held between the RED and BLU factions. They knew the combat drills were no longer necessary as the goal of producing troops tough and rescourceful enough to survive a post-Apocalyptic Earth had been achieved (there was still some animosity between some of the Red Demomen and Blu soldier though). It was then that they decided upon a plan, try to contact Engima and help to re-establish the pre-war government, which is what they were made for. It was agreed that due to having memories about various regions from their original benefactors that the Soldiers and Engineers would recon the western half of the US, the Scouts the Eastern half, and that the Demomen, spies, medics, and Heavies would attempt to travel East in a attempt to find passage to Europe. While the seperation of teams would produce weaknesses due to the various specializations the men had, they knew they had no choice as the technology was no longer avaiable to transfer memories via implant downloads, having been destroyed by the inevitable march of time. They would try to sruvive in this world via a combination of mercenary work, banditry, and scavenging.

One of the RED Engineers (my character), took a long trek from the Rock Quarry to New Vegas, gathering intel along the way. He found out that there were three remnants of the old government. The Brotherhood Of Steel, a Knightly Order descended from a Army SpecOps unit assigned to guard an old lab; Engima, the descendants of various government figures, scientists; and the New California Republic, a revival of the old US-style government founded by another Vault Dweller in California. Alas, he also hear that all three groups hated each other w/ a passion. He didn't know how, but he would find a way to convince the three factions to put aside their differences, see thier common past and heritage and to join together into one governmental body-or die in the attempt. Unable to find work as an Engineer due to the abandonment of power plants and factories in the region, the Engineer took on a temp job as a Coruier for the Mojave Express. Sure, it was more of a Scout's fortay, but they left for the East Coast and he needed the caps for food and drink, so he took it. He figured it would suffice until he could come up w/ another plan to further his agenda. As to whether this clone of a soft-spoken Texan w/ genius intellect was to become the famous Courier of the Platinum Chip incident remains to be seen.

Starting Stats (Lv1):

Str: 5
Per: 4
End: 9
Cha: 4
Int: 10
Agi: 4
Luck: 4

Tags: Repair, Locksmith, Science.

Starting traits/perks: Wild Wasteland (is that the proper name for it? The perk for the weird events?), Good natured.

Skill ranks: Don't know how to calculate those, sorry. X(
 
For ease of reference

Name: Jacob Smith
Age: 27
Gender: Male
Occupation: Scavenger
Actual Occupation: Enclave scout
Family: Mother and Father with the Enclave
Nationality: American

Physical Appearance:
Eyes: Grey
Hair: Brown Hair (blast back style)
Height: 6’1”
Race: Caucasian (purestrain human)

Clothing:
-Leather armor
-Jeans
-Black short sleeved shirt
-Army boots
-Tortoiseshell glasses
-Brown fedora
-Pip-Boy 3000

Weapons:
-Recharger Rifle
-Plasma Pistol
-10mm Submachine gun (extended mags)
-Crowbar

Misc:
-Binoculars
-Lighter
-2 Pre-war university lectures on Holotape

Skills:
-His high skill in science allows him to hack most computers he comes across with relative ease, this includes any robots he comes across.
-A decent repair skill that lets him make adequate repairs on short notice, to excellent if given a few hours
-Skilled with most types of energy weapons, though prefers plasma weapons over laser. --Adequate with small caliber projectile weapons
-Some experience with medicine, mostly in treating superficial wounds and some first aid, though can’t treat anything more serious than a cut.
-Completely hopeless in melee and unarmed combat. The crowbar he carries is mostly used as a prying tool, the best he can use it in combat is wildly flailing around with it.
-Unable to pick a lock
-Due to the circumstances of the remnant, Jacob has had power armor training.

Bio:

Jacob originates from an enclave remnant based in Chicago, one of the few strongholds left to the Enclave after their defeats on both coasts. Jacob was raised with the beliefs of the Enclave, but few of them took the deep hold that it did with other members. While Jacob still holds his allegiance to the Enclave and does all he can to ensure their continued existence, he does not feel the abject hatred towards those outside the Enclave as those who were based on the west coast. He was educated much in the way that most children would have been educated in the pre-war world and as such has a basic grasp on many topics, his specialties were however found to lie in technology and the use thereof.

While at one time the Enclave held the area under a stranglehold, the Midwestern Brotherhood of Steel has since become the dominant power in the region. The shift in power forced the Enclave remnant to relocate out of the city. Due to dwindling supplies and still no contact with the main forces of the Enclave, the remnant saw fit to begin sending out their members to try and both find places where supplies may be found, and to attempt to regain contact with other members of the Enclave.

It was this mission that sent Jacob out into the hostile environment of the wastes. Due to the knowledge that the population has been resisting the Enclave in all their attempts, Jacob has learned to keep his allegiance a secret, or lie and say he is no longer part of them should he be forced to reveal his past. The front he has put up ever since leaving his remnant is that he is a scavenger, which is still partially the truth since it is how he has been providing for himself.

While traveling he came across a defunct Mr. Gutsy near the outskirts of Denver. After several months of scavenging parts from the nearby area, he managed to restore the robot to working order, and has since used it as both a body-guard and a salvage carrier. He made some very minor upgrades, such as installing a micro fusion breeder into it to power its plasma rifle instead of normal cells. He has been unable to regain the robot’s original designation, and as such has redubbed it GU-DR, though Jacob mostly calls it Denny.

Personality:

Jacob has what could be called a layered personality. The personality that most people see is one of a cheerful, if somewhat vulgar scavenger looking for the next big find. While he may seem flighty at times he is someone who will fight to the end for a cause he finds worthy enough, whether that be a valuable piece of pre-war tech or a person he simply wants to keep safe.

On a deeper level, Jacob takes his mission as a member of the Enclave very seriously, and will turn on anyone he thinks may have discovered his well guarded secret. While it allows for a large degree of freedom, his mission does come first above all else. In such cases where his secret or mission is in jeopardy his carefree attitude will give way to a much more serious demeanor, and he becomes much more violent. The only other being he has encountered out in the wasteland that knows his secret is GU-DR, which has been programmed to not discuss it with anyone but Jacob, and only when instigated by Jacob.
 
I don't get why people who intend to join Blood Ties post things like SPECIAL. I can understand perks and traits, but why SPECIAL?
 
Name: Sarah West
Sex: Female
Race: Human (Caucasian)
Age: 35
Height: 5'6
Weight: 130lbs
Appearance: Sarah is a woman who knows the hardships on the wasteland, and it has sculpted her into a stronger person. She stands at an average height of 5'6, and has fair sized muscles, strong enough to carry around her supplies, maybe even a rifle, but nothing to heavy. Sarah is far-sighted, and wears glasses to help see anything that comes up close. Her vision at further ranges improves greatly, and she can identify hostiles from further distances.
Sarah wears a large black vest with a red short sleeved undershirt that exposes her midriff with an eight ball stitched into the left sleeve with black trousers. She wears a holster on her left thigh, as well as a utility belt to hold her medical pouch. Their are also has spurs on the boots.
She wears her sandy blonde hair up in a ponytail to keep the hair from obscuring her vision, along with a single silver stud in her left ear.

Back Story: At a young age, Sarah was already as smart as her parents, her father, a hunter, her mother, a doctor. These skills allowed her to survive. Her mother was a doctor in Boston, among the top in her field left. She had no doubt her daughter would follow in her footsteps. In her teen years, Sarah learned how to practice medicine, and her father taught her how to use a weapon should the need arise. It was during these years that she would say were the most painful, because they were the hardest to remember.
At the age of fifteen, there clinic was attacked, drug fiends looking for a fix. Her father attempted to stop it, but was quickly killed in a firefight that had broken out. She hid, as she heard the tortured yells of her mother, crying out for her, to help her, maybe to save her. She hid too afraid, a coward, for all her brains, her intellect, her skill that her parents praised her for, she couldn't bring herself to move. It was only when she thought they left did she move, only to find two had stayed.
Her mother, what they had done to her. Sarah thought taking two lifes would be able to avenge her parents. The only thing she felt was disgust. No feeling of righteousness, she was just a killer like them. It is said that it is better to be wiser than to be smarter, and Sarah, wished that it was so.
There was nothing left in Boston, for her at least. She wandered, trading aid and services for food, supplies, shelter. Maybe Sarah was hoping for the wastes to claim her, it's hard to say really.

S.P.E.C.I.A.L: 4.7.4.7.9.6.3
Strength: I take what I need.
Perception: I saw you coming a mile away.
Endurance: I can take a punch as well as the next guy.
Charisma: In the wasteland, you do what you have to if you want to save caps.
Intelligence: I could kill you with my brain.
Agility: You may be faster, but let's see how far you run with a bullet in your knee cap.
Luck: There's no such thing as luck, only science.

Skills:
Science
Medicine
Speech

Strengths and weaknesses: 
Sarah is a prodigy, an expert with computers, she is an experienced hacker, and tends to have a knack for finding components, information, and data that some find valuable.

Sarah's medical training allows her to ration her supplies, she knows what injuries need treating, and which ones can just be bandaged.

Things have a habit going wrong for Sarah, maybe it's as simple as being short on a few stimpacks, or a gun jam as she holds a raider at gunpoint, whatever it may be she has bad luck. It doesn't happen often, but its always at the mist crucial moments it seems. She claims she can explain it away or that she had other things on her mind.

Sarah picks her shots, she takes time when shooting, while more accurate, she leaves herself open, and fires slower. 

She is good with one handed weapons, her firing style favoring her left hand. She struggles using rifles and heavy weapons and will not use them, but in return she is very skilled with pistols, gun and energy alike, and SMGs.

Starting equipment:
Merc Adventurer Outfit- a standard adventures outfit. 

Tinted Reading Glasses- glasses to help adjust to the unforgiving sun, as well as reading facts and figures (Tier 1)

Sarah's 45. Auto Pistol (M1911A1)-a weapon that has been a trustworthy side-arm for years. It holds a seven round clip. Sarah has upgraded the weapon over the years, giving it a reinforced slide to help deal with the wear and tear of use, and a three dot sight system with an extended front sight to allow for easier precision. the barrel was modified to allow a mounted tactical light for dark corridors. The weapon is used more for saving those she couldn't help, than defending herself.

Survival Knife- a tool that is as deadly, as it is helpful. You can use it to remove bullets, dig out any harmful objects, or just plain killing.

Supply Bag:
Stimpak 15x
Med-X 15x
Mentats x 3
Splint 4x
Bandages 20x
Empty syringes 3x
Suture Kit
.45 ACP round x50 (seven loaded, one chambered)

Misc:
Binoculars
Compass
 
Name: Sarah West
Sex: Female
Race: Human (Caucasian)
Age: 35
Height: 5'6
Weight: 130lbs
Appearance: Sarah is a woman who knows the hardships on the wasteland, and it has sculpted her into a stronger person. She stands at an average height of 5'6, and has fair sized muscles, strong enough to carry around her supplies, maybe even a rifle, but nothing to heavy. Sarah is far-sighted, and wears glasses to help see anything that comes up close. Her vision at further ranges improves greatly, and she can identify hostiles from further distances.
Sarah wears a large black vest with a red short sleeved undershirt that exposes her midriff with an eight ball stitched into the left sleeve with black trousers. She wears a holster on her left thigh, as well as a utility belt to hold her medical pouch. Their are also has spurs on the boots.
She wears her sandy blonde hair up in a ponytail to keep the hair from obscuring her vision, along with a single silver stud in her left ear.

Back Story: At a young age, Sarah was already as smart as her parents, her father, a hunter, her mother, a doctor. These skills allowed her to survive. Her mother was a doctor in Boston, among the top in her field left. She had no doubt her daughter would follow in her footsteps. In her teen years, Sarah learned how to practice medicine, and her father taught her how to use a weapon should the need arise. It was during these years that she would say were the most painful, because they were the hardest to remember.
At the age of fifteen, there clinic was attacked, drug fiends looking for a fix. Her father attempted to stop it, but was quickly killed in a firefight that had broken out. She hid, as she heard the tortured yells of her mother, crying out for her, to help her, maybe to save her. She hid too afraid, a coward, for all her brains, her intellect, her skill that her parents praised her for, she couldn't bring herself to move. It was only when she thought they left did she move, only to find two had stayed.
Her mother, what they had done to her. Sarah thought taking two lifes would be able to avenge her parents. The only thing she felt was disgust. No feeling of righteousness, she was just a killer like them. It is said that it is better to be wiser than to be smarter, and Sarah, wished that it was so.
There was nothing left in Boston, for her at least. She wandered, trading aid and services for food, supplies, shelter. Maybe Sarah was hoping for the wastes to claim her, it's hard to say really.

S.P.E.C.I.A.L: 4.7.4.7.9.6.3
Strength: I take what I need.
Perception: I saw you coming a mile away.
Endurance: I can take a punch as well as the next guy.
Charisma: In the wasteland, you do what you have to if you want to save caps.
Intelligence: I could kill you with my brain.
Agility: You may be faster, but let's see how far you run with a bullet in your knee cap.
Luck: There's no such thing as luck, only science.

Skills:
Science
Medicine
Speech

Strengths and weaknesses: 
Sarah is a prodigy, an expert with computers, she is an experienced hacker, and tends to have a knack for finding components, information, and data that some find valuable.

Sarah's medical training allows her to ration her supplies, she knows what injuries need treating, and which ones can just be bandaged.

Things have a habit going wrong for Sarah, maybe it's as simple as being short on a few stimpacks, or a gun jam as she holds a raider at gunpoint, whatever it may be she has bad luck. It doesn't happen often, but its always at the mist crucial moments it seems. She claims she can explain it away or that she had other things on her mind.

Sarah picks her shots, she takes time when shooting, while more accurate, she leaves herself open, and fires slower. 

She is good with one handed weapons, her firing style favoring her left hand. She struggles using rifles and heavy weapons and will not use them, but in return she is very skilled with pistols, gun and energy alike, and SMGs.

Starting equipment:
Merc Adventurer Outfit- a standard adventures outfit. 

Tinted Reading Glasses- glasses to help adjust to the unforgiving sun, as well as reading facts and figures (Tier 1)

Sarah's 45. Auto Pistol (M1911A1)-a weapon that has been a trustworthy side-arm for years. It holds a seven round clip. Sarah has upgraded the weapon over the years, giving it a reinforced slide to help deal with the wear and tear of use, and a three dot sight system with an extended front sight to allow for easier precision. the barrel was modified to allow a mounted tactical light for dark corridors. The weapon is used more for saving those she couldn't help, than defending herself.

Survival Knife- a tool that is as deadly, as it is helpful. You can use it to remove bullets, dig out any harmful objects, or just plain killing.

Supply Bag:
Stimpak 15x
Med-X 15x
Mentats x 3
Splint 4x
Bandages 20x
Empty syringes 3x
Suture Kit
.45 ACP round x50 (seven loaded, one chambered)

Misc:
Binoculars
Compass
 
Damn it! It's anoth- wait. A female? Finally! Something different! Welcome Jesu! Besides Yas, this is a total sausage fest. And I believe Carib already claimed Yas. :lol:

EDIT: Well, that was unexpected. I just assumed you'd be joining Blood Ties. Well, you know what they say: Assuming makes an ass out of you and me.

Well, you explaining your SPECIAL in detail inspiered me to make one.

Strength: 4. Brad can handle some rifles, but he's definately not the strongest khan. Too bad that's all the khan ladies cared about in a man. :lol:

Perception: 5. About average.

Endurance: 6. You've got to have at least above average endurance to withstand Khan rituals.

Charisma: 3. Good luck talking to anyone at red rock with low strength.

Intelligence: 8. While other khans were stealing drugs and guns, Brad took science books. While this made him even more of an outcast, he became a master of computers.

Agility: 7. Hey, there's cazadores around Red Rock. You gotta be fast to fight those.

Luck: 6. He's a master at Blackjack, but nothing else.
 
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