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Fandom Crawl Out Through The Fallout - CC

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OOC
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Locklaklazarii

Acolyte of a New God


Normal Rules of an RP apply, PVP will be allowed if it is realistic and Okay'd with the Me or my Co-Gm ( Faltasey Faltasey ), but I'd really not advise it.

The Detail of posts is really dependent on what is happening, if you are in the middle of a conversation please don't write a paragraph about how your character answers, Yes, and please don't write single sentence posts if it's not needed.

This will be a Fallout RP focused around the Town of Beliane, it is located upon the Arkansas river and walled off from the world. It is the town you have lived in for years (if you start this at the beginning), It is your job to keep the town running, solve it's issues, make sure some raiders don't burn it down and go on misc quests for NPCs. Why? The town has had a group that scavenged the wasteland, and defended it keeping it stable. The Peace Keepers while noble is a profession very few actually wish to partake in due to danger, but for whatever your reason may be you joined the elite, wealthy group of the town. But a few months back about 10 of the town's Peace Keepers went missing after a seemingly normal scavenging mission (opening plenty of spots for you and your fellow players). You are new to this position and must unravel the world before you to help your friends and family survive its harsh nature.

Gm's Note:
This takes place over 200 years after the Great War, when? well that's for you to figure out, same with many things about your world. NPCs will only be given a backstory and personality to you if you bother to figure it out and talk to them. Things won't be spoon fed to you you'll need to actively seek out the lore of the world or else it could pass you by and I'll let it. The world while small for now will expand at the rate that you let it, and every decision has a benefit as well as a consequence. Every situation is more than it is on the surface so if you want investigate or just blow your way through the wasteland like raiders. I suggest at least creating a back up and possibly another character because you will be in life and death situations and you aren't a god and there is a chance you will die, especially if you are doing something stupid.

Please delete everything in parentheses on the CS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Character Sheets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: (make a realistic and pronounceable name)
Race: (What!?! Race!?! No not that kind, racists... smh. Like Ghouls, Mutants etc. I'd prefer you stuck with human but you can go with others as long as you realize what you're getting yourself into (it does change special values.. see: Fallout Tactics races) Racism exists in Fallout so like beware dude (ALSO Putting a Ban on Dogs, Humanoid Robots and Deathclaws for PC's )
Gender: (I think this is self explainable)
Age: (How old are they)
Appearance: (A picture would be nice, preferably not an anime or overly cartoony character, also text based appearances are nice)

(I shouldn't need to explain how Special works you start with your base stats (1 for all special in humans) then add your 40 (42 for ghouls) points in which ever manner you want )
((Min-Maxing is ill advised))
Strength- (This affects how far you can throw and how hard you can punch, 1 strength is like you have muscular dystrophy, 10 would be akin to an Olympic weight lifter.)
Perception- (This affects your senses and accuracy, 1 would be akin to a nocturnal fish out in the middle of a forest during day, 10 is a sharpshooters eyes and can notice details quite quickly)
Endurance- (This affects your resistance to natural phenomena like disease as well as general damage, With an endurance of 1 even the smallest of cuts can kill you, with 10 it is like you're skin is an armor)
Charisma- (How good you are at talking to others, With 1 you horribly socially unaware, and with 10 you are a master puppeteer)
Intelligence- (This affects your ability to think, 1 intelligence makes you questionably sentient, while 10 you'd be a genius)
Agility- (This affects your speed and grace, 1 would make you a clumsy buffoon who can barely keep their feet, with 10 you are as swift and delicate as a cat)
Luck- (Luck it's either bad or good, it affects everything.)

Items: (No fatmans, power armor, etc. but other than super over powered items anything goes)
Likes: (What do they enjoy and like)
Dislikes: (What do they Hate)
Personality: (What are they like)
Bio: (Their backstory)
Theme: (Something for me to listen to while reading that characterizes them a bit (Optional))
 
Last edited:
Town NPCs

Name: Chet Andersen
Race: Ghoul
Gender: Male
Appearance:
6ub7AnlJWK54OEJQPWFLp0xl3eluT5fNWOyyH8NTKqFh_WmPmR45cI4KKHtHx7bPYqFaPG91LEpIKDOJq_83uwmLlfsfAik0pKy6Wfngt95Xta-Fk3Ufd0AmHfSzdgNQgsqkiJGq
wWtlNcqiaGp0TUXec0HbwoRs8NOrrtt2r5kfE4dNWI6klayktx_AMYNTTH3sEHKgHVdQ6NyakeUGWs_8BkVwkS1xJCS1EJ4DheYikoC2wCU-r6B3u3dnOeLi0eKtKAsJoxQw2hlM
w7VAwPrSXpP1sNp7ZgMgxKjOxKZBJKg3OFrVK6NqNJgYUhSu3F0yFUxWl0lA5ktv88wMU3dHpj5BhkOwrK9crB3GsPsmiSIR-dKVhdJ2cZMzOfX6b-L8UJRszNfkguJ9fSFSDkmo
OfQ3ldFFhdiiy0OdIhmN5LzvuRaEQc-v3Wy-2LhisH_bysgLg7w5bwYGzcJK6RFVkitZVJmFuTHANC0ffJQfrSwAQK1K1l-Daf-QR0BsYT88_-DDYY1ozBjLrJv0jtnG85ddns0k


Alias: Adjudicator
Gender: Female
Appearance: 6’2”, Dirty blonde, Hazel eyes
Race: Human
D6FJ17KCst1EF-km7OBchbMza5tssQkOqQige2-XB4VszNiF1dMdBHGf6ygpXfAUoiwy3EncYS-kfI_ofbTM_5wn4gBpaWN2NjMaCMUudsCgGwvBUxaagyYDBb1F1AcnUHROmkJP


Name: Mayor Fischer
Gender: Male
Appearance: 5’7”, Brown Hair (greying), Brown eyes
Race: Human
Name: Victoria Francene Schmidt
Race: Human
Gender: Female
Appearance: Dark Brown Hair (almost Black), Brown Eyes, 5’9”

7ZEvV7tvDUZExdNz8eL126-p02vaO0Vp0CCSH3rkRRXMs4o656l69ZhyZf5gkO-h57tW6iRb2u7VlRdiNquNt9S7_fiSe8qGyQnbCw4NQrsgHnz4t8nPIndoC2FBIay9e8MKN-Fv
Dp2yVR99MGh5_j1oaSElshxRpi6Farotlc24t7fUET3v1HvL-B3ozY-_K79XoS8iZyukaUSmXR5DjzIPklgqD-QCiivQlBMuuEv0h8vAVqqjN4Y4AN-_fh900CV6_1DOf5e90Zsy


Name: Flamina
Gender: Female
Appearance: 5’11” , 140lbs , Fair Skin, Intense Amber eyes, pitch black hair, A moderate build, She has a few scars on her body where bullets have entered and exited, as well as long scars from grazes as well as from cuts, her body tells a story of danger and abuse
Race: Human
1570238119925.png
Name: Octavius
Race: Human
Sex: Male
Appearance: 6’0”, Pale skin, Blue eyes, Golden Blonde hair, and a stern look.
1570238322942.png
Name: Fred
Gender: Female
Race: Human
Appearance: Red Hair, Brown eyes, 5'7"
1570238559027.png
Name: Bruce Ashley
Race: Human
Gender: Male
Appearance: He’s about 6’2”, a very athletic build, Brown close to auburn hair, piercing blue eyes, he has a few scars from fighting.
1O99qoCILNWA3DIbOhjCj8_pzNVmpDLHbo-DezYElxRRsS-o3NugMz6cOh3PxKjllPHU1DdCE3lYD26Ca97jLKj2wyQ8pVfOqlGHYuw72WYhDOrlvaPXh6VC3YPQrXHJNObHHYZF


Name: Raven
Gender: Female
Race: Human
Appearance: 5’11” , 140lbs , A Copper tanned skin tone, Intense Amber eyes, pitch black hair (when light hits it it looks almost blue or purple), An Athletic build, She has a few scars on her body where bullets have entered and exited, as well as long scars from grazes as well as from cuts, her body tells a story of danger and abuse
Name: Wolf
Gender: M
Race: Human
Appearance:

lYBtFgotj4eozZ3jQr0vQSIluyuSZ6_uyWVoMo6TwjjgrB4xdIzMbJNNNDlgkwkT1PvXjdXIuaf3uRrmpo_OayTd_iP-A6asWbgtJ_rl8HJ7iHgAI7k9_Ofwu-SzNe8StEsD3b4I
Name: Ralph
Race: Dog
Gender: Male
Appearance:
1570239312657.png
Name: Dogmeat
Race: Dog
Gender: Female
Appearance:
1570239433128.png
Name: Sara
Race: Dog
Gender: Female
Appearance:
1570239541442.png
1570310018936.png
Names: Trey and Troy
Race: Hairy Deathclaws
Gender: Male
Appearance: Fairly different from a normal Deathclaw, extremely hairy and brown with your typical large proportions. Towering over most creatures as per usual. Reminiscent of a Werewolf if it had horns and were four times the size. Maybe a little bit of Minotaur influence in there as well. Extremely well built. They both wear light armor specially catered to their bodies.
1570310382015.png
Name: Ser Leopold IV
Race: Super Mutant
Gender: Male
Appearance: A large oldish overcoat with a fedora. Yellowish green skin and a scar on his left cheek. He also has a shaky left hand.
Name: Ghastly
Race: Glowing Ghoul Cat
Gender: ?
Appearance: A very irradiated green Kitty, known for missing an eye and a claw on their back paws. Also fairly malnourished and smaller than your average cat.
1570310586485.png
Name: Fomaha
Race: Human
Gender: Male
Appearance: A very tribal hunter look, hunting gear from head to toe. A trusty bow with arrows on his hip, and a belt of knives and other things. Kept light on the gear as to be proficient and quick in the wilderness. A gruff, sculpted young man. Blonde hair and brown eyes, fairly short for a Human of his age.
Name: Jake
Race: Human
Gender: Male
Appearance:
1570311236541.png
Name: Lydia
Race: Human
Gender: Female
Appearance:
1570311313888.png
Name: Nathaniel Ortiz
Race: Human
Gender: Male
Appearance:
1570311699450.png
 
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Name: Jazz (Only Known Name)
Race: Human
Gender: Male
Age: 24
Appearance:
Image result for fallout concept art black man
Attributes:
Strength-
7
Perception- 6
Endurance- 8
Charisma- 8
Intelligence- 7
Agility- 8
Luck- 3

Items: Machete, .44 Pistol, Spiked Brass Knuckles, Harmonica
Likes: Music, Cleaning, Performing, Close Combat(Compared to Ranged Combat)
Dislikes: Silence(It's Suspicious), Raiders, Mutants, Unnecessary Violence.
Personality: Despite his intimidating look worsened by his RBF, Jazz is rather caring and protective. He helps who he can when he can, even at the cost of his own health. As a friend that can be made as long as you don't go out of your way to harm other humans, or dogs, it's difficult to get on Jazz's bad side, but once you are, there's no coming back. Jazz prefers to avoid a fight, but has no remorse once one starts, he focuses on effectiveness in combat, aiming for the kill rather than unnecessary injuries. Can often be found in the corner singing to himself and playing his harmonica in his free time.
Bio: In the wasteland, it's not uncommon for a child to not know who there parents are, Jazz was one such case. From a young age he was one of the children that people in his neighborhood all took care of, feeding him and giving him a place to sleep. Uncle Ray, one such supporter, is who originally gave Jazz his interest in music. Uncle Ray was who gave him the name Jazz after Jazz presented a natural talent for rhythm and intonation. Jazz performed with Uncle Ray in his street band as he was growing up, which only furthered his passion. After Uncle Ray died of old age when Jazz was 17, Jazz moved on, leaving the rest of the street band. He became an errand boy, doing odd jobs for others in town, earning money and reputation, and most importantly, gaining life skills necessary for living in the wasteland. Around the age of 24, Jazz began leaving town into the wasteland to scavenge for resources and establish trade connections between towns, working as a Peace Keeper.
Theme:
 
Name: Jazz (Only Known Name)
Race: Human
Gender: Male
Age: 24
Appearance:
Image result for fallout concept art black man
Attributes:
Strength-
7
Perception- 6
Endurance- 8
Charisma- 8
Intelligence- 7
Agility- 8
Luck- 3

Items: Machete, .44 Pistol, Spiked Brass Knuckles, Harmonica
Likes: Music, Cleaning, Performing, Close Combat(Compared to Ranged Combat)
Dislikes: Silence(It's Suspicious), Raiders, Mutants, Unnecessary Violence.
Personality: Despite his intimidating look worsened by his RBF, Jazz is rather caring and protective. He helps who he can when he can, even at the cost of his own health. As a friend that can be made as long as you don't go out of your way to harm other humans, or dogs, it's difficult to get on Jazz's bad side, but once you are, there's no coming back. Jazz prefers to avoid a fight, but has no remorse once one starts, he focuses on effectiveness in combat, aiming for the kill rather than unnecessary injuries. Can often be found in the corner singing to himself and playing his harmonica in his free time.
Bio: In the wasteland, it's not uncommon for a child to not know who there parents are, Jazz was one such case. From a young age he was one of the children that people in his neighborhood all took care of, feeding him and giving him a place to sleep. Uncle Ray, one such supporter, is who originally gave Jazz his interest in music. Uncle Ray was who gave him the name Jazz after Jazz presented a natural talent for rhythm and intonation. Jazz performed with Uncle Ray in his street band as he was growing up, which only furthered his passion. After Uncle Ray died of old age when Jazz was 17, Jazz moved on, leaving the rest of the street band. He became an errand boy, doing odd jobs for others in town, earning money and reputation, and most importantly, gaining life skills necessary for living in the wasteland. Around the age of 24, Jazz began leaving town into the wasteland to scavenge for resources and establish trade connections between towns, working as a Peace Keeper.
Theme:

Accepted
 
Name: Reid Urquhart

Race: Human

Gender: Male

Age: 24

Appearance:

1570310706364.png 1570324805810.png 1570324874883.png 1570324968746.png
Dark brown hair with a slight hint of orange, Blue-green eyes with a scruffy beard. 5'8" with a scrawny toned body.
Also known for wearing plaid shirts and grungy jeans casually, while on missions and stealthy labor he wears a ragged hood, hunters belt, and a backpack with equipment. Foliage facepaint occasionally when he hides.

Strength- 6
Perception- 10
Endurance- 5
Charisma- 4
Intelligence- 9
Agility- 8
Luck- 5

Items: Hunters belt, utility knife, travel backpack with a toolkit(wrench, screwdriver, duct tape, copper wires, plyers, tweezers, wire stripper, hammer, and a Gieger counter,) as well as a Laser Sniper Rifle with an engraved long-range scope and modified with a long barrel. The secondary weapon is a makeshift laser pistol.

Likes: Sunny Days, building things, repairing things, appreciate the little details, being occupied, reading books and acquiring knowledge, intellectual conversations, energy weapons/items, solving difficult problems, being a calculated solo sniper, and he loves dogs.

Dislikes: High-Pressure situations, cold nights, stupid conversations, most social situations, cats, busy places, boredom, botched science experiments, super mutants, radiation(go figure), and sometimes his inability to process certain social queues.

Personality: Awkward but a fun, curious, direct, and calculated individual. Almost cold and distant, yet empathetic in the roughest of ways. Not very quick to make decisions but extremely cautious and detail-oriented. A lot of cons to his personality would probably include overthinking and being extremely untrustworthy of strangers, along with his social ineptitude which makes it slightly harder to get his point across sometimes or gets himself stuck in sticky situations.

Bio: Born in South Carolina from a dying Father and an audacious Mother, Reid grew up around his Father-Founded repair shop and his mother's Research Lab east of the Savannah River near Anderson. He spent his time doing what his father loved doing(Engineering and Mechanics), even though he doesn't remember his father, he could feel that maybe he was proud of what his son had learned and all that he had acquired. Not only that, but his mother had a vast collection of pre-war books that he would read for fun. Always learning about something new, because he enjoys always learning. Abandonment was few and far between when his mother decided a science experiment on a lot of feral ghouls was more important than her own son. After she had been physically disabled thereafter, the community was shortly sent into bankruptcy of food and water due to the disappearance of their hunters and gatherers.

Eventually, the only people left were him, his mother, and a few other scientists apart of her lab. Eventually, they had to abandon the settlement in search of a new one. An entire journey led them west, through wars between other gangs and settlements, through feral ghouls, super mutants, and irradiated creatures and zones, sometimes even on the brink of starvation. Across Georgia, and Alabama into the deep state of Mississipi. Upon this journey, he would occasionally find new books to satisfy his eternal(some would say chronic) curiosity, ever yearning for more stories and wonders. Sometimes this curiosity would almost get him and his friends killed. His mother never made it past Georgia due to her physical disabilities and thereof, Reid became an Orphan. Ever lost in the wastes.

Their group joined another settlement in Mississipi that was small but building upwards eventually far east of the Mississipi River. You'd hear stories of the tragedies built on the backbone of the river, it was most of Mississippis as well as some of Arkansas' lifeline. But now it's just constant war around the river, only the bravest of souls venture out that path. Most who go never come back.

Reid became an Engineer and Mechanic for this settlement, eventually building his own shop as an ode to his home town. Reid was an ADHD fellow, got bored very quickly of ballistic weapons and quickly moved on to energy weapons as his main hobby. That curiosity turned into expertise, and he was making enough money on his own from repairing travelers' energy weapons and energy explosives. Just enough to survive the wastes.

But that's not all that Reid did in this community, he also went on missions that involved a bit of stealth and perspective. He'd often be sent out due to his detail-oriented personality as well as his knowledge of structures and technology to identify new tech and scout new places. Not to mention with his expertise, his perspective could offer details like distances and weather in environments that others knew were questionable.

Eventually, he learned to be stealthy through experience in those missions as well as from a mentor of sorts in this town. Reid would then become one of the best Scouts in the settlement. From this Scouting turned into combat training. He enjoyed shooting targets at the range and eventually acquired a Laser Rifle from one of these missions. He's a little janky, but for the most part, he hit's his targets where he intends. This is proven by the few missions he did go on near the end of the settlement's lifeline that involved him using this rifle. They had given him the Nickname "The White Jackal" due to his achieved lethality in that respect, surprised by the fact he acquired the ability to use a weapon as proficient as a sniper rifle instead of just repairing it. (and his obvious love for dogs, that only really developed during his journey towards Mississipi from his home.)

Like his home, this settlement eventually entered an age of economic instability. Its leaders(who were not well acquainted with Reid and vice versa) would go on to make a string of mistakes that would cost the lives of hundreds of settlers. It would cause a string of terroristic acts by other settlements to bring this one to its knees. And eventually, Reid was caught in the middle of a storm he didn't want to be apart of. He ended up poor, and back to square one. He felt like he did right after he lost his first home. Under all the pressure, even after doing one last mission for his settlement to try and save it, he felt it was a lost cause and it was turning into a Nightmare. His friends(and those that he called family) were soon killed and the Settlement basically turned into a gang HQ. On top of a building in the distance, he gave this home one last glance before leaving west with a group of hunters he met on his way out.

This scarred him, he became less enthusiastic about each subsequent society, and his trust for strangers instantly plummeted. At the age of 21, this is what some say molded him and his personality.

Traveling west they had to pass through the Mississipi river to get to Arkansas, being lost yet again. It wasn't easy, and the stories they heard about the wars that waged here were right. Half of the hunters he was traveling with died, but due to their stealth and thinking, they managed to snag a ride with someone and escaped the battlefield.

Across the river, they met some folks that referred to themselves as Peace Keepers, and that was when Beliane became the center of Reid's world.

Theme:
 
Last edited:
Name: Reid Urquhart

Race: Human

Gender: Male

Age: 24

Appearance:

View attachment 633640
Dark brown hair with a slight hint of orange, Blue-green eyes with a scruffy beard. 5'8" with a scrawny toned body.
Also known for wearing plaid shirts and grungy jeans casually, while on missions and stealthy labor he wears a ragged hood, hunters belt, and a backpack with equipment. Foliage facepaint occasionally when he hides.

Strength- 6
Perception- 10
Endurance- 5
Charisma- 4
Intelligence- 9
Agility- 8
Luck- 5

Items: Hunters belt, utility knife, travel backpack with a toolkit(wrench, screwdriver, duct tape, copper wires, plyers, tweezers, wire stripper, hammer, and a Gieger counter,) as well as a Laser Sniper Rifle with an engraved long-range scope and modified with a long barrel. The secondary weapon is a makeshift laser pistol.

Likes: Sunny Days, building things, repairing things, appreciate the little details, being occupied, reading books and acquiring knowledge, intellectual conversations, energy weapons/items, solving difficult problems, being a calculated solo sniper, and he loves dogs.

Dislikes: High-Pressure situations, cold nights, stupid conversations, most social situations, cats, busy places, boredom, botched science experiments, super mutants, radiation(go figure), and sometimes his inability to process certain social queues.

Personality: Awkward but a fun, curious, direct, and calculated individual. Almost cold and distant, yet empathetic in the roughest of ways. Not very quick to make decisions but extremely cautious and detail-oriented. A lot of cons to his personality would probably include overthinking and being extremely untrustworthy of strangers, along with his social ineptitude which makes it slightly harder to get his point across sometimes or gets himself stuck in sticky situations.

Bio: Born in South Carolina from a dying Father and an audacious Mother, Reid grew up around his Father-Founded repair shop and his mother's Research Lab east of the Savannah River near Anderson. He spent his time doing what his father loved doing(Engineering and Mechanics), even though he doesn't remember his father, he could feel that maybe he was proud of what his son had learned and all that he had acquired. Not only that, but his mother had a vast collection of pre-war books that he would read for fun. Always learning about something new, because he enjoys always learning. Abandonment was few and far between when his mother decided a science experiment on a lot of feral ghouls was more important than her own son. After she had been physically disabled thereafter, the community was shortly sent into bankruptcy of food and water due to the disappearance of their hunters and gatherers.

Eventually, the only people left were him, his mother, and a few other scientists apart of her lab. Eventually, they had to abandon the settlement in search of a new one. An entire journey led them west, through wars between other gangs and settlements, through feral ghouls, super mutants, and irradiated creatures and zones, sometimes even on the brink of starvation. Across Georgia, and Alabama into the deep state of Mississipi. Upon this journey, he would occasionally find new books to satisfy his eternal(some would say chronic) curiosity, ever yearning for more stories and wonders. Sometimes this curiosity would almost get him and his friends killed. His mother never made it past Georgia due to her physical disabilities and thereof, Reid became an Orphan. Ever lost in the wastes.

Their group joined another settlement in Mississipi that was small but building upwards eventually far east of the Mississipi River. You'd hear stories of the tragedies built on the backbone of the river, it was most of Mississippis as well as some of Arkansas' lifeline. But now it's just constant war around the river, only the bravest of souls venture out that path. Most who go never come back.

Reid became an Engineer and Mechanic for this settlement, eventually building his own shop as an ode to his home town. Reid was an ADHD fellow, got bored very quickly of ballistic weapons and quickly moved on to energy weapons as his main hobby. That curiosity turned into expertise, and he was making enough money on his own from repairing travelers' energy weapons and energy explosives. Just enough to survive the wastes.

But that's not all that Reid did in this community, he also went on missions that involved a bit of stealth and perspective. He'd often be sent out due to his detail-oriented personality as well as his knowledge of structures and technology to identify new tech and scout new places. Not to mention with his expertise, his perspective could offer details like distances and weather in environments that others knew were questionable.

Eventually, he learned to be stealthy through experience in those missions as well as from a mentor of sorts in this town. Reid would then become one of the best Scouts in the settlement. From this Scouting turned into combat training. He enjoyed shooting targets at the range and eventually acquired a Laser Rifle from one of these missions. He's a little janky, but for the most part, he hit's his targets where he intends. This is proven by the few missions he did go on near the end of the settlement's lifeline that involved him using this rifle. They had given him the Nickname "The White Jackal" due to his achieved lethality in that respect, surprised by the fact he acquired the ability to use a weapon as proficient as a sniper rifle instead of just repairing it. (and his obvious love for dogs, that only really developed during his journey towards Mississipi from his home.)

Like his home, this settlement eventually entered an age of economic instability. Its leaders(who were not well acquainted with Reid and vice versa) would go on to make a string of mistakes that would cost the lives of hundreds of settlers. It would cause a string of terroristic acts by other settlements to bring this one to its knees. And eventually, Reid was caught in the middle of a storm he didn't want to be apart of. He ended up poor, and back to square one. He felt like he did right after he lost his first home. Under all the pressure, even after doing one last mission for his settlement to try and save it, he felt it was a lost cause and it was turning into a Nightmare. His friends(and those that he called family) were soon killed and the Settlement basically turned into a gang HQ. On top of a building in the distance, he gave this home one last glance before leaving east with a group of hunters he met on his way out.

This scarred him, he became less enthusiastic about each subsequent society, and his trust for strangers instantly plummeted. At the age of 21, this is what some say molded him and his personality.

Traveling east they had to pass through the Mississipi river to get to Arkansas, being lost yet again. It wasn't easy, and the stories they heard about the wars that waged here were right. Half of the hunters he was traveling with died, but due to their stealth and thinking, they managed to snag a ride with someone and escaped the battlefield.

Across the river, they met some folks that referred to themselves as Peace Keepers, and that was when Beliane became the center of Reid's world.

Theme:

ACCEPTED
 
Name: Evan York
Race: Human
Gender: Female
Age: 19
Appearance:
1570321774178.png

Strength-
8
Perception- 10
Endurance- 7
Charisma- 5
Intelligence-
5
Agility- 7
Luck-
5

Items: A bladed gauntlet for her left hand for stabbing and slashing. A punching gauntlet for her right hand for punching and bashing. A hunting rifle for long range battles.
1570319653330.png
1570319712863.png
1570319831442.png
Likes: She likes travelling the world and discovering new things, like hidden vaults and tiny mutants. She loves to talk with people and learn about their history. She enjoys sightseeing and experiencing the many, unique sights offered by the world. She likes hunting because of the thrill of being the hunter and chasing down a prey.

Dislikes: She dislikes being considered as prey or someone with low value. She dislikes ranged battles because she likes to get personal with her opponents using her gauntlets.

Personality: She is friendly to people unless they are obviously hostile with her. She always looks around her surroundings and trying to find things that are new to her. She never sits still and travels through the Wasteland a lot. She listens deeply whenever someone is thinking as this is an opportunity for her to learn more about a person's story. She encourages people to do whatever they like, unless it's not for a good cause.

Bio: Evan never knew who her parents were. She never met them nor seen them. All she knew that she even had was the kind, sentient ghoul that took care of her since she was a baby. For the first 15 years of her life, a ghoul took care of her, taught her its ways, and loved her as any parent would do for their child. The ghoul would tell her stories about the world and its history. It would tell her about the Great War, the Vaults, the world before the Fallout, and about the wonders of society.

This captivated her soul. The Ghoul encouraged her to learn more about this world as she lived and to never hold herself back. Upon reaching 16 years old of age, her parent took her to the Town of Beliane. The Ghoul knew that she would be safe in the hands of the town's citizens. Although it was a sad parting for them, Evan bid her father goodbye as he left. From that day onwards, she promised herself to find her Ghoulish father one day.
Theme:
 
Name: Evan York
Race: Human
Gender: Female
Age: 19
Appearance:
View attachment 633702

Strength-
8
Perception- 10
Endurance- 7
Charisma- 5
Intelligence-
5
Agility- 7
Luck-
5

Items: A bladed gauntlet for her left hand for stabbing and slashing. A punching gauntlet for her right hand for punching and bashing. A hunting rifle for long range battles.
Likes: She likes travelling the world and discovering new things, like hidden vaults and tiny mutants. She loves to talk with people and learn about their history. She enjoys sightseeing and experiencing the many, unique sights offered by the world. She likes hunting because of the thrill of being the hunter and chasing down a prey.

Dislikes: She dislikes being considered as prey or someone with low value. She dislikes ranged battles because she likes to get personal with her opponents using her gauntlets.

Personality: She is friendly to people unless they are obviously hostile with her. She always looks around her surroundings and trying to find things that are new to her. She never sits still and travels through the Wasteland a lot. She listens deeply whenever someone is thinking as this is an opportunity for her to learn more about a person's story. She encourages people to do whatever they like, unless it's not for a good cause.

Bio: Evan never knew who her parents were. She never met them nor seen them. All she knew that she even had was the kind, sentient ghoul that took care of her since she was a baby. For the first 15 years of her life, a ghoul took care of her, taught her its ways, and loved her as any parent would do for their child. The ghoul would tell her stories about the world and its history. It would tell her about the Great War, the Vaults, the world before the Fallout, and about the wonders of society.

This captivated her soul. The Ghoul encouraged her to learn more about this world as she lived and to never hold herself back. Upon reaching 16 years old of age, her parent took her to the Town of Beliane. The Ghoul knew that she would be safe in the hands of the town's citizens. Although it was a sad parting for them, Evan bid her father goodbye as he left. From that day onwards, she promised herself to find her Ghoulish father one day.
Theme:

ACCEPTED
 
Name: Elia
Race: Conscious Non-Luminous Non-Feral Necrotic Post-Human
Gender: Femme
Age: 67
Appearance:
1570324155808.png


Strength- 6
Perception- 8
Endurance- 5
Charisma- 3
Intelligence- 7
Agility- 6
Luck- 7

Items: Deathclaw gauntlet, multi-tool knife, silenced .22 SMG, handbag, bandages, sewing kit
Likes: Chems (Day Tripper, Mentats, Calmex, Daddy-O, Jet, Datura), ancient beatnik literature, studying religions
Dislikes: Smoothskin bigots, attention, intimacy, socializing
Personality: Elia's mind lies shattered after decades of hard chem use, and as a result, her personality is a disjointed amalgamation of the many people she has interacted with throughout her life. Her metaphorical and riddle-like speech often evolves to dramatic acting when she becomes invested in conversations, yet she is most often distant and disengaged, muttering her thoughts and paranoid whims to herself.
Bio: Born somewhere to some sort of parents, Elia's childhood and adolescence has largely been lost to her rampant chem use compounded with the process of ghoulification. What she does remember are small bucolic scenes of life on a brahmin farm in a religious household. Her past knows no certainties, but suspects that her parents may have managed a chem commune given her eventual addiction to jet. Succumbing to her curiosity and the urges of an unsatisfied addiction, Elia wandered out into the wastes in search of the highest high.

Elia stumbled across a man calling himself God in one of the first towns she passed through. That cruel man, shunned by the rest of the town, promised Elia an unrivaled chemical bliss should she prove a devoted subject. As the duo left town God introduced Elia to his gang, and they travelled the wastes together, trading in chems and performing odd jobs for folks who had odd needs. Soon enough, God tasked Elia with one such odd job that she readily performed -- she snuck into an orphanage and promptly butchered several children. God rewarded her actions with a concoction he had acquired through trading -- an exotic datura tea. Elia drank the tea and combined it with several other strong drugs. Immediately seeing a mutated dog ready to pounce upon her, Elia sprinted out of her gang's camp and ran for miles before collapsing in a pit by the side of the road. Rolling over, Elia spotted several radioactive barrels within a pool or irradiated water, and what appeared to be birds coming from the depths of the pool to strike at her. Before they could reach her, the dog reappeared to Elia, and lunged at the birds. As the birds were ripped apart, a rainfall of feathers fell upon Elia. As the skies parted, a figure appeared before her, twirling on one of the radioactive barrels. In the midst of the figure's hair, Elia saw herself and crawled on top of a different barrel. She tried to dance like the figure, which she had come to understand as the Queen, but fell off back into the muck, so she sat on the barrel and meditated before the Queen.

The Queen bestowed upon Elia a vision of a path that ended in an eternal glow, and Elia knew it as bliss free from suffering. When Elia eventually awoke, she recognized her illness and made her way back to her gang to be treated for radiation poisoning. When God pronounced her case unsalvageable, she grabbed a bag containing all of the datura tea the gang had and stole a motorcycle. After hours of riding it throughout the night, the motorcycle broke and Elia went on by foot, and then South by boat. When she felt safe enough to go back to land, Elia used what little resources she had to purchase an array of clothes to completely hide her identity, and proceeded to go through the rest of the her stolen chem supply. Weeks later, Elia had undeniably became a ghoul, and finally understood the Queen's message to her.

In the decades that followed, Elia continued to travel the wastes, seeking out religious wisdom and psychedelic knowledge from the ages before her. She came across much of what she sought, but her fragmented mind could never piece all of the parts together for her to achieve the enlightenment she sought as a conscious non-feral luminous necrotic post-human. Having lived in Beliane and the surrounding area for years as a hermit, Elia began to consider integration as the key missing component of her enlightenment, and so, looked for work in the town as a Peace Keeper.
Theme:
 
Last edited:
Name: Elia
Race: Conscious Non-Luminous Non-Feral Necrotic Post-Human
Gender: Femme
Age: 67
Appearance:
View attachment 633712


Strength- 6
Perception- 8
Endurance- 5
Charisma- 3
Intelligence- 7
Agility- 6
Luck- 7

Items: Deathclaw gauntlet, multi-tool knife, silenced .22 SMG, handbag, bandages, sewing kit
Likes: Chems (Day Tripper, Mentats, Calmex, Daddy-O, Jet, Datura), ancient beatnik literature, studying religions
Dislikes: Smoothskin bigots, attention, intimacy, socializing
Personality: Elia's mind lies shattered after decades of hard chem use, and as a result, her personality is a disjointed amalgamation of the many people she has interacted with throughout her life. Her metaphorical and riddle-like speech often evolves to dramatic acting when she becomes invested in conversations, yet she is most often distant and disengaged, muttering her thoughts and paranoid whims to herself.
Bio: Born somewhere to some sort of parents, Elia's childhood and adolescence has largely been lost to her rampant chem use compounded with the process of ghoulification. What she does remember are small bucolic scenes of life on a brahmin farm in a religious household. Her past knows no certainties, but suspects that her parents may have managed a chem commune given her eventual addiction to jet. Succumbing to her curiosity and the urges of an unsatisfied addiction, Elia wandered out into the wastes in search of the highest high.

Elia stumbled across a man calling himself God in one of the first towns she passed through. That cruel man, shunned by the rest of the town, promised Elia an unrivaled chemical bliss should she prove a devoted subject. As the duo left town God introduced Elia to his gang, and they travelled the wastes together, trading in chems and performing odd jobs for folks who had odd needs. Soon enough, God tasked Elia with one such odd job that she readily performed -- she snuck into an orphanage and promptly butchered several children. God rewarded her actions with a concoction he had acquired through trading -- an exotic datura tea. Elia drank the tea and combined it with several other strong drugs. Immediately seeing a mutated dog ready to pounce upon her, Elia sprinted out of her gang's camp and ran for miles before collapsing in a pit by the side of the road. Rolling over, Elia spotted several radioactive barrels within a pool or irradiated water, and what appeared to be birds coming from the depths of the pool to strike at her. Before they could reach her, the dog reappeared to Elia, and lunged at the birds. As the birds were ripped apart, a rainfall of feathers fell upon Elia. As the skies parted, a figure appeared before her, twirling on one of the radioactive barrels. In the midst of the figure's hair, Elia saw herself and crawled on top of a different barrel. She tried to dance like the figure, which she had come to understand as the Queen, but fell off back into the muck, so she sat on the barrel and meditated before the Queen.

The Queen bestowed upon Elia a vision of a path that ended in an eternal glow, and Elia knew it as bliss free from suffering. When Elia eventually awoke, she recognized her illness and made her way back to her gang to be treated for radiation poisoning. When God pronounced her case unsalvageable, she grabbed a bag containing all of the datura tea the gang had and stole a motorcycle. After hours of riding it throughout the night, the motorcycle broke and Elia went on by foot, and then South by boat. When she felt safe enough to go back to land, Elia used what little resources she had to purchase an array of clothes to completely hide her identity, and proceeded to go through the rest of the her stolen chem supply. Weeks later, Elia had undeniably became a ghoul, and finally understood the Queen's message to her.

In the decades that followed, Elia continued to travel the wastes, seeking out religious wisdom and psychedelic knowledge from the ages before her. She came across much of what she sought, but her fragmented mind could never piece all of the parts together for her to achieve the enlightenment she sought as a conscious non-feral luminous necrotic post-human. Having lived in Beliane and the surrounding area for years as a hermit, Elia began to consider integration as the key missing component of her enlightenment, and so, looked for work in the town as a Peace Keeper.
Theme:

ACCEPTED
 
Name: James

Race: Human

Gender: Male

Age: 25

Appearance: short (5’ 5”), scrawny toned, brown messy hair, blue/grey eyes, light skin, and short beard.


6158F93F-8B66-44CC-A22A-A680D7596C4D.png



Clothing: gas mask, brass knuckles, baggy worn out military style jacket, black t-shirt, black torn jeans.

7575CAC2-2F05-4F46-832F-3D7406998A03.jpeg

Strength- 7

Perception- 6

Endurance- 9

Charisma- 6

Intelligence-8

Agility-6

Luck- 5



Items: Backpack (Inside: water canteen, food, 2 boxes of matches, large wad of money, throwing knives, first aid kit, wrench, pliers, duct tape, hammer, screw driver, pencils, and an old journal.) Carries on body: keys, tommy gun, and Swiss army knife.



Likes: Physical Combat/Sparing, animals, drawing, night/the dark, fire, etc

Dislikes: insects, dramatic people, children, scars (his body is covered in them), rain, etc.

Personality: Stuck up, Pyromaniac, holds in fear and sorrow, bit of a psychopath, jokes about everything, dark sense of humor, unpredictable, not easily angered/Usually smiles with a large unnerving grin, some things just need a kick in the ass and to be thrown off a bridge.



Bio: After a big split in the main wealthy village, several smaller, less fortunate, strict village.always breaking the rules and causing trouble as the pyromaniac of the town, James often got locked up indoors and was never taken out of the village to learn about the outside world. James usually spent his time inventing new pyrotechnics and planning his great escape. As the day finally came around that he was let back outside, he grabbed his stuff and hopped the village wall.



Theme:

 
Last edited:
Name: James

Race: Human

Gender: Male

Age: 25

Appearance: short (5’ 5”), scrawny toned, brown messy hair, blue/grey eyes, light skin, and short beard.


View attachment 635675



Clothing: gas mask, brass knuckles, baggy worn out military style jacket, black t-shirt, black torn jeans.

View attachment 635676

Strength- 7

Perception- 6

Endurance- 9

Charisma- 6

Intelligence-7

Agility-6

Luck- 5



Items: Backpack (Inside: water canteen, food, 2 boxes of matches, large wad of money, throwing knives, first aid kit, wrench, pliers, duct tape, hammer, screw driver, pencils, and an old journal.) Carries on body: keys, tommy gun, and Swiss army knife.



Likes: Physical Combat/Sparing, animals, drawing, night/the dark, fire, etc

Dislikes: insects, dramatic people, children, scars (his body is covered in them), rain, etc.

Personality: Stuck up, Pyromaniac, holds in fear and sorrow, bit of a psychopath, jokes about everything, dark sense of humor, unpredictable, not easily angered/Usually smiles with a large unnerving grin, some things just need a kick in the ass and to be thrown off a bridge.



Bio: After a big split in the main wealthy village, several smaller, less fortunate, strict village.always breaking the rules and causing trouble as the pyromaniac of the town, James often got locked up indoors and was never taken out of the village to learn about the outside world. James usually spent his time inventing new pyrotechnics and planning his great escape. As the day finally came around that he was let back outside, he grabbed his stuff and hopped the village wall.



Theme:


ACCEPTED
 
Name: Markus (or Ghost, based in his ability to disappear and operate under stealth)
Race: Human
Gender: Male
Age: 27
Appearance:
dc25d6fbd84f5b110d8e492588b140cb.jpg
Attributes:
Strength-
8
Perception- 6
Endurance- 7
Charisma- 6
Intelligence- 6
Agility- 7
Luck- 6

Items: Hunting knife (notched from much fighting), throwing axe (he enjoys using weapons that allow him to fight close), whittling wood...avoids guns but can shoot if necessary
Likes: Comradeship with his fellows, fighting without guns, teaching fighting
Dislikes: Men who appear as weak (his best friend falls under this category but saved his life), oppressive leaders, cleaning
Personality: Markus is a warrior through and through. He feels useless when he is not fighting, so he needs to be reminded at times that he also has to work and complete chores for the rest. He is a fierce friend and would die for his comrades. He is a bit of a brute and not as intelligent as some of the others. His skills are in ambush and spying. He hates guns and prefers hand to hand combat. The quickest way to get his respect is to actually throw a punch at him. If you aren't rough and rowdy as a man like him, it takes a while for him to warm up to you. He whittles very intricate items out of wood...very detailed and delicate for his rough hands.

Backstory:Ghost is very closed off emotionally...and few know why. He was kidnapped as a child and was forced to watch his family killed brutally in front of him. He escaped his captors after a couple months and then spent years working on training. He seemingly is fueled by revenge, but it's his grief that eats him up. He is very connected to comrades, but it takes a long time to get to know him on a closer level. He was ostracized from another group for almost killing a man that he was feuding with. His greatest weakness is his temper.

Theme:

 
Last edited:
Name: Markus (or Ghost, based in his ability to disappear and operate under stealth)
Race: Human
Gender: Male
Age: 27
Appearance:
View attachment 641697
Attributes:
Strength-
8
Perception- 7
Endurance- 8
Charisma- 6
Intelligence- 6
Agility- 7
Luck- 8

Items: Hunting knife (notched from much fighting), throwing axe, wood being whittled
Likes: Comradeship with his fellows, fighting without guns, teaching fighting
Dislikes: Men who appear as weak (his best friend falls under this category but saved his life), oppressive leaders, cleaning
Personality: Markus is a warrior through and through. He feels useless when he is not fighting, so he needs to be reminded at times that he also has to work and complete chores for the rest. He is a fierce friend and would die for his comrades. He is a bit of a brute and not as intelligent as some of the others. His skills are in ambush and spying. He hates guns and prefers hand to hand combat. The quicked way to get his respect is to actually throw a punch at him. If you aren't rough and rowdy as a man like him, it takes a while for him to warm up to you. He whittles very intricate items out of wood...very detailed and delicate for his rough hands.
Just give me a backstory, and your SPECIAL is 3 too high beyond that we should be good to go
 
Just give me a backstory, and your SPECIAL is 3 too high beyond that we should be good to go
Backstory:
Ghost is very closed off emotionally...and few know why. He was kidnapped as a child and was forced to watch his family killed brutally in front of him. He escaped his captors after a couple months and then spent years working on training. He seemingly is fueled by revenge, but it's his grief that eats him up. He is very connected to comrades, but it takes a long time to get to know him on a closer level. He was ostracized from another group for almost killing a man that he was feuding with. His greatest weakness is his temper. He wears black always...an outward expression of his grief.

(My special? Sorry...catching on)
 
Backstory:
Ghost is very closed off emotionally...and few know why. He was kidnapped as a child and was forced to watch his family killed brutally in front of him. He escaped his captors after a couple months and then spent years working on training. He seemingly is fueled by revenge, but it's his grief that eats him up. He is very connected to comrades, but it takes a long time to get to know him on a closer level. He was ostracized from another group for almost killing a man that he was feuding with. His greatest weakness is his temper. He wears black always...an outward expression of his grief.

(My special? Sorry...catching on)
Your Special is the stats S.trength P.erception E.ndurance C.harisma I.ntelligence A.gility L.uck


Just take 3 points from your stats then you're accepted amigo...


We'll just assume you've been extra stealthy until this point and no one noticed you
 
Name: Markus (or Ghost, based in his ability to disappear and operate under stealth)
Race: Human
Gender: Male
Age: 27
Appearance:
View attachment 641697
Attributes:
Strength-
8
Perception- 6
Endurance- 7
Charisma- 6
Intelligence- 6
Agility- 7
Luck- 6

Items: Hunting knife (notched from much fighting), throwing axe (he enjoys using weapons that allow him to fight close), whittling wood...avoids guns but can shoot if necessary
Likes: Comradeship with his fellows, fighting without guns, teaching fighting
Dislikes: Men who appear as weak (his best friend falls under this category but saved his life), oppressive leaders, cleaning
Personality: Markus is a warrior through and through. He feels useless when he is not fighting, so he needs to be reminded at times that he also has to work and complete chores for the rest. He is a fierce friend and would die for his comrades. He is a bit of a brute and not as intelligent as some of the others. His skills are in ambush and spying. He hates guns and prefers hand to hand combat. The quickest way to get his respect is to actually throw a punch at him. If you aren't rough and rowdy as a man like him, it takes a while for him to warm up to you. He whittles very intricate items out of wood...very detailed and delicate for his rough hands.

Backstory:Ghost is very closed off emotionally...and few know why. He was kidnapped as a child and was forced to watch his family killed brutally in front of him. He escaped his captors after a couple months and then spent years working on training. He seemingly is fueled by revenge, but it's his grief that eats him up. He is very connected to comrades, but it takes a long time to get to know him on a closer level. He was ostracized from another group for almost killing a man that he was feuding with. His greatest weakness is his temper.

Theme:


ACCEPTED

just hop right into the main thread and pretend you've been there the whole time and no one noticed you
 
Name: Argyle (Rusty)
Race: Human (Variant : Mutation)
Gender: Male
Age: 26
Appearance: Tanned skin, Dark brown hair kept swept back, 5'8", Brown eyes (Formerly, now glow a radioactive orange)
Screenshot (3).png


Strength- 5
Perception- 6
Endurance- 7
Charisma- 7 (-1)
Intelligence- 10
Agility-
6
Luck- 7

Items: Armoured Mechanics overalls, Breath Mask, Goggles, Various pouches, Various Electronics and tools, Modified Laser RCW (MF Breeder, Diamond Focusing lens), Quantum (A handmade custom Shishkabab made up of ceramics and heat resistant alloys allowing it to take higher temperatures, also built with extra jets, the fuel tank also houses radioactive materials and isotopes (Nuka cola quantum)), Travel pack and Sleeping bag, Modded laser pistol that acts as a cutting tool

Likes: The smell of ozone in the morning, Coffee, Rum, Coffee w/rum, Books, Mechanical shit (Robots, vehicles, etc.), Metal working, Inventing, Tinkering, Stanley (His pet American badger), Driving/piloting vehicles, Girls/guys (Especially feminine guys)

Dislikes: Raiders, idiots, large crowds, people going into the "Rusty Cave" without his permission (an actual lair he dug out and keeps his workshop), people touching his tools, Raiders, Bigots, Dogmatic cultists

Personality: Rusty is a dependable guy, once you gain his trust and friendship. Calm and collected in most situations, he can prove to be quite excitable if there's a piece of tech that he's never seen or a new project to work on. To those who gain his loyalty, expect a fierce and slightly psychotic ally that will kill any whom seek to bring harm to them, and more likely in a spectacular fashion.

Bio: Argyle (Rusty), had always been an odd character, even before becoming a member of his community, be it that he rarely ever takes off his goggles, or the orange glow emanating from behind the dark lenses. Still, his skills with a wrench are second to none. Before coming to town, Rusty grew up alone, his parents being killed by cultists, and his town being razed by raiders soon afterwards a week later. The only thing that made things worse was at the time, he was 15 and had taken refuge in an old Poseidon Energy dumping ground. A huge mistake on his part, as he began taking in rads like a junkie taking in jet. Surprisingly, he survived and was found by a traveling doctor, who managed to cure his radiation sickness. Although with a minor, tini tiny, minor mutation. This became most apparent when his eyes began to glow a neon orange, and he could see the radioactive outline of objects and creatures. Despite this, it did turn out quite handy when caught out in the dark, although he would need to wear goggles to keep from disturbing others with their radioactive glow.
After being nursed back to health, Argyle stuck around and traveled with Doc Harmacy. It was during his travels with the doctor, he found his life long friend and companion Stanley. A Slightly mutated American badger, gifted with higher intelligence than his kind. After managing to tame the creature, the group continued to travel for several months until he came upon the town, and decided to make a life for himself there. Taking up residence on the outskirts of town, Rusty would fix up machinery, and repurposed it in the construction of his home/lair. For the next 11 years, Rusty became a member of the community, fixing and improving any tech they bring him, and volunteering to go out to bring back semi-functional vehicles to repair. Despite the strangeness of the man, he has become friends with several members of the community, allowing them access to the "Rusty Cave" so long as they put everything back where they found it.

Theme:



Other: Has a minor mutation Rad-vision: allows lowlight/darkvison in the form of glowing orange outlines of objects and creatures. -1 to charisma and stealth when not wearing goggles.
 
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