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Role Play Make Role Plays or join them. It's your world. Everybody else just lives in it.


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Old 11-13-2010, 05:33 AM
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Default Fallout: Black Awakening [SU]

War… War never changes.

In the year 2077, after a long and bloody war for control of the last of the natural resources on Earth, what came to be known as the Great War came to happen. On October 23, 2077, the United States of America, China, and the other nuclear armed nations of the world unleashed all of the nuclear weapons in their arsenal. In just two hours, the world was reduced to ruin. No one knew who fired the first shot, but by the end of the day, no one cared. But Humanity was not lost; some survived in makeshift nuclear bunkers. Others were admitted in to the exclusive underground facilities called Vaults, and survived through that means. Still others mutated, becoming creatures known as Ghouls, reminiscent of zombies from old monster movies. In the years that followed the bombs, anything that wasn’t killed by the radiation was turned into something more vicious and monstrous than ever imagined. Ants grew to the size of dogs, many insects survived, turned into new threats to stamp out the remnant of humanity. The scorpions many kept as pets and wild in the deserts of Eastern America became Radscorpions, the average size being about that of a car and just as hardy. Cockroaches grew to the size of house cats, and became known as Radroaches. Flies turned into child-sized monstrosities. But these natural mutations are considered minor in light of the ferocious Deathclaws, creatures bigger than a man and just as fierce as their name would suggest, genetically modified from chameleons by an unknown source, they are considered one of the deadliest creatures to roam the Wasteland.

Some time later, though none remember exactly when, the Super Mutants joined the fray. Taller than a man, the Super Mutants of the West Coast were all made in what remained of the Mariposa military base, Humans turned into hulking brutes by a being known only as the Master. What they lack in brains and peace, they more than make up for in brute strength. Luckily, the Super Mutants have no real interest in Humans unless they happen upon their territories. Many Humans gave way to their greed as the world burned and became the Raiders, of many different tribes. The Raiders are a plague to the rest of society, vicious Humans who no longer care to show any of the kinder emotions in them, killing anyone they please unless killed first, and taking from the bodies the loot they want, among other things.

But not all was lost to chaos; in the ruins of the old world, the inhabitants of Vault 13 and Vault 15 united to form the New California Republic, modeled after the old government of the United States of America and attempting to restore peace to whoever it can, the NCR’s presence has mostly forced the Raiders and Super Mutants from the towns it controls. From the mysterious underground research facilities that survived the war, the Enclave, descended from the last of the United States of America’s government, it was they who developed the Forced Evolutionary Virus (FEV) that created the Super Mutants and the Deathclaws. Determined to retake their position of power and restore the United States to its former glory, they have shown themselves willing to commit genocide to purge the world of the mutant undesireables in order to do it. As an opposition to the Enclave rose the Brotherhood of Steel, descended from a branch of the United States Military. Devoted to restoring the old war’s technology and keeping it out of the hands of those who might misuse it, the Brotherhood served as the only thing standing between the Enclave and its desires on both the East and West coast. The Brotherhood’s technology was older, however, and in addition to a power struggle over Hoover Dam with the NCR, the Brotherhood of the West coast was pushed into its bunker, while the East Coast branch waged a war with both the Super Mutants and the Enclave, discovering the pre-war machine Liberty Prime and putting it to good use until it was destroyed in battle.

The Wasteland that is America has become more united in the twenty years since the East Coast Brotherhood’s defeat of the Enclave forces at Raven’s Rock, a hidden facility in the Capital Wasteland in the remains of what was once the nation’s capital, the addition of air vehicles made contact with and transportation between two different worlds possible. The Capital Wasteland, what remained of the nation’s capitol. The Pitt, the remnants of Pittsburg turned into a huge slaver complex, churning out ammo for whoever could pay for it. The Mojave Wasteland, what is left of the Mojave desert, including the mostly-untouched paradise of New Vegas, and the still-functioning Hoover Dam. More specific areas than this have no reclaimed air force bases with which to land the Enclave air vehicles at, and remain closed off to the world. But as a threat mounts to steal the capitol from the stability brought by the Brotherhood of Steel, one can only wonder what will happen. Will you be the savior of the Wasteland, or will you be its burden? Will you help to rebuild the world, or will you watch it burn again? All of these things are up to you, but war… war never changes.

Recently

Thirty years have passed since the Brotherhood of Steel defeated the Enclave at Project Purity and started the facility up. Twenty years ago, the NCR reached the DC wasteland to find that the Brotherhood had mostly taken over the area, but unlike the more hostile West Coast Brotherhood, the East Coast welcomed them with open arms. Ten years later, the NCR and the Brotherhood united to form a new government, one that could take the place of what had once been. The process would be slow, but with the nation’s capitol under their control, there was little doubt they would be successful. Last year, the Enclave, resurfacing much to the surprise of the Brotherhood of Steel after their repeated defeats, suddenly riose in the Mojave wasteland and the Pitt, taking both Hoover Dam and the Helios One solar power plant from the NCR while causing heavy casualties for the New California Republic on the West Coast. With the Archimedes super laser and the Mobile Air Force Base repaired and fully operational, the Enclave abandoned the Mojave Wasteland and the central American region, turning their sights at the new seat of power. The combination of the NCR and the Brotherhood of Steel in the DC wasteland have created a government that provides peace and stability for most of its inhabitants, but will this peace be shattered by the Enclave, or will the Brotherhood and NCR prevail? Only time will tell…


Your goal: As the combined forces of the Brotherhood of Steel and the NCR, help prevent the Enclave from destroying everything you have worked to build; a stable home in the unstable world left in the wake of 2077’s nuclear holocaust. Or, as the Enclave, crush the Brotherhood of Steel and New California Republic, and utilize the materials in the Pentagon and other military installations to purge the world of the mutated scum polluting what was once America in order to restore the nation to its former glory. There are no independent parties; those who attempt to remain neutral are swiftly and brutally crushed by the Enclave’s advance.


The World


Split between the Capitol Wasteland and the Central Wasteland, news travels slowly. While this has quickened among the Brotherhood and those with the money to pay for transit, this holds true for much of the Wastes. Unless you tangle with some of the larger groups of the Wasteland, don’t expect your name to be renown.

Most major cities of the United States were hit hard by the nuclear war of 2077. Las Vegas, now New Vegas, and the Pentagon have both been restored, and Hoover Dam remains functional, but the majority of the Wasteland is both without power and mostly destroyed. New York in particular has only a few landmarks of its great cityscape remaining, and indeed even the White House was completely destroyed. Some cities have restored themselves enough to resemble such, but many buildings remain decrepit and bombed-out, the Vaults notwithstanding, though those that have opened have mostly been stripped of technology. Our story focuses on the Capitol Wasteland.

Map of the American wasteland Map of the Capitol Wasteland (Points of interest listed)

The factions (Playable groups)



The Brotherhood of Steel, East Coast A group that was sent by the West Coast to try to recover technology from the Pentagon, which has been reconstructed as a fortress by them. Led by Elder Sarah Lyons, who now commands both the East and West Coast divisions, the East Coast division has been waging a long war against the Super Mutants infesting the downtown DC ruins, acting as saviors to those in the DC wastes. Their patrols are numerous in the region, and former Enclave Vertibirds scour the area for any sign of the Super Mutants. The thirty years between the defeat of the Enclave at Raven Rock have seen them prosper, with a large force and now recruiting more members. The Super Mutant threat has been mostly pushed back save for small scouting parties, and the Brotherhood mostly has control over the region, having restored peace.



The Enclave Despite two humiliating defeats at Raven’s Rock and Project Purity on the East Coast, following two earlier defeats at Poseidon Oil Rig and Navarro in on the West Coast, the Enclave has risen once more in a startling upheval. From an untouched base in the remains of Anchorage, the site of the last battle in the war against China, the Enclave returned in full force, taking over Helios One and Hoover Dam in the Mojave before returning to the Capitol Wasteland, their superior technology quickly putting the Brotherhood and the NCR against a wall. The Enclave’s Vertibirds and all around technology are superior to the Brotherhood’s technology, and their deadly commanders are more than a match for the NCR’s Rangers, making them a powerful foe to face. The Enclave soldiers are equipped with either powered armor or newly-acquired stealth armor and laser weapons, with their captains wearing what armor or uniform they choose to. All Enclave soldiers can be expected to have plasma or laser weapons, though some are equipped with other heavy weaponry. They make up for their relatively small numbers with their superiorly trained soldiers and equipment, as well as their numerous vertibirds.

Enclave: Super Mutants Mutated Humans that look similar to their un-mutated counterparts, but have no hair, generally have a green skin color, and tower at almost nine feet tall. A Super Mutant’s age can be gauged by their build; if they are the size of a normal Human, a rarity, they are relatively young, but if they are as big as a bus, as some of the feared Behemoths, they can be well over one hundred years old. Super Mutants have a general dislike for Humans, but don’t mind leaving them well enough alone provided they do so as well. Super Mutants are rumored to eat some of the Humans unlucky enough to wander into their camps. Most Super Mutants have lost the majority of their intelligent and, put bluntly, are about as intelligent as a bag of bricks. What they lack in intelligence, however, they more than make up for with physical strength. Their fighting force has been taken over by the Enclave, and the neural control modules on their heads make them completely loyal to the Enclave forces controlling them. Unlike their Enclave masters, the Super Mutants generally use large weapons such as rifles and miniguns, and are not trusted with energy weapons. The few Super Mutants not controlled by the Enclave were ether wiped out or forced to make an alliance with the BoS and NCR or face a swift extinction.

Enclave: Raiders Of various brands and allegiances, the Raiders are anarchists who have banded together in various clans that prefer to make their living by killing others or, if they are particularly wanting of something specific, selling themselves as mercenaries and other things. Women are frowned upon in this society by most clans, but some manage to rise to high ranks and are just as feared as the males. Many of the Raiders have sided with the Enclave in exchange for ammunition, weapons, and a chance to live when they take over. Of course, they don’t realize the Enclave has no intention of giving them what they want. Raiders are equipped with normal firearms, and are usually in large groups to take enemies through number rather than strategy. Unforgiving Enclave ‘associates’ often forget orders and fire on bands of Raiders, though these incidences go unreported. Being anarchists, most Raiders have not sided with anyone, though these have been stamped out almost entirely between the intense fighting between the two factions.


The New California Republic Created when the inhabitants of Vault 15 and Vault 13 joined forces to rebuild the world. They started out small, but are now a large organization. Their base, formerly in the Central Wasteland, is now in the DC wasteland. Their almost bottomless supply of crackerjack troops are as different from one to the next as a Radroach from a Ghoul, but their inconsistency in tactics and weapons makes them a wild card and useful in a fight. The Rangers, garbed in black body armor, are the best of the best, and are equal to the Brotherhood’s power-armored Paladins in combat skills. They are not trained in the use of power armor, but their use of any and all conventional weapons well makes up for this. What they lack in consistency they make up for in sheer numbers.


New California Republic: Ghouls Ghouls are what happens to Humans exposed to ungodly amounts of radiation without the good fortune to die. After some time, the skin begins to flake off, and the Human affected will eventually come to look like a rotting corpse, by which point they are referred to as Ghouls. Unlike Humans, Ghouls are healed by radiation, and don’t suffer any adverse effects from it. However, despite looking dead, Ghouls can be killed just as easily as a Human can, though not by radiation. Some are tougher than the average Human, but it is never by a great amount. The Brotherhood does not accept Ghoul initiates, and the Enclave shoots them on sight, but the NCR does not have any problem with them joining their ranks. Some Ghouls lose the ability to reason and become ‘feral’ Ghouls, which eat the flesh of whatever happens by that is not another Ghoul or sufficiently disguised Human. Ghouls are usually incapable of wearing Power Armor, as the computers usually installed to monitor life signs does not pick them up and automatically shuts down, effectively preventing them from using it.

Brotherhood of Steel, Enclave, New California Republic:Automatons Robots built before the war, largely, are still in working condition. Though a fair few have been damaged and preceive anything that moves as a threat, most of them have been repaired or were undamaged through the two hundred and thirty years since they were built. Many models exist, but the most common are the Robobrain, a robot that uses a brain as its central processor, the Protectron, a sturdy model armed with a laser gun in either hand, the Mister Gutsy, armed with a flamethrower and plasma rifle, and the Mister Handy, a civilian model of the Mister Gutsy equipped with a saw and a flamethrower. A list of in-universe robots can be found Here though others will be accepted within reasonable terms.

Enemies

Feral Ghouls Ghouls that have lost all higher-level though processes that attack anything that isn’t a Ghoul on sight. They roam the Wastes at night more commonly than the day, but they have no problem with the sunlight. Ferals most often roam the underground regions of the Wasteland, and usually are no tougher than Humans. A Glowing One is a unique Feral Ghoul that has become a living conduit for radiation.

Radscorpions Giant scorpions, generally the size of small vehicles (Normal variety) and moderately sized cars (For the larger variety). Radscorpions are armed with a par of large pincers, but prefer to come down on their enemies with their stingers. They are naturally armored on the top, but their soft underbellies can be exploited with well-placed grenades.

Radroaches More a nuisance than a threat, Radroaches will eat anything that’s dead or otherwise incapacitated. They usually ignore heavily armed travelers, but anything they perceive to be near death, they will attack. Radroaches can be dispatched easily with a single shot from any conventional or melee weapon.

Deathclaws Vicious monsters created by exposing chameleons to the Forced Evolutionary Virus by the United States Government as a replacement for their ground troops in heavy fighting, Deathclaws are the most fierce predator to inhabit the Wasteland, and their unchecked breeding has allowed them to spread almost to what remains of Alaska were it not for the cold. A full grown Deathclaw stands around eight feet tall and is a demonic beast one sees in nightmares, with a vaguely human physical structure and a thick tail, though they are renowned for their speed and the lethal sharpness of their claws, hence the name. In addition to being deadly attackers, their skin was genetically modified in pre-war years to be able to withstand strong attacks; only a few weapons can deal great damage against a Deathclaw, and these few weapons are usually unavailable to the common folks. Deathclaws generally live in large packs beneath an alpha male and a mother Deathclaw, though a good many are under control of the Enclave, kept in line by neural inhibitors on their heads. Destroying these only makes the Deathclaw go berserk, and by the time their enemies have killed the Deathclaw, the Enclave is well ready to step in and mop up the remaining troops.

Rogue automatons: A result of the AI ‘breaking’ over the many years since their construction, a good number of military Gutsy, Protectron, Sentry Bots and Robobrains roam the Wasteland, attacking anything that could constitute a threat, which is generally anything that moves. Given that these machines can function on their own power source for well over a thousand years, these machines are an excellent source of energy cells and energy weapon ammunition for the Brotherhood of Steel and the Enclave… if the Enclave didn’t already have a nearly inexhaustible supply of them already.
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Last edited by Dr Robotnik; 11-13-2010 at 06:00 AM.
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Old 11-13-2010, 05:35 AM
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Default Re: Fallout: Black Awakening

Rules from your Vault-Tec Official Vault Dweller‘s Guide to Wasteland Survival

1) No G-modding
2) Romance and excessive, unnecessary, fun violence are expected and encouraged. Anything in the realm of removing articles of clothing, however, is not allowed. You can, however, watch your enemies devolve into bloody, eyeball-strewn red paste. Fun!
3) Don’t do things outside the realm of logic; this means, of course, you cannot call in an air strike if you don’t have the authority to do so. Or the weapons to do so. Or the planes to do so.
4) Type Render Unto Caesar somewhere in your SU to signify your reading of the rules.
5) Your character can be anything you wish in terms of rank. Want to lead the Brotherhood? Go ahead; but keep in mind that being the leader does not mean your troops will always follow you. A limit of one leader (General, President, Head-whatever) per person. Character limit caps at 4.
6) If you intend to play a neutral party, beware; you’re between a rock and a nuclear warhead.
7) "Monsters", such as Feral Ghouls and Radroaches, are considered NPCs, which can be controlled by anyone at their discretion.
8) Have fun, and enjoy your Wasteland wandering experience!



The SU


Name: Your character’s name. First required, last optional.
Age: Varies by species.
Species: Humans are the most populous, followed by Automata (Specify the model) and Ghouls, which are followed by the Super Mutants. Other feasible races will be allowed given ample explanation.
Gender: Your gender, or your programmed equivalent.
Appearance: Describe what your character looks like. Armor models can be customized in looks if you so desire, but Power Armor and laser weapons are limited to the Enclave and Brotherhood. At least a paragraph or a picture and two lines.
Faction: New California Republic, Brotherhood of Steel, or Enclave.
Weapons: Most anything you can think of. Please describe things such as modifications made for the weapons. Traditional weapons (i.e., shotguns, pistols and the like) are given to the Raiders, Super Mutants, and NCR. Energy weapons (i.e., plasma rifles, laser pistols, and the like) and heavy weapons (i.e., miniguns and rocket launchers) are generally reserved for the Enclave and Brotherhood of Steel, though gathering one through other means is not implausible. Keep it within realistic boundaries (even for robots)
Personality: How your character acts. A good five lines.
History: Your past in the Wasteland to this point. How you’ve survived, how you came to become a member of the faction you are currently in, how you became what you are… Anything relevant. At least two paragraphs. If you normally would not have them, how did you obtain your weapons?
Unique abilities: Can you do something unusual or cool you would like to mention? Put it here. NOTE: This is not a section for superpowers; a normal Human should be able to accomplish the feat. So no, you can’t throw cars at people.
Other: Anything not fitting the above categories.







Accepted:

Neo Pikachu: BoS Paladin Kenneth Ulysses
Metal Sonic: NCR Ranger Drew Jackson

Reserved:
Metal Sonic (BoS Paladin; President/General of the Enclave)

Kaioo (Two BoS; one Enclave; one cannon fodder neutral)


Pending:



Denied:
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Last edited by Dr Robotnik; 11-15-2010 at 01:42 AM.
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Old 11-13-2010, 05:41 AM
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Default Re: Fallout: Black Awakening

Reserved for my SUs. You may now post.


Name: Drew "the Red Menace" Jackson

Age: 32

Species: Human

Gender: Female

Appearance: Drew, nicknamed the Red Menace for her combat efficiency and blazing red hair, is a shorter-than-average woman with a moderate, thin build. Her long red hair complements her blue eyes, and she is known for the cocky grin she usually wears, magnified a bit by a thin bullet scar on her cheek beneath her left eye, with pale skin.

More often than not, she is garbed in the black armor and brown duster of the NCR's veteran Rangers... except her duster is black as well, and is full of bullet holes and other tears, making the gusts of wind even more dramatic. She wields an Anti-Material Rifle and a scoped, silenced 10MM pistol, both of which have been extensively modified. Her Anti-Material Rifle (Pictured with the NCR Ranger) has several different lenses that can be cycled through, the barrel has been given a lengthening attachment, and the firing chamber has been augmented to fire off rounds at double speed to increase the range, making it look like and be an even more dangerous weapon. She is in possession of a Pip-Boy 3000, which she wears on her left arm.

Faction: New California Republic

Weapons: An Anti-Material Rifle and a 10mm pistol, but also hides a combat knife in her sleeve.

Personality: Drew is a rather welcome addition to the NCR's Rangers due to her personality. She talks often, and her comments are usually funny, which is a welcome relief to the usual tense atmosphere. Her cynical nature, while making her a bit of a jerk, is mostly aimed at the Enclave, and they receive the brunt of her sarcastic comments. She is also considered by most to be some kind of genius, as she has exhibited the ability to repair almost anything from the vertibirds to robots to pre-war radio equipment to the music player she owns. She is very friendly to those she knows, but not excessively so, and holds a strong sense of justice and a high morality.

History: Born and raised in the town of Megaton, Drew's parents were murdered by Raiders on an excursion to find salvage to repair the water purifier of the town. After this, she was raised for a few years by local sheriff Lucas Simms, before being sent to the NCR to be raised. There, she decided she would join the military and make a difference in the world. At fifteen, she enlisted with the Rangers, and showed an immediate aptitude for using sniper rifles. For the next ten years, she trained and fought Raiders, Super Mutants and all manner of hostilities, outsmarting Raider parties and even facing down a Deathclaw armed only with a ten millimeter pistol, using her clever mind to turn the situation in her favor.

Over the years, she has proven her worth, and earned the black Ranger armor she wears. She was present when the NCR and the BoS joined together in Rivet City to rebuild the Wasteland, providing help to all. There was a small situation moments after, which was quickly quelled by a quick shot from her Anti-Material Rifle and the shot of a Brotherhood Paladin's laser rifle, marking the first time the Brotherhood and New California Republic enacted a form of law enforcement in a united gesture. Her Anti-Material Rifle was a reward given to her for sniping the leader of a particularly nasty Raider gang, and has seen many modifications in its time.

Unique abilities: Drew has an extensive knowledge of repair, and can fix just about anything provided she has vaguely similar spare parts. Her skills with a sniper rifle are also worth mentioning, and she has the proper training to fly a Vertibird if needed. She swaps positions between the battlefield and repairing the damage done to the Brotherhood and the NCR's Vertibirds.

Other: Anything not fitting the above categories.


Name: President Elijah Carter

Age: 41

Species: Human

Gender: Male

Appearance: The President of the Enclave is different from his predecessors in the way that he fights alongside his Enclave soldiers. Garbed in the fearsome black Power Armor that surpasses the legendary T-51b models, he stands at a frightening six foot six, and his form is both thin and muscular at once. He sports a head of graying hair in a military cut, with light stubble of the same color. His physical appearance is made monstrous beneath the power armor he wears in the way that several parts of his body are cybernetic, best seen in his right eye. When out of the power armor, his right leg and left arm are both mechanical, and as such he tends not to wear armor on his robotic arm because of the incredibly durable metal it is made of.

His armor is specialized to the point of being immediately recognizable; four huge Tesla coils protrude from the back and shoulders, with smaller electrical capacitors down the arms and legs, and the emblem of the Enclave is enlarged to be more visible on the left shoulder of his power armor. The armor is the peak of Enclave engineering, combining the power of Tesla armor with the durability of Hellfire armor and the fearsome design and performance of the Enclave's own power armor, and it is truly a sight to behold in battle. Think The capacitors from these on this armor for appearance.

Faction: the Enclave

Weapons: Cybernetic arm- At maximum output, this robotic limb can match a Power Fist in strength, and is well able to kill an unprotected Human.

Modified Gauss Rifle- A Gauss rifle that has been extensively modified by the Enclave, resulting in a different appearance. A test model, this particular weapon has the distinction of being able to run without ammunition, though it requires a recharge period of ten seconds between firing to avoid overloading the battery.

Tesla pistol- A piece of pre-war technology found in Anchorage, the Tesla pistol is similar in concept to the Tesla cannon, only in the form of a pistol. It fires a powerful electric bolt that does about as much damage as a bullet, with the added bonus of scrambling the systems of any robots or power armor it hits. It uses a lot of ammo, however.

Multiplas Rifle- A unique type of plasma rifle, multiplas rifles fire four balls of plasma at once, focusing them all into one ball powerful enough to punch through weaker armor, and enough to damage someone in power armor. Its drawback is that it uses up four charges per shot.


Personality: Elijah is a cold, tactical leader, one with no concern for his troops or their well being if they cannot get the job done. In terms of the Enclave, he is unorthodox because he is a hands-on leader, personally fighting in a number of the battles against the NCR and the Brotherhood. He holds little emotion, save for displeasure, anger and cold satisfaction. He is also renowned for his cruelty; those who have attempted to defect to the Enclave have found themselves wearing neural inhibitors and the subject of painful experimentation at the hands of Enclave scientists. He aims to assert the Enclave as the strongest power in the Wasteland, and will stop at nothing to accomplish his goals.

History: Your past in the Wasteland to this point. How you’ve survived, how you came to become a member of the faction you are currently in, how you became what you are… Anything relevant. At least two paragraphs. If you normally would not have them, how did you obtain your weapons?

Unique abilities: The President is an energy weapon specialist, and is capable of using any kind of laser or plasma weapon invented, including his unique Tesla pistol. He is also a tactical genius, keeping the Brotherhood and NCR at bay with the comparatively tiny force the Enclave maintains. He is also proficient in melee combat.

Other: Anything not fitting the above categories.
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Last edited by Dr Robotnik; 11-15-2010 at 11:56 PM.
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Old 11-13-2010, 03:06 PM
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Default Re: Fallout: Black Awakening [SU]

Reserve me Two BoS characters, an Enclave character, and a neutral character. WILL FINISH LATER.

Render Unto Caesar

Name: Star Paladin Alex Mason
Age: 31
Species: Human
Gender: Male
Appearance: Click
Alex stands at a large height of six foot seven inches, and is clad in his unique black and red Power Armour. Nobody has seen Alex's actual appearance, but it is assumed that he is somewhat rough looking, due to his deep voice, but far from it, his appearance is actually surprisingly young, given his age. His eyes are a crimson red in colour, and his hair is jet black in colour. His skin is tanned a magnificent gold in colour.

Faction: Brotherhood of Steel

Weapons: Power Sledge,A4-22 Plasma Rifle(a more upgraded version of the A3-21),Tesla Cannon,Laser Pistol

Personality: Alex is surprisingly a quite laid back member of the Brotherhood of Steel, though when need be he is a remarkably strict individual. Alex has a large temper, that can be easily broken, and those on the end of his anger will find themselves wishing that they had not angered him. Alex is a truly loyal individual, who would never betray his friends, or allies, ever. Alex despises the Enclave, as he perceives them to be a naive organisation that is out to ruin all that the Brotherhood of Steel has established in this post-apocalyptic time. Alex is a just and honorable figure, who has earnt the respect of his comrades, and is reknowned for not only his combat expertise, but in his leniency regarding his command over his regiment of Paladins, which in turn has allowed him to gain great respect from them, and thus they obey him usually without question.

Alex is a very intelligient individual, who doesn't really discriminate against species, apart from of course the Super Mutants, as he perceives them to be mindless beasts that just cause havoc upon the Brotherhood of Steel and the rest of the barren wasteland that is the remnants of America. Alex is friends with Senior Paladin Adrian Maxson, descendent of the founder of the Brotherhood of Steel, Roger Maxson. Alex has no disliking or personal agenda concerning Ghouls, though he doesn't like them, this does not mean he doesn't treat them like anybody else but he just doesn't like Ghouls as they remind him too much of zombies, something that he really hates.

History: Alex grew up in New Vegas with his father and mother who were Paladins in the Brotherhood of Steel. His childhood was remarkably uneventful and plain until he was around ten, when his father and mother died in a Super Mutant raid on the Brotherhood of Steel facility that his parents were stationed at. Because of this, Alex grew to hate the Super Mutants, and swore that he would avenge his parents' deaths, and he did so by joining the Brotherhood of Steel, and rising quickly through the ranks, gaining massive respect throughout the Brotherhood. Alex was granted command of a commando group of Paladins, of which he led on the attack on the Helios One during their first conflict with the New California Republic. Though the Brotherhood of Steel suffered heavy casualties, surprisingly, Alex's group suffered none whatsoever.

The Helios One facility was successfully obtained, and Alex was given the task of securing the outlying area from the hands of the New California Republic. During the attack on a NCR facility, his group was ambushed, and cut off from the Brotherhood of Steel, and spent three months under siege by the NCR forces before they could get out a distress call. Over half of Alex's group died during the siege, and this severely scarred several of his subordinates in that they were discharged from duty, and sent back to New Vegas to live as civilians under the watchful eye of some Paladins. Alex was then reassigned a new squad, a total of twenty-three more Paladins, making his team stand at a grand total of twenty-five not including himself, as only two of his original forty Paladins remained with him after the siege. A year later, Alex was given five more Paladins, one of them the descendent of the founder of the Brotherhood, Adrian Maxson.

Mason was then tasked with re-obtaining the Helios One, but failed to, as the opposing forces outnumbered them vastly, and he suffered fifteen losses, which were immediately replaced. Alex was then ordered to head to New Vegas, and quell an insurgency of Super Mutants, and succeeded in doing so, resecuring central New Vegas from the hands of the Super Mutants. Alex was finally ordered to head to the East Coast, more commonly referred to as the Capitol Wastelands to support the Capitol Wasteland Brotherhood of Steel, and was shocked to discover that the CWBoS had joined with the NCR, but he didn't really mind.

Unique abilities:
Precision
Speedy Reload
Other: N/A

Name: Senior Paladin Adrian Maxson
Age: 23
Species: Human
Gender: Male
Appearance: Clicky
Adrian's Power Armour is not only comparable to Star Paladin Alex Mason's Power Armour in how they both have the same unique model, but they both are the same colours, crimson and black. Adrian's Power Armour is smaller than Alex's by far, since Adrian is a good foot shorter, and also skinnier, than Alex Mason. Adrian stands at a height of five foot seven inches, and his hair is blonde in colour, and his eyes a calm teal. Adrian's skin is golden tan in colour, and his hair is quite short.

Faction: Brotherhood of Steel

Weapons: Minigun,Mk-II Laser Pistol(a modified version of a normal Laser Pistol), A3-21 Plasma Rifle, Mk-II A3-21 Plasma Rifle(a modified version of the original A3-21 model)

Personality: Adrian is a remarkably honest and loyal individual, preferring to get down and dirty rather than hiding at the back. He enjoys the rush of adrenaline that is granted due to the intense battles that he would surely face. Adrian trusts Star Paladin Alex Mason with his life, and Mason trusts Adrian with his life. Adrian is an intelligient person, who has a strong distaste to Ghouls and Super Mutants, as he believes them to be abominations to the world. Adrian is a defiant individual, and not one to really follow orders, which is why he was put under the command of Star Paladin Alex Mason, as it is believed that Mason will be able to teach Adrian some military manners about the hierachy.

Adrian is a resilient and violent man, and his temper is truly devastating, and fiery, and not something that you would want to unleash, whether it be upon yourself, or upon others, as his temper always has a large chance of coming back and biting you. Adrian is a stark contrast to the laid-back persona of Alex, as he is very serious, and does not like messing around, except with Alex, which is probably because the two are friends with one another, and also because they trust each other with their lives.

History: Adrian lived in the West Coast, more accurately in New Vegas, with his father, Marcus Maxson, son of Arthur Maxson. Adrian's life was somewhat hard to live through, however he lived through it without complaining. He joined the Brotherhood of Steel the instant he could, and studied hard and fast, becoming a Senior Paladin within a week. His life was overly uneventful until he was put under the command of Star Paladin Alex Mason, and joined in the assault on the Helios One station, though failed in obtaining it. Then, Alex was tasked with quelling a force of Super Mutants in New Vegas, and Adrian accompanied him without complaining or disobeying his orders. It was here where they truly bonded, as Adrian saved Star Paladin Alex Mason's life from being taken by a Super Mutant which had managed to circle around their position, and get behind their commander, Alex Mason.

Adrian then took a week off leave, returning to his home in New Vegas, where he discovered that his father, and the rest of his family, had died during the Super Mutant attack, and that he was the last Maxson left alive, which troubled him down to his heart, and persuaded him to focus entirely on setting a good example of himself as he would surely become High Elder of the Brotherhood of Steel since he was of course a Maxson, and the last one that was alive, unless of course, he married, and had children. Adrian returned to being a subordinate of Star Paladin Alex Mason, and accompanied his friend to the Capitol Wastelands for their new assignment.

Unique abilities: N/A
Other: N/A


Name: Captain James Henderson
Age: 29
Species: Human
Gender: Male

Appearance: Click
James Stands at a height of seven foot, and is a truly fearsome sight. James' Power Armour is customised to only work with him, and to also only fit him. His Power Armour is crimson in colour, with gold streaks across the chest and arms. James' hair is black in colour, and his eyes are crimson in colour. His skin is heavily tanned, and his body is quite muscular. James' Power armour is fitted with a small electrical generator that provides him with the ability to release a small discharge of electricity that can incapacitate nearby foes. The electrical generator is one of the only weaknesses on his Power Armour.
Faction: Enclave.

Weapons: A3-21 Plasma Rifle,Laser Pistol,Blackhawk,Xuanlong Assault Rifle,Gauss Rifle,Fat Man

Personality: James is a heavily violent and easily angered figure, with an arsenal of weapons that can pretty much decimate anything facing him. James hates the Brotherhood of Steel with a passion, as he perceives them to be villainous fools who have no self-respect for the pro-human organisation that is the Enclave. James despises anything that isn't human. and he has sworn to slay anything that doesn't follow the Enclave if they get in the way as well as anything not human. James is ruthless in his leadership, ruling his squad with an iron fist, and keeping them in line with his sheer power and his appearance.

James is completely and utterly loyal to the Enclave, and would never betray them, just like his parents, who also served in the Enclave, and taught him everything he knows about commanding a squad, and following the orders of the Enclave. James' temper can be easily activated if somebody gets on his bad side, and they will surely regret it, as his temper is truly destructive, and he has no boundaries upon his temper.

History: James grew up at a secret Enclave base deep in the Capitol Wastelands, living with his mother and father, who both served the Enclave, and were two of the most loyal members of the Enclave. They bestowed upon James all their beliefs, and he became as loyal to the Enclave as his parents had been. When he was seventeen, the Brotherhood of Steel engaged the Enclave forces, and his mother was killed in the battle, which caused James to grow a dislike towards the Brotherhood of Steel. His father never recovered from the loss of James' mother.

The Brotherhood of Steel discovered the secret Enclave base, and mounted an assault upon the base. The Enclave suffered tremendous casualties, and James' father was killed in protecting the non-combatants, who fled from the base escorted by a dwindling number of Enclave soldiers. The bravery of the Enclave soldiers added in with the loss of his parents inspired James to join the Enclave military, and he swiftly rose through the ranks, obtaining the rank of Captain. Several years went by, and James was given the command of the 221st Infantry Squad, an elite squad of Enclave commandos, and led an offensive upon the Brotherhood of Steel. James became reknowned for managing to gain victory in conditions that were totally against the Enclave, the most memorable being the Battle of the Capitol Wastelands, within the ruins of Washington, that resulted in a tremendous victory for the Enclave as they secured several key points, including the radio station that a reknowned broadcaster known as Three Dog used to broadcast from, before the Enclave secured it.


Unique abilities:
Speedy Reload
Very Accurate
Other: N/A

Name: Your character’s name. First required, last optional.
Age: Varies by species.
Species: Humans are the most populous, followed by Automata (Specify the model) and Ghouls, which are followed by the Super Mutants. Other feasible races will be allowed given ample explanation.
Gender: Your gender, or your programmed equivalent.
Appearance: Describe what your character looks like. Armor models can be customized in looks if you so desire, but Power Armor and laser weapons are limited to the Enclave and Brotherhood. At least a paragraph or a picture and two lines.
Faction: New California Republic, Brotherhood of Steel, or Enclave.
Weapons: Most anything you can think of. Please describe things such as modifications made for the weapons. Traditional weapons (i.e., shotguns, pistols and the like) are given to the Raiders, Super Mutants, and NCR. Energy weapons (i.e., plasma rifles, laser pistols, and the like) and heavy weapons (i.e., miniguns and rocket launchers) are generally reserved for the Enclave and Brotherhood of Steel, though gathering one through other means is not implausible. Keep it within realistic boundaries (even for robots)
Personality: How your character acts. A good five lines.
History: Your past in the Wasteland to this point. How you’ve survived, how you came to become a member of the faction you are currently in, how you became what you are… Anything relevant. At least two paragraphs. If you normally would not have them, how did you obtain your weapons?
Unique abilities: Can you do something unusual or cool you would like to mention? Put it here. NOTE: This is not a section for superpowers; a normal Human should be able to accomplish the feat. So no, you can’t throw cars at people.
Other: Anything not fitting the above categories
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Last edited by Kaioo; 11-16-2010 at 06:36 PM.
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  #5  
Old 11-13-2010, 03:13 PM
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Default Re: Fallout: Black Awakening [SU]

Quote:
Originally Posted by Kaioo View Post
Reserve me Two BoS characters, an Enclave character, and a neutral character.
I wouldn't recommend going neutral unless you want to be curbstomped out of existence, but hey, your funeral. Reserved.
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Old 11-14-2010, 04:56 AM
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Default Re: Fallout: Black Awakening [SU]

Hmmm...I suppose I could try this. I'll never get better if I get out of my comfort zone :)

Reserve me as a neutral Deathclaw (I couldn't resist - but don't worry, I'm sure I'll figure out how to make her work ;D ) that will most likely end up joining the NCR. I like to be different XD Hopefully my time watching my sister play Fallout 3 will pay off ;)
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Old 11-14-2010, 12:51 PM
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Default Re: Fallout: Black Awakening [SU]

I'm very hesitant to let anyone play a character with natural weapons that can kill a BoS Paladin so easily, but I'll wait to see how you play it off. Reserved.
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Old 11-15-2010, 12:21 AM
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Default Re: Fallout: Black Awakening [SU]

Name: Paladin Kenneth “Haymaker” Ulysses
Age: 34
Species: Human
Gender: Male

Appearance: Standing 6’8”, weighing 260 pounds, Paladin Ulysses is a muscular beast of a man, having been training in body building and heavy weapons handling for several years. He has short, brown hair, brown eyes, and plenty of scars and tattoos.

Paladin Ulysses usually never takes off his Power Armor, never truly knowing when he’ll need it. Regardless, he feels wearing it shows authority, which is really the core reason as to why he wears it all the time. In the meantime, Paladin Ulysses’s main core strengths are his physical brawn, endurance, and his heavy weapons handling skills. He may be slow, but he’ll crush anyone like a paper cup if he needs to.

Faction: Brotherhood of Steel
Weapons: Main weapons are an Avenger Minigun, his “back up” Missile Launcher, and a Super Sledge for melee combat. He’s capable of using just about any other normal firearm, but he doesn’t like energy weapons very much and he flounders a bit when using them. If his Super Sledge is unavailable, he’s renown of turning just about anything into a weapon, be it a brick, a metal pole, or whatever.

Personality: In a sense, Paladin Ulysses is like an angry animal when cornered. He doesn’t fear pain, doesn’t fear death, and definitely knows how to carry a grudge and seek revenge. He’s been shot plenty of times by raiders, all it does now is just result in a wince and a snarl. He is also renown for being one of the few Paladins of the Brotherhood to have gotten up close to a Deathclaw and snapped its neck, coming somewhat close to twisting its head off completely.

In essence, Paladin Ulysses is generally seen as a very outgoing member of the Brotherhood. He also doesn’t want to become a General knowing he much rather prefers the action of battle instead of making commands from a distance.

He doesn’t, however, do very well when it comes to training and preparing Brotherhood Initiates. He generally expects too much out of them, even for a military drill instructor.

History: Kenneth Ulysses was originally born among the people of Rivet City. Most of his education was self-instructed, but generally, he didn’t have much of a patience for learning about things that really didn’t apply or wouldn’t be very helpful when it came to making a real, immediate difference.

He originally had gotten into the caravan business before raiders had ambushed his caravan, and killed every last member of it except for him and another guard named James. The Brotherhood of Steel managed to save them, but because James was injured, they offered to help heal his wounds. Naturally, Kenneth followed. While the doctors had tried to save him, he had lost too much blood.

Knowing he didn’t have much of a livelihood now, Kenneth requested if he could join the Brotherhood, and he was willing to do anything they demanded. He was later brought on as an Initiate, and while it took some time for him to be considered on a mission, he did exceptionally well when he was finally given the chance. However, his squad leader, Knight Barclay, did mention that he seemed to take on an almost savage personality when dealing with raiders and the abominations of the wasteland.

After many mission successes, Kenneth was promoted to the rank of Knight, and was required to show how well he could train newly admitted Initiates into the Brotherhood’s ranks. Kenneth, however, went pretty hard on them, expecting hard physical fitness from near-civilians that just weren’t capable of it yet. Regardless, after several other mission successes, he was considered to be promoted to Paladin by the Elders, even though his methods of command were considered to be “very authoritative.”

Now, most of Paladin Ulysses’s actions and missions have been based on targeting the Enclave, as well as removing the remainder of the Remnants of the Master’s Army. But in truth, Paladin Ulysses actually enjoys fighting Super Mutants most of all. He’s been waiting for the moment when he can get into a nice fistfight with one of them, but it never usually gets to that point.

Unique abilities: While Paladin Ulysses has used guns for a long time and knows how to use especially heavy weapons with great skill, he also knows enough about them to repair them and even rebuild weapons from usable parts.

Other: N/A
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Old 11-15-2010, 12:49 AM
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Default Re: Fallout: Black Awakening [SU]

Ah, a heavy weapons guy! You're forgetting something from the rules section, buuuuut I know you know the rules like the back of your hand, so welcome aboard! Steel be with you!
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Old 11-15-2010, 04:31 AM
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Default Re: Fallout: Black Awakening [SU]

Quote:
Originally Posted by metal sonic View Post
Ah, a heavy weapons guy! You're forgetting something from the rules section, buuuuut I know you know the rules like the back of your hand, so welcome aboard! Steel be with you!
Ah crap, I remember now. I read those rules yesterday but did the sign up today and forgot that one little part.

Thanks though.
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Old 11-20-2010, 02:21 AM
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Default Re: Fallout: Black Awakening [SU]

Starting my sign ups. Yes, there is another character I have as well - a Glowing Ghoul named, effectively, "Glowy" XD He's the comic relief ;)

Name: Ru'Ella - also called "Sister"
Age: 5 (approximately 16 in human years)
Species: Young Deathclaw
Gender: Female
Appearance:
Faction: New California Republic, Brotherhood of Steel, or Enclave.
Weapons: Most anything you can think of. Please describe things such as modifications made for the weapons. Traditional weapons (i.e., shotguns, pistols and the like) are given to the Raiders, Super Mutants, and NCR. Energy weapons (i.e., plasma rifles, laser pistols, and the like) and heavy weapons (i.e., miniguns and rocket launchers) are generally reserved for the Enclave and Brotherhood of Steel, though gathering one through other means is not implausible. Keep it within realistic boundaries (even for robots)
Personality: How your character acts. A good five lines.
History: Your past in the Wasteland to this point. How you’ve survived, how you came to become a member of the faction you are currently in, how you became what you are… Anything relevant. At least two paragraphs. If you normally would not have them, how did you obtain your weapons?

Unique abilities: She lives with a family of Radscorpions that raised her, along with Glowy. (Radscorpions are rather easy to kill if you disable the legs...I never considered them a huge threat. Now, the Fire Ants...Don't get me started!)

Other: Special terms she uses;

The Slavers - The Enclave
The Hopefuls - New California Republic
The Armored - Brotherhood of Steel
Smooth Skins - Humans
Flake Skins - Ghouls
Tough Skins - Super Mutants
Family - Radscorpions
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Old 11-20-2010, 02:30 AM
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Default Re: Fallout: Black Awakening [SU]

Take your time, I'm not goin' anywhere so far as I know.
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