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 Fallout RP Info and Character Area

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Draco
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PostSubject: Fallout RP Info and Character Area   29/11/15, 07:14 pm

2295, 218 years after the bombs fell upon our great United States of America. 213 years after nuclear rain and hellfire engulfed our great nation. When the bombs fell, much of the U.S. retreated into Vault Tec Vaults to shield themselves from the horrors that would later become the norm. These Vaults masqueraded as places of safety, however, to the Vault dwellers, much of this "safety" was not present. Social experiments would be placed upon them, from psychoactive drugs being aired through the vents to having 999 women and only one man in the Vault. Though most of humanity had been sealed away, the world continued to live with a new layer of radioactive coating. One year after the bombs fell, said radiation had dropped low enough for short bursts of activity which would later turn the wildlife into wretched creatures. Deformed abominations would begin to walk this great soil. Humanity would slowly begin to crawl from the Vaults and return to a changed, hostile and decayed world. Centuries, decades and years pile on with multiple notable events and multiple different factions rising and falling throughout.

We take to the world. A world you are too familiar with, or a world you have never seen. A world where it is your story.

Setting: The Commonwealth of Massachusetts

Factions:
Major:

Brotherhood of Steel: Depending on Coasts, they can either be hermit assholes who rip tech away from everyone and not have any intelligence to further their tech, or just regular assholes looking to "help" people by taking over the world.

Areas in Control: The Prydwen, Boston Airport, Fort Strong

Enclave: The American Dream. They uphold themselves as the only actual humans in the world. Viewing those who have come in contact with radiation as "undesirables". They also maintain themselves as the most technologically advanced faction. Constantly warring with the Brotherhood. After the destruction of their main branch, they have gone into hiding and are under constant attack by the Brotherhood.

Areas in Control: Vault 111, Nahant, Vault 95

The Institute: The boogeyman of Boston. They abduct people in the night only to replace them with fully synthetic versions. Once again, they are a faction with a focus on technology. While they do not have much of a focus on combat as they do with medicine and other technological advances, their major strength for defending themselves comes from their synths. Synths come in a variety of looks, from the Gen 1 skeletons, the Gen 2 partial human and the Gen 3 indistinguishable human. If a synth were to go rogue, the Institute would send a member of the Synth Retention Bureau to retrieve them.

Areas in control: C.I.T. Ruins, College Square

Minor:

Raiders: The generic, run of the mill assholes who live and breathe just to survive and to thoroughly fuck your day up. They are hostile scavengers.

Areas in Control: Subway stations, areas dotted through Boston, Libertalia, Nordhagen Beach, Combat Zone

Regulators: Depending on coast, they are manipulators who go after people to further their own self worth (West) Or vigilantes to aid in helping in the rebuilding of society by dealing with those they deem evil (East). In terms of this RP, after the dissolution of the Minutemen at Concord, The Regulators stepped in and took control of the area. Sending out members to "clean the wasteland".

Areas in Control: Concord, The Castle, Covenant

Gunners: A specific group of raiders that have the most firepower out of the minor factions. Usually equipped to the teeth for every operation, they have become a sort of mercenary group for hire. Naturally, they are seen as an enemy to the Regulators.

Areas in control: Quincy, Gunners Plaza, Warwick Homestead, Vault 75

Super Mutants: Hulking beasts that had been created by the humans. Most are dumb with incredible power. Those who have a higher intelligence should be feared even more than the less intelligent ones. They have posts dotted throughout Boston and are at constant war with everyone.

Areas in control: Subways, areas dotted through Boston, Trinity Tower, Spectacle Island* (The more intelligent Super Mutants are here. Not hostile)

Jiěfàng lìliàng (Liberation Forces): A Ghoul faction led by a Chinese infiltrator from before the world. Their main goal is to end American lives and to finish what they had started when they had dropped their nuclear bombs. They have centralized, however, in one spot and have been at the throats of the Dogs of War for many years at the edge of the glowing sea.

Dogs of War: An American Ghoul faction led by a high ranking General from before the bombs fell. They had formed when the Liberation Forces had begun to rear their heads on Commonwealth soil. Centralized in one area at the edge of the glowing sea.

Over arcing story: The Brotherhood have an iron clad fist placed upon the Eastern half of the United States. They have fought against the Enclave and have been at war with the Institute since 2287 in Boston. They had forced the Enclave into hiding and sending out kill squads to find and exterminate those who dare challenge their rule. With the pressure of the Institute continually being a threat to them, the Brotherhood have begun to feel tension in their own ranks. Questioning many of their own in being synthetics. Without a way of knowing where the Institute is stationed, they have no way of knowing where exactly to strike to alleviate their concerns. The Enclave have also begun to bring their head from the shadows, putting more pressure on the Brotherhood. What are these groups planning and will the stretched thin Brotherhood be able to keep on fighting between all of the minor factions as well as the attacks of their two most rivaled factions? Will you be the shining force to end the Brotherhood's reign? Or will you join the kill squads in the extermination of the other factions? Will you refrain from all of that and just try to make a name for yourself in the wastes? It's all in your hands.

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Character Sheet

Name:
Age:
Race:
Gender:
Faction:
Appearance:
Equipment:
Biography:

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PostSubject: Re: Fallout RP Info and Character Area   01/12/15, 02:18 am

Name: Tallahassee Singuard
Age: 28
Race: Human, Caucasian
Gender: Male
Faction: None
Appearance: http://i68.servimg.com/u/f68/16/89/22/43/tallah12.jpg

Equipment:
Clothing: Militia Hat, Drifter Outfit with a Harness underneath
Weapons: Brass Knuckles (Primary), .44 Scoped Revolver (Secondary)
Food: 1x Cram, 2x Salisbury Steak, 3x bottles of dirty water
Aid: 4x Psycho, 4x Stimpacks, 4x Beer

Biography:
Tallahassee was born in 2267 to the madness of the world and abandoned in Covenant to a group of synth haters. Naturally, they were suspecting of him at first. Wondering if he had been synth in disguise. After extensive research was done, they found him to be human like the rest of them. Looking back, he doesn't quite understand how the Institute would manage to create a synth baby who has the ability to grow like actual humans, but in his words, "The past is the past. You can't change it and you don't need to change it." When he was around 18 years old, he had his first run in with raiders on a recruitment run. They nearly killed him if it wasn't for a drug that one had dropped by accident. This drug, Psycho, made him feel less damage and allowed him to claim victory over his would be murderers. This would not be the last time he would have a run in with Raiders. His first taste of Psycho would lead him into wanting more. He'd begin stealing away any caps he could find within the walls to fuel his need. Multiple transactions would be made and he would begin to spiral deeper and deeper into addiction. He'd soon find himself being the center of attention in their makeshift brawling matches. Eventually, Covenant would become very suspicious of him coming in and out of the area with more and more bruises and broken limbs. One other member of Covenant would be assigned to stay with him and see what he was up to. Fearing that maybe he had found a colony of synths nearest to their home. The weight of the situation was much worse than they had anticipated. The one to accompany Tallahassee would find his throat slit once they had gone a ways away from the main base.
A burst of fear overcame Tallahassee and he would run. The now twenty year old young man had killed a person he had considered his brother in cold blood just for trying to be a good member of his family. The only thing he could think of doing was running. He ran until he made it to Boston proper it's here that he would find a new place to hold up. Combat Zone. He had heard tales of this place on his drug runs and with his fighting experience in the makeshift arenas he had the pleasure of being a part of, he felt he'd be right at home there alongside the one named Cait. A woman who had garnered the attention of groups of Raiders. She had the skill and the power to beat the pulp out of everyone who came her way. Unfortunately for him, he would stumble on more of a bloodbath than he was expecting. Corpses, covered in blood, were strewn across the levels of Combat Zone. The only survivor was the curator, Tommy Lonegan, who regaled Tallahassee of the story. "She just needed a change of scenery. That's what led to this. Listen, kid. I know what you're looking for and it isn't here right now. Come back later when I get this place back to how it was." Tallahassee would take this advice, but would barter with Tommy into letting him stay in Combat Zone. Weeks would go by and eventually Combat Zone would become the premiere place for all those looking for a fight to get pissed and bloody. It has been 8 years since his new career started and he has become the new main attraction and the main source of income for Combat Zone.

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PostSubject: Re: Fallout RP Info and Character Area   02/12/15, 02:41 am

Name: Deuce
Age: 34
Race: Human, Irish/German descent
Gender: Male
Faction: None: Mercenary
Appearance:
Spoiler:
 
Equipment:  Sawed-off double barrel shotgun with the name "Ben" etched on one barrel and "Allen" on the other, Revolver pipe pistol, Combat armor with a full face helmet, Large backpack, many cigars and no lighter.

Biography: Deuce has gone by many names in his life, but Craig Durrett was the one he was born with just outside Columbus Ohio.  Before he could even hold a weapon Craig's parents were murdered by a group of raiders who then kidnapped Craig and his two brothers, selling the youngest into slavery and keeping Craig and his older brother to raise into a "Mercenary" life as they called it.  Ben, the oldest brother wouldn't be brainwashed by the murderers so in the following years Craig was put into a position where he had to put two slugs into his older brother, which is where his new name 'Two-shot' came to be.  

He stayed with the mercs for many years before breaking off and started traveling west, taking odd jobs from simple caravan escorting to cold-blooded killings, whatever earned him caps.  But Craig found the trail to prove harder the further west he went, so back east it was.  He found himself in a place known as the Capital Wasteland, where he banded up with a group of other mercs, A Brotherhood Knight and even a saint.  At first he thought they were making him soft, so he eventually left their company, heading back to Columbus where he would attempt to get back to his roots.  But, after conflicting with a power-hungry warlord Craig got people close to him killed, which caused an emptiness inside him that he would try to fill by fighting for the better of the world...  As long as there's a few caps in it.

Now, going by Deuce, he finds himself in a place he's never been, a place more war torn than he's ever seen, even in D.C.  Boston Massachusetts.

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FallenSanity
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PostSubject: Re: Fallout RP Info and Character Area   02/12/15, 09:19 am

Name: Messlock

Age: 39
Race: Human
Gender: Male

Faction: Gunners
Appearance: Messlock stands around 6'3" and weighs in at around 198lbs. His skin is tan and leathery, and he's about as worn out as they come, with heavy bags under his eyes, wrinkles, greying hair, and enough scars to tell a story without him saying a word. Muscle mass is fairly common over his body, though the need for food has become quite obvious lately as he's started to wither up, albeit quite slowly. The mess, alcohol stained hairs around his mouth in his short beard tell a story of their own, though not one he likes having brought up.

Equipment:

  • Apparel: Dirty Army Fatigues, Combat Armour Legs, Combat Armour Chest, Metal Left Arm, Sunglasses, Gas Mask (Unequipped), Camo Bandana (Unequipped)
  • Weapons: Short Automatic Assault Rifle (x106 5.56), Hunting Rifle (x28 .308), Pipe Wrench, x3 Molotov Cocktail, x4 Fragmentation Grenade
  • Aid: x2 Dirty Water, x1 Yao Guai Roast, x3 Cram, x2 Pork n' Beans, x1 Whiskey, x2 Stimpak, x4 Jet
  • Miscellaneous: x140 Bottlecap, Guns and Bullets Issue 3, Vault-Tec Lunchbox, Holotape 'If you're listening', Note 'Orders'
  • Junk: Carton of Cigars, x2 Dog Tags, Flip Lighter, Fork, Military Ammo Bag


Biography: Messlock was born into the Gunners. His parents had both been Gunners and were among few of the 'raiders' in the Wasteland to experience the chance for mutual reproduction. Vault 75 was his home, where he'd been born and raised. Like most Gunners, he was quickly given a gun, some friends, and sent out to hunt and, most likely, die. With his compatriots, he fought in the Commonwealth for weeks, exploring as far as they could before running down half their ammunition. Once that was done, the team decided to head back with everything they could carry. The haul impressed the higher ranks, and the group knew they'd earned a spot in the patrols and ranks of the Gunners.

Initially, Messlock was known as Boltlock - his skill with a hunting rifle had earned him the name, and rightly so. From great distances he was able to outdo most of the Gunners snipers, at least against weaker targets and unarmoured personnel. If it came to a Mirelurk or Paladin, well, let's say that Messlock preferred to simply sit out. It wasn't accuracy that made him a threat, it was more his broader skills with the weapon. As time passed and Messlock climbed the ranks, he'd come to earn his new name - during a brawl in the Combat Zone, one of the less common visitors decided to glass the Gunner, slashing his face in more ways than the medic who tended to them could count. Gauged and brutalised, he was mocked, his face termed a mess, and he was quickly dubbed Messlock, a parody of his old name. He'd grow used to it, though he'd never grow used to being unable to use a hunting rifle the same way.

Messlock, as of 2295, is a Lieutenant in the Gunners ranks. A bit less bloodthirsty than his counterparts, and yet a bit more bitter and grouchy, Messlock tends to wander the Commonwealth, drifting through Boston and its surroundings, spending a surprising amount of time in settlements like Diamond City, Goodneighbour, and pretty much anywhere that will accept a Gunner who isn't violently shooting them in the face. Still, he's always drawn to the Combat Zone, where cheap drink and cheap thrills come hand-in-hand.

_________________
[19:44:21] @ Xazhi : San has a raging hard on for Elves

[10:30:23] Felix : Fuck yeah Rape

[08:53:05] Magikarp : I'm lonely as fuck, why else do you think I'm here with you bitch nuggets

[14:42:07] Draco : San has no taste


Last edited by FallenSanity on 14/12/15, 10:09 am; edited 1 time in total
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PostSubject: Re: Fallout RP Info and Character Area   03/12/15, 04:36 am

Name: Kayla Winter
Age: 28
Race: Human, Caucasian
Gender:Female
Faction: Brotherhood of Steel
Appearance:http://i.imgur.com/mKveavI.jpg
Equipment:
Power Armour: BoS T-60 Power Armour (Sentinel Paint)
Armour: BoS Combat Armour
Clothing: BoS Officer Uniform
Weapons:
Plasma Rifle, Customised. Reflex Sight, Overcharged Capacitor, Long Barrel,
(Power Armour)Gatling Laser, Customised, Boosted Capacitor, Beam Focuser, Reflex Sight
Aid:
X3 Stimpack
X2 Purified Water

Bio:
For Kayla, the Brotherhood is all she has ever known. Born in the Lost Hills, both of her parents were knights, though they were killed in a skirmish before Kayla could walk. Without her parents the raise her, Kayla was brought up by everyone in the Brotherhood. As a squire, she frequently disagreed with the Brotherhood's disregard for protecting individuals, before she was sent the the East Coast chapter of the Brotherhood. She was frequently under the command of Knight-Sergeant Rickers, who was one of the few allowed to take squires on live-fire operations. Under his tutelage, Kayla was permitted to take a more active role in operations, being armed with a Laser pistol from the age of 12.
At 15, she was promoted to initiate after stabbing and killing a Supermutant, saving both her own life and that of Knight-Sergeant Rickers. Her time as an initiate was brief, and she was quickly promoted to Knight at the age of 16.

During the journey to Boston, Kayla was a member of a ground team. Consisting of herself, another Knight, a Paladin, and an initiate. A local village with access to Fat-Man mini-nuke launchers. Elder Maxson decreed that this could not be allowed, and her team were the first to make contact with the village. The Brotherhood’s demands did not go well, and the team were forced to take cover in a pre-war bunker, with mini-nukes raining down on them. Eventually, the onlslaught stopped and the locals sent soldiers to kill the team. Kayla, now in command of the team after the death of the Paladin, had the team charge, cutting through and escaping. After regrouping with a larger force, they purged the town.
After arriving in Boston, Kayla was promoted to Paladin and given command of her own squad, and was tasked with leading strikes against the Railroad, Institute and anyone else who made an enemy of the Brotherhood, as well as hunting down any synths that were discovered. She continued to distinguish herself, with Maxson placing her in command of more and more important missions. When the time came, she was sent to Bunker Hill, entrusted with destroying the synths within. She led her team in a brutal rush through both the Railroad and the Insitute’s forces, and destroyed the target synths, before turning back and wiping the settlement clean of any remaining enemy forces.

Elder Maxson has given her permission to carry out her own missions throughout the Commonwealth, though she may be recalled for specific tasks.

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