Fallout calls for aid! (New character pull)

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FalloutJack

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[HEADING=1]Wild Wasteland Character Pull![/HEADING]


[HEADING=2]"Greetings. Am Santa-Kirk. Have you been good this year?"[/HEADING]​

Just in time for Christmas, The REALLY Wild Wasteland opens up its doors for prospective new players and characters. The story is...long, and I'll try condense it for you, but WW is the kind of world where you can pick up on the madness partway through and still enjoy yourself. Setting is Capital Wastelands and some points north and south of it, and points west all the way to Fort Knox (before hitting the much-maligned Legion territory). And just as a fair warning: This is a WEIRD kind of roleplay. Just reading some of it will go a LONG way to explain that. So, without further ado, in spoiler mode for convenence, the explanation...


Not quite that easy.

Some months after the events of New Vegas, things were...about as quiet as the wasteland gets...and then things happened. A large group of actually-smart raiders (The Heads) had disabled or destroyed the still-working Fort Knox automated defense system to get out the infamously-protected gold stores. Only in so doing, they discovered what else it was defending: The Enclave! Since the Raven Rock and Broken Steel incident, a new player emerged to take command and ordered all forces still active to converge on Fort Knox, the main weapons development plant and Super Vault to regroup and rework the organization. This man is called Number One.

Unbeknownst to the rest of the wastes, the Enclave held a purge of the unwanted and restructured command and procedure, leaving them to quietly toil away...until they were discovered. Now, they're out, and they've been recruiting to regain their manpower. Fort Knox is worse than before, and so are they. No longer political, they have started from scratch to take control and apparently attempt restoration of the wastes. Even still, they're back and badder than ever before. (Characters who are associated with the Enclave get to know more about their inner-workings than normal, although other people HAVE gotten a look around.)

At this time, there are other things going on, though. What's Fallout without its bizarre side-plots? We HAD previously been dealing with a mad scientist creating Behemoth mutants with his brilliant Gene Machine, but lately his army's been destroyed and he's currently a giant Uber-Mutant in Old Onley. Said Behemoths had been destroyed by leading the Enclave's large attack robot, Metal Gear BOX, on a rampage there. Currently, the robot and its main engineer are taking a break from things while some Brotherhood of Steel-friendly people try to deal with both of them with use of a cunning plan.

We also currently have a war on between clones. Perhaps you recall the cloning device in one of the Vaults that produced a bunch of guys that say nothing but "Gary"? Well, that thing worked into overload and there's a ton of Gary clones in the wasteland...fighting a bunch of blue-haired, hyperactive clones of a girl called Sylph...who say nothing but "Sylphy". Currently, there's a battle raging between the two sides, led by two Enclave people on the Sylphy side and led by Gary King (The World's End) on the other. Seemed fitting.

Further, because of a shocking development (RAIN in the wasteland!), mutated plants who form around and animate corpses to look like walking radioactive Scarecrow people are on the rise. They're your basic energy-spitting freaks that shamble around...until they find water. Then, they start growing into a big monster plant. According to Former Enclave Soldier Number Six (Call him Steinmetz), they need to be either thoroughly burned to death or be hit with a strong defoliant at that point.

The rain, however, was caused by one of the more important plot-points: The Cult of the Great Wet Ones. The ghouls of the wasteland have been answering the call of the Dunwich Building, and they have formed a cult to worship they who can never die, the Great Wet Ones. The first true sign of their approach was that of the giant Nukalurk, NUKEZILLA! After it was defeated, though, an elevated spawn of the big squid himself has made a move. All hail Vorn the Unspeakable! Soon, the dry lands will be judged and all who dwell upon it...well...who knows?

Vorn was last seen, oddly enough, devouring ghouls on a Chinese Warship. Oh yeah, here's one that's important: All of China is full of red Glowing Ones and armed to the teeth! They prepare for war once more. The first vessel had been attacked by the Enclave, but then Vorn appeared on-deck to feed and the Enclave was forced to nuke the area from the launch device on the MGB's back!

That's pretty much the most-important stuff that anyone entering would want to know, going in. Anybody wish questions regarding Chapter Black (The epic journey of the character, Lucy Black), ask RipVanTinkle.

Thine character sheet! If you have any questions about it or anything else, just ask. Otherwise, go ahead and get cracking! I'll wait.

NAME: Your character's name.

AGE: Your character's age.

GENDER: Your character's gender.

RACE: This is open to a number of things. Humans, ghouls, mutants, robots, cyborgs, animals, plants, aliens, etc. As long as you can make this interesting enough for me, I'll allow it, though try to keep it within Fallout of Fallout-like context.

APPEARANCE: The way your character looks and is seen to act in certain situations. Paint me a good picture in words so that I may understand how our character is. Actual pictures are also welcome.

PERSONALITY: A description of the way your character's mind works, hopefully with some decent detail here as well. Knowing this is important in the RP.

WEAPONS: All the nice and dangerous toys you have. Try to keep it somewhat reasonable, though if there's something special you had in mind, I may allow it because I like it. However, I should point out that all the unique weapons were taken by the Lone Wanderer years ago. (You do not need to list ammo. Just RP the ebb and flow of your perishables responsibly.)

ITEMS: Anything that is not weaponry that you may want to list. Again, you don't have to keep track of perishables actively. Just work with it in your head or something, like according to narrative flow, say. No GECKs or other things unlikely to be in a character's possession, please. Try to put in what fits you best.

PERKS/TRAITS/SKILLS: These do not have to be directly from the game. Be creative with this, if you like. And if I like it, it goes. Easy, huh?


TRANSPORTATION: Optional. We've had a number of characters with things. You don't have to worry about them exploding now, since Frank Rose is dead.

Example profiles - and the RP itself - may be found HERE [http://www.escapistmagazine.com/forums/read/540.386465-The-REALLY-Wild-Wasteland-The-Fallout-RP], to give you an idea on what players before you have concocted. Do note that you are not required to make up a SPECIAL. We play a bit more loose than that. This is half-driven by my updates and half-driven by player creativity, as the plot would certainly back up.

Players accepted by me will be invited into the group after I'm done with this thread while I implant your sheets into page one, and then you get written into the RP during update time. Entrances into the plot at large (how and where and whatnot) are totally open to discussion.
 

evilengine

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interested! will have a character sheet up asap

EDIT: also, how many perks/traits and whatnot are we allowed? are we playing like we've just made a new character in Fallouts 3/NV?
 

FalloutJack

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evilengine said:
interested! will have a character sheet up asap

EDIT: also, how many perks/traits and whatnot are we allowed? are we playing like we've just made a new character in Fallouts 3/NV?
Good question! I'll edit the main topic with a link to the RP's first page, so you can look at active profiles for judgement. They are varying in amount. The important thing to note is that I am judging every character myself to see if I like it and if it seems like it will work well.
 

evilengine

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NAME: Chester

AGE: 102

GENDER: Male

RACE: Ghoul

APPEARANCE: Flaking skin, bald, and the familiar raspy voice; Chester looks like your dime-a-dozen ghoul of the wasteland. Clad in a dull green hooded merchant jacket that has clearly seen better days, a ragged scarf around his neck, heavy working boots, and an old lumpy rucksack on his back. Several smaller bags hang from him, mostly containing his scavenged goods. Tends to jingle and clink as he walks due to metal and glass items in his bags and pockets.

PERSONALITY: Very laid-back and a surprisingly charming fellow, as ghouls go anyway. He's definitely more cheerful than others despite the typical bigotry they receive. Not always noticeable, but his raspy voice retains a little of his original deep southern drawl. Enjoys a good sarsaparilla. (Basically imagine Sam Elliot if he was a ghoul)

WEAPONS: a fire axe as his melee weapon and a hunting rifle slung over his shoulder. Both look very worn-out, and have gone through countless repairs and tweaks. Also keeps a switch-blade.

ITEMS: Carries an odd assortment of knick-knacks and titbits scrounged from all over the wastelands, ranging from bottle openers, brillo pads and empty tin cans, to rolls of duct tape, paintbrushes and pre-war books. All in all he carries the crap you'd never buy from a merchant or a caravan. Also carries a small battered radio, can be seen wedged in a pouch on his rucksack.

SKILLS: While not always having the best stock, Chester is a fine merchant, able to make a steady living selling the junk he finds in the wastelands. By far his greatest skill is repair; able to keep weapons, armour and equipment in top shape with the bare minimum of materials and tools at hand. While ghouls may not be welcome in most parts, a repair-savvy pair of hands is always needed at every settlement. His natural ability as a Ghoul makes him inhumanly resistant to radiation, though despite this he tries to avoid the glowing green stuff as best as he can. Has some basic survival skills, and isn't as affected by irradiated food and water.

Strength: 6
Perception: 5
Endurance: 6
Charisma: 8
Intelligence: 8
Agility: 4
Luck: 3

TRAITS:
Strong Back, Jury Rigger and/or Master Trader (those are big traits, so I'll only pick one if that's preferred), Scoundrel

TRANSPORTATION: A bicycle fitted with numerous baskets, satchels, bags, and other such things as well as a big container on the front (was likely a hotdog or ice cream vendors' bicycle that Chester salvaged and converted) the name Chester's Wares splashed across the front of the box.
 

FalloutJack

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evilengine said:
NAME: Chester

AGE: 102

GENDER: Male

RACE: Ghoul

APPEARANCE: Flaking skin, bald, and the familiar raspy voice; Chester looks like your dime-a-dozen ghoul of the wasteland. Clad in a dull green hooded merchant jacket that has clearly seen better days, a ragged scarf around his neck, heavy working boots, and an old lumpy rucksack on his back. Several smaller bags hang from him, mostly containing his scavenged goods. Tends to jingle and clink as he walks due to metal and glass items in his bags and pockets.

PERSONALITY: Very laid-back and a surprisingly charming fellow, as ghouls go anyway. He's definitely more cheerful than others despite the typical bigotry they receive. Not always noticeable, but his raspy voice retains a little of his original deep southern drawl. Enjoys a good sarsaparilla. (Basically imagine Sam Elliot if he was a ghoul)

WEAPONS: a fire axe as his melee weapon and a hunting rifle slung over his shoulder. Both look very worn-out, and have gone through countless repairs and tweaks. Also keeps a switch-blade.

ITEMS: Carries an odd assortment of knick-knacks and titbits scrounged from all over the wastelands, ranging from bottle openers, brillo pads and empty tin cans, to rolls of duct tape, paintbrushes and pre-war books. All in all he carries the crap you'd never buy from a merchant or a caravan. Also carries a small battered radio, can be seen wedged in a pouch on his rucksack.

SKILLS: While not always having the best stock, Chester is a fine merchant, able to make a steady living selling the junk he finds in the wastelands. By far his greatest skill is repair; able to keep weapons, armour and equipment in top shape with the bare minimum of materials and tools at hand. While ghouls may not be welcome in most parts, a repair-savvy pair of hands is always needed at every settlement. His natural ability as a Ghoul makes him inhumanly resistant to radiation, though despite this he tries to avoid the glowing green stuff as best as he can. Has some basic survival skills, and isn't as affected by irradiated food and water.

Strength: 6
Perception: 5
Endurance: 6
Charisma: 8
Intelligence: 8
Agility: 4
Luck: 3

TRAITS:
Strong Back, Jury Rigger and/or Master Trader (those are big traits, so I'll only pick one if that's preferred), Scoundrel

TRANSPORTATION: A bicycle fitted with numerous baskets, satchels, bags, and other such things as well as a big container on the front (was likely a hotdog or ice cream vendors' bicycle that Chester salvaged and converted) the name Chester's Wares splashed across the front of the box.
What's this? Is Santa-Kirk getting an elf? That would be hilarious.
 

FalloutJack

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evilengine said:
What's this? Is Santa-Kirk getting an elf? That would be hilarious.
Do you not have any ghouls so far? or am I missing something? =S
No no, we've had ghouls. Good ones, too. Let me explain why I make the joke.

He's a greenclad ghoul with a scarf and a sack on his back. He also jingles, AND he's cheerful.

You see my logic? I'm not saying he will be forced into employment by the yuletide super mutant. I'm just saying the guy might pay attention.
 

evilengine

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No no, we've had ghouls. Good ones, too. Let me explain why I make the joke.

He's a greenclad ghoul with a scarf and a sack on his back. He also jingles, AND he's cheerful.

You see my logic? I'm not saying he will be forced into employment by the yuletide super mutant. I'm just saying the guy might pay attention.
That's one funny lookin' elf =P

 

FalloutJack

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avouleance2nd said:
The lack of a backstory section was originally an error, but I decided to keep it that way. You can add sections if you want.

Also, it's a 'Pipboy'. Pitboy is, I think, a car repair place. Mind you, the joke's not out of place.
 

FalloutJack

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avouleance2nd said:
FalloutJack said:
avouleance2nd said:
The lack of a backstory section was originally an error, but I decided to keep it that way. You can add sections if you want.

Also, it's a 'Pipboy'. Pitboy is, I think, a car repair place. Mind you, the joke's not out of place.
Then I have been reading and hearing that wrong for about 5 years.
Sorry about that and it's edited
Is the character ok apart from that?
Oh yeah, she's fine. We don't get too many pacifists 'round these parts, so having one could be fun.
 

FalloutJack

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avouleance2nd said:
Please tell me there's someone playing a Radio Dj especially if they're √9 Dog.
Some of the best fallout moments are listening to Mr New Vegas and Dog's sweet voices tell me how cool I'm being.
Nobody is playing Three Dog as a PC. On occasion, I have made important announcements with him. Others I think have as well.
 

Elfgore

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Fuck it, I'll give it a go.

Name: Rufio

Age: 7 (in human years)

Gender: Male

Race: Dog

Appearance: An all-white Siberian Husky, with the iconic blue-eyes. Due to Rufio's past, the dog has been augmented in several ways. Rufio can stand on his hind legs, use his arms for simple task, and sometimes even speak. He can make use of his arms and legs due to mechanical implants that can change his joints between a human and a dog's. This transformations does take though and greatly weakens Rufio's combat ability. He uses this only to take care of himself and his weapons. He has a small top hat, that he wears slanted on his head, covering his right ear. A monocle over his right eye. On his chest is a small backpack, which Rufio keeps ammo, dog treats, and stims inside. Lastly, he has two automatic weapons strapped to his sides thanks to a mechanical apparatus.

Personality: Rufio was a failed laboratory experiment of the Enclave. In an attempt to create cheap, effective soldiers, they began tests on animals in an attempt to make them smarter in battle. Rufio was trained from a young pup to be a soldier, to respect authority, and to fight without fear. Only the project lead, Sir Clear Water IIV, instilled his mindset as well as that of the soldier mindset into Rufio. Rufio then became on of the finest of gentlemen and a perfect killing machine. Alas, the Enclave deemed Rufio a failure and wiped all of his memories of his time at the base. They then dropped him off in the wasteland, leaving Rufio confused and searching for his missing years.

Rufio is a gentleman through and through. Showing respect to the more fair sex, enjoying fine wines and cheeses, and the regal appearance a top hat and monocle give him. Expect nothing but respect from Rufio, unless of course you hurt his honor. Then it shall be a duel, young sir! Keep in mind as well, Rufio is as smart as your average human. He just lacks the ability to vocalize that intelligence. That means complex thinking, planning, and memory on par with a humans. Though he does covet what humans, ghouls, and super mutants have... opposable thumbs and the ability to speak. He still can show them respect.

Weapons: Rufio's main weapon are his 10mm submachine guns strapped to his sides. They can carry slightly more rounds than the average gun, about a hundred each, he cannot reload them in battle. If he runs out of ammo, Rufio can still make use of his teeth and claws to win a duel.

Items: *Backpack
*Top hat
*Monocle
*Fine Wine X2
*Stims X8
*Dog Treats X10

Skills: Rufio lacks any real skills. Other than being a fine shot with his weapons. His only other noticeable skill is his ability to calm humans and gain their trust. Due to the fact he is an adorable dog with a top hat and monocle. Being a predatory animal, Rufio is quite decent at hunting and tracking others.

Transportation: None, he's a dog.

Any criticisms and pointers are welcome as well.
 

FalloutJack

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Elfgore said:
Fuck it, I'll give it a go.

Name: Rufio

Age: 7 (in human years)

Gender: Male

Race: Dog

Appearance: An all-white Siberian Husky, with the iconic blue-eyes. Due to Rufio's past, the dog has been augmented in several ways. Rufio can stand on his hind legs, use his arms for simple task, and sometimes even speak. He has a small top hat, that he wears slanted on his head, covering his right ear. A monocle over his right eye. On his chest is a small backpack, which Rufio keeps ammo, dog treats, and stims inside. Lastly, he has two automatic weapons strapped to his sides thanks to a mechanical apparatus.

Personality: Rufio was a failed laboratory experiment of the Enclave. In an attempt to create cheap, effective soldiers, they began tests on animals in an attempt to make them smarter in battle. Rufio was trained from a young pup to be a soldier, to respect authority, and to fight without fear. Only the project lead, Sir Clear Water IIV, instilled his mindset as well as that of the soldier mindset into Rufio. Rufio then became on of the finest of gentlemen and a perfect killing machine. Showing respect to the more fragile sex, enjoying fine wines and cheeses, and the regal appearance a top hat and monocle gave him. Expect nothing but respect from Rufio, unless of course you hurt his honor. Then it shall be a duel, young sir! Though he does covet what humans, ghouls, and super mutants have... opposable thumbs and the ability to speak. Keep in mind as well, Rufio is as smart as your average human. He just lacks the ability to vocalize that intelligence.

Weapons: Rufio's main weapon are his 10mm submachine guns strapped to his sides. They can carry slightly more rounds than the average gun, about a hundred each, he cannot reload them in battle. If he runs out of ammo, Rufio can still make use of his teeth and claws to win a duel.

Items: *Backpack
*Top hat
*Monocle
*Fine Wine X2
*Stims X8
*Dog Treats X10

Skills: Rufio lacks any real skills. Other than being a fine shot with his weapons. His only other noticeable skill is his ability to calm humans and gain their trust. Due to the fact he is an adorable dog with a top hat and monocle. Being a predatory animal, Rufio is quite decent at hunting and tracking others.

Transportation: None, he's a dog.
My god, another... This is awesome!

(For reference, Lacktheknack played a dog previously in the RP until - I assume - he got bored.)

Yes, I do believe this is not only acceptable, but funny and cool. Need to ask, though. About how much hostility towards the Enclave does he have and...how much intelligence? He may know things about the current Enclave base.
 

Elfgore

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FalloutJack said:
Elfgore said:
Fuck it, I'll give it a go.

Name: Rufio

Age: 7 (in human years)

Gender: Male

Race: Dog

Appearance: An all-white Siberian Husky, with the iconic blue-eyes. Due to Rufio's past, the dog has been augmented in several ways. Rufio can stand on his hind legs, use his arms for simple task, and sometimes even speak. He has a small top hat, that he wears slanted on his head, covering his right ear. A monocle over his right eye. On his chest is a small backpack, which Rufio keeps ammo, dog treats, and stims inside. Lastly, he has two automatic weapons strapped to his sides thanks to a mechanical apparatus.

Personality: Rufio was a failed laboratory experiment of the Enclave. In an attempt to create cheap, effective soldiers, they began tests on animals in an attempt to make them smarter in battle. Rufio was trained from a young pup to be a soldier, to respect authority, and to fight without fear. Only the project lead, Sir Clear Water IIV, instilled his mindset as well as that of the soldier mindset into Rufio. Rufio then became on of the finest of gentlemen and a perfect killing machine. Showing respect to the more fragile sex, enjoying fine wines and cheeses, and the regal appearance a top hat and monocle gave him. Expect nothing but respect from Rufio, unless of course you hurt his honor. Then it shall be a duel, young sir! Though he does covet what humans, ghouls, and super mutants have... opposable thumbs and the ability to speak. Keep in mind as well, Rufio is as smart as your average human. He just lacks the ability to vocalize that intelligence.

Weapons: Rufio's main weapon are his 10mm submachine guns strapped to his sides. They can carry slightly more rounds than the average gun, about a hundred each, he cannot reload them in battle. If he runs out of ammo, Rufio can still make use of his teeth and claws to win a duel.

Items: *Backpack
*Top hat
*Monocle
*Fine Wine X2
*Stims X8
*Dog Treats X10

Skills: Rufio lacks any real skills. Other than being a fine shot with his weapons. His only other noticeable skill is his ability to calm humans and gain their trust. Due to the fact he is an adorable dog with a top hat and monocle. Being a predatory animal, Rufio is quite decent at hunting and tracking others.

Transportation: None, he's a dog.
My god, another... This is awesome!

(For reference, Lacktheknack played a dog previously in the RP until - I assume - he got bored.)

Yes, I do believe this is not only acceptable, but funny and cool. Need to ask, though. About how much hostility towards the Enclave does he have and...how much intelligence? He may know things about the current Enclave base.
I'll add in that he can't recall the first six years of his life. Something that the Enclave erased it to prevent him from spreading secrets and various projects they've been working on, since they are fully aware of his intelligence. So Rufio knows nothing about the Enclave base.

His intelligence level is roughly on the same level of you and I. He can do complex thought, remember people by names and faces, and plan things ahead of time.

I still need to do a few updates to the sheet, I wrote that one down rather quickly. I'm planning on explaining his intelligence better and going into his augmentations. Yes, he does have mechanically induced augmentations, but they have downsides and only allow him to be self-relying.

And thank you! I was worried someone already did something like this.
 

FalloutJack

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Elfgore said:
Perhaps some part of his personal plot is regaining those memories?

In any case, lemme know when the edits are done and if you have any questions.
 

Elfgore

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FalloutJack said:
Elfgore said:
Perhaps some part of his personal plot is regaining those memories?

In any case, lemme know when the edits are done and if you have any questions.
Alright, should be finished with him. Added a his goals and some more explanations and re-wordings.
 

FalloutJack

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Elfgore said:
FalloutJack said:
Elfgore said:
Perhaps some part of his personal plot is regaining those memories?

In any case, lemme know when the edits are done and if you have any questions.
Alright, should be finished with him. Added a his goals and some more explanations and re-wordings.
Seems okay to me. Gonna keep this thread a little while longer.
 

evilengine

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avouleance2nd said:
Elfgore said:
Honestly I think my character would work best not having met anyone in the game; he's a wandering merchant/handyman so his intro would work better that way. Then again it all depends on the context of how we are to be introduced in the game, we'll wait and see. So for now none of you guys have seen me before.