[center][img=http://www.pictureshoster.com/files/sahp5rzea8frrzxowmtz.png][/center] [b]I WOULD LIKE TO GIVE A HUGE THANK YOU TO SHUFFLECAT who wrote up all of the locations listed, as well as the intro. She also helped come up with the idea for the main plot itself, so she deserves a great deal of credit here! ALSO, a special thanks to Jannah, whom helped get this idea off the ground and helped create the base idea for our plot! These two are AWESOME co-GMs :)[/b] --- [b]Fallout: The Tiger’s Gaze is set two years after the game of Fallout 3. All canon locations, quests and characters are relevant in the RP unless otherwise stated. New locations and quests will be designed for the RP. If you have any ideas for a location of your own feel free to include it in your comments, the more detail the better! This RP will include random events planned and announced by the RP mods. These will be comments which will state they are an event, wat the event is and how it may affect the characters/locations. Please carefully read the document and enjoy the RP![/b] 204 years into the future, and the world is still feeling the strain of the Great War. All continents have been turned into wastelands of varying types; some are marshy swamplands and some are scorching deserts. The environments shaped the creatures that inhabited them, and also shaped the types of wanderers that would find their way into the wilderness. The U.S is a massive desert that stretches to the horizon and further with it’s hard red earth, and large mountains. Cold places such as Alaska, Canada and Russia have been turned into frozen wastelands; the land covered in a sheet of ice, all lakes and creeks frozen over. Many lakes are littered with the remains of wanderers who were brave enough to attempt crossing the frozen water. The waters are infested with cold-blooded watery monsters. Native’s to the cold wastelands wait for the travelers to perish before retrieving their belongings before the water freezes back over. Parts of the world are slowly re stabilizing, with flora and fauna returning to the environment. Scientists in some areas are working to help this natural process, by fixing mutations and working on introducing fresh water into ecosystems where possible. Progress is slow however, and while many people are able to grow crops and raise some animals, dangerous mutated creatures still roam the wastelands. Vaults are open worldwide, and their sinister backgrounds are revealed. Survivors mutated by viruses, turned into paranoid maniacs and some simply killed in horrific plans put into place by a name which was so trusted back in the day, [i]Vault-Tec.[/i] The world has become a twisted wasteland, and it’s human inhabitants have become the monsters. China has recently landed troops into the U.S, members of their Liberation of Freedom squad. The squad discovered an abandoned Vault and discovered the tech is far more advanced than their own Vaults and became keen on researching more. Upon discovering a small vial of FEV, a new plan developed. To begin their plan however, they’d need someone to help them. It didn’t take them long at all. The LoF team soon found themselves in contact with a rogue research group, working on a new strand of virus, similar to FEV. Both teams made a deal that they would help one another to get what they want; test subjects and money for the research group and a virus for the LoF. [hider=Factions] [b][u]THE FACTIONS[/u][/b] [b]Bio-Tech[/b] - A research group, related to the government research groups from before The Great War. Made up of a group of scientists who found left behind research data and tools, the faction works to redevelop the wasteland of the U.S. and help wildlife such as trees and crops to grow, as well as reducing the mutations in existing animals. A small number of it’s members thought that the group was working towards futile goals and believed that working towards weapon-style viruses would be a surefire method of protecting themselves against the harsh lifestyle, and inhabitants of the U.S.. The group, consisting of 8 members left the Bio-Tech facility and set up their own lab in an unknown location to the west of Rivet City. The team works to create varied viruses, using the FEV as their base. Most viruses are unfinished, as the base is in poor condition and needs repairing, this means that there are no safe places to test their viruses. There is also the issue of a lack of testable subjects. [b]LoF[/b] - A chinese regiment of soldiers dispersed to the U.S continent in hopes of finding improved technology and weaponry. They discover that the U.s vaults are far more advanced than their own, and discover a vile of FEV. After witnessing what he vile does to a specimen they began to seek new sources and discovered the rogue Bio-Tech group. The chinese promised to provide the group with repairs, money and protection as well as bringing them test subjects as long as the LoF was provided with a supply of the finished virus towards the end. During the creation of the virus, the LoF agents began to tweak the virus without alerting the group, in hopes of creating a far more powerful virus that they could use to eventually, wipeout life on the U.S continent and recolonise it. [b]The Brotherhood of Steel (BoS):[/b] A group said to be related to the old United States military, the BoS are known to seek out ancient lost technology and seal it away to “protect” the wasteland from it. Most, however, believe the BoS simply like to collect technology for self gain, and there’s some evidence to support this. Often having little thought for the wasteland around them, the Brotherhood of Steel simply goes in, finds tech, and leaves. The DC Brotherhood of Steel, however, is much different. Elder Lyons “went native” as they say, and works to bring peace and prosperity to the DC area. He is set on eliminating the super mutant threat, helping distribute the clean water from Project Purity, and protecting the citizens of the wastelands. His daughter, Sarah Lyons, helps her father to keep things going, as part of their elite Special Forces group, the Lyon’s Pride. [b]The Enclave:[/b] After their main base was destroyed, and Raven Rock was reduced to ash and rubble, there weren’t too many Enclave members left in DC. The handful of survivors that were in the surrounding outposts scattered about the Capitol Wastes found their way into the DC ruins, taking over the National Guard Depot, and converting it into a makeshift base of operations. While their numbers may be small, and their new base not even a shadow of what it was before, they are still very dangerous because of their superior technology and incredible training. The Enclave are still not to be underestimated, even if their power over the Capitol Wastes has been drastically reduced. [b]Shadow of the Apocalypse (SoA):[/b] A small number of people from BioTech Industries thought that the group was working towards futile goals and believed that working towards weapon-style viruses would be a surefire method of protecting themselves against the harsh lifestyle, and inhabitants of the U.S.. The group, consisting of 8 members left the Bio-Tech facility and set up their own lab in an unknown location to the west of Rivet City. The team works to create varied viruses, using the FEV as their base. Most viruses are unfinished, as the base is in poor condition and needs repairing, this means that there are no safe places to test their viruses. There is also the issue of a lack of testable subjects. Almost nothing is known about this group, and few even know they exist. They are a hidden danger, lurking in the shadows. But they are soon to reveal themselves…. [b]The Regulators:[/b] A group of do-gooders, trying to make the wasteland a better place. They kill people who’ve done an extraordinary amount of evil--as well as try to keep the raider and bandit population to a minimum. A very secretive group, it’s said you’d never know you were talking to a regulator unless they were out to kill you--and then knowing wouldn’t help you. Rumor has it, they chop off the fingers of those they kill as proof of the deed…. [b]Talon Company:[/b] A group of heartless mercenaries that operate in and around the DC area. There’s no job they won’t take, nothing they are unwilling to do for money. It’s been said they’ve even killed children, if it meant getting a job done. Recently they’ve begun building up their forces in the DC ruins, but nobody really knows why. The BoS has reported several clashes with them in the past months--and they’ve even been known to attack the odd Enclave remnant or two. [b]Riley’s Rangers:[/b] A band of mercs trying to map out the DC ruins. Nobody knows who their buyer is, but they are apparently getting payed good money to do it. Recently they’ve begun to look into the influx of super mutants in the DC area. They have been known to clash with Talon Company on several occasions. [b]Super Mutants:[/b] The familiar Super Mutants, and nobody is entirely sure where they come from. The Enclave might know, but those left aren’t talking. Of course, we all know what these guys are. Big, hulking beasts that have been known to kidnap some people, dragging them off to who knows where...that’s if they don’t outright kill you. [b]Slavers:[/b] Hailing from Paradise Falls, the slavers are...well, slavers. They specialize in human trafficking, using high tech explosive collars to keep people from escaping. The last thing you want to be is caught up by the slavers. They aren’t really the kind sort, treating slaves like dogs. [b]The Family[/b] Still residing in the Merisettie Train station, The Family are no longer a threat to the outlying shantytown of Arefu, thanks to the Lone Wanderer who helped them collect enough blood packs to survive without having to rely on killing humans. They still have a truce with Arefu where they provide protection to the settlement in exchange for more bloodpacks...rumor has it, the Family has slowly been finding other people just like them. Vance still leads the Family, helping new members to keep their cravings under control. [b]LittleHorn and Associates:[/b] Whispers of this underground group abound...supposedly they try to assassinate anyone who attempts to provide too much help to the wasteland...anyone who becomes too “good.” There are some who say they hire Talon Company to kill certain targets of interest. Other rumors would say they have their own operatives throughout the wasteland, much like the regulators. Whatever the case may be, very little is known about this group of evil assassins. Their leader usually asks for the ear of the victim in question as proof that the contract was fulfilled. What is done with these ears? Nobody knows…. [b]The Lost Ones[/b] Known as “The Lost” throughout the Capitol area, this group of raiders sprang up a few months after the Enclave’s destruction. They are a cutthroat, nasty group of raiders--even worse than your average bandits. They don’t just like raping, killing, and pillaging. They make an [i]art[/i] out of it. You can often see their kills in the wasteland, and know it when you see it, because it will be the most over the top or unique way possible. If they don’t murder someone in an outrageous way, they display the bodies in such a way as to leave lasting memories (and probably nightmares) to those who find the corpses. To make doubly sure people know it was THEM who performed the deed, they often paint their insignia in the victim’s own blood, a circle with the words “Lost Ones,” somewhere nearby. [b]Canterbury Caravans[/b] Ernest Roe has been busy the last couple of years. He unified the trading caravans that were wandering around, creating Canterbury Caravans! The head of the caravan group, he’s responsible for chartering the caravan routes and making deals with new settlements. It’s because of Ernest Roe that the town of Canterbury Commons has expanded to be a trading hub for the DC area, and now boasts a population comparable to Megaton! Because of this, Canterbury now has makeshift city walls constructed from wood beams and standbags, and a fairly sizeable security force lead by Machete (Dominic D’Ellasadro died during a raider attack just a few months before.) [/hider] [hider=Locations] [b][u]Locations[/u][/b] Fernvale - A rough 3 days walk from Rivet City, the town of Fernvale has been built as a circle around large man made dam. The damn helps to filter the water and make it safe to drink, and to use for irrigating crops. The town has a population of 500-600 people. Many of the families live on large areas of land where they graze cattle and some grow crops. The centre area of the tow holds the shops, and bars while the outer areas are homes and farms. The furthest out building is the dam control tower, where the dams filtration system and power generators are housed. The dam generates decent power for the town, allowing some streetlights to be placed around the town and for the residents to use electrical cooking appliances. Fernvale has become a trading hub as well, with many towns including RIvet City trading items and services for fresh food and water. Stonefields - Stonefields is a large city build with stone and marble found in a pre-war mineshaft. The mine has since been restored and now supplies the town with precious metals, gems and the materials needed to continue building up the city. The city sits in the city of a large flatland the earth being the same hard red earth as the rest of the continent. Stonefield is surrounded by large, grey brick walls with a large gate on the east side. The city itself is full of tall buildings built from white marble,where cracks are often repaired by pouring molten gold into the gaps and allowing it to set. Though the city is large and wealthy, it’s people are sick and starving, many dying from dehydration and illness. The Mayor of the town is an old woman known simply as, Mrs. M. Her home is the central building of the town, built atop a large mountain and is stocked with fresh food and water, as well as a variety of medicines. The city people pray that their city gate will one day be unlocked, but understand that Mrs. M keeps them shut. For the city’s safety of course… The Rockeries - Built from an abandoned mine, The Rockers are a labyrinth of blackstone which is inhabited by a number of drug addicts. The addicts find themselves in the tunnels looking for a fix of something stronger and seem to love living in the dark, damp tunnels. Some have set up small camps in larger portions of the tunnels, but others simply roam the darkness until they die of some cause, or until they find their next hit. There is no source of light in the tunnels, apart from some faint lamps in the small camp areas. Tunnels are miles long with no light, and no sense of direction. Many tunnels have pitfalls leading to the underground spring, and often travellers or addicts will drown in the water. Very little food and drinkable water is found in the tunnels, some addicts may trade food for their preferred drug but many have traded all their belongings already. It’s rare, but some of the inhabitants of these miserable tunnels carry valuable items for trade, and can be persuaded in a number of ways to give them up. No one is quite sure how the people living in these tunnels haven’t resorted to extreme acts of violence and paranoia, it would seem that the drugs help keep them in a state of mind that enables them to survive in the maddening maze and darkness. Would regular travellers be able to survive as the tunnel’s inhabitants do, or would their minds eventually snap? [/hider] --- [b]GM:[/b] LoneSilverWolf [b]Co-GM's:[/b] Jannah and ShuffleCat The Rules: This is a [b]sliding scale[/b] RP. It is minimum High Casual, but members are more than welcome to post at an advanced length. Quality over quantity however. We would like to see at least two paragraphs. If you occasionally have less for whatever reason, we won't bite your head off, but if you consistently have less, we won't be very happy with that. So please, two well written paragraphs. [i]And absolutely no one liners![/i] I don't mind suggestions or questions about a decision that I or my co-GMs make. That said, I do mind flat arguing. Once we've finalized a decision on something, we ask that you respect that and go with it. We'd like to keep a peaceful and fun atmosphere--it's best for everyone! Trust me, if we ask you not to do something or to change something on your CS it is for a reason, not just to annoy you :) You can have as many characters as you can keep up with! If you only want one character, that's fine too--but you're more than welcome to have two or three characters or more [b]if you can keep up with them.[/b] If I see someone with 3 characters and only one is ever being RPd, we'll have to talk about their lack of involvement. Please, please, PLEASE do not join this RP only to drop w/o notice. I've had that happen several times, and it gets real annoying real fast. If you have to leave the RP, let us know so we don't wait around for a post from you for a week! Ideally this is an active RP. We'd like to see a post every couple days or so. If you are inactive in the RP for a week, I'm going to start sending PMs. No chain-posting. That is to say, give everyone else involved a chance to post before you act! A conversation between a couple of people is fine, but don't decide your characters are going to run off to the next town, trudge off through the wastes, arrive, pillage said town, then return all before everyone else with you has a chance to respond :p Just be reasonable :) [b][u]The Character Sheet[/u][/b] Please follow this CS form--you can add your own things to the CS if you want, but don't leave anything out! Also see below for specific rules involving the CS--there are a few that must be adhered to [b]or your character will not be accepted![/b] Skills: You can have *only* 3 Main Skills (these are what your character is a MASTER at. In numeric terms, think 85-100). You can have ONE secondary skill--this is something your character is really good at, but hasn't mastered. If a numeric scale helps you, think of it around a 65-75 range. Good, but not the best. Listed in the hider below are the skills in Fallout 3, as well as a description of them--with the exception of my adding the "steal" skill, so that you can be sneaky without being a thief. These are guidelines for RPing your char. If your char isn't skilled in repair, it follows logically that your character couldn't magically repair a water-purification system. Likewise someone without even a secondary skill in small guns shouldn't be able to use a pistol or rifle with any accuracy. [hider=skills] [b]Barter:[/b] Skill in buying and trading. If you have a good bartering skill, you should be able to buy things cheaper than most :) [b]Big Guns:[/b] Oh HELL yeah! Rocket Launchers and Minnie Guns, as well as the Gatling Laser!! (I moved this one to Big Guns because I feel it *should* require more big gun skill to use than energy weapon). [b]Energy Weapons:[/b] If it fires a laser or plasma blast, it's an energy weapon (Gatling Laser being the exception to this rule). Laser rifles, plasma rifles, plasma pistols, plasma caster, all of these are examples of energy weapons. [b]Explosives:[/b] C4, grenades, setting explosive traps, disarming bombs, setting mines...that sort of thing. [b]Lockpick:[/b] Picking locks, duh :P [b]Medicine:[/b] Patching up wounds, giving first aid, the ability to perform anything from minor battlefield medicine to major surgery. Note that it's okay for your character to know BASIC first aid giving stitches or bandaging a wound) without having this as a primary or secondary skill--if you take this as a primary, you are a freaking surgeon. If you have this as a secondary you could perform minor operations and set bones, etc. [b]Melee Weapons:[/b]Your skill in using weapons such as baseball bats, knives, cattle prods, axes, staves, swords, etc. [b]Repair:[/b] The ability to fix something that's broken, or provide routine maintenance. You needn't have this as a skill for very basic weapon maintenance such as cleaning, but anything beyond routine should be something a character shouldn't be able to do without this skill. [b]Science:[/b] Scientific knowledge, and technological knowledge all summed up into one skill. The ability to perform experiments and that sort of thing, as well as the ability to hack into computer systems or electronic locks, and in general exploit technology. [b]Small Guns:[/b] The ability to use weapons that fire conventional ammunition, such as bullets and shotgun shells. A Sniper Rifle is a small gun, so is a hunting rifle and a pistol. Most guns *are* small guns. [b]Sneak:[/b] Your ability to be stealthy, moving silently and staying hidden in the shadows. [b]Steal:[/b] Your ability to steal shit without being seen. Including right out of people's pockets! Just be real here, unlike in the game, NOBODY no matter HOW skilled, can rip a friggin set of T-51b Power Armor right off a Paladin's back xD xD [b]Speech[/b] Your ability to talk to people and convince them to do things you WANT them to do. Also your ability to lie right in someones face without them knowing. Probably won't have much of a role with other player characters, but can have an effect on the NPCs that we GMs control ;) [b]Survival:[/b] Every person alive in the wastes obviously knows a thing or two on the subject of survival. But if you have this skill, you are far beyond "average." You are the consummate survivor. You can track animals, you can set animal traps, you can start fire from nothing. With this skill, you could be dropped alone in the middle of nowhere with nothing but your wits, and come out on top!! [b]Unarmed:[/b] Fighting with your fists or special "unarmed" weapons like the Deathclaw Glove, Brass or spiked knuckles, the power fist, etc. [/hider] [b]Name:[/b] (Pretty self-explanatory) [b]Preferred Name:[/b] (Your nickname if any) [b]Age:[/b] (again, pretty self-explanatory. Should make sense for the rest of the CS. I.E a 12 year old is not likely to be a master ninja assassin and ex enclave special forces agent, etc.) [b]Gender:[/b] (Male or female? N/A in the case of super mutants) [b]species:[/b] (Human, ghoul, super mutant, etc.) [b]Personality type:[/b] (What kind of personality does your character have? 1 paragraph please--or more if you want) [b]Main Skills:[/b] (Any 3 skills you want from the skills list. These are what your character specializes in!!) [b]Secondary Skill:[/b] (*ONE* additional skill that your character is good at. He or she won't be as good at this skill as the main skills though.) [b]Bio:[/b] (The history of your character. No less than two paragraphs please--ideally more). [b]Weapons:[/b] (Be reasonable here. I won't restrict what you can carry, but if I or a GM feel it's too much, we'll let you know. You should *not* have more than two rifles or one big gun though. Try to keep it real.) [b]Items:[/b] (What you carry with you from stimpacks to ammunition) [b]Accessories:[/b] (Tattoos, piercings, necklaces, earrings, etc.) [b]Appearance:[/b] (Post a picture of what your character looks like. No Anime please!) And with that, this long OOC is finished! Can't wait to see some action :) [u]My Character Sheets[/u] [hider=Arianna Lahar] [b]Name:[/b] Arianna Lahar [b]Preferred Name:[/b] Ari [b]Age:[/b] 19 [b]Gender:[/b] Female [b]Species:[/b] Human [b]Profession:[/b] Scientist/Wanderer [b]Main Skills:[/b] Medicine, Science, Repair [b]Secondary Skill:[/b] Energy Weapons [b]Personality Type:[/b] Kind, gentle, somewhat withdrawn. She doesn't let people get close to her, on account of being on the run. She has no friends, is always looking over her shoulder, and is quick to draw her plasma rifle if she suspects an Enclave agent. Because she spends so much time in isolation, she's not the most sociable in the world. She *can* socialize, she makes frequent trips into various wasteland settlements, but she's very quiet when she does. She spends her life in a depressed state, blaming herself for the death of her sister Kara. Guilt heavy on her mind, she strives to make up for the evils she feels she was a part of when she was working for the Enclave in Raven Rock. Having lost everything she's ever cared for, everyone she's ever loved, she's very guarded--afraid that anyone she gets close to is destined to die eventually. [b]Bio:[/b] [u]The Early Years[/u] Arianna Lahar grew up in a loving family, with both parents and an older sister, Kara. If it sounds like there should be a catch, there is; she was raised in Raven Rock, as a member of the Enclave. Her father was an Enclave scientist, her mother a soldier in the Enclave. Kara and Arianna were about as close as two sisters could be, even though Kara was 5 years older. The two got along wonderfully, always playing together, sharing secrets, From an early age, Arianna took to reading and books. She would often slip into her father's lab when he wasn't looking, and read his journals and biology books; she became enamored with science. One day her father discovered her reading his books--ones that would be frustratingly difficult even for an adult to comprehend, let alone a young child JUST old enough to read. Not only could she read these books, she had remarkable understanding for being so young; she was able to pick up on things pretty fast. Her father quickly discovered that Arianna was beyond gifted. To say she was a scientific prodigy would be closer to the truth, much like Einstein or Isaac Newton. It just came naturally to her; she loved science and she loved biology. As such, she became really close to her father; this isn't to say she and her mother didn't get along, but she was a daddy's girl through and through. [u]Yin and Yang[/u] What Arianna is to science, Kara was to soldiering. If Ari was talented beyond belief in all things scientific, Kara picked up all things combat with ease. She was agile, she was fast, she was brilliant; able to memorize and execute tactics with precision and skill. She also took to guns very quickly; energy weapons and standard firearms alike. While Arianna was developing into the greatest scientist the Enclave had ever seen, Kara was beginning to show promise as an outstanding soldier (and possibly officer). Ari was so gifted in science that she ended up helping her father in the lab at an astonishingly young age. At 10 years old, she was already helping her father, even to the point of designing her own hypothesis and experiments. She took to genetics like a tic takes to blood; it was just in her nature, it seemed. As she grew older, she had more and more responsibilities in the lab; she seemed like a sponge, absorbing everything she was taught. Likewise, her sister was making incredible progress; she was making a name for herself as one of the best Marksmen (if not THE best) in the Enclave. quick on the draw, accurate, and able to use most anything with a trigger--that was Kara Lahar. [u]Two Tigers Meet[/u] Kara, as she flew through the ranks of the Enclave with her brilliance, marksmanship, and natural leadership, would later meet another soldier of scary talent. It would be some time before the two really got together and spoke; this man, named Victor Lance, seemed hell-bent on proving himself to be better than her. For Kara's part, she hadn't really been trying to outdo the guy in nearly everything they did together. She just had a gift, she was a natural born soldier who excelled in her training without having to really give any special effort--so focused as she was, she tended to leave others in the dust; it never occurred to her that others might compare themselves to her. She was just a soldier, trying to prove herself a capable officer. That said, Kara and Victor did end up talking to eachother during their free time; Kara found him to be a very nice, driven, and determined person. She really did want him to succeed; she'd have loved the chance for them to fight side-by-side together in the field. As they grew to know eachother, Kara eventually introduced him to her parents and her sister. They all got along rather well--in fact, Arianna seemed to take a liking to Victor right away. As time went on, Kara and Victor grew closer, and their rivalry became almost friendly in nature. Realizing that Victor liked to push himself, Kara began purposfully making sure she always bested him, just to ensure that she could give him that extra push to go a little farther. [u]All Good Things[/u] ...must come to an end. Ari's world would be turned upside down at 11 years old, with the death of her beloved father and mother. Both were assigned field duty; a handful of soldiers and scientists were picked to go out in the field, collect various samples of things, and bring them back. While Kara was not among them, both their father and mother were. And, unfortunately, they ran into a Brotherhood of Steel patrol--they were ambushed and every last one of them were killed. Arianna and Kara never even had a body to bury; they were just informed of the death of their parents. 11 year old Ari was hit the hardest. She'd always been the sensitive, emotional one. Her parents deaths upset her a great deal, throwing the 11 year old girl into a grave depression. Kara, sad though she was, had to be strong for her little sister. She kept a strong front, not hiding her sadness exactly, but not letting Ari see how wounded she really was. Ironically, when something is lost, something is usually gained, and the two sisters became even closer because of their parent's death. Ari and Kara began to bond, strengthening their already strong relationship. All they had was eachother now; well, that and the Enclave. As the years would go on, however, Kara would begin to get more and more disgruntled over the Enclave. She found it harder and harder to justify the things they had done; kidnapping, murder, experimenting on innocent people...it began to get harder and harder for Kara to accept this from the group she grew up with, was born into. Loyal though she was, she began to question things. She began to question them a great deal, in fact. And then, questions began to turn into a deep seeded hate; she began to realize the atrocities that the Enclave were committing--and her part in them. Three seperate times she asked her sister Arianna to defect with her, to desert the Enclave. All 3 times, Arianna declined, citing such things as loyalty and referring to the Enclave as "family." While Ari never reported Kara, this slightly strained their relationship; not enough to break them apart, but enough to disturb Ari greatly. [u]Scientific Pursuits[/u] Even with the death of their parents, Ari and Kara still remained on friendly terms with Victor. In fact, Victor often helped Ariana by gethering supplies for her when he was out in the field. Sometimes she'd ask him directly, specifying certain computer components or biological materials; other times, she'd tell Kara what she needed and Kara would, in turn, help Victor find such things when they happened to be together out in the field. She never said anything, but Arianna was very fond of Victor's visits; she always loved it when he'd show up in her lab to drop something off, or see if she needed anything from the field for her research. Still, much as she liked him, she never told him about her top-secret research into mind control or FEV. One reason is that she wasn't allowed to; but even more, she wasn't sure she could really confide in him about that. Her sister was one thing; Kara had already shown herself to have anti-Enclave sentiments by asking her to leave with her. But Victor had never blatantly shown anything of the sort. Because of this, confiding in Victor at worst seemed a fatal idea--at best, a dangerous one. [u]Trouble in the Capitol[/u] So, despite her growing disturbance at her research, she treaded on, always looking forward to those times when Victor would pop in. But then, one day, he would stop coming into the lab. It would seem that the man just vanished. When she asked her sister about it, Kara seemed to have no idea what was going on either. Feeling rather hurt, she inquired about Victor's strange absense, and learned that a small handful of Enclave soldiers had been sent away to tend to a "special project." In short, she was told that while she had black clearance, it wasn't quite black enough to know what was going on. She was still recovering from the death of her parents, and now her only real friend was gone too; and she had no idea if she'd ever even see the man again. Ari voiced these concerns with her sister; Kara, also was concerned. She, too, liked Victor, and really wanted to see him succeed--but at the same time, she wondered just what project he was involved with. But, the two sisters were destined to never get their answers--neither of them ever learned of his involvement with the special forces team known as CHRONOS; in fact, they would never even hear the name, as it was kept under wraps. [u]Ari Defects[/u] Ari was very loyal to the Enclave; she viewed them as family. But, her sister often made great arguments against them. And, the things Ari had seen....after her father died, Ari began to get involved with FEV research. The Enclave wanted her to develop a strain of FEV that was water soluble; one that could use water as a vector for spreading. She was also to make it highly lethal, targeting only those who suffer from genetic mutations. At the young age of 13 she began her FEV research. It only took this prodigy of science one year to succeed. She managed to develop the strain of FEV that the Enclave would later try to slip into Project Purity. The Enclave were very pleased with her work, and astonished at how quickly she'd managed to come up with this, when other scientists had been working for years on the subject. Because of her success with FEV, she was given a second assignment--by issued by Colonel Autumn himself. It would also be the final straw for her. The Enclave wanted her to conduct research into mind control. Specifically, they wanted to use the orbiting satellite system as a vehicle to control the will of the people. in this way, they could effectively control every person in the wasteland. They wouldn't need FEV if they could accomplish this. As it turned out, Ari was the right girl for the job too. Having access to old Vault-Tech research, she discovered one that used white noise as a form of mind control. Granted, it all went to hell real fast, but the concept of using what amounted to a variance in sound frequency was what she had been interested in. Ari discovered that she could disperse a specific frequency into the atmosphere that would render humans into a drone-like, highly suggestible state--in effect, creating mindless zombies that would do as told. The only catch was that it effected all humans. The Enclave couldn't use this because they, too, would be rendered into such a state for as long as the frequency was broadcast into the atmosphere. Ari discovered that this could be easily countered with a chip implanted into the brain, to compensate for the sudden frequency being picked up. In this way, the Enclave themselves could be immune to the effects, while enslaving the rest of the wasteland. It was this research that ultimately lead to Arianna finally seeing the light. She could not justify taking everyone's free will, making them slaves to one group of people. Everything her sister had said began to make sense. Truth was, it always had--she'd just been in denial. So one night, Ariana and her sister got together and began planning to flee the Chicago base. Where would they go? Neither was sure of that, but they would get as far away from the Enclave as they could. After 3 attempts to get her to desert the Enclave, Kara finally had her little sister on board with her. [u]Ari's Flight[/u] Arianna knew that even if she fled, other scientists would take up her research and finish it. THIS, she could not allow. One advantage she had was that nobody really knew how to accomplish what she planned. Not yet, anyway. So she devised a plan. Her sister Kara would don full power armor (minus the helmet, she hated those stuffy helms), along with her trusty plasma rifle. Arianna would releas a virus into the computer mainframe that would permanently and irreversibly destroy anything pertaining to her mind control research. The damage was done with her FEV research....but the mind control wasn't yet perfected. It was still in it's research stages. If she could destroy it, she could put an end to that threat at least. Both sisters did their part, Arianna releasing the virus and taking all of her own journals regarding the FEV and Mind control research (this kept in a small leatherbound notebook); she also copied all of the data in the computer systems to a holodisk (also in her pack), and then let her virus do the work. Arianna had intended for her and Kara to be long gone by the time the Enclave discovered what was happening. But Enclave security systems and John Henry Eden are not to be taken lightly. Just 20 minutes after the Virus was in the system, it was discovered. Their best techs were unable to stop it from destroying her research data, but it did alert them to the fact that she was now on the run. Kara and Ari hadn't even made it off the base when the alarm sounded. Luckily for them, Kara was so skilled in firearms. Ari, no slouch with energy weapons herself, was still nothing compared to the tactical genius that her sister was when it came to combat. Fighting their way out of the Raven Rock, they took off into the mountainous wilderness, followed by several squads of Enclave in persuit--plus a young Commander named Zane Lozen. [u]Kara's Last Stand[/u] Ari and Kara fled, but pursuit was hot on their heels. After a couple of hours treading through the mountains, Kara turned to her sister. They had a heated argument where Kara told Ari she had to go. They near a cliff, just a stones throw away from an old highway overpass; Ari could make it if she jumped. Maybe. After several minutes arguing, Ari finally (grudgingly) agreed to allow Kara to hold their pursuers off while Ari made her escape. Kara said that one of them needs to make it, and she wanted it to be Ari. There wasn't much time to argue at length. With one last embrace, Kara sent Ari to the overpass, and prepared herself for battle. It worked like a charm. The squads of soldiers, lead by Commander Lozen, arrived minutes later where Kara stood, alone. Facing eachother, they gave her a chance to surrender--and tell them where Ari was. What Kara never knew was that Arianna never left. she was hiding behind the ruins of an old car on the overpass, watching. With just a Plasma pistol for a weapon, she couldn't help from so far away; she was helpless as Kara stood her ground, refusing to give Ari's location away--or to surrender. Then, with speed that would rival Billy the Kid, she drew her rifle, and fired. She killed 7 Enclave soldiers with perfectly aimed plasma blasts to the head--and mortally injured Lozen. The victory was short-lived, however--because though she fought valiantly, she was herself cut down by dozens of plasma shots. With Lozen so badly injured, and no idea where Ari had gone, they opted to get their commander back to the base instead of continue pursuit. They would pay for this decision later, as a high Colonel Autumn (incredibly pissed off that Arianna had escaped, not only crippling their research into mind control, but also taking copies of top secret research) would punish them severely--in some cases stripping them of rank, in other cases serving time in the stockade. Lozen himself would die 3 days later from his injuries, the last kill Kara would be credited for. [u]Ari Says Goodbye[/u] Arianna saw what happened. The second the Enclave had left, Ari dashed to her sister's side. She held Kara in her arms, devastated at her big sisters death. She spent the entire day and night holding Kara, crying over her dead body. She never got to tell her how much she loved her; or to apologize for what she perceived as failure on her part--if her virus had gone unnoticed, Ari reasoned, Kara wouldn't be dead. This weighing heavily on her mind, she dug a shallow grave for Kara, surrounded by stones and otherwise unmarked. Kara was known for wearing a pink ribbon in her hair; Ari took this ribbon, as well as Kara's Plasma Rifle and holotags. She tied the ribbon around her own Plasma pistol holstered as her waist. Then, with a final kiss to Kara's forehead, Ari put her in the ground, and walked away. She has never returned since. She was 16 years old at this time, just 3 years prior to the start of the RP. As the start of the RP, Ari has been looking to construct a new lab in the DC ruins. She'd established a makeshift lab not too long after fleeing the Enclave, but it was destroyed by a group of raiders when she was out scavenging for materials. She has yet to rebuild, and is looking for materials she needs so she can continue her research into how to restore ghouls to their original state. [b]Weapons:[/b] Plasma Rifle and Plasma Pistol [b]Attire:[/b] White labcoat worn over merc adventurer outfit. Long black boots, belt, and tied to the handle of her plasma pistol is a pink ribbon that belonged to her sister (more on this in the bio) [b]Items:[/b] Microscope, a few petri dishes and test-tubes, 3 stimpacks, a small notebook containing some *interesting* material (more on this in bio), as well as one vial containing an orange serum. She also has some sort of holodisk that would fit perfectly into a computer terminal or pip boy....In terms of food, she has little left; a couple Salisbury Steaks she salvaged in the Wastes, plus some Iguanna bits, and 1 full cantine of water. She also has 3 clips worth of Micro-fusion Cells and 5 clips worth of Small Energy Cells. (pretty sure that would fit in a backback; you'd be surprised how much I stuffed into my own backpack ). [b]Accessories:[/b] Ari wears her holotags, along with Kara's, around her neck. However, she keeps them hidden beneath her blouse, so that only the chain is visible; to any observer, it would appear as if she's wearing a necklace of some sort. She wears her labcoat open, revealing the Merc Adventurer outfit beneath. On the right shoulder, one can see the very faint outline where there was once a patch with the Enclave's insignia. It is a slight outline, a barely noticeable discoloration in the fabric. One, paying close attention, can see there was a patch there, but probably wouldn't know what it was. [b]Appearance:[/b] **EXTRA SPECIAL THANKS TO [u]CARANTATHRAIEL[/u] for drawing my character for me! She did a most WONDERFUL job on this, and I cannot every thank her enough! Thanks Cara!!!! <3 [img=http://www.pictureshoster.com/files/dywdobk97u1tv513xuv.png] [/hider]