[hider=Big Foot] [center][h1][color=goldenrod]Annabeth Elliot[/color][/h1] [img]https://66.media.tumblr.com/dbf7cd314aec1e81d19871036ebd706e/tumblr_npi3hmlkZV1qdqlkxo1_400.gifv[/img][/center] [color=goldenrod][b][sub]{ [i]"You know what? I don't get to decide who lives and who dies. Somebody needs help, I help them. I save lives. The End."[/i] }[/sub][/b][/color] [center][h2]- General Characteristics -[/h2][/center] [color=goldenrod][b]|[u] {Full Name} [/u]|[/b][/color] [indent]Annabeth Elliot[/indent] [color=goldenrod][b]|[u] {Nickname/Callsign} [/u]|[/b][/color] [indent]Big Foot[/indent] [color=goldenrod][b]|[u] {Age} [/u]|[/b][/color] [indent]31[/indent] [color=goldenrod][b]|[u] {Gender} [/u]|[/b][/color] [indent]Female[/indent] [color=goldenrod][b]|[u] {Character Image} [/u]|[/b][/color] [indent][img]https://i.imgur.com/Em6MT3v.jpg[/img][/indent] [color=goldenrod][b]|[u] {Dialogue Color} [/u]|[/b][/color] [indent][color=goldenrod]Golden Rod[/color][/indent] [color=goldenrod][b]|[u] {Appearance} [/u]|[/b][/color] [indent]Annabeth, outside of her power armor, is still a rather impressively tall woman at six feet and five inches. Her general appearance, health, and complexion makes one thing clear: she is vault born. Compared to most wastelanders she lacks the irradiation almost innate to everyone, for better or for worse. But looking past the skin and you'll find that much any other person left in this world, she's got quite a few issues under the hood. Her body is very muscular, practically masculine, due to the hormones put into her during her life in the vault, and dotting her body are faint scars where tubes had been inserted for the purpose of her physical alteration. More noticeable are the other scars she's obtained via her training with the brother hood, namely a rather large scar going down her left thigh where she had an almost crippling bone injury that could've cut her career short. She has tannish skin and bronzish hair, and piercing blue eyes. She generally keeps her hair short, and would often time simply get a crew cut if she's been out in the field for a while. She notably has almost abnormally large feet, which combined with her size serves as her callsign. [/indent][hr] [center][h2]- Psychological Profile -[/h2][/center] [color=goldenrod][b]|[u] {Personality} [/u]|[/b][/color] [indent]Annabeth is if nothing else, looking on the brighter side of life. She makes no delusion that her life will be fraught with perils, she will go through man suffering, and there's a very high possibility that her death will be gruesome, violent, humiliating, or some combination of the three. Yet despite of this, she continues to trudge onward into darkness because ultimately, she'd rather die trying than curl up at home waiting for death to take her. A self-proclaimed nihilist on the idealist/cynic scale of things given that even if there is no material reward for self-sacrifice or generosity, she likes it well enough that she'll do so if the whim suits her. That being said, that does not mean she willingly helps anyone who asks of her; she makes the conscious decision to be nice and do good, and just as well can make the conscious decision to not be nice and do no good if it also suits her. She feels no obligation by either code or ethics to cooperate with anyone unless it suits her. A woman who generally expects the worse of people so she doesn't disappoint herself if they turn out to be scumbags, and can be pleasantly surprised if they turn out relatively harmless and nice. Still she opens diplomacy with one arm outstretched in friendship and the other holding the trigger to her gun, so while she is willing to try any option to avoid violence, that is only because she appreciates the ability to have violence as a reliable backup. When it comes to outright combat Annabeth can be a bit cold and almost barbaric. She openly admits to taking no prisoners, even against those who are surrendering and begging for their lives. If they have not tried to kill her, she may allow them to leave with their lives and nothing else. But if they had so much as inconvenienced her in the midst of battle, the only mercy she will give them is a swift death.[/indent] [color=goldenrod][b]|[u] {Fears/Limitations} [/u]|[/b][/color] [indent]There are times where Annabeth's nihilism overcomes her optimistic view of things. It is during these moments of introspection she feels most vulnerable knowing that much of her accomplishments can only be achieved by virtue of blind luck and being born with opportunities and blessings she had no choice but to accept, and how even with those things she may be lesser than others who came from nothing and have accomplished greater things than her. She also often mulls upon the futility of her cause and how more often than not she feels as though she's only beholden to the Brotherhood because she is scared of what will become of her without them, and often regrets thinking outside their dogma and wanting to do justice by her own means, which still relies on the strength and technology of others to support her. Her greatest fear is to fail to meet expectations so harshly that she will be left alone. No fanfare or heroic sacrifice, simply abandoned because it was more important to leave her behind than to help her. This causes Annabeth to feel the need to overcompensate a lot, which in turn feeds her complex of being a heroic and upstanding member of the brotherhood who deliberately chooses to do good out of her own free will, when in truth she's really just desperate for approval and relevance. At it's worse, it makes Annabeth abandon the ideals that she tells herself to uphold and simply becomes another human trying to survive in a cruel world, becoming a person who only seeks out to do good for the sake of taking what she can by force, and expecting other people's gratitude to both validate her actions and prevent them from interrupting her looting. Even her usual fearless view of death turns into a desire to die in a needlessly glorious mayhem just for the chance that somehow, her legacy would live on as legend, and a slow painful death where she gradually becomes weaker and more useless will just cause Annabeth to break down and lose her mental and probably physical faculties. She also forgets, or rather actively denies the assistance of others, in order to somehow prove to everyone and herself that she is more than powerful enough to take on any threat alone as long as she believes in herself and makes up a plan that may or may not actually be all that well-thought out. She'll desperately take any opportunity she can and make up the details of her victory later, so long as she's certain no one will contradict whatever tale she'll tell. On the physical side of things, Annabeth is very attached to her power armor not for protection, but for mobility. This is due to an injury she had sustained during her training with the Brotherhood where she once again overlooks her limit and ended up with a bloody compound fracture to her left thigh, which would have likely resulted in her death by blood lost if there was not a highly capable autodoc nearby. But even after she was able to walk again, she always had a slight limp whenever she moves outside of her power armor, and it's much more noticeable when she is forced to run or do general feats of agility without the aid of armor. Thus, despite her generally above-average physical ability, she still feels a psychological and physical need to stay in armor, protecting herself from people who may know her weakness.[/indent] [color=goldenrod][b]|[u] {Place of Origin} [/u]|[/b][/color] [indent]Annabeth came from a vault in what was Fresno, California. Vault 30 was designed to attempt and create a single indistinguishable race among the inhabitants, thus sought out those who were already multiracial and encouraged selective breeding, even incest, in order to create a singular homogeneous human race. There was a mix level of success, however the scientists inside began to stray off course of the vault's original intentions of a single race and even tried to create a single gender capable of both forms of reproduction, which resulted in a sharp decrease in actual birthrates and many deaths. This spurred a violent uprising in the year 2267. The insurgents were the winners and managed to send out a distress signal, which eventually lead the Brotherhood to discovering the vault. Relations were initially good with many vault members integrating into the brotherhood thanks to their conditioning enabling many to become highly capable paladins, however around the year 2272 many residents who stayed in the vault suffered from mysterious mutations born from the foreign bacteria found in the wasteland which killed many and drove the survivors into a ghoul-like state, and eventually only those who had joined the brotherhood initially and received extensive medical treatment survived. The vault was than converted into a Brotherhood Bunker until the year 2077, where a large contingent of NCR soldiers forced the Brotherhood onto a desperate march east as more chapters were wiped out by the growing NCR. By 2280, Vault 30 is firmly under NCR occupation, as was most of California.[/indent] [color=goldenrod][b]|[u] {Background} [/u]|[/b][/color] [indent]Like nearly everyone in Vault 30, Annabeth had a rather large family. Her father was the vault's spiritual leader, basically a priest, but one who was dogmatically loyal to the Overseer and generally encouraged the other residence to follow their "Divine Purpose". Annabeth's mother was a much more logical-minded security guard who was but one of many women who had been chosen by the vault's spiritual leader to bare his child for the sake of the vault's "Divine Purpose". Growing up Annabeth showed much promise in terms of physical development, being functionally female enabling her to reach puberty at a rapid pace which in turn allowed the vault scientist to begin the experiments on her body as soon as she was ten years old. Like many other children she was put through rigorous physical and mental conditioning in order to try and promote the best genes from her bloodline, a goal that Annabeth was all too willing to pursue thanks to the indoctrination she grew up with. it wasn't until she was around fifteen years old that she started to notice the cracks in the facade. And it all started when her mother mysteriously vanished. Though her father oversaw much of Annabeth's childhood education, she was much closer to her mother in terms of parental support. Her mother was a strongly independent woman who nonetheless recognized her own faults and limitations, and encouraged Annabeth to also question things that are taken as truth. At the time Annabeth was too young to truly understand, until a shocking revelation occurred when she was seventeen years old and learned just what happened to her mother. Annabeth's mother, as well as many other people in the vault, were taken to test out new twisted experiments trying to splice not just race but gender into a singular bring, creating horrific mutated abominations that the mad scientist demanded experimentation with. Annabeth's own father tried to use his authority to force the inhabitants to either undergo operation and allow themselves to breed with these twisted beings, which cascaded into a violent rebellion where Annabeth willingly became an insurgent. The fighting lasted for almost a year. Due to the Overseer's mistake of using some of his own security team as test subjects, this enabled the insurgents to access weapons by security team members who betrayed the Overseer, including the Security Chief. It was here that Annabeth's abnormal physical growths and experiments allowed her to shine as one of the primer fighters, taking up a humble sledge hammer and doing far more damage with it than even advance laser weapons or the classic 10mm pistol. Despite their intellect when it came to science and technology, the Overseer and those who supported him were soon defeated and executed for their treason. Annabeth's father was even killed by Annabeth's own hammer, where she had struck him so such force that she had decapitated him with a blunt weapon. Soon a new overseer was picked and it was determined that it was time for the experiments to stop. However nervous about what may lie beyond the vault, the Overseer choose to release a distress signal that would only be picked up by anyone who had knowledge of the old American communication signals. Meanwhile, new security guards were trained, with Annabeth being a promising recruit for her valor in battle. Barely a month would pass before the vault received a message from the outside world. A faction known as the Brotherhood of Steel, a remnant of the old United States military, was approaching and made clear intentions of what they intended to do and desired from the Vault. Their goals were reasonable: they wished to study the vault and it's original purpose, and wished to integrate members of Vault 30 into the Brotherhood, however they had a very strict expectation for those who wished to join their armed forces. They would otherwise offer to protect the Vault as long as the inhabitants continued to cooperate with the Brotherhood, and with the terms settled the vault would be opened for the first time since the original inhabitants entered. Overseeing the operation between the vault residence and the Brotherhood was Paladin Alexander. It was him who selected who among the vault inhabitants were worthy of becoming Initiates and joining the armed division of the Brotherhood. Though many were promising by virtue of their physical abilities alone, many could not handle the cruelties of the wasteland firsthand, washing out before they could ever even be field tested. Annabeth however remained strong even in the face of such maligned existence. The memory of her mother, and the hatred of her father, was what drove her to face the injustice and chaos of the world above the vault and made her want to see it in all of it's horror and glory. She withstood harsh physical, mental, and even spiritual training that made her training as a vault security officer seem like a game of recess. Annabeth nearly failed when during endurance conditioning she had been bitten by a bloatfly on the leg. Instead of getting it treated she had simply dismissed it as she had quickly killed the creature, but a few days later when they had returned to base, the bite turned into a nasty infection that had severely weakened both the muscle and bones in that leg. It wasn't until she had dropped off her gear that she had finally allowed herself to break, literally, and was rushed to the infirmary. There Annabeth had to receive extensive physical recovery for almost a year. Originally it would've taken three, however Annabeth was determined to recover as quickly as humanly possible. By 2270, Annabeth had largely recovered and was finally allowed to take the test to become a Brotherhood Initiates , which would allow her to formally take on specialized brotherhood training and access to their facilities. Thanks to a combination of prior combat experience thanks to the war of Vault 30, as well as the physical body granted to her thanks to the vault's experiments, she was able to master the basics of being an Initiate and would soon become a proper Knight. However things would not be the same in the Brotherhood. Annabeth was always aware of the NCR existence, but she had simply dismissed it as a struggling nation trying to rebuilt America from the ruins, as oppose to the brotherhood which at least was built from the military remnant. That all changed when suddenly during a mission, Annabeth and the team she was in was given distress orders to move East instead of returning to Vault 30. She didn't question the orders at the time as the area they were in were ripe with dangers, and had simply thought they were going to deal with another nest of raiders or perhaps Super Mutants. It wasn't until they were sneaking through Arizona, avoiding Legionaries, that Annabeth learned of the true might of the NCR and how they had managed to oust the technologically superior Brotherhood. And during her trek through Arizona and New Mexico that she even heard of Caesar's Legion, and was absolutely baffled at how a faction that actively [i]shunned[/i] technology could have evern survived the wastelands, let alone grow into a faction powerful enough that they actually threaten the Brotherhood themselves. It was during this exodus east which she has come to call "The Long Road" that Annabeth started to have doubts about the Brotherhood. She started to realize that just like her childhood in Vault 30, she had allowed herself to be consumed by the dogma and fervor of the Brotherhood, blinded by their amazing technology and power to not realize their flaws and weaknesses. Indeed, it wasn't until it was already too late, when the NCR besieged Vault 30 and put many of the inhabitants down, that Annabeth realized that the Brotherhood was not in fact the saviors of the new world. They were hardly even a faction of considerable power in the west: the NCR had already developed technologies that even the Brotherhood haven't had. The seeds of doubt made Annabeth reflect much about what she truly wanted as a member of the Brotherhood as she traveled The Long Road. And it wasn't until Annabeth's team reached Tennessee that she realized what she really wanted to do. By this point her team, which had originally consisted of five Initiates, two knights, and a paladin, was reduced to two initiates, a knight, and the paladin. The other Initiate was a fellow Vault Dweller, Maxwell. But he not from Annabeth's vault, but from a Vault 144. They had apparently been tested to master various forms of languages. The knight was a craven of a man named Mikey who was only a member of the Brotherhood thanks to the sponsorship of an Elder, or so he would claim, and had only survived so far because he priorities his survival above all else. And finally there was Paladin Pylia, originally a doctor who nonetheless showed fearlessness in battle but compassion to others. By this point moral was at a all time low, as were supplies. Before they had survived off BOS rations and utilized chemical purifiers to drink clean water, but both had ran out. And so Annabeth and her fellow Initiate was tasked to find supplies while the knight and paladin charted their course. It was when than that Annabeth and her fellow initiate had stumbled onto a tense standoff. A small family of tribals, armed with crude guns, were being held up by a gang of raiders, also armed with crude weapons. Her fellow initiate suggested that they simply standby and watch, as there was no telling how either side would react to their presence. But when Annabeth noticed that one of the tribal women was pregnant and yet armed with a gun to fight off the raiders, Annabeth could not allow herself to stand idly by. Before the firefight could start Annabeth charged the raiders with her laser rifle, catching a few off guard and disintegrating them instantly. The raiders turned their guns onto Annabeth but her power armor enabled her to shrug off their bullets and engage them in close-quarters combat. In a blind frenzy, she had destroyed her own rifle to ensure the raiders could not use it against her as she hefted her trusty sledge hammer and brutalized the raiders, sending the survivors scattering. She never got a word of thanks from the tribals; they had fled as soon as Annabeth arrived and distracted the Raiders. Her fellow initiate was quite angry at her for not only breaking her rifle, but putting herself in danger and achieving nothing for it. But Annabeth had no regrets. She got what she wanted from it. And since that day, Annabeth had started to act more independently, even acting outside the Brotherhood Codex. At her urging, she had her fellow Initiate translate and speak to various tribals they came across, sharing knowledge in exchange for supplies. She even learned how to craft spears from the tribals, which helped Annabeth since she lacked a gun to use for the longest time. Though she received insults and lectures from the Knight Mikey, Paladin Pylia showed silent approval as Annabeth often took the lead when it came to speaking to tribals, even learning their language thanks to Maxwell. Thanks to Annabeth's new found desire to take initiative of her own life, she was able to make the journey east last much more smoothly, securing enough supplies to keep the four well fed when they arrived in Capital Wasteland and joined up with the local Brotherhood Chapter. For her ability in the face of perils, Annabeth was promoted straight from Initiate to Knight Sargent. She quickly would begin to prove her worth for the Brotherhood. Often taking on missions alone, she would single-handily protect the roads and secure settlements from raiders, mutants, wayward beasts, and even the occasional haywire robot. But more than that, she made sure to foster positive relationships between the Brotherhood and these settlements, encouraging them to become strong and join the Brotherhood. She oversaw many welfare projects if only because she wanted to see these people live comfortably, with or without Brotherhood assistance. And when she heard word of a mission to the south, into the mysterious lands of [i]North Carolina[/i], Annabeth knew what she needed to do. Grasping her hammer and donning her armor, she would join the Chapter to retake America. [/indent][hr] [center][h2]- Survival Characteristics -[/h2][/center] [color=goldenrod][b]|[u] {Non-Combat Skills} [/u]|[/b][/color] [indent] [i]Survivalist [/i]- Thanks to her willingness and education from tribals, Annabeth is quite adapt at surviving off what little the wasteland provides, be it surviving off irradiate plants and animals, or crafting highly effective weapons from scraps and monster parts. [i]Empathetic Insight[/i] - Annabeth has something of a knack at sensing emotions and intentions in others, which enables her a bit of an edge when she needs to be charismatic. She's good at sensing lies and detecting feints, and isn't afraid to call bluffs or be a subtle as her sledge hammer. [i]Force of Personality[/i] - Some call it willpower, others call it recklessness, but whatever you call it Annabeth is capable of forcing her ideals to shine through even the bleakest of situations, and isn't easily broken no matter the adversity. Indeed, the only thing that can truly destroy Annabeth's confidence is herself, which she tries her best to avoid by always putting herself in the company of others. [/indent] [color=goldenrod][b]|[u] {Possessions} [/u]|[/b][/color] [indent]Deck of Playing Cards, Harmonica, Packs of Cigarettes, Personal Diary, lots of ink pens, Bag full of Bottle Caps, Needles and Thread, Someone's Skull, Lighter, bag of rock salt.[/indent] [color=goldenrod][b]|[u] {Combat Skills} [/u]|[/b][/color] [indent] [i]Melee Combat[/i] - Annabeth is especially skilled in melee combat utilizing two-handed weapons, weather it be something as simple as a baseball bat or as advance as a super sledge. Her favored weapon are hammers, which she's been using ever since she fought in the Civil War of Vault 30. In addition, Annabeth is also quite skilled in some other types of melee weapons, including knives and spears. She's actually quite a shot when using javelins, capable of slicing the wings off a bloatfly with a single throw. [i]Laser Weapons[/i] - As part of her brotherhood training, Annabeth has been familiarized with various types of laser Weapons, from the basic plasma pistols and laser rifles to even the more advance gauss rifle and gatling lasers. [i]Incredible Durability[/i] - Not so much a skill as much just a talent of Annabeth. Even outside of her power armor Annabeth is incredibly tough to take down. She could and has brawled a super mutant and come out on top before. And while she's far from invincible, she can survive things that would kill most monsters, let alone humans. [/indent] [color=goldenrod][b]|[u] {Gear} [/u]|[/b][/color] [indent]T-60 Power Armor (C Model, Brotherhood of Steel Knight-Sargent Paintjob, Standard Headlamp, Recon Sensors, Optimized Servos), Sledge Hammer (Heavy Rocket Mod), Throwing Spears (Can carry around four out of armor, and up to ten in armor), AER9 Laser Rifle (Photon Exciter, Sniper Barrel, Full Stock, Reflex Sight, Beam Splitter), Microfusion Cells (Mostly Standard, but at least three full Over Charge Cells), Fusion Battery (one in the armor and two spares), Combat Knife (Serrated Blade), BOS Uniform (Olive w/Hood), Battle Coat, Vault 30 Canteen, Stimpacks (Tries to keep at least five shots), Psycho (Tries to hide at least one), MRE (Carries usually seven), Bedroll, Authentic Canvas Bag, Toiletries. [/indent][/hider] [hider=Nuka] [center][h1][color=Sienna]Character Name[/color][/h1] [img]https://gamepedia.cursecdn.com/fallout_gamepedia/5/52/Nuka-Cola_Corporation.png[/img][/center] [color=Sienna][b][sub]{ [i]"Fucking cliche is what it is. No matter how many zombies, robots, or mutants, in the end humanity’s greatest enemy will always be itself."[/i] }[/sub][/b][/color] [center][h2]- General Characteristics -[/h2][/center] [color=Sienna][b]|[u] {Full Name} [/u]|[/b][/color] [indent]Bete Popinski[/indent] [color=Sienna][b]|[u] {Nickname/Callsign} [/u]|[/b][/color] [indent]Nuka[/indent] [color=Sienna][b]|[u] {Age} [/u]|[/b][/color] [indent]236[/indent] [color=Sienna][b]|[u] {Gender} [/u]|[/b][/color] [indent]Male originally. Identifies as female now.[/indent] [color=Sienna][b]|[u] {Character Image} [/u]|[/b][/color] [indent][img]https://i.imgur.com/CReG1qp.jpg[/img][/indent] [color=Sienna][b]|[u] {Dialogue Color} [/u]|[/b][/color] [indent][color=Sienna]Sienna[/color][/indent] [color=Sienna][b]|[u] {Appearance} [/u]|[/b][/color] [indent]Like many ghouls, Bete could be best described as “Horrific” in appearance. Her skin has been flayed and peeled due to radiation burns, and lacks any hair. Many scars dot her body including a rather gruesome wound around her loin where she had been emasculated. Her arms are notably scarred up due to many years of explosive experimentation but she fortunately has most of her fingers, and is only missing the tip of her pinky. Surprising even herself however, Bete’s teeth are in perfect condition. She attributes this to radiation and having good dental hygiene before she turned ghoul. Bete is fairly short even for a ghoul, barely reaching over five feet without aid of shoes. She’s fairly scrawny and lacks much bulk, even for a ghoul. Even ferals are bigger and burlier than she is. Her radiation burns have given her an unhealthy bleached tone and her flesh is slightly luminance in darkness. She has red bloodshot eyes but otherwise doesn’t seem to have any more or less issues seeing than any other person, though she admits that bright light often annoys her and she may have a minor darkvision.[/indent][hr] [center][h2]- Psychological Profile -[/h2][/center] [color=Sienna][b]|[u] {Personality} [/u]|[/b][/color] [indent]Bete is a survivor through and through. She survived an absolutely horrid childhood, a very violent teenage year, and even managed to make it through adulthood despite her struggles with addiction and depression. And when the bombs dropped and all hell broke loose, Bete was always one step ahead, escaping danger and surviving for the next hundred of years. She’s always making sure she’s prepared, never spending a second idle. This of course has its ups and downs. She can never trust anyone fully. And if anyone has a problem with the fact her paranoia makes her plan their deaths, then she’s more than willing to abandon them after she takes what she wants from them. Bete can never truly see others as just fellow survivors trying to live, and always sees them as either an asset to maintain or a rival to destroy. Even people who aren’t bothering her are categorized as either a threat that needs to be destroyed or avoided, or a resource to take advantage of. She’ll hardly shed a tear if they die and at most will be annoyed at losing a useful resource. Generally speaking Bete is very selfish, but pragmatically so. She understands that cooperation and teamwork will accomplish much more than anything she can do alone. And as long as she doesn’t have to sacrifice much, if anything at all, she’s more than willing to work with others. That doesn’t mean she’ll enjoy it though and she certainly doesn’t want to get close to them on the chance she needs to abandon them. She’ll appeal to people’s good nature if it means she can get their help, and just as well will provoke others into violence if it’ll work in her favor. Ultimately she looks out for herself. [/indent] [color=Sienna][b]|[u] {Fears/Limitations} [/u]|[/b][/color] [indent]Bete’s greatest fear is being caught off-guard. To be put in a situation she didn’t ask for and doesn’t have a solution to escape from, to be powerless in general. She hates the feeling of powerlessness and so she always plans to have the advantage by any means possible. She never goes into any situation she doesn’t have very reliable information to work off of, and would never take the lead in any situation unless she’s alone. And if she is, she probably won’t try for it anyways. A true coward and she knows it. As for weaknesses, despite being a ghoul who are generally known for their durability thanks to radiation, Bete is actually quite fragile. She doesn’t take pain very well and even minor discomfort can throw off her concentration. She’s not physically very strong either, meaning she has a hard time using raw muscle to carry things and thus she relies far more on her agility and wits more than brawn and toughness. [/indent] [color=Sienna][b]|[u] {Place of Origin} [/u]|[/b][/color] [indent]Bete was born in Pittsburg, Pennsylvania, before the nukes hit. After the nukes, she stayed in the state for a short while, gathering equipment and watching how the survivors rebuild. Things seemed good at first but it wasn’t long before human nature reduced the bustling civilization into a wretched hive full of murderers, rapist, and criminals of all colors and stripes. Bete would occasionally contact one or two for trade, but she never went as far as to trust them, and more often than not she’d kill a wandering raider to steal their supplies. She hardly shed a tear when she decided to leave.[/indent] [color=Sienna][b]|[u] {Background} [/u]|[/b][/color] [indent]Unlike many, Bete’s beginning wasn’t in the cruel and harsh wasteland, but the still cruel and harsh America. Her mother was just fifteen years old, having been knocked up by her boyfriend as a teen. After Bete was born, her mother abandoned Bete, forcing the child onto the father. The young man took responsibility, but had no idea how to raise a child, nor did he have the resources to take care of Bete on his own. His family was quick to abandon him, forcing Bete’s father to join a gang and run drugs in order to support himself and his child. With her father busy with the drug trade and the other children not liking Bete, she was often left alone to fend for herself. She had to learn how to take care of herself, how to make her own food, and how to deal with people. Even when she started going to school she could never really find herself getting close to others. Most of them picked on her anyways for being so quiet and scrawny. At first she tried to get help from teachers, but they never did much beyond assure her that “they’ll look into it”, and nothing happened. So Bete learned quickly that if she wanted anything done, she had to do it herself. So as a child she started to learn the power behind the bomb. One of the few gifts her father gave her as a child was a packet of Cherry Bombs, a few which she used to celebrate her birthday, but realized it’s destructive potential when one of her cherry bombs killed a bird. From there she started to eavesdrop on her father’s business friends, even reading through his papers to learn anything about how to take vengeance against her bullies. Before long she crafted her first functional landmine using one of her cherry bombs, a lunchbox, and a simplified sensor module. She stashed the bomb in her locker after arming it, knowing that her bullies would go into her locker and steal her lunch as they always did. Two children died when the lunchbox exploded. Naturally, Bete was taken from her father and sent to a juvenile delinquent facility for the murder of two children. But things never got better for her there. Turns out when you put someone like Bete, small, weak, and a murderer, around other kids with various emotional problems and no hesitation to hurt others, it just meant that Bete had to get tougher. She started to learn how to make the needed chemicals to craft bombs using simple materials like tin cans and metal shavings, or how to convert batteries into fusion cells which she could over charge into viable energy grenades, and even how to convert cleaning chemicals and a bottle of Nuka Cola, her favorite beverage, into a veritable nuclear weapon. All of these things were her weapons of choice when she had to deal with others, and she always made sure to kiss up to her disciplinary officers in order to stay under suspicion whenever the others are left bloodied and burned. Thanks to a combination of “good” behavior and showing an active interest in Chemistry, Bete was able to escape the Juvie system work towards a scholarship. She wanted a clean slate, so she tried to work hard and honest. She really did. But it was a lot of stress on her mind. She learned that while she was in Juvie, her father was killed in a drug bust, leaving her effectively orphaned. Her apartment was robbed and nearly everything stolen or destroyed. Whatever debts her father had occurred, both legal and illegal, suddenly fell onto Bete. Her juvie record made sure that despite her intelligence no legitimate business would hire her. So much like her father, she had to resort to crime. As an adult Bete joined gangs and helped produce drugs and weapons as needed. She always hated working with gangsters as they had no respect for “eggheads” like her and more often than not were just as bad as the cops who were constantly hounding her. It wasn’t even unusual for her to rat them out just out of spite, escaping the ensuing mess and trying to go on her own. But it was during those moments that she started getting addicted to Mentats. She had to stay ahead of others but she was so paranoid, so concerned about not knowing what she was up against, she turned to drugs to get the edge she needed. By the time she was 22, she had developed a full addiction to Mentats. What followed was a downward spiral where all of Bete’s cunning and intelligence just flushed away and turned her into a regular drug fiend. She stopped being paranoid about people trying to take advantage of her just so she could feed her habit, which naturally allowed people to take advantage of her, and would’ve likely killed her had she not been arrested for public indecency when she was 26. She was sent to an asylum where she struggled against her addition, detox, and therapy. She never really recovered though, and was always in-and-out of the system no matter how many times she said she’d get clean. It wasn’t long before it got to a point where she was simply too numb to even really try and get high, and just became a homeless wanderer. She thought she’d just go and die one day. End it all once and for all. About five years later on October 23, 2077, the end finally came in nuclear fire. Bete had wandered off into the mountains, woefully ignorant of worldly events, thinking she could go here and die somewhere pretty. It inadvertently saved her when she was far away enough from the nuclear blast to avoid a majority of the initial devastation. But she would never be the same. The radiation peeled away her flesh, caused her hair to fall off, and even rotted her dick off. The next few days were spent in agony and suffering. But it also made Bete realize that she never wanted to die. She wanted to live. After a few days of rest, Bete rose from the ashes. The world as she knew it was gone. The laws, the rules, the people, vaporized. Even she was forever changed into a horrid looking creature who looked less like a human and more like a zombie. This shock was enough to shake off Bete’s depression and jump start her old paranoia again. No longer did she whine and moan about the futility of her life. Instead she immediately started to think about how she would survive in this new world. What sort of people would be around, what sort of threats would occur. After getting back on her two feet, Bete took the steps she needed to become a survivor. For over many years Bete would learn new skills and grow more powerful. She started learning how to hack computers and reprogram robots in order to have powerful minions who would defend her. She learned how to create more potent explosives and drugs in order to protect herself and trade with others. For a while she tried to work with other survivors to make something from the ruins of Pittsburg, but it wasn’t long before their basic human nature turned even the most noble intention into a cesspool of violence and depravity. So Bete kept her distance from others, stockpiling weapons, robots, and supplies. One day, while watching the bustling hive of scum and villainy known as The Pitt, an unusually organized band of power armored soldiers swept through the area. Bete was only safe because she had used her robots to spy on the destruction as these soldiers blasted their way through the armed gangs, leaving almost no survivors in their wake. Curious about these men, Bete decided that it was time to leave her old home and find out more about these mysterious people, these “Brotherhood of Steel”. And so she would head south, to the lands known as the Capital Wasteland... [/indent][hr] [center][h2]- Survival Characteristics -[/h2][/center] [color=Sienna][b]|[u] {Non-Combat Skills} [/u]|[/b][/color] [indent]Robotics Expert - Despite a lack of formal education, Bete is a skilled roboticist. She can easily force a shutdown on even the most advanced robots as long as she can survive reaching them, and even knows her way around turrets, computers, and even power armor. Chemist - In addition to technology Bete knows her way around various chemicals, plants, and other resources to create potent explosives or drugs. She can also manufacture her own Nuka Cola. Repairman - Bete’s normal job when she isn’t making bombs or robots. She can fix a lot of things and generally likes restoring tech to functional use. Which plays a large part of her greatest skill: Communication and Espionage - Bete often repairs radios and communication towers, intercept encrypted signals, and even created a device to allow her to easily receive and send on radio signals, for communication on the go. Ghoul Friend - Bete’s ghoulification might’ve made her lose friends among smoothskins, but most ghouls completely ignore her, even ferals. Of course ones who still have their wits may have their own reasons to start shooting at Bete, and just because Bete is safe from ferals doesn’t mean that any of her friends are. And this neutrality generally ends once Bete starts shooting at ferals. [/indent] [color=Sienna][b]|[u] {Possessions} [/u]|[/b][/color] [indent]Repair Kit, Scrap Electronics, Readius Hand-Held Computer, Scout Eyebot (Stripped out laser weapon for built in Stealth-cloaking technology), Empty Nuka Cola Bottles, Cherry Bombs, Teddy Bear, Wig [/indent] [color=Sienna][b]|[u] {Combat Skills} [/u]|[/b][/color] [indent]Explosive Expert - Bete’s skill with explosives, from the humble Molotov to a Rocket Launcher, makes her a deadly threat despite her small size. She’s a deadeye shot at getting her bombs where they need to be, and she has a vast array of explosives to deal with different enemies. Agile Dodger - Lacking Heavy Armor and having a very low pain tolerance, Bete relies highly on her agility to avoid bullets, knives, and people carrying big sticks. She moves quickly and is even rather acrobatics, allowing her to quickly reposition herself in and out of danger. Light Step - Bete is a skilled sneak, and knows all sorts of tricks and items that can help her sneak pass even the sharpest senses. When it comes to tech sensors such as proximity explosives or robotic radars, Bete is easily able to avoid their detection, enabling her to easily sneak up on machines, disarm bombs, or even avoid regular traps. Keen Senses - To avoid getting ambushed herself, Bete has developed a sort of sixth sense when it comes to danger. She can smell trouble and prepares accordingly. She’s also got a keen eye for structural weaknesses whether that’s in armor, buildings, or just plans. This enables her to waste no time making sure she can dish out the most damage with the least effort. [/indent] [color=Sienna][b]|[u] {Gear} [/u]|[/b][/color] [indent]Leather backpack, Filtration Mask with oxygen tank (built in night/thermal vision, Targeting HUD), Combat Knife, 40mm Grenade Rifle (Sawn-Off Stock, Compressed Air Launcher), 40mm Grenade Rounds (High Explosive, Incendiary, Plasma, and Pulse), Frenzy Grenade (Causes those caught in the blast to lose their mind and attack anything near them, friend or foe), Molotovs, Nuka Grenades, Flashbangs, Satchel Charges, Microfusion Cell Cluster, Caltrops, Stealth Boy [/indent][/hider]