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    1. ManoftheNorth 12 yrs ago

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It is coming along good. I got swamped with some work the other day, but last night and this morning have been productive. I am nearly done, I am just also waiting on that crowd of people who showed interest to make some Character Sheets as well. Haha.


Allen

Age: 28

Gender: Male

Specialty/Archetype: Allen is a Melee Survivalist and Hunter. He is an expert of the wasteland and what it bears. He could also be classified as a Beastmaster due to a Mutation he has, but none knows of it except himself. He wields melee weapons in both agile and heavy manners. That coupled with survival knowledge and grand hunting instincts makes him one of the best Slayers.

Appearance/Gear: Allen is a stout man, who stands at six feet tall, with a muscular and athletic build. He is of a good build compared to the common waster, but one who trains and fights as he does grows into a build such as his, and thus he is a product of nothing more then will to fight. His armor is a mixture of armor and old Brotherhood of Steel Scribe robes. He wears the base of the armor beneath the robes, leaving the plating on his legs and his torso, but removing the shoulder pad and placing it over the mantle of the Robes to give an anchor point for the whole set. His armor is both for faction identification, and combat style. The robes offer little protection to weaponry, but they offer an environmental protection through functionality and design. Brotherhood robes and non-power armor designs are made with lead infused materials to dilute radiation, this effect is minimal, but it can work out in some situations. The mere functionality of the robes also offers protection from dirt, dust, and wind much like a duster as well as offering protection from flame and sparks, because it can quickly be jerked off the armor and tossed aside. All in all, his armor is adequate, but it certainly isn't power armor. His weaponry at this moment consist of a simple Fire Axe, and nothing more.

Mutations: Allen has one major mutation and two minor mutations, which are mostly hidden to his own mind, The major mutation is commonly known as BeastMaster's Mind, which was coined by the only tribe known to use it. It is a mutation that allows Allen to almost Mentally connect with smaller beasts and read their mind. Now, whether it literally links the mind, or just effects the mind to allow Allen to "think" like an animal and communicate through body language is unknown entirely. The minor mutations are known as Night Eye, and Barkskin, which are both minor mutations effecting the eyes and skin, with a self-explanatory set of names. Night Eye is a mutation that gives the bearer eyes which are able to react much like a Feline's and pick up the faintest hint of light at night to allow Night Vision. Barkskin is the self-explanatory reference of which indicates the bearer of the mutation has harder skin, nearly strong as Bark on hardwood trees.

Personality: Allen holds himself with respect, and a good nature. He tries to hold his tongue for things of the lesser nature then good, as this world is not one of grand morality for all. Though, the world around him seems corrupt in so many ways, he and his fellow Slayers seem to make an impact on those they help, and are able to influence the denizens they meet, which brings joy to his heart and mind. He fights and speak valiantly, whenever the call for the justice or righteous nature is sounded, though he has a secret of his own, a dark calling, one of unknown proportions and consequences. His very body runs with the will to fight for what is right, but it also flows with an unnatural will force, a sensation that fills his mind, and something that envelopes his body.

History: Allen was born just eight years before the cataclysmic event that occurred in the southern part of the Mojave Wasteland. At the time of the event his family and himself, which consisted of his mother, his father, and himself, were traveling through the wastes and happened upon the sight of the blast. The massive cloud rose into the air and a thundering quake roared through the sky and earth alike. The flash of the event blinded people for great distances, including the family, and when the dust settled hours later the family were in shock. They knew nothing of the event and what to expect of it, for all they new another war for Atom only know's what could be brewing. They fled the area and found the nearest settlement, that of which also saw the explosion and it's awful allure. They spent weeks in the town, afraid, confused, and in awe of what had happened, they had become town folks over these weeks, and this is where Allen knew what he would do, for after only a month, the town became a battlefield. The town had to fend off the earliest droves of Ghouls, dozens of the feral abominations at once, and it wasn't until a few months of fighting off the beasts that the droves finally settled, but the wastes were still filled with masses of roaming ghouls. No one knew why, no one knew how, but Allen knew when... He vowed from that time, from the very moment the mushroom cloud peaked the sky, that he would end this despair.

After a few short years, when the boy was merely a teenager, Allen forced himself to learn day in and day out. He was use to being around the town all of the time, but now he forced his way out and into the outskirts of town, where he tempted death. He would lure and kill lone Feral Ghouls outside of the town. He would build pitfalls, or make other traps and kill them. He spent months doing this, before on a special day strangers rode into town in a caravan. A trader picked up some friends, or so it had seemed. They were men in robes and armor, the robes resembled Brotherhood Scribe robes to an unnatural extant and they all bore weapons openly, though they carried smiles rather then hostility with the townsfolk. It made Allen and many of the residents question the arrival of these men, and then the men revealed themselves so openly in a town gathering. They spoke of themselves as "Slayers" men who worked for a small church to eliminate and help denizens of the wastes' settlements. They had come to help the town, though some time short of when they truly could have used the help. They had lost so many lives in those months, and in the years to come they dwindled further. Their help was much appreciated by the town though, as they offered repair and building services to support the towns structural needs as well as patrols and sweeps across the nearby terrain to remove as many of the directly present threats. Their presence, the mere aspect of their ideal, drew Allen's attention in a way greater then anything or anyone before them. His ideal, even as a kid, was something of pure-born maturity to the knowledge of the modern world and it's grand problems. He watched them, followed them, studied them, and even acted like them as best he could, and for several years he managed to act just enough like them to catch their attention of him.

A few years down the road, when the lad became a man, the Slayers began to recruit people with potential and the will to do what needed to be done in many cases. Allen was on the roster, he has spent a few years training in the off time with one of the Rookie Slayers, and learning how to fight, trap, and survive the many dangers within the wastes. This young man became a well-trained, Rookie and was inducted into the Slayers per request of Allen himself. They are not the type to force people to join, they only take in those who offer aid, with potential to train of course, and allow the sense of justice and honor to show who will fight and who will stay home. This was Allen's transition, he went from a boy with anger-fueled hatred for the wastes, to a man who fought with a valiant sense of protection for those who live in this corrupted world.

This became Allen's song, a constant beat to march along the chords of what must be done to protect the settlements of the modern world. He became a Slayer, and more importantly he became a Paladin...

Other: Allen has a Coyote Companion who is named Clementine. She has been for his side several years now, and will always be there until the day they day.
Wonderful.
When are you free? For like some actual discussion over a voice chat?
Ok, I just realized.. you "Radiation Spike" suggestion actually sounds similar to a plot I was going to do once before. In which the timeframe is a decades after the Second War for the Hoover Dam(A.K.A New Vegas), three decades later to be exact, and at the starting point of the rp, it introduces a Player made faction(Mine, of course) which is a Church-like entity. The Slayers of the Faith. They are not evil, but they have grown to dislike mutants and Ghouls, but only for one soul reason.. over the last ten years Ghouls, Mutants, and Radiation have spiked in particular area. It has filled apart of the Mojave with more then irradiated animals and entities then a person can count.

If you want, we can converse more on this concept, and I can bring over a lot of my ideas from my old, un-used plot.
Yeah, exactly. That is what I want to do, I didn't sleep any last night, so my priority for the morning is a solid base idea.
I see where you are going, and I am happy to brain storm about a new plot, I am really happy too, I just hope as a group we can come to agreement, but unfortunately only a trio of us seem to actually want to talk about the Plot. Do you have Skype? We could converse smoothly over a voice chat, and that could free up our hands to continue work elsewhere. (I still need ot write up some emails to some people, and jot down ideas as they pop into my head.)
The main plot is appearing to be the standard New Vegas rp.. which is ok, but I would have preferred some diversity, anyway.. Yes, the main plot idea so far seems to be dictation on who will run the Strip, though I would and will vouch for side-plots, adventures, and anything outside of Strip Conquest main plot. As for the opening, I don't want a long ass boring trek, but I don't want to start right outside the city either. A trek can be long, without boring. It is all about how you fill it out and write it as a story.

As for the "Merc or Open" deal. I will stand by my original opinion. I think it should be open, because if we DO have Player Tension and Conflict, so what? Too many rps try to avoid that, and it makes it a boring, I am not saying I want conflict between someone who can write, and some guy who gets pissed OOC and starts godmodding IC because he dislikes the conflict. I mean if Conflict arises, it has to be taken as much a story item as anything else, and must continue to be well-written to the limit of the writers. ^^
By the way, not sure if you could tell, but I can help you plenty with lore. XD
Well, there is a better chance of finding an "Intelligent" Super Mutant in New Vegas, but since you said you were shy on the lore, I will help explain Super Mutants in-general to help you, then we will move onto Ghouls. ^^

Super Mutants are the construct of "The Master" a person afflicted with a horrid mutation who melded with a factory system and became a bio-electronic and Bio-mechanical monster who is the main antagonist for the First Fallout Game. He uses vats of toxic chemicals to turn unsuspecting wasters into "Super Mutants." The first generation were intelligent, with just a little below average Human capacity on creation, with the capacity to learn at a slightly stunted rate. After the Master's Defeat the Super Mutants were left with no master, but they felt his work was still to be done(as they were created to think this) and after they counted their losses they left the factory, but with the need to make more Mutants. Many of the Gen 1's took the knowledge and stayed behind, and some moved on to use it in other encampments outside of the Master's Factory and labs, and made new Super Mutants. These new, Gen 2 Mutants were not as precisely made as the Master's own handy work with the Gen 1's, and thus the Gen 2's suffer from a simplified mind and lack of higher skills. They are hard-wired for simple combat knowledge and minimal speech. They can hold sentences, but only for a short time based around simply knowledge and objectives. The Gen 2 were mass-produced in a larger time-frame then the Gen 1's, because the Gen 2's were kept in secret by their more brilliant forefathers. Thus the most commonly seen Super-Mutant outside of the D.C. area is a Gen 2 mutant. Gen 1's, over the years of murder, fighting, raiding, and wasteland living, have become rare and only a few are left and heard of, examples of these would be: Marcus, from Jacobstown, located northwest of the New Vegas Strip in the old Charlestown Ski Lodge. The other would be Tabitha, the Gen 1 Nightkin who until her death, took over and became the leader of Black Mountain. She originally drove Marcus and his men out of Black Mountain and he moved in her murderous Nightkin gang and began terrorizing nearby settlements. Later the Courier along with another Gen 1 Mutant who stayed behind under the guise of following Tabitha, took to the mountain and ended Tabitha's vile Mountain clan, which she had named Utobitha, in her honor.

In the Eastern coast's Capital Wasteland there is another series of Mutants, the Gen 3's. They were created by a rag-tag band of Gen 2's who knew very little of the science they were toying with and tried to use the FEV virus to turn people into Mutants using a Gaseous mixture, rather then a liquid. This caused problems, as the FEV virus effects the genes and everyone is different. Many, many people died, a lot of them became mindless Gen 3's, and only of them ever became what the Gen 2's hoped for out of the process. A single man, Fawkes, became a Super Mutant and his body accepted the FEV so well, he became a Mutant of Gen 1 capability. He retained all of his knowledge from before the change, and hated what they made him, so when the Lone Wanderer found him, he pleaded for freedom from his cell, and in return would help kill mutants and protect the Wanderer with his life. Fawkes was found inside a Vault, over-taken with the Gen 2's and supposedly the location of a G.E.C.K, which is what led our fearless Wanderer to his location.

All Mutants are made from the FEV virus in one form or another, and with each attempt of making new mutants by the lesser forms, a new, and stupider breed of Mutants is created. So, if you wanted to play an Intelligent Mutant(which is something I consider of debate for reasons upon being OP at times, and something we would have to see you prove you can write) in the New Vegas area, you would most likely come from Marcus' Sanctuary, Jacobstown.

On to Ghouls. Ghouls are different then Mutants, as Ghouls aren't made by the FEV virus, and whether one is feral or not is determined by one thing, Radiation. Ghouls are merely humans exposed to large doses of radiation in quick bursts, or in one single burst over all. Though cases in which people became ghouls over a period of time, by being exposed to "waves" radiation has also occurred in one instance."Ghoulification" as it has become known throughout the wastes is the process of exposure to massive doses without dying, by being on the outer-limits of it's reach. Moira is one example of active Ghoulification in-game with Fallout 3. If you become evil and destroy Megaton, and you ever go back to the site of it's rubble. Moira will run up to you at the front gate from down the road and asked you what happened, even though she knows the main problem, and she will appear to you as a ghoul, because she was on the outer-limits of the blast scavenging in the waste, only Atom knows where, and she is a "fresh" ghoul. Her "skin" is red and appears vibrant and healthy, but with the lack of actual "skin" now. If you reveal to her she is a Ghoul, she passes it off with her usual quacky, happy attitude and makes note to you: "I have always wanted to go see Undertown, I bet is neat there." She then turns and heads off, and she can later be found in Undertown living as a Ghoul. In New Vegas, the there are a few instances in which you see Ghouls as a community. There are the Followers who follow the word of a Ghoul by the name of Jason Bright. He claims to be a couple centuries old, a Ghoul formed by the first atomic fire of the War. He as a salesman, and natural has the gift of gab, and in his new "light" he began gaining followers who were ghouls. They believe he was an envoy of a god, due to the fact that he is the only known "Glowing One" to ever remain non-feral. If you help him you remove a clan of Nightkin living in the basement of the RoboCo. Factory he moved into with his followers, and in the end you help him and his followers reach "the great beyond for ghouls" by repairing Rocket Ships and giving him launch coordinates. The developers have said these coordinates "may or may not be the position of the moon.." and many believe this is a reference to the way people in the fifties saw space travel and the possibility of the moon landing. Moving on, the other instance in which you see a "community" of Ghouls is when you go to Camp Searchlight to the Southeast. There you will find the NCR patrolling, from a very safe distance, around the remains of Camp Searchlight, built in the town of Searchlight. If you go into town, you will find Golden Geckos, Radscorpions, massive effects from radiation as you draw closer to the center of town, and Ex-NCR Ghouls left to fight and rot inside the Camp. As the NCR is against Ghoul recruitment, any member subject to Ghoulification is either left behind or killed on sight. In this case the Ghouls fled to the Center of town and used the massive radiation as a shield to keep the NCR back, but due to the great danger gathering around this town, the NCR are ordered to contain and eliminate anything moving out of the town. The NCR men inside of the town before the accident, were either ghoulified or killed when the Legion opened the lids on Nuclear Waste Containers inside the fire department. The quick "wave" of radiation killed the Legion spies instantly and many of the NCR, but left the rest ghouls. Many became feral, but not all of them, as a Squad or so are left non-feral and willing to kill anyone and anything that threatens them.

If you want to play a Ghoul, that is less of a controversy them a Mutant, but just note you won't actively be able to be apart of a major Faction, as they ALL dislike them and will not openly accept their presence. You can obviously be a member of a Ghoul Faction, though none would actually be present in history by the lore's timeline, so one would need to be made up. There are a few position though that you could take as well that would associate you with a Faction. For example in New Vegas, Beatrice the Merc/Cowgirl is a Ghoul working to protect the Followers of the Apocalypse in Freeside.
Holy shit, Silver Fox! A pleasure to see you again. I was in a few of your rps on an old account. I joined your Elder Scrolls Rp with a Mute Khajiit. ^^
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