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Fandom Fallout Big Apple Characters

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ManofManyRoles

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Coding is allowed, but for basic people like me here is the bare-bones character sheet. You can delete everything in brackets, those are just directions.

I'd considered breaking this up in S.P.E.C.I.A.L style, but that ended up feeling too constrictive and non-conductive to a written style of story in this setting. With that said, feel free to take inspiration from such, or any perks from the games...within reason.

[Insert name here]
[FC goes here]

Age | [Minimum age of 15]

Build | [Physical build & height]

Marks & Piercings | [Scarring, tattoos, markings, freckles etc]

Profession | [Adventurer, wanderer, beggar, blacksmith etc.]

Weapons & Gear |

Faction, if applicable |

Rank, if applicable |

Race
|[Super mutant? Synth? Human? Ghoul?]

Origin | [Region and/or specific city. You may create your hometown and its immediate surroundings, along with local lore, leaders, government and history.]

Background | [Character history, cover what you want from just the basics to an epic story]

Personality | [Optional, as much or as little as you want to reveal. I don't require a personality section.]

Training & Experience | [Qualifications, stuff they're good at, education etc].

Random Facts | [Optional, random things, quirks, stuff that didn't fit elsewhere]

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I hope this is alright. If anything should be changed let me know
Name Marcus Lewis "Lupus Bellator"
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Age 36

Build five nine with longish blonde hair and steel blue eye, he looks unapposing.

Marks/ scars his face is heavily scared from a battle some eleven years ago that he barley got out of alive.

Weapons: Hunting riffle, nine mil revolver, machete, and power gauntlets

Armor: large trench coat, cow boy hat, combat armor underneath the trench coat

profession wanderer, Mercenary

Faction none anymore

Race Human

Region He was born in Red Falls, a northern NCR outpost located in what was once Yakima Washington

Backstory
Marcus Lewis was born to Mary and pathfinder John Lewis. Being the third of five children he was invisible to his family. The only members who seemed to care about him was the dogs. This by no means meant he resented his family. He loved them above everything
At the age of thirteen his farther was given the task to explore past the NCRs territory see what the best ways to expand are. Because of the length of the mission he took his family with him

Five months away from NCR territory they were attacked by the Legion. John and both of Marcus's older brothers were killed in the attack. As Marcus saw their dead bodies his vision turned red. Letting out a wolf howl that peirced the heavens he attacked the Legion with nothing more than a machete and killed twenty of them. The Legat in charge of the raiding party was impressed with the boys raw power. He challenged Marcus and beat him badly. Instead of killing the boy wolf he took him and the surviving family members.

Once Marcus was awake the Legate made a simple offer freely join the Legion and your family will be safe, or refuse be forced to join and your family will be used repeatedly. Seeing no choice he joined being given the name Lupus Bellator

Jumping eight years later Lupus Bellator had become a pretorian guard to Legate Lanius. Barley able to look at himself only seeing the monster the Legion created. As the Curior and company attacked he and the other preatorians were scattered. He ended taking an explosive device to the face.

In the chaos of the battle being near death he found a dead rangers battle armor and put it on before crawling to enemy lines. In the confusion the NCR thinking he was one of theirs took him and got him healed. He soon escaped and started heading east first freeing his family than continuing until he reached the big apple.

Now all these years later he stays to himself protecting people without being seen or noticed. Trying to make up for his past

Personality: He is quiet, hardly raises his voice, he prefers being alone

Training: expert in fire arms and close combat, fairly educated, fast, has the kind of charisma that would make people want to runaway or give him everything they have out of fear

Random facts: He has three dogs a rotwiller, Belgium Malinois, German Shepard

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X9-21 aka. Sarah Kennedy

Age |
Appears to be in her early 20s

Build | 5'7", full figured

Marks & Piercings | Earrings, no other particular obvious ornamentation. Covered by her hair, along her neck, is a faint tattoo of 1s and 0s: 01110011 01111001 01101110 01110100 01101000

Profession | Professional Troubleshooter, occasional bodyguard or bounty hunter, hired gun for the Ladies of Liberty

Weapons & Gear |
  • AER9 Laser Rifle: Boosted Capacitor, Long-Range Vision Scope, Beam Focuser Muzzle
  • Double-Barrel Shotgun: Calibrated Receiver, Short Barrel
  • 10mm Pistol: Hair Trigger Receiver, Long Ported Barrel, Sharpshooter's Grip, Quick Eject Magazine, Suppressor
  • Two Combat Knives
  • Owns a suit of Medium Leather Armor for going into battle, otherwise defaults to a black leather coat, t-shirt and denim jeans.

Faction | Ladies of Liberty

Rank | Ally: While she doesn't live on Staten Island full-time like most of the Ladies of LIberty do, Sarah's helped with shipments and delivery, safeguarding rescues on their way to the island, and has a degree of trust built up over the past few years.

Race | Synth

Origin | The Institute

Background |
X9-21 went online years ago, programmed, tested and eventually chosen as a Courser. She went through arduous conditioning, training and further field testing before being deployed to catch rogue Synths. She was exceptional at the job, talented, relentless, unstoppable. Her biography during her years of service was irrelevant to her, the only thing that mattered was following orders.

Until she was dispatched to retrieve a rogue synth sheltering in Cambridge Center. Upon arrival, she found the group under assault by a dozen raiders. X9-21 slaughtered her way through their ranks after deciding the quickest path to her target was through. She was hailed as a hero by the small band of survivors, much to her indifference. Unfortunately, the synth she was after was among the dead. Without reaction, she deployed her integrated courser chip...and found herself still standing in place. X9-21's programming had 3 contingencies for contact with the Institute and she tried them all without success.

She stopped by Power Noodles in Diamond City as one of the fall-back communication venues and overheard the news that the Institute had fallen. There'd been no contingency covering this scenario. X9-21 sat there until closing, only leaving when her rudimentary 'blending in' programming prompted her to realize someone would notice she wasn't human if she never moved again. At which point she encountered a merchant heading southward looking for a hired gun and she looked the part so she agreed, desperately grateful for orders at last.

Adopting the name Sarah Kennedy, she killed a year killing people as a bodyguard, bounty hunter and general weapon for her employers. A week shy of the anniversary of the Institute's fall, Sarah met Jia Sun, one of the Ladies of Liberty's few traders (who mostly served as a pipeline for rescuing abused women from the Wasteland). For the first time in her life, Sarah felt sparks, reciprocated by the other woman. In a week, they were madly in love. A month later, they both arrived on Staten Island.

Sarah adapted to life among the Ladies of Liberty, mostly in the sense of still learning what it meant to actually act human. Her formidable skills weren't especially needed in the settlement but she didn't mind helping out, her tireless nature and considerable concealed strength making up the difference for any number of tasks. She spent a full year among them, marrying Jia and finally fitting in. Until a rescue boat bringing a rescuee fled towards the island, being pursued by Raiders. Sarah joined in the defense of the island by diving into the water, swimming towards the hostile vessel, boarding it and methodically killing every Raider aboard.

This led to the last couple of years, partnering with Jia in getting back out into the Wasteland and finding more women to rescue. Slowly, the Ladies of Liberty were adding to their numbers despite the dangers around their home. Things were going so well, Jia sent a message to her mother and sister, asking them to come live on the island as well. Something attacked the caravan of Jia's family in the night, though, and the mother arrived with an infant. Jia's sister Chen had been taken but the caravan had saved the baby at least.

With a distraught wife at home, Jia needing to focus on caring for her mother and her infant nephew, Sarah decided she was going to find Chen Sun no matter where she'd been taken to. She wasn't a Courser anymore but chasing down people was what she'd literally been programmed to do. This time, she'd be saving lives instead of destroying them. If only the Big Apple wasn't so damn big...

Training & Experience | Like any Courser, Sarah's highly self-sufficient, relentless and trained in armed and unarmed combat, infiltration and tracking. Espionage, investigation, psychology and mechanical skills are also part of her repertoire. Sarah's also learned how to pilot and crew several varieties of boats.

Random Facts | Her wife, Jia, is an avid comic reader so Sarah is constantly on the lookout to collect more to bring back home. Like all synths, Sarah's also fond of Fancy Lads Snack Cakes.

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Quinn
Welcome to the wacky wasteland
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Age | 42

Build | 5'11" 190 with an average, unremarkable build.

Marks & Piercings | More scars than you can count. It's a miracle he's not dead yet.

Profession | He's a man of many talents who's worn many hats. You can't put a man like him in one single box.

Weapons & Gear | He uses whatever is available at the time, usually a cheap weapon borrowed from a dead body, or random junk he's picked off the ground. He's used everything from miniguns to rusty old stop signs; even a piano on one occasion. He's currently using a hunting rifle and pipe pistol, but it's not about the wand when the wizard's an expert.

Faction, if applicable | He's a member of the Children of Atom, but that was a drunken joke taken too far.

Rank, if applicable |  Chaplan

Race | Hooman

Origin | He comes from New Houston, a warzon ruled by a vicious warlord.

Background | Quinn is a career wanderer with a sordid, sad past. He's lost everything on a few occasions, including two separate families. His most recent loss, about ten years ago, completely broke his spirit. He decided that life was pointless, and that no matter what he does, bad luck surrounds him like a storm.

But somehow it never effects him.

He's always safe inside the storm's peacefully placid eye, untouchable and unkillable, always escaping by the skin of his teeth.

His theory, and there's good reason to believe it, is he's cursed to watch people die around him. That he seemingly steals their luck and cannot be killed, even if he's the one pulling the trigger.

in his apathetic depression, he's turned to alcoholism and meaningless sex. Fun times!

Personality | You shall see, my young apprentice.

Training & Experience | He's good at killing things, just not himself. He's tried a few times and it never works as intended. He's very good at maintaining weapons and armor, and knows plenty about bombs, mines, grenades and dynamite. If it goes boom, he's your man.

He was trained to use power armor during a short stint with the brotherhood, but he's rusty and inefficient these days.

Random Facts | His right arm is a sentient, speaking prosthetic with a mind of its own, similar to Yes Man from New Vegas. Its name is Jimmy and oh boy is he friendly!

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He's not sure where he got his metal arm... maybe it was the aliens?
 
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Jim Gardner

Do note that one's unlikely to see Jim unmasked.
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latest

Age | 215

Build | 6'0 even, well built from a lifetime of military service.

Marks & Piercings | There are a collection of old burns, slashes, bullet holes, and shrapnel marks that have been patched up and repaired across the entirety of his armor set. Beneath said armor, and hidden from sight, is a large scar in the small of his back.

Profession | NCR Veteran Ranger; Temporary Escort Co-Lead

Weapons & Gear |
NCR Veteran Rangers Armor
: Includes a NV setting for the helmet.
Anti-Material Rifle : Heavy Frame Receiver, Long Encased Barrel, Marksmen's Light Stock, Long Scope
Ranger Sequoia: Well used and proudly worn from years of service.


Faction, if applicable | NCR

Rank, if applicable | Veteran Ranger

Race |Ghoul

Origin | Vault 2, one of the few control vaults made by Vault Tech (Always seems the smaller numbers luck out on that front.) The vault is situated on the very edge of Nevada and California, right on the state line.

Background | Jim Gardner didn't start his life as a citizen of the NCR. In fact, he started his life as a citizen of the United States while it was still smoldering. Born into a control vault exactly one month after all of the bombs fell, Gardner's earliest memories are of metal hallways and fluorescent lights, born to an army ranger who was on shore leave at the time of the bombs, and an investigative journalist mother. Honestly, Jim likely would have spent his entire life there if not for the fact the vault was meant to open automatically after 30 years. So along came his thirtieth birthday, and the Vault was opened up, just as promised. The vault dwellers tried their best in earnest, they did, even used that shiny briefcase that held a G.E.C.K to set up a little ramshackle settlement. A few months into forming a settlement, an assault by Slavers seeking easy prey sent the entire place into disarray. A few of the men, Jim included, took offense to that of course.

Those who were willing to take up arms in a moments notice fought tooth and nail, with Gardner finding a knife in the square of his back during the scuffle. Even with searing pain, indignant rage and adrenaline can be a hell of a drug. The settlement managed to ensure none of their kind were taken off for whatever hell may have awaited them, but the cost had been high in both lives and wellbeing. Jim was laid up in bed for a week before he managed to slink out of it. In the dead of night one evening, Jim grabbed a revolver, signed a note to the woman he was sweet on wishing her well, and tracked down the remnants of the gang who had assaulted his family and home. No one really knows what happened to ol Jim Gardner from Vault 2, they just know he disappeared one evening and left a girl in tears from a handwritten note who she wouldn't let anyone else read. Jim was thorough in his objective, and made good and sure that no one else would be coming back after the survivors from Vault 2.

He drifted for a while after that before finding a new settlement by the name of Shady Sands where he was willing to help get it up and started. It was a slow process, but fortunately they had also been survivors with a G.E.C.K so...not too slow. Life moves quickly for one who'll put his life on the line, and through one means or another Jim ended up a Ghoul, likely on some fools errand to help with something. Ask him about it, he can probably regale you. When the NCR was becoming a superpower in it's own right, trying its best to re-establish american values, Gardner figured he may as well hang around. Mariposa...the Brotherhood War...the fight for the Dam. Ask him about any of it, Gardner probably was there, knows a story, or just got to witness it off in the distance. Rangers weren't always the elite fighting force they are 'today', so Gardner's had the pleasure of watching the group learn how to walk, run, and sprint in equal measure.

After New Vegas was declared independent by a mailman of all things, the NCR was politely informed to get off its property. There was, of course, grumbling from the higher ups but it wasn't worth the fight. Jim got maybe two years of rest before he was given special orders to assist in the navigation across the northern section of the United States to cut to the east, establish trade routes and establish contact with potential allies or nations who may be seeking integration into the NCR. And though Jim may have grumbled about the fact, he put his boots on, got the helmet back on his head, and headed out east. Well...this can't go too poorly now, can it?

Personality | A surprisingly warm and good natured individual, Jim often finds himself putting the wellbeing of others above his own. A veteran in age, and experience, he still manages to take life in stride with jokes, stories, or insightful commentary. His Good Karma tends to pay off for his own wellbeing, at times. Cliche as it may be, much of Jim's personality is born from lessons he found early in his life, both from his parents, the vault, and the wastes.

Training & Experience | Thanks to the unique anatomy of a Ghoul, age has made no threat to lessening Gardner's skillset or abilities. An ace shot with more than his fair share of experience in hand to hand fighting styles, Jim's had the chance to collect an esoteric and eclectic knowledge base for combat and survivalism. A knack for investigative tracking comes with the job and lifespan. Jim also has a near uncanny level of charisma and charm despite his age, able to talk his way through most situations with a more diplomatic approach, something the NCR units he's been deployed with have used frequently for hostage situation negotiations.

Random Facts |
Jim's well known for his love of telling stories, experiences he's had and situations he's managed to survive, or even the stories of friends and allies he's made. Some of these stories can border on the near fictional, and unless you knew him you'd figure he was lying. If you hear him say 'This reminds me of' or 'Want to hear a story?' you may as well pull of a seat or make yourself scarce, as you may not be going far otherwise.

Jim detests lying, and finds it a filthy habit. However, he's more than happy to utilize the 'half-truth' method, especially with anyone who's in command of him or his unit, if it will prove a greater benefit to other's at large.

He often 'fakes' being human in the company of new faces or recruits, and blames the raspy voice of a ghoul on a love for smoking. And then promptly follows it up with 'So don't smoke, got it?'

Technology doesn't necessarily like Jim. Terminals, simple robots, even vehicles seem to have the worst luck if he so much as looks at them.

Being a Ghoul, Jim can actively heal if he drops himself into a radioactive hotspot. Depending on his company, he's been known to use this invulnerability to the benefit of the group in order to tread into 'deadzones'.

A man to lead from the front and volunteer for the most suicidal scouting endeavors, Jim's nature has earned him the admiration of his fellow soldier and either respect from his leading officers, or their distaste.

Jim has a driver's license, legally registered and given out via testing in the vault. Yep, it's totally useless, but he finds it fun to confuse people with it.
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Experiment 1984 "Regenerating Humanoid Superorganism" / Bean (Self-given name)

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Often she wears a long, shabby, patchwork shroud, top, and bottom to cover herself up over a long, also patchwork sundress, since normal clothes don’t fit her.

Age | Around 131 years by the Beginning of Series. Has not aged past maturity and bares traits resembling an 18 or 21 year old female, if a very lanky, twisted emulation of one

Build | Extremely lanky and emaciated, standing at 3 meters tall (9 feet) weighing 210 lbs

Marks & Piercings | On either of her shoulders is a skin-sewn patch one marked with the emblem of the Unity group, and one marked with her experiment number: 1984. Her ear is tagged with a tracking device that emits a small micro-transistor nuclear battery powered radio signal. She has a bracelet permanently fixed to her wrist that bares the logo of the Unity Group and used to be able to open the mag-locks on LA vault doors, but this functionality was rendered defunct sometime near the end of Unity's lifespan.

Profession | Wanderer, has been enslaved at least a few times by various groups, Unity Member and Follower of The Master (Formerly)

Weapons & Gear | She carries a sheepsquatch plushie, and a series of mostly miscellaneous items and foods in a series of pillowcases hanging on the end of an reinforcing bar (rebar) that she carries over her shoulder.

Faction, if applicable |
Unity (Formerly)

Rank, if applicable |
Experiment(Formerly) Agent(Formerly) None (Current)

Race
|FEV Manipulated/Gene Spliced Super Mutant Abomination

Origin | Los Angeles Vault, Los Angeles

Background | Created some 131 years before the beginning of series, Bean is a genetic experiment by The Master (From Fallout 1.) in an attempt to create a regenerating humanoid superorganism using a combination of his own genetic material (making her technically his daughter in a twisted fucked up way) a modified version of the FEV supervirus, cloning technology, and the genetic material of a starfish. Bean is a success in the manner that she is capable of regenerating from extreme wounding, and a failure in the fact that she's an idiot. The Master's scientists, and the master himself (through proxy of course) ran tests on her to stretch her limits. She is capable of at least regenerating limbs, or having internal organs surgically removed, and while not impervious to gunfire, can regenerate easily from small rounds. It was discovered that her fingers and tail were independently prehensile, and could act as limbs and "biological limb enhancers" as well as, in the case of her tail, a balancing implement, which alleviated issues she may have otherwise had with her height and weight After the satisfaction of The Master was made clear, she was properly educated, she was commissioned and indoctrinated into the Unity faction, and began working, generally doing menial tasks for the more intelligent members, or taking care of the less fortunate members, due to her lower intelligence and non-violent nature. After the death of the master and the dissolution of Unity (she was spared by the Vault Dweller, who felt bad for her and simply told her to leave rather than killing her because the player was a bit of a sap), she was left to wander the wastelands.

Personality | In spite of nearly every gene experiment the master created being a weapon or an exercise in genetic superiority, Bean is friendly, thoughtful, and somehow more human than most of the humans in the wasteland. The average wastelander will tell you that supermutants are nothing more than violent, mindless monsters, imitating their human ancestors with crude, unflattering, and majorly distorted shadow of old society. But that was never the case with Bean. In fact, Bean’s radiation immune, clear skin, and insane height and stature among makes her an odd bird. While learning disabled, she’s not unintelligent and she has a strong desire to live peaceably among others. People are keen to take advantage of her immaturity and trusting nature in the wasteland. It is by pure chance that she finds herself not the subject of a slave trade currently.

Training & Experience | Was educated while in captivity by the Master's scientists, as such, is somewhat indoctrinated into Unity's school of thought, but has no violent tendencies. Has 100+ years of life experience, but is still not very smart. Has picked up basic cooking skills. Due to her strange, post-apocalyptic attractiveness and charm, she has a higher charisma than should be possible for someone who struggles with big words or complex concepts. Though this generally just means that less than scrupulous people are more likely to want to take advantage of how gullible she is and force themselves on her since she's, as a famous raider leader put it once "one hell of an exotic experience."

Random Facts |
- The Master wasn't sure whether to consider her a failure or a success. As mentally she possessed no psychic powers and was in fact lower than average in intelligence, but she did possess a heightened regenerative ability to the point of senescent immortality and a seeming immunity to the formation of tumorous growths or radioactive burns. He ultimately decided that she was superior to humans anyway, and allowed her to operate within Unity until it's dissolution after his death.
- Her fingers and tail are independently prehensile, and the eye on her tail is fully functional.

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Nicola (Nic) Armistead also goes by mechinor
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Age 20

Build 3 for 2 inches amputee and burned but mostly normally proportioned

Marks & Piercings | missing legs burn scars cover most of her body and blind in one eye.

Profession | wanderer

Weapons & Gear |
Experimental neural machine interface: A custom built miniature device inserted directly into Nic's brain. It allows her to mentally comand robots and even hack remotely (in the local area). The interface uses her mind as a processor so it can damage her brain if she over uses it.

Skull plug: a metal lined port with in built circitry that connects Nic directly yo her armor. It mostly helps her move but also aid displaying none Standard hud info. The crowd goes from her helmet into this port.

Eternus ports: varrious ports in Nics body linking her to the eternus life support. This makes leaving the armor very hard.
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Warcasket ( her nickname for her PA) mods:
internal data processors: Built into the helmet these aid Nic in data processing when hacking.

Enternus life support sysyem: a custom built suite of life support features to keep Nic safe from illness and infection. Includes blood cleansers air scrubbers, rad scrubbers, medic pump and waste recycling. This system runs through out the suit.

Smart paint coating: a simple paint job that helps shield from emp and energy weapons transferring some energy to the fusion cores. This doesn't stop everything and only mitigates the damage.

Integrated Pipboy: using a pipboy that Nicola "acquired" she has managed to hook it up to her armor giving her all the functions of a normal pipboy in her armor, very nice to have radio while wandering.

Kentic servos: for when you need to carry more.

Faction, if applicable | ex brotherhood of steel

Rank, if applicable | ex initiate

Race | human cyborg

Origin | capitol wasteland

Background | Nicola was born into the capitol wasteland, into the brotherhood of steel just as the the lone wanderer was having their adventure. She never actually met them or if she did she was a baby and has never been told that she did. This of course let her grow up in a time of semi peace, as while there were settlements that wouldn't listen to the brotherhood, and of course mutants to get rid of it was nothing compared to just a few years before. Nicola was more drawn tot he life of a scribe, than the life of a paladin but, still she did need to go through the normal process of training for combat and would get to more technologically relevant duties latter. Aside from elder Maxson rising to his rank far to early and both of the lyons dying there was little action in the capitol as it became more and more civilized. The brotherhood grew in power using the technology of it's foe to gain strength and Nicola was never as certain as other squires or initiates in the brotherhood way of things. Still it was her life and she doubted she would leave, just always have her doubts.

When she was 15 the brotherhood invaded the commonwealth seeking to destroy the institute and it's synths. Also to expand it's own power, or so Nicola found herself thinking as she noted how the others treated those below their flying fortress. Here she would meet a legend without knowing it, the sole survivor who aided the paladin dance and the brotherhood. Meeting a legend however, would not be what defined Nicola's times in the commonwealth, after all it had only been brief. What has come to define her instead happened during the brotherhood's crusade against the institute and anyone with technology. By this time Nicola was no longer a squire but an initiate scribe and worked with paladin groups in the field.

The thing about field work, was that even with an escort of heavily armored people that could bench press a tank and equipped with the greatest weapons known to man things can go wrong fast. That didn't always happen, but on more than one occasion the group Nicola was with would be attacked either by synths or even by locals ungrateful for the brotherhood's protection. One of these attacks was what would cause Nicola's life to change forever, though attack is the wrong word it was an ambush. The children of atom, deluded fanatics with a love for everything radiation based had decided to be enemies of the brotherhood and had been pushed out of the capitol. The thing about the children is they were far more clever than raiders and even rigged up radiation based landmines. Unaware of the ambush the first sign that there was one, was the explosion of the paladin beside her. The power armored man was engulfed in nuclear fire so hot his fusion core detonated causing a secondary explosion. Nicola had no clue what had happened one moment she was walking beside him and the next she was in sick pain in the worst pain she had ever felt.

It was thanks to the heavy power armor that Nicola even survived the consecutive blasts, but she was left burned, half blind and crippled. The brotherhood medics didn't think she would survive as the fact she had even been rescued was a miracle in of itself. When Nicola had regained enough of her throat to ask she had been told it had been the sole survivor that happened to notice the explosion, though this might be a story as she was also told it was a mysterious man in a trench coat and just a another squad that was nearby that had saved her. Despite what the medics had predicted Nicola would pull through and even recover rather swiftly. Some would suspect the bomb of the children had something extra mixed it but there was no way to confirm that. Either way the brotherhood would rig up a power armor frame so that Nicola could walk like they had with ingram. This restored Nicola's mobility, but despite her recovering her health never truly came back and illness and infections became common for her.

Nicola would during the year of her recovery and rehabilitation get to see the conflict with the institute end and her doubts about the brotherhood boil over. While Nicola didn't care to much about the synths, she didn't hate them either, the fact elder Maxon had blown the institute up without even trying to save anything annoyed her. When she learned of some of the biological wonders the institute had that was the final straw as they might have been able to use that technology to help her, and others but instead blew it up. Nicola decided she would forge her own path and stole a set of t60 armor and some cores before leaving the base.

Now Nicola wasn't just blindly running away, she had dug through records and amid the had seen reports of the mid west brotherhood and their rather odd tales. The one that interested her was the calculator and his robot army. While not exactly the synthetic limbs and organs she wanted, there were at least humanoid machines there. It was on her journey to the vault of the calculator that Nicola would find Ruth and while not cooperative at first, Nicola manage to shut her down and reprogram her. From then off Nicola would later Ruth and force feed her medical data at every chance. The two would make decent time to the vault and found it nice and abandoned, also mostly looted. Scrap metal even from killer robots was still scrap metal and thus sought after. Still there were some doors left unopened, sealed from before even the fall of the calculator.

In the vaults sealed chambers there was at least one broken humanoid robot that Nicola would repair and reprogram. That however was not the real prize as while most assumed all the data in the vault had died with the calculator, there was a partial back up of the data. The calculator had not managed to copy everything, but there was plenty of advanced schematics for Nicola to pour through. It was this treasure trove of schematics and data that allowed Nicola to change her power armor into her war casket. It also helped her built her various modifications to her own body.

Once Nicola could actually travel without risk of infection and had recovered from brain surgery she decided to move on. while the base was nice it lacked what she really wanted, a way to heal her broken form. There were other places she had found in record, like the place know as big Mt. Well she found it, and was rather swiftly run off from the place by the defenders before she even got to look into even one terminal. Nicola would try several times to get in only to be repulsed each time. She would just have to give up, or come back with greater forces. With on avenue of healing herself she decided to return east as there was another place that once could have fixed her, the institute.

Years had passed and huntign synths is no easy feat, but Nicola has managed it and even added an assultron to her retinue. With serval synth dissections under her belt and after finding ther flesh is just human flesh she has decided that they are a dead end. Well the creations might not give their secrets to her, but former institute members that got away might. This has lead her to the big apple , some hints say some ex bio scientists might be hiding out there, and who knows what other technology might be there,

Personality | [Optional, as much or as little as you want to reveal. I don't require a personality section.]

Training & Experience |
Standard brotherhood education
Standard brotherhood combat training
Power armor training
an expert if not genius at anything technically mostly in the field of robotics.
Advanced medical knowledge.

Random Facts |

Nicola while able to leave her armor can not last long, her original condition combined with her now always sterile environment has not helped her immune system.

She currently has 3 main robots that accompany her with others being built and destroyed over time.

Robobrain Ruth female: not a combat bot but rather a medical assistant to Nic and her personal doctor. Ruth has been heavily costomized.
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Louis male: not actully made or designed or even customized by Nic, Louis has only been reprogrammed to aid Nic after she repaired him. Louis was actullyade by the calculator. Using the bladed on his arms he fight in cqc
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Murphy female: and assultron that has been altered to front more from range. Her arms nor have quick firing lasers built in. Other than that she is Standard.
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Name: XC3-A2 'Cybil'

Age: physically, late twenties

Creation Date: November 4th, 2266.

Sex: Female

Alias(s): Ranger Cybil, Ranger, Tin-can, Android,

Faction:

Institute (formerly)

NCR (Current)

Generation: Three-point-Five.
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Backstory: Created by the Institute in 2266, the Courser known as XC3-A2 was assigned to provide support to the Institute's first raid of the Railroad; tasked with the direct capture and elimination of rogue Synthetics as well as attempts as gathering additional information on any sort of secondary locations, relocations of personnel and other enemy intelligence. During the raid on the compound, the Courser was separated from the main offensive by a series of lures employed by the Railroad's militia in order to prioritize her elimination firsthand. The ambush was partially successful; trapping the Courser in close quarters and weakening it with an EMP grenade as a mob of militiamen swarmed the synth and overwhelmed the mechanoid with a flurry of close-ranged attacks aimed at the head, arms, and legs. Soon, the synth was incapacitated from the assault, and, as the mob prepared for a killing blow, the group was mercilessly gunned down by a rescuing squad of Synthetics who heard the commotion and came to the aid of the ambushed courser. Except it was far too late. The Institute hunter was unresponsive, and a quick scan revealed that, while viable to be used again to fight, the damage had put the synthetic out of action for the foreseeable future. Recovering the body, the Institute's mission was ultimately a success. The Courser was systematically analyzed and prepped for immediate repair by the machines of the Institute once the damaged android had been brought back to base- highlighting that extensive cranial trauma and internal disruption by the EMP placed the Synthetic's condition under debate. It was ultimately decided to mark the Courser as de-serviced in order to attempt an experimental upgrade of the Courser as a testbed for a new generational line. However, the Institute was unaware that the Synthetic, although disabled, had suffered a significant glitch in its matrix that made it entirely self-aware; emotionally dulled due to irreversible damages caused by the assault on the synthetic by the Railroad.

Taking five years to complete the upgrades to the body, the prototyped 'Gen 3.5' synthetic was reactivated on May 1st, 2273 with an entirely new assignment in addition to its upgraded firmware, hardware, and software; culminating in an attempt to be the first synthetic of its line to be able to modify its programming and adapt to a continuously changing environment better than its predecessors. As a result, this Courser had been drastically remade to be much more aggressively retentive following a notable downside in emotional expressiveness. As always, the Courser was made with the intention of infiltrating areas of interest toward the Institute's goal; one of which, was the Mojave Desert. Compared to the Capital Wasteland, the Mojave Desert's strategic potential came to notice amid reports of the Hoover Dam's reactivation, the restoration of HELIOS ONE, alongside the bordering conflict between the New California Republic and Caesar's Legion; providing an opportunity to recon the area by taking advantage of the distraction as well as attempting assassination of both heads of state. Deployed alone, the Courser began heading Northwest; skirting upward of Caesar's territory and heading through the Midwestern area of the Brotherhood of Steel in order to 'backdoor' through Zion Valley to head straight into the Mojave. Unsurprisingly, the Institute Courser was encountered by the splintered-off Midwestern BOS, and, unlike their fanatical Eastern and Western counterparts, was offered to be liberated from the more controlling constraints of its programming in exchange for indulgence in information pertinent to the Brotherhood chapter's interests of the Institute. Unsurprisingly met with consent, the Android was quickly rendered unconscious by the Brotherhood in order to prevent a sudden change in behavioral subroutines from their experience with The Calculator from Vault Zero.

The Midwestern Brotherhood was able to successfully remove the locator chip from the brain of the Synthetic without killing it, and in return, the Synthetic had summarily betrayed the knowledge of the Institute to this chapter, with one last request: assistance to get to the Mojave Desert. When asked why, the Courser informed them of the Institute's planned occupation of the region; most likely ending in fate for the entire Northwest if the faction was able to gain control of the Hoover Dam. The Brotherhood agreed but only were able to get the android into Zion Valley before pulling back due to the demand of the terrain. Within the course of several months, the Android had not only managed to make it into Utah, but avoid the Enclave with a minor skirmish and head straight into the cavern leading into the Mojave wasteland. Almost immediately upon entering, the Courser ditched her attire and sought to further observe the situation at Hoover Dam, whereby learning from a passing merchant that the NCR was preparing to engage in the first battle for the dam against Caesar's Legion. With the android maintaining cover, she was now able to satiate her former objective of infiltration, by joining the New California Republic after learning of their motives to protect the Dam from incursion, among other methods to best restore what genuine society once was, choosing a name for herself and for the soldiers to identify her along the way. With the experience and 'training' of a Courser, the android sought to join the Rangers; and spent the next four years training in the hopes to graduate on time for deployment to the Hover Dam. Cybil would ultimately accomplish her goal; being assigned to the NCR Ranger's 1st Recon Battalion.

The newly-minted Ranger of the NCR's 1st Recon Battalion participated in the First Battle of Hoover Dam against Caesar's Legion; eliminating some of their most elite forces during the ensuing battle and earning a notable reputation as the NCR solidified their hold over the Mojave. As the year went on into 2278, a stain upon the 1st Recon Batallion had put a blithe on their reputation during the infamous Bitter Springs Massacre; forcing Cybil to rewrite her order prioritization. This in turn led to a gradual increase in her autonomy, and as a result of this event having a defining impact on the former Courser, began to slowly serve at attempting to erode her past. Four years later in 2282, the uncannily efficient combat prowess and seemingly ageless appearance of the youthful-looking Ranger began to raise whispers among the NCR's 1st, and as she was promoted to Veteran Ranger and issued a set of Combat Armor, she soon requested a transfer to the Riot Control branch of the NCR; customizing her armor to give a distinctive appearance as she settled into finally maintaining a more peacekeeping lifestyle that was soon disrupted once more. With the Legion mounting a desperate last offensive, the NCR called upon Cybil to help stave off the second battle of Hoover Dam, with ultimate success. Four years later, Cybil's new path awaited her as she attached as a scout to an NCR Caravan heading to New York City.

Personality: Cybil, throughout her service toward the NCR, the past encounter with the Brotherhood, and the numerous engagements between order and disruption, has left the android to adopt a more Humanistic and humble persona toward the new life she was given. Harboring no regrets for abandoning the Institute, she is still quite cautious of the possibility of becoming hunted down and destroyed if she was ever discovered, making her weary of even her own kind. Cybil also struggles with a self-perceptive lack of true Humanity; unable and unwilling to engage in deep conversation about herself while holding an envious disposition toward Humans. Cybil's borderline emotionless tone and overtly stoic nature oftentimes assures she keeps to herself in silence, simply content with observing unless directly addressed. Only those who are persistent enough will manage to break through the cold, mechanical exterior to see a Human soul of her own design.

-Equipment-

-Elite Riot Gear (custom): Perhaps the most distinguishing feature of Cybil is the armor she wears, being a heavily modified set of Veteran Elite Ranger Gear; possessing an integrated commlink, polarized widened visor and dual-filter mouthpiece with a forward exhaust valve. Additionally, a camera mount with three separate lenses is fitted to the front of the helmet; connected to a powered box, and capable of providing thermal and night vision sight pictures. Up-armored compared to the standard versions of Combat Armor, it possesses makeshift heavy trauma plates at the front and back of the torso alongside armored shoulder and kneepads; with the torso able to stop at least three rounds of 7.62x39mm ammo. The lesser armored shoulder and kneepads will protect against 9mm including JHP, but nothing else is guaranteed.

-AK-103 Tactical: A customized, black AK-103 pattern rifle with a 30-round PMAG, stubby foregrip, muzzle choke, side-mounted blue laser/light combo device, and marksman's stock, chambered to fire 7.62x39mm ammo.

-Colt M45A1 CQBP custom: This is a magazine-fed, recoil-operated, single-action, semiautomatic pistol chambered for the .45 ACP cartridge. Customized with an MRD optic, threaded barrel, suppressor, and underside mount with a green laser sight.

-Field Pack/Utility Belt: Alongside facilitating leather slings, pouches, and holsters, Cybil also comes equipped with scavenged frag grenades, extra magazines, and a field repair kit.

-Skills- Cybil is a skilled and deadly combatant; able to engage targets from range and up close with a variety of CQC techniques. Additionally, she is remarkably adept at hunting and tracking targets of interest, as well as excelling at reconnaissance and intelligence gathering.

-Misc-

It is worth noting that the generation upgrade removed and replaced the internal "organs" of the trunk with synthetic lightweight components similar to that of the Gen 1 design. A biofluid coolant pump acts as the heart of the synthetic, providing power to the motorized lungs that, with each inhale, move additional coolant up to the head and act as a rudimentary cooling system for the central matrix; fulfilling the illusion of life while eliminating biological dependencies such as hunger, hormone regulation, and waste excretion. This complex system is all done within flexible bundles of tubing that are able to withstand high-stress movement, yet similar care must be taken all the same in firefights to ensure that Cybil doesn't get shot and lose the clear-white liquid keeping her alive. The most significant change this brings, however, is a lighter and markedly more agile base frame atop her already existing nature as a synthetic.
 
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Violet Rose
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Age | 30

Build | 5'8. Athletically built, although a slight bit chubby around her belly.

Marks & Piercings |Freckles on her face. Scars on the left side of her face going across her lips. Lighter splotches of skin on her face, she's had this since birth

Profession | Street medic, adventurer, gun for hire

Weapons & Gear | Standard military fatigues in urban camo, light armoured vest similar to what Vault Security would wear. 10mm SMG. Chinese Assault Rifle (7.62mm ammo instead of the normal 5.56). Backpack with various medical supplies (bandages, blood packs, med-x for pain relief, stimpacks, disease cures, rad-x and radaway)

Faction, if applicable | Not one of the major factions. The Responders (formed and named separately to the faction of the same name from West Virginia)

Rank, if applicable | None

Race |Human

Origin | Vault 66, which was built under the old Metropolitan Hospital and Fire Station 10

Background | Violet is the third generation of her vault to be in the wasteland. Her grandfather was in fact the one who pressed the button to open the vault. She spent most of her childhood helping with scavenging runs in the old hospital thier Vault was under, as well as learning first aid and later advanced life saving techniques she learnt from some of the old FDNY EMS books she found. With her father forming the Responders she was the main one to teach the first lot of medics who would go out and help the Wasteland.

Personality | Violet is fun and flirty when not working, which she normally is, but very professional when hands on with a patient. Some may call her a nerd, some may call her an angel, but one thing is certain, she enjoys helping people.

Training & Experience | Basic weapons handling. She is good at finding useful supplies in ruins, but excels at medical stuff, such as bleed control and more advanced life saving measures.

Random Facts | She actually met her Synth replacement, who took the name Acacia, who had escaped the destruction of the Institute. They quickly became good friends, although Acacia has since vanished. Is she dead? Is she taking after Violet and learning medic stuff? Has she just left the area and gone to explore the wasteland? Violet doesn't know but who knows what'll happen

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Sean The Fist
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Age | 31

Build | 7'3 and Muscular from fighting in the Warren Arenas

Marks & Piercings | A long scar on the left side of his face as well as multiple stab scars on his body.

Profession | Helpful Homeless Scavenger

Weapons & Gear |
His Fists
Anything in the environment that can be used as a melee weapon
Metal Plates he hides under his clothes to protect him if needed
A Set of Lockpicks


Faction, if applicable | The Warren

Rank, if applicable | The Ratatung (Everyone on the Surface just says The Rat)

Race | Human

Origin | The Warren, NY Metro Tunnels.
Leader: The Rat King- A Council of all the Tribal Leaders of The Warren
The Warren is a collection of Migratory Tribes located inside the expansive NY Metro system. They don't control the whole underground however they do leave trail marks to message other tribal members about whether the area is dangerous, has an obstacle, etc...

The Tribes keep the peace by attending a Ratthing every 3 months. The Tribes spend about a week or two to discuss the new course of the Warren, to vote on a New Ratatung if the previous one died, to settle disagreements, deal with inter-tribal issues such as marriage. This is overseen by the Rat King who are the collection of Tribal Leaders.

Tribes are often broken down into Ratfinder (Scouts), Rattlers (Warriors), Ratlings (Children), and Ratan (Crafters). The Tribe is led by a Ratker or the leader. All the Tribes are structured like this, and there are 13 Tribes in total.

The Ratatung is the Warrens agent up on the surface. They typically are used to gather resources that the Warren cant otherwise produce such as types of food, oil, electronic parts, etc. While they do this they are given liberty to observe surface factions and interact with them as they please. This has led to a negative view on The Rat as typically The Rat would often choose agressive stances on the surfacers such as stealing or killing to get what they want. A Ratatung is often chosen from a group of volunteers who wish to improve the tribes as a whole.

Background | Sean was always scrappy since the days he was a Ratling trying to prove himself. From early on he discovered he was good with his Fists as he would constantly get into fights with other Ratlings. He was so good at it that the Rattlers of his tribe noticed and decided to get him into their own nighly bouts of fighting. It was styled as an arena fight, where you would have two opponents do whatever they can to either get the opposing side to surrender or get knocked out. The rule was that they couldn't be too badly injured as warriors would still be needed to defend.

Sean lived like this for a long time. So much so that the only weapon he could really trust where his own two Fists. It's from fighting for so long as a Pugalist that Sean became known amongst the Tribes as The Fist.

Sean was a good Rattler but he always felt like he could be doing more. He wanted to help people, however as his job permitted he couldn't really do much to help anyone. When the last Ratatung died, he volunteered for the position at the next Ratthing and was approved by a majority of the Rat King.

He's a new face on the surface as he hasn't been there very long. Still he hopes to do some good in the city to reflect kindly on his people.


Personality | Sean is typically a caring man to many. Often he tries to help whenever he sees someone in trouble or at least believes they are. It doesn't matter if they are a Super Mutant, ghoul, or any other thing if he can talk to you and help he most likely will unless it's to kill a bunch of civilians then no. However this gullibility is often taken advantage of and has led to many traps.

Training & Experience |
Scavenging: Due to the nature of living into the metro, if you don't know how to scavenge you're dead. Sean is very good at finding things they could be used.

Anything and Everything is a Weapon: Sean has learned from his time as a Rattler and as a resident of the Metro that everything you can grab is a weapon you can use. If nothing else, your Fists are more than adequate.

First Aid Trained: Due to the nature of being a Rattler that doesn't have access to Stimpacks like surfacers do, Sean was taught how to patch himself up if he ever got hurt.

Pack Rat life: Sean has learned how to stuff objects into many pockets or how to stuff something that wont fit until it does. Sean has a technique that allows him to carry a lot more things than the average person can.

Stealthy Rodent: Sean had spent a great deal underground, and the underground wasn't a kind environment. If any noise was made it would echo until heard so one had to naturally be stealthy to avoid an early and gruesome death. This applys pretty well to above ground life as well.

Lock Cracking: To get anywhere in the expansive metro one must know how to deal with locks, because doors are always locked and many sections are locked off. Behind these areas likes some good equipment, and so one must naturally become proficient with picking a lock, or breaking it open.


Random Facts | Sean has a dog companion that he calls Tirna. She follows him around cause he likes giving her food.

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Magnet

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Age | 18 (Physically) 126 (Chronologically)

Build | Underdeveloped, body is actually fairly frail and easy to damage in combat. Assuming you can get close to her.

Marks & Piercings | Skull Shaped Irises

Profession | Mutant Outcast/Urban Legend/Vagabond

Weapons & Gear | Bandages, A Sharpened Metal Streetsign.

Faction, if applicable | Unity (Defected), None

Rank, if applicable | N/a

Race |FEV Manipulated/Gene Spliced Super Mutant Abomination/Self Proclaimed Ultimate Lifeform (Formerly)

Origin | Los Angeles Vault, Los Angeles

Background | Created some 126 years before the beginning of Fallout Big Apple, Magnet is a genetic experiment by The Master (From Fallout 1.) during his FEV experiments with psionics. Using the genetic material of the other psykers Gideon, Lucy, Wiggum, and Moore, and a diluted version of the Master's own genetic code. Magnet was initially deemed a failure due to her psychic powers seemingly failing to awaken at a young age, however this was merely a ruse developed by Magnet herself against the wishes of the Master. Magnet had actually awakened the most powerful psychic powers as of yet, rivalling and possibly surpassing even the Master himself, and had experienced neurophysiological hyperdevelopment, which eventually resulted in the growth of her horns.
Sometime before the vault dwellers entry, as evidenced by a terminal log found in the Los Angeles Vault, Magnet eventually revealed her superior power to the Master, faced him in a brief battle of telepathic influence, and while the master was stunned from the clash, escaped the vault with minor injuries. During her time prior to this event, Magnet was extremely close with Bean and later, as she travelled the wasteland, came to regret her decision of "Leaving Bean There (in the Los Angeles Vault)." The news of the master's defeat, has granted her minor repose in belief that the two would somehow meet again some day.
During her time wandering the wastes, Magnet came to be feared as an urban legend of sorts in New Jersey, due to her supernatural psychic abilities and inhuman traits, she was dubbed the New Jersey Shedevil.

Personality | She's noted to be grumpy and would become protective of Bean if the two were ever to meet. She seems to have mellowed out over the 131 years she's been alive. As during her rebellion against the Master she declared herself the ultimate lifeform, but since seems to have abandoned that way of thinking, and has developed a distinctive sense of self hate for "Abandoning Bean" who she claims is "The only person she ever cared about." She's a crude parallel to bean. Where bean possessed incredible physical ability and regeneration but a feeble and simple mind, Magnet has a mutated and physically frail body but an inhumanly powerful mind. It is fair to assume based on in game subtext that Magnet is horribly depressed.

Training & Experience | Though not particularly skilled in anything other than survival or her psychic powers in terms of experience, Magnet is noted to be super-intelligent much like her creator, The Master. Using her Telepathic abilities, she has learned a similar "Revulsion Field Technique" to her creator.

Abilities | Telekinesis, Telepathy, Psychogenesis, spade-ended Prehensile Tail, Senescent Immortality, Minor Regeneration (noted to be vastly inferior to Bean's but still superior to an average wastelander human.)

Weaknesses: Her body is frail and easily damaged. Though her psychic powers make her tough to hit as she has no qualms with levitating herself or dragging her own bodyweight through the air at high speeds.

Random Facts | Her design is the same as Carrol Dreamer from another RP I've written for, Novel Comics!

Theme song - OST The New Jersey Shedevil
 
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PROJECT HADES | Hades
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Age | 215+ years

Build | Biomimic

Marks & Piercings | Some of her armor is scratched or dented in some places and the anatomical left side of her face is cracked

Profession | Former Military Operations Robot

Weapons & Gear |

Progressive Saber: This fusion-cell powered weapon resembles a large saber/cleaver-like blade mounted on top of an olive green handle. It creates a field of quickly vibrating plasma particles, creating an energy-sword of sorts with much higher cutting capability than contemporary weapons like the Ripper motorized blade. It can connect directly to Hades’ internal battery.

Standard 10MM Pistol Sidearm: A standard 10MM pistol that was in the workshop of the vault she was placed in.

1x Fusion Core

Faction, if applicable | US Government (Formerly)

Rank, if applicable | None

Race | Experimental Automaton

Origin | Brooklyn

Background | Project HADES, a single prototype Assaultron replacement model who's construction was nearly completed by a cooperative effort between Robco Industries and Brooklyn Dynamics, during the tail end of the Mass Production cycle before the bombs fell. Luckily, it was relocated to the military research vault constructed under the Stephen A. Schwarzman built a single day before the war, where its design process could continue, supervised by an automated digital database long after its human caretakers passed on.

On the day that the bombs fell, HADES’ advanced personality/creativity module was to be transported from the Brooklyn Dynamics headquarters. And was placed in a safe for storage purposes. Unfortunately, when the bombs fell, the Brooklyn Dynamics member who was supposed to transport said module-chip, Satoru Murata, was seemingly killed in the blast.

Due to the efforts of a main-game-protagonist-like character prior to the setting of Big Apple, said vault became opened and Project HADES activated, however a successful charisma check relating to a key-item (The vault's entry code which could've only been obtained by a military official) allowed the protagonist to convince Project HADES that it was incomplete and that it needed to return to hibernation mode.

The signal emanated from the machine that went off in central park, due to the now-opened nature of the vault door, inexplicably shifted a photonic value which caused HADES to return back online. Now, believing it is incomplete, Project HADES has set out to the ruins of New York to find someone who can properly finish its diagnostic design issues.

Personality | Cold, analytical and unfeeling, as curious as she is of what has happened to the world, her combat-focused existence makes it hard for her to not fall back into her precisely-selected military standard stoicism.

Abilities | Superhuman Physical Characteristics, Built in High maneuverability combat armor, enhanced sensors, Integration Circuitry, Internal Fusion Core power system, Prehensile Tail

Training & Experience | Designed as a high level combat robot, originally built as a prototype to be produced mid war (under the assumption that the nukes wouldn’t drop so soon) Hades is highly trained and highly capable in combat and tactics. She is programmed to make use of both melee and ranged weapons as needed. Her main issue is creative and emotional thinking. While she’s not a mindless drone, she’s far from being complete, as the chip that holds her personality and creative solution subroutines is currently at the Brooklyn Robotics headquarters in a mag-lock safe.

Random Facts |
  • Despite its basis in Brooklyn, many of the members of Brooklyn Dynamics were actually Japanese, having been brought over by a similar government mission as “Project Paperclip”
  • The computer logs in the Brooklyn Dynamics headquarters state that, while the tail is a useful addition for the high maneuverability that Hades possessed, Hades would’ve been more than capable of balancing without a tail, however Development Co-Head Satoru Murata insisted that a tail be built into the design despite the cost. In a Private Document folder that can be found at Murata’s desk, an entry seems to suggest that he had become emotionally invested in the prototype and “wanted it to have a tail” because of the main character of a comic he was a fan of in his youth that he states “Gave him a new understanding of the wonders of robotics.” There is a smudged sketch on a different document of said character, although the heart around it may imply it was at one point a naughty drawing.
  • Murata isn’t actually dead, instead having become a pre-war ghoul and having lived for well over 215 years. He currently lives in part of the ruins of brooklyn, and the player, should they have Hades as their companion or pass a charisma check, will receive the guide to a quest from him in which he directs them to the location of the Personality chip in the Brooklyn Dynamics Headquarters. Should the players companions be either Bean or Magnet, he will have unique dialogue, specifically relating to the fact that each of the mutant girls has a tail.

Theme Song - OST March Forward
 

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