What's new

Nation Building Fallout: New Vegas

Main
Here
Other
Here

Pat

Her Majesty Victoria
#1
The two below sheets are the bare minimum you need to create a character or faction, respectively. You can add more if you want, which I would like to encourage.

MojaveMapBW.jpg

Character Sheet​

Name:

Appearance:

Equipment:

(three or two or one)

Tagged Skill(s):

(35 total points, ten maximum in each)

S:
P:
E:
C:
I:
A:
L:

Faction Sheet​

Name:

Symbol:

Numbers:

Resources:

Equipment:

Training:

Location:
 
Last edited:
#2
Character Sheet

Name:
Senior Marshal Commander Dean Booth

Appearance:
BC249D8E-C43D-459C-A068-A063B50B2C0C.jpeg

Equipment:
- A reinforced duster, consisting of layers of boiled gecko leather and scrap steel.
- A scavenged R91 Assault Rifle.
- A combat knife.


Tagged Skills:
- Survival
- Sneak


S: 6
P: 6
E: 5
C: 4
I: 5
A: 6
L: 4


~

Faction Sheet


Name:
The Mojave Marshals

Symbol:
4C4D9309-6F79-4B91-8CC0-DE3A8A1067B1.jpeg

Resources:
The Marshals possess a modest number of medical supplies, ammunition, tools, and spare weapon parts scavenged from across the Mojave. Food is primarily hunted rather than bought through commerce, and caps are normally acquired from either contracts or fallen enemies.

Equipment:
Marshals put to use whatever gear they come across. Primarily, their equipment mainly consists of a variety of scoped hunting rifles, scavenged assault rifles, sub machine guns, small bladed weapons, and makeshift explosives. Regarding armour that is actually suitable for combat, such a luxury can be quite scarce and instead Marshals layer their iconic dusters with boiled leather and scrap metal.

Training:
Marshals are trained in methods revolving around guerrilla warfare, stealth, basic weapon maintenance, hand-to-hand combat, and wasteland survival - owing such tactics to their previous status as Desert Rangers. Their small size as a faction has required them to avoid direct confrontation with forces of opposition, instead opting for unconventional warfare. Depending on a Marshal’s assignment, their tactics, eaquipment, and training will morph around their assigned roles.

Those serving within the Marshals’ fighting units are divided into two separate teams composed of four combatants each. Those operating under the Marshal’s ‘Active’ unit are supplied and trained with assault rifles and explosives, whilst their ‘Reserve’ counterparts operate hunting rifles supported by sub machine guns.

Location:
The Marshals lack a permanent base of operations in the Mojave, having rather opted to maintain a nomadic lifestyle and rally in settlements across the Wasteland. However, as of recent the Marshals have devised a plan to launch a raid against the New California Republic Correctional Facility in a bid to take the prison from the Powder Ganger that reside there, devising their strategy within the settlement of Goodsprings.
 
Last edited:

Boethiah

Prince of Plots, Queen of Shadows
#3
Character Sheet​

Name: Nergal

Appearance: 1520732590995.png

Equipment:
-Glock 86 plasma pistol
-Laser RCW with a recycler modification

Tagged Skill(s):
-Energy Weapons
-Speech
-Repair

S: 4
P: 7
E: 4
C: 7
I: 7
A: 2
L: 4

Backstory:
Once a member of the Western Brotherhood, Nergal was cast out after a failed mission to turn an irradiated bunker into a new Brotherhood outpost that led to his ghoulification. After his ghoulification he began working as a bounty agent across California until eventually settling in Necropolis as a guardsman. His time there was short-lived as the city eventually came under attack from the Master's army and he was forced to flee for survival. Going along with several other refugees, he established a new life in the town of Gecko until less-than-favorable relations with Vault City convinced him to seek a new life elsewhere. Opposing the Renewal Cult and their desire to "renew" themselves as humans once more, Nergal embraced his status as a ghoul and set out to build a new town with a contingent of those who agreed with him.

Heading South to the Mojave wasteland, Nergal's group encountered rumors of Jason Bright and the Bright Brotherhood based in the Repconn Facility. The two groups coalesced into one prior to the First Battle of Hoover Dam, and worked together. Despite this, Nergal remained highly skeptical of Bright's plan to utilize rockets to achieve the Great Journey and suspected that Bright's status as a glowing one contributed to a case of madness. For Nergal, this was confirmed sometime later when Jason Bright accepted Chris Haversam into the Bright Brotherhood on the basis that Chris was a divine gift. Once more, Nergal's Brotherhood split away from the rest of their fellow ghouls, living at the Repconn Facility while deciding not to take part in Bright's version of the Great Journey, but in Nergal's version - the establishment of a successful, safe community for ghouls. The decision of Nergal's Brotherhood to stay at the Repconn Facility was originally meant to help keep the Bright Brotherhood protected and attempt to bring members of the Bright Brotherhood to their own flock. With Haversam's work bringing Bright's vision closer to a reality, and the nightkin invasion of the Repconn Facility, Nergal began doubting that the rest of the ghouls could be saved and that Repconn could be their safe haven, so he established contact with Jacobstown and is looking into the possibility of bringing his Brotherhood there.

Faction Sheet
Name: Nergal's Brotherhood

Symbol:


Resources:
Since they are often shunned by human settlements, members of Nergal's Brotherhood acquire resources from scavenging, trading with caravans, or hunting animals for food and leather. They desire self-sufficiency and primarily rely on each other rather than outside forces for their goods.

Equipment:
Members of Nergal's Brotherhood who came from the Bright Brotherhood tend to wear robes similar to those of the standard Bright Brotherhood although their knights and paladins wear makeshift leather armors. Members who followed Nergal from Gecko and elsewhere wear their typical clothing, whether it be a simple outfit or basic armor. They are also like the Bright Brotherhood in their usage of energy weapons as their staple weaponry, favoring items such as the plasma defender, laser pistol, laser rifle, laser RCW, recharger pistol, and recharger rifle.

Training:
As an ex-BoS member, Nergal runs his brotherhood with an established hierarchy modeled on that of the Western Brotherhood, with initiates either becoming scribes who deal with the civic issues of Repconn or knights who deal with the defenses, eventually becoming elite paladins. Breaking away from Jason Bright's theory of the Far Beyond, they actively prepare in turning the Repconn Facility into a booming settlement by acquiring knowledge, having craftsmen, and a dedicated branch of defenders. All members receive basic instruction on weaponry and what to do in the case of an assault, as well as basic survivalism to help them live as independently as possible from the outside world.

Location:
Repconn Facility
Jacobstown

Numbers:
Initiates: 8 (Emund, Cal, Hal, Joan, Luis, Ed, Jace, Jack)
Scribes: 3 (Cyro, Philo, Burzura)
Knights: 7 (Sera, Eresh, Urta, Utu, Thadeus, Dumuz, Liuma)
Paladins: 2 (Shamash, Harland)
Elder: 1 (Nergal)
 
Last edited:

Mr Kraz

H.G. Wells Needs more love!!!
#4
Name: Dimitri Verskinov (Russian name because of family ancetors)

Appearance:

Equipment:

x1 Recharger Rifle (Communist Paint)

x1 Combat Armor chest piece (Communist Paint)
x1 Combat Armor left Leg (Communist Paint)
x1 Combat Armor Helmet (Communist Paint)


Skills: Energy Weapons, Guns, melee.

S: 8
P: 4
E: 7
C: 5
I: 5
A: 4
L: 2


FACTION SHEET






FACTION NAME: CRA

CHINESE REMNANT ARMY

Faction members: 18

Resources: The Chinese Remnant Army despite having only a tiny fraction of what the original Chinese Republic had; they still possess a large threat to some of New Vegas. They take no prisoners, ONLY worship Communism and nothing else, and will fight to the VERY last man. They possess limited amounts of prewar resources and materials.

Equipment: The standard CRA soldier is equipped with a Recharger Rifle and protected with combat armor bought from the Gun Runners and painted to resemble the Peoples Republic of China.

Pursuit squadron: One stripped down car that has been salvaged by the group and turned into a scout vehicle. It is limited to a speed of 50 miles per hour on road and 25 miles per hour off road.

Training: CRA troops go through a 3 month long training session designed to maximize usage of urban combat.

Location: Searchlight Airport. (Former Airport Terminal is now their HQ and has been painted to resemble the communist party buildings)

A Recharger Rifle (A real F:NV weapon):




Some Vehicle examples (Mostly work or transport vehicles):



Vehicle chosen: 7

Vehicle count: 1 at the moment.
 
Last edited:

Iskandar

Doujin Expert
#5
Yagyu LeRae

Appearance:
1520756910199.png
Age: 65

Gender: Male

Race: Human

Birthplace: Cascadia

Religion: Atheist. Follows Bushido heavily.

Job: Leader of LeRae Trading Caravan and Mercenary Company.

Equipment:
Two .44 Magnum Revolvers
Katana + Wakizashi
Yukuta

Items:
Bottle Caps, NCR Dollars.
New Vegas Passport
Three Stimpacks
Glasses
Pendant

Tagged Skill:
Speech
Barter
Melee Weapons

(35 total points, ten maximum in each)

S: 6
P: 3
E: 4
C: 9
I: 5
A: 5
L: 4

Faction Sheet

Name:
LeRae Trading Caravan and Mercenary Company.

Symbol:
1520756784286.png

Resources:
LeRae's Caravan posses a great amount of medical supplies, ammunition, weapons, armor and various other items. The Caravan has numerous deals and outposts throughout Oregon, parts of Southern Washington and Reno. LeRae also has a fair bit of Caps, more than the average person which allows him to buy and sell new items. Revenue form his mercenaries also allow for his Caravan to buy more things to sell

Equipment:
LeRae's Mercenaries and Guards have an assortment of armors and weapons but most wear leather or metal armor with dusters* while using 9mm Pistols, Bowie knives and caravan shotgus. Higher ups tend to wear combat armor, dusters* and are equipped with Hunting Shotguns(Or Automatic Rifles) and a Bowie Knife. Weapons and armor will vary due to rarity.

*Dusters are colored a faded red.

Merchants equipment vary but they tend to have some sidearm and knife on them.

Training:
LeRae's Mercenaries and Guards are typically trained to think tactically and effectively. Handpicked men by LeRae himself, they undergo rather grueling training for being mere mercenaries. They spend weeks honing their skills and are vigorously trained on how to handle forces much larger than their own as well as snipers. They're strong suits are: Firearms, knives, ambushes, tactics and strategies.

Faction Numbers: 30 Twenty-One Veterans. Four Officers. Three Medics. Two Merchants.

Location:
Westside​
 
Last edited:

Locklaklazarii

läk-lak-lä-zär-ē
#6
1520738288460.png
Name: Underboss Flamina Omerta
Age: 22
Gender: Female
Appearance: 5’11” , 140lbs , Fair Skin, Intense Amber eyes, pitch black hair, A moderate build, She has a few scars on her body where bullets have entered and exited, as well as long scars from grazes as well as from cuts, her body tells a story of danger and abuse
Race: Human
Birthplace: Freeside
Religion: Atheist
Job: Underboss for the Omertas

Items: Tommy Gun, .44 Revolver, Combat Knife

S: 4
P: 5
E: 2
C: 9
I: 7
A: 6
L: 2


Personality: Flaminia only cares about Opportunity, Ability and the Family, she is a very headstrong girl, born into a ruthless climate she became such. She has made her way in the world by manipulating others, she knows what others want and how to exploit that. Years in the Omerta family as taught her Honor and Merit.
Likes: Power, Justice, Duty, Honor, Challenge, Luxury, Money
Dislikes: Boredom, Pacifists, Cowards, Rats, Hedonists
Fears: Being outcast from the Omertas, Losing the Game, Being useless
Political Alignment:



Karmic Alignment: Lawful Evil

Backstory: Born to a nameless mother and father in Northern Freeside, Alice started off in a hostile environment and in a horrible life. She grew up around thugs and every kind of vice imaginable, the world to her was worse than any hell that could be preached to her by any religious man. When she was at home she was usually a punching bag, these were the good days at home, she would have taken being an ashtray and anger management doll over what her father and his friends would do to her when they were feeling especially riled up they would take their turn with her, this grew worse when she hit puberty at the age of 8, by 9 she was pregnant and cast out of her house, a place where she tried to avoid but still gave her food and water, left to fend to her own she eventually made her way through the streets to another drug den, this one promising to get rid of her child and feed her, with one condition, that she work for them. Having nothing else to do, nowhere else to go she made the deal. Aborting the baby this far along was a risk to her life, after weeks of being nursed back to health.
The local gang that took her in initially wanted to use her as a prostitute, she got out of this by slinging all of her customers so much they couldn’t even function, they kept coming back to her for more and more jet and medx as well as whatever she could get her hands on. Her name quickly grew soon many of the people came to Alice for her drug experiences, this no doubt begant to raise her status in freeside as well as the small gang, until she was it’s richest member by the age of 14. Here her obsession with prewar knowledge began, with her money she began buying up old books and holotapes, she collected all she could for entertainment as well as insight to the world. Eventually in another year the Exploits of Alice and her land of wonder caught the Omertas, as she began cutting into their drug business until they finally fell down unto her, but she didn’t resist she did what was in her best interest and made a deal with Nero, one he likely would not refuse. She would shut down all of her drug operations, if he adopted her and she worked for the family, hesitant Nero took her up on her offer.
She began rather low on the ladder, using her charm and intelligence to do her jobs with ease as well as secure many new customers and clients, she soon found herself climbing up the ladder, then one day would lead Alice to infamy and give her a new name: Flamina. A job came up that a bunch of Zealots who worshiped strange beastial gods had begun raping women and anyone they could find this included several customers and employees, naturally Justice needed to be served, in 2279, the middle of July, she went to this temple that the worshiped at, what she found disgusted her, it was her old family and their friends. They didn’t recognize her as they thought she was dead and she had matured so much in the time when they abandoned her, she joined that day under guise of being a new priestess for them. Late that night she slaughtered all of them, drenched in blood and only with a priestess’ robes on, she left the building burning it to the ground with at least 30 dead inside. After this she became an Underboss to Nero, and she dawned the name Flamina (priestess) for her deed, and she became a tale told in northern freeside of what happens when you rape and defile. After that she served as an Underboss being well liked by most in her employ, hated by her competitors, and feared by everyone else. Nevertheless her lust for knowledge and power had grown,a s well as honor and justice as she served the family.


Theme:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


1520740146005.png
THE OMERTAS

Resources: The Omertas possess vast deposits of wealth, almost all of the Prostitutes on the strip, tons upons tons of any kind of drugs a man’s heart can desire, they own the casino and den of vice known as Gomorrah. Sixteen hookers, one cashier, three bartenders, Big Sal, twenty-four omerta, one cash room guard, three dealers, one floor manager, one receptionist. Joanna, Dazzle. Troike. Clanden. Cachino. Nero. Flamina.

Equipment: Whatever they can afford but most of the Omerta tend to dress in suits like the gangsters of the old-world, they boast huge stockpiles of combat knives, .44 magnum revolvers, 10mm submachine guns, .45 Auto submachine guns (The Thompson), Sawed off shotguns, adn riot shotguns.
Training: All of the Omertas are required to pass a test of gun accuracy, as well as win a fight for physicality, they are then also put to the test by being made to take a human life to make sure they are up to the challenge of serving the family. Secretly all of them are given a false chance to betray the family so they can weed out the rats.

Location: The Gomorrah, New Vegas
 
Last edited:

Shireling

A Servant of King and Country
#7
THE BROTHERHOOD OF STEEL
Mojave Chapter

48ac2cf483e64b31125add2d6e1bc501.jpg

Resources:
The Brotherhood of Steel, despite its recent failures, is still the most technologically-advanced faction in the wasteland having several adept scribes and technicians that can repair and maintain power armor and energy weapons, computers, and other pre-war tech. Their data archives contain a wealth of knowledge that has been lost to the outside world for generations.
Equipment:
The Knights and Paladins of the Brotherhood are outfitted with T-51b power armor and plasma and laser rifles, impressive technology that was considered the most advanced frontline combat gear at the time of the Great War.
They have four spare suits of T-45, two working and two not.
Training:
Members of the Brotherhood that are destined for military service undergo power armor and marksmanship training, and scribes and technicians are apprenticed by older scribes that can teach them the secrets of the Brotherhood through work and study. The Brotherhood functions like an extended family, and older members are responsible for passing their knowledge on to the next generation in order to keep the Brotherhood afloat.
Location:
The Brotherhood in the Mojave currently occupy the former US Army bunkers at the Hidden Valley complex near Sloan.
Named Characters:
Veronica, McNamara, Hardin, Taggart, Schuler, Ibsen, Watkins, Stanton, Torres, Lorenzo, and Ramos
Total Numbers:
Twenty four paladins, five knights, six scribes, three scouts, and two initiates. 6 Paladins are equipped with T-45d armor.

NOTABLE MEMBERS
Name: Paladin George Huxley
Appearance: Huxley is a middle-aged Caucasian man with salt-and-pepper hair cut close, a square jaw and well-defined facial features. He is most often clean-shaven, has blue eyes, stands about 5'9 out of power armor, and has an overall air of confidence and authority.
Equipment: T-51b Power Armor, Laser Rifle and Microfusion Cells
Tagged Skill(s): Energy Weapons, Speech, Science
S: 5
P: 5
E: 5
C: 6
I: 7
A: 3
L: 4

Name: Knight Erica Ramirez
Appearance: Ramirez is a Hispanic woman with light skin, black hair worn in a bun, and brown eyes. She stands roughly 5'4 outside of power-armor and has sharp, angular features.
Equipment: Scout Armor, Anti-Materiel Rifle and .50 Rounds, Radio
Tagged Skill(s): Repair, Survival, Guns
S: 4
P: 8
E: 2
C: 5
I: 6
A: 6
L: 4

Name: Scribe Thomas Goldwaithe
Appearance: Thomas is a Caucasian man with dull red hair cut short and blue eyes, standing roughly 5'5. His most notable features are his thin and lithe face and limbs and his round spectacles which he wears on account of poor eyesight from staring at computer screens.
Equipment: Scribe Robes, Laser Pistol and Energy Cells, Pip-Boy 3000
Tagged Skill(s): Science, Repair, Barter
S: 2
P: 6
E: 3
C: 6
I: 8
A: 5
L: 5
 
Last edited:

Bradchon

Definitely not evil
#8

General Steven Edwards

Age: 40
Gender: Male
Race: Human
Birthplace: Maxon (Now Tandi)
Religion: Atheist
Job: General of the New California Republic and Commander of the Mojave Campaign

Items: Customized .44 Magnum Revolver, Combat Knife, General's Uniform, General's Cap

(35 total points, ten maximum in each)

S: 5
P: 5
E: 4
C: 7
I: 7
A: 3
L: 4

Personality: The General cares for 2 things, the people under his command and victory. He can be a man of both great mercy and great ruthlessness, the former emphasised by a forgiving nature to his troops, something he wishes to remedy but never has, and the latter being emphasized by his attitude towards the enemy. The General only takes prisoners when he knows he can use them, even then he struggles with that concept against the Brotherhood which he would relish nothing more than to wipe them from the map. Whilst a quiet man who usually only interjects when something needs to be stated he is surprisingly charismatic, during one of his tours against the Brotherhood he was forever immortalized as a war hero when he led his outgunned regiment to victory and secured a Bunker used to ambush hundreds of NCR soldiers a month with a speech often used again and again slightly modified each time.

Likes: Victory, Justice, Competence, Intelligence, Modesty and Straight Talkers
Dislikes: Incompetence, Politician's, Yes Men, Greed, Undeserving Louts and Loudmouths
Fears: Defeat and Failure, Being Pushed Aside and Deaths of those under his command


Karmic Alignment: Lawful Neutral

Backstory: Born in 2241 in Maxon (now Tandi) Steven Edwards is the son of Colonel Alexander Edwards and Private First Class Sarah Edwards (posthumously promoted to Corporal) during the NCR-Enclave war in which his parents served, not long after the NCR-Brotherhood war broke out and so his parents were once again called for duty. As such his early life was spent in the care of family friends, mostly a group of soldiers who finished their tours or were too wounded to fight, this led to a disciplined upbringing not seen in normal families. At a young age he learnt how to shoot, maintain a weapon and counter opponent's in hand to hand combat all the while he never saw his parents but regularly wrote to them and held them in reverence. He never saw his parents in a meaningful way, they were both killed in one of the NCR's many pushes against the Brotherhood and were both awarded the Star of Sierra Madre for their many years of service. Their deaths and a military lifestyle changed him, he became distant and did nothing but read and occasionally comment on the fundamental need to fight the Brotherhood to their bitter end.

At age 16 he disappeared from the map and secretly joined the Army, lying to officals about his age. In training he spoke not one word to his fellow recruits and due to his upbringing easily passed all tests neccasary to join with flying colours. So he was given standard issue equipment and was assinged to a Major Saxon on the Brotherhood front, at the time he didnt know he would fight on that front for 24 years. As soon as he arrived he deliberately grated on the nerves of the Major goading him to send him on the most dangerous of missions, the Major obliged and so the future Generals career started with a suicide mission, something he would becomee renowned for. He was sent, alone, to kill 4 Brotherhood soldiers in full Power Armour who had been preventing supplies from reaching the station. Rumours abound afterwards how he did it and they continue to this day, most agree he must have killed them whilst they slept whilst others think he used their weight and awkwardness against them. Either way he returned to the Major with 4 dogtags and received his first promtion.

Over the years he continued this streak, taking out emplaced positions, wiping out raider gangs and completing tasks which were deemed doomed to fail and became the man Command went to if they needed a job done. He also slowly rose in the ranks becoming a Lieutenant at age 20 (the time he had his first and only child due to a brief infatuation with a female trooper who later died under his command), Captain at 26, Major at 34 and Colonel 4 years later. His defining moment came 2 years later. As the Brotherhood moved underground, securing their Bunkers became extremely costly but none had led to more deaths than the main bunker in his home state, as soon as it was discovered he demanded the command and the authority to take it, he recieved both. The main problem was, he was not only outgunned but outmanned. He planned for weeks going over every step in his head, he became so obsesed that many worried he was going insane. Still the day came and the soldiers readied themselves , as did the Colonel who was said to be in a mood best described as "perverse tranquility". Before the "doomed" assault began the Colonel addressed the men in a now famous speech showing a rare humanity which is said to have changed the mood of the men to an almost religious jingoism. The plan worked flawlessly, the Brotherhood was unprepared and their outer defences fell in minutes and as the advance continued soldiers recounted the Colonels actions as if he were one with the world around him taking out soldier after soldier with no emotion shown. By the end of the day the bunker was secured.

In the aftermath he was rewarded the same Star his parents were given and became a war hero, he was reported to of stated "I have done my duty, the Brotherhoods debt has been paid in full and my parents have been avenged." His plan to retire was cut short by a single visit by President Kimball, at the demand of Congress General Lee Oliver had been "allowed" to retire from frontline duty and the Mojave needed a new shiny war hero Commander, so with the new shiny rank of General he moves to the Mojave to do his duty once more.
 
Last edited:

Joplin

New Member
#9
Character

Name: Giovannino "John" Morello
Birthplace: Unknown, official papers are unreliable.
Age: 44
Gender: Male
Appearance: 5'10, 185 lbs, parted brown hair, Mediterranean/Caucasian features (Picture coming soon).
Religion: Agnostic
Job: Head of the Chairmen

Items: A tailored suit (with an overcoat when needed), a felt homburg, and a S&W Model 27. (Other minor items include a wallet, a silver engraved pocket watch, an 11" Italian flatguard switchblade, matches, a Canadian tobacco pipe, a notebook, and a pencil. Additional weapons are at his disposal, but rarely makes use of them, and usually only carries his revolver.)
Tagged Skills: Barter, Speech, Guns

S: 3
P: 4
E: 3
C: 4
I: 9
A: 7
L: 5

Personality: WIP
Likes: Power, influence, respect, loyalty, and prudence.
Dislikes: Lack thereof.
Fears: Losing his power and perceived untouchability.
Karmic Alignment: Lawful Evil
Backstory: WIP
***

Faction

Name: The Chairmen
Symbol: (Coming soon.)
Resources: A steady flow of caps coming from the Tops, and Sam Gravano's influence in businesses elsewhere, both of which leave many resourceful connections to pocket with the caps.
Equipment: The Chairmen have the proper contacts to acquire high-end weapons and armor, but almost never have use for anything outside the standard. They have stocks of melee weapons, semi-automatic pistols, revolvers, shotguns, and ballistic undershirt armor, as well as smaller stocks of rifles, submachine guns, and limited explosives. They attempt variety in order to have the right thing for any job, but don't stockpile as if they were going to war. They have necessities.
Training: Personal experience, possibly including past training depending on the member. Competent people are allowed to work with the Chairmen, and the especially competent (as well as loyal) earners are accepted into the fold after a time. Even in the early years, the best training was regarded as experience (besides the teaching of basic methods). This way of skill development has made each member of the Chairmen self-sufficient.
Location: The Tops, Greater New Vegas Area

Lore: Outwardly, the Chairmen are known as the "Vegas family" who run the Tops, with connections to other ventures outside of town, all run by Beniamino "Benny" Costello. In actuality, the organization itself isn't really called the "Chairmen", but is known as that by the public in need for a name to call them. The organization - otherwise known as "our thing" before the 2274 reform and still privately by members of the inner circle - is composed of two regimes under the leadership of a captain for each, with Benny taking orders from his superior, John Morello, who composes each decision with his personal advisor and invalid former boss, Girolamo "Jerry" Alderisio.

The captain of the Tops regime is Paolo "Swank" Castelle, who runs all operations pertaining to the casino, the money going in and out of it, and certain ventures in the immediate nearby areas. The other captain, Salvatore "Sam" Gravano, reinvests the money made from the Tops into caravans, weapons dealing, minor gambling rings, mole rat races, food supply, bars, restaurants, and anything else that peaks a profitable interest. Many of these are not controlled outright by Gravano's regime, but give kickbacks in exchange for protection and investments. Their influence is very spread out, and yet they do not work to control areas, but to involve themselves in business that yields profit and to exercise influence in that field by taking slices from as many pies as they can. They are often reasonable in such, and most are happy to sacrifice a little income in exchange for Chairman support.

(History is a WIP)
 
Last edited:

High Moon

That Pasha From İstanbul
#10
WIP


Major Joseph Polatli
Age: 30
Gender: Male
Race: Human
Birthplace: Sac-Town, NCR
Religion: Atheist
Job: Major in the New California Republic Army and Commanding officer of Camp Forlorn Hope
Items: 9mm Pistol, NCR trooper armour, 100 NCR Dollar Bill, a few caps. Owns a (issued) Service Rifle but doesn't carry it

(35 total points, ten maximum in each)

S: 6
P: 5
E: 3
C: 7
I: 7
A: 5
L: 2

Personality: As a man that's dedicated his life to military service Major Polatli's priorities lie in serving the Republic and having a good record. While he does care for the soldier's under his command but his strict and professional nature makes it hard for him to relate with his soldier's on a personal level and the stress he endures in his current condiitions hasn't helped in that regard at all. He's one of the more cautious officer's of the NCR who refrains from using mass assault tactics that is often favoured by most of the high-ranking NCR officers, especially under the current conditions of the NCRA in Mojave, Undermanned and ill-supplied.


Karmic Alignment: Neutral

Backstory: Born to a family of trader's in the recently annexed city of Sac-Town which used to be territory under the control of a savage raider group called the 80's. Legion's unpredicted attack and capturing of Nelson has made Major Polatli's job a lot harder as the CO of the frontline with the Barbarians to the East.

(@Pat Get fucked.)
 
#11
Character Sheet

Name: No. 44, The Mysterious Stranger, Satan, The Helping Hand, The Gun in the Smoke, Magic Man, Tanas Farmer.

Appearance:


Equipment: His trusty .44 Magnum and the clothes on his back and his super magic stealth boy. While this is what he will have on him when most meet him, he also has a sniper rifle and a guitar, one for picking people off at a distance and otherwise tracking targets throughout the desert and the other for filling the long evenings alone in the sand with music

(three or two or one)

Tagged Skill(s): Guns and Sneak, your constraints are a restriction of the true majesty of the Mysterious Stranger

(35 total points, ten maximum in each)

S: 4
P: 8
E: 4
C: 3
I: 5
A: 4
L: 7
 
Last edited:

HumansArentReal

Interdimensional Storyteller
#12
Ava Devereaux
"I would like to kiss you, but I just washed my hair."


Goes by her stage name/alias 'Tallulah Clemente' working in the Tops

Ava is a curvaceous, toned woman, standing at 5'6" with short black locks of hair oft curled overnight to achieve her pristine pre-war look (although if you catch her without having put her rollers in, the tresses fall below the shoulders in a natural wave). Her hourglass figure flaunts a small waist and wide hips accompanied by shapely calves - going all the way up. Dressed in blouses, pencil skirts, and heels; outside of the NCR Deveraux is the epitome of class and business rolled up in a neat little package. Big blue eyes and pale complexion never fail to swoon, beside plump lips preoccupied by cigarettes and sultry smirks. When in uniform however, the NCR ranger prefers to wear a red-spotted bandana to hold her hair back in the fashion of a 40s pin-up, yet hanging around the base it's most likely to be a pair of Khaki overalls embroidered with the NCR badge.

Age:
25

Gender:
Female

Race:
Human

Birthplace:
Primm

Religion:
"Honey, salvation comes at the bottom of a bottle."

Job:
Ranger for the New California Republic


Equipment:
- .44 Magnum revolver (Strapped to thigh)
- Service Rifle (Often not carried during covert missions)
- Combat Knife (Carried for back up if all else fails)


Items:
- Always carries at least two cartons of "Big Boss" cigarettes,
- Cosmetics and perfume
- Full purse of bottlecaps, NCR, and legion money (give or take a few chips from the casinos)
- New Vegas Passport
- A couple of Cherry Bombs
- Two Stimpacks, for emergencies
- A syringe of Bleak venom; her failsafe if she's caught.

Tagged Skill(s):
Guns, Speech and Bartering

S: 4

P: 5
E: 5
C: 7
I: 5
A: 5
L: 4



Personality:
First impressions are often of a rather playful, flirtatious soul who acts as if she has all the time in the world. After all, it's already ended, hasn't it? Ava is a sarcastic dark-haired beauty and full-well knows what those big blue eyes can get her if she bats her lashes the right way. She's not stupid, but rather she mimics and adapts to the environment, standing out when she feels the need to and hiding in plain sight when it suits her best -- but look too closely and you'll be sure to see her. It's not much of an infallible defence as it is a knack to help slip away during distractions and chaos. Her sweet-talk is like no other; dipped in honey and rolled in sugar, but mind out for her stubborn streak and temper. Although generally quite passive aggressive when someone irritates her, responding in short, clipped monotonous insults, Devereaux can be irked into full-on tantrums and violence if not for her strength it would be intimidating. A minx with a sense of humour, she can be witty and cunning if need be, not having to entirely rely on her sex appeal towards those of the other gender. Contrary to what is thought, Ava is also quite the mother. She's one to give compassion and kindness, even to strangers and villains, especially having a weakness for protecting children. Often mothers her close friends when it comes to cleaning up after or reminding them to eat. Alas, being a soldier means that Ava can emotionally distance herself when needed (not having met anyone to prove this otherwise) to commit murder and invasion of privacy.

Likes:
- Cigarettes
- Whiskey
- Flirtation/Playing around
- Conversation
- Fancy Lad Snack Cakes

Dislikes:
- Ignorance
- Impolite behaviour
- Uninteresting characters
- Radroach meat
- Too much sincerity

Fears:
- Cazadores & Deathclaws: No way in hell are you going to get her close to either.
- Each mission: She might not show it often, yet every mission offers a chance of death, destruction and getting caught. She was taught to keep her mouth shut but has never endured torture or otherwise.
- Failing the NCR: She's a bright one, but her love for the Rangers is that of a family.

Karmic Alignment:
Lawful/Chaotic Good

Backstory:
Ava was born in the knock-off Vegas of the Mojave, Primm. Her father worked as a handyman to the Vikki and Vance Casino, whilst her mother was a cleaner and secretary for the Bison Steve Hotel before Laurie skipped town. At a young age, Ava showed promise with a gun in her hand being taught self-defence as every wastelander ought to be. Yet it was these early years Devereaux idealised the styles of pre-war America. The perfectly coiffed hair-dos, clean dresses and ruby-red lips that curved into apple-pie smiles as pleasant as the fourth of July. Women who could walk down a street and cause heads to turn, women who ruled their worlds in heels and confidence. The desire to be never left. She only tried harder to achieve it.


During her younger years, the occasional NCR patrol passed through town but there was something to romanticise in that too. Rangers, the saviours of the wastes. Keeping them safe, from the threats she had still to learn of. When Ava had her mind set on something, she wasn't the sort of gal to back down and give up. Her younger years were spent rifling through the old Hotel wardrobes and running about in oversized summer dresses that survived the bombs. Infatuated with the stories of the reclusive, mysterious Mr House who saved the Mojave from the nuclear warheads from his Vegas tower. The childhood was cut short, however, on her fourteenth birthday. The day her father passed away from a radscorpian sting when venturing beyond the town in search of spare boiler parts.

Although her mother didn't like it, Ava turned to prospecting beyond the town limits to help increase their income. The older she got, the further she went, the more she saw. On her sixteenth birthday, her mother died due to unknown illness and a weak heart. Ava cut her hair from a long mane into a chin tickling bob, continuing the hard existence of a life devoted to scraping by. Again passed by NCR patrols, at seventeen, she was convinced to join them. Surprisingly passing all entrance tests and training, she began working her way up from recruit to ranger and within no time had become a personality too big for her own body. The NCR ranks were more than military, but there was inevitable bonds to be made, drawing out the best and worst of each person: Avas was a fine line between.

Her looks soon meant that she became a popular espionage agent to use, beside her ranger duties which included being the eyes and ears. Yet infiltration was easier under the pretext of being a civilian, and a woman at that. Not to mention how much she enjoyed the freedom of dress it gave her -- which is where she finds herself today.

Theme song:
 
Last edited:

Leusis

Two Thousand Club
#13

Name: Roy Blackwell

Equipment: Assault Carbine, 9mm pistol, Bowie knife

Tagged Skill(s): Explosives, Guns, Melee Weapons

(35 total points, ten maximum in each)

S: 8
P: 6
E: 7
C: 4
I: 4
A: 3
L: 3

Faction

Name: Boomers

Numbers: 74 total
2 Boomer Guards (with missle launchers, 16 missiles each)
42 Boomers (Grenade launchers and knives) (3 injured)
7 Mister Gutsy's
3 Boomer Chefs
1 Boomer Teacher
13 Children (including Lindsay and Pete)
Doctor Argyll
Jack
Loyal
Raquel (Grenade Machinegun)
Munitions Manager
Roy

Resources: Steady flow of food and clean water as well as a massive stockpile of arms and munitions both small and large.

Equipment: The majority of Boomers wear nothing more than their Vault 34 jumpsuits and military jackets. However those responsible for the protection of the base are known to wear combat armor and all residents barring children seem to always be packing a significant amount of heat, even for the standards of the NCR or Legion.

Training: A society that would put an NRA gun nut to shame and a xenophobic outlook have made the Boomers well known for their high level of both military training and education compared to the vast majority of the Wastes. The aid they receive from their remaining vault tech and scavenged materials only makes the distinction between them and a common tribal raider even greater.

Location: Nellis Air Force Base
 
Last edited:

Keidivh

Warrior with the Silver Eyes
#14
They call me Six.
1521349342826.png

"They say, 'Don't blame the messenger.' Well, now you find out what happens when you do."

Unassuming is possibly one of the first things one would assume about Six at first glance. Standing only at 5'3, she isn't exactly the most imposing of figures. That's not to say she isn't eye catching of course. Her hair cascades down her shoulders in a flowing mane of fiery hair, and her petite figure has caught the attention of many a passerby. She is still a Wastelander however, at least to the common eye. Her fair skin, is often covered in dirt, scars and dried blood, a testament to her time spent roaming the wastes. Her attire especially confirms this lifestyle. At nearly all times Six can be found wearing boiled leather armor, with a sturdy reinforced duster over that. While by no means power armor it has provided her with enough protection to get by in this harsh world that is the Wastes. There are two features that are more striking than any other for the Courier however. The first is her eyes, which are a deep blood red, uncommon even amongst the mutated populace of the Wasteland. Most noticeable however is her scar, a brutally noticeable bullet wound that gouges through the left portion of her skull, leaving a painfully obvious scar. It is one, Six wears with pride however, as if a testament to her will to survive. Or to get some damn answers at least.

Age: 26

Birthplace: The Hub (?)

Religion: Loosely Christian (Post-Great War)

Job: "Most people call me Courier Six. I'll let you figure this one out."

Equipment: AER11 Jeager's Laser Rifle (Scope, focus optics) aka 'Flashlight', Glock 86 Plasma Pistol/Plasma Defender (Sheath Stabilizer) aka 'Pew', Swiss army knife
The AER11 is unique mostly due to it's aesthetic design. A German designed weapon, this particular laser rifle looks relatively similar to a classic rifle of the western era in the U.S. While having a reduced rate of fire, it's accuracy is markedly improved and it's noise dampened.

Items:​

  • Six has a stuffed rabbit that is tied to her left bicep. When asked what the importance of this object is she seems to have a difficult time responding, but becomes incredibly agitated if someone tries to take it from her. His name is Flopsy.​
  • At nearly all times, Six seems to have a flask of Jake Daniels Whiskey on her, come hell or high water. As she describes it 'He's my one constant in this crazy world. Asides from Flopsy.'​
  • A certificate designating them as a Courier for the Mojave Express. You'd think after being shot in the head she would have ditched this thing?​
  • Being relatively inexpensive to make or buy, Six has three satchels of Healing Powder.​
  • A handful of old war books Six has collected over her travels before her 'incident' such as 1984, Lord of the Rings and Brave New World in particular.​
  • A worn harmonica that Six uses to this day​
  • Cross necklace​
Tagged Skills:​

  • Energy Weapons - "I'll make it burn bright."​
  • Speech - "I suppose I'm what some might called silver-tongued."​
  • Sneak - "Sssssh, be very, very quiet. I'm hunting Legionaries."​
  • Survival - "You spend enough time alone in the Wastes, you figure out how to keep yourself alive."​
  • Science - "Well, I could explain how I reached this conclusion, but I'll just say this instead. Yeah, science bitch!"​


S.P.E.C.I.A.L.​

S: 4
P: 7
E: 4
C: 7
I: 7
A: 6
L: 5

1521359352547.png

Personality:
Those who meet Six at first would assume she is a girl with nary a care in the post-apocalyptic world. With an easy going smile on her face, it would be easy to think that. Just another idealistic youth out to change the Wastes. Of course anyone who pays any real attention is quickly able to tell that such idealistic views of the Wastes died when a bullet entered her skull, if not even earlier. Instead of being an attitude of naivety, Six's attitude is one of defiance. One that even in the face of horrific odds refuses to be cowed. It's the only reason she's still able to move onward even now.

Beneath this innocent seeming demeanor is a sharp, intelligent woman who is able to carefully weigh complex decisions within a surprisingly short amount of time, often catching opponents off guard. Coupled with a charming smile, captivating eyes and silver tongue, this makes for a potent combination. Her persuasive skills are only helped by the fact that she is an alluring female, those this is a trait Six rarely relies upon, if ever. Beneath her unwavering smile, sharp wit and silver tongue however is a girl who seems to be wracked with overwhelming guilt. Perhaps that is why she pushes herself so hard to try and help the Mojave? It is difficult to tell, as Six seems unsure of the exact reasoning to this guilt herself.

Likes:
Old World music - "I suppose I'm an old soul, ya know. Something about that music just speaks to me.
Whiskey - "Nothing numbs you quite like six shots of whiskey."
Companionship - "The Wastelandis a big place. Having some good company makes it easier to deal with, you know?"
Civil debate - "I just think it's nice when we can resolve things through words instead of blood..."
Sunset Sarsaparilla - "Nuka Cola sucks Centaur ass! Sunset Sarsaparilla forever!"
Molerats - "I know, they usually try to bite off my face... But they're so cute!"

Dislikes:
Molerat meat - "Poor lil Moleratty..."
Needless violence - "We already have enough of that damnit!"
Dishonesty - "If you can't say what you mean, then don't bother talking."
Tyranny - "It leaves a bad taste in my mouth."

Fears:
Nukes - "I don't know why but the sight of one of those monstrosities, even seeing a crater left behind by that is enough to make me freeze..."
Deathclaws - "Look me in the eye, and tell me you aren't scared of one of those devils. Yeah, I thought so."
Discovery of her past - "I don't know why, but I have an awful feeling about my past. I'm not in any hurry to find it."
Death of ones held dear - "I don't really have any family per se or friends. If I do get some, I sure as hell won't let myself lose them."

Karmic alignment: Chaotic Good/Neutral

Emblem:
1521362444926.png

Background:
Perhaps the strangest thing about Six is that she has absolutely no idea who she is, at least not before her fateful meeting with the barrel of a 9mm. Doc Mitchell described it as amnesia, an Old World term for not remembering a god dam thing. The only things she knows are what she was able to gather from her paper. She is a courier that works for the Mojave Express, or was at least contracted by them. Courier Six specifically, and was charged with delivering a chip to the Lucky 8 in New Vegas.

Asides from this, Six seems to have a loose understanding of the Wasteland that has returned to her fairly quickly. She knows of the NCR, their general history, the BoS and Enclave. She knows how to fight and survive in the Wastes. The only subject she is completely clueless on is herself. Despite her reluctance to learn any more of her past, Six seems determined to press on. To find the truths of her past, or at the very least make up for sins that she isn't even fully aware of.

Theme Song:
 
Last edited:

Derpitus

Magic Eight Ball
#15
Name: Cato Virillius (Jack Errol, when operating undercover)
Age: 32
Appearance:


Equipment:
- A .45 caliber pistol, previously belonging to the Malpais Legate.
- A ripper
- Several sets of plain clothing
- A hunting rifle
Tagged Skills:
Speech
Melee
Guns
SPECIAL:
S: 5
P: 2
E: 5
C: 7
I: 8
A: 6
L: 2
Backstory:
Cato came from a tribe so insignificant in the realm of its geographic politics that its name has been lost to time, never to find its way onto his lips, or the lips of any other again. It was a pleasant enough existence, largely ignored by the others, free to survive and do as they pleased with no interference. And then in came those mighty hordes of the great Caesar, savage and merciless. His tribe attempted to resist. He, himself, was far less spirited. In the end, it was inevitable, their defeat, and the Legion found yet another victory, his tribe assimilated. It was not such a loss as to be unbearable. He had never felt such a strong sense of belonging or pride in his tribe as to lash out against the Legion. Instead, he did what he did best- he adapted. He thrived. He grew to enjoy serving in the Legion, and had quite the mind for warfare. Above all, it was the ideals of the Legion that fascinated him beyond words. It was Caesar's certainty, his dream of a unified empire. It was his talk of politics and of philosophy that he found himself so enamored with. And soon, he hungered for more. He educated himself with the Legion's resources, of tactics and of philosophy, of politics and history, and he continued to grow beneath the banner of that brazen bull. He excelled in the Legion, both on and off the battlefield, as he trained himself in the unforgiving arts of war, and he ingratiated himself to Caesar, quickly becoming a Frumentarii, and one of the finest beneath Caesar's command, and eventually, their leader, committing atrocity after atrocity out of a sense of moral and intellectal superiority. He had found his place in the Legion, and it was far, far better than his tribe had ever been.
Personality:
Cato was never the finest crop of the tribe, by their standards. He wasn't particularly physically impressive, not particularly fast or strong. But his strength was his adaptability, his intelligence. It was an appreciation of learning and of thinking, of planning and evolving. He was no slouch, and could handle a gun relatively well, but it was his intelligence that was his saving grace throughout his days. Restricted to his backwater tribe, he found nowhere to go, but beneath the Legion, he flourished, improving his combative and intellectual capabilities, and truly mastering tactics and manipulation. He became enamored with knowledge, obsessed with ideals and concepts, and what he was permitted to learn, he found wanting. The Legion, he found, through his indoctrination, was the ultimate entity- the ubermensch, of a sort. He was fascinated by its ideals, by its unity, by its operation. And, having nearly no knowledge of any other faction, apart from that propaganda which he was spoonfed, he fell head over heels for it. He served it gladly, with far more pride in it than he ever had for his tribe. It gave him room to grow, a sense of belonging, and an ideal to fight for. His curiosity as to the true outside world and the ideals of the other factions made being a Frumentarii the perfect job, as he learned to blend in perfectly. He was well suited for it, and his aptitude for changing to adapt only grew. His quick wit and mind for tactics only served him as he rose through the ranks, and it was in this that he took pleasure. There was no such excitement as that of learning, especially when a new and foreign subject was touched upon. With a penchant for philosophizing, tactics, and manipulation, he is, indubitably, one of the finest Frumentarii at Caesar's command.
 
Last edited:
#17
Character Sheet

Name: James Mon

Personality: Kind, quiet, hates injustice

Appearance: 6'2", curly black hair, olive skin,

Equipment: Followers lab coat, Fedora, Silenced .22 pistol, Combat knife

Tagged skills: Science, Medical, Speech

S:5
P:6
E:3
C:6
I:9
A:3
L:3

Backstory: He was born on 9/22/2256 his parents were from New Canaan. However they left in 2247 not believing that Jeremiah Rigdon was a true prophet. While traveling they met the Followers of Apocalypse and decided to join the cause. James grew up in the Followers of Apocalypse moving from location to location. His parents were killed when he was 20 when their caravan was attacked by raiders. Since then he has lived in the Mojave with the followers. Recently he left the followers because he felt they weren't doing enough to help people.
 
#18
Name: Catori Aucaman

Age: 27

Appearence: Height 5 Ft, 6 In. Weight: 175 lbs. Tanned skin, very long, red hair that goes down to the small of the back, dirtied by a long time living away from any town and generally tied into a very magnificent pony-tail. Of a caucasian race with a high amount of native american as well. Toned, slender build, with a contrasting large frame/bone structure, giving an odd and somewhat unnatural general appearance. Multiple scars along the body, including one long (About 9 inches) along the right forearm from a Yao Guai, often mistaken for self harm, another, similar one on the right leg, a few small scars on the face from a fiend's knife (fortunately the fiend was alone or this character may not matter anymore.) and a deep scar on her throat from a legion assassination attempt, an attempt that would have been successful without some assistance from a follower of the apocalypse.

Equipment: Leather armor, always well-maintained by hunting. Brush gun (with 24 bullets). Combat knife. Plenty of food for 3 days.

Tagged skills: Survival, Guns, Repair.

S:4
P:6
E:6
C:4
I:6
A:7
L:2

Backstory: Given her scars, you would assume Catori to have a decent story. You would be correct to assume. As a small child, Catori's tribe was being invaded and annexed by the legion, and with the help of her parents, she escaped from thelegions grasp, leaving the tribe just before her people were enslaved. Catori ran as far from legion grasp as she could, near California, where she taught herself to hunt, becoming quite adept at it, and, once she grew up some, took her practices to legion territory, desiring to see how it would work on them. She became an assassin for awhile, slitting throats and hiding away, waiting for another opportunity. With time, she became good at it, and was a seasoned killer. She targeted recruits and low ranks, even the occasional loyal slave. Eventually she tired from this, knowing it would not stop, or even slow down, the legion. Catori retreated back into NCR territory and began hunting, where she eventually earned those arm and leg scars. After healing she went to new vegas, expecting to make some money off of extra hides, and also, the place had many troubles, perhaps if she fixed a few, she could call this place her new home and live outside of one of the towns like Goodsprings. She liked the idea of piece, but was still conflicted with her own bloodlust, so compromised by hunting down some fiends for the NCR. Sure, they were flawed, like the legion, but the fiends were, well... Fiends.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Top