Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 26, 2015 22:39:47 GMT -5
Put the direct html link to your characters image here. [/img][/center] Character Name: Alena Morgan Nickname(s): Kid Race: Human Sex: Female Age: 18 Birthplace: Unknown Height: 5'4 Weight: 126 lb Eye Color: Green Hair Color: Fiery red Hair Style: Bit on the long side, kept in a ponytail Facial Hair: N/A Skin Color: Pale Build: Lightweight athletic Distinguishing Features: A thin, diagonal scar along one side of her neck, lack of freckles, pale skin, vibrant tone of her hair Profession: Self-described 'adventurer' (Will do odd jobs for caps and cores) Skills: Subterfurge, firearms, craftsmanship Training: Conventional firearm maintenance, moderate long-range shooting training with scoped rifles Other Abilities: Cooking, ballistic weapon modding Apparel: Brown leather jacket worn over a white undershirt, with jeans to go with it. Black combat boots. Weaponry: A bolt-action rifle with a medium scope on it, chambered for .308 rounds. A powerful receiver and a long barrel make it accurate and decently powerful, although it becomes less eefficient at shorter distances. It has a sling by which she carries it over one shoulder, next to her backpack. For a sidearm, she keeps a 10mm pistol with a light frame receiver, a lighter longer barrel, and an extended magazine, on a holster on her right leg. Finally, she keeps a survival knife in a small holster on one of the straps of her backpack. Other Equipment: A backpack with many pockets and sleeves. Contains about a hundred caps, some tools for weapon maintenance and modification, a few bottles of water, a lifestraw, salt and leathers to carry meat, some brahmin meat, a few cans of foodstuff, and a few extra 10mm mags. One of the straps has a knife holster in it, while the other has bandolier-like sleeves for rifle bullets, full of .308 rounds. She has about 6 rounds in the strap, and 40 more in the pack. Affiliation: N/A Religious Belief: Atheist Sexual Preference: Closet Bisexual Relationship Status: Single Personality: A bit of a tomboy, Morgan is easygoing and charismatic most of the time, not to mention relatively innocent for wasteland standards. She wouldn't betray someone's trust, much less seek out conflict on her own. She has an humanitarian sense of 'doing what's right', imbedded into her by her companion. Due to certain traumatic experiences, she experiences bouts of depression every now and then, during which she becomes a loner, opening up only to the father figure in her life -- Gunn Rubadaugh. To be written
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 24, 2015 14:27:43 GMT -5
Character Name: Gunnar Rubadaugh (His father really liked the Grognak the Barbarian comics, where he saw the name) Nickname(s): Gunn, son of a gun, canned guts Race: Ghoul Sex: Male Age: 212 Birthplace: Lost Hills, California Height: 6'3 -- 7' in armor. Weight: 92 KG Eye Color: Grayish blue Hair Color: N/A Hair Style: N/A Facial Hair: N/A Skin Color: Decayed and fused into the insides of his armor Build: Muscular Distinguishing Features: Skin is fused to the inside of his armor Profession: Wanderer Skills: Hand-to-Hand, Firearms, Science Training: Brotherhood of Steel conditioning for extended usage of power armor and maintenance of such, along with firearms and power armor close-quarters combat training. Vertibird piloting. Self-taught power armor and weaponry modification. Other Abilities: Incredible pain tolerance and endurance. Apparel: Customized power armor. What started out as a standard, slightly decorated T-51b power armor has become a mishmash of upgrades and changes, from parts that have needed replacements, to enhancements given unto him by several groups, including a few Brotherhood Chapters, and the Steelplate Society. Some others he has applied himself. Helmet counts with a headlamp and a targetting HUD. Arms have been fit with hydraulic bracers, and his left one has a built-in compartment that can be opened to reveal a Pipboy 3k that's connected to the HUD of his helmet.. Leggings count with an explosive vent. Whole thing has titanium plating. Insides of the armor have been fused to his skin for a century and some already. The torso has a large number of modifications. First of all, the opening mechanism has been removed in its entirety, leaving the armor completely sealed. There are slots to fit not one, but two fusion cores in the armor, which has a special system meant to regulate and extend core energy usage. The armor has three different settings. Most of the time it can be found in 'passive mode', during which only the servos and threat-detection systems are enabled. This slows down core usage. When in combat, the armor will enter 'active' mode, during which all systems are functional, amping up core usage to normal rates. Both of these modes only drain the first core in the suit. The last mode is the 'Emergency Mode', which only activates when the first core is completely drained. When in this mode, the only function of the armor that works are the servos, which allow Gunn to move easily even when his main systems run out. This is the slowest-draining mode. The back of the armor is partially covered by a small boxy container. It's built into the back of the armor, specifically shaped to not get on the way of the inner systems. It holds cores. This reinforced container made of the same material as power armor is internally connected to the core system, though, and it allows the main core to be ejected when spent (only for the sake of discarding it; this can't be weaponized unless the core hits you in the face or somesuch), and automatically replaced by another core from the backpack, assuming there is one. Connected to that container is another, bigger one, made of the same materials, that occupies the rest of his back. A majority of it is reserved for ammunition. On the bottom right side there is a slot, through which a rectangular 'sleeve' of segmented plates covering a tough, flexible material similar to ballistic weave connects the backpack to Gunn's MEC. this sleeve protects the belt feed of ammunition. The bottom of this container is internally separated, resulting in a small compartment in which Gunn carries miscellaneous things, with an opening on the side. On the outside of the box, just above the slot for the belt feed, there's a support that allows him to carry the MEC on his back, vertically. His armor has been optimized so that fusion cores to last considerably longer than usual, courtesy of Charmaine Quinn, queen of the Steelplate society, a faction he once belonged to. This has proven rather quintessential to him, due to his reliance on cores, seeing as he's stuck in his armor. Weaponry: MEC Gauss Minigun, modified to rely on a belt feed from his backpack. A ripper, with a blade shaped like that of a combat knife. Other Equipment: A bag with 200 caps inside the bottom compartment of his container. A pipboy 3000 inside a built-in compartment in his left arm. 480 2mm EC ammunition. Affiliation: N/A Religious Belief: Atheist, formerly christian Sexual Preference: Heterosexual Relationship Status: Single Personality: Cold, pessimistic and somewhat paranoid, Gunn hardly ever comes off as any kind of likeable, yet he's still a relatively good guy. A long life of strife, broken hopes, disappointment and anger have made of him a bitter man, but it hasn't jagged his sense of altruism. Perhaps as a subconscious means of survival, as a way to give himself a reason to continue living and to keep trying, Gunn insists on the notion of existing to rid the wasteland of 'evil', and to an even greater extent, protect the innocent. He's an introverted, observant, thinking, prospecting and assertive individual (ISTP personality) (This is an already-approved character, the sheet's simply bein' updated with changes based on the events of roleplays had back in Yuku, and adapted for Fallout 4 standards with some minor retconning.)
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 24, 2015 2:10:54 GMT -5
Howdy fellas. This ain't exactly an introduction, unless y'slap a "re-" before it, but I figgered I'd hafta leave a note or summat, since there were none of y'all online at the time I'm writing this. Anyway. Turns out, the rumors of my death were highly exaggerated. I had a bit of a hard time fer a while, family issues and some crap on the side. Even right now I'm with my better hand in a cast! But I'm still kicking. S'pose I also owe ya lot a bit of an apology, given my Houdini act and all. So I'm sorry, yeah.
However! My spirits are a lil' more on the flip side nowadays, and I thought I'd try picking some things back up. Slowly.
That's it for now, I'll try to shoehorn m'self back in if y'all are OK with that.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Jan 2, 2014 16:48:18 GMT -5
Number: 88
Name: Vermundia, same name for capital
Terrain: Barren and mostly frozen. Only a few mountains, but all of them incredibly tall. Covered in snow, every inch of it. The terrain becomes more rocky and slightly warmer towards the border with Stálheim
Army: The military of Vermundia is separated in two divisions. The Armor and the Storm divisions. The Armor division consists of the standard soldiers of Vermundia. Tough and bulky polar bears clad in heavy armor, with dreadful gauntlets covering their claws in metal, turning something already dangerous into lethal weapons. Their ranks are symbolized by the material their armors are made of. They range from steel, to starmetal, to dragonscale armors. The Storm division consists of shamans, who use lightning magic against their foes. Shamans usually don't wear any armor, and instead use special gauntlets imbedded with gems that allow them to channel their power into melee attacks, aside of casting them at distances. (Ranks as Complex army. Ursine are incredibly durable, even armorless. Their numbers aren't great though)
Brief description: The nation of Vermundia was named in honor to Vermundr Storm-Caller, the chieftain who united the scattered tribes of the by-then unnamed province, into a proper nation. It remained unnamed for a long time, and was only titled Vermundia once Vermundr passed away, as the ruler who inherited his position decided to organize the group into a more ambitious project. The ruler's position is called 'Great Bear'. Literally, the inhabitants of Vermundia are sentient, abnormally articulated, bigger versions of polar bears. All bears have armors. Armors are the only kind of clothing they wear. A bear's social status or rank can be distinguished by their armor. It's a crime to have jewels in armor, unless they're functional. It's also a crime to use gold in armors for things other than trims. In social aspects, bears only respect strength, bravery, honor, and metalcraft skills. They are a very neutral nation, like most of the Steelborn Covenant, and prefer to keep to themselves. Their only allies are Stálheim and Adamantia, both of which share numerous trade routes with the ursine.
Number: 89
Name: Stálheim, capital is Stálbyen
Terrain: Almost entirely mountains. The whole nation can be described as 'a bunch of mountains with some roads going through them'. The weather is generally cold and there's plenty of snow, but nowhere near as tough as in Vermundia.
Army: Stálheim's army relies on a mixture of decent equipment and decent numbers. Most of their warriors are clad in heavy armor, and like to charge straight into battle. Their gear of preference are big tower shields & one-handed swords, halberds, and two-handed axes or hammers. On a secondary line, they're backed by sharpshooters. These are clad in lighter, yet entirely metallic armor, and wield big crossbows to battle. On a third line there's the metamancers, mages who have mastered the art of altering metals. They usually enchant allied armors, or summon metal golems to join the fray.
Brief description: The people of Stálheim live in carved mountains, building their cities inside the biggest mountains they can find. It is rare to see a local outside without a helmet. The constant life under artificial lights has rendered their skins pale and their eyes silver. They see very well in the dark, and may have their eyes hurt by direct sunlight. Most of their helmets are enchanted to negate this effect. Stálheim's cities are ruled by Jarls, whom in turn answer to the Grand Thane. Like most of the Steelborn Covenant, Stálheim receives a great income from the weapons they create. When an outsider wishes to have a Legend (as they call their weapons), they must issue a request to The Guild at Stálbyen. After being examined, a response is given. If accepted, the materials will be mined from Stálheim's mountain, then begin a circular trip. They'll be refined in Adamantia, then forged in Vermundia, only to return to Stálheim, to be enchanted and cleansed. Then, they'll make another pass through Adamantia, where they'll be put through the dragonforge's trial, which will deem if the Legend is meant to be, or not. If it is, it will be reforged again, by the Dragonsmith (An ursine residing in Adamantia's forge cities). After being reforged in dragonfire, the weapon is sent back to Stálheim, where it goes through a final series of enchantments from the local Metamancers. After this proccess is complete, the Legend is named, and finally given to that who requested it. Legends are incredibly costy, but live up to their name. If someone who wields a Legend dies, the weapon will be retrieved, and a mark will be added to it in honor to its last wielder. Then, it will be given to someone who is worthy of wielding it. This is done by a rank of dragons, deemed Harbingers.
Number: 90
Name: Adamantia. Capital is Nidhogg's landing
Terrain: The inner areas of Adamantia are covered in stone, making the famous 'stone plains' of the nation. The inner areas are surrounded by a wall of mountains. It's hard to get through them, and there are only a few land roads that make it possible. Dragons build their cities with only granite. They remove it from the mountains and give it shape using ancient magic.
Army: The army of Adamantia is complex and nobody knows much about it. Not even its only two allies. At the top of the chain rest the Imperator and his mate, rulers of Adamantia in general. Under him, there are a lot of different ranks, and the organization between them might be confusing to many. Their numbers are definitely not many in comparison to other nations, as dragons take a decent time to become of age. However, even a single dragon can make a difference in a war, and thus, it is rare to see more than two being deployed for a single mission. Adamantia's dragons have scales that are made of metal. Their inherent power is relative to the material their scales are made of. Lower ranks have scales of steel, while Ebony is common amongst higher ranks. Some of the strongest dragons are blessed with adamantite scales. It is rumoured that the Imperator has diamond scales.
Brief description: Adamantia is ruled by Imperator Astarot and his mate, Tiamat. Nobody has seen the Imperator himself, and he is said to rest within Nidhogg's Landing, a castle made by dragons, so big that it's a city by itself. The legendary Astarot is many centuries old, yet not senile. He only takes things into his claws when Tiamat requests him to do so, as he trusts his mate indefinitely. Most of the time, he slumbers in peace in the deepst chambers of Nidhogg's Landing. Leading military affairs, directly under Tiamat's command, is Jormungandr, bearing the title of Great Harbinger. Jormungandr is clad in scales of starmetal, and prefers to take matters into his claws from the start. When not out of the Landing performing Tiamat's command, he is personally guarding her. The rest of the nation is very organized, and yet, an outsider wouldn't understand half of it. The other settlements in Adamantia are called Forge Cities. Dragons don't trade with other regions, and if they desire something, they simply demand it to Stálheim or Vermundia, whom are happy to oblige. In return, they borrow these two allies of theirs, their breath. Indeed, the 'Legends', as the Steelborn Covenant's weapons are called, are forged and refined in dragonfire. The uncontrollable and mysterious magic the dragons have within themselves often gives these weapons inherent magical properties, although it is considered a side-effectt rather than an intentional action.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 31, 2013 16:10:02 GMT -5
Character Name: Bjorn Sternclaw Nickname(s): The Bear Race: Nord (Werebear) Sex: Male Age:44 Birthplace: Skyrim Height: 2.20 mtrs Weight: ~120 kg Eye Color: Green (White when transformed) Hair Color: Black Hair Style: Long and wild Facial Hair: Tied beard Skin Color: Bit darker than your average nord Build: Mesomorph, big, toned Distinguishing Features: His back has six thick scars running through it, diagonally. Three from his left shoulder to the right of his waist, and three from his right shoulder to the left of his waist. Profession: Wanderer/mercenary Skills: Two-handed weaponry, Heavy armor use Magic: None Training: Proper use and maintenance of heavy armor, combat training Other Abilities: Lycanthropy (Werebear) Apparel: Steel plate armor with a bear cloak on top, with the bear's head acting as a hood. The gauntlets and boots are of a stormcloak officer's set Weaponry: Ebony battleaxe, steel dagger, nordic bow & arrows Other Equipment: Soft leather water bag and some supplies Companions: None Affiliation: Himself Religious Belief: Hircine Sexual Preference: Heterosexual Relationship Status: Widower Personality: Generally peaceful and forgiving. Can be pretty jovial. Has a certain temper, and in some cases, may be angered quickly. A gentle giant. When he does fall to his anger, however, one should be careful. He tends to slip into fits that can lead to situations most uncomfortable... For the offender. Bjorn was born in Solstheim, son to a pair of Skaal. He was always a big kid, and it was noticeable, even amongst older younglings. He grew up like most Skaal. With very little time to procastinate, and through constant struggle. Between the unforgiving weather, the animals, the stranger creatures, the monsters, and the bizarre events that tend to revolve around Solstheim shaped him tough, much like any other Skaal. His father's side of the family had always been hunters, whileas his mother's relatives were mostly healers. His childhood, despite cruel, was relatively normal for his tribe, and miraculously enough, he made it through to adulthood with only a few scars. At least he didn't lose any limbs. It was one particularly chilly day, while he was out hunting, that Bjorn discovered a certain thing about his family. While trying to skin a wolf, he was ambushed by reavers. They outnumbered him and had surprise on their side. With only a bow and a skinning knife to defend himself, Bjorn was easily disarmed and striken down by the outlaws. They continued to maul on him for a while before going to check his belongings. While they inspected their victim's recently hunted prey, the reavers heard a roar, and upon turning around, they were met by the towering form of a werebear. One of them ran away immediately, but the rest tried to fight their new opponent. Needless to say, they fell to the beast and were mostly eaten. After his first transformation, Bjorn had to learn more about what it meant to be a werebear. He inquired carefully, only asking people he trusted, and most of them were his family. Over the next following years, he learnt the history of his father's side of the family. Long ago, one of his ancestors had, in a fit of incredible rage, promised his soul to Hircine, in exchange for the strength to avenge his dead son. The daedric prince turned Bjorn's ancestor into a ferocious cross of man and bear, allowing him to slay those who had murdered his son. The man knew what enthralled in the deal, and lived as best as he could afterwards. He had more children, but his son's memory always lingered about his head. What he never discovered, even after death, was that Hircine's gift was embedded in his blood and essence, and inherited by his children. Generations later, it had been Bjorn's turn to discover this fact. The man kept it a secret (as his family had, for ages) and tried to live as normal a life as he could. He grew, he worked, he married, he lived. However, he avoided children at all cases. He couldn't tolerate to pass on such a thing to an innocent child. Whileas he wasn't angry at his ancestor for what he did, he was certainly displeased with the little trap Hircine had pulled on him. Nothing lasts forever though, and eventually, the tribe found out about Bjorn's little secret. They asked him to leave, and he refused, promising instead that he wouldn't harm anyone. Of course, that same night they attacked his house and burnt it down to the ground. They weren't going to take chances with things like werebears. They were more unstable than werewolves, and much stronger. Not as fast, maybe, but what did that matter when they could wake up with their heads between two jaws? Turns out, Bjorn wasn't in the house at the time, and they only killed his wife. In fact, he only discovered what they'd done a couple of days later, when he returned from a hunting trip. First thing he noticed upon stepping into the village was his house being a pile of ashes and coal, and the rest of the tribe being either armed and ready, or hidden. They could only stand aghast as they witnessed first-hand the transformation from man to beast that developed around their fellow tribesman. Some of them charged at him, but even halfway through the change, he was easily able to fend them off. It was only then that they noticed a certain flaw in their plan. Bjorn was the strongest in the village. Even as a normal nord. But once he transformed? Words failed to describe the massacre that ensured afterwards. They mostly failed because there were no survivors to tell them. Once his rampage reached an end, and after what were probably days of being unconscious, Bjorn woke up amidst death and ruin. With nothing to keep him there, he abandoned the place and the area, sailing off in an attempt to escape his past. And thus, he started anew, in Skyrim.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 26, 2013 23:29:12 GMT -5
Lookin' fine, all things considered. I'll approve it.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 18, 2013 17:22:23 GMT -5
'Slookin' good, though I wonder, why was the outpost randomly attacked by a buncha' Deathclaws?
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 16, 2013 19:15:11 GMT -5
2nd approval here.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 16, 2013 10:29:07 GMT -5
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 16, 2013 10:25:18 GMT -5
What Zelus said, pretty much. 2nd approval here, if that's the case!
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Dec 16, 2013 10:23:10 GMT -5
Approvedeed, reckon I can't move it fer some reason, but it's oughta go ta th'approved section.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Oct 5, 2013 19:23:49 GMT -5
The moment Gunn's armor was back online, and moving, the Knight had been standing upon the highest ground he'd found (Which was actually a mildly tall pile of dead Boys, victims to Bane, his Gauss Minigun.) while firing a supportive storm of metal over the still-charging horde of Boys. At least, until he noticed that they had stopped their advance, and had begun a rather evidently improvised retreat plan. Which was pretty much 'turn around and run'. At the sight, the paladin stopped firing, and shifted his gaze off to the side, finally spotting the dead body of Murphy, in fact, just as it was decapitated by Hardleton. "Hrrm..." The armored ghoul climbed off his corpse mountain, and began to pace towards Miranda, Neil, and Hardleton.
"No need. I'm perfectly fine. If anything, the only thing I need is an ammunition refill. I stocked up on bullets, but I admit I did not think I would be using this many grenades inside a city." With that said, he remained quiet and positioned himself besides Miranda. The grenade machinegun on the left forearm of his modified T-51b retracted into the gauntlet so that it wouldn't get in the way, while the minigun rested atop his right shoulder. A few target marks popped up on his visor as his IFF system tracked them down and gave him an estimate of their positioning. However, those also seemed to be leaving the area. Probably the slower or most crippled of the enemy mutants.
"I believe we are done here. Now... I suppose we'll have to carry on with Lady Miranda's wishes, despite Her Majesty's intentions of returning the missing squadron back to Montana ASAP. Lead on. I'll follow."
Gunn wasn't explicitly happy with the current situation. Whileas he took great appreciation in any opportunity to kill off whatever remained of the Enclave, the knight felt as if they had been delayed long enough. He couldn't exactly tell how long they'd been in the Apple, and moreso, he felt as if they were only aware of half of the things that were happening around them. They were in hostile ground, surrounded by hostile factions, with few to none allies. Plus, they had been carrying off other people's work so far, and the reward did not seem anywhere close to the worth of the cost. However, an Enclave base so close to the city endangered the majority, if not the totallity, of its inhabitants. It was, perhaps, the only thing that kept him there other than Miranda's desires.
______________________________________________________________
The sound of wheels over dirt had been nearly constant for the past six hours. They had only stopped to change drivers to allow the current ones for some rest on the backs of the armored personnel carriers. There were few men with them. Three carriers, six power-armored troopers in each. The rest of them weren't human. Fifteen Sentry Bots, painted in the colors of the Brotherhood, advanced in the center of the formation. One vehicle to each side, and one behind the Sentries. In the front, leading the charge, was a bigger, deadlier looking Sentry.
Aries glanced upon the Wasteland with that unblinking, vicious red visor that acted as his eyes, giving his surroundings a stare full of prejudice and analysis. His voice synthetizer was put to work after a moment or two. "All units, increase speed by 25%, soldiers remain ready to deploy to the battlefield. Goals are three. One. Locate Rubadaugh's Vertibird, and Rubadaugh himself if the subject is not by the vehicle. Two. Aid Paladin Rubadaugh. Three. Protect VIPs. Procceed." The former scientist's voice was as mechanized as that of any other Sentry, and yet, it carried a more active tone to it. The phrases weren't just pre-set sentences, but rather, whatever the militarized scribe felt like saying.
At his command, the entire group increased its speed. The Sentries by an exact 25%, and the carriers merely accelerated enough to keep up with the bots. They had been the unit closest to The Apple when the distress signal from the Vertibird had been received, and direct radio orders had sent them to reinforce and solve whatever situation had developed in that devolved city.
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Gunn
Newborn
Posts: 15 Likes: 0
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Post by Gunn on Sept 6, 2013 0:07:30 GMT -5
(Skip me for now, I'm still getting used to this board. I'm honestly a lil' bit uncomfortable)
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Gunn
Newborn
Posts: 15 Likes: 0
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Howdy.
Aug 10, 2013 11:45:01 GMT -5
Post by Gunn on Aug 10, 2013 11:45:01 GMT -5
Howdy thare. Just droppin' this out here, in case any new folk shift through the introductions. Name's Gunn, I'm one of yer local deputies. I love westerns, older games and fantasy literature. Still gettin' used to the new forums.
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