Fallout: Zetan War (Sign up & OOC)

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Fallout: Zetan War (Sign up & OOC)

Vasara Glyndark

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THIS IS DEAD.

Information for Fallout: Zetan War
Fallout: Zetan War

Thanks to the efforts of the Courier & the Sole Survivor humanity and the allies they made have reached a point where they can leave the nuclear wasteland that is Earth. The first wave of colony ships left Earth in 2381. Four years later a second wave of colony ships left Earth. Once a colony ship left Earth, they could make contact for up to a month. After that communication was impossible.

The first wave a year into their journey crossed paths with an unstable wormhole, it moved around in time and space. Luckily for those who came after them, it only deposited them backward in time. They found a planet that was lush and beautiful like Earth in almost every way before humanity evolved and began to spoil it. At first, people called it Eden, but the leadership knew better. They knew what would happen to this planet, they called it Neo Earth.

When the second wave of colony ships arrived, they were surprised by two things, the fact that in three years the First Wavers were able to build two major cities and that those cities were in ruins. They were expecting way less infrastructure and destruction.

You are either a Neo Terran resident or a Terran colonist. Will you survive the Zetan War?

Character Sheet
Name:

Alias:

Titles:

Physical Appearance:
Age:

Gender:

Species:

Equipment:

Armor & Clothing:

Weapons:

History:

Notes:​
Species:
Open to any humanoid species found on Earth. Consult the species section of the Information for Fallout: Zetan World thread.
Gen 4 Synths & Hybrids are Neo Earth residents only.

Weapons:
You can have four guns and a melee weapon or three guns and two melee weapons, or any combination. Cannot have five guns though. You can also leave one or more as dependent upon the situation.

Second Wave passengers only have access to the standard weapons of the Enclave, Institute, and Brotherhood of Steel.

Neo Earth residents have access to any weapon built on Neo Earth.

If you want anything different run it by me or Rothwell first.
 
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Name: Elias McKale

Alias: Sea Salt

Titles: Agent

Physical Appearance: 6" tall, with a slender build and a wolfish look to his face. Elias has a generous smile and wide blue eyes.

Personality: while initially a moody and stoic individual, Elias' time with the Institute taught him to take life less seriously and develop a sense of humour. As a sniper he's prone to hyperfixation to the point of zoning out everything unrelated to whatever the task at hand may be.

Hobbies: reading old novels, watching old movies, cards, whittling.

Age: 32

Gender: male

Species: 100% homegrown human

Equipment: pipboy, family locket


Armor & Clothing: leather cowboy boots, slacks and shirt, hunter's long coat (ballistic weave Mark V)


Weapons: The Lance - a modified .50 cal sniper rifle with marksman's stock, large quick eject mag, long recon scope and suppressor.

Whisper - a 10mm pistol with advanced receiver, long barrel and silencer.

The Point- combat knife with stealth blade


History: Raised in Far Harbor to loving parents in a peaceful era. Elias discovered a talent for sharpshooting as a youth when picking off threats approaching the walls of his town. As he grew to a man he was allowed to undertake more dangerous missions out on the Island fixing the technology to keep the mist at bay, where a quiet step and high awareness was a must. Ultimately his happy days came to an end during a 'Captain's Dance' gone wrong. The would be participation awoke the wrath of the mother of all mirelurks who promptly rampaged through Far Harbour; kicking down walls and half demolishing the town before the beast was eventually felled. Elias' parents were, unfortunately, among the dead.

With nothing keeping him there, Elias mourned his parents and took off for the mainland. Opting to join the new and improved Institute under the guidance of Nora North. His knack for stealth and long range combat landed him a job in the security division of the organisation. After his orientation period was over he elected to join up with the second journey to Neo-Earth. Elias has found comfort in the institute, making friends who eased him through the loss of his family, and teaching him how to smile again.

Years after his parents had passed there was nothing keeping Elias tied to Earth any more. So he volunteered to take part in the second expedition to Neo Earth.

OOC Will add more later. /OOC
 
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Name: Grace McIntyre

Alias: Doc

Titles: Grenadier

Physical Appearance: 5"7, with an angular face a shade too thin from too many chems and not enough solid food. Long curly red hair, and maniacal green eyes.

Age: 26

Gender: Female

Species: Human

Personality: erratic, eccentric, upbeat, a touch of mania always bubbling under the surface.

Hobbies: anything science related, Grace also loves action movie holotapes, a huge fan of Frank Sinatra and Sammy Davis Jr.

Equipment: a heavily stocked crafting kit for chems and explosives, pipboy

Armor & Clothing: Institute style combat armour. Usually wears a lab coat outside of combat.

Weapons: modified plasma pistol and explosives, lots of explosives.

History: a farmer turned chemist/demo expert once offered a job by the Institute. Grace was raised on the patch of dirt some twenty miles from the heart of Diamond City, bored out of her mind and itching for an adventure, or anything which didn't involve growing watermelons.
Her periodic trips to the city to sell her family's merchandise eventually put her in contact with the seedier members of society who introduced her to the thrills of chems. Grace took to the mind altering substances like a duck to water, but rather than becoming a mindless junkie, she saw opportunity for greater profit than a fruit based trade system would provide.
Already an expert when it came to mixing fertiliser, and molotovs to keep away the critters, Grace developed her knowledge by obtaining literature on chemistry. Over the years she became a successful chem dealer, finding her best customers were invariably the military wing of the Institute in search of ways to bolster their combat effectiveness. After running most of her competition out of business, and no few scuffles requiring a quick trigger finger, Grace was offered an official position in the organisation. In the Institute she further developed her knowledge of explosive based weaponry, and refined her crafting of combat stims.
Grace jumped at the chance to join the second expedition to Neo Earth, citing the opportunities to develop new chems were 'out of this world'.
 
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