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  #1  
Old Oct 31st, 2023, 03:22 PM
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The Minutemen

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  #2  
Old Oct 31st, 2023, 04:34 PM
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Name Andrew Forbes

Origin ghoul mercenary

Gender male

Age 24 at the time of the dropping of the bombs.

Personality
Andrew can be snarky as hell, particularly if he thinks someone is being stupid. Being old means he has no more craps to give in dealing with stupidity. He favours practical solutions to problems.
Whilst not overly social, he does make the effort, recognising it’s not healthy to be alone. However if you do earn his friendship, it’s for life. He will stick his neck out for you, especially if it’s for a kid. He lost his toddler son to the bombs, and later an adopted son to the Gunners. People hurting children is one of the few things that really anger him.
As for being a ghoul, Andrew has come to terms with it. People whom hate him for being a ghoul, just make him sad. However that doesn’t stop him defending himself if they attack him. He also has absolutely no problem with killing feral ghouls. They’re gone. People whom try to protect the ferals, are just dumb. Andrew remains exceptionally bitter about the anti ghoul laws in Diamond City.
In free time he either like to tinker with machines, or sit with a bottle of whisky and listen to the classical music radio. Sometimes he can even forget the bombs.

Physical description
Andrew is a tall drink of a ghoul. Bald and his eyes are bloodshot. He had been handsome before the war, though very little remains of that. He wears a tough outfit, consisting of combat boots, jeans, white t-shirt, and a black leather jacket. Additionally he has a leather armour chest piece. On his belt hangs a multi tool.
His hunting rifle is a well maintained but weathered weapon. It’s a relic from his first friend post ghouldom.

Background
Andrew Forbes came from Scotland to America’s Boston to sue the Croup family over a stock trade. He had also brought wife Fiona, and their toddler son, intending to also make a holiday of it. These plans are cut short by the fall of nuclear weapons. His family died but he survived. Losing his family and turning into a ghoul, was the most traumatic experience of his life. He wanders the new apocalyptic landscape, uncertain what to do.
He had a stroke of luck when he runs into Tom Winters, a retired veteran. He does not care Andrew is a ghoul. Andrew is never sure why Tom takes him in but he does. Under Tom’s wing, Andrew learns skills to survive. Shooting comes surprisingly naturally easy to him, impressing Tom. He also learns stealth and survival skills. Mechanical skills as well, but that’s something he developed more over time. As a team they survive the new order. Sadly Tom is not a young man, and it’s impressive he lives 10 years after the bombs, but he succumbs to a natural death. Andrew gives his friend a Viking burial, keeping his hunting rifle as a keepsake.
For many years and decades after, Andrew does mercenary work. Nothing changes for him for a long time. That is until he surveilled a small raider camp. He’s about to plan a a route around them when he spots the children. Three of them, two boys and a girl. They’re being kept in animal cages. Knowing this is something he couldn’t ignore, Andrew gritted his teeth, and sniped all the raiders in the camp. The children are called Peter, Colin, and Gwen.
Andrew intended to hand them off at the first settlement he found. However they grew on him, and Andrew started to teach them, what Tom had taught him so long ago. The ghoul was proud that all three were good shots. Eventually they reached Diamond city. Andrew got a job with security, to support his adopted family. Life was very good for a while. The children grew up. Peter and Gwen got married(to other people), and jobs. Colin joined up with the minutemen.
Life stopped being good for Andrew when the anti ghoul laws were passed. He was fired and forced out of the city, away from most of his adopted family. He manages to get word of where Colin is, and joins up with the minutemen. This is the group that includes Preston Garvey. Then it’s off to Quincy. Colin has a bad feeling about the place, and Andrew tries to calm him down, despite having the same feeling. History happens and the brave soldiers are forced into a retreat. Colin is hit by a plasma rifle in the retreat, disintegrated into green goo, in front of a horrified Andrew.

S 5
P 8
E 5
C 4
I 6
A 8
L 4

Skills
Athletics STR -
Barter CHA -
Big Guns END -
Energy Weapons PER -
Explosives PER 3
Lockpick PER 3
Medicine INT -
Melee Weapons STR 3
Pilot PER 2
*Repair INT 3
Science INT -
*Small Guns AGI 3
*Sneak AGI 3
Speech CHA -
*Survival END 3
Throwing AGI -
Unarmed STR -

Perks/Trait
Ghoul
Sniper

Gear
Hunting Rifle-Small Guns, 6D, Piercing 1, Physical, 0 Fire Rate, M Range, Two Handed, 10 lbs, 55 caps, Rarity 2
+small scope
49 .308 ammunition
Pipe Wrench- Melee Weapon, 3 D, Physical, 2 lbs, 30 caps, Rarity 1
Purified Water- 3 HP healed, <1 lbs, 20 Rarity 1
Iguana on a stick
Multi-tool- Reduce difficulty of REPAIR tests by 1 (minimum 0), weight 1, 100 caps, Rarity 2
Leather Chestpiece- Physical 1, Energy 2, Radiation 0, Location Torso, 5 lbs, 25 caps, Rarity 1
4 caps
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Last edited by Acathala; Nov 16th, 2023 at 12:19 AM.
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  #3  
Old Oct 31st, 2023, 05:01 PM
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Application
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Name: Monique Lucas
Origin: Trader
Gender: Female
Age: 25

Personality: Monique is gifted in communication, not only knowing what to say and when to say it, but also in getting people to open up in the first place. Not so much a fast-talker or conman, but more empathic in her talk and mannerisms. She just seems like someone you can tell your problems to, a soothing and confident ear to bend.

For someone so good at talking, she doesn't really give much away about herself, especially to those she doesn't know. She may be an empathic person, but she's seen a lot on the road, and she's no dummy. She knows not everyone is her friend, and even those who are can be a liability. She has a knack for getting close to people while keeping them at arm's length. Life is too cheap in the Wasteland to get too close; those who she's known for a long time may eventually become truly close to her, and those people have earned a staunch ally and tireless supporter.

She's not jaded, especially compared to many others around her...she's just tired, physically and emotionally exhausted. Still, she'll always manage to make time for someone who needs her. She figures she'll get plenty of rest when she's dead. In the modern world, that's likely to come sooner rather than later.

Physical description: Pretty, but tough. She wears her mid-length brunette hair loose most of the time, and tries to keep it somewhat clean and manageable. Her brown eyes are soft and engaging until she feels threatened or angry, which causes them to harden into dark steel, doors slammed shut on the window to her soul.

She has a reinforced leather vest to provide protection to her torso, and dresses in durable clothing suitable for travel: light shirt, sturdy pants, comfortable boots. She has a lined bomber jacket that has seen better days she can throw on depending on the weather and conditions. Most of her clothes show signs of skilled repair.

She also keeps a nice set of clothing packed away for more formal, diplomatic meetings: nice dress and matching fedora and set of carefully-brushed high heels. Monique's demeanor seems to change when she's cleaned up, bringing out her smile and straightening her spine. She tends to radiate simple elegance and suave confidence.

Backstory: Back before the war, Monique's ancestors were members of the Massachusetts Preppers, a survivalist group formed during the Cold War of the 20th century who focused more on resource and preparation than combat and survival skills, though survival skills were learned as well. Thus, they were in better position than most who were not able to enter a Vault to survive the ravages of war and Armageddon. Once the worst was over, the group was well dug in, with an abundance of supplies and a loose communications network already in place.

Eventually, the Preppers and other like-minded groups found each other and began setting up trade routes and mutual protection pacts. The pacts were more nominal than anything, as trouble came fast and the groups were too far apart to respond quickly, but it served well as an agreement to cooperate...or at least not attack each other. The trade routes were generally more successful, though the routes were fraught with danger, requiring a mixture of courage, toughness, luck, and business savvy. Still, it was a step toward rebuilding society.

In time, the Preppers became defunct, with the members becoming absorbed into larger communities set up in the old cities, where radiation was not as constant a danger. The Lucas', Monique's family, wound up settling in the Commonwealth near Boston. Monique kept up the family business, though, braving the threats both inside and outside the city to keep the supply and trade flowing. She was a natural fit for the Minutemen, who excel at diplomacy with other settlements. They know what people need and how to get it for them. Monique acts as part trader, part diplomat, in the interest of the Minutemen, the Commonwealth, and a growing list of allies.

Attributes:
Strength: 4
Perception: 6
Endurance: 5
Charisma: 8
Intelligence: 6
Agility: 5
Luck: 6

Skills
Athletics STR -
*Barter CHA 3
Big Guns END -
Energy Weapons PER -
Explosives PER -
Lockpick PER - 1
Medicine INT - 1
Melee Weapons STR -
Pilot PER -
Repair INT 3
Science INT - 1
Small Guns AGI 3
Sneak AGI - 3
*Speech CHA 3
*Survival END 3
Throwing AGI -
Unarmed STR -

Traits and Perks:
GIFTED: Choose two S.P.E.C.I.A.L. attributes and increase them by +1 each. Your maximum number of Luck points is one fewer than your Luck attribute.
SMOOTH TALKER Ranks: 1 Requirements: CHA 6 When you make a Barter or Speech test as part of an opposed test, you may re-roll 1d20.

Gear:
Tough clothing
A leather armor chest piece
A pipe gun, with 8 +4 CD rounds of .38 caliber ammunition
One personal trinket Wares: Roll 3 times each on the Random Ammunition table (p.200), Random Chem table (p.204), and Random Oddities and Valuables table (p.207)
A pack brahmin (see Brahmin, p.341)
50 +2d20 caps
Formal hat
Formal clothing
x2 purified water
x1 iguana on a stick
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Oh, after all the folderol and hauling over coals stops, what did I learn?

Last edited by The Rat Queen; Nov 11th, 2023 at 01:24 PM.
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  #4  
Old Oct 31st, 2023, 06:59 PM
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Kenjitsu Kenjitsu is offline
Psalm 144
 
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Tex
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Name: Tex (Real Name: Jeff Stone)
Origin: Survivor Mercenary
Gender: Male
Age: 30

Personality: Jeff is quiet, always watching what is going on and calculating what should be said, if anything. He has seen many who brag and boast but then did not deliver on their claims of greatness. He has seen those who shot their mouths off only to get shot when they said too much. But, if you strike up a conversation about weapon mods with him, then it might be hard to get him to stop talking about the detailed specifics of engineering. In general, Jeff is humble and very easy to get along with even if he is not very relational.

Physical description: Jeff looks rough and weathered from his years working as a mercenary. It is easy to recognize him as he walks into the room, because he will be wearing a cowboy hat, leather boot, some tough western clothes and a leather vest. He carries a .44 pistol strapped to his right leg, a machete hanging on his left side, and a multi-tool tucked away in the back. He keeps is brown hair short except for his mustache with seems to have a life of its own.

Backstory: Jeff grew up in Texas working cattle and when he was old enough, decided to become a mercenary to see the world. He was always reading books or taking things apart to see how they worked and loves working with his hands. He worked his way up north where the weather was much cooler, but now it was time to settle down. While he is still handy with a pistol, he wants to contribute to a settlement by working with his hands, whether or be on fixing equipment, upgrading weapons, or mending people.

Over the years, Jeff has picked up the nickname of Tex because of his Texas southern drawl.
OOC
 

 

 

 

Last edited by Kenjitsu; Nov 14th, 2023 at 03:13 PM.
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  #5  
Old Nov 1st, 2023, 12:27 AM
mightymconeshot mightymconeshot is offline
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Tom the MutantApplication

Name: Tom
Origin Super Mutant Skirmisher
Gender Male technically
Age Tom forgot

Personality Tom is a big child trapped in the hulk's body. He isn't especially vicious most of the time, but he has never quite gotten a handle on his strength. Of course if you threaten his team or Da Boss, well best run for your vault. He likes to argue about things in good humor like small kids do, but it seems a whole lot more threatening coming from a 7 foot tall green mutant than a 8 year old. The one thing he can seem to agree on with anyone is that there isn't enough to eat. Also, nuke-cola is pretty tasty especially after soaking in a cooled rad pool for a night or two.


Physical descriptionTom is a typical Super Mutant. Big tall, constantly hungry and covered in knocked together armor. He never really changes out of it, doesn't bath until ordered to by Da Boss, and basically spends his time eating, finding things to eat, or killing things for the Minute Men to get paid to go buy food to eat. He carries everything around in a modified shopping cart strapped bandolier style to his back. He plods along with quiet focus broken by brief periods of mindless screaming rage when something bad appears.

Backstory Tom was a stereotypical super mutant before ending up in the Minute Men. Raider, Cannibal, Scavenger. He would wander the wasteland bouncing from group to group looking for a steady meal and entertainment. Well he was searching for food, his party came across a sealed bunker door. Deciding that there must be good eats inside, they proceeded to force their way inside. From there it was downhill. An old military bunker with a leaky reactor, instead of easy prey they found dozens upon dozens of ghouls, robots, and military turrets. One by one the mutants died until at last Tom is the only one who managed to crawl to the surface and away safely.

Laying on the side of the road with ghoul bites and a shot leg, he assumed that was the end of his life. He could barely walk and unless whatever attacked him was going to walk up and let themselves get smacked by his board, here is where he would die. For whatever reason a passing Minutemen patrol happened across him and instead of issuing the customary laser shot between the eyes, they tossed him a a couple cans of dog food and a bottle of dirty water before continuing on their way. Being able to basically regenerate from any wound, it only took a few days for Tom to be back on his feet again looking as good as new. Deciding that maybe the humans weren't as weak as they seemed, he wandered in the general direction the patrol had taken. Walking up to the outpost he found, he found the same kind strangers that had feed him and convinced them that he wanted to enlist.

A few months later, he was sporting an official minutemen badge smashing his former kin in the name of freedom in exchange for meals and a bed to slip on. Many still give him looks and insults, but it is still a safer existence then he was used to.

S-12
P-4
E-10
C-4
I-4
A-4
L-6

Skills- Melee, Big Guns, Survival
Perk- Slayer

HP 16/16

Name RankTagTN
Athletics1-13
Barter0-4
Big Guns3X13
Energy Weapons0-4
Explosives3-7
Lockpick0-4
Medicine0-4
Melee Weapon3X15
Pilot0-4
Repair0-4
Science0-4
Small Guns2-6
Sneak0-4
Speech0-4
Survival3X13
Throwing1-5
Unarmed3-15

Gear-
Name Weapon Type Damage Effect Damage Type Fire Rate Range Qualities Weight Cost Rarity
Long Hunting Rifle Small Guns 6DPiercing 1 Physical 0 LTwo Handed 12 85 2
Piercing Board (Piercing Mod Board) Melee 5D Piercing 1 Physical-CloseTwo Handed3200
Machete Melee3DPiercing 1Physical-Close-2251

ArmorPhysicalEnergyRadiation LocationWeightCostRarity
Raider Chest Piece 110Torso7180
Raider Left Arm110Left Arm360
Raider Right Arm110Right Arm360
Raider Left Leg110Left Leg380
Raider Left Right110Right Leg380
5 Caps
Personal Trinket- Wedding Ring on Steel String
2 Purified Water
5 flamer shots
11 .308 Rounds

Last edited by mightymconeshot; Nov 10th, 2023 at 06:37 PM.
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Old Nov 2nd, 2023, 11:13 PM
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M.I.S.S.
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Description: M.I.S.S. is a heavily modified robot, cobbled together by an amateur robotologist, but lacking any sense of aesthetics or an overall design philosophy. It’s parts are mismatched and of different colors. During intense situations, there is a chance there will be the shower of sparks as disparate parts grind against one another, or their main thruster will suddenly cut out for a terrifying second before coming back online with a roar. Their voice and personality modules are clearly in need of repairs as well, as they seem to switch between the nuturing Miss Nanny, the helpful Mr Handy, the warlike Mr Gutsy, and the emotionless Protectron.

Upon closer inspection, you can tell they have been pieced together from several different RobCo lines of products, namely Mr Handy, Miss Nanny, Mr Gutsy, and a Protectron. Despite the wealth of robotic pieces available in the Commonwealth, their creator was definitely missing quite a few parts.

Background: M.I.S.S. was created by Theodor, a child and former resident of Quincy. S/he was programmed to protect the school and the children within, but their efforts were in vain, as the Gunners slaughtered or kidnapped them all. S/he decided to join Monique and the others to try and redeem their failure.

Stats:
Skills:
Strength: 4 Big Guns (END) 3 TN: 8
Perception: 8 *Energy Weapons (PER) 5 TN: 13
Endurance: 5 *Explosives (PER) 5 TN: 13
Charisma: 4 *Medicine (INT) 5 TN: 12
Intelligence: 7 Repair (INT) 1 TN: 8
Agility: 7 Science (INT) 3 TN: 10
Luck: 5 Speech (CHA) 3 TN: 7
  Survival (END) TN: 8

HP: 10
Initiative: 15
Carry Weight: 150
Defences: 1, +2 Physical

Traits:
360 degree Vision. Can detect smells, chemicals, and radiation. Reduce Difficulty of Perception checks (Smell and Vision) by 1.
Immunity: Radiation, Poison.

Robot Mods:
Behavior Analysis Mod: Reduce Difficulty of Speech checks by 1.
Hazard Detection Mod: Reduce Difficulty of Survival (Disarm Traps and Hazards) checks by 1.
Diagnosis Mod: Reduce Difficulty of Medicine checks by 1.

Luck:
Spend 1 Luck for one of the following. Regain Luck when you reach a Milestone or start a new Quest.
Luck of the Draw: Add detail to a scene.
Stacked: Use your Luck attribute for a Skill Check.
Lucky Timing: Interrupt the normal turn order to take your turn now.
Miss Fortune: Re-roll a d20 or 3D per Luck spent.

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Last edited by KingHabby; Nov 10th, 2023 at 10:55 PM.
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