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[REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:14 am
by Nyx
Cradle, a Bastion for Hope
Originally a project that began as a fallback shelter utilizing the natural protection of a mountain range, the Cradle project was ultimately scrapped due to cost. Three years before WWIII the project was revived by a group of very wealthy Doomsday Preppers with the help of residents from the nearby Chelbron Rise area. Together they finished carving out their city within the mountain and waited until the end. When the bombs dropped millions perished, and millions more died from the nuclear fallout. After cannibalizing most of the heavy machinery for different projects and parts, and after much debate, the people of Cradle formed their very first Expedition into the new world. After years of surviving this harsh new world, Expeditions have become one of the few ways left for people of Cradle to scavenge for new and old tech, as well as food and materials to fix or replace broken machinery. Cradle itself is situated above an enormous natural water reserve, and three years ago mines were dug out and the processing of metal ore began. An experimental fusion generator gives the vast majority of citizens their electricity, but maintenance from teams of experienced engineers is needed to keep it operational. For places outside of the main city of Cradle, such as the outposts erected in strategic locations outside of the mountain, use the more efficient but limited solar powered generators.
People of Cradle

The inhabitants of Cradle were mostly the residents of Chelbron Rise, the group of Doomsday Preppers and their families, as well as the army of construction workers, engineers and architects it took to create the living space. But in the years leading up to WWIII, rumors surfaced online of a bastion built into a mountain range and a few saw it as an opportunity for safety. Scientists, doctors, people from all different walks of life found their way to the Cradle and when war finally came they sat through it together. After the bombs dropped and communication to the outside world was lost, a High Counsel was elected to be responsible for many aspects of the judicial and prosecutorial system, as well as administration and civic development. Placement was enacted for the residents of Cradle, a test of skills, aptitude and knowledge that helped to determine the jobs that most suited an individual. Everyone in the Cradle has a job. Roughnecks, a term for bounty hunters, manual laborers, and mercenaries can choose which jobs to take, though its up to them if they get to eat or not.

Citizens of the Cradle are pragmatic at their core. Though many may have come from different walks of life, whether they have different religious backgrounds, philosophical ideals, class, or skin color, the people in the mountain believe in not only maintaining, but also sustaining life. They are not a pacifistic people by nature, and will defend themselves with extreme prejudice if needed, but they will accept and protect strangers with open arms. There are no centralized places of worship for any religion in Cradle as of now, but citizens are encouraged to practice within the privacy of their homes. Traditions that do not infringe upon another’s right to privacy or otherwise negatively affect the general population are also encouraged. The people of Cradle share of bond that runs deep. They care for one another as a community because the world outside will do everything in it’s power to see them all dead.

Cuisine: Large communal kitchens supply affordable, varied meals after each working shift, but for people that are willing to spend a little more of their Rations, a variety of more exotic flavors can be savored. The people of Cradle tend towards heavily spiced foods, and hot meals like curry to ward off the cold of the mountain. But sweeter treats can be had, and most anything can be made if one has the currency. Luxuries are rare, but not impossible to find.

Work Ethic: “Everybody works” is one of Cradle’s core ethos. These are a people that have survived the end of the world and plan to not only move forward, but to thrive. This kind of cooperation and communal responsibility hasn’t been seen in even recent human history. Every job has a purpose and therefore every job is important.

Education:Children start school when they reach four years of age. At twelve, children begin working entry level jobs, for example, running errands or passing messages for Admins, updating Job Boards and light-duty manual labor jobs while still attending class in the evenings. At sixteen, a child will take the Placement, an occupational aptitude test design to place an individual along a path that suites them. New arrivals are expected to take the Placement eventually, or else join the Roughnecks, taking whichever jobs people give to them. Once a child reaches seventeen, they’re officially allowed to sign up for the Peacekeepers and attend boot camp. During the time between the Placement and boot camp, a child is expected to begin talks and start preparing mentally and physically. For other occupations, a child can begin upon their path immediately after Placement.


Administration: You work for the High Counsel, either as a Clerk, a personal assistant, or a Runner, passing messages to and from the various members of the Counsel and people of the Cradle. They're also responsible for getting people paid on time. Administration, as the name implies, handles a lot of the jobs required to keep Cradle running as smoothly as possible. Librarians work with the Archive, making digital copies of physical media for easy access to the citizens of Cradle. Administrators tend to have a craving for higher knowledge and order or a-type personalities.

Peacekeeper: As a member of the Peacekeepers, you will have gone through a rigorous 13 weeks of training to fulfill a number of roles. This could include security work for ventures into unexplored areas, joining the Constabulary, which polices the citizens of Cradle, as well as the Expeditionary force, which requires the individual to operate outside of Cradle and venture into the outside world.
Advanced Reconnaissance Division provides an individual with the tools needed for survival, as well as scouting techniques to ensure the survival and safety of an Expedition into the new world.
Armored Infantry Divisions function as rapidly-deploying-fast-attack teams capable of neutralizing large threats, such as Brotherhood or Red outposts, and even the occasional Horde infestation.
Armored Divisions repair, maintain, operate, and develop the crafts that the Infantry Divisions utilize.
Ranking: Private, Private Second Class, Private First Class, Specialist, Corporal, Sergeant, Staff Sergeant, Master Sergeant, Second Lieutenant, First Lieutenant, Captain, Major, Lieutenant Colonel, Colonel, General, High Counselor.

Basic equipment for a Peacekeeper is dependent upon the Division they're recruited into. All Peacekeepers are provided with a set of dogtags, dress uniforms, work uniforms, work/combat boots, and necessities.
ARD and AID receive a personal set of Adaptive Armor Plating, which offers chest, back, forearm, groin, thigh, and shin protection. The plates in AAP armor incorporates self-repairing nanites, which are powered by an internal battery. This armor is worn over a nano-weave body suit. The nanites in the body suit are "dead", designed to absorb kinetic energy to power the nanites for redistribution to a localized area of impact. To put simply, if you do manage to get shot or stabbed, the nanoweave suit will try to keep your insides inside. Peacekeepers will be assigned a Snap Rifle, customizable kinetic projectile accelerator. The rifle accelerates shaped penetrator munitions at high velocities to devastating effects on soft tissue. You are encouraged to use personal weapons, but will not be provided ammunition. ARD and AID are also provided with an AIH, or Adaptive Interfaceable Helmet. This comes with a lot of quality of life enhancements: Short-range motion and FoF tracker, internal and external comms, AAP, Radiation detection, and temperature regulation that's shared between the helmet and nanoweave suit. The internal battery is good for 6 hours of rigorous activity, and then it must be charged either with the solar absorption material built into the armor or through an auxiliary charging station. Armor cannot be used while charging.

Physicians: As a physician you train, work with, and struggle to become a master of the healing arts. There are many jobs you can qualify for and specialize in, as medicine will forever and always be a relevant trade. Whether it’s working in the field as a medic or in the hospital, Physicians remains one of the most competitive fields of work.
Copper: Entry-level, book work, theoretical study.
Bronze: Entry-level applied theory, shadowing. One year as Copper.
Silver: Intermediate full-time advancement as a Nurse/Medic/EMT. One year as Bronze.
Jade: Advanced applied theory-crafting, medical specialization. Three years as Silver.
Gold: Doctorate, specialization mastery, 5 years of Jade leading research teams, tutoring, or 2 years of field work.

Physicians have a wide range of tools at their disposal for treating the sick, injured or otherwise unhealthy. Most of the really fancy toys are too big to be hauled around for personal use, but people in the field get a unique set of gadgets to help them outside of Cradle. As with the Peacekeepers, Physicians are provided with work attire and basic necessities. Physicians are almost entirely handpicked through the Placement test, as the education is thorough and intense. Once an individual has started on the path, they are required to wear a colored armband representing their level of achievement. Lowest to Highest being Copper, Bronze, Silver, Jade, and Gold. Field medics are provided with a personal OND, or Organic Nanotransfection Device. An OND can repair damaged cells, skin, muscle and bone, but has to be injected locally and cannot replace lost blood. Bones must also be set properly before they can be repaired. A single tube of organites is generally enough for three charges, but more serious wounds can require the use of a full tube or more. Field medics are also provided with single-use biofoam injectors, which can be used to prevent further blood-loss. Field medics will also be issued a Snap Rifle and LCAM, or Lightweight Combat Armor Rig, which offers a moderate amount of protection and comms suite, but is pretty bare bones when compared to the Peacekeepers gear. Field medics will also be provided with Bioorganic & Chemistry Scanner, BoCS, or bioscanner for short, which is a device that the individual will wear on their forearm (is compatible with armor) that can provide the user with real-time assessment of biological and chemical matter. Scanned data can be stored, shared, and removed only by authorized personnel.

The Guild: As a Guilder you will specialize in either mechanical or computer engineering, masons or a whole host of different sciences. Some specializations will require you to venture outside of Cradle as a necessity. Guilders are an enigma. Reclusive even, often spending more time in their workshops pouring over formulas and schematics than they do at home. Often time the only interaction people get from Guilders is when they’re performing maintenance of the various tech inside of Cradle, or when the masons are constructing new buildings. It isn’t unusual for a wary glance to be thrown in a Guilder’s direction, nor a healthy distance maintained as earning the wrath of a Guilder can leave you showering with cold water for a week.
Jacks: Guilders that accel in both the mechanical and computer engineering fields, are often assigned to expeditions with a specific goal in mind such as finding a unique piece of material, or testing new tech.

For a Jack, the omni-tool is their bread and butter. The omni-tool is a device that the individual wears on their forearm, which provides them with a variety of useful tools. With the help of a dumb A.I, accessing, interfacing, diagnosing, and controlling anything with a processor is just the tip of the iceberg when it comes to the capabilities of a Guilder. There’s also an auxiliary jack for situations that require analogue. Most of a Jack’s tech is made personally, with an emphasis on creativity.

Agriculters: As a Culter your job and your life is dedicated to maintaining, growing, and harvesting the crops that both feed and clothe the citizens of the Cradle. It is a thankless job, but one of the most important. A Culter is assigned to every Expedition outside, and they work alongside Physicians to find new sources of foods and medicines, as well as research purposes.The name Agriculter was initially intended as a joke, but the farmers actually took the name and made it their own. Being a Culter has become almost a religion in the Cradle, with a reverence for life that’s almost druidic in nature. A Culter starts at the bottom, often learning to harvest the crops being grown to gain a better understanding and respect for nature. They are taught that nurturing and respecting life is one of the most important aspects of being a Culter, and that taking an animal’s life for sustenance is natural, but wasting is heinous offense. As a Culter you have a body forged from hard, sweaty work. You move with a natural precision and purpose normally seen in Physicians, and hold a healthy respect for life. Your familiarity with butchering animals gives you a knack for understanding biology, and you hold within your mind a wealth of knowledge pertaining to plants, both edible, poisonous, and anything in-between.

As with Physicians, Culters venture outside of Cradle to study and record new species of life, in hopes of discovering new types of plants and their uses, as well as uncontaminated natural resources out in the wild. They are provided with a bioscanner, which most advanced Culters learn to use with almost uncanny efficiency. Working in collaboration with the Guilders, a sufficiently advance Culter forges a personal monomolecular blade as a personal test of skill and patience, as well as a rite of passage for advancement. All Culters eventually craft a blade that’s been honed to the point of single atom. The blades are fragile, but potentially devastating, requiring a special nanoweave sheath with dead nanites packed so tightly that the blade can’t slip through them. As with Medics, Guilders and Peacekeepers, Culters are given access to the Peacekeepers armory when venturing outside of Cradle.

For many people, namely newer citizens transitioning from the new world into life inside of the Cradle, the Placement is daunting in some form or another. Many people that have been brought into Cradle suffer from some form of post-traumatic stress syndrome and it’s generally accepted that transitioning isn’t a simple matter of just putting your head down and getting to work. The Placement can be taken at any point in an individual’s future, given that they are ready to do so. Working jobs as a Roughnecker is in many ways a non-ideal way of taking care of yourself. A Roughnecker can often pull simple-to-do jobs from the job board located in the central square of the market, a digital job board is also accessible via personal tablet, however building personal relationships with people of notable rank can give Roughneckers access to jobs requiring specific skills, and traumatized people often aren’t the best at building relationships. Not every Roughnecker is a traumatized mess however, some simply enjoy the feeling of independence and chaff against structure, opting to find work on their own. You can thrive as a Roughnecker, but it is entirely dependent upon your own skill and personability. Everyone is given housing and treatment, there are hundreds of Physicians that love to practice on people, therapy or otherwise.

Everyone is given a personal tablet with access to the Central Library database. The Central Library is a hub for not only information, but also entertainment in the form of music and video entertainment. Some information is only accessible after sufficient advancement in specific occupations however. Connections are private. The tablets also have access to the public network. There are simple user-made sites like forums where people can chat to one another, and the job boards. The tablets are also used for communication in the form of video or text chatting through private peer-to-peer connections.

Central Library:
The Central Library database contains the entirety of Cradle’s knowledge as well as entertainment. A multitude of Librarians work with new material every day, manually entering books and other forms of media onto an easy-to-access public archive accessible via personal tablet by any citizen of the Cradle. Due to the nature of adding media by hand, especially old pieces of script are given especially good care as to not damage the original material, so adding material sometimes takes days or weeks even. Alongside the massive servers dedicated to the smooth running of the Archive, the Central Library also allows citizens to check out physical copies of books. Not every book has an extra copy, so it’s expected that citizens be respectful and conscientious when checking out physical media by not keeping a book for too long, and that they not damage the book. Therefore, books are not allowed to be taken outside of Cradle once checked out.

Rewards are given to individuals that return books from the world outside of Cradle. Administration takes great pains to preserve and record knowledge new and old.

Radio is the name of the game. With no access to the satellites orbiting the planet and cell towers destroyed or left without maintenance, cellphones were little more than dead weight after the bombs fell. Instead, the Engineers of Cradle took to developing better radios and transceivers. Digital encryption and frequency hopping is now automatic, taken care of by the processors in the radio. Audio is compressed and shot along a focused radio-pulse, or in some cases a wide burst, and a receiver decrypts and unpacks the audio with perfect quality. Private connections are established via ‘fingerprints’ unique to each individual device. The devices themselves come in many different forms and variants. For instance, many use a small wristband that connects via short-range wireless interconnection between an earpiece or headset. Peacekeepers have a version of this technology built into their headsets. Dummy AIs are built into most devices, so an individual can simply speak a person’s name that they wish to speak to and the AI will attempt to establish a connection with person’s unique fingerprint. If the person accepts the query, a private connection is established between the two. Neural implants are also not uncommon. This practice is mostly used by the Peacekeepers, but individuals can opt for the surgery if they have the capital. Neural implants simplify the process even further by requiring the individual to simply focus on the person they wish to contact mentally and an AI processes the neural impulses to query another’s fingerprint, thus establishing an encrypted private connection.


Ration cards are earned by working one of the three shifts Monday-Friday, or by doing other odd jobs in which an individual will pay a previously agreed upon number of Rations. Rations can be used for food, water, basic necessities, and Luxuries.

Ammunition for combustible projectile weapons is not only scarce, but valuable. There are still people that use these old and powerful weapons, and many are willing to pay for their weight in Rations.

Luxuries are about as valuable as Ammunition. Items like cigarettes, chocolates, and booze, are often traded for ammunition, weapons, or a wealth of Rations. All three currencies are valid for payment, but Ammunition and Luxury goods are what people consider hard currency. Both for their value and demand.


[Behemoth-class All-terrain Heavy Civilian Transport. Total capacity boasts 30-man cargo plus 2 crew. Top speed 65kph. Current modifications are as follows: Communications Hub, Adaptive Plate Armor, and passive and active sensors (heat sensors, Radar/Lidar/Ladar).]

[Ultra-light All-terrain Vehicle. Designed as light ground reconnaissance/transport vehicle, the Mongoose boast a speed of 95kph and remains reliable in even the most rigorous of terrains. Protected by Peacekeepers signature Adaptive Plate Armor, chances are that you’ll quit long before the Mongoose does. It’s fitted with a single Mark IV Railgun, firing 6in APFSDS rounds from an internal belt fed magazine with a 55-round magazine.

(APFSDS)Armour-piercing fin-stabilized discarding sabot.

[One-man operated nuclear powered Exo-power suit. Can run for long periods doing menial tasks such as construction, transportation, terraforming and dock work. Height: 14.2ft. Max acceleration: 48kph. Notable armament: Torque amplification gauntlets.]

  • Mark V(A): introduced active-impedance haptic interface controls, doing away with neural interfacing.
  • Mark V(AII): an unofficial designation for models which have redesigned feet and a more robust, sealed cockpits. Sometimes the power generator is replaced with hydrogen-burning turbines or high-density power cells.
  • Mark V(B): an upgraded version of Mark V (A). It has composite armor plating and weapon hardpoints for potential weapon installation. Paramilitary security forces in many Earth cities found various uses for these exo-power suits.

[Light-armored tactical ground vehicle. A highly mobile, all-wheel-drive, all-wheel-steering, hydrogen-injected ICE-powered vehicle equipped with a manual transmission. Capable of performing reconnaissance and a variety of other tactical and logistic support roles. Armament: Composite-plate armor. Mark III Railgun system, firing 12in APFSDS rounds from an internal belt-fed magazine. Max acceleration: 125kph.


Space management is very important when it comes to living on the inside of a mountain. Living quarters consist of apartment stacks. Personal space and privacy are provided, but are also a Luxury. No one owns their own house, and in fact, having two families in an apartment isn't unheard of. Many people tend to schedule different work shifts for privacy. Physicians and Peacekeeper provide housing separate from the general living quarters, though in their case, the living arrangements often consist of a single room with double bunks and communal washing facilities. Space is shared and privacy is respected among the citizens of the Cradle.

Children and elderly are considered a communal responsibility. Day cares are provided for the infants, and once a child has reached five years of age they are enrolled in a communal boarding home, where they receive an education and early skills training. Parents can visit their children. Field trips are scheduled occasionally according to age, where hands on activities are supervised at facilities provided by prospective 'Job Recruiters'. The elderly are provided and cared for, and many continue to work light duty assignments.

Half-way housing is provided from people that have come from outside of Cradle, that have gained admittance. Prospective new citizens are expected to eventually take the Placement test and start of their Jobs' path, leaving the Half-way house, but they are permitted a small adjustment period. Everyone works in the Cradle. If you don't work, you don't eat.

ImageThe New World

Through nuclear bombs and the fallout thereafter, much has changed. There are pockets of civilization that have survived, and areas that are red-hot with radiation, but in the places in between, life continues to live on. Acid rain is a plague, but infrequent. Animals that have been born too close to hot-zones have been deformed and mutated. Even certain species of plants have mutated into monstrous caricatures of what they were. Tree sized Venus Fly-traps with a taste for human flesh and mutated Cordyceps fungus creating hive-like networks of zombies are just a few of the dangers lurking outside of Cradle. There are also human factions waging war with the survivors inside of Cradle. The Brotherhood, a small army of neo-Nazis bent on establishing an Aryan New World Order and the New Conglomerate, pockets of the Russian, Chinese, and Korean invaders left behind after the nuclear bombs hit are two of the more well-known factions.


A rather large group of neo-Nazi have moved into abandoned areas just outside of the valley below Cradle. They’ve twisted their beliefs into a pseudo-religion, proselytizing anyone they deem worthy with promises of strength, purity and brotherhood. But most importantly, they paint Cradle as a force for evil, deeming their lack of purity as the cause of the world’s current predicament. Prospects are taught sacrifice for the betterment of the whole is an admirable quality. A test of loyalty is required of potential prospects. Their flesh is branded, and their loved ones are taken away, often times wives or girlfriends are shared with the brotherhood. The Brotherhood also practices ritualistic sacrifices, with prospects expected to imbibe in the blood of a virgin to purify their own blood, and to strengthen their bodies and minds. Reports indicate The Brotherhood forcibly converting small settlements, making the residents kill one another to prove their purity “as God wills”. There are three recorded ranks, differentiated by the color of their robes. The lowest ranking members wearing black are called Initiates. The middle rank wears grey, and are separated into two groups, Missionaries & Knights. The highest recorded rank in the Brotherhood are individuals with the ‘Apostle’ title, and they don vestments of pure white.

[Multiple vehicles have been spotted that appear to be all-terrain all-wheel-drive vehicles that’ve been jury-rigged some type of Mass Driver.]

[Security Walkers saw extensive use in urban areas as riot deterrents in the hands of local police. However the non-lethal armament in the Brotherhoods Walkers have been refitted with an unknown type of Mass Driver.]

New Conglomerate are the leftovers of a Russian-Chinese-Korean invasion force that was left to die when the bombs started dropping. Finding cover in the form of a fallout bunker, NC converted the space into their base of operations and were among the first of the survivors to venture out into the new world. They spread out into outposts and began the slow process of mapping out the land before them. NC is not to be taken lightly. Soldiers have been spotted sporting heavy weapons and armor. ATLVs or all-terrain land vehicles have been spotted in some remote areas, capabilities unknown. No contact has been established been Cradle and NC.

[Sporadic nature of spotting of these massive vehicles suggest there may not be very many of its kind that are serviceable.]

[Appears to be some kind of mobile command structure or troop transport.]

[Hunting Grounds, just outside of the valley leading to Cradle.] Image

[Unknown distance, unknown direction from Cradle.]

Unknown distance, unknown direction from Cradle.


The year is 2042. It’s been almost a decade since the end of the world occurred. You are one of the survivors. Whatever your story, you find yourself in the safety and shelter of the Cradle, a bunker-city carved out and into the protection of a mountain, situated in a range known as Chelbron Rise. To ensure survival, you are to help in the rebuilding, maintaining, and continuance of civilization, and that entails scavenging, exploring, and taking back what is left of the world you once knew. For some, this is all you’ve ever know, and for others, this is an opportunity to do things right this time. Cooperation is necessary for survival in these harsh times, and there are some outside of Cradle that simply desire power. Your story starts here, a request has come in for an Expeditionary team to travel into the Hunting Grounds down through the valley below Cradle. Your mission is to recover an intel package for a future Expedition into another city, scouts have indicated heavy wild life and infected populations in the area recently, scavenge whatever tech and supplies you can, and report back to Cradle with the intel.
Expeditions: Four times a month a team of no less than ten individuals leaves Cradle and travels beyond Outpost 3 (furthest outpost). The team is comprised of volunteers or individuals selected for the duty via draft if volunteers aren't forthcoming. Outside of Cradle, Expeditions fall under the command of the highest ranking Peacekeeper present. One or more Peacekeeper will be assigned to every Expedition. Individuals under the age of 18 are not eligible to join an Expedition.

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Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:18 am
by Nyx
Basic Character Sheet:
(Feel free to format as you wish.)












Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:22 am
by Maxx[2.0]ine
Is it too eager to say I'm interested and am gonna start on a CS only 8 minutes after this was first posted?

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:33 am
by Nyx
  • Name: Elijah Lindon
  • Age: 24
  • Ethnicity: Caucasian American
  • Occupation: Peacekeeper (ARD)
  • Appearance:
    [Castle wearing his ARD (Advanced Reconnaissance Division) gear.]
    • Stands at 5’11”, strong and rugged, not super muscular nor skinny, but built like a distance runner. His eyes are heterochromia, one being gray blue with gold ringing the pupil, the other optic hazel, with splashes of gold and grey blue.

  • Personality: Genial, easygoing, gregarious. He likes to tease and joke around a lot, offering to show card tricks to anyone that wants to see, or the coin tricks he’s picked up along the way. Gambles in his free time. He’s the type of guy to take care of business, and will often volunteer for the dirty jobs. Eli has taken lives during his five years of being a Peacekeeper, but it never keeps a smile from his face, nor keeps him up at night. When asked about his more unusual skill set, he just shrugs, “Get’s the job done, eh?” He’s a little too open and honest at times, speaking his mind with an upfront frankness that you either love or hate. Morally ambiguous at the best of times, but you can count on him to have your back, and offer an odd bit of useless knowledge every now and then.
  • Biography: Grew up during the end of the world, mom dying when he was young of cancer. His father was a drunk, verbally and physically abusive for most of Eli’s life until he could actually defend himself. He spent a lot of time with his friends after the death of his father. Very early on he got swept up by a vicious gang of scavengers, where he learned how to break into places and pickpocket, how to fight, to kill, and most importantly how to survive.

    Barely surviving a run in with the Brotherhood, he found his way to Chelbron Rise and was rescued by a group of survivors and taken to a place called Cradle. Once he recovered from his injuries, he applied for Placement, a sort of test that all of the inhabitants of Cradle went through that determined their job based of their skillsets or inherent abilities. It was that or become a Roughneck and work odd jobs for different people or factions. The Peacekeepers took him in and he went through the training. They were a sort of paramilitary faction in the Cradle that handled jobs like policing and security detail, mostly exactly what the name implied. For once in his life, he felt happy.
  • Strong suits/Talents/Strengths: Tracking, hunting, trapping, lock picking, scouting. Eidetic memory. Weapons familiarity.
  • Handicap/Disability/Weakness: His honesty. His jokes might rub people the wrong way, especially when encountering new groups of people. He’s started fights before. His morally grey nature is a source of contention at times. Despite his easy-going demeanor, he trusts little to no one. He will sometimes do what he thinks is for the better of the group without consulting with them first, especially when it comes to expeditions outside. He's not the most techie person.

Personal items include his dogtag, knife and axe. An old photo of his mom in a leather wallet. He keeps a deck of cards on him and a couple of Old World coins. He shares a living space near the other Peacekeepers. Eli is proficient in CQB with his knife and axe, and as well as most of the firearms and explosives supplied in the armory, as well as basic weapon repair.
  • Image
  • Image
Relations/Family/Friends/etc: He’s friendly with most of the inhabitants of Cradle.

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:35 am
by Nyx

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:36 am
by Maxx[2.0]ine
Is there an age limit for how old someone has to be for any of the jobs?

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:42 am
by Nyx
Working age is 12 for menial jobs, running messages, manual labor. Physicians and Guilders require schooling before field work and entry level work, and Peacekeepers minimum age is 17.

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:44 am
by Maxx[2.0]ine
Ok, thanks

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 6:48 am
by Nyx
No problem, I didnt even think of that.

Re: [REQ] Cradle, a Post-Apocalyptic RP

Posted: Sat Jun 23, 2018 9:33 am
by Maxx[2.0]ine
Hope they're alright.