Zero Character in Forever Fallout, Missouri 2317 | World Anvil
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Zero

Name: Zero
Origin: Ghoul
Age: 223
Level: 7
Attributes: S 7, P 4, E 6, C 6, I 4, A 5, L8
Skills: Ath 2, Barter 2, Medicine 3, Small Guns 2, Sneak 3*, Speech 5*, Survival 4*, Unarmed 6*
Perks: Iron Fist (rank 2), Piercing Strike, Barbarian, Adrenaline Rush, Life Giver, Zero to Hero (spend 1 Action Point to absorb an Ally's Hit Point loss and gain +1 Luck Point)
Derived: HP 26, Init 9, Def 1
   

Background


  Zero was once Percival Sneider, a young man living near Kansas City in the mid 21st century. On October 23, 2077 he was parked on lover's point with his girlfriend. A high-yield Chinese ICBM hit nearby, ghoulifying both Percival and Maggie and leaving the Gashland crater.
  For the next 30 years, Percival and Maggie struggled to survive. They found that when the atomic dust scattered and villages started to emerge, Maggie wanted to settle down and Percival wanted to keep moving. They parted, though Percival often came back to visit her.
  Into the 22nd century, Percival spent decades drifting back and forth across America, trying to be helpful. Maggie moved to Gravestone, but didn't join the ghoul supremacist religion of the Gravestone Cathedral.
  While traveling, Percival heard about the founding of The New California Republic. Throughout the 2190s, he assisted the Necropolis's delegation to join the new country and secure ghoul rights.
  In 2197, a pre-war AI defence system in Colorado, known as The Calculator, built a robotic army to destroy America. The Midwest Brotherhood of Steel formed a coalition and destroyed the Calculator, but Gravestone suffered a terrible attack. Maggie was seriously injured and the Cathedral's bishop was killed. The ghouls of Gravestone appointed a new bishop, a ghoul named Proton. All the while, Percival was far away in California. He rushed back when he heard the news, but by then everything had settled down again. Maggie was angry with Percival's absence and they parted badly.
  Percival went back to wandering the wastes, re-inventing himself as Zero, the ghoul hero of the people. Zero had many adventures, never staying anywhere for long, but slowly gathered like-minded friends. By 2260, he traveled with a band of helpful ghouls. These included Billy, a former pickpocket, Nora, a sniper, and Pierce, their wise and noble leader.
  Late in 2281, Pierce got word from confidential sources that a remaining Enclave cell in Nebraska was engineering a substance to wipe out ghouls. Zero, Billy, Nora and Pierce traveled to Gravestone to ask the ghouls for help. Bishop Proton refused to aid them, doubtful of Pierce's intel. But Maggie put aside her separation from Zero to help the cause of ghoul-kind. While traveling to Nebraska, Zero and Maggie reconnected and their love once again began to grow.
  But the "Enclave cell" was a trap. The ghouls were captured and experimented on by an unknown faction. The humans who imprisoned and tormented Zero wore no identifiable uniform or insignia. After weeks of torturous treatment, Zero initiated an escape. He, Maggie, Nora and Billy escaped, but Pierce was left behind.
  The ghoul company returned to Gravestone, looking to take a force back to Nebraska, but bishop Proton still refused to help. Billy and Nora gave up on the cause and went their separate ways. After her torture, Maggie was distant and despondent. She joined the Gravestone Cathedral and took a vow of silence. Zero recruited a small team of adventurers and took them up to Nebraska, but even after weeks of searching, they never found the torturers' laboratory.
  Zero went back to the open road, more alone than ever. While wandering up and down the old I-70 corridor, Zero discovered the village of Emancipation. Zero appreciated the new community's tranquility and values, and began to visit more and more. In a slow process, Zero started to lay roots, making friends of John Giscala, Booch and Nacho Huerta.
  2307: While traveling through The Rustlands, namely the southern Michigan area, Zero found Mouse. The teenager was dirty and starving, having reportedly lost his family to raiders. Zero took Mouse back to Emancipation and they made a living, hunting and scavenging. In order to support the boy, and for the first time in centuries, Zero called one place home. As Mouse got older, he wanted more independence and stopped traveling with Zero, but they remained friends.
  In 2317, Zero was a valued member of Emancipation's community, but still had not lived up to his heroic aspirations. When John Giscala asked him to help The Heroes of St. Louis, Zero was eager to assist.
   

The Game


  Story Arc 1 (The St. Louis Summit)
Zero naturally fell into a leadership role within the adventuring party. He felt obligated to save Lex from her overly trusting nature and to keep Linda out of trouble with the Children of Atom.
    Story Arc 2 (Caesar's Lands)
Zero was disgusted by the practice of slavery within Caesar's Legion. He only grudgingly traveled into Fort Leonard Wood to retrieve Doctor Antyllus. Discovering a secret cache of supplies for fleeing slaves, he gave up many of the few items he had for the cause of freedom.
    Story Arc 3 (Gravestone)
When Mayor John asked Zero to retrieve ghoul ferality tests from the Gravestone Cathedral, he felt obligated to help. He avoided the city for twenty years, and found the place just as corrupt and complicated as it was before he left. Bishop Proton was still two-faced. Billy was still manipulative as ever - maybe more now that he was the mayor. He was able to help Maggie, now known as Isomer the Gravestone nun, with a delicate personal problem. A problem that got him in trouble with the local Deathclaw crime lord, Mr. Endtimes. Zero left town as soon as he could, the Gravestone Cathedral looking to be on the verge of a religious war with the Children of Atom.
    Story Arc 4 (Return Home)
Discovering that Brotherhood troops were occupying Emancipation against the people's wishes upset Zero more than any other member of the party.
    Story Arc 5 (Traveling East)
Finding evidence of The Enclave at Earth Anchor and Eastern Missouri brought back memories of his captivity in Nebraska. Zero was becoming more and more disenchanted with the Midwest Brotherhood of Steel. In Ravenwood, he even went as far as to exchange information with Colonel Braxton of The Capitol, hoping to find allies in a potential fight with The Enclave.
    Story Arc 6 (Gamma Town)
The area west of Gamma Town was a mess. Escaped slaves from Caesar's Legion supported by an anonymous benefactor, Enclave experiments and slavers from The Rustlands smuggling through the unpatrolled area. Unlike the relative peace of Emancipation, this area was intensely political. The Midwest Brotherhood, The Enclave, Caesar's Legion, The Capitol and The Rustlands were in an intricate dance. And approaching Gamma Town, Zero noticed another player: The New California Republic.
  At the Lincoln Airport, Lex noticed a strange design of Rustlands dirigible, clearly meant for high-altitude flight. And at Prenell Goods in Gamma Town, Mouse noticed NCR Service Rifles for sale - unheard of this far east. Speaking to Paladin Hector, Zero learned that the NCR was sending peacekeepers to Dixie the Kentucky Dam in order to ensure a peaceful transfer of the dam from control by The Capitol back to ownership by Dixie. The NCR that Zero had helped found, a loose alliance of villages, was becoming a significant player even 2000 miles away.
  Zero took centre stage in the Midwest Brotherhood's trial of Mayor John. He spoke as eloquently as he could, fighting for the rights of the people of the Midwest. In trying to gather information, Zero had to cause a diversion in a Brotherhood barracks. He ended up boxing an enormous super mutant Knight Sargent named Ox. A bigoted outburst from an onlooker resulted in Zero winning by yield. It was his first victory in a long, long time. A victory that was repeated when Mayor John was found not guilty of mayoral incompetence. Thanks to Zero's efforts, the Midwest Brotherhood could not impose martial law on the people of the wastes without their express permission.
  Having heard of the party's efforts to rescue the students of the SLAMS school from the St. Louis Attack, the city of council of Gamma Town commissioned a statue honouring the Heroes of St. Louis. Zero convinced his friends to pose directly for the statue and had their names etched into the monument's plaque. He was finally starting to make a difference.
      Story Arc 7 (Westward)
     

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Children

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