lonewanderer: (Default)
that crazy kid from vault 101. ([personal profile] lonewanderer) wrote2019-04-18 03:02 pm
Entry tags:

application;; [community profile] aefenglom




Player Information
Name: Gadgets
Age: 27
Contact: [plurk.com profile] gadgetsandgears or gadgets#7461 on Discord
Other Characters: n/a

Character Information
Name: The Lone Wanderer | Alexandra "Lex"
Canon: Fallout 3
Canon Point: After activating the water purifier.
Age: 19
History: Fallout 3 & the world of Fallout
  • Born in the Capital Wasteland on July 12, 2258. Unfortunately, her mother Catherine dies during delivery.
  • Shortly after birth, brought to Vault 101 by her father James.
  • Raised in Vault 101, believes self to have been born there. Due to the nature of the Vault, Lex also believes she will live there for the rest of her life.
  • Receives her Pip-Boy at age 10.
  • At age 16, took the G.O.A.T. test to determine her job in the Vault for the rest of her life; she ended up getting Vault Loyalty Inspector.
  • At age 19, wakes up to find that her father has left the Vault and that the Overseer is looking for her. With the help of her best friend (the Overseer's daughter), escapes Vault 101 into the Capital Wasteland and beings to search for her father.
  • In the Wasteland, consistently chooses options that are considered Good or Neutral, all based on helping herself and others survive. She helps Moira Brown write the Wasteland Survival Guide, disarms Megaton's atomic bomb, creates a truce between Arefu and those of Meresti Station, helps Bryan Wilks, refuses to turn in the synth at Rivet City, saves Riley's Rangers, refuses to discriminate against ghouls, saves Dogmeat and recruits him as a companion, buys Charon's contract, and mercy kills those living in the Tranquility Lane simulation.
  • Finds her father and agrees to help him kickstart Project Purity... only to watch him be killed in front of her by the Enclave.
  • Escapes with the other Project Purity workers to the Brotherhood of Steel. In shock, she agrees to try and find the G.E.C.K. at Vault 87.
  • Finds Fawkes inside Vault 87 and, with his help, retrieves the G.E.C.K. - only to be captured by Colonel Autumn and Enclave forces.
  • Wakes up in Raven Rock. Meets President Eden and discovers he is actually an A.I. Escapes with Fawkes' assistance as Raven Rock blows up in the background.
  • Returns to the Brotherhood of Steel and, as a new member of Lyons' Pride, fights with them and Liberty Prime to take back Project Purity.
  • Kills Colonel Autumn, avenging her father... only to discover that Project Purity has been damaged and the person activating it will be exposed to a lethal dose of radiation.
  • Activates the water purifier. The resulting amount of radiation knocks Lex and Sarah Lyons into comas.


  • Personality:
    It would be easy to say that Lex is driven by her father or honoring the legacy of her parents, and that's certainly true. James is the only family she has, has ever had, and when he leaves her entire world is changed. When he's killed, Project Purity is all she has left of him and the mother she never knew. At the core, however, it's much simpler. Lex is motivated by survival. Leaving Vault 101 has to happen because otherwise she will be killed. Purifying the water of the wasteland will keep her alive and healthy for longer, not to mention keeping alive the shopkeepers who provide her with food, medical supplies, weapons, armor, and ammunition. Solving problems with words makes her less likely to be injured, and helping people means she may get help in the future. She does feel it's the right thing to do, but it's also the practical thing to do. It keeps her alive.

    This willingness and drive to solve problems helps keep her busy. Highly intelligent, Lex latched onto her father's practice of medicine and the pre-war technology in the vault. She devoured books and learned how to program and hack code. She also taught herself how to pick locks, wanting to know what's behind closed doors. Curiosity has her tumble into interesting looking ruins and rummaging through old items, never mind the traps and giant insects that have made their homes inside. Intelligence, after all, doesn't necessarily means she always thinks things through. Wastelanders have to be able to shoot first and ask later when it comes down to it, and Lex will reply with violence if she has to -- "hair-trigger" is a way of life, because it's a way to survive.

    Her father is dead and the only friend she has regular access to is a dog; that kind of deep loneliness makes Lex more likely to help and them smile from afar than stay close, but help she will.While sharing food with a dog found fending off raiders may seem like a waste of resources, she doesn't feel that she can let a friendly creature (animal, human, or something else) starve if she can do something about it. In return, she gained a canine companion that other people would likely have eaten instead of feeding. In turn, she doesn't let herself get overly attached to material objects; allies are one thing, but you have to be able to leave your things behind, to switch between weapons and armor. This hardly stops her from hoarding as many as she can find; that way she always has the right tool for the job.

    Ostracized by her most of her peers as a child and then hunted by the largest authority she's ever known were a good way of making sure Lex knew to guard herself outside of the Vault 101. In the Capital Wasteland, this is arguably a good thing; charity is rare, with even good deeds often coming at a price. In environments where not everyone is scrabbling for food and where raider or Super Mutant attacks aren't a daily threat, this leads to suspicion toward good things and authorities. Where's the catch? When is the ruler going to turn on them? She feels like she has to be careful even when there's not anything to be afraid of, because historically, there's always been something to watch out for.


    Abilities & Skills:
    WEAPONS. Lex has been shooting since she was 10 years old. She's a very good shot and can use a variety of firearms. She also has experience with knives, two-handed hammers, one-handed swords, her fists, and improvised weapons such as glass bottles or pool cues.

    MEDICAL TRAINING. Growing up with a doctor father and then needing to provide her own out in the wastes, Lex knows a fair amount about medical care and first-aid.

    VAULT EDUCATION. Lex has the equivalent of a prestigious high school degree. Vault education is the best education in the wastes and is well-rounded as far as the equivalent to modern day schooling, with a more advanced technology level prevalent throughout (including advanced hacking!) and a lot of cautious "do not go out and get irradiated or you will die" lessons.

    LOCKPICKING. Using bobby pins and a screwdriver, Lex is able to get into most locks that would otherwise require a key. She can also hack through digital locks.

    SURVIVAL SKILLS. The Capital Wasteland is a large place with few settlements. Lex routinely camps out in ruins or beneath rocky overhangs and can light a fire, hunt for food, locate shelter, etc.

    PIP-BOY 3000. A Personal Information Processor that has been programmed to display the stats of the wearer, area maps, inventory, item properties, and includes a Geiger counter, radio, flashlight, compass, and motion sensor. It is exceptionally durable and waterproof, and can only be removed by the wearer. It includes V.A.T.S., the Vault-Tech Assisted Targeting System, which indicates enemies and their health and limbs, the chances of successfully hitting them, and assists the user in making crippling hits.

    RADIATION EXPOSURE. While not enough radiation to kill, Lex has been exposed to enough that she has a few mutations. These are called 'perks' in-game.
    ACTION GIRL. ( wiki. )
    Additional 25 Action Points to use in V.A.T.S.
    ADAMANTIUM SKELETON. ( wiki. )
    Reduced limb damage when the player character's skeleton has been infused with indestructible metal.
    ANT SIGHT. ( wiki. )
    This perk grants +1 Perception and +25% Fire Resistance.
    BLACK WIDOW. ( wiki. )
    In combat, you do 10% extra damage against male opponents. Outside of combat, you sometimes receive unique dialogue options when dealing with the opposite sex.
    CHILD AT HEART. ( wiki. )
    The Child at Heart perk greatly improves your interactions with children, some adults and a robot, usually in the form of unique dialogue choices.
    CYBORG. ( wiki. )
    Taking the Cyborg perk will increase Damage, Poison, and Radiation resistances by 10% as well as give a +10 boost to the Energy Weapons skill.
    DADDY'S GIRL x3. ( wiki. )
    Each rank of this perk will permanently increase the player character's Science and Medicine skills by five points, up to a maximum of three ranks.
    EDUCATED. ( wiki. )
    With this perk, you will add +3 skill points each time you gain a new experience level.
    EXPLORER. ( wiki. )
    When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!
    GRIM REAPER'S SPRINT. ( wiki. )
    Landing a killing blow in V.A.T.S. will immediately restore all Action Points, allowing the beginning of a new series of attacks immediately. However, foes killed by allies (or other means) will not trigger the perk, even while in V.A.T.S.
    GUN NUT x3. ( wiki. )
    Each of the three ranks of this perk permanently increases the player character's Repair and Small Guns skills by five points.
    HEMATOPHAGE. ( wiki. )
    Blood packs heal 20 Hit Points instead of only 1.
    INTENSE TRAINING x10. ( wiki. )
    With the Intense Training perk, a single point can be put into any S.P.E.C.I.A.L. attribute. Each point will be fundamentally identical to a point that had been allotted during character creation, and so will allow the player character to gain moreperks.
    LIFE GIVER. ( wiki. )
    You gain an additional 30 Hit Points.
    This perk also gives the player character unique dialogue choices when speaking with some specific characters.
    NERD RAGE. ( wiki. )
    Whenever your Hit Points drop to 20% or below, your Strength is raised to 10 and you gain 50% to damage resistance. This stacks with other perks, and applies regardless of clothing, which makes it still useful even if you wear heavy armor, as it can help maintain your DR even if said armor is damaged or broken.
    NERVES OF STEEL. ( wiki. )
    With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would (1 point every 10 seconds).
    POWER ARMOR TRAINING. ( wiki. )
    You have received the specialized training needed to move in any form of Power Armor.
    RAD REGENERATION. ( wiki. )
    When under the effects of Advanced Radiation Poisoning (400+ Rads) any crippled limbs will automatically regenerate.
    STRONG BACK x3. ( wiki. )
    With this perk, you can carry an additional 50 lbs. of equipment.
    SURVIVAL EXPERT x3. ( wiki. )
    +6% Poison and Radiation Resistance
    SWIFT LEARNER x3. ( wiki. )
    With each level of this perk, additional +5% bonus is given whenever Experience Points are earned.


    Inventory/Companions:
  • Dogmeat, her Best Friend
  • Pip-Boy 3000 | FAQ answers
  • Ranger Battle Armor
  • Several Bandannas
  • Biker goggles
  • Undergarments
  • Boots
  • Combat Shotgun
  • Reservist's Rifle
  • Hunting Knife
  • 10mm Pistol
  • Hiking Backpack
  • Bobby pins
  • Screwdriver
  • Several bottles of Nuka-Cola and Nuka-Cola Quantum
  • 5 Stimpaks
  • 2 bottles of Purified Water
  • 300 Caps


  • Choice: Monster Roulette!
    Reason: Chimera, Turnskin, or Vampire
    CHIMERA. The world Lex comes from already has some weird creatures running around in it. There are two-headed cows, centaurs (nightmare fuel), and night stalkers. Turning into something that looks like it's a forced government experiment on Bad Decisions fits in well with the world Lex already knows and will help make her panic about what exactly happened when she activated the water purifier.
    TURNSKIN. The world Lex comes from also has Really Big Animals. While it's primarily insects that have grown monstrous in size, there are also reptiles, sea life, and rodents. Having Lex join the club (most likely as a canine of some sort, or perhaps a hyena) would fit and, once again, incite some panic about this new 'mutation'.
    VAMPIRE. This is, admittedly, entirely due to the Hematophage perk and corresponding quest. In the Blood Ties questline, Lex discovers a group of cannibals who are trying to overcome their hunger for human flesh by drinking blood instead. By helping them, Lex learns the secret of gaining sustenance from blood - though none of them are supernatural vampires, it's a fun little tie-in. Being dead will also remind Lex very much of ghouls from her own world. It's the option I'm leaning toward the least out of the three.


    Sample: Aefenglom Test Drive | Talking About Time | Paranoia & World Differences


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