Name: Meredith McNeill Gender: Female, she/her, bi Age/DOB: ~18 / 2204? Origin: Vault 727, California Republic, Vault Earth Family: Vault Dwellers, father a medical specialist, mother engineer, likely deceased by now Other: had one brother, younger, likely deceased by now, but also likely has nephews/neices from him as he remained in the Vault Height: 5'7" Weight: surprisingly well muscled for a Vault girl, at least according to others, curvy but not plump (is a little thinner than pictured) Hair: brick red, kept short until she's been out a while, crimped, nearly kinked in texture Eyes: dark blue, usually squinting though she does not need glasses, under what look like concerned or confused brows - this is an act Appearance: reasonably pale skin, but will eventually become more freckled with exposure to the weather on the surface; no scars that are casually visible*; prefers the Vault Suit as shown, has the 727 number on the back in gold; has work boots for tromping around outside, and gear held in belt packets; pipboy is a different model than typically found in most locations, since her Vault worked on many new engineering feats; her voice is very flexible, as she was used to helping her father out with a soft and even but commanding tone, as well as her mother's busy loud workshop where she had to shout to be heard. She has a very large vocabulary and one which is capable of being highly technical indeed Icarus Processing: Technically not 'Icarus' but the Zetans did plenty of experiments while she was a captive, and as such she may yet exhibit strange mutations or abilities |
Image Credits: Picrew Vault-Girl |
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Genetic Abilities: As a Vault Dweller she has been kept from harm (aside from whatever weird experiments may have gone on there in generations past), and is in very good physical health. The focus of the Vault was primarily 'improve on everything including ourselves', though not to the radical extent of cybernetics or use of FEV. As such, her parents and theirs for at least 4 generations were chosen for their intelligence and sensibilities, and she's the result of quite a bit of careful education and planning. As a Zetan experiment subject, there are... certainly new things that arise with her as time goes on. Not the least of which is 'she is nearly 100 years old' but has spent most of that time in a stasis pod within the Zetan spaceship. It's not known whether there are any Zetan technologies hidden inside her body, such as trackers or explosives, but it's unlikely. *She does have a single small incision scar below the back of her skull, which may be from her time there, but its purpose is unclear until she gets to a facility that can analyze without being so... invasive... SPECIAL Traits: because she grew up out west, there are some different things about her that are noticeable when she is in other settings. Perks: in order of appearance |
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Skills or Profession: Her mother's presence in the engineering department was of great interest to her as a younger child, and she soaked up all she could while helping out in the shop or at a work site. There she learned basic engineering tasks such as welding, construction, measuring and measuring again for safety, 'safety skills' and use of equipment, and tooling equipment itself. Since the Vault provided as much training and education as could be learned, she also has learned how to deal with people, from the time she started school to her graduation. All of these basic skills such as cooking and cleaning, repairs of clothing or minor equipment, computer use and programming (though their computers differ from others around the former USA since they changed their technology), and interactions such as barter and debate, basic weapon and armor use (though there was very little need for this in their Vault), and leadership tactics. Trained by her father and his team for all manner of medical needs, from simple superficial treatment of bruises and cuts, to active surgery, pharmaceutical needs, preparation of locations, and emergency technology. She also has a tremendous grasp on bedside mannerisms, from dealing with unruly patients or those in pain, unresponsive, or otherwise complicated to aid. All of these things equate to numerous skills as shown (New Vegas style) - note that some bonus stats improve because of experimentation and access to all forms of books and magazines in the Vault, not necessarily because she had gone out exploring to find them in the wild. Level 8 on leaving Vault due to practice and practical experiences, level 9 at abduction, level 12 at arrival to commonwealth, ^'Tag' Skill, 198 total skill points.
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Personality: Open minded, but not arrogant about how much she has benefitted from life in the Vault. She does have a curious and careful nature, but won't hesitate to help those she senses are in danger. Meredith knows that her arrival to the east coast was... unusual, to say the least, and she's wondering whether people will judge her unkindly when she tries to use certain technologies. Never one to let a situation linger or dangle, she knows that if she shooes away enemies, they may come back later. Best to remember their faces, keeping them in check, or even more: keeping tabs on who is where, using her CLAPS unit. She does seem a bit haughty, a take-charge casually kind of young woman, but she will constantly be asking people what they think, to talk about their experiences so she can figure out ways to work in this new place. She recognizes signs of discomfort and unease, and will push just a little here and there to see what might come of certain personalities or events. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Events or History: The Vault that Meredith hails from has a high number, but was among the earlier implemented for inhabitation. A large quantity of engineers, scientists, and big-thinkers were all present for its ground breaking, and lived there until not only the bombs dropped, but they themselves passed on. Safe and sound, under ground. Situated somewhere between several important universities in the Southwest Commonwealth (or the New California Republic as they knew the survivors above ground called it later), a large amount of then-current technology was moved into it along with several thousand potential inhabitants. One of the biggest Vaults to be sure. Though Vault-Tec certainly tried to wrest control over the experiments being done there - ones on the inhabitants, not just in labs - they failed time after time. Those big-brains were busy with their own work, and their more grounded construction staff and families-of were all able to create a fascinating and stable community in the massive Vault. And it was from this mixture of ethics-bound science and imaginative technological advancement, that the population developed its own new direction. Technology such as miniaturization of components, allowing them to drop the old vacuum tube technology in favor of circuit boards and crystal storage, as well as strong advancements in medicine and engineering, brought with them longer lifespans and healthier overall existence. But they did have to carefully manage their population: while there were certainly upwards of ten thousand suites and numerous levels of residential zones, they still had to grow food and maintain resources. Everyone got whatever education they could manage to keep in their head, and those who showed more ability in physical or mental ways, were frequently nudged toward pairing up with those who had gregarious natures and strong people-skills. Perhaps because of a resounding liberal outlook from their university and grounded-in-reality inhabitants, this Vault quite easily took to a 'real' democracy - one which embraced the (gasp) socialist nature of giving and sharing. History was taught more as an object lesson in 'how not to run the world into the ground'. Communication with other Vaults was possible for a time, but after a while it appeared most of those nearby were no longer able to maintain their outside connectivity. 727's however managed the near-impossible task of launching a communications satellite some 40 years after the bombs dropped. This enabled them to look down upon the ruined States, as well as the wreckage that had been brought to the rest of the world, in 4k detail live images. Images which can be beamed to any appropriately designed Pipboy, which they call "CLAPS" (computer library autonomous personal secretary). For now though, only one of its kind truly exists on the arm of Meredith McNeill. She's fully capable of making her own new CLAPS if needed. In fact she's thought about how to get a workshop up and running. Well that's what she wants to be thinking about. She had high expectations her whole life, of exploring and aiding everyone she could with their extensive technology. She excelled in classes even as a toddler, always very smart and perceptive. As she grew up and went to classes it was clear she would excell in whatever she chose, and Meredith chose her father's profession liberally mixed with her mom's. Tools from either side of the family fell easily into her hands, be it a blood pressure gauge or a drill press. In her teen years she began to see the benefit of having a strong sense of culture and public awareness. Not in a naive way, however, because she clearly understands that other cultures still exist and they might or might not act this way. History won't repeat itself in her Vault, but it very well might out in the world. But she volunteered to go out into that world, one of a score of people each year, to both keep the population down, and to potentially establish new locations later. She knows that there are pockets of 727s here and there, they have put up broadcast beacons and done reasonably well even with the world being what it is. Prepared for the future - say, that's still a Vault-tec slogan, don't use that! Moving into the world, more like, she helped design the technology that lines her Vault suit as well as the gear it can hold. It isn't just miniaturized computer components, there are tool belts and genetic samples, seed pods and supplies that somehow spring forth in their full size when she reaches for them. They are not in any way visible beyond that, as seen in the above image. So out she went, with a suit that filters radiation better than most lead-lined spacesuits, and a head filled with ideas, and a lust for discovery! And within a month, she had been abducted by a UFO - a flying saucer the likes of which were Hollywood-incarnate. But it was very real. She was among half a dozen such abductees, and several of them seemed to be... well, from prior eras of Human history. Either that, or from a sci fi convention or something... For most of her time in this saucer, it was poking and prodding, physical experiments that caused little pain but a lot of confusion on her part. Why were they drilling into her skull, please stop that? Why can I now see colors I can't name? Hey my CLAPS unit is really easy to code now... If she wasn't a super-genius when she left the Vault, she definitely was after being abducted and experimented upon. It seemed that several of these little green aliens, Zetans by their chattering talk, were not happy with how things were going. She could tell they were uneasy with continuing these abductions for some reason. One or more of them had been in charge of the experiments on her - which is perhaps why she got away with enhancements, rather than the crippling and maiming or terrors that others experienced. She saw those others only rarely, when they were trotted out from their stasis chambers. A samurai, what looked like a revolutionary-war soldier, a cowboy. She didn't believe they were 'real' until they could talk to one another, and she'd been the only one able to translate that Samurai's words. She smuggled pieces and tools into her chamber, and for who knew how long between waking and slumber, she assembled a translator that worked for human and Zetan language alike. When the humans took control over the ship, it was a bad day for everyone. But in the end, worked out for the humans aboard. Those Zetans who wanted 'out' betrayed their kind, living long enough after their heated battle to give rudamentary instruction on the ship's functions to the soldier. He and the samurai remained aboard the craft, depositing the cowboy 'somewhere in Texas', and then flew farther east, leaving Meredith in Boston. (No, they did not crash their ship, that was one Meredith realized was local, how many of these things were there!?) As her friends went off to see the rest of the world from above, she remained grounded. Eventually discovering a road, a high freeway overpass leading from a dangerously bright amusement park, into Boston proper. And once there, she came across a group of obvious bad guys and a pair of obvious hostages in a bit of a situation... |
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Pet: A Terrible Terror (Autumn Themed) that came to the trio on their journey looking for dragons. It was a strangely spooky night, and the screeching that came from one odd dark pond nearby was of immense curiosity. Well it was curious for Meredith but neither Clay nor Tucker seemed likely to want to join her when she went looking around. It was good they did though, because three small creatures shot out from a bush, one of them with a fish in its mouth and the others screaming for parts of it apparently. It was the teal-colored one that jumped onto Meredith's shoulder and hissed back at the other two, with the fish in her mouth slapping Meredith in the face until she took the little beast into her arms to scold her. |
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Dragon Name: |
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