Name: Tucker Tyler

Gender: Male, he/him, bi

Age/DOB: ~22 / 2266

Origin: Charlestown, Boston Commonwealth, Vault Earth

Family: His mother was likely a trader, before she fell in with the raiders that reside in the Charlestown area, and his father was the leader of those raiders; he likely has several half-siblings scattered around the Commonwealth if they're still alive

Other: became a Minuteman to impress a girl, unfortunately the girl wound up becoming a raider...

Height: 6'0"

Weight: leaner than shown, but he's still a survivor and strong enough to keep up with any group. Not well padded, he's muscular.

Hair: Medium brown, and under that hat it's got a forward pointing fauxhawk going; he always has the stubble of a guy who wants to grow a full beard but never quite commits

Eyes: light brown, not quite amber but definitely striking; perpetually worried and darting around, as shown

Appearance: leathery tan skin with a good amount of small scars, burns, and a tattoo that he got when he joined the Minutemen to cover up the one that he had put on him when he was old enough to 'become' a raider in his dad's gang. He does like the Minuteman gear, as it offers considerably more protection than the skimpy harness and long johns that any given shabby raider gets, though he does need slightly larger shoes, and complains about how they rub the wrong way. He often speaks in a rush, apologetic and hurried, but he's surprisingly apt with giving direction and commands when he's put in charge. He does smell of whatever weird herbal cigarettes he can make, but it's not unpleasant

Icarus Processing: has not undergone any weird processing, he's not a Synth are you saying he's a Synth?

Image Credits: Picrew Vault-Boy

Genetic Abilities: as the product of many generations of life outside after an apocalypse, Tucker's DNA has seen some shit. He has a stronger resistance to toxins and chems than most, and he is no stranger to taking lumps and bumps, falls and scrapes, with ease. He doesn't seem to have any infections or wounds that don't heal, and it's entirely possible that he's got ghoulism genetics because he seems to thrive in high-radiation locations. (Do not mention this to him he'll also go off about how he's not feral he swears...) Overall he's a healthy and sound individual, with enough gumption to survive in a dangerous location.

SPECIAL
Strength: 6
Perception: 7
Endurance: 10
Charisma: 6
Intelligence: 7
Agility: 6
Luck: 5^

Traits:
Reformed Raider, can use tactics of raider gangs and knows how many of them will behave, where they reside, and what their groups focus on. He can also ditch the Minuteman outfit and blend in with any given large group of raiders, infiltrating them, but he prefers not to do this because it really is just that scary...
Innate Filch, Because of all that time among Raiders, he has several Perks that are innate to that 'profession', such as Lockpicking and Pickpocketing, and has always been able to locate interesting loot when Scavenging
Minuteman Recruit, has learned how to obey and give orders, follow more rules, and identify danger spots using their tools and maps. He is also entrusted with their smoke grenades and can summon aid (not the artillery that's a different color smoke thank goodness) from them 'at a minute's notice'

Perks:
Blacksmith, can create advanced weapon mods using the right tools
Rifleman, able to use non-automatic rifles with a staggering amount of accuracy and can even cripple limbs through armor
*Refractor, this perk isn't really known to him but it still functions, he has an incredibly high resistance to energy weapon damage
Lead Belly, he simply doesn't imbibe the rads, even if the food and water he's eating and drinking is full of the stuff!
Rad Resistant, very strong environmental radiation resistance, doesn't suffer from radiation unless he's in a highly dangerous area for extended time, and even then since he hasn't spent that kind of time where it's centered, he doesn't yet really know about other abilities...
Chem Resistant, hasn't become addicted to any chem, and believe you me he has imbibed them. They don't actually seem to have much effect either
*Ghoulish, this perk has yet to be truly discovered but it definitely aids him to a large degree, feral ghouls don't typically attack him and he thrives in modest radiation locations rather than getting sicker from it
Gun Nut, having been entrusted with all the weapon duties for so long, he is incredibly good with making them, modifying them, and providing ammunition
Gunslinger, non-automatic pistols are his favored weapon, and it shows! His accuracy over longer range, and the damage he inflicts can also disarm
^Unluck, though not a real 'perk' Tucker's luck sometimes just runs out. It's there in spades until it isn't: when something bad happens, he's often at the center of it, though he won't always wind up harmed... he usually comes out just barely ahead if he doesn't break even

Skills or Profession: As he had been raised in the dangerous raider-controlled areas of town, he had to learn how to survive beatings, cannibalism, mockery, and being hunted... and that's just the human dangers. He obviously escaped those things as well as the local wildlife like mirelurks and their kin, since they're right along the river and coast. He knows how to spot both raider encampments and mirelurk or other animal nests from a reasonable distance, usually enough to keep from being spotted by either. Has no fear of heights or scooting around in the underbrush, exploring shakey ruins, or wading through irradiated waters. Tucker knows how to assemble and clean, create ammunition for, and use most small handguns and medium rifles. He was often given the tooling duty in the Castle due to this, which he's quite proud of having been commended for. He knows this area from an entire lifetime of exploring and returning home with goods and gear, and does know his way around very well even from rooftops or the very, very rare Vertibird trip overhead.

Personality: Switches between a careful confidence, and paralyzed with fear, Tyler is still a man in a uniform and he wants to prove he's worth wearing it. When he's sure of his tactics, he's bolder and can take charge when needed or told to do so. But if he's unclear on instruction, he often hesitates to ask for clarification. He enjoys exploring and working basically alone, mostly because his childhood was filled with abuse from the raiders, and his teen years also filled with heavy scrutiny from the Minutemen who took him in. He gets why they do it, but he is no raider any more, and wants to truly help the Commonwealth.

Events or History: Spent the first nine years of his life hanging on to the idea that he'd be in charge of the raider gang that his dad ran. But a bullet from a Brotherhood weapon during one of their invasive 'cleansing' tours shattered that quite thoroughly - who would let a nine year old kid lead? Attrition and infighting destroyed most of that gang after that point, and Tucker was able to slip away during a drunken brawl in the upper apartments. He wandered around a little, picking through scraps and learning the wider area with more of an eye toward finding his own place to settle down. But in the mid-city there was a girl, daughter of traders herself, who passed through and when they settled in Diamond City, he ... obviously couldn't go in there, not like he was.

But as a Minuteman? Maybe? They had fended off raiders, fought with the Brotherhood, kept the Children of Atom on their own plot outside Salem, and really begun cleaning up the whole Boston Commonwealth. If he went with them, if he changed his look and made something of himself, that girl, he ... never did catch her name, perhaps she'd think highly of him and would be able to go into the city.

So he stood at attention when the latest group of young (and some not so young) recruits were rounded up at the now-clean Castle, and did everything he was told to do. This time, only with glares or barked orders - not raised fists or thrown bottles - to urge him on. He found that while they were still apt to make him wince with the noise, they also rewarded good behavior and not just mocked it. And with time, he was trusted with the fancy hat and rescued revolutionary outfit known to all across the Commonwealth.

When they were sent to a hot spot by the Back Bay and rousted a large group of raiders who were harassing the folks trying to visit the Boston Library, he spotted a distinct bright-blond ponytail, and thinking that his potential girlfriend had been kidnapped by these raiders he followed... only to come right up against her massive power-armor-wearing raider boss boyfriend.

That was where he lost bits of his ear, since thankfully the shotgun he had merely misfired and scattered shot everywhere - allowing Tucker to get away and summon folks who had better gear suitable to a battle against a power armored enemy. While he did get treated for the wound and did get a commendation for his actions, he realized what a fool he'd been to think that someone who was wealthy and had everything... might not want to have all that. She wasn't convinced to join them or become a settler, but ran from the area and hasn't been seen since.

He'd spent a good few years working in the Castle directly, and went out on a wide perimeter tour of the Commonwealth to scout out potential invasions from the Brotherhood on foot, when he was jumped by a small group of raiders who had weird bits of armor obviously scavenged from robots. And then, realized that one guy wasn't one of them...

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.

The one latching itself onto Tucker's arm was the darkest of the three, nearly-black but like the other two having a 'skeleton' white markings (he hopes they're markings).
Name: Rattle
Gender: Male
Size/Shoulder/Length: pet, about 4'5" long, slightly smaller than the other two
Colors: Brown-tinted black, with white markings as shown; red eyes, white spines and tail spade, dark brown horns and claws
Features: Terrible Terror as shown, markings are unusual for the breed
Powers: Winged Flight with tremendous Aerial Endurance
Draconic Speech, and understands but cannot speak English
Fireproof Hide, Jet of Flame breath weapon
Venomous Bite with very strong jaws
Parentage: unknown, unrelated to the others even if their markings say they might be
Origin: DragonPact / art by Nomi
Other Info: Rattle is not exactly a troublemaker, but he seems to find himself in trouble quite often thanks to just ignoring warning signs or ploughing straight into something when everyone else has stopped to sneak. This is both delightfully funny sometimes, and extraordinarily dangerous at other times, and thankfully since he's able to bite, produce flame, and fly, he's rarely left in a position where he'll be in real danger

 

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