New member
- Eddies
- 82
Name: Walker Irons
Alias/Handle: Ranger
Age: Twenty Eight Years Old.
Ethnicity: English/European Descent
Birthplace: Southern California, Los Angeles, Death Valley
Appearance:
Background:
- Family Ranking:
- Urban Street Kid - Born to extremely poor parents who attempted their best to live in Los Angeles, an urban contamination zone of constant acidic rain and lack of even breathable air, caused the Irons Family to seek elsewhere. Attempting to live out into the Death Valley and only go into the Urban location of Los Angeles when necessary. However, falling upon even harder times, The family chose to try and leave the city all together. Hiring Nomads to help them. However, it turned out better than expected.
- Nomad Pack - In an attempt to leave Los Angeles, the local Aldecaldos clan of nomads were originally hired to take them to a different city and smuggle them so that they could get out from under debt to Militech as Walker's Father was a worker for the corporation. However, it came up that possibly would be better for the Irons family to just become Nomads, and so they went through a "trial" period in which Walker's Father was tasked with performing jobs and allowed them to become part of the family.
- Parents:
- Both parents Went with a group of Aldecaldos to Night City To find work while Walker was left with others for safety. Some eddies were sent back with notes of wanting to see Walker again, but went missing after five months.
- Childhood Environment:
- Early childhood was spent just within, and just outside the decrepit city of Los Angeles. A once well known city that had been turned upside down by war and Corpos, that is now a place that has one of the highest crime rates in the country, as well as requiring a mask in order to breathe in the city. Access to clean water and oxygen is expensive and not considered a "Right" its a privilege and a gift given by those who oversee the city. Hard, and harder living conditions forced Walker's family to make a tough decision to leave the city with the help of nomads, which turned into a new beginning for them as part of the Nomad clan of Aldecaldos.
- As part of the nomad pack, Walker's parents first earned the right for their family to be there. Working as hard as they could with gigs, or to specifically use his fathers previous connections with militech in order to acquire weapons, technology or to hit their supply depots. This allowed the family to become part of the clan. Where as a teen, Walker learned quickly how to operate on various vehicles. Cars, trucks, motorcycles. Namely helping to modify them to be used in the desert like environments of Death Valley and Devil's Playground. A mechanical savant back at camp, to help prepare others for their gig or jobs. Once Walker proved himself, he was very often used as the "driver" for gigs or jobs. Being exceptional at getting nomads in or out of jobs. Smuggling came with that as well. As his fortitude with losing tails, and keeping border guards off their back was a skill he obtained rather quickly. Namely, earning him a spot as part of the Sightseers of the Aldecaldos.
Personality:
Ever since a young age, Walker has always held onto the values of trusting individuals who do good by him. However, that point is very rarely met. Family and his Clan of the Aldecaldos are what matter to him the most. Namely, making sure that he has something of a home. Even if that home isn't really a place, but instead a family that he can go to. If that means taking on the most dangerous jobs to make sure that his clan and family can breath clean air, drink fresh water, and have a bed to rest their heads, then he will do it. Even more so since his introduction to Night City, is specifically because he knows it was the last known location of his parents when they were on a job.
Walker is a rather down to earth individual. If there is a chance to have the happy ending of "Sitting on a porch as an old man with his wife." then he would take it. Even knowing the state of the world right now being extremely likely that the path he want's is not possible. Walker is typically rather soft spoken in groups. However, is more than willing and able to speak up when the need arises, or when something he feels is important to be a voice for. Not afraid to speak his mind, but will bite his tongue to keep the job or gig alive.
Friends:
Most of Walkers friends are members of his clan, and other Aldecaldos. There are a few others who he may have a connection with outside of that circle who he could consider to be acquaintances, or contacts, including other members of the Seven Nations, but more often than not, Walker is not one to be friendly to others just because they are working together.
Enemies:
Most important enemy of Walkers is the Raffens, Shivs, or outcasts of nomad clans. They were cast out for a reason. They were exiled for a purpose. And for that reason, he nearly always refuses to work with groups that accept them. Such notable groups are the Wraths who have a couple locations outside Night City.
Lifepath / Role:
- Nomad (wanderer with strong survival instincts)
- Special Skill: Family - A tight-knit group of allies or a "family" that provides resources, backup, and support.
- Techie (gadget and gear expert)
- Special Skill: Maker - Expertise in repairing, crafting, and upgrading gear, weapons, and cyberware.
Skills:
- Lockpicking - Proficiency - A useful skill mainly used to Strategically Transport Equipment to an Alternate Location.
- Driving - Expertise - An extremely skilled driver of various vehicles. Namely highly tuned cars, trucks, and bikes. On occasion could drive something larger or more sophistication if given some time.
- Boxing - Proficiency - A skill taken up when walker had down time from jobs as an older teenager, and later on harnessed into a skill should he be out on a job. Plus, keeps one in good shape.
- Firearms/Pistols - Proficiency - Walker is not new to firearms of various kinds. However, Walker takes a liking to specifically pistols as its easier to conceal, as well as keep in a glovebox or on his person when on a motorcycle. If necessary he does carry a SMG when on a gig. Basics and fundamentals of firearms allows him to use most small arms weapons.
- Automobile Mechanic - Expertise - While not conventionally "educated" on vehicles as he was never rich or fortunate enough to go to school for such a thing, Walker is exceptional at maintaining, modifying and altering vehicles.
Language(s):
- English - Native
- Spanish - Fluent
- Japanese - Rudimentary, Knows a couple phrases and basic words.
Cyberware:
- Head and Neural Cybernetics = Humanity Usage: -5
- Neural Link - Used mainly to interface with vehicles and weapons.
- Kiroshi Optics - Advanced
- Internal Data Storage - Holds information for whatever is necessary. Originally got it to keep track of what jobs on vehicles he did, and expanded to Gigs.
- Kereznikov Reflex Booster - After a couple gigs with driving and staying out of the reach of cops, gangs or patrols, Getting a booster to aid in reaction times to situations as a driver is near essential.
- Arm and Hand Cybernetics = Humanity Usage: -12
- Left Arm/hand
- Hidden Holster
- Tool Arm: An arm compartment with small tools.
- 1- Modular screwdriver, Comes with various screw types.
- 2- Adjustable wrench
- 3- Battery-powered soldering iron
- 4- Adjustable socket wrench
- Right Arm/hand
- Techscanner - A diagnostic tool compatible with a broad variety of devices.
- Both hands
- Gorilla Arms - Hand replacement that increases the power of punching/unarmed combat.
- Left Arm/hand
- Body and Combat Enhancements = Humanity Usage: -6
- Subdermal Armor (basic)
- Skin Weave (basic)
- Internal Organs and Systems = Humanity Usage: -1
- Lung Filters - Working on various vehicles and having to deal with the city of Los Angeles, its good to have something like this.
Empathy: 7/10
Walker is an individual who has his immediate family, as well as the support of the Aldecaldos, and even the Sightseers as allies. Keeping him in check and helping him to keep a sound mind and good moral compass. Even when growing up on harsh streets of Los Angeles, and then discovering that there is more to life than just smog and decay, it changed his outlook on life to be better than what some would consider average. However, he is not adverse to needing to stoop "low" to get a job done.
Humanity: 70
- Cybernetic Usage: 24
Gear & Style:
- Weapons
- ConArms Unity - Concealed Carry Weapon
- Malorian Arms Overture - Thigh Holstered weapon
- Militech M221 Saratoga - Uses on occasion for Gigs. Stored in Vehicle/Camp
- Militech Crusher - "trunk gun"
- Vehicles
- Nomad modified Quadra Type-66 "Nakota" - Named after the Nakota Horse breed in Old America.
History:
WIP
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