Picrew Link <NON-TWIN VERSE>
Jimmi <Formerly Jackie Exodus> is a former Great Khan who eventually ends up traveling from the Mojave through the Capital and Eventually can find her way in the Commonwealth.
Jimmi is semi-feral from condition done on her by a band of Raiders called the Black Spades out by New Reno. She sometimes shows a level of focus that shows there is more to her then a pugilistic brute.
Special (As effected by Living with Frankie and learning from Buttons)
Strength: 10 Perception: 5 (4, used to having friends) Endurance: 7 Charisma: 8 Intelligence: 1 (3, She learned alot) Agility: 5 Luck: 4 (3, Losing her friends had an impact) Notable Skills: Unarmed, Melee, (Medical), Survival, Sneak, and "Speech". Oddities: Jimmi is but one of two inhabiting the same body. While they share the same Physical Special Scores, Jackie's Mental stats are different. Perception: 6 Charisma: 5 Intelligence: 5 Luck: 2 Both are able to drive, HOWEVER only Jackie properly knows how to use the breaks.
Faction Behavior Breakdown NEW VEGAS Great Khans: Family, Jimmi came to the great Khans at a about 16 having dragged herself from a shallow grave. She gets along well with them and has been a member for a few years by the time the Events of New Vegas take place. She works as a Drug Runner doing deliveries. Caesar's Legion: Indifferent to hate, as a convicted drug mule caught at Cottonwood Cove <She replaces Anders and functions as a companion tied to the Khans.> No orders to kill on sight currently as the "peace" with the Khans should be preserved and some Legion don't mind her. NCR: Indifferent to hate, As one who gets into fights with the Troopers at times the NCR doesn't really like her. However she is tolerated for a few reasons, and some Troopers do like her regardless. Followers of the Apocalypse: Neutral, They have patched her up a few times and have vouched to the NCR around that she is non-hostile as long as she isn't attacked. They also make use of her to gather herbs and chems they need. KINGS: neutral, Jimmi has no qualms with the Kings and is mostly ignored. Fiends: Loved and Disliked, As the one bringing them drugs all the time she is well liked. Some however still hate her and the fact she is hostile to Cook-Cook on sight <75% he is dead before the courier meets him, body in nearby dumpster if so> Powder Gangers: Mostly Neutral, Nothing much to this one. Brotherhood of Steel: Unknown, They don't know her and she doesn't know them outside of Courier influence. Boomers: Target Practice, As an outsider she is not viewed well and avoids the area as being turned into a bloody crater in the ground is ill-advised. Chairmen: neutral, brings packages and doesn't cause trouble as long as no one starts anything. White Glove Society: Please stay out, Jimmi is a little to feral to be allowed in on her own and they will make comments about keeping her on a leash. A Well liked Courier amongst them will be given compliments on how well behaved she is. Omertas: Loved and Employed, As Jimmi is not allowed on the strip unsupervised, she had to make a deal with one of the factions inside. The Omertas will send an escort so Jimmi can do her job as a Runner. In return she spends the rest of the day if not several hours before doing the deliveries working in the Gomorrah. <It's why some Troopers like her> House: Beneath notice only seen as a pawn for the courier to use in dealing with the Khan.
Capital Wasteland <Fallout 3> Most factions don't recognize Jimmi as someone other then a raider or wannabe raider. She has no official Faction Backing her and is more or less a raider companion for the Lone Wanderer. Talon Company: Mutual Hate, Jimmi tried to stay neutral but attacks those who attack her so... they have a feud going.
Brotherhood of Steel: Neutral to Lyons Disliked by Outcasts, again Jimmi is non-hostile to those who don't attack her. However she will absolutely jump a lone Outcast to beat up and steal from. The Family: Liked, Jimmi was easily convinced to be the mule to bring blood to them. Commonwealth Wasteland <Fallout 4> Jimmi runs her own mercenary group that tries to help out the folks of the Wasteland. Stepping up when the Minutemen fell apart. Jimmi's Jerks <The Jerks> Loved, they see Jimmi as a little more of a mascot to rally behind and don't leave any serious decisions up to her. They have taken over the Starlight Drive in and have a small settlement called Starlight City. Courier who works with them can take the place over as the pseudo leader. Gunners: Hated, The Gunners don't get along with the Jerks and are seen as the bigger threat they deal with. Jimmi is a shoot on sight with them. Atom Cats: Neutral, The Jerks don't have alot of power armor users but they do hire the Atom Cats for their services. Children of Atom: Uncomfortable, The ones that leave the Glowing Sea are Fanatics and its hard to judge the group because of them. Jimmi doesn't like power armor and has not gone into the Glowing Sea. Goodneighbor: Liked, Jimmi hangs out around here when not at Starlight city and often accepts contracts from them. Diamond City: Neutral, It took them awhile and Jimmi isn't allowed to wander alone in the City. But her group and her often help deal with contracts to help out. Minutemen: Liked?, They get along viewing eachother's goals as similar but have different approaches. Plus the Jerk's don't like the idea of a dress code. Institute: Boogeyman, They have tried to replace Jimmi twice so far and failed both times. The first time they tried to Jump her while she was alone and lost a courser. <Jimmi has their chip as a treasure she keeps> The second time they had a "Jimmi" show up at Starlight before Jimmi showed up from a mission and was instantly clocked by the Jerks for being to well spoken and less impulsive. Brotherhood of Steel: On Sight, Jimmi doesn't get along with this group and will fight back if not jump them herself. Plus their armor is dumb. Railroad: Who? A member of the Railroad may already be a member of Jimmi's group. Not that Jimm knows. They get along but only one faction is aware of the other and they give them contracts to escort people under false names.










