#fallout 3 headcanons
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Some Enclave (Fallout 3) Headcanons:
- James was formerly an Enclave scientist. He deserted, later meeting Catherine and helping build Project Purity with the help of his education/technology from the Enclave.
(In my LW’s story, him and Autumn are brothers. James is either a middle name or a name he chose later on in life, because there’s no way their parents named one kid Augustus and went with James for the next one.)
- Furthermore, the mystery drug that Colonel Autumn injected himself with to survive the radiation at Project Purity was created using the same technology that made the purifier itself.
- Raven Rock is much bigger than we see during the game, with a rail network connecting different sections. Most of it is uninhabited, due to the Enclave being much more short staffed than they actually let on. It also includes secret tunnels, not on any official maps and with no cameras installed. Sort of like a panic room. President Eden is unaware of their existence.
- Colonel Autumn is so damned tired all the time. The reason you can’t cooperate with the Enclave is because if he had to deal with President Eden and a 19-year-old at the same time, he would spontaneously combust.
- If it wasn’t for the above fact, he would’ve adopted the Lone Wanderer the moment he met them at Raven Rock. While they were telling him to go fuck himself and attempting to stab him through the force field and everything. I mean, who sends a teenager to run their incredibly dangerous errands? What was the Brotherhood thinking?
- He didn’t know the Lone Wanderer was there at the Purifier, since he had his back turned. He didn’t even know James had a kid. A part of him, buried deep within, regrets that. But he’s used to pushing his own feelings to the side and doing what his job demands of him, that’s what he’s always done.
- The Enclave keeps baseball alive. Raven Rock has multiple teams, and they get very competitive. Autumn has had to send a base-wide memo reminding the baseball teams to stop sabotaging each other with pranks.
- Autumn really didn’t want to give his brief talk on Enclave Radio. You can hear it in his voice. He swears the troops are laughing at him about it.
#fallout#fallout 3#fallout 3 enclave#fallout enclave#enclave#fallout headcanons#fallout 3 headcanons#headcanons#Raven rock#colonel Autumn#Augustus autumn#president Eden#John Henry Eden
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Assuming you'd be willing to: How does Butch react/act when realizing he might be crushing on the Male!Lone Wanderer? Either while they're both still in the vault or after the Lone Wanderer returns from the Wastes
Butch's Reaction to Crushing on a M!Lone
➼ Word Count » 0.7k ➼ Warnings » Butch is mean ➼ Genre » Romantic
It pisses him off when he first starts to notice how he feels for you. I imagine he represses his romantic feelings for men like crazy and realizing that he’s slowly developing a crush on you, of all people, makes him want to punch a hole in the wall.
He’ll be even crueler to you now; spitting on you, jumping you in the Vault hallways, and threatening to carve his initials into your skin with his pocket knife. He hopes that it’ll force his desires away. Maybe if you hate him enough he’ll finally just let it go, but, to his dismay, it never happens.
It becomes obvious very quickly that something deeper within him is causing him to be like this. The other Tunnel Snakes will also start noticing how much he seems to like picking on you compared to anyone else in the Vault.
The day you leave is the day he shatters. Of course, you’re the one who has to leave. He’ll pretend to be happy about finally being rid of you, but deep down he’s worried you won’t make it. You’re smaller than him, weaker than him, and never had been one to fight back... how would you ever survive on the surface?
He can’t help the way his eyes light up when he spots you entering the Muddy Rudder. He doesn’t even bother hiding the smile that slowly tugs at his lips as he waves you over to the bar, praying you won't cringe at the sight of him and leave.
He’ll act as if you guys had been friends for years. He’ll toss his arm loosely around your shoulders and order you a drink, asking about your time in the wasteland. However, his friendly demeanor will shift once he sees how awkward you act around him.
He doesn’t bring up how he used to treat you - he doesn’t know if he can - but he’ll, at the very least, try to make an effort toward earning your trust.
He follows you whether you want him to or not. He may still be a tad naive about what exists in the wasteland, but he’s not naive enough to recognize the dangers. The last thing he wants is for you to die, especially if it happens before he can confess to you.
He’s gentler toward you now. Those few months after you’d set off to find your dad had killed him, and he wants to make an active effort to show how much he’s missed you and how much he wants to be around you.
He’ll slowly start to do things that boyfriends traditionally do. He’ll offer to carry some of your heavier items, open doors for you, and even pay for meals when you both find a settlement to eat out at.
He also becomes extremely protective over you. You can see the hatred and jealousy boiling in his eyes whenever he spots someone touching you or standing too close. It eats at him even more knowing he can’t say anything because you two aren’t officially together.
Some of his old habits still linger. Occasionally, he’ll grab your face to make you look at him or, stick his foot out and trip you while you walk. It’s just in his nature.
Although, he does try to make it up by offering to clean up your hair for you. Free of charge. Either because he’s noticed it’s been growing out or it’s gotten dirty during the days you’ve spent traveling. Besides, he likes being able to take care of you like this.
It kills him that he can’t seem to find it within himself to just tell you about how he’s feeling, or even just apologize for how he treated you while you both were in the Vault.
It’ll become more and more obvious that he’s interested in you, but he refuses to be the one to say it. You’ll have to make the first move in the relationship because his pride won’t let him be in love with another man. Especially, if there’s a chance he may be rejected.
#fallout#fallout 3#fo3#butch deloria fo3#butch deloria x lone#butch fo3#butch deloria#butch x lone wanderer#butch x m!lone#butch deloria x m!lone#M!lone#M!Lone wanderer#lone fo3#lone wanderer fo3#lone wanderer#butch deloria headcanons#fallout headcanons#fallout 3 headcanons#fo3 headcanons
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Gage for the ask me anything! If you don’t do DLC characters then Nick Valentine please and Butch from FO3❤️
Thank you for requests! Another Anon sent me an ask with 2/3 of the characters and with Old Long Fellow so I'll post that soon for them. In the meanwhile, please enjoy. CW for Butch: Child abuse. Triggering content below the cut.
Nick Valentine
Ever since he was a young boy he's had a knack for investigating.
First got into introduction to it was family game night, where they had one of those fake investigation game thingies. He got it pretty fast, much to his families dismay. They got some more, and he only got better.
Started to watch detective and crime shows and movies and he'd often pick up on the culprit quickly. Listened to true crime radio shows too.
When he was 16, his neighbour hired to him to investigate if her husband was cheating on him. He found out and got photo evidence. The husband was cheating and he got paid handsomely for finding out.
Frequently corresponds with DiMA, exchanging letters and parcels. He tries to visit at least once a year. DiMA still tries to convince him to stay.
One time while they were staying, DiMA found one of those investigation games. A whole bunch of Synthes and DiMA tried to figure it out, Nick sat there watching and helping whenever he could. He ending up bringing it back to the Commonwealth with him.
Pre-War Nick was pretty close with Jennifer's nephew, becoming an uncle figure. There bond only got got stronger after Jenny got murdered. Nick and Little Shaun now share this bond.
His internal fans speed up and get really loud when he's flustered of caught of guard. If it's really quiet and you get up nice and close you could almost hear a mechanical heartbeat.
Porter Gage
I haven't played or watched too much on Nuka-world, so forgive me if I have anything off.
Gouged out his own eye. He was dared to prove his courage, loyalty and balls.
His brother is Red-eye. They were both adopted into the same raider family. They also have sister and another younger brother who were birthed into the ranks. The Sister and brother died in one of the raids, but Red Eye and Gage made it to Nuka World.
Doesn't like the taste of Nuka-Cola, drinking it so much as made him miserable. He's so tired of using it to marinade meat. He's so tired of the same fizzy texture. He's so tired of the taste, the colour, everything.
Tends to help out with agriculture and farming considering his roots.
Is debating betraying the SoSu considering their status with the Minutemen, dissatisfied at the recent information. He's also planning a full scale invasion of the Commonwealth.
He also wanted Nuka World too himself as well, so he has Red-Eye spy on SoSu.
Butch DeLoria
Content Warnings for Child Abuse the cut.
His dad ran off to Vegas. Growing up his mother would warn him about gambling, Chems and alcohol. Also bares a striking resemblance to his father, his mother resents him for it.
When he was a young child, he'd often ""run away"" from their room and ask to sleep for the night. He'd end up frequently having sleep overs with other kids and spend more time at theirs than his'.
Was really hoping to get a mechanic on the G.O.A.T and absolutely hated being a barber at first. However, he really like doing his hair and got really good it, so he excelled in his training much to his dismay.
Opened his own barber shop in Rivet City and people from all over, and I mean all over come to see him and to get a haircut. His skills are insane.
Listens to a lot of Elvis and can do a few of his dance moves.
Big comic book nerd despite bullying a lot of kids in the vault about comics. He's a grognak kinda guy I reckon.
Helps MacCready out too and knew him as a kid. He often visits little Duncan and brings him lollies, sweets, sodas and comics. He'll read Duncan the letters MacCready sends him in silly voices to get him to laugh.
Big ol' softie, wants a wife and to settle down in a family but his past experiences and absent father makes him second guess himself. He has a dog though.
He got counselling from James to deal with his trauma. Also apologised to the LW and Amata too.
Happy to leave the vault and never come back!
Continued below cut
He'd run to the guards and overseer and tell them about everything, most of the guards wanted to help him and would let him stay around them. They did everything in their power to get him help.
but when the overseer confronted his mother about she denied everything and said that he was lying.
He was not. Could you hear it.
#cw: child abuse#tw: child abuse#Fallout 4#Fallout 3#fallout 4 headcanons#fallout 3 headcanons#fallout headcanons#fo3#fo4#butch deloria#nick valentine#porter gage#fallout#fallout fanfic#sealzstuff#sealzspeakz#sealzrespondz#sealzheadcanonz#fallout 4 companions#fallout 3 companions#fallout 4 companion headcanons#fallout 3 companion headcanons
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Ask box is open!
#fallout ask blog#fallout blogging#fallout headcanons#fallout 4 headcanons#fallout 3 headcanons#fallout new vegas headcanons#fallout imagine#ask box#ask box open
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GREETINGS, FELLOW PDQ-88B LOVERS!!
If you’re as curious as me, you’ve probably seen these little protruding metal bars on Securitrons and thought “what function do they serve? what is their purpose?”



I’m happy to say that, after countless hours of research and sleepless nights, I have an answer for you all.
They are the Securitron’s “love handles” and they are meant to be held.
That’s right! The chassis of a Securitron has a sizeable circumference, which makes it hard fo a person to wrap their arms around them to give them a hug. So, in order to optimize the action of giving your Securitron companion an affectionate squeeze, these bars were welded onto the lower more slender part of their body. You can wrap your arms around them via resting them on their love handles or go for the “side squeeze” route- whatever way works best for you and your PDQ-88b beloved!
Just remember- Securitrons deserve respect too! If your Securitron sweetheart doesn’t want you to touch their love handles, then DO NOT TOUCH THEIR LOVE HANDLES!
Trust that you will be dealt with accordingly if you disregard their boundaries.
Thank you for coming to my TEDTalk! Go forth and adore Securitrons responsibly!
#long post#joke post#silly ramblings#my headcanons#VICTOR MY BELOVED <3#YES MAN MY BELOVED <3#victor#yes man#victor fnv#yes man fnv#fnv victor#fnv yes man#securitron#pdq-88b securitron#fallout#fallout new vegas#fnv#new vegas#leroy.txt
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What are ghouls?
we just don't know....
Some ghoul biology headcanons and some review of the two different ghoulification methods (as supported and not by canon)
This was initially sparked by how I hate the implication of all ghouls being obligate addicts to prevent going feral (as seen from the show). However, given what we know of the themes of Fallout and some confirmations in both FO: Prime and FO4, I've decided there might be some interesting implications here, along with further looks into what makes ghoul go ghoul.
Please let me know what you think, I love this sort of meta talk.
Edit Log:
Edit 1 (4/25) - Spelling, phrasing, and additional Glowing One information made to "Biological Quirks" section in Radiation
So what are ghouls?
Well, a short description from what we see from the wiki/games/canon is that ghouls are those exposed to radiation that don't die of radiation poisoning and instead mutate. Exposure means vary from accidental exposure from the bombs/irradiated areas to outright deliberate exposures via experimentation, hopes for immortality, or simply listed as....."serum/drug".
The games have shown us that the process of ghouling isn't just novel to humans, nor is it just novel to humanoid shapes (see; Harold). However I am going to specifically cover humans and how they ghoulify.
There isn't a set reason on what exactly predisposes someone to ghouling vs dying, nor is there parameters on what makes them go feral. Risk factors, yes, but nothing set in absolute stone (aside from that inhalant withdrawal) This leaves room for the fun, and boy did I have fun writing this.
So lets start with the obvious;
There are two subsets of ghouls,
This is actually implied by canon and outright stated in the meta material. One set is directly radiation induced. These are the ones we are most familiar with.
The other is biochemically created, induced by drugs. These we have a few examples of, however with little to no explanation of....why is there a ghoul drug. More specifically, no direct reason is given for "Drug that turns you ghoul". I however have some ideas on how this came about.
In this post I will cover a few topics relating to ghoul qualities and how they vary between the two sub-types. These will be;
I. Modes of Creation: How We Go Ghoul and What This Implies II. Biological Quirks III. Ferals. What Are They, What Causes Them, And Why Aren't They Attacking Each Other IV. The Rotting vs Chem-Heads: Interpersonal Politics Within Non-Feral Ghoul Populations
I. Modes of Creation: How We Go Ghoul and What This Implies
Ghouls Created by Radiation Exposure:
So you've just survived the nuclear holocaust. What's next? Well, if the onset of radiation sickness is anything to go by, then not much....
Unless you're one of the lucky few who ghoulify.
But what causes one to ghoulify and another to succumb to the radiation? What exactly in the genes make one turn while another simply dies. The exact answer does not seem to exist, however we are shown in several cases that Pre-War was not afraid to experiment with radiation.
While in some instances these experimentation involved medications or chemicals (see: next section), there is mention of controlled exposures to radiation being something studied.
This experimentation can be seen through Vault-Tec Vaults (Vault 12) and implied in a few pre-war medical buildings/holotapes (Robco Buildings, the accounts of Control Subject Peters) and with outright accounts, such as Eddie Winters and Desmond Lockhart.
In short, while we don't precisely know if Pre-War knew that ghouls from radiation exposure were truly and properly immortal, or even considered them as a "successful" rabbit hole to pursue for immortality, we know that experiments to study the effects of radiation sickness were performed. In some cases, the exposure was to test for serums and medications that would hopefully prevent/reverse radiation sickness (And likely how we got Rad-X/RadAway. See: FO4s Control Patient Peter's Logs).
We do however see that irradiation is likely the most common mode for many of the ghouls of the wastelands. Pre-War ghouls that were not part of radiation exposure experiments were often times implied to be those not from areas directly in blast range and rather came into radiation exposure after they crawled out through the falled-out, baby (kill me). However, those directly in the blast that weren't vaporized are often implied to immediately be turned feral (Camp Searchlight, and other similarly directly hit areas), though sections such as Lonesome Road and certain in-game ghouls prove that some do not immediately turn feral.
These ghouls are described as experiencing radiation sickness that never got around to killing them before...it almost seeming to get better. They experience the GI upset, hemorrhaging, "illness" (fever), confusion, sloughing of necrotic tissues, and so on, before stabilizing into what we call ghouls. It is assumed that they eventually hit the "regenerative" stage of ghoulification after their bodies succumb to these symptoms. This may be evident due to radiation exposed ghouls having the intense healing potentials as ghouls, but never "gaining back" normal, non rotting appearance.
Ghouls Created by Biochemical Means:
We know through Hancock that there is an "experimental radiation drug" that can ghoulify people. We see something similar in FO:Prime, with Thaddeus taking a "healing serum" from the Chicken Fucker and how it looks (both in color and method of using) similar to that of the chem that The Ghoul uses/depends on. We are given both The Ghoul and one of his acquaintances (Ass Jerky) as direct examples of being dependent on this chem to prevent going feral.
According to the wiki, there are implications of two different types of chems that can cause a person to ghoul, directly quoted with "This does depend on the type of the drug"
While I am not too certain that these drugs differ all that much in how they cause ghouification, I have a theory about why the wiki needed to state multiple types of chems that ghoulify an individual.
Firstly that there is mention of experiments for immortality. I believe that this may be an "all roads", a converging of methods to one end, type scenario. Multiple drug types, one outcome. One or more of the major corporations was trying to unlock the secrets to immortality, however in this world that usually comes to the end of "ghoulifying" in some manner. I believe this is the drug-type that those like Hancock had found and used. This is the rarest of these types of drugs (as supported by canon) and also does not cause dependency of its users.
Secondly, I believe there are other handful of instances where some tried to create failed (or even prototype) Rad-X like medications (or even some kind of advanced form of Stimpaks) prior to the war as a "Keep this in your prep-kit" first-aid. This would be the direct medication (and in long post-war scenarios "Copy Cat" medication) that those like The Ghoul and ghouls in Fallout: Prime are dependent on. This would easily explain how some people, pre-war (such as Cooper Howard, as we know his personality pre-war) who may seem resistant to the idea of experimental or even promised immortality, would accidentally become a ghoul who is obligatorily stuck taking this medication. This being an assumed Rad-X/Immediate big wound healing-like drug would also allow for easy accidental (or deliberate) manufacturing post-war selling of it. Home brewed variations of a radiation resistant/Stimpak-like medication can sometimes have opposite effects, and this may be how some people "accidentally" become biochemically created ghouls.
We can however see that there is a market created for biochemical ghouls and their stabilizing medications as both F76 and FO: Prime show that these drugs are manufactured post-war and specifically for ghouls.
The wiki mentions that biochemically created ghouls retain their appearances longer than radiation created ghouls, however ultimately they begin their own process of becoming what we know more traditionally as ghouls. We can see this illustrated with Thaddeus from the show.
Now let's move on to how they differ as ghouls;
II. Biological Quirks
Ghouls are defined by a few qualities;
Extended lifespan (functionally immortal), enhanced healing factors, immunity to disease, radiation perks, nourishment requirements, and issues with sterility/reproduction.
We will dive into each of these topics and discuss that while both ghouls may share these qualities, there may be some variance into the extent or modes of how these qualities present.
Extended Lifespan:
We have come to understand and observe that ghouls will live, functionally, forever, unless killed. This point is fairly straight forward, however going feral is an ever present fear amongst both irradiated ghouls and biochemical ghouls. While we will explore ferals later on in this post, we will note that this can be seen as its own form of "death" within certain ghoul communities.
Enhanced Healing Factors:
We are both shown and told that ghouls have incredible healing abilities. While they cannot regrow limbs, it is shown that they can reattach missing body parts so long as one is available to graft.
We will get into nourishment needs in its own section, however I believe that the healing factors also extend here. Ghouls can sustain themselves longer without food or water due to some work of their healing factors, however this creates a strain on the body that makes injury recuperation dampen slightly.
However, while ghouls tend to be able to regenerate from bodily injury with ease, we can see some examples of preexisting conditions not being healed (a directly given example is Hugo Stolz in F76, who remains blind even after ghoulification). This may be explained with the same reason as to why ghoul skin is necrotic and does not seem to heal itself. My personal justification is that anything that happens prior to a ghoul "stabilizing" is almost always permanent.
Another thing to note is how this regeneration is an imperfect process. This may be best illustrated with how biochemical ghouls have a slower "ghouling" of their appearance. It is mentioned that "accumulating damage will change the ghoul's appearance over time". This implies that sometimes healing from an injury is not done perfectly or appropriately. This could also explain why some ghouls have different disfigurements or gain degenerative conditions such as arthritis, loss of vision, or hearing.
Immunity To Disease:
We know that ghouls have an amazing ability to regenerate, however it is not gone into detail about how they are "unaffected by most common diseases". I personally believe there is some nuance to this between irradiated ghouls and biochemical ghouls.
Irradiated ghouls no longer have an immune system. This was something destroyed and not gotten back (much like how areas of skin will slough off and not regen). However, due to their body's base radiation retention there are very few ailments that can actually infect an irradiated ghoul to being symptomatic. Their bodies are generally inhospitable to outside invading organisms.
Biochemical ghouls on the other hand retain some of their immune system and have a lesser resistance to disease than an irradiated ghoul. However they have a better resistance than an unmutated human to diseases.
Both ghoul types rely on their bolstered resistance to disease and their healing factors to protect against diseases as most medications do not work on them, or at least have a lessened overall efficacy. Again this goes off the logic from the wikia that a ghoul's healing factors provide some dampening effects to chems. Also through this logic, poisons tend to also need to be administered in much higher doses for a ghoul to even feel the effects of it.
While most medications do not tend to effect ghouls or only work at higher dosages, there is a special interaction they have with Rad-X and RadAway. We will explore this in the next section.
Radiation; Resistance To And Effects Of:
Ghouls are especially known for their resistance to radiation. This is a quality that is as associated with them as the potential of going feral is. However, I believer there are some key differences between the ghoul types and their interactions with radiation.
Irradiated ghouls stand to gain the most from radiation, for obvious reasons. While traveling through the warm glowing fields of areas still emitting high levels of radiation is a perk in and of itself, they also stand to gain some physical benefits from this as well.
With the example of the Marked Men, it is shown that ghouls can subsist off radiation alone. I also believe this bolsters their base healing factors. Toss a bag of meat pulped ghoul into a nuclear waste spill and he'll join you for dinner in a few hours. They may also experience boosts in mood and endurance.
Irradiated ghouls are canonically mentioned to also hold onto their radiation exposure, where some even become glowing ones. I do think that a ghoul must have moments of "recharge" to remain glowing ones, as over time radiation decays off the body. While the short term doesn't seem to be effected by this, for beings who can live hundreds of years, some can see fluctuations of internal radiation retention.
There is also mentioned for glowing ones being somewhat eccentric. With this idea I say continued radiation exposure and retention can produce almost a high or destortive effect to cognitive function if left unchecked.
Almost comically, while ghouls have no direct use for RadAway, they can use it to drop this retained radiation. This however is dangerous for Irradiated ghouls...
There is however mentions that radiation exposure can be a risk factor of feralization. We will go into further detail later on, however I will slightly touch on this now.
Concentrated blasts of radiation can be dangerous for both ghoul types, however high radiation exposure over time is more a risk factor for biochemical ghouls going feral than irradiated ghouls. On the other hand, irradiated ghouls using RadAway would put them at a higher risk for going feral. Thankfully this later issue is not something most irradiated ghouls need to consider. Most documented RadAway use in ghouls is for retained radiation regulation for those choosing to stay within human colonies.
Nourishment Requirements:
The wiki seems to be pretty inconsistent with this, so I take this as an invite to shoehorn my theories in. The wiki says that ghouls do need to feed and water themselves to stay alive, however we are given a few instances where this is heavily not the case.
Outright, we are given exceptions to the rule with Coffin Willy, Woody, Billy Peabody (fridge kid), and The Ghoul, all of whom had scenarios of being deprived of food and water and survived for extended periods (and most egregiously is Billy, who was trapped in a fridge starving and thirsty for over 200 years).
This is justified however by them being in "a hibernation like state", however other examples are also the Marked Men, who are said to be sustained off radiation alone. These ghouls are shown to be in an active and alert state. Raul Tejada himself mentions baking in the sun for several days, and while unmoving, had to trek three days back to civilization afterwards. We may see other examples of this through dialogue implications where ghouls may be deprived of food and water needs for durations that would kill a regular human.
I believe however that this can be dangerous for ghouls, especially given our next discussion of feralization.
It is worth noting that the wikia says ghouls have lost their sense of taste. While this may be a common phenomenon, we see it may not necessarily hold true for all ghouls due to comments from ghoul companions regarding flavor preferences. (See: Raul's sweet tooth)
Sterility/Reproduction:
While it is broadly understood that ghouls cannot reproduce, the wiki does not dive into much more detail here. I, however, propose that while radiation as a whole is detrimental to the reproductive system, coupled with the regenerative effects of ghouls, there are some...unfortunate outliers within this topic.
In regards to spermatogenesis, sperm count is at a constant low. Assuming there is anything produced, it is almost always malformed in someway.
In regards to ovum, almost all remaining eggs within the ovaries are considered mutated and non-viable. While menstruation is not unheard of in ghouls, it is more likely to occur in biochemical ghouls. However, all cycles are highly abnormal with next to no regularity. Ghouls will eventually hit a 'menopause' and 'post menopausal' state, however this is not conventional in timeline as with humans.
While viability of either gamete is near non-existent, this doesn't prove absence of fertilization. Most common cases of fertilization is that between human egg cells and ghoul sperm cells. While this often ends with miscarriage in the blastocyst stage, implantation has happened in even rarer cases. Intervention is usually needed as this often is ectopic or produces continual hemorrhage. In even rarer cases, these can produce teratoma type "pregnancies".
Very rarely does a ghoul egg cell get fertilized. It is almost undocumented and it is believed this is due to every instance of fertilization is miscarried before or soon after implantation.
Within the realm of sexual disease, there is few directly infectious agents to worry about between ghouls. However, for ghouls with human partners it is encouraged to use barrier-type protection or other means to limit radiation exposure. Necrotic tissue is also a concern, especially when exposed to mucosa membranes. Exposure of irradiated semen to these membranes is also another large concern for human partners. Condoms are highly encouraged, with rad-checks and use of RadAway being another measure to facilitate healthy measures for these relations.
III. Ferals. What Are They, What Causes Them, And Why Aren't They Attacking Each Other
So let's talk ferals. Aside from the rotting flesh smell and appearance, the threat of going feral is among one of the biggest factors that non mutants use for ostracizing ghouls, and one of the biggest internal threats that ghouls face.
While we understand what causes feralization and know risk factors, what precisely triggers one to turn feral while another doesn't is about as well understood as what makes some go ghoul in the first place.
Feralization is described as a degenerative process of the mind and, in late stages, the body.
In this section we will cover a few things;
1.) Risk factors and how they fluctuate between ghoul sub-types. 2.) Behaviors of ferals 3.) Inter-community treatment of ferals
Risk Factors: What Are They And How They Differ Between Ghoul Subtypes:
We are of the understanding that ghouls can turn feral when experiencing certain physical or mental stressors. These stressors are reported as follows;
Social Isolation Poor Mental State/Intense Emotional Stressors Exposure to Intense Radiation Genetic Factors
While the above are wiki provided risk factors, I have included some of my own accepted risk factors below;
Intense Physical Stressors Extended Periods of Fasting/Dehydration Sudden Decrease in Retained Radiation Substance Withdrawal
First we will address the risk factors that effect both sub-types and discuss how these can pose higher or lower threats based upon the specific biology of said ghouls.
Social isolation, poor mental state/intense emotional stressors, genetic factors, substance withdrawal, intense physical stressors, and extended periods of dehydration/starvation are all things that can trigger feralization in ghouls, however the threshold for such will vary among the individuals.
For irradiated ghouls, exposure to intense radiation is unlikely to be a trigger for feralization unless it is a direct, concentrated blast of radiation. However if there is a sudden decrease in their retained radiation, such as if RadAway is used in high enough doses, then feralization is a much higher concern.
Irradiated ghouls have somewhat of an advantage against starvation/dehydration, as being in areas with a higher ambient radiation can mitigate the ill effects of not eating/drinking.
Biochemical ghouls, however, struggle more with going longer periods of time without sustenance. They are also more vulnerable to continued exposure to high doses of radiation. While it is unfair to include their serum under substance withdrawal, it is also their main means to prevent feralization. However both ghoul types are vulnerable to withdrawal causing them to turn.
Behaviors of Ferals:
It is well known that feral ghouls are a dangerous type, however it is also well known that they do not seem to attack each other nor other ghouls.
If feralization is a degradation of higher cognitive function, how is it then that most feral ghouls know when they are in like company? This is not so well understood, however it has been observed that appearance does play a role but is not a sure fire way to pass through a horde of feral ghouls. One theory I have is that ferals are drawn to radiation and by extension can feel it off other ghoulified beings. This keeps them in a calmer, more contented state. Surprisingly, super mutants seem to also bypass the ire of feral ghouls. The precise reason for this is less understood, however FEV may have some play here. It is known that ferals have heightened senses, perhaps even FEV created mutants have a specific smell that does not trigger a hunt response in feral populations.
In regards to their dangerous behaviors, ferals seem to be driven by hyper aggression and hunger. I will take liberties and a page from the lobotomite handbook, as well as reference how some extensive cognitive degeneration causes hyper sexuality/aggression in some.
However, the less observed side to ferals is one more human. While they never truly seem to know what they are doing, some ghoul colonies that tend their feral population note domestic-like behaviors such as; attempting to clean, cook, perform yard work, tend dolls, or perform duties and adhere to schedules relating to those they had prior to turning feral. Some have even reported that certain ferals "remember" actions such as smoking and will perform this in rudimentary fashion.
Inter-Community Treatment of Ferals:
So now that we know more about feral ghouls, how do they fit into the world? While most of us know them as residing in city ruins, content to stay hidden away from the harshness of the burning sun and light, some have found home amongst ghoul societies.
While non-feral ghouls within mixed colonies may hold less compassionate views of their feral brethren, certain ghoul societies dedicate care and inclusion of ferals into their society. Their exclusion may even be seen as betrayal, and they are as valued and protected as much as any non-feral member.
IV. The Rotting vs Chem-Heads: Interpersonal Politics Within Non-Feral Ghoul Populations
While most people view ghouls as ghouls, and acceptance of them can vary from being seen as equals, to indifference, to outright hostility, the nuance between irradiated ghouls and biochemical ghouls is almost entirely understood exclusively within ghoul populations (or with those that study them).
Unsurprisingly, this has caused some conflicts. While feralization is something that is an assumed inevitable end for all ghouls, the more immediate threat of turning plagues most biochemical ghouls near constantly. This has given some irradiated ghouls a complex that biochemical ghouls are the poster child for why most non-mutant societies fear unprompted feralization.
On the other end, biochemical ghouls will often criticize their irradiated brethren for their appearance and smell being a determining factor for why most people do not welcome ghouls into most spaces.
There is also the discussion of who has suffered more, with irradiated ghouls often citing their endurance of radiation sickness and often continued effects while biochemical ghouls often quote their substance dependency as a constant struggle.
V. In Conclusion:
So surely with all that we have learned so far we understand that there is much more complexity to ghouls than initially thought. I hope you enjoyed my compilation of ideas and stuff I got off the wiki/from gameplay as much as I enjoyed writing it.
If you have any ideas or compilations for ghouls, feel free to drop them in the replies! I look forward to reading them and perhaps even working on another post regarding ghoul social and cultural structures!
#john hancock#fo4#raul tejada#fnv#cooper howard#fo3#f76#foprime#ghouls ghouls ghouls#headcanon post#fallout 4#fallout 3#fallout new vegas#fallout prime#fallout 76#fallout ghouls#fall out.....boys?#charon fo3#im just spamming tags now but i deserve it after this write up
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Ahem
*taps mic*

Yes?

Need I say more?
#fallout#fallout fandom#fallout brainrot#fallout headcanons#fallout butch#butch deloria#DeLoria#butch fo3#fallout 3#tunnel snakes#tunnel snakes rule#I’ll show you a real tunnel snake#it’s me I’m the tunnel snake
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begging BEGGING for more nick valentine hcs,,, i think about shotgunning a cigarette with him all the time LORD
I'm surprised it's taken this long for someone to ask for more Nick stuff. If you ask me, he's a solid #2 if you're ranking all of the FO4 companions. Thank god the game runs on my okay quality laptop so I can mod in the romance for him...I dunno how you console players survive. I spend the entire game dragging Nick and John back and forth with me while I decorate settlements and pick flowers. Oh, and fucking them both, of course.
Part 1
Nick Valentine (Fallout 4) NSFW Headcanons 2
Nick's actually quite filthy minded, but you wouldn't know it unless the two of you got especially close, because he's also a polite and decent man who understands that there's a time and a place for all that. He also knows that you have to have the right connection with someone to show that side of yourself, and that knowledge combined with the kind of world (as well as the kind of body) he lives in keeps him from being too open about it unless things feel right. He worries about being rejected outright as someone who could engage in that kind of thing purely because sex with him isn't traditional due to his physical limitations.
Really, really into spanking, but the conditions have gotta be pretty favorable for him to admit it. Getting him to actually spank you is an entirely different ballgame. Really worries about accidentally physically harming you when you two get a little rough, especially with the exposed metal skeleton of his de-gloved hand. Doesn't stop him from thinking about how much he'd like to put you over his lap or make you bend over his desk whenever you're a little too much of a brat, though.
Speaking of which: major brat tamer. Unlike someone like, say, Cooper Howard (brat taming ask coming soon), whose brat taming instinct comes from a desire to be in charge, to be taken seriously, Nick's comes almost entirely from his sense of justice. If you misbehave, he'll put you in your place. There are rules, and those rules should be followed. If you don't want to play nicely or correctly, that's your choice to make, but there will also be consequences for those choices. He's never cruel, but he's very straightforward. There's no sweet-talking, arguing, or bargaining your way out of what's coming with Nick unless you're willing to flat-out safeword. Either admit you can't handle it or take what's coming.
Leg and ass man. Pre-war Detective Nick Valentine was a massive sucker for a nice pair of gams, especially when paired with a short skirt and some heels. Will give you as many (very careful) leg massages as you'll allow him to. Spends a lot of time fantasizing about those legs wrapped around his waist, his head. Resting on his shoulders while he drags his lips along the soft skin.
He's a munch, but will have to use lots of lube for the experience to be comfortable for you. He doesn't produce saliva, obviously, and the friction from his silicone tongue and lips can really start to get to you after a while. Like stopping to put on a condom, it can be tough and mood-pausing for him to force himself to pull away and properly do things, but it's worth it for you to get more pleasure out of it.
Nick doesn't have a penis, but he's more than fine with helping to figure out how to satisfy you if you still really need proper penetration to get off. As I've discussed before, sex toys are rare in the Post-War world, but not impossible to get your hands on. He calls them "marital aids" like the incredibly old man he is, mostly as a way to tease you. However, if you guys can't find a more traditional dildo, he's happy to improvise with whatever's around and body safe...
I'm glad you brought up shotgunning, because he actually really enjoys it (as do I; it's a guilty pleasure of mine and I have to actively restrain myself from doing a shotgunning scene with every character ever). He knows what a waste him smoking really is, when he doesn't get any real buzz from the nicotine, so he likes basically functioning as a pipe you've gotta kiss. Definitely one of his preferred non-sexually intimate activities that can turn sexy.
#trying to get an actual ask or two out before I get lost in Fallout 3 posting again#nick valentine#nick valentine x sole survivor#nick valentine x reader#nick valentine x you#nick valentine headcanons#nick valentine smut#fallout 4#fo4
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ultimately inconsequential but big pet peeve of mine when it comes to bethesda fallouts: naming. so many npcs don't have names, or don't have first & last names. every human companion in fnv has a first and last name. a lot of minor characters have first and last names! and a lot of characters have fun names that tell you something about them - ranger ghost, arcade gannon, calamity, fantastic, most of the legion guys tbh. meanwhile you can sleep with cait and danse without ever learning their last/first names.
#yes okay you can headcanon something like 'oh cait disowned her last name' or anything like that#but like. that's not in the text of the game. if that's what they wanted then they needed to have said it in the text of the game.#they didn't even have enough named characters to fill out the major arcana 😔#also it fucks up my tagging system lol#fallout 3#fallout 4#fallout new vegas#fnv
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How would horses fit into Fallout?
I love thinking about equines and all their potential uses in the Fallout universe so I finally decided to write it out! Equines(horses, donkeys, mules) have been essential tools and companions for humanity for a very long time, and their roles in the tough Fallout universe would be no different!
I have a lot of thoughts and general headcanons that I've complied into a list that is in no specific order! :)
*horses could be used in many different ways! But caravans, farms, and soldiers would probably use them the most. Horses are best at carrying a rider and traveling long distances. They're strong and hardy and can be more than just mounts. They can drive(pull carts, plows,etc) and even be used in a variety of ways for farming and other labor!
*Donkeys and mules are more common for hauling weight/being pack animals, but they can also be ridden and used for pulling carts or plowing fields! They are both known to be more intelligent and more surefooted than horses, making them great companions for rockier areas. Mules and donkeys are also fierce protectors and can be used as livestock guardians!
*Every equine can have multiple uses, but mules and horses are the most desirable due to being the ideal ride. Mules are a bit more stubborn than horses and aren't nearly as willing, so horses are always preferred by the majority.
*Horses and their special body types were all bred for different reasons. They can be used for almost anything under the sun! Some were bred for war, or race, or heavy work, or leisure riding, or simply just for a pretty color and good temperament.
*So, different kinds of horses have different uses. For example, larger and more muscular horses like draft breeds are used more hard work like plowing and driving carts. The horses of average size would be used more for personal mounts. The horses with smaller and more lean builds would be used mostly for riding. Horses like that are usually faster and made for endurance, while drafts and similar are bred for their strength.
*Smaller donkeys would be perfect for people living in and around canyons, or even just traveling through. They are incredibly sure footed animals and do the best in the desert areas where you find most canyons. Their small tough feet are perfect for small and precious canyon lands. I highly recommend reading about the history of this, like the donkeys and mules who work(ed) in the Grand Canyon
*Horses and donkeys both do fine in any kind of weather, but horses do have better coats to support them in the rain and cold. Where donkeys do not have as much water resistance in their coat. So regions make a big difference in what kind of equines you would see.
*Equines would do lots of caravan work. They can haul carts and packs just like Brahmin. Mules probably end up doing a lot of hauling since they are extra sturdy. Caravan guards could be mounted on horseback too, riding solo on their own mounts would be so beneficial. Like larger field of view for being up high, intimidation, and they can travel much further for longer chunks of time than on foot.
*If you're asking what I mean by intimidation; Horses can be very scary. First off, they're huge animals with a nasty bite and even nastier kick. Also, trained war and riot horses have no issue with running people and things down. Horses are very dangerous and can do a lot of damage if needed.
*I love love LOVE the idea of NCR rangers using horses to travel! Maybe some of the ghoul rangers have some extra hardy ghoul horses.
*Maybe the NCR and other groups have a specialized cavalry?? There are a lot of possibilities with this thought!
*The NCR would probably save the horses for higher ups and specialized groups like Rangers.
*Caesar's legion would so use horses to do a lot of work and to travel. Horses are very resilient but can also die very very easily. I could see the legion working a lot of horses to death and using them in odd shows of bravery and glory. I also picture legionary spies and other specialized members like assassins using horses to get places fast.
*The commonwealth Minutemen would be unstoppable if they had horses! They could help others and spread even faster with the help of horses. I love picturing them sharing the skill of horsemanship to the rest of the commonwealth as they spread and grow. *I love picturing the minutemen having stables at a few of their settlements, maybe even one or two have training areas.
*Horses would be very helpful to the big Brahmin ranchers out west. I could go on and on for reasons why, but mainly they would be best for helping herd and to travel the large farms and grazing land quickly.
*Ranchers/farmers of any sort would def have horses or at least a mule or donkey. There are lots of farm animals that aren't shown in the games that definitely survived and have a number of uses. Like goats, sheep, and pigs.
*I love picturing old world ranches and ranchers surviving and building their ranches back up in the new world. Their herds half mutated and ghoulified but still strong.
*Thinking of surviving ranches and ranchers, I always picture a ghoul cowboy and his loyal ghoul mule mount. Maybe he even has a loyal herding dog that tags along!
* Riding horses isn't just something can do with no prior knowledge. You can try, but If you want to survive your first ride and not have your incredibly valuable animal die on you; you'd have to learn at least the basics of riding and horse care.
*Equines need a lot of training before they can do any sort of work. It's also considered unhealthy to ride a horse and work them hard before they are fully grown. (It can cause joint and growth plate issues, along with a million other things) Horses are not full grown until the age of five. Horses can live well into their twenties and even thirties, while donkeys have an even longer life span and can live past the age of fifty.
*As someone who works with horses at a horse rescue, I have seen it all. And one thing I know for certain, these majestic animals can die so fucking easily. Even in today's world it can be rare to have a horse die of old age. Most die of problems like damage in their legs and feet, and tummy troubles. Horses would have to toughen up quite a bit to survive in the wasteland! But I still bet they wouldn't live very long lives.
*Ghoul equines would be on a whole different level. They would be extra strong and fierce, toughened by the wasteland. perhaps even mutating to grow extra long 'wolf teeth' for a more ferocious bite. Their skin and whats left of their hair toughed by the world. Maybe their vision is even better than before, their eyes glowing in the dark.
*Horses would be incredible assets to tribals and similar. I could see the skill of horsemanship passed down through generation after generation. There would for sure be some tribes whose ways of life revolves entirely around their horses and the nomadic way of life they can build around them.
*The wasteland is cruel, no matter if you're on the east coast, west coast, or somewhere in between. Equines would be almost everywhere. Horses would be much more common in the midwest. No one needs a horse in the ruins of Boston or DC, not that they'd survive a trip into the dangerous old world cities. They'd be much more common and useful out on the big open spaces like the plains and deserts.
(*If you want a more fallout "realistic" picture of where horses would be since they'd be more rare: They'd only be in very specific areas that have the things horses need to survive like abundant grazing land. So they'd mostly be herds and groups scattered throughout the midwest and west coast. Appalachia and the Deep South would have a lot of horses as well, but they probably survive the best in the midwest. They'd be in little pockets out in the in the wasteland, more than likely protected by people who keep them thriving in the wasteland. )
*Everyone loves the idea of mutated zebras and their tribal riders surviving in the bombs. I've thought a lot about zebras in the apocalypse and talk about them in this post!
*Cooper Howard is clearly an expert horseman who seems like he was born on horseback. He's probably gone through his share of mounts while surviving out in the wasteland. He's still got his spurs on and his saddlebags, he's just waiting for the next horse he finds suitable
*Raul Tejada knows how to ride a horse well. I don't think he was an actual Vaquero, but he for sure has a few skills in horsemanship. I like to think that he would be quite found of horses.
*Some groups would be drawn to horses, but I could see some completely avoiding them. Like how the Rust Devils and Gunners from Fo4 prefer their robots for labor instead of animals.
*I imagine the Brotherhood of Steel and other developed groups like the Institute and Enclave would not find horses worth their time
*Super Mutants probably treat them like any pack animals, so they'e probably seen as food. Unless someone out there(Enclave) tried and succeeded in putting FEV into horses. They did it to dogs with the mutant hounds, so it seems possible in the Fallout universe! A super mutant horse would be scary af
*Groups of raiders using horses to raid caravans and homesteads would be super interesting. I could see a group getting into horsemanship just because they started stealing horses from the NCR.
*The Fiends probably eat horses or sell them for drugs. So it really depends on which group of raiders/tribals you get. The Great Khans would probably respect horses and maybe even use them, but the fiends do not.
*horses require routine care like hoof trimmings and dental work for longevity. This means a lot of things! There would need to be people who specialized in horse health. The most important requirement is hoof care by a professional called a farrier. They do a number of helpful things, but mostly, they put shoes on the horses hooves to keep them protected and strong. Wild horses break down their always growing hooves on rocks and stuff by all the traveling they do. Domesticated horses don't wear down like that so they need routine work.
*Farriers in the fallout world would probably specialize in metalwork as a whole. Making their homes and shops in cavern towns where the most livestock traffic comes through. I could see some Farriers even specializing in horse health as a whole, so they also do dental and other vet work.
*Equines are incredibly strong, with hooves and teeth that can pack a real punch. So many ignorant people would be killed by these animals, which can happen very easily if you can't ride well and don't know anything about horse body language
*I love horses with all my heart. I think they are wonderful and intelligent creatures. They are some of the best companions I have ever had the honor of knowing, they are just incredible.
BUT, they can spook at things and throw your ass in a heartbeat. Sometimes they even do it just because! But more often than not, horses act up because of pain and discomfort. Like a saddle that doesn't fit right or a bit that causes pain. Maybe even the rider is making them uncomfortable by pulling on the reins or giving improper signs the horse doesn't understand. A lot of things like this need to be taken into consideration when it comes to horses and work. These incredible animals are very high maintenance, and I haven't even mentioned how much water and food they consume in just a damn day! Or how they need to build muscle and stamina just like humans do! A lot of these things would make equines not really worth the trouble for a lot of people and groups.
*
These are just some of my most coherent thoughts!
If you have any thoughts or anything please share! I love to think what others think about topics like this!
#fallout#fallout 4#fallout: new vegas#fallout 3#fallout ghouls#ghoul horse#horse#horses in fallout#fallout horse#fallout headcanons#fallout thoughts#horse riding#horses#brotherhood of steel#new california republic#ncr ranger#caesar's legion#the legion#fallout ghoul#fallout new vegas#cooper howard#fallout brainrot#my thoughts#fallout mutants#fallout ramblings#ramblings#the ghoul#the ghoul headcanons#cooper howard headcanons#ghoul fallout
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hello people in my phone
BOONE head cannon list, just a mix of stuff that'll probably change later ( THERE WILL BE MORE ) 1/?
• He undoubtedly was ripped/heavily worked out being in the ncr, after moving to novac and loosing his wife he undoubtedly lost a lot of muscle but...guys he still is literally like beefed.
• He cannot fucking cook for shit, he understands what shouldn't be put in your body but from there he has no clue.
• Going off of cooking, he has strict times where he eats, like routine from the ncr.
• For some reason he strikes me as a guy who really enjoys fruit whenever he can get his hands on it.
• Cannot tolerate any sort of spice.
• Smells very mettalic, sweaty, like man must.
• Has a soft spot for cats.
• 1000% is not bald, just shaves his head as he probably prefers the look.
• I feel like with a romantic partner, since he isn't one much for talking his love language would be physical touch or gift giving, I could imagine him seeing stuff he knows they'd like and saving it for later, excited to see how they'd react.
• He would definitely have a special place in his heart for fantasy movies, he doesn't seem to be able to express himself well and I feel like the creativity of something like lord of the rings would get him going.
• I seriously cannot pick so I'll include both, he is either an extreme cuddler with a romantic partner or on very rare occasions, he's just terrible at expressing emotion.
• If the courier and him are something like romantic partners he'd definitely never be able to sleep, often awake staring and listening for noises, waiting for the next cascade of legionares but it never happens and he eventually learns that.
• I don't think he'd ever get married again unless it'd be over 20 or so years in the future, it's a type of commitment that I don't think he could mentally handle whatsoever unless he is totally over Carla.
• I definitely do think boone could find love again in another person, he's scared and alone, fearful for any sort of attachment.
• 10000% has really really nice man hands, like large hands with nice fingers.
• Is definitely tall but not close to arcade tall, 6' ish at MOST, I just feel like looking at his build and concept art that he is definitely a tall man.
• Secretly really has a thing for drawing whenever he can, especially when he was nested at novac, sitting up top the dinosaur scribbling stuff on old receipts or whatever else it helps him get his emotions and thoughts out.
• irl he would be so patriotic it's not even funny, like he'd go all out for fourth of July but is the somber type so he'd cook hot dogs and whatever else then sit in the corner and watch everyone else.
• Has a thing for memorizing features, very very very intuitive and will remember almost anything you tell him.
• He is so the type of guy to enjoy snow, like yeah he'd probably be kinda pissy for a bit but if you pushed his buttons enough I feel like he'd mess around with the courier.
• He absolutely like no doubt has nightmares, like the ones where you erupt in cold sweat and your throat is sore.
• If he does sleep like ever, along with nightmares he grips the sheets, rolls around a whole lot, mumbles. In the ncr he was the total opposite, stone faced, layed straight and slept some what peacefully until later on in his ncr years.
• Yearns for someone, even platonic, to just sit beside him, no words and scratch his back and kinda just touch him lightly. I don't think he'd cry but it's something I could imagine would bring him close to tears.
• He absolutely probably finds almost everyone annoying, like, he just is done with everything and doesn't give two shits about what anyone has to say unless the courier puts some sense into him.
• Really disagrees with gambling, just doesn't like it.
• Wishes he had a nice farm house, out somewhere away from everything, where it has everything he needs and could be away from absolutely everyone. ( of course after extracting revenge on the legion )
• He wants to learn how to play guitar, either he has tried and is horrible or has just never gotten the chance, I have a feeling he'd really be into (irl) like classic rock or something smooth.
• Cannot look at people with features his wife had the same, down to personality or looks.
• Absolutely dreads deep down without realizing going back to novac when the courier disbands him.
• He would like having books read to him, he's a listener not a reader, likes hearing people's voices just not his own.
• At a point probably had a nickname for his rifle, something like Beth or something that was a joke between him and Manny.
• Manny 1000% at a point tried hinting to boone or even confessing his love for him, either the point never got across or they got over it together. ( somewhat ish at a point )
• In all reality I play him out to be a really sweet guy, which I can imagine and he can somewhat tend to be but he ultimately really doesn't care, he'll kill in order to get what he wants ( so be it revenge or whatever else ) even if he isn't necessarily fond of it.
• At a point, consumed by guilt he forgets what Carla looks like and that eats him up inside, like the teeth gritting soul crushing ache for revenge, and a year or two leads him to completely forget her complexion.
#fallout#fallout new vegas#fnv#craig boone#arcade gannon#new vegas#boone#vulpes inculta#headcanon#benny fallout#veronica fnv#rex fnv#fallout 3#fallout 1#fallout 4#fallout show#fallout shitpost#shitpost#ncr#new california republic#writers on tumblr#writing#writblr
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MacCready would love Dogmeat.
When he was a kid they had dogs at Little Lamplight and I like to think that when he meets Dogmeat he’d remember.
He’d always secretly been hoping to get a dog for Duncan, so when Duncan gets cured (and idc that nothing happens in game) and comes to the Commonwealth, MacCready finds and adopts a dog for the pair, who is also best friends with Dogmeat.
The dog would be called Rosie cause I read a fic in which MacCready had a dog named Rosie :D
#headcanon#headcanons#fo4#maccready#rj maccready#robert joseph maccready#little lamplight#fo3#fallout 4#fallout 3#fallout#mayor MacCready#Dogmeat#Duncan MacCready
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I wanted your input bc i value it: do you think house ever regrets not having kids or do you think he don't gaf
Hey there! This is super touching to receive, so I humbly thank you. 🥺 I'm glad to know my input is valued in regard to that Dapper Green Gentleman.
I believe that — perhaps in the very beginning, right after the bombs fell and a mere few nuclear warheads got through the net into Vegas, where he was burdened with having to suffice with buggy software from the antechamber — he didn't necessarily care about carrying on a familial legacy. I partake in the idea that he moreso viewed the act of preserving the spirit and culture of Las Vegas as his contribution to oncoming generations... treating the city as his baby, so to speak.
HOWEVER, given his tendency toward mystique and solitude every waking day for two hundred years down the line, claiming to have parsed through "thousands of employees in [his] time," I'm inclined to believe that it can be implied that he is beyond starved for human contact, and misses it so, even if his ego permits him from admitting to any such piece of humanity lingering in him.
While this information includes cut content, and does not apply to the established canon of Fallout: New Vegas, it is implied that Mr. House both:
Viewed Benny Gecko, his most recent employee, as a son, and if not as a son, then as a more-than-qualified protége for his regime.
Thusly, viewed the Courier as his surrogate daughter / son.
Mr. House resultingly has a line of dialogue — albeit cut — to further support this:
"You know, I never had much time for a family - if I did, you'd be the [daughter / son] I wish I'd had. Benny was almost like a son to me, but... well..."
Suffice it to say, I imagine before the War, whilst he was caught up in business endeavors and other such relating scandals, Mr. House didn't necessarily care for the prospects of a family.
However, after two hundred years of solitude — for the most part, anyhow; only ever interacting with his "employees" via proxy of his Securitrons — and given his tendency toward forgiving the Courier for every mishap, even the most stoic of men may crumble without a cache of basic human necessity to rely upon.
He may pretend not to give a fuck, but I see him. I see you, Mr. House. 👁👁
#text#rambles#ask#toastgoatteeth#character analysis#gaming#fallout#fonv#fnv#fallout: new vegas#fallout new vegas#mr. house#mr house#robert edwin house#benny gecko#fnv benny#courier six#courier 6#fnv courier#headcanons#(Sorta! It's moreso just speculation.)#(But here you go! Hope it suffices. :3)
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If you're still doing hcs could I get one for Ahzrukhal? (if you havent done one for him already)
Hello Anon, of course! You may be interested in my Charon Headcanons, BUT please heed the trigger warnings. I'm really sorry it took me this long too. Regard, please enjoy.
Ahzrukhal Headcanons
Ahzrukhal was a pre-war businessman ghoul. Towards the end of the war, he became a loan shark seeking opportunities in the turmoil of pre-war economics. He’s also an experienced bar owner.
Because of his status as a pre-war ghoul, he really does not give a shit for pre-war stuff because he’s already seen it. There's no mysticism or anything for him anymore.
Opened up a bar the day before the bombs dropped, LMAO. However, he decided to just open it up and sold his water and booze at super extortionate prices.
Deep down, there’d be some aspect that's genuine of the “Uncle Ahzrukhal” persona during this time, and there still is, but it's mostly covered by his desire for profits.
Surprisingly has a somewhat strong belief in his morals, albeit, his morals aren’t good, but he does hold up the ones he does have to a T. Does his own cleaning, doesn’t deal chems or sell booze to kids and won’t outwardly insult his customers.
Brews his own stuff too, mostly to save cash. It’s actually pretty high quality, but he saves it for really import visitors or people with the most caps.
He got previously kicked out of megaton for selling chems, despite living there for a while. Moriarty did take over his bar. His original bar was also destroyed at some point. Still really bitter about it.
Along with this and Underworld’s chem policy, he’s incredibly picky about who he sells to. Has been tempted to spike Carol’s andGreta’s food with chems to get them kicked out
He really wants to open a bar and sell alcohol at Tenpenny tower, but really pissed off by ghoul xenophobia. He’s still trying to get them to at least let him trade his own stuff.
Changed his name to be more fitting to the Underworld and specifically the 9th Circle. He also renamed Charon to be more fitting to the theme as well.
#sealzspeakz#sealzstuff#sealzheadcanonz#fallout#fallout 3#fo3#fallout 3 headcanons#fallout headcanons#fallout ghoul#ahzrukhal fallout#ahzrukhal fallout 3#ahzrukhal fo3#ahzrukhal
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hc that the mysterious stranger in the fallout games is actually multiple people. the original stranger read a pre-war book about a man who travelled the world helping people in fights and generally having adventures, and decided to do the same. he recruited others on the way, and the group of strangers grew until they eventually had an internal conflict. some strangers wanted to only help those they deemed worthy or righteous, while others wanted to join any fight, no matter who was the "villain", because there was always more than one side to a story. from then on, there were two groups of mysterious strangers: those who aided people they thought were good, and those who aided anyone they came across.
at some point, a couple of decades after the first stranger started his journey, the strangers found a hidden base for chinese soldiers during the great war. the base had loads of chinese stealth technology, and the strangers took those back to the main stranger base and reverse-engineered them as best they could. they are now known for appearing out of nowhere, and disappearing just as quickly. this tech was found before the faction split, so all strangers used some form of it.
#fallout#headcanon#video games#fallout 1#fallout 2#fallout 3#fallout 4#fallout shelter#fallout new vegas#new vegas#fonv#fallout 76#bethesda#mysterious stranger
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