#my lone wanderer and courier are second cousins
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newvegascowboy · 2 years ago
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I have so many dumb fallout OC ideas here you go:
- My courier is the great-grandson on my Vault Dweller
- my vault dweller, chosen one, and courier all have either W or M names, M for female, W (upside down M) for men. This is because my vault dweller’s names started with a M so her defendants got named for her :)
- my fo1 vault dwellers have names that are misspelt/misremembered bc they’ve been isolated for generations and the pronunciation change over time and so did the spelling hunger games style (Peter= Peeta) so Magnolia is Margoila, etc.
- my Chosen One named her children after things she found important but in like a way a celeb named their kids. Weswud (Westward) for her love of travelling, Wesson-Smith (my courier) who she named for her love of guns. and Barbary Fig for her wife’s love of medicine (has a B because they’re non-binary and a B is kind of like a W or M on its side idk it made sense to me)
- The woman Wesson thinks he might have got pregnant 17 years ago named her son Sue so if he led his father Wesson would recognise the Child Named Dumb Thing Like Me and know it was his son
- my courier and lone wanderer are second cousins, Catherine was Wesson’s first cousin, once removed.
- because my Vault Dweller went to The Glow and was subjected to Psychic Shit in The Cathedral while unknowingly pregante it made her baby a psyker (I know it doesn’t make sense 😌) so that’s why generations later the Courier can be Just Know where things are. Arcade: I thought you said you haven’t been here before? You look like you know where you’re going?. Wesson: oh, I don’t. :) It’s just what my brain tells me :)
That was more that I mean to put ooops
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NO WAY I LOVE ALL THESE
The son named Sue reminds me of that johnny cash song (of the same name HIBJKB) and I'm in LOVE with it. I love when characters have themes and repeating motifs across the generations.
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jingle-jangle-spurs · 2 years ago
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I can’t edit this anymore so I’ll put my answers here :)
1. My male Sole Survivor is Nathaniel, exciting I know
2. All my fallout oc’s are from the same family. My courier is my chosen one’s son. My lone wanderer is the grandchild of one of my vault dweller’s sons. (My. courier’s second cousin) My female sole survivor is the sister of my vault dweller’s great-great-grandpa
3. Rip eye socket (literally)
4. My courier has a leg brace. (Realised I put named instead of braces 🙃)
5. My courier has his son(s)… Somewhere and my chosen one learned that she should stay in Arroyo with the 3 kids she raised so she doesn’t have to keep running into the kids she skipped out on
6. My courier suffered a childhood infection that paralysed his mouth and caused slurred speech.
7. Margolia goes by “Magie” for as long as she can remember. Wesson-Smith would rather be called anything else. Laurel got called ‘Laura’ on air by ThreeDog once and never lived it down. Eleanora gets called ‘Lenny’ HATES being called ‘Nora’
8. All of them :)
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sordm5 · 5 years ago
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F:NV OC as a companion
General
Name: Mason Shepherd McCoy (in-game, appears as:) Mase
Location: Grub n’ Gulp rest stop
How to obtain: Pass either a Guns check of 70, Confirmed Bachelor, or pay 200 caps to hire him. Will not follow if idolized by NCR or Caesar’s Legion.
Companion Wheel
I think we should travel together: “We make a pretty good team, huh? Sounds good.” / (With ED-E) “Sure- uh… what’s with the floating… metal… orb? Actually, it looks kinda cool.” / (With Rex) “Travel together? Yes. And I’m not just saying yes because I want to pet the dog.” / (With companion) “Are you starting up a caravan or something? Looks like you’ve got enough company for now.”
Use Melee: “That’s not… {sighing, grumbling} Fine.”
Use Ranged: “Exactly what I was thinking.”
Open Inventory: “Ya know, my bag’s already kinda full. But go ahead.”
Stay Close: “I’ve got your six… uh, Six.”
Keep Distance: “Sure. Doesn’t matter to me.”
Stealth: “Let’s get the advantage while we’re unseen.” / “They won’t see it coming.”
Back Up: “Right. Sorry.”
Be Passive: “Good call. We should scout our enemies before engaging.”
Be Aggressive: “Shoot first, strategize later? Not my style, but all right.”
Use Stimpak: “Ahh… I can feel my hands again.” > “{relieved} Thanks. I owe you one.”
Wait Here: “Fine by me. I’ll just… be checking over my rifle while you’re gone.” / “Don’t get into too much trouble.”
Follow Me: “O Captain, my Captain.”
Send to the Lucky 38: “Isn’t it a little stifling in there? {sigh} All right, but I’ll be waiting for you.”
Send Home: “I see. No worries. I’ll be at the Grub n’ Gulp, let me know if you change your mind.”
Injured: (HealthHalf) “{pained} Getting pretty rough here.” / “{out of breath} Could use… a stimpak? Maybe?” (HealthQuarter) “{dying} Didn’t… picture it like this.” / “{dying} Can’t- can’t see.”
Death: {Death Noise 2}
Aggression: Aggressive
Confidence: Brave
Assistance: Helps nobody
Karma: Neutral
Perks
Scout’s Honor: All lever-action and bolt-action rifles do an additional 15% damage (stacks with other applicable perks)
Inventory
(Unavailable via trade) Mason’s outfit, Mason’s bag, Ranger brown hat / Mason’s rifle / (Available via trade) Whiskey x 3, Stimpak x 2
Quests and Recruitment
General information:
Mason can be found at the Grub n’ Gulp Rest Stop. During the day, he will be found wandering around the premises, at night he will be sitting by one of the fires. While sitting, his unique rifle will be unequipped and laying beside him. It’s marked as an owned item, but it can be stolen. If you steal his rifle while detected, Mason will become hostile. If you steal the rifle undetected, it will change Mason’s dialogue. Both outcomes lock you out of recruiting him.
Completing any quest that isn’t affiliated with a faction while Mason is in your party will acquire +1 ‘like’ point. At 3 points, dialogue about Mason’s past will become available to the player. At 5, dialogue that triggers Mason’s companion quest will become available.
Mason will leave if 3 Caesar’s Legion quests are completed while he is in your party. A dialogue will be initiated after 1 quest, warning of his dislike for your actions. You can convince him to stick around, or decide to part ways if you profess your allegiance to the Legion. After the third quest completed, Mason will initiate dialogue and tell you of his disgust at your deceit of convincing him to stay. He will leave the party and no longer be able to be recruited by the player.
Alternatively, NCR and other faction quests can be completed without accumulating any dislike points. However, if you reach ‘idolized’ with the NCR, Mason will initiate dialogue saying he’s uncomfortable getting involved with politics. He will leave the party and only be able to be recruited again if the player’s NCR reputation goes down. (Anything below ‘idolized’ will allow him to be recruited again, this includes mixed reputation like Good-Natured Rascal, or Smiling Troublemaker, etc.)
If the player has completed Mason’s companion quest, he will continue to follow the player into the Independent Vegas/Yes-Man questline. If the companion quest is not completed, Mason will leave the party leading up to any Second Battle for Hoover Dam questlines, regardless of faction.
Recruiting:
Mason is a busybody that feels a sense of duty towards accomplishing jobs he’s commissioned for. For this reason, he finds the Grub n’ Gulp a convenient location – lots of travelers and caravans, often times needing an extra pair of hands, rolling in and out of Vegas. If the player has 30 completed quests, proving themselves of a similar mind to running jobs, the dialogue to recruit Mason will be available, no other requirements necessary.
If the player has less than 30 quests completed, you can convince him to travel by either a Guns check, a Confirmed Bachelor check, or by hiring him as a guard (200 caps, one-time payment).
Mason has a proclivity for rifles and other ballistic weaponry, and if you can impress him enough with your knowledge of firearms, he will take to you and agree to tag along on your journey. Similarly, one can pass a Confirmed Bachelor dialogue and try to appeal to Mason by offering him company. In Mason’s introduction dialogue, he makes it apparent that he isn’t one for making friends, and a male player character can test this knowledge with Confirmed Bachelor, asking him if he’s really happy being so lonely.
If all else fails, you can pay 200 caps, promise him a share in all loot, and hire him. All methods result in the same outcome of recruitment.
Companion quest: “Funny How Time Slips Away”
After meeting the requirements, Mason will have segmented dialogue about his history. He will tell the player of how he left home as a boy, and made his way in the world by starting work early on in life. He never intended for his leave to be permanent, but the longer he was gone, the more he felt returning was an impossibility.
Mason never had any blood relatives, but there was a group of people that made a community out of their shared loss, and built themselves up as a makeshift family, and began to thrive as a salvage scrapping and farming village. He left them behind, reluctant to let anyone get too close to him, and still feels regret over this decision. But either his pride, or his shame, has prevented him from returning.
The player will get the quest “Funny How Time Slips Away”, and can then agree to take Mason back to key places that he first visited after leaving his former home. (The Mojave Outpost, the playground near the drive-in theater outside of Primm, Goodsprings.) Mason will initiate dialogue after each visit, and speak about his memories for each location.
Once all locations have been visited, and all dialogue exhausted, Mason will initiate another dialogue, and speak about his urge to return back to the village. He will warn the player that his absence might take awhile, and that the village is on the eastern fringes of California – a few days walk out. The player will have the option to either encourage or discourage him to return.
If encouraged, Mason will leave the player, and be gone for 5 in-game days. When he returns, he will send a message to the player via courier, saying that he’s waiting in the Goodsprings saloon, and to come see him soon. (This is delivered in a similar fashion to “ED-E My Love”.) Upon meeting, Mason will thank the player for encouraging his trip, and say he thinks he made peace with both his former home, and his decision to leave.
As reward for quest completed, Mason will divulge that the scrappers of his village gave him some schematics for his rifle. He will then give his rifle to the player as a show of thanks, and tell the player not to worry about his combat prowess, as he can now make another rifle.
With the upgrade, Mason’s Rifle fires an extra projectile that consumes no ammunition, and has a base damage of 72, with a DPS of 93.6, making it the highest damage and DPS unique Hunting Rifle in the game. It has a built-in 3.5x scope, similar to its cousin, the Paciencia. Unfortunately, it cannot use Hunting Rifle modifications.
If discouraged, Mason will still give the player his unique rifle, thanking the player for their input, but it will not be equipped with upgrades. Its base damage is 52, with a DPS of 72.8, making it the same damage as a standard Hunting Rifle, but higher DPS than the Paciencia. The rifle, in this state, is the same one you can steal before ever recruiting Mason.
After this, Mason will use a normal hunting rifle, or whatever weapon the player equips him with, and will be unable to craft another unique rifle, making him less powerful than the alternative outcome.
Ending Slides
If their personal quest is never completed…
Whatever Mason was trying to run from by keeping himself busy, it caught up to him in the end. Work could no longer silence his inner turmoil, and so he wandered into uncharted territories. He was never heard from again.
If the Courier sides with Legion…
(Completed “Funny How Time Slips Away” and convinced Mason to stay) Mason saw the signs of the rise of Caesar’s Legion, and quietly took his leave of the Mojave. He wandered out north, into untamed lands, looking for respite, but ultimately learned to live each day on constant guard. Thoughts of the Courier filled him only with regret…
(Completed “Funny How Time Slips Away” and convinced Mason to return home) Though the Courier helped Mason find home, in the end, Mason only felt the sting of betrayal. He returned to his home village in California while there was still time, and warned his family of the Legion victory. With great sadness, they packed up their belongings, leaving behind many things they could not carry, and fled north, in search of new lands to settle.
If the Courier sides with NCR…
(Completed “Funny How Time Slips Away” and convinced Mason to stay) At first, the rise of the NCR gave way to many job opportunities. Mason returned to the Grub n’ Gulp, keen on taking up new offers for work. But as the NCR settled more into the Mojave, the work grew scarce; NCR gave more power to larger companies like the Crimson Caravan, requiring work contracts and full-time employment. Eventually, this new trade system pushed Mason out of the Mojave, in search of freer opportunities.
(Completed “Funny How Time Slips Away” and convinced Mason to return home) As the NCR settled into the Mojave, work around Vegas began to dry up, and the Crimson Caravan absorbed most smaller, independent companies. Without a task to set his mind to, Mason decided to return to California – to his home. At the village, Mason took up full-time weapon repair, a welcome addition to the farming and salvaging, and grew to be at peace with the NCR rule.
If the Courier sides with House…
(Completed “Funny How Time Slips Away” and convinced Mason to stay) With the rise of Mr. House through his securitrons, business and travel around the Vegas area grew to newer heights, and Mason found himself preoccupied with many different opportunities.
(Completed “Funny How Time Slips Away” and convinced Mason to return home) Mason returned to his former haunt at the Grub n’ Gulp, and took job offers as they came through. Business slowly increased as the NCR withdrew from the Vegas area; Mr. House’s rise to power making Vegas a veritable boomtown. He often found time to make his way back home to California, and share new repair and salvage techniques that he picked up from his different employers.
If the Courier makes New Vegas independent…
(Completed “Funny How Time Slips Away” and convinced Mason to stay) The chaos that ensued in the larger Vegas area shortly after its declared independence, drove away all semblance of organized trade. Riots became the new norm, and Mason soon found himself being called upon for different assistance. Medicine delivery, and treatment of the injured skyrocketed, and Mase was not of the proper mindset, nor skill-set, to help with the turmoil. In the end, he found it best to leave the Mojave behind.
(Completed “Funny How Time Slips Away” and convinced Mason to return home) The chaos that ensued in the larger Vegas area shortly after its declared independence, drove away all semblance of organized trade. Riots became the new norm, and Mason soon found himself being called upon for different assistance. Because the Courier had helped in his time of need, Mason persevered and applied all knowledge that he could to help Vegas re-establish calm and civility. After order was restored, business and trade were slowly re-introduced. Mason found himself at home in this new independent Vegas, but, even so, he made it a point to occasionally visit his family in California.
(I know there are different variables for each ending, like upgrading the securitron army, etc. But this was already getting so long, I just left it at the choices in Mason’s questline.)
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