Companion Ideas

Post » Sat Oct 02, 2010 8:39 am

Title and description says all doesn't it?

Let me break it down into a companion sheet mkay?

Race:
Gender:
Name:
SPECIAL:
Skills:
Traits: (can be new ones exclusive to the companion)
Backstory:
Personality:
Base perk:
Perk 2a:
Perk 2b:
Location:
Faction alignment:
Enemy factions:
Companion quest:

A quick example then:

Race: Ghoul
Gender: Female
Name: Clarissa Bay
SPECIAL: S5 P7 E5 C4 I7 A5 L3
Skills: Energy Weapons, Science, Medicine
Traits: -
Backstory: Holds strong hate for NCR due to them forcing a ghoul community she belonged to out of their lands. She's regularly supplying the Great Khans with supplies to make their chems. She feels a strong bond to FotA, Bright Brotherhood and Great Khans for having similar history with the NCR.
Personality: She's a sassy girl.
Base perk: With Clarissa in your party you can hack computers depending on her scaled level and you can also have her craft chems and medicine.
Perk 2a: Helping the FotA's in her personal quest earns you greater amounts of crafted medicine.
Perk 2b: Helping the Khans in her personal quest earns you greater amounts of crafter chems.
Location: New Vegas Medical Clinic
Faction alignment: Followers Of The Apocalypse, Bright Brotherhood, Great Khans
Enemy factions: NCR (Will not shoot on sight but will leave if going too far down the NCR path.), Powder Gangers. (Will shoot on sight, she finds them to be an "eyesore".)
Companion quest: Bleh.

(Will probably update Clarissa Bay later. Right now she'll serve as a quick example of how to do the sheet.)

Alternate:

Race:
Ghoul

Gender:
Female

Name:
Clarissa Bay

SPECIAL:
S5 P7 E5 C4 I7 A5 L3

Skills:
Energy Weapons, Science, Medicine

Traits:
-

Backstory:
Holds strong hate for NCR due to them forcing a ghoul community she belonged to out of their lands. She's regularly supplying the Great Khans with supplies to make their chems. She feels a strong bond to FotA, Bright Brotherhood and Great Khans for having similar history with the NCR.

Personality:
She's a sassy girl.

Base perk:
With Clarissa in your party you can hack computers depending on her scaled level and you can also have her craft chems and medicine.

Perk 2a:
Helping the FotA's in her personal quest earns you greater amounts of crafted medicine.

Perk 2b:
Helping the Khans in her personal quest earns you greater amounts of crafter chems.

Location:
New Vegas Medical Clinic

Faction alignment:
Followers Of The Apocalypse, Bright Brotherhood, Great Khans

Enemy factions:
NCR (Will not shoot on sight but will leave if going too far down the NCR path.), Powder Gangers. (Will shoot on sight, she finds them to be an "eyesore".)

Companion quest:
Bleh.
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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Sat Oct 02, 2010 2:03 am

Race:Ghoul

Gender:Male

Name:James Nicholo

SPECIAL: S-5 P-5 E-6 C-8 I-8 A-5 L-8

Skills: Tag- Guns, Barter, Speech

Traits: Roll of the Dice- With James in your company, your luck gets an instant push by two points while he is with your party.

Backstory: Was a well known Vegas lounge singer and gambler. He's one of the last known locals to witness House's lasers shooting down the nuclear warheads. He still loves to gamble and sing, though few see him these days. The Courier finds him in an added derelect casino called 'The Silver Desert'.

Personality: Charming, a voice undamaged by the bombs, very lucky, and very intelligent. For the player wanting the history of Vegas's fall into Anarchy until House re-emerged, he can give a detailed account.

Base perk: Animal Friend

Perk 2a: Lady Killer

Perk 2b: Robotics Expert

Location: Penthouse floor, listening to Pre-War songs and living in Nostalgia for better days.


Faction alignment: The Strip

Enemy factions: Caesars Legion

Companion quest: Help him revive, repair, and reopen 'The Silver Desert' and convince Mr. House to absorb the casino into The Strip.
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Sat Oct 02, 2010 1:25 am

Race: (Young) Radscorpion Queen
Gender: Female
Name: Mary
SPECIAL: 6-S, 7-P, 5-E, 1-C, 6-I, 8-A, 5-L
Skills: Melee, Sneak
Traits: -
Backstory: A young Radscorpion Queen being raised by a (somewhat loony) Nightkin Farmer in the Mojave. A quest would be involved in which you either help the Farmer or kill him to get Mary as a companion. Quest can be skipped if you have rank 2 of Animal Friend.
Personality: Somewhat lax for a radscorpion
Base perk: Lethal touch - Poisons are much more effective, and you make more poisons during crafting (4 instead of 3 for normal poisons, 2 instead of 1 for Dead Money poisons).
Perk 2a: "Fast on your (8) feet" - Mary moves twice as fast: Feed Mary the Ant Queen Pheromones from her quest. Alternatively, you can just give her the pheromones found normally in game. Doing this will give her a somewhat Yellow tint to her exoskeleton.
Perk 2b: "It burns!" - Mary's damage is increased 50%: Feed Mary the Fire Ant Queen Pheromones from her quest. Doing this will give her a somewhat Red tint to her exoskeleton.
Location: Rock's Radscorpion Ranch
Faction alignment: Animal
Enemy factions: Anything hostile to the Courier (including other Radscorpions)
Companion quest: Good Eats: Mary can be taken to the Followers of the Apocalypse to find out that she can be fed rare Ant Queen Pheromones in order to develop faster. The Courier can then take her to either of the (fairly secluded) locations, where upon killing the Giant Ant Queen, can be fed the Pheromones. The Pheromones will always spawn on the dead Queen's body, unlike the Queen in the Ant Mound found south of The Strip.

I want to see an animal companion that ISN'T a dog. I thought that a radscorpion would be pretty interesting. Mary would be a very young radscorpion queen, and a little smaller than Rex. Her owner would be a Nightkin (similar to the Wind Brahmin merchant) named Rock. After helping him (or killing him, whichever) you would get Mary. Also, there could be a perk that the courier could take similar to "Puppies!" for Dogmeat called "Puppies?" that would spawn a new Radscorpion 24 hours after the previous one died.
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Andy durkan
 
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Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat Oct 02, 2010 10:23 am

hey wait a sec didn't i make a topic about this already?
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Pete Schmitzer
 
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Joined: Fri Sep 14, 2007 8:20 am

Post » Sat Oct 02, 2010 7:35 am

hey wait a sec didn't i make a topic about this already?

Might have.
Tried searching a couple of pages back but I couldn't find any.
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Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Fri Oct 01, 2010 8:42 pm

Race: White
Gender: Male
Name: Alex Walder
SPECIAL: S:5 P:6 E:4 C:6 I:7 A:4 L:6
Skills: Cook and he's pretty good with a pistol.
Traits: None.

Backstory: A survivor from Vault 3 (or w/e appropriate vault, just roll with me here). He escaped by using a Stealth Boy he found earlier on in the Vault. When you first meet him he's scared, hungry, thirsty, and nearly dead from a Molerat attack that nearly killed him (until you show up, that is). You learn he was a cook, who in his spare time read everything the vault had to offer (including recipes) and even hunted Radroaches with his 10mm. He was born in the Vault, his family was killed by the Fiends.

Personality: It all depends on the first impression you give him, and how you treat him through your companionship. He constantly talks to you to figure out what things are, how they work, and other questions relating to the Wasteland. As long as you're kind to him and don't act like you hate him, he will be very nice. But if you act somewhat rude and annoyed by his questions, then he will feel hated and become depressed.

Location: You find him on the outside of Fiend territory being attacked by a Molerat.

Faction alignment: Whatever you roll with, you are his teacher/master after all.


Enemy factions: Whatever you hate, and The Fiends of course.

Companion quest: Independent thoughts: Based on how you treat Alex, and what you teach him through out your companionship. Alex starts forming his own opinions about Factions and regular life in the Mojave Wasteland.
Edit: I'll finish his quest later, PS3 update is done.
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Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Sat Oct 02, 2010 6:21 am

Race: Photonic Hologram
Gender: Male
Name: Ex 6
SPECIAL: S-2 P-9 E-2 C-9 I-10 A-3 L-5
Specialized Skills: Speech, Science, Energy Weapons.
Traits: No! Not the Darkness: When nightfall hits outside or there are no lights on inside, this hologram disappears until there is light, but he is very powerful while you have him in the light.
Backstory: A hologram that got his name from being the sixth experiment of the Photonic Hologram Industries Co.
Personality: No personality, he's a hologram.
Weapon of Choice: Eye Laser (I think its the eye)
Base Perk: Pew and Zap! Your Energy Weapons do 15% more damage.
Perk 2a: Unending Rage: During the Lights Out! quest (made up quest) you destroyed the Photonic Hologram Industries Co. Ex 6's damage is increased.
Perk 2b: Thankful Caution: During the Lights Out! quest you saved the PHI Co. Ex 6's DR is increased.
Location: The Photonic Hologram Industries Co.
Faction Alignment: None
Hostile Factions: None
Companion Quest: Lights Out!
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Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sat Oct 02, 2010 6:51 am

Race: Talking Cazador

Gender: Male

Name: Ramous

SPECIAL: S4 P7 E3 C2 I10 A6 L2

Skills: Unarmed, Science, Sneak (He Poisons Enemies)

Traits: He hated being a cazador, thus making him hate animals, but animals love him for some reason.. maybe they feel bad for him...

Backstory: Ramous was born in a laboratory that was devoted to finding the cure for cazador poison. Ramous's mother was killed, and juiced, thus creating antivenom. the scientist in charge was professor Devie, he hated the cazador, so after the invention on antivenom, the lab experts decided the best way to get rid of the cazadors was to disintegrate them in the new disintegrating chambers they created after discovering how to kill deathclaws.. so while they were killing these cazadors, they held the remaining ones in cages. ramous was the last one to go, awaiting his death, he heard commotion in the disintegration room, one cazador wouldn't go out without a fight, he clawed away at the sienticed until they finally hit the Brain Eradication Gas or B.E.G. that was behind them on accident, Thus releasing the gas into the room. it was days before ramous got the curage to break out of his cage, when he did, he opened the door to the lab, because the gas was in there so long its effects changed, it turned ramous into an intelligent, talking cazador! and turned the dead scientist corpses into walking, mutant, zombies.

Personality: Alittle Cowardly and dosent like change (every time the player fast travels, or changes cloths ramous says something slick, like "change it back!" or "were moving again?"

Base perk: When your with Ramous the Animals around u come to your aid, no matter who ur fighting, and if u attack animals, they don't fight back, they just sit there and take it.

Perk 2a: Animals kill themselves for you

Perk 2b: Animals run away from you

Location: Abandoned Hospital (New Location, ohh and the gas has worn off on the place, zombies are still there. Ramous is in the disintegration room, confused, theres a crazy, red eyed Cazador with him, who attacks you. theres zombie, mutant sciences everywhere [about 10] )

Faction alignment: None

Enemy factions: Mr. House

Companion quest: Pay Back (Ramous is looking for the people who funded the experiments)
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helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Sat Oct 02, 2010 10:10 am

Race: Glowing Legendary Deathclaw

Gender: Female?

Name: Maggie

SPECIAL: S-8 P-5 E-8 C-1 I-9 A-8 L-1

Skills: Unarmed, Sneak, Energy Weapon

Traits:
Glowing Energy Claw
- Maggie can attack enemy from distance by concentrate radiation energy in her claw and release it.

Backstory:
- She was one of the victim from a secret experimental project done by Enclave. Base on previous talking deathclaw experiment, Enclave intended to create super soldier through this project. They try to combine glowing one and legendary deathclaw DNA to clone a new creature, and then expose it to FEV so that new creature will posses deathclaw superior physical ability, glowing one radiation energy and high intelligent which help them in doing more "delicate" job. All experiment subject die in the process except Maggie. While Enclave scientists celebrating their success, they carelessly ignore the evolution progress of Maggie. With the glowing one DNA mutated by FEV, Maggie grow far more intelligent and sanity than Enclave scientist expected. Eventually Maggie manage break out from laboratory base and run away.

Until now Enclave scientist still cannot understand how she break out from the base...since the main gate is as hard as nuclear silo and it only can unseal through highly encrypted terminal.

Personality: Shy :confused:

Base perk: Deathclaw friend - When Maggie is your companion, all Deathclaw will not attack you

Perk 2a: Deathclaw exile - If you kill all Deathclaw during Run Away Deathclaw quest, your attack damage against Deathclaw + 50%

Perk 2b: Deathclaw alliance - If you do not kill any Deathclaw during Run Away Deathclaw quest, all Deathclaw will forever friendly to you and aid you in combat

Location: Dead Wind Covern

Faction alignment: Neutral

Enemy factions: Deathclaw

Companion quest:
Run Away Deathclaw
- rescue her from force marriage to another legendary deathclaw
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megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sat Oct 02, 2010 3:20 am

You guy's really do have to much time on your hands.
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Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Fri Oct 01, 2010 10:17 pm

You guy's really do have to much time on your hands.


nah man, i just had this idea for so long.... lol
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Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm

Post » Fri Oct 01, 2010 10:40 pm

Race: Human

Gender: Male

Name: Clinton Ryder (Or just Ryder)

SPECIAL: S6 P8 E6 C3 I4 A8 L7

Skills: Guns, Melee, Survival

Traits: "Stuck in the middle" when equpped with medium armour; Stength, perception and agility are increased by one. Wearing any other type of armor will decrease them by one.

Backstory: Was a mecryless raider; r*pe, murder, stealing, he's done it all. But he wants to put it all behind him, so he drinks constantly and wanders the wastes, alone.

Personality: Nervous alcoholic from texas, not too smart either.. (He isn't used to talking to people without killing them after)

Base perk: -

Perk 2a: -

Perk 2b: -

Location: Freeside eastgate, Cottonwood cove, Outside the http://fallout.wikia.com/wiki/Monte_Carlo_Suites and if you reject him as a compainion he'll be in the atomic wrangler.

Faction alignment: He doesn't care for any.

Enemy factions: Fiends as they remind him of his past.

Companion quest: "We must stop meeting like this" His recruitment quest, it is made of 3 random encounters. The first is finding him being beaten to death by fiends outside freeside, if you kill the fiends and help him, he'll thank you by saying he'll give you 10 caps but by accident hell give you a pouch of 200 caps, he'll then stagger off drunk. The second is finding him being crucified at cottonwood cove this time you can engage him in conversation, but he'll have no recollection of the event outside freeside, and will limp off to "find a place to drink". The third and final encounter is you being ambushed by scorpian gang members after leaving their hideout near westside, this will then cause a scripted event of where Ryder will save you, he'll then say you both make a good team and will suggest you both pair up.

Loyalty quest: "redeemeth thy life from destruction" Before the battle of Hoover dam takes place, he'll ask you if you could help him "Get rid of some skeletons" as he'll feel Hoover dam is where he'll die and he needs to face his demons before he meets his demise, this is where Ryder will tell you of the unspeakable acts he's commited and why he stopped. The base of it is Ryders known that 2 of his old "buddies" from his raiding days are in the Mojave and have built up a anew gang of raiders and plan pillage the small settlements of the mojave, he knows where thier hideout is and aims to get rid of them by any means neccessary. When you come upons meeting the raider leaders you discover they were expecting Ryder to come and you'll be transferred to their main hall where you'll discover the leader of the raiders is Ryders brother and the other his fromer best friend. The two will challange you both to a knife fight, you can finsish the quest by comepeting in the knife fight and then killing the remaing raiders, competing in the knife fight and telling the raiders to find better lifes [speech check of 80], say you'll help kill Ryder for a "reward" but the two will only double cross you, or you could say it's none of your business and it's Ryders fight, Ryder will first be suprised but then gladly accept in fighting them both in a knife fight, of which he will loose and the raiders will then turn on you.
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Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Fri Oct 01, 2010 11:49 pm

Race: Talking Lakelurk
Gender: Male
Name: Thourkog
SPECIAL: S-9 P-7 E-9 C-2 I-3 A-4 L-6
Skills: Unarmed, Energy.....Weapons
Trait/Effect: Exiled: When you fight a Lakelurk, Thourkog's DR and DT Triples and DAM Doubles.
Backstory: An exiled Lakelurk that was exiled by the Lakelurk King, Hwarktch (different one from original game) and is wandering the wastes, near water of course.
Personality: Not very smart, talks like Super Mutants, but worse. "Me don't have none!" he says.
Weapon of Choice: Mind Blast, Melee Attack.
Base perk: When Thourkog is in your party, you have unlimited breath underwater and you can use weapons underwater.
Perk 2a: Soft Heart: Thourkog recieves better DR and DT. In the Turning the Tide quest (made up), you decided not to kill Hwarktch.
Perk 2b: Cold Water: Thourkog recieves better DAM. In the Turning the Tide quest, you decided to kill Hwarktch.
Location: Fisherman's Pride Shack
Faction alignment: None
Enemy factions: Lakelurks
Companion quest: Turning the Tide
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lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sat Oct 02, 2010 5:21 am

Race: Human

Gender:Male

Name: Auxalous

SPECIAL:S-8 ,P-7, E-10, C-3,I-7, A-8, L-3

Skills:Melee, Survial, Unarmed

Traits: Isnt properly trained with firearms

Backstory:Born and breed in to the leigion, He was shown exceptional strength and skill in the leigion being quickly promoted up the ranks after each battle and wave he survied,

Beliving in that Caesor talked to the god Mars and to be near god hood,After he heard the 1st battle of Hoovar Dam had the Leigion in retreat he lost faith in Legate Graham and abit in the leigion but after he over heard a few of Ceasors best and trusted men talking about Ceasors head aches, this scared him and made start to see that Ceasor is not a man who talks to gods and is just a mere mortal.He goes to find out rumors of Ceasors real history. His faith shaken he flees from the leigion trying to find clairty in his life.
Personality:Arragont, insecure and disgruntled, Arrgonat on his fighting abilties, insecure on what he wants and belives in and disgruntled as a result making it hard to trust.
Base perk:Make do and mend-When in the players party he can be asked to make tribal spears, throwing knifes etc....
Perk 2a:Clairty- Clear of mind and thinking he is able to score more criticals and gives better critical damage
Perk 2b:For the leigion- with his faith in the leigion restored he has renewed his faith with the leigion giving him more speed and endurance to carry on (moves 10% faster and gains a +5 DT)

Location:Hiding near Camp serach light airport

Faction alignment:Ceasors Leigion (unless he has found clairty)

Enemy factions:Fiends

Companion quest: After finding him and earning his trust though visting NCR holdouts, Leigion holdouts he gains the players trust and asks to be taken to the followers to hear about ceasors history and then to a libary to help him serach for information on the romans and see the truth can for him can be found there. After reads up on the real roman ceasor and compares him with the leigion he once blindly followered, there the player can convince him to find a new faith and continue on or convince him that what Ceasor has done even if he is behind many lies is something no ordinary man could do and what he has built up an empire in mere decades and for that he deserves loyalty.

So either split off from the leigion or found his faith again
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Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sat Oct 02, 2010 10:35 am

Race: Ogre
Gender: Male
Name: Ogre
SPECIAL: S-10 P-10 E-10 C-1 I-1 A-1 L-7
Skills: Unarmed, Melee Weapons, Explosives
Traits/Effects: Enhanced Vision: Like ED-E's Perk, but doubling the distance (effect is for you)
Backstory: The Organic Construction Agency or OCA got Super Mutant Body Parts and put this Ogre together, he is double a human's size, about 12 feet high. They also put a Vision Enhancing Module in his head.
Weapon of Choice: Fists or Ogre's Streetlight Pole
Personality: Very powerful, destructive, tough, but can't speak even the easiest English words, he can only make sounds and he is very slow. But he is lucky.
Base perk: Powerhouse: While Ogre is in your party, your STR increases by 1.
Perk 2a: Titanium Skin: DT is increased by 12 for him. You gave him the Titanium Skin Upgrade in the Powering the Giant quest.
Perk 2b: Explosive Fist: Whenever Ogre punches an enemy, the punch reacts in an explosion. You gave him the Explosive Fist Upgrade in the Powering the Giant quest.
Location: The Organic Construction Agency Building or OCA Building
Faction alignment: No factions
Enemy factions: Courier's enemies
Companion quests: Getting him quest: Saving the Giant: You continue the OCA operation to create Ogre and somehow you manage to create him and get him as a companion.
Perk getting quest: Powering the Giant: You get a quest and go back to the OCA Building to upgrade Ogre's body. But the OCA Agent Ghouls try to retake control of the operation and you have to stop them to get Ogre again.
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Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Sat Oct 02, 2010 2:32 am

Race: Alien?

Gender: Unknown.

Name: Extip

SPECIAL: S4 P9 E7 C2 I6 A7 L4

Skills: Energy Weapons, Science, Repair

Traits: X is balled, he has a normal face, not resembling a man or a woman face, kind of in between.

Backstory: Extip (or just X) was found by the followers of the apocalypse, near prim, confused, and naked. When you meet X, he insists that he is an alien sent here to judge if the human race should be spared. nobody believes X and insists that he overdosed on Jet, Shaved his head and is going crazy.

Personality: Cocky, Acts like he's "The [censored]" but his lack of knowledge about our world is hilarious, he continuously takes off his close, but some how they end up in your inventory... weird.... (when X takes off his close, he has no private parts! :o or nipbles......) and after a while with you, you see his hair growing back, but just barley....

Base perk: X Can Craft Alien Power Cells! :o

Perk 2a: if X is convinced he is a human, he changes his skills to guns, survival, and medicine

Perk 2b: if you discover X is really a alien, his, and your intelligence are raised by 1

Location: Mormon fort

Faction alignment: Aliens??

Enemy factions: none

Companion quest: Who Am I? : you must help X find his space ship, because he insists he is sick and needs the medicine he left there.... you can either go to the location he says it is in (near prim pass) or convince him that there is no such thing as aliens (100 speech).
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Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sat Oct 02, 2010 9:50 am

Race: Mutation

Gender: Female

Name: "MeeeeeLaaaanE"

SPECIAL: S8 P7 E9 C1 I1 A5 L2

Skills: Melee, Unarmed, Survival

Traits: she dosent look like other mutants, not like nightkin or anything like that, she's friggan hideous, like, she has organs wear organs shouldn't be, she's similar to one of those evolved centaur, but bigger, and even more messed up, i cant even imagine it but, really, really, really discussing.

Backstory: Melanie (spelled MeeeeeLaaaanE because thats how she says it) has been trapped underground in her parents basemant ever since the war. her parents made the vault-like basemant after hearing about the new vaults, and understanding that they did not have enough money to enroll in one, so they made their own. when the bombs started to drop, melanie's dad was at work, and melanie's mom risked her own life, by throwing melanie (5 years old at the time) down into the basemant just as the bomb hit, exposing herself to the toxins, but melanie, being thrown into the basemant just in time, survived... there was a note from her father down in the basemant, a note telling what to do in case the family had to be down there.... melanie, barley knowing how to read, did the best she could.... she understood enough to know what the last 4 words said : NEVER LEAVE THE VAULT. but before that there was more.... one of the biggest things was close off all the pipes, so that no radiation could get in.. she didn't do that, after eating all the radiated food in the basemant, and taking in all the radiation... it was only a matter of time before melanie turned into a mutant, a mutant that seemed as if it couldn't die from old age...... (i mean its been like 1000 years right?)

Personality: Crazy, (seems happy until the "look at you" quest) says almost every word wrong ("hollo, tis nees tam et urn" [hello its nice to meet you])

Base perk: Radiation around you is cut in half (and if its 1, it because .5)

Perk 2a: Melanie's Intelligence is raised by 5 (and she begins to speak more properly)

Perk 2b: Melanie's DAM and strength is raised and she'll kill almost anyone she sees (even simple town folk).

Location: Basemant. (the basemant of a house that is in the middle of no-wear, maybe near northern passage) when you find her, she dosant even know she has mutated, there is no mirrors.... and also she has been eating furniture, and dirt from the walls.... and the light hurts her eyes, and she attacks you, if u attack back, you'll lose her forever :( but if you don't, she will eventually stop attacking (when you lose like 10 hit points) and be like "ohh, your not a mutant", but less articulative, like "awh urn no mutant is".

Faction alignment: mutants (after she realizes she's a mutant, in "look at you" quest)

Enemy factions: nobody attacks her on site, but everybody is disgusted and tells you to put her out of her misery (which you can in the "look at you" quest)

Companion quest: Look At You : this quest is simple and to the point, go to any place with water, anywere at all, and she will look into the water and be silence for about 2 min. she will then erupt in tears and tell you to shoot her (cuz she saw her reflection) , if you do you gain a lot of karma, but you become disliked by mutants, if you save her, by telling her she has a beautiful personality and in the new world, it dosnt matter who you are, and what you look like (speech only 25 due to the fact that she's kinda dumb and gullible) you'll get only alittle bit of karma, and then you'll get two choices to say to her 1 : tell her about everything that has happened in the world, and explain to her that she should be apart of the worlds system (perk 2a) OR 2: tell her the world is a terrible place, and she should kill everyone, even people that shouldn't be attacked at all.... (exept your faction alignment) (perk 2b).
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Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Sat Oct 02, 2010 2:45 am

All I want is a DLC companion I can use outside of its respective DLC. ;)
God/Dog, I'm looking at you!
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Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sat Oct 02, 2010 9:57 am

Race: Android
Gender: Male
Name: Give One Ash (GOA)
SPECIAL: S-4 P-10 E-3 C-5 I-9 A-4 L-5
Skills: Energy Weapons, Science, Explosives.
Traits: Enhanced CCxL Processor: You can tell GOA to hack a computer, but you won't get XP for it.
Backstory: GOA was named for his given superior talent at using the Laser weapon technology. He was going to be used as a defense specialist to defend against the company that owned him's enemies. (Co. building name is the Building and Electronics Building, or BEB) But unfortunately the company building got invaded by the J&K Electronics Building Soldiers and Enforcers. GOA's operation was hidden and unfound by the J&K Electronics Building.
Weapons of Choice: GOA's AER 21, GOA's Explosive Fist, GOA's Grenade Launcher.
Personality: Does whatever his master says and doesn't whine or complain, can take on many difficulty and makes it look easy because of his enhanced sensors and intelligence.
Base perk: Feel the Energy: Your critical chance increases when you use Energy Weapons.
Perk 2a: Faster: Gave GOA the Speed Upgrade in the quest: Enhancing One
Perk 2b: Durable: Gave GOA the Resistance Upgrade in the quest: Enhancing One
Location: The Building and Electronics Building
Faction alignment: None
Enemy factions: None
Companion quest: Getting him: Finding One.
Perking him: Enhancing One.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Sat Oct 02, 2010 1:42 am

Race: Robobrain
Gender: Male
Name: Unit 2 "or after he joins you Nathaniel"
SPECIAL: S-4 P-10 E-2 C-10 I-7 A-2 L-5
Skills: Guns 50, Speech 80, Lockpick 90
Traits: EDDS (Electronic deterent defensive system, Lets Unit 2 "Nathaniel" to scramble robots or any electronic device near him durring combat as well as reduces critical chance and accuracy from robots/turrets).
Nanobots (slowly repairs Unit 2 "Nathaniel" Durring battle).

Backstory: Unit 2 is one of the very first Robobrains that was successful durring the development of the series. Unit 2 "Nathaniel" was a unique model becuase it featured enchancements to the biomed gel reservoirs and
synaptic pathway recievers. The special biomed gel that was placed into his resivoirs was deeply irradiated basicly ghoulifying his brain. Initialy this was a major success to the Robobrain series untill Unit 2 started
ignoring its programing and started remembering who "he" was.

Once it was discovered that Unit 2 was calling himself Nathaniel the engineers and scientists decided to package and store the unit as a failed prototype that required further study.
Once in storage Unit 2 powered himself back on and managed to escape by picking all the locks in the facility he was stored in to reach the control center of the bunker. Once inside and the doors were locked behind
him he started using the PA system to inform the workers at the factory about a massive radiation leak in the reactor was spilling into the ventalation forcing a full evacuation. After almost everyone was evacuated the
reactor techs stopped the alarms and notified the upper chain of command that the control center has been infiltrated by an enemy spy.

The bunker goes on full alert and the automated systems spring to life forcing
"Nathaniel" to find the armory. Once in the armory "Nathaniel lockpicks the magazine and steals a M16 series rifle and as much ammo as he can carry, He trys to find a way out of the bunker but gets caught becuase
he could not bring himself to shoot the Robobrains that they sent after him becuase he felt that they were once his brothers. Once again stored away this time the engineers modified his power unit to only output enough
for basic functions (life support).

Right after this event the bombs were dropped forever sealing him in the bunker untill someone repairs his power unit.

Personality: For a Robobrain Unit 2 is extremly dynamic; He will engage in playfull banter with the opposite six, ask the player simple questions like the time or the difference between ghouls and ferals (mostly becuase he's
trying to understand the whole ghoulification process considering his brain is ghoulified) will also make fun of the player when failing to complete a sucessfull lock pick attempt by stating " Thats so easy I could do that without
my hands!" Has a tendancy to use Pittsburghies in conversation.

Base Perk: Party Bot (inceases players charisma/speech by one/10 for charisma related challenges and if player gains karma its doubled good or bad)
Perk2A: Autopick (Reduces the chances of you losing your bobby pin, and if you force a lock and fail you may try again to pick it).
Perk2B: Wound Calculator (doubles the critical chance on limbs and their effects on your enemys).

Location: Storage Bunker

Faction Alignment: Mr. House (becuase of the robots and Mr. houses ties to the past).

Enemy Factions: None

Companion Quest: "Rogue AI? or something worse?" Help him learn about who he is and what his purpose may be. By talking to MR. House you will be instructed to search pre-war goverment structures and bunkers. And
Nellis Airforce Base you will discover Unit 2's dossier and a holo tape of "redacted" memories for Unit 2. Once the quest is completed Unit 2 will receive the perk (Tin Can Man: Unit 2 "Nathaniel" Gains the ability to
temporaily shut down or permanetly frenzy robots/turrets also if the player and Unit 2 sneak up to a robot/turret and activate it the robot/turret will become friendly for a while then explode into pieces).

A word of caution: Unit 2 can be easily crippled and moves slowly so he is not the best companion when exploring large areas that have no robots/turrets.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat Oct 02, 2010 6:47 am

Race: Human
Gender: Male
Name: Killer KS
SPECIAL: S-6 P-5 E-5 C-2 I-4 A-10 L-8
Skills: Guns, Sneak
Traits: Killer's Blood: Killer KS's Critical Chance increases.
Backstory: KKS was a killer who was first hired as an assassin to assassinate someone. Later, after a few assassinations, he decided he is not someone's assassin and started to kill and loot and kill and loot. He worked by himself and is now a mercenary instead of a killer, but is still called a killer for his infamy over the years. He doesn't mind though.
Weapons of Choice: Sniper Rifle, Fire Axe.
Personality: Not very nice, but will do much for money and personal gain. Not very selfless, very selfish. But, as I said, he is a mercenary. He is agile and lands killing blows right to the head of his enemy. You do not want to face him in battle, but I would think you would want to face him in battle instead of the Courier.....who knows what the Courier is going to do to you.......eat you, hang you, crucify you while you are luckily (or unluckily) alive.
Base perk: I Will Kill: Your damage with any lever/bolt action rifle or assault rifle increases.
Perk 2a: I Do Not Like This: Killer KS's Health is decreased but damage is increased: You didn't do the Kill One, Gain None quest his way.
Perk 2b: I Am Now Satisfied: Killer KS's Health is increased but damage is decreased: You did the Kill One, Gain None quest his way.
Location: Killer KS's Shack
Faction alignment: None
Enemy factions: None
Companion quest: Kill One, Gain None.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Sat Oct 02, 2010 12:06 pm

Race: Human
Gender: Male
Name: Scooter
SPECIAL: S-6 P-3 E-4 C-9 I-9 A-7 L-2
Skills: Guns, Speech, Repair
Traits: None
Backstory: A motorcyclist that is skilled at shooting and driving, some at the same time.He is pretty agile and very smart. He is a very good talker and can persuade gullible and many above average people. He was the one to build a motorcycle after the war. He rides it and just stopped after it broke down recently and he is now trying to rebuild the motorcycle
Personality: As I said, smart, agile and good talker, sight has gotten little worse over the years.
Base perk: Motorcyclist: This man knows these parts and has marked your pip-boy map with all of the map markers.
Perk 2a: Agile Engines: As long as Scooter is in your party, your Agility increases by 1: You gave Scooter the Accelerated Engine in the Rebuilding the Runner quest for his motorcycle rebuilding operation.
Perk 2b: Power Engines: As long as Scooter is in your party, your Strength increases by 1: You gave Scooter the Power Engine in the Rebuilding the Runner quest for his motorcycle rebuilding operation.
Location: Scooter's Repair Shop
Faction alignment: None
Enemy factions: None
Companion quest: Rebuilding the Runner: Go to H&H Tools Factory and get a new engine for Scooter.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri Oct 01, 2010 8:18 pm

Race: Ghost-Like Creature

Gender: Male

Name: Dwayne

SPECIAL: S1 P10 E1 C10 I5 A10 L5

Skills: Unarmed (cant equip items)

Traits: You can only see Dwayne at night :o, in the day he still attacks enemies, and they still attack him, its like he's using a stealth boy all the time in the day, but at night, you can still kinda see through him....

Backstory: Dwayne is the one who buries bodies in the mojave, every body that is buried, he buried them. when dwayne was wandering the mojave (thats what he does, goes from place to place, looking for people who need him to bury some body for a small fee, or they just call him on his radio) he fell upon the old nuclear test site, when he understood where he was, he quickly did the only thing he could think off, buried himself so the ghouls wouldn't find him, he thought about running, but quickly realized he was too deep in the place to escape, he was there for days, weeks, months, in might have been a year but he lost count, eating only the dirt that fell on him, and breathing through the little wholes in the soil, praying for some1 to save him. apparently the radiation tuned made him see through..... weird....

Personality: cool guy, great full that you saved him, he dosent mind looking like a ghost, he says people treated him like one any way...dosent like talking about work... but when go to any grave in the mojave, he will tell you a long story about the person that he buried there... (if you want to hear about a grave, hell only tell you about it at night... he says it would be disrespectful to tell the stories when the souls cant hear them...... :o)

Base perk: enemies will not notice you until you get really close... (so its like their perception goes down?)

Perk 2a: every grave in the mojave is indicated on your map

Perk 2b: -

Location: Old Nuclear Test Site (In a grave, near the sign)

Faction alignment: none

Enemy factions: none

Companion quest: "Another Day At Work" : go to any grave in the mojave, and listen to the story that Dwayne tells (each story will be different) and tell dwayne that you wanna hear more... hell tell you thats it, and if you wanna hear more you need to go to a different grave... then he'll mark um all down on your map.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Sat Oct 02, 2010 1:00 pm

Race: Human
Gender: Male
Name: Nikolai Belinski
SPECIAL: S-6 P-2 E-4 C-10 I-4 A-4 L-10
Skills: Guns, Speech, Barter
Traits: N/A
Backstory: "Stalin himself cannot stare Nikolai in the eye, no one can. For in his eyes you see the soul of a man burning with a hatred of all things living. His closet is full of skeletons, many of them with the flesh still attached. Before the war, Nikolai quickly made his way up through the party ranks by killing the next man in line, and by marrying politically. His aspirations all came crashing down after his fifth wife mysteriously died while cleaning Nikolai’s axe with her neck. Little did he know that she had been sleeping with a high ranking party official on the side. After her tragic demise, Nikolai’s reputation spread quickly through the party, and it wasn’t long before Stalin himself had heard about the psychopathic politician who killed anything that came within 5 feet of him. As soon as the war started, Nikolai was dropped at the front line and forgotten about, where he wallowed in self pity and Vodka for several years. With many weapons in his arsenal, not least of which is his breath, Nikolai Belinski can look death in the eye and say 'I know you'."
Personality: Likes vodka. NO! no,no....no......LOVES vodka!
Base perk: Vodka to Death: There are no bad effects when you drink Vodka, and Vodka regains 20 health.
Perk 2a: So Much Vodka: Instead of gaining 20 health for Vodka, you gain 45!: You gave Nikolai 15 bottles of Vodka in the quest: Supply the Nikolai.
Perk 2b:
Location: Nikolai's Residence
Faction alignment: None
Enemy factions: None
Companion quest: Supply the Nikolai.
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Sat Oct 02, 2010 7:33 am

Race: Human

Gender: Male

Name: Walter Disney

SPECIAL: S4 P8 E7 C10 I9 A6 L6

Skills: Guns, Repair, Making Wishes Come True :D

Traits: Everybody loves walt, so when you get attack, enemies wont attack walt until they've attacked you 1st.

Backstory: Walt was frozen in a chamber for over 1000 years, when exposed to all the radiation in the world, the ice eventually melted and walt walked!!!!! :D

Personality: Really Really cool, he continuously makes people around him happy, and he tells you about the past, and his amusemant park (if your nice to him, he makes people like you too ;))

Base perk: Every Speech check is reduced by 25.

Perk 2a: All Your "vilified" statuses become "disliked" (so you wont be attacked on site by anybody!}, but only when walt is in your party...

Perk 2b: -

Location: freezing chamber

Faction alignment: none

Enemy factions: none

Companion quest: "Guess Who's Back" : walt is still known across the Mojave, the land of "disney" has been a myth in the mojave since it became the mojave, and it is said that walt will come back to life... but thats just a story advlts tell their kids.. until now. to complete the quest you must go to mr. house and tell him to broadcast walt on a radio channel urn across the whole mojave, you can either make him do it (speech 100, or 75 cuz walt is in your party) or kill mister house. OR you can kill victor (cuz he wont let walt in) and fight all the bots tell you get to mr. house, when your get to mr. house, he'll recognize walt and tell the securitrons to stop, thus allowing you to broadcast walt.....
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

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