They Shoulda Been Companions #2

Post » Mon Jun 29, 2009 6:55 am

http://www.gamesas.com/index.php?/topic/1148266-they-shoulda-been-companions/

Original post:
Pretty self-explanatory... Tell us which NPC you wish had been a companion. Bonus points for coming up with their Perk. No spoilers!

I'll start --

No-Bark, from Novac. Bonus Perk -- Animal enemies drop caps.

There are many others I could name but I'll leave it to you wasters to mention them. An Alternate Companions DLC would be pretty neat, wouldn't it?


As a side note, it doesn't matter if something has been suggested before, your suggestion might be better than the last one anyway, so even if a character has already been posted it doesn't need to stop you from being creative.

Here's an example of of how you could detail your suggestion:

Name:
Gear:
Faction alignment (Major and minor):
Enemies:
Perk:
Backstory:
Personal quest:


Have fun. :)

Last 9 posts:
Mahshofabish!
http://www.newvegasnexus.com/downloads/file.php?id=37281

:)

In that mod, her perk is a +10 to survival skill.




you mean http://fallout.wikia.com/wiki/Primm_Slim?

:P
Orion Moreno - If you are siding anyone but NCR, Moreno could be persuaded into giving one last shot to help destroy his arch enemy. Like with any companions he would tell more about his past the more you traveled with him. Moreno would not judge your decisions no matter who you help and who you side with, as long as it's not NCR.
Personal quest, "Never Forget" where you could convince Moreno to give up his hatred and move on, or encourage his hate towards NCR. The former would give Moreno more health, while latter +5% damage against NCR.

Sunny Smiles - Something like Ian in Fallout 1, a low-level companion you could recruit very early in the game.

Benny - if you seduced him. Benny would be sort of a slave to you, and you could constantly remind him how [censored] lucky he is that the woman he tried to kill saved his life and even wants to travel with him. Benny could become quite loyal, especially if siding with Yes Man. Benny would leave your party if you side with Mr. House because that would put him in an awkward situation.

Marcus, for the sake of nostalgia.
chief hanlon

after the mission where you have to confront him have an option saying something like, why don't you come with me ill keep you out of trouble,

perk: grizzled cowboy. hanlon has a 50% increase to all one handed weapons
Why would the leader of the Rangers just up and leave like that?
I think if you're making a House or Yes-Man run....and are already past the point of no-return with the NCR...you should have had the option of cluing in Moreno that while you're helping NCR win the battle, when it comes to the war you're planning to go Fisto on them. I would think he would love to participate in that plan once it was explained to him....if only to see the look on Oliver's face when the other shoe drops.
Jerry the Punk, just because of his name or
Little Buster, just because of his name
Red Lucy - companion after completing Bleed Me Dry
Ranged - Hunting Shotgun
Melee - Deathclaw Gauntlet
Perk - "Boff" (have six whenever the hell you feel like, additional XP rewarded for boffing on coffee tables/other naughty places)
http://www.halolz.com/wp-content/uploads/2010/03/halolz-dot-com-teamfortress2-captainfalconheavy-hyes.jpg

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Wanda Maximoff
 
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Post » Mon Jun 29, 2009 3:36 am

a squad of Talon Company Mercs to hire :teehee:

In all seriousness, I would like to recruit Old Ben as a companion, just as you could get him to be an escort, as he once was, you could instead use similar means to recruit him, as he once was a Freeside bodyguard. His perk would be something like: Jack (or Ben, if that's funnier) of All Trades, while Old Ben is your companion, you will gain additional experiance from passing skill checks. I am going to need time to think of a personal quest for him...
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!beef
 
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Post » Mon Jun 29, 2009 3:27 am

Pacer - Will leave if the player gets too far in the NCR side of the storyline. Armed with a Kings outfit and 10mm SMG and Switchblade. Perk "Hail to the King, Baby": randomly in VATS, similar to the Mysterious Stranger/Miss Fortune perks, an enemy may suddenly get beaten down by a small group of Kings, not killing them but severely damaging and crippling limbs.

Chris Haversam - Joins the player after his related quest is completed (good or evil route). Armed with a Laser Pistol. Perk: "It's SCIENCE!": Gives one more guess on any single computer hack before being locked out. Also able to craft special Radiation Grenades for the player - from 1 Tin Can, 1 Sugar Bombs, 1 Rocket Souvenir - similar to an Incendiary Grenade, except green-ish flames with a small radiation burst in the area similar to what a Centaur spits.
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Annick Charron
 
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Joined: Fri Dec 29, 2006 3:03 pm

Post » Sun Jun 28, 2009 9:28 pm

a companion for every faction!

Mr. House: Victor


Gear: 9mm Submachine Gun and Laser Rifle arm thing (no upgrade, walking around with a companion who has a Grenade Machinegun AND Missile Launcher with unlimited ammo would be kind of sort of kinda OP)
Faction alignment (Major and minor): Mr. House, if you kill him Victor will (after short conversation?) turn hostile
Enemies: None
Perk: ''Vic-headed coin flip'' Enemies suffer from -5 Luck
Backstory:
Spoiler
Victor has been a resident of Goodsprings since long before House's securitrons rolled out onto the old Las Vegas Strip. By his own account, he has lived in the town since 2266, but any memories from before then appear to have been wiped. According to the older residents, Victor's owner used to live in the shack with the Old World flag hanging outside on the south side of town, but nobody has lived there since at least 2274, when Trudy arrived in town.

Whether his programming allows him to realize it or not, there are things that Victor has been keeping from the townsfolk. For example, when House finally found the Platinum Chip in the ruins of Sunnyvale, Victor was tasked with returning it to the Lucky 38. To achieve this, he hired seven couriers from the Mojave Express in Primm. There were to be seven packages - six decoys, and one real one containing the Platinum Chip, which was to be carried by Ulysses. After Ulysses mysteriously refused the job, the task fell to the Courier, who carried the Chip to Goodsprings Cemetery where he was intercepted by Benny, Jessup and McMurphy.

The Chip was taken and the Courier was shot in the head and left for dead, buried in a shallow grave. Victor dug him up and took him to Goodsprings where he was nursed back to health by Doc Mitchell, beginning the events of Fallout: New Vegas

Personal quest: Maybe the Courier could ask Vic about Ulysses, and he somehow magically remembers something about him, and then they go find Ulysses together as a start of 'Honest Hearts', there would have to be an alternative to finding Ulysses for non-Mr. House players tho.

Legion: Ulysses or Vulpes
Ulysses: I know nothing about Ulysses
Vulpes:
Gear: Legion Prime Armor + Vexillarius Helmet + Machete Gladius and 12.7 mm pistol
Faction alignment (Major and minor): Caesar's Legion (and maybe Khans)
Enemies: NCR (when the player is wearing faction armor Vulpes may change his armor to Dappler Gambler suit'
Perk: ''Keep your friends close, and your enemies...'' When wearing faction armor you will never be detected by any form of guard, and reverse-pickpocketing explosives will never fail
Backstory:
Spoiler
A remarkable individual from an unremarkable tribe in Utah, Vulpes was brought into the Legion as a child. Having survived training, he was made a Legionary and fought well enough to be promoted to the rank of Decanus. He was transferred by Caesar to the Frumentarii following a brilliant tactical maneuver, when in a battle against an unnamed tribe he broke ranks and led his squad through a hole in the enemy defenses, capturing the tribe's chieftain. While his centurion wanted him crucified for disobeying orders, Caesar saw potential in the young officer and found other uses for him.

By 2281, Vulpes is the leader of the Frumentarii and the mastermind behind many of the Legion's intrigues, notably the conquests of Nipton and Camp Searchlight, by opening the incredibly hazardous radioactive waste containers kept in the city's fire station. This has the effect of severely weakening NCR's position in the area and allowing the Legion to cross the Colorado and establish an outpost at Cottonwood Cove.

Personal quest: Something like ' I Put a Spell on You' would be nice, after Vulpes has seen some NCR places and has seen some holes in their defenses.

NCR: Boone, derp

Khans: Melissa
Perk + Gear: See http://www.newvegasnexus.com/downloads/file.php?id=39675.
Faction alignment (Major and minor): Khans (maybe Legion)
Enemies: NCR (depending on how/if you've completed 'Oh my Papa'
Backstory:
Spoiler
Melissa is the daughter of Chomps Lewis and a member of the Great Khans. She was not born a Khan, but joined them after going through harsh initiation rituals. She and two other Khans are awaiting a Chems shipment at the Great Khan Encampment above Quarry Junction.

Melissa has an New Zealand accent, so it is possible that her deceased mother (who is mentioned by Chomps Lewis) was of New Zealand descent, as Chomps mentions that Melissa has a lot of her mother in her.

Personal quest: Maybe some family thing, with learning about her past and stuff.. Kind of like Arcade's quest

BoS: Veronica, derp

Boomers: Raquel

Gear: Sledgehammer + Grenade Machinegun and Combat Armor
Faction alignment (Major and minor): B00mers
Enemies: None
Perk: ''Boomers' secrets'' You get some extra recipes to create new kind of explosve ammo at workbenches
Backstory: idunno
Personal quest: I dont see what quest someone who lives with the B00mers can have :\
Kings: Rex, derp
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Tasha Clifford
 
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Post » Mon Jun 29, 2009 1:54 am

The Narrorator

Bonus ability, spawns 1 more hostile npc in each encounter per dificulty level thats specialy armed with a leveled list of historical weapons from various wars

Quest to recover Various war "relics" sutch as the Silverplate(d) Norton Bombsight or the Enigma or the Iradiated soil sample from Trinity, a recording of Zimmermann speach (I can not deny it, it is true") "the" Zulu spear, a "Union" bullet (a "Civil War Artifact" item thats suposedly caused by 2 bullets hitting head on, causing them to fuse in mid air) ( by the way a lot of so called "union bullets" probably were not formed from 2 bullets fired that hit eachother, there is evidence that a number of troops on both sides would stick one bullet on a surface and fire at it at fairly short range resulting in simular distortion) Solomon Brown's musket (nonfireing, and not even bored out) and with the wild wasteland trate, a mindless gator.
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lucile
 
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