quixotically: (charisma ♧ don't leave me alone)
elle days | courier six ([personal profile] quixotically) wrote2021-01-15 03:40 am
Entry tags:

eudio [application]

PLAYER INFORMATION

NAME: Malathyne
AGE: 25
CONTACT: [plurk.com profile] Malathyne
CHARACTERS PLAYED: n/a

CHARACTER INFORMATION

NAME: Courier Six (Elle Days)
CANON: Fallout: New Vegas
AGE: 23
CANON POINT: Post-game

BACKGROUND:
Sea of links: Fallout: New Vegas | General rundown of the main plot | Courier Six | DLCs: Old World Blues, Dead Money, Honest Hearts, Lonesome Road

Cliffnotes:
  • Fallout: New Vegas begins with a man in a checkered suit shooting a courier twice in the head. He wants the package they're carrying, and he wants to kill them so they can't say who stole it.
  • The courier is dug out of their shallow grave by a robot named Victor and carried to the doctor of the nearby small town. The courier? Survives.
  • Elle is that courier. But, though her life was saved, she suffers from retrograde amnesia and doesn't remember anything previous to waking up in Goodsprings.
  • She embarks on a journey to find the man who shot her, not for revenge, but for answers. Along the way, she helps people who are in trouble and tries hard to be a good person despite the harshness of the wasteland. She does this by hanging on to idealism and optimism too tightly.
  • She also slowly assembles a ragtag group of people who become her found family over time.
  • She meets the person the package was intended for. The package was a poker chip made of platinum, basically a floppy disk in disguise. It was meant to be delivered to a man named Mr. House.
  • In short order, Elle is working for him on a larger scale than just courier work. He wants to win the war that's being waged for the Mojave Wasteland, and he wants Elle to be the person to enact his grand plan.
  • She fulfills his orders without question until he asks her to destroy a bunker filled with people who serve as the family of one of her best friends. When she tries to find a diplomatic solution, Mr. House scolds her and tells her to kill them anyway.
  • Instead of dealing with the situation, she runs away to buy herself time to think. In the process, she gets kidnapped and whisked away to do the dirty work of a madman trying to break into a casino.
  • When Elle returns home after successfully stopping the madman's plan, she sees parallels between him and Mr. House. She tries to talk to Mr. House in person, having only spoken to him via giant TV monitor thus far, but in the process accidentally kills him.
  • After a vacation in Zion helps her come to terms with her pivotal role in the war for the Mojave, she has an AI designed by the man who shot her installed into Mr. House's network. Following a mixture of the two men's plans, she starts up her own side of the war. Her goal is to make the Mojave independent from the powers who are fighting for control over it.
  • (The other two DLCs and all the companion quests happen during the course of the game, but they don't have a large impact on Elle's path in the main plot.)
  • Elle completes the game as a Very Good Karma Independent Path courier.
  • Here is the list of canon endings Elle achieved.
  • Here is a tl;dr description of Elle's choices, the order in which she did quests, and her character development during it all.

INCENTIVE:
The return of her memories. Their loss is something she's never really gotten over, and she can't let go of the idea of learning something, anything, about her past. She's already chased after someone who claimed to have known her (see: Lonesome Road DLC), despite knowing that he was leading her into a famously dangerous location -- and after she found out that he wanted to kill her, she still didn't turn around and leave.

So... The fact that Eudio isn't asking her to do anything that she isn't already willing to do... and is willing to restore her memories as payment? Yeah, she'll jump as high as you ask. The representative's transparency about the issue is also a huge selling point for Elle. She's used to everything having a catch, in the worst way. There'll still be a part of her that's waiting for the shoe to drop, and feels like it's all too good to be true, but... Again, there isn't any chance of her turning it down. If she gets there and she finds out there's trouble, then she'll deal with it then, just like she has with everything else. And if there isn't trouble? Then she'll just very, very gratefully enjoy her vacation.

FIT:
Elle is an extremely touchy feely person. Physical contact is incredibly important to her as a form of connection and validation of bonds. But because it's so very important to her, she's also nervous about it. She knows that other people's boundaries are not the same as hers, and goes through great pains to observe personal bubbles. She doesn't want to make other people uncomfortable with something that matters this much to her. And she doesn't want others to misconstrue her seeking contact as her trying to hit on her friends.

This misconception makes her inherently uncomfortable due to her sexuality. She's on the asexual spectrum, walking the line between gray and demisexual. She isn't sex repulsed, but the the misconception bothers her is due to the idea that the only reason she'd want contact with someone would be for the end goal of sex. Unfortunately for Elle, she doesn't have the vocabulary to know there's a name for it, and hasn't tried to talk to anyone about it, or even find out if there are other people who feel the way she does. She's just kind of quietly come to the assumption there's something wrong with her, and did her best to move on. She has experienced definite romantic attraction before, and has fallen in love before, but she has never had a non-platonic relationship before.

If she came to be in a relationship with someone, she's very likely to be comfortable and willing to at least attempt sex with them, because if they're in a relationship, she trusts them implicitly, likes new experiences anyway, and she'd want to make them feel good.

SAMPLES:
Elle can't resist ruins. The majority of the city of Eudio is so intact, so much more shining and perfect than she's ever known Vegas to be. It's been exciting, roaming the streets just to watch the crowds of people living their lives, just to see the lights at night, so bright you can't see the stars for the glow.

But although the newness of the city hasn't started to wear off yet, ruins look like home, even if the architecture isn't like anything you'd find in the Mojave. She's read about this place, this very old academy of magic, and about the shifting catacombs underneath. And even just in photographs, it calls to her. She marks the location on her Pip-Boy map and sets out later that week.

She doesn't realize that maybe, maybe, she should've told someone where she was headed. And maybe, maybe she should've been more wary of the catacombs. Y'know, great underground tunnels that sprawl out underneath a magic school. Maybe all of those experiences she's had in caves and vaults back home should've taught her to be more cautious.

And yet.

Here she is.

It finally occurs to her when she realizes something bizarre. She knows this hallway. She passed down it about ten minutes ago. But when she did, she'd at least been walking on the floor. Because now she's... standing on... the ceiling... And she has no idea how this even happened. Slowly, she reaches for her communicator. The first thing she does once she starts up the feed is to laugh nervously.

"Hey, uh... So... Important question." She stops her giggling and clears her voice nervously. "Does anybody have any recommendations on what to do if you're, y'know... Lost in the catacombs?" After a beat of silence, she adds feebly, "Asking for a friend. Really."

ANYTHING ELSE?
Skills and abilities are detailed here.

Elle would like to bring along ED-E, her little floating robot buddy. He does have a weapon built into him, aka he can shoot lasers, but restrictions for use of that weapon could be programmed in.

Items she'll try to bring with her:
Though the FAQ says incentives are given upon leaving the city, I've heard that it's possible that Elle's memories might be returned to her upon entry into the game... So, just in case, I'd like to request for that not to happen. Elle would need a safety net of CR to help her through adjusting to it, and, since she was new... Without CR, she would probably curl up in a ball and stay there, instead of actually going out and making that CR, because she wouldn't want to bother anybody. Basically, it'd be a complication right in the door that would make it hard to make CR, so I'd like to avoid that.