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elle days | courier six ([personal profile] quixotically) wrote2023-04-04 11:43 pm

expiation [application]

Player: mala
Contact: [plurk.com profile] Malathyne
Age: 30+
Current Characters: --

Character Name: Courier Six (Elle Days)
Character Canon: Fallout: New Vegas
Canon Point: After the Second Battle for Hoover Dam, aka post-game (Wild Card ending, Very Good karma, all DLC complete - Dead Money: Elijah dead + companions alive, Old World Blues: Think Tank spared + all areas explored, Honest Hearts: Joshua ending + spare Salt Upon Wounds, Lonesome Road: No nukes fired + Ulysses befriended)
Age: 23

Crime: I have two options in mind, but since I can't decide between the two, I'll just line them out and let you modlies pick. Both would be listed on the parchment in an ambiguous manner with no details listed, because my thinking on this is that it'll prompt her to suss out exactly what it means and explore the different ways it applies to her life.

Option A - Betrayal: Elle started out working for Mr. House, but when she attempted to talk to him face-to-face, it basically ended with her ruining his plans and getting him killed. House had entrusted her with more than he had anyone else, as far as she knew, and she really admired him, and the whole situation really fucked her up. It's something she avoids thinking about when she can because of how much it hurts her and the damage it does to her self-esteem.

Option B - Murder: This is especially broad considering how many people she's had to kill just to survive in the wasteland. It isn't always self-defense -- Sometimes it's in defense of others, sometimes it's pre-emptive striking to keep them from hurting her or others... In very, very rare instances, it's lashing out or seeking vengeance. But by and large, it wasn't something she could avoid.

Option A would require basically chasing her around with it going "look at it! look at it!" first, but both would lead to the same issue -- Elle has this bad habit where she looks at the things she hates she's done and goes, "This means I'm Bad (tm)," and it tanks her self-worth, and then she buries it deep because she doesn't know what else to do with it. But this repression only serves to make the pain worse, and she never truly moves past it. She does this regardless of whether or not it's something other people would agree is her fault. So both Crimes will hopefully lead to the same result of addressing this thought pattern, which will help her develop the tools to handle her other traumas, too.

Background:
The Fallout series takes place in an alternate timeline where Earth suffers a world-wide nuclear war, and all of the games take place in the wastelands created in the United States. The setting has a distinct retrofuturistic, deco/atompunk style to it, and creative liberties were taken with things like how radiation works and how slowly or quickly nature bounces back. This means you get unrealistic giant mutated animals alongside sparse plant growth, all of which is considered normal to the denizens of the wasteland. Scarcity is the bread and butter of every wastelander's life. The day-to-day is dirty and dangerous, and violence is common and expected.

Fallout is a content warning heavy canon. The major theme of the canon in general is war, so all of the horrors associated are going to come up. Seriously, if you can think of it, it's likely here in canon somewhere. In addition, the following topics are prevalent, especially in the New Vegas installment: body horror, fantasy racism, fantasy drug use, real racism in relation to Pre-War, abuse, slavery, prostitution, colonialism, and suicidal ideology / suicide. More than one of New Vegas' DLC also features unconsented invasive surgery. Tread lightly, especially the deeper you follow the wiki links.

Setting Links: The Great War, The Mojave Wasteland, Timeline and history notes

Personal History Links:
- The general shape of New Vegas' main plot to provide an idea of the game's core events
- Courier Six
- The DLC (listed in the order Elle did them in): Old World Blues, Dead Money, Honest Hearts, Lonesome Road
- Elle's expanded game history*
- Elle's ending slides

* I'm currently in the middle of a canon review, so some fine details in her game history might shuffle and shift a little during play, but nothing major. Her character arc + major events are set in stone and won't budge.

Personality:
On the Surface — "Why the VIP treatment? I'm just a courier."
- At first impression, Elle is often cheerful, or at the very least energetic
- She can easily come across as honest, with how communicative she is and how easily she talks about her feelings
- Add in a heavy dash of awkwardness due to her self-consciousness, fidgeting/stimming, and how much she tries to self-correct in the middle of speaking
- When she's in a good mood, she's very chatty and open to new experiences, her curiousity shining through
- Quick to jump in and help when she sees the need and/or opportunity
- Very common for her to go way further for someone she just met than expected
- Although she tries to downplay it, she pays close attention to people, especially how they seem to be feeling
- Despite her doormattish nature, there's a spine hiding under there, and she's quick to rise to the defense of someone else, even if they aren't there to see it
- While openly optimistic, she's more practical than one might expect, and actually very understanding of the people who occupy the gray moralities

Motivations — "But what about the good things? What about a cool breeze on your cheek, the smell of food... love?"
- Elle's low self-worth means she doesn't have security in herself, she seeks it in other people
- Her amnesia is a major factor, too, since it took away any concept of who she is as a person
- Always wants to find the heart in everyone and everything
- It's like she's trying to find herself in the world around her (unfortunately meaning she's also prone to projecting, even when she tries really hard not to)
- It's easy for her to see from others' perspectives, making it hard for her to make decisions
- When she sees someone's pain, she kind of makes it her own, too empathic for her own good, and she's then driven to try to help relieve that pain
- A large part of her motivation for going above and beyond is to feel like she's earned her place at someone's side
- She doesn't value herself, so if she can be helpful to other people, then she can feel like she has meaning
- The type who says "you did your best" to someone else and encourage them to move forward, while struggling badly to let go of her own mistakes and bad decisions
- Copes with helplessness by blaming herself, saying, "if I had only done something," as a way to feel like she wasn't as helpless as she really was
- Canonically incapable of leaving well enough alone, and it's because of this "what if I--?" and "I have to keep trying" mentality

Impact - Relationships — "You said a home is a place you breathe life into, a moment where you know who you are."
- Early on, when she still didn't know who she was, Elle relied heavily on the moral compasses and general advice of her companions
- Arcade influenced her morals, Boone encouraged her drive to protect, and Cass, Raul, Veronica, and Lily influenced her focus on community
- She attached herself to Mr. House very quickly, taken in by his promise of purpose and belonging. She also wanted badly to earn his approval (and affection) as a sort of mentor
- Befriending Ulysses and Joshua Graham were major foundational moments, inspiring a special confidence in her place in the world and Ulysses especially serving as a trial-by-fire to prove to herself that she is more capable than she realizes
- In the end, Elle feels very close to Yes Man despite their uncertain beginnings because in a way she can relate to him in ways she couldn't find elsewhere

Impact - Experiences — "I believe destroying the symbol is never the answer. Changing it - that's something else."
- Elle had to come to grips with her sudden role despite her insecurities, and eventually, once she got her feet under her thanks to her friends, move forward with purpose instead of flailing blindly and hoping for the best
- She had to accept that there were things only she could do, due to the unique position she was in, and chose to support independence due to how much weight she puts on choice, and the ability to have choice
- The DLC, in order:
- Old World Blues impressed on her the importance of both large and small scale perspectives, the need for holding on to what makes us human, and what being blinded by the past can lead to
- Dead Money forced her to let go of the highly idealized way she'd been trying to look at the world, forced her to make hard decisions between her beliefs and pragmatism, and showed her what it looks like when someone cares only for their own ends to the extent of disregarding even the people they appear to care about
- Honest Hearts helped soothe her troubled heart at the time, leading her to confidence in herself and how small choices can lead to good ends, not just bad ones, as well as showing her that there's feasibility in her hope that people can change and go from doing harm to doing good
- Lonesome Road taught her the weight of responsibility, whether the consequences were intended or unintended, realized or unseen, and solidifed her belief in the powers of change, for good and for evil

Abilities:
In Fallout: New Vegas, character base stats are organized in a format known as S.P.E.C.I.A.L. These seven base stats dictate how many hit points and skill points the character has, as well as provide bonuses to skills and affect the character's move speed, physical strength, how often critical hits will be scored, and how much of an impression the character will leave on other people. Five is the base/average stat.

Here are the details on Elle's S.P.E.C.I.A.L.:
» Strength: 6
Because her strength wasn't up to scratch for the first part of her journey (it started as a 4), she didn't have the muscle to carry a lot of gear. To make up for it, she's had to learn how to pack smart and learn how to compensate for the weight of heavier weapons (see the Weapon Handling perk). The only reason why her strength is statistically a 6 is due to surgery from her time in Big MT. In narrative, this will translate to having a stronger back for carrying equipment and being more resistant to, say, breaking her back. She will not throw harder punches or do more damage with melee weapons; when it comes to those things, she is still quite bad at them.

» Perception: 8
She has a keen eye and strong intuition, and both of these things help her pick up on small details that other people might otherwise miss. When wearing her Pre-War fedora, this stat increases (by one) for two reasons: one, it keeps the sun out of her eyes, and two, the hat is a ~frame of mind.~

» Endurance: 4
She takes injury hard and has the chance of going down faster than your average folk. Over her time in the Mojave, she learned how to adapt and was forced to withstand more pain and longer periods of time without food and water.

» Charisma: 8
Her charisma comes down to her bright personality, which stands out in a setting like the Mojave wasteland, where "nothing is clean" (as Elle has put it). She is engaging, friendly, and genuine, and while this doesn't always help her get along with everyone, it does get her results when she's talking to people. She leaves a strong impression on those she meets, and word of her travels quickly in the Mojave.

» Intelligence: 4
Sometimes, even if she sees the small details, she doesn't always connect them to the bigger picture. Generally, this means that she can be slower to catch on to things than other people, usually because her focus is elsewhere. Besides, the wasteland isn't generally known for its formal education opportunities, and there are a lot of things that she just does not know about because of that coupled with the loss of culture due to the whole "nuclear war" thing.

» Agility: 6
When it comes to dodging attacks, reaction time in combat, and running, Elle benefits from her Small Frame (see Traits below). This means she's a smaller target for people to aim at, and she can be a zippy little thing if she really wants to be.

» Luck: 7
It can be said that Lady Luck is especially fond of her. Things have a habit of going right for her, both at the card tables and when it comes to scoring lucky hits on her enemies.
Skills [wiki]
When it comes to skills needed to survive in the wasteland, Elle's picked up a lot of experience and tricks from her companions. However, when push comes to shove, there are some she makes more use of than others.
» Speech and Barter (her most used skills, considering how she prefers to talk around conflicts more than anything else. and sometimes, talking money works where just plain talking doesn't)
» Guns (fairly straightforward; guns are a girl's best friend. they have saved her life and the lives of her friends and those around her time and time again, and so through necessity more than anything else she's learned how to use guns as accurately and most effectively as possible. her specialty here falls under "shotguns to the face," but fairly handy with pistols and rifles, too. however, she is useless with heavy weapons, such as miniguns)
» Lockpick (in order to access the best stashes of goods, get through doors that have been locked since before the War, and find clues for her quests, she has had to tackle locks with just bobby pins and a screwdriver, and it's more than second nature for her)
» Repair (the Mojave is just as unkind to gear as it is to people. in order to maintain upkeep on her equipment, old technology in the desert, and even sometimes her companions, she has had to learn how to fix anything put in front of her. it helps that two of her closest friends are especially talented at this and were willing to teach her both the basics and some tricks of the trade)
» Science (though she started her journey without much interest in this area, the Big MT taught her how important it can be. her knowledge specialty here is in animal science, hacking RobCo terminals, and breaking and fixing robots from the Fallout world)
» Medicine (this is a skill she has developed since before she became a Courier, so it comes very easily to her; sometimes, she realizes she knows how to do something without having been taught it. her knowledge specialty lies in curing poisons and dealing with battlefield trauma. she has saved the lives of Boomers, NCR soldiers, her friends, and herself with her skill)
» Sneak (staying quiet and unnoticed can be vital to surviving at times, especially in highly dangerous areas like the Big MT and the Sierra Madre ... and narrow trash-littered hallways full of invisible super mutants)
» Survival (a necessity for staying alive in an irradiated desert wasteland, and that's where her outdoorsman skills lie. she'll be much less effective in, say, a forest or tundra environment, but she knows very well how to deal with a lack of food and water, clean or otherwise, how to tolerate the heat, and how to cook and hunt. it's worth noting though that she's a big baby in the face of cold)

It should also be noted that the following skills are marked weaknesses for her, ones that she barely uses and barely knows how:
» Unarmed (the best she hope to do is try to knock someone off their feet so she can put more distance between them)
» Melee (her preferred melee weapon is the butt of her gun. no, it isn't good for her gun, but if someone's closed to melee with her, she's desperate enough to go for it. that said, she can be scarily accurate with a knife, thanks to the Sierra Madre's Ghost People)
Perks (that matter; wiki)
In addition to her skills, Elle also developed various tricks and shortcuts throughout her adventures. She also has had a few surgeries, which have provided her almost supernatural benefits.
» Damage Bonuses (this comes from having so much experience killing things in the wasteland; she's just learned where to aim and how to take enemies down faster)
» Survival Tricks (little things like "how to run longer on less water" and "how to make drugs last longer")
» Animal Friend [two ranks] (Elle naturally has a way with animals... an almost Disney princess style way, even, you might say. And so many in the wasteland don't attack her, and they will even aid her in battle)
» Jury Rigging / Junk Rounds / Scrounger (thanks partially to experience and necessity, but mostly thanks to her friends Raul and Veronica, she has learned how to fix things and make ammo from whatever happens to be lying around, and how to scrape for materials to do so)
» Quick Draw / Rapid Reload / Run 'n' Gun (she has learned how to reload her gun fast and draw it even faster, as well as fire one-handed guns more accurately while in movement)
» And Stay Back / Shotgun Surgeon (she has learned how to make the most of her favored weapon, the shotgun, so that she can do more damage and catch opponents off-balance)
» Weapon Handling (she learned how to handle heavy weapons without her accuracy suffering for it)
» Big Brained / Cardiac Arrest / Reinforced Spine (at the end of her time in Big MT, she was stitched back together, but in a way that made her body stronger. she is more resistant to poisons and being addicted to drugs and healing items have a stronger effect. in addition, the likelihood of her breaking bones or suffering from concussions has been reduced, partially balancing out the drawbacks of Small Frame)
Traits [wiki]
Traits are innate perks that provide both a benefit and a drawback. The protagonist can pick up to two at the beginning of the game. The ones listed below are more like statistical benefits and drawbacks of physical build and personality inclinations.
» Small Frame
Like it says on the tin, Elle is built small. This has its bright side, namely that it's easy for her to hide in cramped places and duck under incoming attacks. Unfortunately, it also means it's pretty easy to break her limbs if that attack does hit...

» Good Natured
Elle is naturally predisposed to try to resolve conflicts peacefully. It's so set in her bones that it took a lot more effort for her to learn to be combat effective, thanks to her reluctance.
Inventory:
Though when Elle started her journey, a load like this would be unimaginable, thanks to her Reinforced Spine, this is an everyday load for Elle.
» Pip-Boy 3000A and Glove (wrist-mounted all-in-one miniature computer that contains a health monitor, light, note-keeper, geiger counter, radio, holodisk reader, and area maps made via radar and via accessing satellite maps)
» Desert Ranger Combat Armor (Pre-War armored vest and armored duster that Elle "inherited" during her trip to Zion. it was once owned by Randall Clark, who she took on as a kind of personal hero)
» Elite Riot Gear Helmet (picked up in the Divide. this helmet has night vision capabilities at the touch of a button located on its side)
» Dapper Gambler Suit Dress (a stylish yellow dress, her favorite)
» Violet Scarf (self-explanatory)
» Pre-War Hat (a black fedora, her most favorite)
» Courier Duster (independent variant. a gift from Ulysses. carried in her pack. worn on occasions of utmost importance; however, the boots from this set are the ones she wears with her dresses in favor of the heels in the pictures)
» A dirty and worn pink dress with a brahmin skin hoodie to wear over it (for casual wear; an outfit from a mod, not from the game, but made out of pieces of clothing in the game so it's incredibly lore-friendly)
» Kings Outfit (it's a greaser outfit, and on the back of the black leather jacket is a white crown and the words THE KINGS stitched onto it)
» Backpack, bandolier, leather gun holsters (they aren't fancy, and share a patchwork appearance, though one, fit for a pistol, involves a lot of snakeskin. the bandolier carries her shotgun ammunition and is worn over the vest of the combat armor)
» Survival gear (combat knife, canteen, rope, lighter, shovel, bedroll, foodstuffs, MREs, bottled water, screwdriver, eating utensils, tools for fixing tech and making food)

Weapons and Ammo:
» Hunting Shotgun (modded) (primary weapon)
» A Light Shining in Darkness (unique .45 magnum pistol) (sidearm of choice; gift from Joshua Graham)
» the Survivalist's Rifle (for when she needs to kill something very fast. this rifle has a high rate of fire and is very powerful despite its bent sights. another piece of equipment once belonging to Randall Clark)
» 12 gauge shotgun shells (used by the hunting shotgun) [x 40 and 8 in the gun]
» .45 auto rounds (used by the pistol) [x 40 and 6 in the gun]
» 12.7mm rounds (used by the Survivalist's rifle) [x 50 and 10 in the gun]

Aid:
» Stimpaks (healing chemical-based injections) [x 24]
» Auto-Stimpaks (auto-injecting stimpaks) [x 5]
» Doctor's Bags (for patching up bones and more severe wounds) [x 3]
» Antivenom (self-explanatory) [x 12]
» Med-X (Fallout's version of morphine; temporary boost to damage resistance) [x 7]
» Rad-X (temporary boost to radiation resistance) [x 15]
» Rad-Away (heals radiation) [x 15]
» Nuka-Cola (favorite soda) [x 5]
» Nuka-Cola Victory (special edition of Nuka that provides small benefits) [x 1]
» Sierra Madre Martini (a godawful alcoholic drink that provides surprising benefits) [x 3]
» Sierra Madre Martini ingredients (a few tin cans, Cloud residue, junk food) [enough to make x 3 more Martinis]
» Stealth Boy (technology that makes her temporarily invisible) [x 3]

Miscellaneous:
» Her personal journal (in which she's recorded, in exacting detail, her daily experiences and the people she's met, as well as some attempts at illustrations and some photographs, so that if she ever loses her memories again, she won't be starting from nothing a second time)
» Big MT Transportalponder (what looks to be an energy weapon is actually a portal gun that takes her back to the Big Empty … not that it works outside of the Mojave)
» Rebreather
» Weapon Repair Kit [x 2]
» Assorted cases and hulls (for ammo-making)
» Extra lead and powder (for ammo-making)
» Bobby Pins (for picking locks) [x 7 boxes of 10]
» Blank holotapes (for recording) [x 7]
» Caravan Deck (a large assortment of cards from various design decks)
» Zion Canyon Map (self-explanatory)
» Keyring (full of random keys collected throughout the Mojave. each key is labeled in some fashion)
» Platinum Chip (a computer chip in the shape of a poker chip)
» Bottle Caps (the currency of the Wasteland) [x 663]
» Pre-War Money (the currency used before the war) [$1,015 – which is worth anywhere from that amount to three times that in caps, depending on the merchant, location, and how much she can convince them to trade it for]

Sentimental Items:
» Poker Chips [x 7 – one for each of the casinos she's been to, including the Lucky 38, Atomic Wrangler, Vikki and Vance, and the Sierra Madre]
» Vera's Partitures
» Mormon Scripture (a gift from Daniel in Zion Canyon)
» Teddy Bear (one of the things she was carrying when she got shot. written on its tag is a name: Micah)
» Engraved cigarette lighter
» Mark of Caesar
» Ambassador Crocker's Note
» Obituary of Robert House
Samples: TDM thread + PSL/Meme thread

Questions: