talon company merc

anonymous asked:

Companions of all three games in a Fallout au? What kind of "class" would they be and skills would they have? Advisors for inquisition too plz

Coincidentally, Mod Sarah is writing a Fallout/Dragon Age crossover, so this was fun to do, but took me a long time.

Cassandra: She’s an agent for the NCR’s president, and commonly wields an assault carbine. She’s also more than capable of using a machete or a sword if in close-quarters combat.

Iron Bull: While he acts as the boss of a mercenary company, he’s actually spying for the Brotherhood of Steel. He’s grown fond of his group of misfits, and starts having doubts about the Brotherhood’s morals and mission. He carries around a super sledge and a Fat Man and just LOVES beating people with the super sledge.

Blackwall: He’s a mercenary that has wandered all over post-war America. He was, once, a soldier for the NCR, but left over reasons he won’t disclose.

Sera: She’s a thief in New California Republic (the city that’s the capital of the NCR) and picks on the politicians on a regular basis. She carries around a sniper rifle, and she’s adept at sniping and hacking computers and robots.

Varric: He’s a writer who lives in the Atomic Wrangler permanently, and he’s an investor in several of the casinos. He’s eternally curious about what’s going on in the Lucky 38, and hounds the Courier for details. He carries around a tricked-out sniper rifle he’s fondly named Bianca.

Cole: No one’s quite sure what he is, but he pops up as often and as mysteriously as the Mysterious Stranger, helping those in need at chance and then disappearing just as quickly. Some say he’s a ghost, some say he’s a ghoul, but no one knows the truth.

Dorian: He was born and raised in the Institute, but left over differences with their morals, so he settles in Diamond City. He ignores the suspicious whispers, and continues to study his field of science. He uses a quick-shot laser gun, and prefers energy weapons.

Vivienne: She’s a politician in the NCR, and one of the most shrewd senators. Rumor has it that she’s gunning for the presidency. Her preference is for plasma weapons.

Solas: He comes out of a vault, fully intact and not a ghoul, after being inside for 200 years. He refuses to talk about what happened in the vault or why he’s still alive, but he’s left appalled by the state of Earth following the Great War. He begins his own crusade to “restore” it. He’s an adept user of energy weapons.

Josephine: She’s an NCR ambassador, and does her best to smooth relationships over with whoever she handles. She’s very good at her job, and comes from an old family that’s been involved in the NCR from its birth. She does not like to fight, and balks at even holding a pistol.

Leliana: Like Cassandra, she also works for the NCR, and is the best spy they have. She is fond of Pre-War music, and has learned how to play a bunch of old instruments, which she tries her best to preserve. She prefers the use of a silenced 10-mm pistol when working, but if she can fight at a distance, she’ll use a sniper rifle.

Cullen: He’s a commander in the NCR’s army. He prefers shotguns or carbines in combat.

Aveline: She’s an NCR cop that gets sent to Freeside to try to maintain the peace; Wesley dies on the way. Within a few years of her work, Freeside is actually somewhat less shit than it was before. She prefers assault rifles.

Fenris: He’s an escaped synth from the Institute, and hates it and its scientists with a burning passion. He will kill any coursers that are sent after him, and aids other escaped synths to freedom. 

Carver: He comes from a family in the NCR, and eventually moves to New Vegas with his sister, older sibling, and mother. He constantly feels as though he’s overshadowed by his big sibling, who gets much attention as a top-notch mercenary.

Bethany: She comes from a family in the NCR, and eventually moves to New Vegas with her brother, older sibling, and mother. She doesn’t care much for New Vegas, and is very private person, but an effective user of energy weapons.

Anders: He is a psyker with very blatant abilities, and it has led him to be shamed in society, so he has taken to protesting for acceptance and rights. He is also an experienced doctor and is good at using energy weapons and explosives, namely grenades and C4 explosives.

Merrill: She’s from a tribe in the Midwest, albeit one she finds herself kicked out of due to her interests in old world technology. She primarily uses energy weapons.

Isabela: She’s a smuggler of illicit goods such as chems across the NCR border. She hails from the Great Khans, originally, but seems to have little interest in it and speaks hardly at all about her past. She’s exceptionally good at sneaking and stabbing people while using a stealth boy.

Sebastian: He hails from New Canaan, and lived there until it was sacked. He survives and seeks out revenge against the White Legs. After that, he takes to New Vegas for a time, hoping to spread his beliefs there.

Alistair: Rumor has it that he’s the illegitimate child of a former NCR president, but he doesn’t seem to talk much about it. He was originally pegged to work for the NCR’s army, but he had a sharp lack of interest in it. Alistair is experienced with rifles.

Sten: A straight-laced member of the Brotherhood of Steel, he abides by the Codex firmly. He eventually becomes the Elder of a chapter of the Brotherhood.

Shale: She’s a super mutant from the Master’s army, a particularly stoic nightkin who resides in Jamestown. She prefers using a super sledge, and has little patience for others, even other super mutants.

Oghren: He’s from a vault, and he was assigned guard work until he got into a fight, following his wife’s disappearance into the depths of the unexplored parts of the vault. Like several of the others, he prefers a super sledge.

Dog: A good and loyal dog. Unproblematic fave.

Zevran: He’s an assassin from the Talon Merc Company, having been sold to them at a young age. He botches a mission on purpose and ditches them. He’s an excellent infiltrator, capable of picking any lock or hacking any computer, and is never without a stealth boy.

Wynne: a member of Maud’s Muggers Wynne hails from the Capital Wasteland, and is an experienced doctor. She may or may not be a psyker, and had a near-death experience during the Enclave’s attacks, which she miraculously survived. She knows her way around energy weapons.

Morrigan: She hails, originally, from deep in the swamps of Point Lookout. She was raised away from most of civilization with a mysterious old woman who is a psyker, and she’s one, too. She eventually ventures out into the wastes, and is proficient with energy weapons and poison.

anonymous asked:

Fallout 4 Companions react to the Lone wanderer

Danse- They’d served with dignity in the Brotherhood of Steel, even if it was under the command of a man Maxson often condemned. They were a sibling all the same. He salutes them like he was still a Paladin, and is a little surprised they salute back. “Been a long time since someone did that,” they say. Danse knows the feeling. They trade war stories and it feels like Danse is back at the police station. Everything in 101’s cadence and mannerisms is reminiscent of a hundred soldiers Danse had spoken to before, so it makes things easier than it would be with a civilian. It’s like talking to Rhys, to Haylen, to any Paladin or Scribe that called themselves brothers and sisters. They both have stories about DC as well, and Danse feels immeasurable comfort knowing that many of the memories he has of the place aren’t manufactured. 101 is so far the only person that can validate at least some of his past.
So they talk, of the people in Rivet City, of the battle they’ve fought, of the ones they’ve lost. When they’re both tired of talking, they sit and keep watch over Sanctuary in a companionable quiet. It feels like old times they’ve never shared.

Hancock- No one makes it this far without pissing off a lot of people. Oh, he’s heard the stories, knows the true ones and the lies and all the dirt to be dug up on them. He also knows 101 has a bounty on their head from several different factions that bled out of DC and into the Commonwealth. They were a nice enough person, but he never liked standing too close to anyone with a target on their back. He liked it even less when his friends stood there. Mercs, the ones after 101 especially, were messy folk. They were scattershot when it came down to it, and didn’t give a damn who got caught between them and their payday. He captures them in a moment when the others aren’t looking, makes sure his grip on their wrist is tighter than it needs to be. “These are my people,” he says under his breath, “If you get them hurt, you won’t have to worry about the Talon Company or Regulators mercs on your heel.” He lets his fingers linger a few seconds too long before finally releasing them. A slow nod tells him the message is received. His lips quirk. “Good. Welcome to the family.”
He left the “I’ll be watching you” part unsaid, but judging by the way 101 threw him glances over their shoulder, that part was heavily implied.

Piper- The next article is practically writing itself! The elusive Lone Wanderer, the Kid from 101 in the flesh. She vigorously shakes their hand and introduces herself before anyone else has a chance. “Piper Wright, reporter. Tell me 101 -is it okay if I call you 101- what brings you to the Commonwealth?” 101 says they don’t really have a reason, which does little to stop her. She monopolizes their guest’s attention for the next hour, jotting down most of what they said word for word. By the time Sole leads them away, her notepad is almost filled with enough information to pack an entire memoir on their journey from DC to the Commonwealth alone. She flips through what she has and wonders if all of it would fit better in a book than a newspaper. She considers titles while 101 is handed off to the others they didn’t get a chance to meet before being swooped up.

Cait- She didn’t really understand why anyone acted like this Vaultie was such a big deal. So they cleaned up the water in DC, who drank that shit anyway? Mirelurks fucked in it. No way you could clean Mirelurk spunk out. Still, she playfully punched them in the collarbone, making them stumble a step from surprise and the sheer force of the blow. She props her hand on her knee. “So yer the Vault celebrity, eh?” She snorts derisively. “Don’t look like much to me.” She gestures to their muscles. “Bet ya couldn’ even tear tissue paper with them noodle arms.”
Three arm wrestling matches later, she is still unconvinced they’re the big hero people talk about.

Preston- He grew up on stories about the Kid from 101 that had slipped out of DC. Preston was around 10 when it all happened, and it was a story he held close to his heart for many years. It wasn’t often a teenager was responsible for saving an entire city of people. They were one of many reasons he had for wanting to make the Commonwealth slightly less of a shithole. He babbles and 101 looks entertained that he’s holding their hand the entire time. He only realizes this fact when they give him a gentle squeeze. He tears his hand away with stuttering apologies, fumbling with his laser musket so he has something else to hold onto. He has so much he wants to ask but he knows he’s spoken too much as it is. He has to leave on a good note. The only thing that comes out once he clears his throat is; “Welcome to the Commonkelth.” Deacon elbows him and calls him a starfucker. It takes him a few hours to gather up the nerve to speak to them again.  

Nick- All the information he’s found on 101 consists mostly of hearsay and tall tales of dubious accuracy. There were few concrete achievements he could corroborate and knew with certainty were true; That 101 had saved a lot of folks in their time, they were still a kid when they did it, and that it cost them a hell of a lot to do it. He takes their hand with his intact one and shakes it firmly. “You did good, I hope you know that. World could use a few more upstanding people like you.” This surprises them, like they weren’t used to hearing praise. Maybe they just hadn’t heard it in a long time. Either way, they thank him. He allows the more eager members of the party their time, watching their every move closely, both out of suspicion and curiosity. Later, after everyone has their turn playing with the newest toy, they approach him, to Nick’s amazement. They sit next to him.
“You kind of remind me of my dad in a weird way,” they say suddenly. Nick tells them he gets that a lot. He wants to ask about the Mysterious Stranger a few times, but figures they know even less than he does.

MacCready- He knows the jumpsuit when he sees it cresting a far off hill. Few people are stupid enough to go around in bright blue and eyesore yellow, plus the only other person he knows that wears those ugly Vault suits is standing nearby. He’s embarrassingly excited about the visit. Once he’s close, he calls out to them. “Hey, mungo!” Recognition clicks in an instant and they capture him in a tight embrace. They express astonishment that he’s still alive, and even gets a little misty eyed. “Way to make me feel old, kiddo.” MacCready really doesn’t understand why they look so overjoyed to see him of all people (he was a little shit to them for a few years there) but he hugs them tightly. They have a lot to catch up on. Some of it good (like Duncan), some of it bad (like Lucy), 101 has their fair share of good and bad to share as well. He reflects with a short chuckle when Sole pulls 101 away for a moment that all of his truest friends have the worst taste in clothing.

Curie- She’s eager to meet the Lone Wanderer once MacCready has given her a briefing about everything that happened in DC. Her only real curiosity is how they survived lethal doses of radiation with limited mutation, or how they can do the many things they’re supposedly capable of (MacCready mentions something about a metal skeleton that peaks her interest). 101 isn’t sure themselves. They agree to allow her to run as many tests as she can with the limited resources of Sanctuary, and at the end of the day, she’s still no closer to answering the walking riddle that is the Lone Wanderer. She does get to hear about medical practices in the other places they’ve visited, and she leaves them with a renewed desire to see all that’s left of the world in the wastes.

Deacon- “I heard about you all the time on radio back in the Capitol Wastes, was always disappointed I never got a visit from the friendly neighborhood Lone Wanderer.” They arch a brow skeptically at him. Sole is behind them with a similar, much more leery look. He can’t decide if it’s a “stop bugging the guest” look or an examination of any possible tells, in case he was telling the truth for once. He continues the congratulation train and slips away before any holes can be poked in his story.

Strong- Strong doesn’t see why this human is different than any of the others. Just because they survived radiation, Super Mutants survived radiation all the time, it wasn’t some special skill. He tests to see if they’re built any sturdier than normal humans (they must have been, radiation makes humans stronger, he thinks) by slapping them on the back. They don’t get up for a few minutes. They do get up after awhile, so maybe they were more mutant than human after all. He’s hit people a lot softer than that and they never got up.

X6-88- The only reports he has any knowledge about regarding the Lone Wanderer are their rare dealings with the Railroad. The case in which 101 kept a valuable synth replicant out of the Institute’s grasp is the only real information he’s heard on them, the only source he trusts, even if the incident was before his time. He regards them attentively during their talks with the others in the group. Sole has insisted X6 keep whatever information he learns during this visit to himself. They both know that’s an order he won’t follow. 101 reaches him near the end of the procession Sole has, for some reason, dedicated to their arrival. They search for something he knows isn’t there behind his glasses. He screws his mouth shut tightly. Few words are exchanged, at some point 101 offers a handshake, X6 doesn’t unfold his arms.
What little they say to each other is relayed to Father. He’s less than pleased to know the one responsible for the Institute losing one of their most advanced prototype coursers is in the Commonwealth. X6 is ordered to observe, for now.

Dogmeat- He sniffs at 101’s leg. Something about them is odd and familiar, their scent, something in their face. They kneel to rub his head and he jumps up to lap at their chin. “You look just like him,” they murmur, their fingers deep in his fur.

Codsworth- “Did you hear about the machines in the coin factory breaking down all of a sudden?” Codsworth is confused, which doesn’t stop 101 from continuing, “With no explanation! It just doesn’t make any cents.” It takes a few seconds to snap. He stops himself from gasping excitedly and bustles over to them.
“A man walks into a bar!”
“His friend ducks,” they finish. Sole groans audibly, head in their hands. This does nothing to stop the barrage of truly awful puns the Mr. Handy and Lone Wanderer exchange for the next fifteen minutes.
(Thank you justbadpuns ;D )

BONUS

Maxson- If he must pick the thing that hurts him the most, it’s their eyes. They look at him like they’re staring at the corpse of the little boy they knew running around the Citadel. In a way, they are. He doesn’t let himself falter even under their stare. He keeps his back straight, his head high, his arms behind his back, his mouth sets in a thin line. “Jesus, Arthur.” The name strikes him harder than he anticipates. His fingers ball into a fist. “You asked for an audience, Paladin. Speak.” Their lips part to speak, he sees the anger (though it’s close to betrayal, and it is not a look he is unaccustomed to) flash across their face. Everything drains on their quiet exhalation.
“I don’t have anything to say to you, Elder Maxson.” The way they say his title makes it feel like a loathsome one to hold. He wants to apologize for something he knows needs no apology. The choices that have brought him here haven’t been easy, but they were necessary, he tells himself. He doesn’t need to explain himself to one of Elder Lyons’ pets. So he says nothing. 101’s features twist in anguish, until they can no longer stand to look at him. They rip something out of their pocket and slam it on the table, and then they’re gone, the silhouette that once filled him with such admiration disappearing through the halls of the Prydwen. His eyes flicker to the holotags left on his desk.

2

Regular Weapons » Energy Weapons

“Similar in design to the Laser Rifle, this is used by Talon Company Mercs, the Enclave, and the Brotherhood of Steel. It’s an excellent first Energy Weapon. Like all other Energy Weapons, a successful critical hit kill shot will disintegrate the target, turning them to dust (which can still be searched for items). The only problem is Laser Pistols are hard to find and repair.”