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#if you want deeper thoughts on specific characters or w/e just shoot me an ask or w/e
beeapocalypse · 6 years
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whats up lads this is long as hell and its abt if lucky (dumbass ncr courier not really courier) was a fo:nv companion under the cut bc i dont want 2 clutter dashes :^)
Affiliation: NCR (May not agree w all of their ideal but hes been treated well enough with them that hes got a loyalty)
Role: NCR sergeant, companion
Location: Around and about the Mojave outpost, typically near knight
Base SPECIAL: S- 5 P- 8 E- 6 C- 7 I- 5 A- 8 L- 2
Tagged skills: Guns, repair, and lockpick
Perks: Confirmed Bachelor (ghhhjsjhdh), Friendly Disposition, (OPTIONAL) Buckeye Brilliance, (OPTIONAL) Hollister History
Lucky can be met at the Mojave outpost in three different locations (the bar sitting near Lucy, patrolling outside near the car scrap, or in the headquarters leaning on Knight’s desk). Where he is encountered will impact the initial dialogue you have with him. 
When in the bar, he’ll remark that he’s got nothing else to do and asks if the courier would be interested in a game of caravan. If refused, he’ll politely wave them off and go back to his drink. This renders it impossible to get him as a companion until he either changes places or a full 24 hours passes. It doesn’t matter if the courier wins or loses the caravan game, it will bring him into the universal dialogue for recruiting him. 
When patrolling, Lucky will cheerfully greet the courier and ask for their help in getting a bit of an engine torn out of a broken up car. This requires passing a repair check of 25, and afterwards he will explain that he’s working on a motorcycle prototype after the last one suffered a ‘tragic accident’ (one of his responses to a further question when asking about himself, Lucky will explain that he accidentally crashed the last prototype into a small Legion patrol, earning him a promotion). If the repair check is failed, it will be rendered impossible to get him as a companion until he either changes places or a full 24 hours passes. If the check is passed, it will bring him into the universal dialogue for recruiting him.
When hanging out with Major Knight, the courier must first speak with Knight (only if they haven’t at all before, if initial dialogue with him is completed Lucky will be available for conversation). Afterwards, Lucky will greet the courier and ask for a favor. Giving them 80 caps and a weathered service rifle, he claims that he accidentally dropped a hunk of metal on it and Knight’s banned him from repairs after he almost blew himself up with a jury rigged engine. If the courier refuses to do the favor, Lucky will claim that he’ll get the ‘pissed looking redhead at the bar’ to do it for him, rendering it impossible to get him as a companion until he either changes places or a full 24 hours passes. If the favor is done,  it will bring him into the universal dialogue for recruiting him.
After any of the three things above are completed, Lucky will be able to be initiated with the dialogue for recruiting him. The courier has a chance to ask him about the slow conditions at the Outpost and his boredom around the place, eventually recommending getting out and about the place. Lucky mentions how he’s been wracking up days off since he’s always at work, and that a word with Ranger Jackson might be able to get a word in for him. Lucky expresses that he would be fine with travelling around with the courier since they seem like the adventuresome sort and has already helped him out. If a speech check of 35 is passed or a barter check of 25 and 100 caps are paid to Ranger Jackson, Lucky will be allowed to leave and accompany the courier.
Companion Perk: Friendly Disposition- Lucky has a smile and a ‘howdy’ for anyone, willing to listen or not. While Lucky is a companion, the player receives a bonus to speech and barter checks.
Companion Perk after Personal Quest (if made sure of violence being a solution): Sergeant Shoot First, Ask Never- Lucky’s seen the value in violence, even if it doesn’t calm the doubt in his heart. Lucky gains a higher damage threshold and deals 20% more damage.
Companion Perk after Personal Quest (if made to see that questioning his faction is fine): Hollister History- Lucky has some tricks of the past that he’s putting to use again, qualms be damned. While Lucky is a companion, the player receives a bonus in V.A.T.S accuracy and limb crippling.
Companion Comments:
Use Melee: “I might have some meat on my bones from workin’, but I don’t think that’s gonna do any good.” “You sure ‘bout that? I’m a mighty good shot, would hate to waste it.”
Use Ranged: “Time to put ol’ Betsy to work then!” “Right, was hopin’ for some target practice.”
Open inventory: “Just keep your hands off of my caravan deck and we’re all good, partner.” [if male courier] “{teasing} Sure hope you ain’t ‘bout to ask me to hold your hand.”
Stay close: “Getting awfully cozy, partner.” [if male courier] “You trying to tell me something here partner? Not that I mind, ‘course.”
Keep distance: “Aw, don’t wanna hear me yap anymore?” “If you wanted me to shut my trap you could’ve just asked.” 
Be Passive: “Hope you know this never lasts long in the Mojave, partner.” “Sure then, gives me time to clean up ol’ Betsy.”
Be Aggressive: “Won’t find me complainin’ ‘bout this!” “I’ve got your back if you’re lookin’ to start trouble.”
Wait here: “Righty-o, I’ll hold this place down tight.” [if male courier] “As long as you make sure to watch your own back, sweetheart.”
Follow me: “I was just about to finish working out some problem in my head and now you come calling?”
Sneaking: “Clever thought. Look where you’re stepping.”
“Let’s travel together”: “Its been getting dull ‘round here, I was missing the life you brought!” [if male courier] “Aw, we headed out for a date? Next you’ll be bringing me broc flowers.”
“Let’s travel together” (already have a companion): “Partner, as much as I love running ‘round with you, its getting a little crowded.”
Leaving companion at the Lucky 38: “You’re going to leave me here? Creepy robot lair with a grudge against the NCR?” 
“I wanted to ask you some questions”: “Alright, I’ve been itching for some chatter.” “Oh, we playing 20 questions?” “Ask away, nothing better than a little conversation to kill the time.”
“Tell me about yourself”: “Who, me? Sergeant Lucky Hollister, spent most of my real life dicking ‘round with broke down car parts at the Outpost. I don’t got any interesting stories, was a caravan kid and wasted time ‘til i enlisted in the NCR.”
“Tell me about yourself” post buckeye brilliance: “I just about spilled all of my guts to you already, partner. A dumb caravan kid who got caught up in some bad shit and enlisted as a last ditch effort for a future. Same old Mojave sob story as any other private.” 
“What do you think of the NCR?”: “Me? The NCR sergeant? Hell, I think they’re great, and that ain’t just the propaganda gettin’ to me. They took me in as a kid and gave me a purpose. Though I suppose they’re wrong on some standings...”
“What do you think of the Legion?”: “I didn’t just enlist to get a new life, I’ll tell you that much. Buncha reeking pigs thinkin’ that they know best, since they’ve got some baldy with a few burnt up books on their side. You know what we’ve got? Actual civilization. None of that football gear and crucifixion horseshit.”
“What do you think of the Legion?” post buckeye brilliance: “I’ve seen how they work, you know that. That shit ain’t pretty, the cult they’ve got for that Caesar. Strips away any humanity that might’ve been in those legionaries at some point. The shit they do to the kids... I’ll be the first to spit on that Caesar fuck’s grave, I’ll tell you that.”
“What do you think of Mister House?”: “A monument of the past that thinks he’s got kickin’ power in the present. The man’s got to learn that this ain’t the pre-war world that he loved and cherished if he wants to help out the Mojave in any way.”
.“What do you know about Benny?”: “Impractical as hell and just as cocky, from what I’ve heard. I’d watch my caps ‘round him if I were you.”
“What do you know about the platinum chip?”: “Pretty as hell, I’ll give it that. I don’t know a damn about what you’re supposed to do with it though. Not play poker?”
Death: “Not... Yet...” “Oh hell, is that... Blood..?”
Trivia and additional information:
Refers to a male courier with terms of endearment such as ‘sweetheart’ and ‘buttercup’ whether or not they’ve got the confirmed bachelor perk. Can be flirted with using confirmed bachelor, making Lucky suddenly bashful at the reciprocation. 
Can have either confirmed bachelor or cherchez la femme used to console him w solidarity when prodded deeper to see what his misgivings w the NCR are (beyond the political corruption, he’ll talk abt how its not all that accepting and him+one of his buddies at the mojave outpost (knight, although he wont out the major) dont agree w it)
Will comment on Boone’s presence if near him as a companion or not (”Well damn! Its a fine pleasure seeing a 1st Recon out here!” “Thank you kindly for all you’ve done, sir. Always got an eye in the sky on our boys because of you.”)
Comments on too high of a reputation with the legion w concern, warning the courier to not get too pulled into things and that its like quicksand (hinting at his buckeye brilliance quest, afterwards he will express more outwards disapproval). 
Will make comments when entering NCR areas such as McCarran or Forlorn hope specific to those areas.
Will warn the courier if he sees them killing NCR soldiers that he won’t stand for it. If the courier continues or gets a low enough reputation with the NCR, Lucky will become hostile.
Wears NCR mantle armor and a rawhide cowboy hat for armor (can wear armor besides his NCR uniform, but not other faction uniforms).
Wields a service rifle and combat knife as his weapons.
Unmarked Quest: Lonely Mojave Knights
This unmarked quest starts when a courier uses Confirmed Bachelor on any character besides Major Knight while Lucky is a companion, or Cherchez La Femme. When dialogue is initiated with him, he makes a joke of them sharing at least one thing besides cooking under the sun in common and then sobers up to mention how he wishes the NCR was as accepting as the rest of the wasteland. When he says that him and one of his friends at the Outpost feel the same, the courier can guess who it is (narrowing it down to Knight with a comment of ‘We always flock together’, if they had seen Lucky with Knight before recruited without the need for any other guessing), until they have to pass a speech check of 20 to tell he is lying when he says it isn’t Knight. 
Lucky mentions how Knight deserves something for his hard work at the Outpost, leaving the courier to offer the suggestion of seeing if they could get him stationed at Vegas for a little bit. If this is taken, the courier must speak with Ranger Jackson and pass a speech check of 25 to get him to agree to Knight’s stationing before they got to speak to him. Knight, surprised by this, thanks the courier and Lucky and will be stationed at Vegas (often standing around with Billy Knight or in the Tops) for a full seven days. As thanks, Lucky will grant the courier the permanent Desert Solidarity perk, increasing the nerve and damage (10% more) of companions of the same gender.
Personal Quest- Buckeye Brilliance
Quest Triggers: Similar to Boone’s own personal quest, there’s actions that can be taken to earn points with Lucky that will go towards triggering his personal quest. Three of these need to be amassed. 
Convince Corporal Betsy to seek the help she needs. +1 point, Lucky will initiate dialogue where he praises the courier’s caring nature and willingness to help out someone they didn’t know much about.
Complete the quest ‘No, Not Much’. +2 points, Lucky will initiate dialogue where he compliments the courier on their willingness to help the camp despite the bad history that has gone down there.
Complete ‘I Forgot to Remember to Forget’, Lucky does not need to be an active companion. +2 points, the next time Lucky is chosen to be an active companion he will initiate dialogue thanking the courier for their actions and that, despite not knowing Boone real well himself, he’s glad they did that for the sniper. +3 points if the courier convinces Boone to make amends with his past. 
Complete any Mojave Outpost quest. +1 point, Lucky will initiate dialogue thanking the courier for looking out for where he was stationed.
After these three points are earned, Lucky will wait a full 24 hours before initiating dialogue with the courier (neutral or good karma is required as well, he will not initiate the dialogue with an evil courier and instead remain silent until a higher karma is achieved). He compliments them on their caring nature that he’s seen while travelling with them, as well as their willingness to look past the bad to see the good in people. 
Quest Description: Lucky requests that the courier comes with him to an outpost in the middle of nowhere, not specifying who’s there or for what reason besides that he wants to talk to them about his past there. The courier can refuse to do so on the grounds of being busy, causing Lucky to not mention it until another full 24 hours later. If the quest is put off three times, Lucky will comment on how it seems the courier doesn’t have time for much of anything and drop the subject. This will result in the quest being failed. 
If the courier agrees to listen to Lucky, he will mark the outpost, titled ‘Lucky’s Lookout’, on their map and admit that isn’t the real name of the outpost. The quest maker itself leads to a hill a small distance away from Lucky’s Lookout, not the outpost itself, and the courier must go there to further the quest.
Built in a defensive position covered by the nearby hills (sort of like the gully where there’s a bunch of radscorpions, cannot remember the name of it), it is impossible to clearly distinguish what type of outpost it is until the courier crests the hill that the quest marker is on. Lucky allows the courier a few moments of looking upon the legion camp, complete with a few crucifixes and a bonfire (he gives them binoculars wordlessly, adding them to the courier’s inventory), before starting to speak without initiating dialogue. 
Lucky: “Not the place you were expectin’, is it? It ain’t pretty. Brings up a whole lot of bad memories, I’ll tell you that.”
(Here, he will initiate dialogue with the courier)
Lucky: “I told you I enlisted with the NCR to get a new start, didn’t I? The wording might not be right, but the statement is. You’re looking at the old start right now.”
The courier is given options to question what Lucky means, leading to him revealing that, as a teenager, he ran from his family because of his shitty father and ended up stumbling directly into a legion patrol. Because of his attitude and determination (pointing the pistol he had managed to smuggle with him at one of the patrol without backing down when threatened), he was taken in. Lucky tells of how this all happened near where he was born, Buckeye, Arizona, and that he would’ve stayed there most likely if the conflict between the NCR and the Legion hadn’t started. 
He was trained how to be a legionnaire and sent off to the outpost he had led the courier to with a few conflicts already under his belt. Despite his older than typical age those stationed there saw a chance to use him as they would a child (like the child used against Ranger Andy). Lucky was sent, dressed in scavenger clothing, to where it was known there was a small patrol of NCR soldiers and tasked with leading them into an ambush through deceit and lying. Instead, he spilled out the truth to the first soldier he came across, one Captain Wallace (who can be found at the NCR checkpoint near Nelson and will comment on the presence of Lucky if he is a companion), and was taken in for questioning. 
Because of Captain Wallace standing up for him, Lucky was let off of an execution after telling all he could about the Legion. It was Wallace who extended the offer of enlistment and a new future to Lucky (while not mentioned by Lucky, speaking with Wallace shows that he acted much like a father figure to the young man as he settled into the NCR and his comments to Lucky when encountered show that).
After telling his story, Lucky will remain silent for a moment before saying that he’s been wanting to tell someone that for a while now and that he appreciates the courier’s listening. More questions can be asked to clarify parts of the story (such as his age, what he had done before being sent away from Buckeye, what it was like as a caravan kid), before the end of dialogue is met with a choice. Lucky will state that he feels as if he isn’t truly worthy of his rank or position in the NCR since he was Legion for a little whiles. While he wants to believe in the NCR, there are things that he disagrees with and that makes him think that the Legion had a bigger impact on him than he thought. 
Outcomes: The courier can either suggest that, since they’re already there, that the two of them might as well get some good old fashioned revenge. They brush off his concerns with stating that all he really needs is to kill off the bad of his past. Or, they can instead console him on his past and tell him that the NCR and the Legion isn’t a black and white issue, and that he’s just seeing the grey of what he’s aligned himself with. 
If the choice to lead to the slaughter of the outpost is made, Lucky will afterwards thank the courier for listening to him and his story. Although, he will comment that the blood and death didn’t make him feel that much better. The courier can either assure him that enough of it will, or brush it off. Either choice will lead to the same end of him becoming resolute in violence being the solution to complicated troubles and will earn the Sergeant Shoot First, Ask Never perk for himself.
If the choice to console him is made, Lucky will agree with the courier and say that he’s got a lot of thinking to do. This makes him more introspective of his past and his current alignments, earning him the Hollister History perk.
Endings
Convincing Lucky to be critical of the NCR [Eureka!]: As his fellow soldiers celebrated and tossed their covers in the air over the defeat of the Legion, lone sergeant Hollister harbored doubt in his heart and a burning in his gut. As the Republic established a firmer grip in the Mojave, Lucky slipped off from his post unnoticed and unremembered, disappearing into the heart of the desert.
Convincing Lucky that violence is a solution [Eureka!]: The NCR celebrated, and Lucky celebrated right alongside them. He redoubled his efforts to bring something special and new to the Republic that had taken him under his wing, seen by the men of his Outpost with a cheerful smile as he headed out for scrap that wasn’t so readily available. The sergeant was not seen again.
Convincing Lucky to be critical of the NCR [No Gods, No Masters]: The withdrawal of the NCR was a bitter thing to celebrate, but celebrate the ex-sergeant did. He never reported back to his commanding officer after the Battle of Hoover Dam, instead finding an unexpected joy in Freeside as a repairman. His days of soldiering and battle were put behind him.
Convincing Lucky that violence is a solution [No Gods, No Master OR All or Nothing]: Where others were celebrating, sergeant Lucky Hollister was polishing up his gun with a bitter burning. When he had pledged his allegiance to the courier, it was without thought. As the NCR began to trickle away, a new mercenary joined the streets of Freeside. 
Convincing Lucky to be critical of the NCR [Vendi, Vidi, Vici]: More a talker and tinkerer than an actual soldier, Lucky was left without much choice in the ruling state of the Legion than to call upon his past roots within. He remembered the codes of conduct and complexities of Buckeye, using his knowledge to get with a Legion caravan as a guard despite the dislike he carried still.
Convincing Lucky that violence is a solution [Vendi, Vidi, Vici]: While Lucky had reached the rank of sergeant through flukes and luck, he still had the knowledge of how to shoot and maintain a gun. Still wearing the NCR armor that had been his pride and joy, the man took up a short lived yet deadly campaign against the Legion. Striking from shadows with jury rigged silencers and living off of the lands, he eventually pawned off all but one of his bullets to afford as much whiskey as he could, and did the only thing that he thought could free him.
Lucky dies: No number of good natured smiles and polite greetings could keep the Mojave from chewing up and spitting out Lucky. He was quickly forgotten, not even a footnote in the history of the NCR despite the dreams he had carried for it.
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