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stats
S.P.E.C.I.A.L.
· Strength: 5
· Perception: 7
· Endurance: 4
· Charisma: 4
· Intelligence: 6
· Agility: 8
· Luck: 6
Tag Skills
· Small guns
· Lockpick
· Repair
· Medicine
Perks
· Daddy's Boy
· Gunslinger
· Finesse
· Light Step
· Booster Shot
· Pitt Fighter
· Punga Power!
· Gray Matters
· Swing For the Fences
· Concentrated Fire
· Survival Expert
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biography
Early Life
Vault living for Troubadour was mundane and tedious. Consistently disinterested and bored with daily life in 101, Troubadour had difficulty handling routines put in place by the overseer in comparison to their peers. Beyond boredom, the size of the vault and condition of their living space gave them vague claustrophobic feelings. Depressed and anxious in what they would best describe as captivity, studies were difficult for them, which meant not taking school too seriously. Although they weren't exactly curious about or longing for life outside, they still wondered what it might be like, and despised feeling trapped (especially knowing that there was a world out there to live in).
Troubadour found joy in the vault by observing their father's medicinal practices and by hanging out with Amata, who was one of their only friends, if not their only friend. Oftentimes the two could be found reading Grognak comics, or watching film reels from the vault archive. Taking the G.O.A.T., They were assigned the task of jukebox technician, as they had a bit of a knack for repairing.
Life After Exiting the Vault
Naturally, life for Troubadour changed drastically once they were forced from Vault 101. Although the vault had always made them (to some degree) feel trapped, feeling exposed and vulnerable in the wasteland certainly wasn't pleasant, either. With little survival skills in their arsenal, as education in the vault hadn't prepared them for such a thing, they were terrified and had no idea how to keep themself alive in the outside world.
Starting small, they traversed toward Megaton, and started making their living with repairs and minor medicine services. From there, they were taught different trades and skills, gradually adapting to wasteland survival. Troubadour did disarm the bomb for Lucas Simms in Megaton, thusly kicking off their good reputation in the town, and giving them a place to stay. As they gained more experience in the wastes, their skills became more honed, being able to take care of themself fairly well, not needing much teaching after a few months of practice and traveling.
After completing Trouble On the Homefront, Troubadour had stumbled upon Butch DeLoria in the Muddy Rudder. From that point onward, they traveled together, making the wasteland feel a lot less lonely and much more worth exploring for Troubadour. Although the two of them didn't get along at first even in the slightest, they both grew on each other. After some time traveling side by side, it was mutually realized and understood that one could not exist without the other, and the only reason either of them were doing so well was because they were working as a team. There were many instances where had one companion not been present, the other would have without a doubt died. Gradually they fell in love and are in an established relationship.
Post Main Quest + DLC
Major quests that Troubadour completed along the way drastically altered their overall demeanor and temperament. Where they were once mild natured, living life as an average teenager in the vault, they are now cold, hardened, and overtly cautious (more about their personality can be found under "personality" on the home page). With every new hurdle to jump over, all in quick succession of one another, Troubadour's mental condition worsened. James' death, among other emotionally tolling events from the DLC, meant that life only grew more and more difficult to cope with as time went on and as more tragedies took place.
The main quest left them emotionally destitute, as seeing their own father--whom they spent so much time on finding and keeping safe--die, was far too much to handle. Upon witnessing this traumatic experience, they slipped into a catatonic state and could hardly speak. Point Lookout pushed them farther down the deep hole of their mental illness, triggering their ptsd throughout, and giving them an onset of psychosis. The punga fruit Troubadour ate in order to pass the tribal's initiation had long-lasting effects, meaning hallucinations and delusions occured even after the effects of the fruit wore off. The Pitt in itself was an all around nightmare for Troubadour, which also resulted in added and amplified post traumatic stress. Anchorage had little effect on Troubadour. It is undecided on whether or not they had completed the Mothership Zeta quest.
Regardless of how traumatic and difficult life had turned out to be for the wanderer in this wasteland, this did not mean that recovery was impossible. Although their ptsd and psychosis couldn't be outright cured, their (by now) long-time companion and partner, Butch, helped them to heal from their past. Butch and Troubadour carried out the rest of their years quietly as citizens of Megaton, still adventuring on the side. After 1 to 2 years worth of nonstop moving, they could finally pause with all of their work laid out behind them. They had restored Project Purity, carrying out the vision of their mother and father before them, and could finally rest knowing they had made the both of them both proud.
Notable Relationships
Amata Almodovar: Troubadour's closest friend in the vault. Growing up, they were an inseparable pair and spent most of their free time together. She is more than likely the sole reason why Troubadour didn't end up a complete hermit, as they weren't really social with anyone outside of their father and whoever he may be treating out of his office.
Both Amata and Troubadour were routinely teased by the Tunnel Snakes, not so much Paul, but quite a bit of bullying from Butch, and LOTS from Wally. They both kept each other cool during times when the Tunnel Snake' childish antics got to be too much to bare. Sometimes they got their chances to bite back, and it always made them laugh when they could get the Tunnel Snakes flustered.
Despite their closeness in their child and teen years, Amata and Troubadour's friendship met an untimely end through several disputes that came from Troubadour's leaving the vault to search for their father. Amata and Troubadour are now completely estranged from each other. Neither of them knows how the other is, and although Troubadour fondly remembers their childhood with Amata in bittersweet nostalgia, they don't wish to contact her ever again, and they see to that. Sometimes looking back hurts for Troubadour, sometimes it makes them cry, but overall the anger comes to surface more than anything. "If only things could have gone differently".
Butch DeLoria: Troubadour's current partner. As children, Troubadour and Butch never got along. Butch and Troubadour's personalities kept them naturally repelled in the vault, but interaction when it did happen was uncomfortable, sometimes ending in bickering or fights. Butch loved all too much to push buttons and get under skin, after all, while all Troubadour ever wanted in the vault was to be left alone. After some time, though, Butch's brash and immature nature diminished (although not entirely. Butch will be Butch) which meant Troubadour and Butch ended up getting along much better than they did as kids.
Once Troubadour had liberated Vault 101 from the control of the original Overseer, Butch left the vault, giving Troubadour opportunity to meet him on the outside. Traveling together started off rocky, they still didn't cooperate the greatest, but through more travels, they grew to understand each other better to a point where negative feelings from the past had difused.
Butch and Troubadour have a very strong, mutual relationship with one another that came on slowly. Their unity in the wasteland is vital to either person's survival, and one would not be whole without the other. They keep each other in check and are the only strong and consistent support system that either of them have.
An important note: one detail that sets itself apart from all others in their relationship is that their closeness relates to losing everything from their past. Both similar in that they never liked the vault but missed the security, not having parents, leaving behind friends and protection, are all things bringing them closer and helping them to better understand each other. Troubadour wasn't the only one to leave behind something as major as a home, never being able to return.
James: Troubadour's father. There was hardly ever a moment where Troubadour wasn't idolizing their father. Their lack of a mother made them all the more closer with James, and although he was the only one caring for them, they felt fine with it. He did an astounding job and was a wonderful man inside and out.
As a child, Troubadour would learn basic medicinal practices from their father and found his work mesmerizingly interesting. Younger Troubadour was always enthralled by whatever work James was doing, and he loved the curiosity. Given that James and Troubadour were very close, they were naturally shattered when they found out he'd left Vault 101. They listen to the holotape James left for them frequently. It is one of very few things Troubadour has to hold onto the memory of their father, aside from the BB gun he had used to teach them to shoot.
Troubadour and James considered each other best friends. Due to the death of Troubadour's mother, Troubadour and James were all each other had in terms of family, which made them much closer than average in most cases compared to other parents and their children in the vault. The Overseer would often criticize James for this, claiming he treated Troubadour like too much of a friend and less of a child that he should be controlling.
Three Dog: Troubadour's earliest wasteland friend. Probably the first friendly face they had seen between leaving the vault and hitting up GNR. Three Dog was able to give solid advice, help and comfort during the loneliest part of their journey (said part being when they had no companion by their side and were still searching for their father).
Having Three Dog root for them over his radio station encouraged them a lot, although they'd wished he would tone down the exaggeration of their accomplishments since they didn't like being seen as a hero. Regardless of Troubadour's wishes, Three Dog inevtiably turned them into an icon and they were mentioned on his station frequently.
Three Dog's brightness in this world couldn't be matched by anyone else in Troubadour's eyes. His jokes on air made them laugh when things felt bleak, and his hopeful aura was infectious. Down to earth and fun to be around, Troubadour would visit him from time to time, sometimes to exchange rumor, sometimes to exchange thoughts. If Megaton wasn't close enough and Troubadour needed shelter, Three Dog always had a bed ready for them.
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Appearance changes throughout events
Troubadour's hair is a pale, almost platinum blonde. Never longer than chin length, but can go shorter than that. Their eyes are brown, although as time passes one eye's hue shifts to be lighter than the other (heterochromia from prolonged radiation exposure). Tragically, Troubadour is very short (5'2"), although this does aid them in their overall agility.
Armor wise, they stick to Brotherhood of Steel power armor. Aside from armor, however, Troubadour doesn't own many pieces of clothing. They wear either their [armored] vault suit or tunnel snakes outfit as everyday wear, and as a more casual, at-home type of wear, they borrow butch's shirts since they're big and comfortable. They do also have their own plain tees to use at home if need be, but they really love wearing Butch's shirts when they can. They also bind if possible.
One pair of boots is all Troubadour needs to wander comfortably around the wasteland, consistently wearing the same combat boots they had on when they first left Vault 101.
A scar lies just above their right eyelid, going across the brow and halfway around the right side of their skull. This is from the Point Lookout quests. The scar does end up being very sensitive, so Troubadour keeps that side of their head slightly shaven, as loose hair irritates it and causes pain/discomfort.
Throughout their journies their hair grows more wild and untamed. I think at a certain point they just stop caring and let it go crazy. It builds character anyway.
will add images and references later.
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click for full size image
Ambiguous: The slider being so close to "ambiguous" is reflective of their need for enigmatic ambiguity to keep themself safe. A defense mechanism of sorts due to their ptsd. Being difficult to read is something they had gradually slipped into over many months in the wasteland. Rarely ever do they show a vulnerable side, and when they do, it's usually only ever with people like James or Butch.
Deliberate: Troubadour is not a firecracker by any means. Although not on-the-nose accurate and decisive with planning, they are cautious and make sure to tread carefully wherever they go. Spontaneity is highly unusual for them.
Humble: Troubadour is anything but boastful. Although not over the top with their humble nature, they genuinely don't see or interpret themself as a hero and reject praise and gifts in exchange for doing things that are morally good or otherwise needed to be done. Their being humble is less of a complex and more of a trait that puts emphasis on their wish to be transparent, hidden from the public eye, as they don't like attention to be drawn to themself.
Reserved: I deliberately kept the slider away from the word 'shy' and prefer to use the word 'reserved' in its place. Yes, they do hate being the center of attention, but it's not quite out of shyness. Being the talk of the town makes them paranoid and, as mentioned above, they have issues with feeling vulnerable and exposed. Troubadour is 100% introverted.
Giving: Troubadour isn't excessive with their generosity, as they understand people in the wasteland may be quick to manipulate or take advantage of them, and they are far from being naive, but if help can be given, it will be given, and without anything expected in return. Troubadour gives away purified water made by Wadsworth to the people of Megaton whenever possible, as an example.
Diligent: Troubadour is relatively on task no matter their mental health issues. Never wavering during quests when looking for their father, for instance. Hypervigilence from ptsd also relates to why their diligence is scored so high.
Relaxed: Although externally Troubadour may be commonly interpreted as on edge and nervous, this isn't rightfully true when it comes to who they are beyond the anxiety that makes them behave like this around most people. To a stranger or someone relatively new, Troubadour can come off as skittish, wary, or uncomfortable, as this is their natural response to anything new which may be a potential danger, but at the bare bones of it all, they are a very lax person and aren't uptight, especially when it comes to certain laws or rules. Troubadour feels very content, relaxed and natural when with Butch, James or Three Dog.
Bravery: When it comes to being brave, Troubadour doesn't consider themself as such, as they cower internally in most situations, but in the end of it all they never flee. Anyone who's asked of what they think of Troubadour, of course they'd say that Troub is the bravest soul on this Earth. The way Troubadour views themself inwardly, however, seems to be the opposite. Depending on which view you look at can change the scale so I marked it in the middle. It's already common fact that Troubadour feels like anything other than a hero, so I think that when it comes down to it, them saying they aren't brave is just them being hard on themself.
Insolent: While not quite insolent, Troubadour certainly isn't law-abiding and despises the ideology of the Enclave and the Brotherhood of Steel alike. Bootlicking is not on Troubadour's agenda, and if given good reason, they will beat your ass. Respect from Troubadour has to be rightfully earned rather than be rightfully given. No one has a right to be respected until proven.
Contentious: As we know from earlier reading, Troubadour is nowhere near being a follower of any type and will actively question, challenge or fight any idea they don't agree with. Expecting silence and blind worship? Troubadour is the wrong person to be around for this.
Conscientious: Troubadour's karma is in the good section, but more of a neutral-leaning type of good, not so much of a very good or Goodest You Can Be. They will do what's right where it is needed but only if it is needed and once everything's taken care of they disappear.
Overall, Troubadour's rapidly accumulating traumas cause them to take on a relatively reserved, enigmatic persona, which allows them to wear a sort of protective shell as a defense mechanism. Beneath it all, when comfortable, they are pleasant to be around and like to have fun with people they cherish. Those people are the only ones who get to see the fully unhidden Troubadour. Their placement on the karma scale would be Very close to neutral, but still tipping over to the good side. They are far from shy and complacent, and although they don't believe they are courageous or brave, they really are, charging into any situation where help may be needed due to a compulsory need to give aide in places they deem necessary. Before healing from their trauma they were pretty much a complete wreck, selectively mute, unbearably and almost constantly on edge, but after mellowing out with Butch their personality and behavior stabilized in a way, given that they weren't being overwhelmed constantly with new traumas left and right at a certain point.
!!ALSO THEIR HERO ARCHETYPE IS RELUCTANT HERO I JUST GOTTA SLAP THIS SOMEWHERE BECAUSE THEY ABSOLUTELY DID NOT WANT TO BE A HERO BUT RATHER DID ALL THIS SHIT FOR JAMES, THEIR MOM AND THE WELFARE OF THE CAPITAL WASTELAND!!
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