Commonwealth Savings Bank of MacCready, open for business
I'd rather be in outer space 🛸

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KIROKAZE
h
todays bird

ellievsbear

pixel skylines
NASA

JVL
RMH

izzy's playlists!

Origami Around

⁂

祝日 / Permanent Vacation
we're not kids anymore.
trying on a metaphor
Sweet Seals For You, Always
Alisa U Zemlji Chuda
macklin celebrini has autism

★
seen from United States
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@miss-sweetpea
Commonwealth Savings Bank of MacCready, open for business
Gimme Danger
Unfortunately, activating his reinforced tendon implants occasionally comes with involuntarily uttering "uppies!"
NO MATTER WHERE I HIDE MY DONUT FRYER NICK ALWAYS FINDS IT AND USES IT
I'M SO SICK OF HIM
HOW?!!?!?
NICK. NICK STOP MAKING DONUTS PLEASE NICK WE NEED TO BREAK INTO THE INSTITUTE AND GET MY SON NICK PLEA
I didn’t post this apparently
take your new pals on a tour of goodsprings
If you’re wondering what the whole drama regarding tieflings is in the Dungeons & Dragons fandom: basically, capitalism ruined tieflings, and for once that’s not even slightly a joke.
Tieflings were first introduced as a playable species in Dungeons & Dragons 2nd Edition, via the Planescape campaign in 1994. At the time, there were no particular rules regarding what a tiefling was supposed to look like. The text explicitly stated that their basic physiology could vary wildly depending on what their fiendish ancestor was, and one of the first major Planescape supplements even included a table for randomly generating your tiefling’s appearance, if you were into that sort of thing.
This continued to be the case up through the game’s Third Edition. However, when the Fourth Edition rolled around in 2008, the game’s text suddenly became very particular about insisting that all tieflings looked pretty much the same. Some campaign settings even provided iin-character explanations for why all tieflings now had a standardised appearance. Understandably, this made a lot of people very annoyed.
There was naturally a great deal of speculation concerning what had motivated this change. It was widely cited as “proof” that Dungeons & Dragons was trying to appeal to the World of Warcraft fanbase – which was nonsense, of course; nearly all of the Fourth Edition’s allegedly MMO-like features were things that popular MMOs had borrowed from Dungeons & Dragons in the first place, and to the extent that tieflings’ new look resembled a particular WoW race, it was in that they were both extraordinarily generic.
In reality, it was a change that had been lurking for some time. Though Dungeons & Dragons is directly published by Wizards of the Coast, Wizards of the Coast is in turn owned by Hasbro, and Hasbro has long regarded the D&D core rulebooks as a vehicle for promoting D&D-branded merch – in particular, licensed miniature figures.
This was a bugbear that had reared its head before. When the Third Edition received major revisions in 2003, Hasbro corporate had ordered the game’s editors to completely remove any discussion of how to improvise minifigs for large battles, and replace it with an advertisement for the then-current Dungeons & Dragons Heroes product line. Implying that purchasing licensed minis wasn’t 100% mandatory simply would not do.
If you’ve gotten this far, you’ve probably already guessed where this is going: tieflings having no standard appearance made it difficult to sell tiefling minifigs, as any given minifig design would only be suitable for a small subset of tiefling characters. In the brutally reductive logic of the corporate mind, Hasbro reasoned: well, if we tell tiefling players that all of their characters now look the same, we can sell them all the same minifigs. So that’s what the game did, going so far as to write justifications into several published settings for magically transforming all existing tiefling characters to fit the new mould!
This worked about as well as anyone who isn’t a corporate drone would naturally anticipate – and that’s the story of how capitalism ruined tieflings.
Here’s that table, btw. I really dig the art in the old Planescape books.
I already made a post talking about how varied Pathfinder allows/encourages Tieflings to be, but this seemed like a good excuse to just post a bunch of the official Tiefling art that really shows it off
There’s so much variety and flavor :D
i am so strong and so brave and didn't even scream hugely
In every mainline Fallout game except for New Vegas, players can earn the loyalty of a dog known as “Dogmeat.” As part of the main quest of Fallout 4, Dogmeat assists in tracking down the antagonist, even if the player has never encountered him before. When you leave Kellogg’s home, Nick simply starts talking about Dogmeat as if he’s a known quantity.
Perhaps related to this quirk of the world, Dogmeat is first named in this game when the clairvoyant Mama Murphy recognizes him and addresses him by name. The game’s UI calls him “DOG” until he is recognized by Valentine or Murphy. It seems clear that this german shepherd is somehow an independent agent with a good reputation, or something.
Dogmeat does not have a loyalty quest associated with him, which is how the player would earn the other companions’ perks. However, upon finding Astoundingly Awesome Tales #9 within the Institute, Dogmeat becomes more resistant to damage. While this isn’t coherent or conclusive evidence of Dogmeat being a synth, it’s plainly prompting the audience to consider that idea. In light of these factors, his origins have been fiercely debated among the community.
The skeptics and “hard sci-fi” fans out there would have you believe that he’s merely a famous stray dog who solves crimes. But I believe there's something more remarkable at work.
There's a section in the Fallout 2 instruction book called the Vault Dweller's Memoirs, where the player character of the first game recounts what canonically happened. Due to Fallout’s famously terrible companion AI, if you travelled to Mariposa with Dogmeat, he would consistently run into the force fields and get vaporized. So, in the Memoirs, we learn that this is exactly what became of Dogmeat Prime, in canon. He loyally sprinted into a wall of solid light, and disappeared. What if our buddy simply awoke in a new, confusing place?
In Fallout 2, Dogmeat must be found at the Cafe of Broken Dreams, which is explicitly a liminal space. It appears randomly to travellers in the desert. The NPCs within are frozen in time, such as a young version of President Tandi, who mentions that Ian went to “the Abbey,” an area cut from the game. To gain Dogmeat’s trust, the Chosen One must equip the Vault Dweller’s V-13 jumpsuit, which Dogmeat recognizes as belonging to his dead master. You can also attack him to spawn Mad Max, who claims ownership of the dog. Max fits the description of Dogmeat's original owner given in Fallout.
There’s also the “puppies” perk in Fallout 3, which enables you to restore Dogmeat, in the event of his death. “Dogmeat’s puppy” inherits his base and ref ids. In other words, they ARE the same NPC, just renamed. So, the way this actually articulates is that whenever Dogmeat dies in combat, you can find him waiting for you back at Vault 101. In practice, it’s almost Bombadilian.
Lastly, please consider the following developer context.
In June of 2021, the dog who performed Dogmeat’s motion capture and voice for Fallout 4 passed away. A statue of her was placed outside of every Vault in the China-exclusive sequel to Fallout Shelter. She still watches over each player.
River's owner, developer Joel Burgess, honored her in a brief thread about her involvement in the game, and shared much about his thought process and design goals while leading the character’s development. The Dogmeat project changed course early on, after Mr. Joel saw a new member of the art team gathering references of snarling German Shepherds. This motivated him to bring River into the studio, so the artists and developers could spend time with her.
He wanted to steer the team away from viewing Dogmeat as a weapon, and towards viewing him as a friend. Everything special about Dogmeat was inspired by River. For example, whenever you travel with Dogmeat, he’s constantly running ahead of you to scout for danger, then turning to wait for you. This was inspired by River’s consistent behavior on long walks. The only way they were able to motivate River to bark for recordings was by separating her from Joel while he waited in the next room. Reading the thread, it’s very clear that he hoped Dogmeat would make players feel safe, encouraging them to explore, and to wonder. In his closing thoughts, he said the following:
-Joel Burgess
Mr. Joel felt it was important to express that the ambiguity of Dogmeat’s origin in Fallout 4 was deliberately built into his presentation. He also felt it was important that you know Dogmeat loves you. Dogmeat was designed, on every level, to reflect the audience’s inspirations, and to empower their curiosity.
The true lore of Dogmeat is a rorschach test. The only “right” answer is to pursue whatever captures your imagination.
my favorite old men goes and detects shit
based off of:
hey while we're on the subject of ghoul cowboys yall should look at mine
so anyway this is austin and hes built like a brick shithouse despite the fact hes a sniper/ stealth build. hes in his mid 40s and from west virginia and a lawful good so you have to be nice to have him as a companion. hes shy and awkward and quiet but hes very polite and soft spoken and can rip shit if he feels like he needs to. sleeping bear and all that.
hes from a homestead off the map thats populated only by other ghouls and his main source of income is running moonshine to other settlements. before he ghoulified he looked a lot like a bo duke but with curly hair.
That old lady in Novac : Why did you bring me over here under Dinky the T Rex?
The Courier :
bitch
slorp
My only thoughts about a contemporary FNV au is that it’s all just a bowling league
Please enjoy The Great Khans bowling team
Just some bowling shirt ideas
The last for the day
Something I made a couple of years back. Man, I love Gob.