I’m actually loving these headcanons where Robert repairs his car but in the worst ways possible.
Money is tight and 99% of it needs to go to the suit so if his car needs a repair he’s going the cheapest route possible. He’s putting shit in his car that nobody considered to put in their car or thought was possible but he’s making it work.
The suit needs an upgrade on something that can conveniently be found in a car? He’s yoinking it. The car will live and he’s pretty sure he can find something lying around somewhere to replace it.
The car needs an upgrade? He’ll just put discarded mech suit pieces in it and hope for the best. Is this scientifically possible? Not unless it’s Robert doing it. Anyone else tries this natural law-defying shit and it kills them.
He takes his car to an auto shop and makes all the mechanics on duty feel like the protagonists of a Lovecraft novel.
Bonus points is if his car looks totally normal before you look inside. It looks really good, even. You think that on top of the mech suit he dedicates a lot of time and care into his car until you pop the hood and realize it’s powered by Saw traps.
Headcanon that Jason Todd absolutely loved the idea of annotating books, but he couldn’t do it because he couldn’t afford his own books. Instead he uses and notebook and write down each thought he has about each page.
When he moved in with Bruce he was terrified to touch the library books so he keeps the journal. That is until Bruce finds him passed out over Pride and Prejudice with a pen to the notebook. Bruce buys him every single book he can think of and tells him he can do whatever he wants with them. All of them are filled to the brim with all of Jason’s thoughts and he almost treats it like a diary
When Jason dies Bruce leaves the room intact except for all the books, he takes them trying to get every single piece of his Jaylad that he can. He reads through them ritualistically and he treats them so carefully trying to keep them exactly how Jason left them. The only one that changed was Fahrenheit 451, it was Bruce’s favorite and Jason had written what Bruce thought about it as well as his own thoughts and buried in the margins was simply “dad’s favorite” and that book has tear stains that smudged the ink. He refuses to read it now.
When Jason returns to Gotham he breaks into the manor “for recon” and obviously checks his room. He notices all his books that are gone and assumes Bruce threw them out. He replaced him after all; he wouldn’t need those stupid books that held Jason’s innermost thoughts. He never checks Bruce’s room.
now that they created a new honmoon and they have a ton of time off, bobby decided to get them some video games to kill some time
rumi
rumi sees video games as a way to turn off her brain for a bit so she’s not into puzzle games. if the game she’s playing has a puzzle she tries for 5 minutes before getting mira or zoey to help her
she’s absolutely goated at rhythm games. her favorites are any of the rhythm heaven games
she tried to get into vr but it made her really motion sick. she really liked supermarket simulator though
she played breath of the wild for like 50 hours and 40 of those were spent riding around hyrule with a horse
zoey
FNAF KID OML
she knows all the fnaf lore and frequently info dumps to her gfs
one time they did an instagram live and it was just zoey with a massive whiteboard titled “fnaf explained” and it lasted for 3 hours
mira and zoey completed super mario odyssey together during their long bus rides to concerts. mira was mario and zoey was cappy
zoey loves playing super unhinged dating sims like date everything and hatoful boyfriend
rumi- *looking over zoey’s shoulder* “hey baby what are you playing?”
zoey-“hatoful boyfriend. it’s a dating sim”
rumi-“that’s cool, love” *double glance* “wait is that a fucking pigeon?”
mira
obsessed with balatro
she’s really good at fps games and the queen of trash talk
she’s the only one with an actual gaming setup
theres been more than one occasion where zoey or rumi have been woken up by mira yelling on her computer
actual polytrix
they all cuddle up on their couch and play animal crossing together plus they rotate who’s island that they visit
rumi likes collecting bugs and talking to all the villagers
mira knows all the exploits to make bank
zoey likes making cute outfits for all of them to wear
they love playing multiplayer games together
they tried playing lethal company but it ends up with rumi being scared shitless, zoey trying to get stuff done, and mira purposely creating chaos. now, rumi usually stays on the ship to teleport people
on the variety show, the saja boys faced huntrix in a video game tournament
since the saja boys are all like 400 years old they had no idea what they were doing
Some ghoul biology headcanons and some review of the two different ghoulification methods (as supported and not by canon)
This was initially sparked by how I hate the implication of all ghouls being obligate addicts to prevent going feral (as seen from the show). However, given what we know of the themes of Fallout and some confirmations in both FO: Prime and FO4, I've decided there might be some interesting implications here, along with further looks into what makes ghoul go ghoul.
Please let me know what you think, I love this sort of meta talk.
Edit Log:
Edit 1 (4/25) - Spelling, phrasing, and additional Glowing One information made to "Biological Quirks" section in Radiation
So what are ghouls?
Well, a short description from what we see from the wiki/games/canon is that ghouls are those exposed to radiation that don't die of radiation poisoning and instead mutate. Exposure means vary from accidental exposure from the bombs/irradiated areas to outright deliberate exposures via experimentation, hopes for immortality, or simply listed as....."serum/drug".
The games have shown us that the process of ghouling isn't just novel to humans, nor is it just novel to humanoid shapes (see; Harold). However I am going to specifically cover humans and how they ghoulify.
There isn't a set reason on what exactly predisposes someone to ghouling vs dying, nor is there parameters on what makes them go feral. Risk factors, yes, but nothing set in absolute stone (aside from that inhalant withdrawal) This leaves room for the fun, and boy did I have fun writing this.
So lets start with the obvious;
There are two subsets of ghouls,
This is actually implied by canon and outright stated in the meta material. One set is directly radiation induced. These are the ones we are most familiar with.
The other is biochemically created, induced by drugs. These we have a few examples of, however with little to no explanation of....why is there a ghoul drug. More specifically, no direct reason is given for "Drug that turns you ghoul". I however have some ideas on how this came about.
In this post I will cover a few topics relating to ghoul qualities and how they vary between the two sub-types. These will be;
I. Modes of Creation: How We Go Ghoul and What This Implies
II. Biological Quirks
III. Ferals. What Are They, What Causes Them, And Why Aren't They Attacking Each Other
IV. The Rotting vs Chem-Heads: Interpersonal Politics Within Non-Feral Ghoul Populations
I. Modes of Creation: How We Go Ghoul and What This Implies
Ghouls Created by Radiation Exposure:
So you've just survived the nuclear holocaust. What's next? Well, if the onset of radiation sickness is anything to go by, then not much....
Unless you're one of the lucky few who ghoulify.
But what causes one to ghoulify and another to succumb to the radiation? What exactly in the genes make one turn while another simply dies. The exact answer does not seem to exist, however we are shown in several cases that Pre-War was not afraid to experiment with radiation.
While in some instances these experimentation involved medications or chemicals (see: next section), there is mention of controlled exposures to radiation being something studied.
This experimentation can be seen through Vault-Tec Vaults (Vault 12) and implied in a few pre-war medical buildings/holotapes (Robco Buildings, the accounts of Control Subject Peters) and with outright accounts, such as Eddie Winters and Desmond Lockhart.
In short, while we don't precisely know if Pre-War knew that ghouls from radiation exposure were truly and properly immortal, or even considered them as a "successful" rabbit hole to pursue for immortality, we know that experiments to study the effects of radiation sickness were performed. In some cases, the exposure was to test for serums and medications that would hopefully prevent/reverse radiation sickness (And likely how we got Rad-X/RadAway. See: FO4s Control Patient Peter's Logs).
We do however see that irradiation is likely the most common mode for many of the ghouls of the wastelands. Pre-War ghouls that were not part of radiation exposure experiments were often times implied to be those not from areas directly in blast range and rather came into radiation exposure after they crawled out through the falled-out, baby (kill me). However, those directly in the blast that weren't vaporized are often implied to immediately be turned feral (Camp Searchlight, and other similarly directly hit areas), though sections such as Lonesome Road and certain in-game ghouls prove that some do not immediately turn feral.
These ghouls are described as experiencing radiation sickness that never got around to killing them before...it almost seeming to get better. They experience the GI upset, hemorrhaging, "illness" (fever), confusion, sloughing of necrotic tissues, and so on, before stabilizing into what we call ghouls. It is assumed that they eventually hit the "regenerative" stage of ghoulification after their bodies succumb to these symptoms. This may be evident due to radiation exposed ghouls having the intense healing potentials as ghouls, but never "gaining back" normal, non rotting appearance.
Ghouls Created by Biochemical Means:
We know through Hancock that there is an "experimental radiation drug" that can ghoulify people. We see something similar in FO:Prime, with Thaddeus taking a "healing serum" from the Chicken Fucker and how it looks (both in color and method of using) similar to that of the chem that The Ghoul uses/depends on. We are given both The Ghoul and one of his acquaintances (Ass Jerky) as direct examples of being dependent on this chem to prevent going feral.
According to the wiki, there are implications of two different types of chems that can cause a person to ghoul, directly quoted with "This does depend on the type of the drug"
While I am not too certain that these drugs differ all that much in how they cause ghouification, I have a theory about why the wiki needed to state multiple types of chems that ghoulify an individual.
Firstly that there is mention of experiments for immortality. I believe that this may be an "all roads", a converging of methods to one end, type scenario. Multiple drug types, one outcome. One or more of the major corporations was trying to unlock the secrets to immortality, however in this world that usually comes to the end of "ghoulifying" in some manner. I believe this is the drug-type that those like Hancock had found and used. This is the rarest of these types of drugs (as supported by canon) and also does not cause dependency of its users.
Secondly, I believe there are other handful of instances where some tried to create failed (or even prototype) Rad-X like medications (or even some kind of advanced form of Stimpaks) prior to the war as a "Keep this in your prep-kit" first-aid. This would be the direct medication (and in long post-war scenarios "Copy Cat" medication) that those like The Ghoul and ghouls in Fallout: Prime are dependent on. This would easily explain how some people, pre-war (such as Cooper Howard, as we know his personality pre-war) who may seem resistant to the idea of experimental or even promised immortality, would accidentally become a ghoul who is obligatorily stuck taking this medication. This being an assumed Rad-X/Immediate big wound healing-like drug would also allow for easy accidental (or deliberate) manufacturing post-war selling of it. Home brewed variations of a radiation resistant/Stimpak-like medication can sometimes have opposite effects, and this may be how some people "accidentally" become biochemically created ghouls.
We can however see that there is a market created for biochemical ghouls and their stabilizing medications as both F76 and FO: Prime show that these drugs are manufactured post-war and specifically for ghouls.
The wiki mentions that biochemically created ghouls retain their appearances longer than radiation created ghouls, however ultimately they begin their own process of becoming what we know more traditionally as ghouls. We can see this illustrated with Thaddeus from the show.
Now let's move on to how they differ as ghouls;
II. Biological Quirks
Ghouls are defined by a few qualities;
Extended lifespan (functionally immortal), enhanced healing factors, immunity to disease, radiation perks, nourishment requirements, and issues with sterility/reproduction.
We will dive into each of these topics and discuss that while both ghouls may share these qualities, there may be some variance into the extent or modes of how these qualities present.
Extended Lifespan:
We have come to understand and observe that ghouls will live, functionally, forever, unless killed. This point is fairly straight forward, however going feral is an ever present fear amongst both irradiated ghouls and biochemical ghouls. While we will explore ferals later on in this post, we will note that this can be seen as its own form of "death" within certain ghoul communities.
Enhanced Healing Factors:
We are both shown and told that ghouls have incredible healing abilities. While they cannot regrow limbs, it is shown that they can reattach missing body parts so long as one is available to graft.
We will get into nourishment needs in its own section, however I believe that the healing factors also extend here. Ghouls can sustain themselves longer without food or water due to some work of their healing factors, however this creates a strain on the body that makes injury recuperation dampen slightly.
However, while ghouls tend to be able to regenerate from bodily injury with ease, we can see some examples of preexisting conditions not being healed (a directly given example is Hugo Stolz in F76, who remains blind even after ghoulification). This may be explained with the same reason as to why ghoul skin is necrotic and does not seem to heal itself. My personal justification is that anything that happens prior to a ghoul "stabilizing" is almost always permanent.
Another thing to note is how this regeneration is an imperfect process. This may be best illustrated with how biochemical ghouls have a slower "ghouling" of their appearance. It is mentioned that "accumulating damage will change the ghoul's appearance over time". This implies that sometimes healing from an injury is not done perfectly or appropriately. This could also explain why some ghouls have different disfigurements or gain degenerative conditions such as arthritis, loss of vision, or hearing.
Immunity To Disease:
We know that ghouls have an amazing ability to regenerate, however it is not gone into detail about how they are "unaffected by most common diseases". I personally believe there is some nuance to this between irradiated ghouls and biochemical ghouls.
Irradiated ghouls no longer have an immune system. This was something destroyed and not gotten back (much like how areas of skin will slough off and not regen). However, due to their body's base radiation retention there are very few ailments that can actually infect an irradiated ghoul to being symptomatic. Their bodies are generally inhospitable to outside invading organisms.
Biochemical ghouls on the other hand retain some of their immune system and have a lesser resistance to disease than an irradiated ghoul. However they have a better resistance than an unmutated human to diseases.
Both ghoul types rely on their bolstered resistance to disease and their healing factors to protect against diseases as most medications do not work on them, or at least have a lessened overall efficacy. Again this goes off the logic from the wikia that a ghoul's healing factors provide some dampening effects to chems. Also through this logic, poisons tend to also need to be administered in much higher doses for a ghoul to even feel the effects of it.
While most medications do not tend to effect ghouls or only work at higher dosages, there is a special interaction they have with Rad-X and RadAway. We will explore this in the next section.
Radiation; Resistance To And Effects Of:
Ghouls are especially known for their resistance to radiation. This is a quality that is as associated with them as the potential of going feral is. However, I believer there are some key differences between the ghoul types and their interactions with radiation.
Irradiated ghouls stand to gain the most from radiation, for obvious reasons. While traveling through the warm glowing fields of areas still emitting high levels of radiation is a perk in and of itself, they also stand to gain some physical benefits from this as well.
With the example of the Marked Men, it is shown that ghouls can subsist off radiation alone. I also believe this bolsters their base healing factors. Toss a bag of meat pulped ghoul into a nuclear waste spill and he'll join you for dinner in a few hours. They may also experience boosts in mood and endurance.
Irradiated ghouls are canonically mentioned to also hold onto their radiation exposure, where some even become glowing ones. I do think that a ghoul must have moments of "recharge" to remain glowing ones, as over time radiation decays off the body. While the short term doesn't seem to be effected by this, for beings who can live hundreds of years, some can see fluctuations of internal radiation retention.
There is also mentioned for glowing ones being somewhat eccentric. With this idea I say continued radiation exposure and retention can produce almost a high or destortive effect to cognitive function if left unchecked.
Almost comically, while ghouls have no direct use for RadAway, they can use it to drop this retained radiation. This however is dangerous for Irradiated ghouls...
There is however mentions that radiation exposure can be a risk factor of feralization. We will go into further detail later on, however I will slightly touch on this now.
Concentrated blasts of radiation can be dangerous for both ghoul types, however high radiation exposure over time is more a risk factor for biochemical ghouls going feral than irradiated ghouls. On the other hand, irradiated ghouls using RadAway would put them at a higher risk for going feral. Thankfully this later issue is not something most irradiated ghouls need to consider. Most documented RadAway use in ghouls is for retained radiation regulation for those choosing to stay within human colonies.
Nourishment Requirements:
The wiki seems to be pretty inconsistent with this, so I take this as an invite to shoehorn my theories in. The wiki says that ghouls do need to feed and water themselves to stay alive, however we are given a few instances where this is heavily not the case.
Outright, we are given exceptions to the rule with Coffin Willy, Woody, Billy Peabody (fridge kid), and The Ghoul, all of whom had scenarios of being deprived of food and water and survived for extended periods (and most egregiously is Billy, who was trapped in a fridge starving and thirsty for over 200 years).
This is justified however by them being in "a hibernation like state", however other examples are also the Marked Men, who are said to be sustained off radiation alone. These ghouls are shown to be in an active and alert state. Raul Tejada himself mentions baking in the sun for several days, and while unmoving, had to trek three days back to civilization afterwards. We may see other examples of this through dialogue implications where ghouls may be deprived of food and water needs for durations that would kill a regular human.
I believe however that this can be dangerous for ghouls, especially given our next discussion of feralization.
It is worth noting that the wikia says ghouls have lost their sense of taste. While this may be a common phenomenon, we see it may not necessarily hold true for all ghouls due to comments from ghoul companions regarding flavor preferences. (See: Raul's sweet tooth)
Sterility/Reproduction:
While it is broadly understood that ghouls cannot reproduce, the wiki does not dive into much more detail here. I, however, propose that while radiation as a whole is detrimental to the reproductive system, coupled with the regenerative effects of ghouls, there are some...unfortunate outliers within this topic.
In regards to spermatogenesis, sperm count is at a constant low. Assuming there is anything produced, it is almost always malformed in someway.
In regards to ovum, almost all remaining eggs within the ovaries are considered mutated and non-viable. While menstruation is not unheard of in ghouls, it is more likely to occur in biochemical ghouls. However, all cycles are highly abnormal with next to no regularity. Ghouls will eventually hit a 'menopause' and 'post menopausal' state, however this is not conventional in timeline as with humans.
While viability of either gamete is near non-existent, this doesn't prove absence of fertilization. Most common cases of fertilization is that between human egg cells and ghoul sperm cells. While this often ends with miscarriage in the blastocyst stage, implantation has happened in even rarer cases. Intervention is usually needed as this often is ectopic or produces continual hemorrhage. In even rarer cases, these can produce teratoma type "pregnancies".
Very rarely does a ghoul egg cell get fertilized. It is almost undocumented and it is believed this is due to every instance of fertilization is miscarried before or soon after implantation.
Within the realm of sexual disease, there is few directly infectious agents to worry about between ghouls. However, for ghouls with human partners it is encouraged to use barrier-type protection or other means to limit radiation exposure. Necrotic tissue is also a concern, especially when exposed to mucosa membranes. Exposure of irradiated semen to these membranes is also another large concern for human partners. Condoms are highly encouraged, with rad-checks and use of RadAway being another measure to facilitate healthy measures for these relations.
III. Ferals. What Are They, What Causes Them, And Why Aren't They Attacking Each Other
So let's talk ferals. Aside from the rotting flesh smell and appearance, the threat of going feral is among one of the biggest factors that non mutants use for ostracizing ghouls, and one of the biggest internal threats that ghouls face.
While we understand what causes feralization and know risk factors, what precisely triggers one to turn feral while another doesn't is about as well understood as what makes some go ghoul in the first place.
Feralization is described as a degenerative process of the mind and, in late stages, the body.
In this section we will cover a few things;
1.) Risk factors and how they fluctuate between ghoul sub-types.
2.) Behaviors of ferals
3.) Inter-community treatment of ferals
Risk Factors: What Are They And How They Differ Between Ghoul Subtypes:
We are of the understanding that ghouls can turn feral when experiencing certain physical or mental stressors. These stressors are reported as follows;
Social Isolation
Poor Mental State/Intense Emotional Stressors
Exposure to Intense Radiation
Genetic Factors
While the above are wiki provided risk factors, I have included some of my own accepted risk factors below;
Intense Physical Stressors
Extended Periods of Fasting/Dehydration
Sudden Decrease in Retained Radiation
Substance Withdrawal
First we will address the risk factors that effect both sub-types and discuss how these can pose higher or lower threats based upon the specific biology of said ghouls.
Social isolation, poor mental state/intense emotional stressors, genetic factors, substance withdrawal, intense physical stressors, and extended periods of dehydration/starvation are all things that can trigger feralization in ghouls, however the threshold for such will vary among the individuals.
For irradiated ghouls, exposure to intense radiation is unlikely to be a trigger for feralization unless it is a direct, concentrated blast of radiation. However if there is a sudden decrease in their retained radiation, such as if RadAway is used in high enough doses, then feralization is a much higher concern.
Irradiated ghouls have somewhat of an advantage against starvation/dehydration, as being in areas with a higher ambient radiation can mitigate the ill effects of not eating/drinking.
Biochemical ghouls, however, struggle more with going longer periods of time without sustenance. They are also more vulnerable to continued exposure to high doses of radiation. While it is unfair to include their serum under substance withdrawal, it is also their main means to prevent feralization. However both ghoul types are vulnerable to withdrawal causing them to turn.
Behaviors of Ferals:
It is well known that feral ghouls are a dangerous type, however it is also well known that they do not seem to attack each other nor other ghouls.
If feralization is a degradation of higher cognitive function, how is it then that most feral ghouls know when they are in like company? This is not so well understood, however it has been observed that appearance does play a role but is not a sure fire way to pass through a horde of feral ghouls. One theory I have is that ferals are drawn to radiation and by extension can feel it off other ghoulified beings. This keeps them in a calmer, more contented state. Surprisingly, super mutants seem to also bypass the ire of feral ghouls. The precise reason for this is less understood, however FEV may have some play here. It is known that ferals have heightened senses, perhaps even FEV created mutants have a specific smell that does not trigger a hunt response in feral populations.
In regards to their dangerous behaviors, ferals seem to be driven by hyper aggression and hunger. I will take liberties and a page from the lobotomite handbook, as well as reference how some extensive cognitive degeneration causes hyper sexuality/aggression in some.
However, the less observed side to ferals is one more human. While they never truly seem to know what they are doing, some ghoul colonies that tend their feral population note domestic-like behaviors such as; attempting to clean, cook, perform yard work, tend dolls, or perform duties and adhere to schedules relating to those they had prior to turning feral. Some have even reported that certain ferals "remember" actions such as smoking and will perform this in rudimentary fashion.
Inter-Community Treatment of Ferals:
So now that we know more about feral ghouls, how do they fit into the world? While most of us know them as residing in city ruins, content to stay hidden away from the harshness of the burning sun and light, some have found home amongst ghoul societies.
While non-feral ghouls within mixed colonies may hold less compassionate views of their feral brethren, certain ghoul societies dedicate care and inclusion of ferals into their society. Their exclusion may even be seen as betrayal, and they are as valued and protected as much as any non-feral member.
IV. The Rotting vs Chem-Heads: Interpersonal Politics Within Non-Feral Ghoul Populations
While most people view ghouls as ghouls, and acceptance of them can vary from being seen as equals, to indifference, to outright hostility, the nuance between irradiated ghouls and biochemical ghouls is almost entirely understood exclusively within ghoul populations (or with those that study them).
Unsurprisingly, this has caused some conflicts. While feralization is something that is an assumed inevitable end for all ghouls, the more immediate threat of turning plagues most biochemical ghouls near constantly. This has given some irradiated ghouls a complex that biochemical ghouls are the poster child for why most non-mutant societies fear unprompted feralization.
On the other end, biochemical ghouls will often criticize their irradiated brethren for their appearance and smell being a determining factor for why most people do not welcome ghouls into most spaces.
There is also the discussion of who has suffered more, with irradiated ghouls often citing their endurance of radiation sickness and often continued effects while biochemical ghouls often quote their substance dependency as a constant struggle.
V. In Conclusion:
So surely with all that we have learned so far we understand that there is much more complexity to ghouls than initially thought. I hope you enjoyed my compilation of ideas and stuff I got off the wiki/from gameplay as much as I enjoyed writing it.
If you have any ideas or compilations for ghouls, feel free to drop them in the replies! I look forward to reading them and perhaps even working on another post regarding ghoul social and cultural structures!
I know the anime is kinda nonsense but I still love it somehow. All ways lead to Whitehead characters. Anyways
Random headcanons on him + some romantic bullshit
• He loves bright neon signs and can spend a long time simply staring at them.
• He often hums strange little tunes to himself, even during serious conversations.
• He barely notices fatigue when he's interested in something.
• He has a poor understanding of personal space and constantly stands too close to people.
• He might suddenly disappear in the middle of a conversation because something else caught his attention.
• He enjoys sitting in high places like rooftops, railings, fences, and even cabinets.
• He never wears a watch, time means very little to him.
• He dislikes silence and usually finds some way to create noise around himself.
• He becomes attached to things that evoke pleasant associations for him.
• He is terrible at cooking and finds it incredibly boring.
• He's extremely curious and constantly touches things that don't belong to him.
• He enjoys watching people and trying to predict what they'll do next.
• He can remember the smallest detail about someone and unexpectedly bring it up months later.
• He can't stand boredom and starts looking for entertainment within minutes.
• He smiles for no apparent reason.
• He rarely sits still, constantly tapping his foot, fidgeting with objects, or pacing around.
• If someone entrusts him with an item, he'll take surprisingly good care of it, even if he doesn't understand its value.
• He loves rainy weather because neon lights look even prettier reflected in puddles at night.
• He gets easily distracted by beautiful colors and unusual patterns.
• He can suddenly ask extremely personal questions as if they're completely normal.
If He Were in a Relationship? Well, let's see...
• He would remember everything related to the person he loves: their favorite drink, music, habits, and even random comments they made.
• He would constantly look for reasons to stay close to them, even when there isn't one.
• He would be very jealous, although he might not fully understand why he feels that way.
• He would enjoy simply watching his partner while they're busy with something.
• Any praise or attention from them would genuinely make his day.
• He would often bring odd gifts that he personally finds beautiful or interesting. (For example, he will rip out someone's heart and present it as a gesture of love.)
• He would struggle to understand hints and prefer direct communication.
• He would value comfortable silence just as much as conversation. (Yes, he doesn't like silence, but not with his beloved, because with his beloved it is a comfortable silence)
• He might suddenly appear beside them simply because he missed them.(On some level, he also likes that slight, brief expression of horror on their faces.)
• He would be fiercely loyal to the person he considers the most important in his world.
🗣️ Bruce Wayne Headcanons that haunt me but I refuse to elaborate on even if they're utterly wrong Pt. 4.🗣️
Cue my egotistical ramblings that only please me.
superman's eyes Vs Batman's eyes. So!!! Both have blue eyes but different. We know this. BUT - superman's eyes are like a deep, deep, vibrant blue. They have so much depth they look almost indigo. They're low-key alien in colour (I wonder why). They're comforting, soothing, velvety. Bruce's eyes however are STRIKING. such as in a Gregory House way (look up Gregory house eyes you'll get it yes sir). Superman's blue is inviting, comforting. Batman's blue seeks you out, is intimidating.
Carrying on from the above - I saw a headcanon I literally can't stop thinking about on here and I've absorbed it. That is Bruce's eyes are so expressive. The cowl hides those hurt, investigative, aggressive 🔵orbs🔵. Bruce must be conscious and restrictive of such a quality. Especially with cowl off and being in heated, professional discussion.
During his years abroad training prior Batman, he trained at a ballet school HOWEVER I'm thinking classic Black Widow, John Wick type-way. HEAR ME OUT! he learns INSANE BODY CONTROL, flexibility, his muscle memory and ability to learn choreography/moves by watching improves tenfold. Can you imagine him one day in the Batcave or League training area just whipping out a crazy QUADRUPLE Pirouette (I thinks that's the right terminology) with (almost) impeccable form.
He knows how to use a gun, how to fire a gun, how to dismantle a gun and gun solely so he knows how to remove them as a threat + to help with detective work. This man deffo believes in exposure therapy and desensitizing himself to his worst trauma ever by trying to overcome and master it (the psychological ramifications could be a wonderful ted-talk.) He knows what bullets make what holes, how far said bullet can be fired, what decade they come from -- ALL in the name of "forensic work" (but maybe also a lil bit of repetition of trauma etc etc). Imagine Bruce snatching one of Jason's pistols in an arguement dismantling it in a flash before his eyes.
Weapons. Bro knows how to use soooo many. Maybe not perfectly ... but each time he sees a new one he goes "I HAVE to learn what that is and how to use it" hence why he's had sparring lessons with Hawkman/Hawkgirl to learn how to use the mace, Diana for A LOT of ancient or magical weaponry, cyborg for a few alien ones. I want an occasion where in a fight Bruce has to fire arrows from Ollie's bow.
You know he's exhausted, knackered, tired, frazzled when he just.... zones out. Like eyes glaze over. Seeing beyond the veil. Lost in thought. Almost completely still. The batfam + a few JL members know this and judging by how many times he does it during conversation you can tell how tired he REALLY is.
Bruce cannot have powers. He cannot have magic. He cannot have anything "meta" in terms of power because he will *ALWAYS Tweak. The fuck. Out.* He knows this too. The core of Bruce's character is that he is deeply flawed. The crazy self-control, the no killing, the need to improve and rise above human limitations, to pursue knowledge - it's all to smother and keep dominance over his rage, his grief and his trauma. That is why Dick Grayson is his legacy: Despite his initial trauma like Bruce's, he has emerged a better human and hero despite it. That's why when Dick gets powers, he remains a good person and does not get corrupted by them. I think that's one of Bruce's greatest tragedies is that he is the launchpad for kinder people as he himself can never truly overcome his damaged core.
ANYWAY he gets a red lantern ring one time he genuinely goes on a rampage and Hal Jordan has to get his ass and stop him.
ANYWAY when he learns of magic with Zatanna and Zatara, Zatara is like FUCK NO you'll go NUTS. Bruce says "pfffff no", proceeds to go nuts, the two Zs have to save his ass and then he goes "okay maybe no magic for me actually."
(I think the above is partially canon tbh but I don't think it's talked about enough as it's such a good route to understand Bruce's character LOL)
his face card is INSANE. like it's INSANE. like that Jennifer Hudson tiktok audio from sing 🎶🗣️ "ONCE THERE WAS A WAYYYYYYY----" plays when he takes off the cowl. But this is nuanced, see? Good for Brucie disguise ✅ Bad for blending in when trying to lay low❌ Can be intimidating ✅ Can also be distracting ❌ Can help him look more trustworthy when gaining info ✅ Got him unwanted and scary advances + attention when younger and in with "elite society" ❌❌❌. Knowing how our current age makes edits and memes and fanpages of hot famous people would all apply to Bruce.
Lastly. Bruce has a sense of humour but it's just really, really, really dry. He's witty and quick when he wants to be. We also know he (canonically) has a bit of sass to him.