so far, you're posts only have one Companion each. Spam in 3, 2, 1 ...
Ol' Witty
S 3
P 7
E 6
C 4
I 2
A 9
L 4
Skills: Unarmed, Survival, Sneak
Your boss's dog. In this bare-bones fanfic, you'd be known as The Farmhand because you start the game on a ranch. One day, the land baron (?) calls you into his office and has you hunt for a fire gecko that's been killing his brahmin. Pass a Survival based Speech check to ask him if you can bring his pet with you. Complete the Quest and he'll allow you to barrow Ol' Witty longer. Of course, the boss is very protective of his pet and if at any point the canine dies, he'll fire you from the ranch which will greatly sever the main plot's progression.
Eduardo
S 6
P 6
E 5
C 5
I 4
A 4
L 4
Skills: Unarmed, Survival, Sneak
The fire gecko you've been sent to kill. Named after a character from Foster's Home for Imaginary Friends. He can be found in a cave where he's been dragging brahmin carcasses to feed his master. The possible ways to recruit him:
1. With high Survival skill and/or with the Wasteland Whisper Perk, walk up to him which will instantly activate Dialogue. You can then scratch Ed under his chin or offer him food. You can even offer Ol' Witty to him.
2. Sneak past the gecko and into his master's shack. Attacking him out-right will make Eduardo hostile, too. Instead, attempt to convince him that he will eventually call the attention of all the ranch's guards. If you successfully scare him, you can go further by offering to let him go if he gives you Eduardo.
Tila and Nikko
S 4
P 5
E 8
C 3
I 5
A 7
L 3
Skills: Guns, Speech, Melee Weapons Perk: Black Widow (they both have the same stats)
Two porn stars who do mercenary work whenever they're not filming. You can find these girls standing on a sidewalk in one the towns you most likely visit first. They will join you if you pay them 2,000 caps and automatically dismiss themselves after one in-game month to go back to town for the next movie. If you want them again, you'll still have to pay them, but you can now slice their price in half with the right Barter skill or Charisma. They are twin Companions: they cannot be recruited separately and if one dies, the other permanently leaves you. Besides the normal Companion advantages, you can fuck them whenever you want and pimp them out to travelers for personal profit.
Rowboat
S 7
P 3
E 6
C 3
I 5
A 4
L 6
Skills: Unarmed, Melee Weapons, Big Guns Perk: Pulverizing Strike
A prize fighter. Compete in a boxing tournament. If you reach the final match, the undisputed champion will somehow slip you drugs. Once you enter the ring, you pass out and have a nightmare of a Death Claw chasing you. When you wake up in the locker room, you discover that Rowboat was disqualified for cheating and you won by default. As you leave the venue, Rowboat will confront you to apologize. Seeing you work your way up the tournament made him nervous of losing the title he had for so long. Now that he has and in disgrace, he wishes to redeem himself by being your bodyguard out in the Wasteland.
Bailey
S 3
P 6
E 4
C 5
I 6
A 3
L 8
Skills: Science, Guns, Barter
A ghoul scientist. She works in a salvaged lab that mass produces stimpaks. In her spare time, she tries to prove her theory that combat armor polymers can be created from tire rubber. First, talk to her and offer to help her collect tires. Then, talk to the leader of this lab and either do the Quests for that location or pass a Speech check saying that the lab is over-staffed. Bailey will now be free to follow you ... if you promise to help her. If you don't start her Personal Quest soon enough, she’ll get annoyed and leave, but you can still recruit her later. Her backstory includes being the sole survivor of a town that was destroyed by super mutants. She lived by hiding in a closet with toxic barrels in it. Bailey will permanently leave the party if you're nice to super mutants too much.
Sturdy
S 6
P 6
E 5
C 4
I 5
A 6
L 3
Skills: Explosives, Energy Weapons, Melee Weapons
A crazed mister handy outfitted with a grenade rifle. At first, you know Sturdy throughout the game as a guard for your ranch's caravan. Once you reach a certain level, he appears in a random encounter with his caravan attacked, leaving few alive. This event plays off the story of this fan fiction in which the ranch you work for is at war with a competing ranch. They raid and otherwise sabotage each other's businesses till only one is left standing to supply the region with fresh food. The robot suspected that his upgrades were in preparation for the escalating feud and now wants vengeance. Vengeance the player could help provide. As the Main Quest progresses, you could discover that your boss paid mercenaries disguised as the rival ranch workers to attack his own caravan in order to get this response from both Sturdy and possibly you (if you give a shit). What you do with this information is up to you.
Officer Crawford
S 5
P 5
E 4
C 2
I 4
A 3
L 2
Skills: Guns, Repair, Lockpick
A street cop. He’s so paranoid that he imagines that small, petty nuisances in his city are covers for a slave-trading conspiracy. Talk to him about it and he’ll task you with “gathering evidence”. Recruitment options:
1. Play along with his fantasy and he’ll finally snap by killing the last person you’ve been sent to stalk. Crawford will be executed unless to offer the city’s police chief to essentially babysit Crawford. He’ll be banished and you’ll lose reputation, but you can still enter the city … for now.
2. Convince Crawford to quit the force. He’ll panic on what to do with his life, which you can exploit by telling him to follow you.
3. Speak to the police chief about Crawford. He’ll conclude that since the officer isn’t a city native, he’s not used to living in complete safety. He’ll contemplate whether to make him seek therapy or finally fire so he can be an explorer again.
4. Sneak into the police chief’s home and use his private radio. Crawford was right about strange goings on, but instead of a slavery operation, the chief is a spy for the super mutants that’ve been terrorizing the region. Next, go to the mayor and tell him what you’ve learned. The police chief and some goons will then storm the mayor’s office. Save the mayor’s life and he’ll task Crawford and you to stop the mutants.
Havoc
S 10
P 7
E 10
C 6
I 9
A 1
L 5
Skills: Big Guns, Energy Weapons, Explosives
A warlord super mutant. He’s whole strategy depends on not attacking settlements frequently, and instead of kidnapping humans to turn into super mutants, he summons other mutants to him. He also employs humans as informants. Once his clan reaches a desirable size, he’ll launch a full-scale invasion on the region. His base is a dungeon where you just kill everyone inside with him being the boss fight at the end. However, you can casually slip past the guards by saying you’re a spy too. If you’re brought before Havoc, you can plead with him to spare your life by joining him, or passing Speech checks based on bad karma, a high Intelligence, and how well you command Companions. Impress him with your conversation and he’ll join you.
Pain
S 5
P 10
E 4
C 1
I 5
A 5
L 5
Skills: Guns, Lockpick, Energy Weapons
A raider who’s also the only human present in Havoc’s base. She doesn’t want to be part of his army anymore and so she barely escaped death and is constantly running throughout the compound. Help Pain escape and she’ll set off into the Wasteland. She’ll appear in a random location several in-game weeks later where you can offer to let her “join your gang”. Havoc won’t waste soldiers to hunt Pain, but he will become hostile if he ever sees her again. Alternatively, if you attack the mutant base immediately, Pain will instantly join to fight alongside you.
Juke
S 2
P 4
E 5
C 7
I 5
A 10
L 2
Skills: Speech, Energy Weapons, Melee Weapons
An eye bot. Somewhere out in the Wasteland, a lonely scientist surrounds himself with piles of electronics and robot parts. Find him, and he’ll whine that he can’t find parts to repair a vintage jukebox. Among the debris is an eye bot. When asked about it, he’ll say it’s a literal pet project that’s a backup plan if he can never fix the jukebox. If you can find the parts to repair the ancient music player before one in-game month, the scientist will give you his “backup Juke” to repair and keep for yourself. Juke has the personality of a radio deejay and his only appeal is that he can play music from the various radio stations in the Wasteland. This is obviously worthless compared to the player’s pip boy, so the player is given the option to sell Juke to a whole town or someone else who would appreciate him more.