Name: Greer Hollister, but she likes being called The Inspector

Gender: female, she/her, bi

Age/DOB: around 20, born 2276ish and current with RY 10-11, she was a child when Levi and Aretha fixed things

Origin: Vault Earth, Commonwealth, Goodneighbor
Current Location: remains in Goodneighbor and has a spot in the Brattle even with the dragon (who stays outdoors)

Family: both her parents are alive and reside in Goodneighbor, father doing maintenance and structural fixes, and her mother runs laundry and cleaning for Hotel Rexford as well as anyone who has enough clothing to actually wash. Has a younger brother but he went out into the Commonwealth to run with those Rust Devils and hasn't been seen in a while, it's likely he was killed when the Devils were persuaded to 'leave' the Commonwealth

Other: Greer would certainly love to have a family, but they'll have to get past her odd hobbies and habits

Height: 5'10" / Build: though she's sturdier than the comic book character she likes to pattern herself after, she is quite tall and somewhat imposing in that regard

Hair: black, often styled in the same way that the character of The Inspector is in those comics, rarely longer than shown but sometimes done up in braids or other styles, and almost always with the top-hat

Eyes: very dark brown, nearly black, under fine brows and behind glasses she doesn't need - she likes them because they make her look more like the character!

Appearance: medium to dark brown skin with a small number of scars and burns from assorted events in Goodneighbor as she was growing up. She is pretty, enjoys having access to makeup and particularly red lipstick that she has a... large supply of, she'll grab it when she sees it while exploring. Similarly, she has a penchant for dressing up like The Inspector of Hubris Comics - though she doesn't care for the plaid or herringbone patterned pants, she keeps the colors as 'accurate' as she can. To the outfit shown she adds a formal tailed tux jacket in a darker red, and has pockets in the vest as well as her belt that hold a wide variety of interesting doodads. Her voice is strong, husky, and she uses a much larger vocabulary than the folks in Goodneighbor - mostly - can understand. While her mother cleans things Greer enjoys working the steam press and keeping everyone's outfits nice and crisp - she takes many trips to the Brattle and helps them with their costumes to keep them clean too (for a price, says her mother) but this also means she often has the scent of fresh laundry or more rarely dry-cleaning chemicals on her

Image Credits: Picrew Vault Girl

Gear and Possessions: Never without her outfit as shown, but she also has several 'disguises' that she's assembled from clothing that has never been claimed after being cleaned (did they just not recognize it when it was clean and fresh smelling??). She can fit in with Gunners and Ghouls, traders and settlers alike, but also any given gang type such as the Triggermen and other locals. This also means she has a stack of different armor pieces from any given group, kept apart from one another and not used in conjunction even if she would be better protected with all of them at once. However she won't pretend to be a Minuteman nor any other of the 'major' faction groups, knowing that some folks will shoot on sight or try and rely on them for aid she cannot give. She has a set of stage magic tools and tricks, which are kept at the Brattle since that's primarily where she'd be using those.

Chems and Aid: Greer carries at least a couple doses of Jet (carefully used and never abused) to aid in quick getaways, Rad-X and Rad-Away to keep her alive if she's near hazards, and a couple Stimpacks for injuries, though truth be told she's hardly ever had to use those. While she has taken Mentats every once in a while she does not like the side effects and prefers to suss out things with her own brain chemistry. She does have access to Stealth Boy tech, but rarely needs it.

Weaponry:
-- Laser Gun which has the following modifications: Photon Agitator capacitor (increased critical damage, accuracy, and ammo capacity) adding "Agitated" to its title; an Improved short barrel (it's a wonder what you can do with a clean and precise barrel) which adds damage and "Improved" to the title; the Sharpshooter's grip adding recoil reduction and hip-firing accuracy and the "Sharpshooter" title; a Short Night-Vision scope which she does not use for regular gunplay, but can rely on this for scouting in the dark more easily and can magnify when using it as a scope, adding the "Night-Vision" title; and a muzzle with Beam Focus, aiding in range, accuracy, and reduction of recoil adding the "Focused" title. So her 'sidearm' has a lengthy title of Agitated Night-Vision Improved Focused Shaprshooter, but she calls the gun "Annie" for short. (possibly also referencing Annie Oakley?)
-- Pickman's Blade: while exploring the nearby area around the Old North Church (not realizing this is also the entry point to the old Railroad HQ) Greer came across an unusually gristly apartment building, and investigated it to hone her skills. While several years prior this was the site of Pickman's Gallery, it was after the man himself had been dealt with by Levi and the place was left to rot. Literally... But she discovered evidence of a particular knife that Pickman had hidden in the wall behind one painting, and has made sure that no one knows where she got it... Not after reading about all of it and listening to holotapes on the site. The knife itself is a simple combat-styled blade but it is serrated which causes quite a bit of bleed damage. She's noticed that while she is out in the city with this knife, she can sneak with much better results, and when she's been faced with a potential fight - even with that one Supermutant that was edging into their territory - the damage that she incurred with it from her stealthy crouch was significant enough that the mutant died from the wound moments later. It is 'fast' and can be weilded up close and personal so it makes for an ideal close quarters weapon even without stealth.

Icarus Processing: none, though Melissa's research and some of the ELLs that reside on Vault Earth are hinting that maybe she might still be young and healthy enough to undergo the process. As it is her 'powers' are essentially latent or mistaken for 'quirky luck', but they are definitely not just luck!

Genetic Abilities: Greer has modeled herself after the Hubris Comics character The Inspector, a magician-slash-detective type that apparently had some form of show in a circus given the outfit. But her penchant for detective work as well as sleight of hand, and perception of very strange or small details is something that can be described by Mel's notes as "+ Vortal in nature". A sort of danger-sense and very quick fingers allow Greer to avoid getting hurt, at least not badly, and she always seems to have something figured out well before others do. This might be a sense of 'possible futures', allowing the Vortessence to 'choose' the right outcome when she's really needing help

SPECIAL:
Strength: 4, she isn't particularly muscular but she is strong enough to do everyday tasks with some heavy lifting or repetition
Perception: 9+, her dark eyes as well as her keen nose and sharp hearing all add up to a remarkably quick response to any threat.
-- Pickpocket rank 3, able to steal from or place items on people without being detected
-- Awareness rank 1, she doesn't use a Pip-Boy but her sense of where a weak spot on an enemy is quite accurate
-- Locksmith rank 3, has mastered most lock picking and can get through virtually any combination lock; in combination with her intelligence even a puzzle-based one (she would be able to solve Jindosh's Lock over on The World, probably with ease!)
-- Penetrator rank 1, she has a strong sense of where an enemy is even while they're behind cover, and often can shoot through weak walls or debris and hit them
Endurance: 4, a fairly everyday type, she doesn't go on long hikes or try to trek around the Commonwealth without taking breaks
Charisma: 4, though she is reasonably fun to be around, she is a little 'odd' and prefers to only have the center of attention after she's figured out the mystery at hand and has it all wrapped up. When she's on stage and performing magic tricks she seems like an entirely different person!
Intelligence: 7, she is very clever and quick-witted, and a bit nerdy about some subjects
-- Hacker rank 3, able to tackle virtually any difficult terminal or computer code and can re-route information between a pipboy and terminals when she's on a team
-- Science!/Chemist, though not really 'ranked' because she doesn't treat these skills as others might, Greer immediately associates an object or tool with whatever thing it can be applied to: a wrench, soldering iron, power core, or even a vial of chems can be mixed and matched to produce unexpected results. She's not above pouring acid on a tough lock, for instance, because if you can't finesse it that doesn't mean it can't be removed entirely by unscrewing it, or melted straight off the wall!
Agility: 7+, Greer's nimble fingers and hand-eye coordination is actually way better than others trained in the same type of skills like card tricks or stage magic
-- Sneak rank 3/Escape Artist, Even wearing those dapper shoes and sharp clothes, she is hardly obvious if she really wants to be unseen or quietly walk over gritty surfaces. She is actually able to safely pass by most triggered traps and disable them if needed. When she spots a place that will help conceal her, she'll simply vanish into it and can lose active pursuit this way
-- Goat Legs, even if she takes a tumble, Greer won't be injured by falling from heights up to 2 full stories, including down rugged terrain or stairs. She just always seems to know how to roll with it or tumble properly, and she has never lost anything she's carrying while rolling away from an area
Luck: 5+, when things look bad for Greer, they will seem... almost like she's using VATS on a pipboy, but without the actual electronic device. No she's not a synth why would you say that? She can almost 'pause' and look around quickly to spot exits, enemies, traps, or hostages and make her way specifically to whatever goal - almost instantly. To those watching, she might get a strange look on her face, and then - you aren't seeing her any more... This can be triggered, and if she ever does head off to one of these other Rookery-related dimensions, someone might be able to actually instruct her how to tap into it even further!

Skills or Profession: She has worked with her family in Goodneighbor for the everyday things, tending the laundry items and sometimes carrying requests to and from customers in town as a child, and knows how to use all of the tools of both her parents' trades adequately. She knows how to spot leaks and cracks in structures for her dad, and which tools he'll need to work on them.

However Greer's passion project is emulating the comic book heroine The Inspector, a character with quick wits and dazzlingly good investigative skills. Modeling herself this way has led her to learn a variety of subjects from the Boston Public Library and apprenticing to a varied group around Goodneighbor. So she has a very good baseline education and can perform a lot of investigative skills such as scanning for evidence of movement through an area, weapon damage to the locations, listening for particular sounds such as heavy breathing or footsteps, and digging around in attics and basements for clues. She knows her limits, if she encounters a gadget that looks dangerous or requires obvious training to function, she'll bring it directly to whoever she thinks might do best with it. She is also 'a child of Goodneighbor' and with that expectation she knows how to use small handguns and melee weapons such as knives and blades, preferring them to blunt instruments. She does also really like Energy based weapons and is very good at damage control with them if they can be modified to be more accurate or work at greater distance; her 'pistol' is a heavily modified Laser Pistol described above.

She has a very good knowledge of the area in and around Goodneighbor and the surrounding half-mile worth of territory, marking different buildings on her hand-made maps (ones she copied out of books from the Library but have changed since the war obviously!), and also expanding in a spiral around the area. With a dragon friend she has access to a much wider area, but is careful where she lands and flies. She knows which buildings might collapse under the Shroud's weight after all.

As a 'magician' The Inspector can provide entertainment and she does have a spot in the Brattle's stage show doing magic tricks with fancy lighting and fun interaction with the staff and audience. She can modify her voice and do slight vocal tricks but not to the extent of a ventriloquist, but she is very good at distraction and sleight of hand.

Personality: Leads two lives (that everyone knows about). She is a busy young woman, but you can always tell which direction she's being pulled by the outfit she's chosen to wear that moment. This is not a 'multiple personality' or a disorder, she is very well organized and knows how to suit herself to a task, not the other way around. That said she is ... a lot more focused on some tasks than others, and will research things until she's too exhausted to stay awake. Once she is set on a course of action, she will follow the leads until the mystery is solved or the results are in. This puts her in dangerous places, with dangerous people, on the regular, and her family would prefer her to stay closer to home - but now... that there's this dragon with her? Well that does change things quite a bit doesn't it.

Events or History: She was a young child (under 8) when Levi came through Goodneighbor and rid the area of villainy - she'd almost been caught up in one of the local chem dealer's 'chems for kids' schemes, but thankfully the dealer named AJ was... removed from the scene. She spent most of her early childhood in and around the Rexford Hotel, as well as visits to the Memory Den (not to use the system of course, but to listen to the radio with the ghoul Kent Connolly. In those years, she went from just listening to the stories recorded 200 years prior, but to seeing them play out right before her eyes in the neighborhood. This inspired her, and though Kent was a bit worried for her safety (after all he was injured in that event) she's turned out to be quite the detective herself.

Between her father and Kent they taught this young girl how to read and write, do math, and she learned a lot of basic biology and sciences from Dr Amari at the Memory Den. As her adult mentors noticed how attentive and focused she was, but also how obsessed she was about the comic books and characters from Hubris, they've always been watching how she grows just a little on edge. But she trusts them as much as any young teen might, through thick and thin they supported her activities until she proved to be the tipping point to a set of kidnappings and murders that plagued Goodneighbor a few years after Levi left.

When she puts her mind to it, she can integrate easily into whatever group is nearby, or at least not attract undue attention while others are interacting. She overhears a lot, and passes on important information to the locals as needed. And in this fashion she's all but Goodneighbor's own Nick Valentine. As her exploration netted her more and more options for costuming and stealth, as well as her ... unusual weaponry, she moved from being just a clever weird kid to being an actual hero.

Greer will eagerly trade goods and gear she scavenges, to anyone that can dig up issues of comics - doesn't matter which ones, all of them are welcome! But she especially loves the Unstoppables, and has cast her requests to the traders who go much farther afield than just the Commonwealth to dig up other lines of books, holotapes, and memorabilia.

Once she was noticed by the dragon riders of the Rookery up in the northern Commonwealth 'Wakefield Vault', it was a sure bet that she'd be brought around to learn more about their activities and their requirements. It just so happened that there were several dragons that had arrived to another Earth (she didn't even bat an eye at that fact, she'd seen aliens and monsters and supernatual things in real time, no lie) that were looking for intrigue and action here. As a 17 year old at that time, she was almost all on her own in terms of choosing what activities she performed, so she wasn't going to be required at either the hotel or for her dad's maintenance trips. So Greer went up to Wakefield, and met this dragon...

Mask was his name originally, a young and then-flightless Pyrrhian dragon that had arrived to the Rookery but been brought up to the Commonwealth rather than dropped off at the Mojave Conglomerate. They did instantly hit it off, when Mask was able to overhear the Silver Shroud broadcast and Greer showed him all of her collected memorabilia. Together now, and with a new name, Silver Shroud and The Inspector patrol the skies around Goodneighbor and the Charles River with an eye on helping those in need and punishing the wicked.

.

 

Dragon Info

Silver Shroud
but you gotta
say it spooky
Name: The Silver Shroud (aka Mask)
Gender: Male
Size/Shoulder/Length: 15' s / 60' l / 120' ws
Colors: all shades of silvery blue-grey, black, and misty white; belly from chin to tail tip and backs of legs misty light grey palest at feet; body is mostly steely blue-grey darkest at feet and wign fingers, but swirled heavily with lighter shiny markings, echoed in the metallic armor on legs and back; face has black mask marking over nose and eyes and along ear rims; wingsails are black to dark grey blue with metallic swirls as well as tiny faint star markings that seem to catch light like dust in sunlight; claws and horns, dorsal spines white, eyes dark steel grey
Features: Pure Nightwing as shown; physical power - Poison Bite, can inflict a dangerous bacteria into prey or victim, and this is used in the Commonwealth largely due to the radioactive nature of nearly everything he eats, this isn't because he just eats carrion which he doesn't...; Strong sense of smell; Night Vision able to see for quite a distance even in very dark lighting
Powers: Winged Flight, silent and swift, particularly at night or in cloudy or rainy conditions, Shroud manages a liftoff and landing that are nearly silent if he has enough room to maneuver. He is a careful flier, but not above performing dangerous stunts to help his partner in her duties. Since he is quite big he can reliably carry an entire team if needed, and Greer sits between his horns while others are positioned on neck and shoulders, or carried on a harness around his neck. He can fly for hours without landing, and slowly is learning the area by criss-crossing it and making mental notes about the features and locations
Verbal Speech, since he arrived to the Rookery as a very young hatchling, he has learned English and bits of other human languages, and can understand verbal Vort to a small degree, though his exposure to that language is now curtailed. As he grows his voice has deepend and is now a gritty rumble patterned specifically after the Silver Shroud's speech and inflection. He does 'break character' when they're alone, but he is also capable of emulating the various dialects and accents that appear across the Commonwealth. Notably he can also communicate with the Deathclaw population...
Mind Reading, though not telepathic as many in the Rookery might be, Shroud can discern the mental state of nearby people or creatures. If they have nefarious intent this is brought into clear view, mainly by practice rather than it just 'being' a power. While this may be different from those of his ancestry, his power is governed by the single moon of Vault Earth and as such seems to have its own whole style. He cannot specifically read thoughts, and more or less has a 'motivation sense' mixed with 'danger sense' specific to beings with thoughts. He is a very good judge of character thanks to this ability, which he cannot really turn off, but can fine-tune to sense a specific person while they're in a group setting
Fire Breath, as he's grown in a radioactive setting, his fire breath is potent and dangerous, if short-lived. His breath weapon can blanket a 3 meter wide area at about 10 meters long in an incredibly hot rain of cinders and plasma, but won't linger and cools rapidly. This is used more frequently to deter rather than damage creatures or people. He can focus his fire into a meter-wide cone that is accurate about 50 meters and can burn living things enough to kill them if they're caught in the full brunt of it. This will also set easily flammable items on fire, unlike his other use that will only ignite gasses or very fragile items that may respond to a quick burst rather than an extended heat
Stealth, at night, you will not see nor hear this great dragon on his patrols. Even if he's not flying, just walking through the ruins (carefully) he is incredibly quiet and careful to keep his wings and tail close. With his rider and her own stealthy capabilities, they can team up and surround enemies or dangers, springing on them to deadly effect. He is mainly nocturnal or crepuscular if Greer needs to be up in the day time, but the glow of the Boston area sports a lot of 'night life' for them to watch
Parentage: Unknown; see below
Origin: Adopted from Frigid Banshee on K9 lines, gifted by Phe on Deviantart <3 / WoF by Tui Sutherland
Other Info: He isn't an impressionable dragon, he didn't just emulate Greer's passions. His presence in Wakefield was purposeful, as he seemed very fit for exactly his current profession and matching rider. Shroud doesn't really remember any life before arriving at the 'collection plate' at the Rookery in the desert, but he does remember how dry and gritty the air there was, and vastly prefers the temperate and moody rains of the Commonwealth. He's glad that he wasn't dropped back at the Mojave area, he would have hated it there.
   

Lineage

Mask / Shroud

May have added siblings from ^ and & that are hybrids,
there are plenty of Rookery dragons that might fit the bill

And may also have numerous cousins for the same reason
since these parents may also have their own family connections

Nightwing ^
Gdam
Gsire
Nightwing &
Gdam
Gsire

Mates and Descendants

Location / Date Partner Offspring Notes