Welcome to Pokemon: Blue Moon! Contrary to the title's name, it's actually a retelling of neither Blue nor Moon, but rather B/W, except this time, it's the Courier. I don't know what inspired me to have this idea, but it seemed like a good idea when I wrote it. The Courier used will be actually the Courier from own playthroughs of FNV, generally being a Hispanic woman with the age slider all the way up. Nothing like being a vaquero grandma.
Some aspects of both BW and BW2 will be used, but will mainly focus on the plot of BW2. There will obviously be some aspects of BW, primarily in the way I've set up Gym progression, but we'll cross that bridge when we get to it. Also, some areas I'll be lifting from the anime. Need to populate that landscape somehow. Also, the Pokemon stuff will start around Chapter 2. This chapter's mainly a character prologue.
Enough dawdling, let's get on with this prologue!
Pokemon and Fallout: New Vegas belongs to Game Freak and Obsidian Entertainment. Also Bethesda Softworks, I guess. :/
War. War never changes. In the aftermath of the Battle of Hoover Dam, New Vegas was united not under the Bear or the Bull. Not beholden to an Old World capitalist's whims. No. That day, Vegas flew the flag of one Courier Six, an Ace, a Wild Card nobody expected but welcomed wholeheartedly, especially after seeing one General Oliver thrown off the side of the Hoover Dam.
There are many tales of Courier Six throughout the American Wasteland. Some say it's a young figure clad in Riot Gear, Ranger Sequoia in hand dispensing frontier justice throughout the wastes. Others say it's a mustachioed man in a duster, hair and handlebar mustache flowing in the air as he wreaks havoc with his army of weird and wacky companions. But the truth is this. The one called Courier Six is but a geriatric Hispanic gunslinger named Abernathy DeLaerie.
It's true that most people wouldn't be afraid of someone who could be your neighbor's grandma, but as the Mojave's worst came to find out, even your neighbor's grandma could be damn well good with a revolver.
The Good would hear the sound of Mr. New Vegas on her radio and feel safe knowing their staunch protector was watching over them, ready to sucker punch and/or perforate the next motherfucker to harm the innocent.. The Bad would hear Mr. New Vegas on her radio and fear their Horsewoman of Death, preceding a hailstorm of .45-70 Gov't bullets upon their person. The Ugly knew better than to cross Courier Six.
Yet all heroes have an origin story. Superman has his Krypton, Pecos Bill has his covered wagon. Abernathy DeLaerie's was a shallow grave in Goodsprings. Once upon a time Abernathy was but a courier for the Mojave Express. Unknowingly bearing the very Platinum Chip she would later use to bring about an independent New Vegas, she was shot and left for dead by Benny, the leader of the Tops Casino and noted fashion disaster. Saved by a kind robot she would later feel bad about having to kill in the future, she was taken to the small settlement's town doctor, Doc Mitchell, who gave her impromptu brain surgery to remove the shards of metal in her brain. It would not be the first time. Whoever Benny shot that night in the Cemetery died that day, and from their ashes arose Abernathy, Nevada's Phoenix. Following the still often spoken-of showdown at Goodsprings in which our hero banded the small town together to oust the threat of an especially explosive prison gang, she set off on her quest of revenge.
That quest for revenge evolved many times over its lifetime. She had a real tendency of getting involved in things, a lot of things she would only barely understand or even be well beyond her paygrade. Despite this, there was always this nagging itch for justice that prevented her from letting bygones be bygones. She helped people of all walks of life, even if they weren't people per se. There was the pack of Ghouls she helped shoot for the Moon in the most literal sense possible, and in the same night help a sniper take revenge on the seemingly nice innkeeper, whose true actions were more than deserving of having the bitch's head splattered in front of the dinosaur. She saved a town and reinstalled its sheriff. Literally, as in reinstalling a robot's police protocols. She rebuilt Nipton from the ashes with her own two hands, turning a bonafide shithole into a strong, thriving settlement. Her work for the Followers of the Apocalypse and the rest of Freeside are still talked about by Julie Farkas to this day.
Of course, her most proudest achievement would be creating a free New Vegas. If there was any weapon stronger than her revolvers, it was her words and actions. Uniting the factions of New Vegas under her flag was no easy feat. But it was with hard work and charity that made the dream happen. She brought the Great Khans together one last time while saving them from their projected demise. She gave a group of aging Enclave remnants a purpose for one last mission, inadvertently creating a new team of heroes for the wasteland. She helped the Boomers achieve their dream of flight. And at the end of the day, she refused to take the easy option of having the NCR be the "good guys" after seeing firsthand their ineffectiveness and tendency towards imperialism. Some may call it betrayal when she had fought the Battle for the NCR until the very end, where she straight up executed the NCR's highest ranking officer by throwing him off a dam. But mercy was shown. Granted, shown at the face of a well-armed Securitron Army, but it was shown nonetheless as she let the NCR leave New Vegas to its own devices.
Of course, just because the conflict of Hoover Dam was over didn't mean that Abernathy stopped adventuring. With a newly updated Yes Man bearing the ability to make his own decisions and maintain the Strip with the efficiency of Mr. House without House's imperialist tendencies. True to her nature, Abernathy kept on helping people. Just because the war was over didn't mean that her duties were, too.
One such duty was something that Abernathy called "babysitting", in that the "baby" she had to watch over was not a baby, but five. And also not babies, but nigh-immortal floating robot brains in jars that also happened to be the smartest minds of her age, located in the Big Mountain Research Facility. A few months back, these brains in jars stole her heart, spine, and most of all her brain, and managed to get it stolen by their former colleague and supervillain arch-rival. Of course, she later learned that the arch-rival was actually a rather nice, if senile, individual who was the only thing keeping her wards, the Think Tank, from eradicating the Mojave Wasteland in their horrific and collateral damage-laden experiments. For example, Cazadors. Abernathy had already come to that conclusion during her treks throughout the Big Empty, but after having her fears confirmed by Dr. Mobius, she made it her mission to protect her home from the Think Tank. Primarily, by checking up on them weekly as their "caretaker" to prevent them from doing anything outside of what she judged "safe".
It is during one of these excursions to the Big Empty that our adventure begins, an adventure of confusion and friendship in a world not unlike her own. Which would probably make it the fourth such adventure in Abernathy's life. Dandy.
And thus ends our prologue! Tune in to the eventual next chapter, where we finally make this a crossover and not just a semi-retelling of the general plot of New Vegas!