Edward Deegan (
undisguised) wrote2021-01-20 10:09 pm
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thelastvoyages // application 1.0
User Name/Nick: mala
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Malathyne) is preferable
Other Characters: —
Character Name: Edward Deegan
Series: Fallout 4
Age: 210+. We don't know how old Edward was when the bombs dropped, but he worked for the Cabots for 19 years before then, and he came to them "highly recommended," so he was not only an adult, but had enough time to build up a good reputation. I headcanon that he was in his late 40s by the time of the Great War (shortly after which he became a ghoul, which are effectively age immortal; see history links), which would put him at almost 260.
From When?: After the good end of The Secrets of Cabot House: Lorenzo defeated, Jack traveling the Commonwealth with Edward at his side (and before the player character reaches the end of the main quest)
Inmate/Warden: Warden. Edward, to put it shortly, has his shit together, and on top of that, his personality lends itself easily to providing stability and consistency for those who need it. He has years of experience in working with and around quirky, very stubborn people (his bosses, I'm talking about his bosses). He's also adept at presenting himself as a solid wall, physically or otherwise, so holding the line against a troublesome Inmate wouldn't be something he'd balk at.
He will admittedly be more suited to providing guidance and assisting in finding direction for Inmates who don't know how to move forward, but want to, than convincing a resistant Inmate to change their ways — But should he run up against an issue he doesn't know how to solve, he isn't likely to simply pass on the Inmate to someone else. He'd exhaust all resources (seeking help from other Wardens, etc.) before 'giving up' on an Inmate. It's only a little bit a matter of pride, and more that he is dedicated to doing his job — and he'd be treating Wardendom as a job. Edward can be like a dog with a bone when his mind is set on seeing something through.
Item: A modified Pip-Boy 2000
Abilities/Powers: Mostly, Edward is a normal human, with skills in a wide variety of things, from household repair work to negotiation to armed combat, and a definite step up in the physical area because he's Big and Buff... but none of that exceeds human ability. Being a ghoul (see history links) has its benefits, however — He won't die of old age, doesn't suffer negative effects from gamma radiation (and is even healed by it, sometimes in extreme ways), boasts an immunity to most diseases that affect humans as well as a resistance to some drugs... In some cases, ghouls have been able to survive without food, water, or air for a very long time, and by association, it isn't a stretch to assume they can probably go longer than a human without sleep.
But being a ghoul also comes with its own issues — For one thing, if his body isn't taken care of, he could suffer from further physical degredation, including things like "losing more skin," "limbs randomly falling off" (even if they could then be sewn back on and apparently still work; Patchwork), and "face melting." But more importantly, there's a chance of mentally degrading until he's "feral," which would involve losing his sense of self and growing hostile to everything besides other ghouls. (What causes a ghoul to go feral is not well-known in canon or in meta, though.)
Personality:
Edward can leave a memorable first impression without hardly speaking. He makes for an imposing figure, standing tall and wide, well-equipped in both armor and firearms. He easily comes across a stereotypical bodyguard, complete with a "fuck around and find out" vibe. When he speaks, he doesn't beat around the bush, instead presenting the point in a plain, straightforward manner. You learn quickly that you don't have to read between the lines with Edward — what he gives you is what you get. If he doesn't want to discuss something, he will tell you flat out, so you come up against a solid wall instead of misdirection — further emphasizing that "bodyguard" quality.
In fact, "professional" is usually the primary trait people see from him. Part of his job is to conduct business out in the wasteland on behalf of his employers, the Cabots, and he takes the responsibility seriously. The face Edward presents most often is one that is steadily confident, very capable, and focused on getting things done (with a hint of dry humor in there). He is able to project an aura of being the kind of person you don't want to push, despite a lack of aggression. Instead, he maintains professional boundaries with a hand that is firm and impersonal, without being stuffy or unfriendly. It seems like while he isn't someone to cross, it's difficult to push him that far. He rebuffs hostility with that professional persona, not prone to taking threats, posturing, or insults to heart. He'll even work with people who have caused him trouble before, willing to set past grievances aside in favor of moving forward.
Which is why it's interesting that one of the only lines we get of another character commenting on his personality is: "Edward's not as patient as he seems." There are a lot of other little signs revealing his personality beyond his professional persona. While the Sole Survivor (player character of Fallout 4) is working under him, they are sent to find a wayward member of the family. When asked what they should do if she doesn't want to come home, Edward will reply, "Obviously, as one of the family, you can't just knock her in the head and drag her home by her heels," with the dry tone of good humor of someone who sometimes jokingly wishes it were otherwise. Edward's interactions with the player character are littered with little sarcastic comments like that:
(* Interestingly, Edward lying to Jack also connects with one version of the quest ending, where the player can make a choice that potentially dooms the family, despite all warnings not to — and Edward will say, "This is my fault. I hired this idiot, and [they] betrayed you." The developer's note on his lie to his boss even specifically says that he's covering for the player... So, really, this leads back to Edward's sense of responsibility, too. He may wield aspects of his personality as part of his professional persona, but they're still very real: his level-headedness, reliability, loyalty, and dedication.)
Unfortunately, canon doesn't show us what Edward looks like at rest. He's on the job for the entire questline, so we primarily deal with his work mode. But, like with anyone, a lot can be learned about Edward by looking closely at the things that frustrate or upset him — things that throw off his usual demeanor. There are four main categories that will break Edward from his calm, steady nature. Two of the categories involve the player's behavior. If they are rude to and/or about Jack and his sister, Edward will reproach them with increasing irritation the more times it happens. If the player pushes him for information he isn't willing to share, or is caught lying to him (especially in regards to stealing from the Cabots), they're likewise met with annoyance and outright reprimands.
The other two categories relate specifically to his bosses — In one instance, Jack talks for and over him, as if wielding him in an argument against his mother. In this case, Edward's frustration is kept quiet as he instead focuses on trying again to assert himself. But the other instance speaks much louder, because it's a much more dire situation. In one of the endings to the questline (not the one I'm using, but one useful to examine for characterization), ever-loyal and patient Edward can be convinced to turn against the Cabot family, as the player can present him with what appears to be evidence that they'd been lying to him about the situation at Parson's, consequently using him, despite all his years of service and living together.
This happens during a crisis, where there is no time to parse through information or emotions, and a snap decision with permanent consequences has to be made. Here, Edward is very assertive, showing his dissent bluntly, leaving nothing vague, and being firm about what he wants — information. When Jack expresses his surprise and outrage at being doubted after all their time together, Edward doesn't even respond to him, instead focusing on the player and what they can tell him. Afterwards, if he does indeed turn on the Cabots and assists in their deaths in the following combat, he can either express regret at having backed up the player, or he can dig in his heels against his guilt and say they didn't show him real respect, and didn't respect him with "the truth." (Quotation marks because the Cabots' intentions can be considered a matter of interpretation, depending on whether the player believes them or not.) In these conversations, he will admit that he had his doubts over the years about whether the Cabots were telling him the truth, but "I had a good situation here and I didn't want to rock the boat."
And then there's one more thing we need to consider. We also know, through Jack's recounting, how Edward reacted to the nuclear apocalypse:
So... What does all of this show us about what's at Edward's core? Well, we know that he is someone who: shows a propensity for preparation; says he cares a lot about being respected and getting in return what he's given; doesn't like people making decisions for him; and will hold his ground in the face of difficulty. It adds up to reveal Edward is someone who cares about readiness, true respect, and — maybe unexpectedly — control. He isn't necessarily someone who must have a plan and stick to it, but he doesn't like being caught unawares. The reason why I phrased it as true respect is because there are so many times where the player can show him disrespect, but it never truly riles him. But the idea that he gave so much of his time, effort, pain, and loyalty to the Cabots — to Jack especially — and he wasn't trusted with the truth? That's what he focused on, more than the morality of the situation. It looked as though Jack betrayed everything Edward had given for his sake.
Now, as for control... That's where things get interesting. Clearly, Edward isn't the type of person who feels the need to control others, per se. He isn't a control freak and doesn't need to be in charge. But he can have control over himself, and try to have an amount of control over his surroundings. When he's thrown off by a large and upsetting revelation, he keeps a lid on what he's feeling, doesn't fly off the handle. He makes himself focus on what he can currently do so he can take action**. Even his efforts at preparation leads into this — When presented with a potential problem, he is proactive, and wants to be ready for what might come. This gives him the most control whenever something happens. With this in mind, his professionalism persona falls into place, too. By having self-control, he can keep up his responsibilties in a way he can be proud of.
But this makes one particular line of his stand out: "I had a good situation here and I didn't want to rock the boat." Why wouldn't Edward, with how proactive he is, take an initiative to investigate something so important if he had doubts about it? It isn't a lack of self-worth or self-confidence — The wasteland is a difficult place, but he manages it quite well, and he would be able to take his skills elsewhere if he felt like he was being used or betrayed. He could have asked Jack or Emogene — or, hell, even snuck down into Parson's basement himself while he was there checking up on things. Instead, he did nothing about it at all, kept his head down in favor of maintaining stability. And that's really the key: when it comes to personal matters, it turns out that Edward is more hesitant to take risk and lose that stability.
(** And this mindset of focusing on the now is reflected in other instances, too. One example is when he will hire the player even if they attacked Parson's previously (even saying "but I don't hold any of that against you, part of the cost of doing business these days"). Another is after the Cabots are dead and he's expressing his doubts about his choice: "I don't know if it was the right decision or not. But what's done is done." And it even shows when he lies to Jack to cover for the player — When he finds out, he'll scold them for making such a bad decision, but then say, "But too late to do anything about it now." Edward doesn't seem to care much about things done in the past, regardless of morality or trouble caused — He cares the most about right now and moving forward. Which... will most certainly be a strength for him as a Warden.)
Barge Reactions: Considering who he's worked for and their situation, combined with surviving the apocalypse, coming out the other side of radiation sickness looking like a zombie, and then living for two hundred years... Edward is great at rolling with the punches, even the weird ones. Strange happenings is part of life in Fallout, to boot. After introducing Fallout 4's player character to Jack Cabot, Edward tells them, "That's part of the job, by the way. It's best to keep an open mind." And... That's pretty much the approach he's going to take to the Barge, too. He has his limits, like anyone else, but he'll handle them being pushed or broached the same way he'd deal with it back home — with as much self-control as possible, and one step at a time.
Deal: Edward is going to make a deal for something incredibly pragmatic, and not very exciting-sounding: ample supplies and guaranteed safe passage for his and Jack's trip across the country to the Mojave. It might not sound like much, but for one thing, traveling the wasteland is dangerous enough, let alone going from coast almost to the other. But this isn't just reflective of Edward's "I'm being hired to do a job" approach to the Admiral's offer ('pay me with something very valuable to my setting') — It's also reflective of his distrust of it, too.
He doesn't trust that the reward won't come with a catch, and while supplies and safety are definitely valuable, they're still something he knows they can manage on their own, should something with the deal fall through or go wrong. There are definitely bigger, more miraculous things he could ask for — But most of those also involve other people (like the Cabots), and even if he believed the Admiral was entirely on the up and up, he wouldn't want to make a deal on their behalf without consulting them first. Still, even with his misgivings and the potential risk involved, it's too much an opportunity worth investigating.
History: Edward Deegan at the Fallout wiki
While this is a general overview of the character, it doesn't really include context for anything, so here's some further reading if necessary:
The game: Fallout 4
The setting: The Commonwealth, Timeline and history notes
Other important information: Ghouls, the Cabots, the Cabot questline (part 1 | part 2 | part 3)
Sample Journal Entry:
[video]
Right, let's get this out of the way. [On screen is the face of a man who seems to have lost all of his skin. He's missing a nose, his eyes are so bloodshot the sclera are dark, and his voice comes in a deep rasp. He's wearing a drab brown newsboy cap over his bald head.]
My name is Edward Deegan. You might notice that I look like something out of a horror story. But don't worry, I'm not out to eat anyone's brains. [A beat, then, with dry humor:] Do know how to cook them, though.
Back where I'm from, people like me are called "ghouls." Not the most... flattering... name, but it's what stuck. I'd appreciate it if you didn't call me a zombie. That gets thrown our way now and then, and never with good intention.
If you're concerned it's contagious, don't be. You only get this makeover by taking too many rads and being unlucky enough not to die from it. Can't say I... recommend the process. It's not as glamorous as it looks.
That aside... [Edward settles back, giving a better view of wide shoulders clad in a worn leather jacket.] I have an... admittedly broad question. I'm here as a warden, so I get the gist of what's going on. I'd like to know a little about the... social scene, I guess you could say. Don't wanna cross any lines just because I'm new here, and don't know where to look.
Oh. And I wanted to find out where my services would be the most useful. I've had to do a little bit of everything back home, and I'm not used to being idle. Menial work doesn't bother me. Just point me where I can help out.
Sample RP:
The strangest thing, Edward muses to himself, is that the strange things aren't the strangest thing about the Barge. The nonsensical nature of the ship. The ports. The alternate universes. The distinctly non-human and even magical inmates and wardens. The culture clashes. Obviously, he couldn't have wholly braced himself for all of it — There's no way anyone could be that prepared. But he knew going into this, knew when he took the job, that this was part of it. Expect the unexpected, and all that. Jack would probably love it. Emogene, too.
No — The strangest thing about the Barge is all the normal shit.
Edward holds a tomato steady as he calmly slices it, ignoring the nearby pointless tool that seems to keep insistently offering itself, no matter how many times he puts it away. He has to keep reminding himself he doesn't need to use as much force as he reflexively wants to. This isn't a tato — The flesh of the tomato offers almost no resistance at all. But when he was collecting ingredients for his omelette, he grabbed it thinking tato. They look very similar on the outside, but the inside of a tato is closer to that of a potato. Stupidly, even as he's cutting it, and tomato juices are leaking onto the cutting board, he still has to keep reminding himself, tomato, tomato, just so he doesn't mentally call it a damn tato.
The tomato situation is the smallest example, but the most immediate. Every time he walks down the corridor — any corridor, pick one — Edward finds himself in a seemingly permanent state of awe. It's supposed to be a prison ship — is a prison, a gilded cage is still a cage; he's only lived in one for the past two hundred years, even if it wasn't his prison — but it looks like a luxury cruiser. The kind of thing he only ever saw in magazines back before the war. It's not like he's new to high-end surroundings; even before he worked for the Cabots, his connections saw him doing bodyguard gigs in swanky Vegas casinos and hotels and conference rooms. But he still never ended up on a cruise — He still never ended up somewhere this nice, Cabots or no Cabots.
And then the war. Boston and its suburbs, brought to their knees like the rest of the world. Once elaborate skyrises and expensive corporate buildings and New Eastern homes and slums and hovels all sent into ruin. The great equalizer... Almost. But at least the state of Cabot House was something they — he — had to fight for. Keeping it intact, functional, comfortable, clean took consistent upkeep, and more resources than the average wastelander could dream of acquiring on their own. But here? Everything clean, where even the most stubborn of messes have nothing on centuries old filth. Everything modern — More than modern, outright advanced. The communicators, the computers, the damn hologram room.
The softness of the sheets. Of the abundant clothing available to the entire ship. Complete sets of silverware. A library filled wall to wall with intact books. Clear air. Clean water, no boiling or filtering necessary.
Honest to fucking god tomatoes.
And chicken eggs, too. Edward picks one up, preparing to crack it open. It's not like they don't have access to farmsteads with radchickens, he has good trade connections, but they're hardly the most common eggs in the Commonwealth. He doesn't have to work with — settle for — mirelurk eggs here. Except... It stopped feeling like "settling" a long time ago, and he hadn't even noticed. Does he even remember how a radiation and mutation free chicken egg tastes?
Splat.
Edward's thoughts stop. He slowly looks down at his hand, knuckles against the counter. And then it hits him — Never mind the taste. He's forgotten how fucking thin the shells are. He didn't crack the egg. He smashed it flat.
He sighs heavily and sweeps the goopy shards of shell into his other hand. It's a damn mess, but he's going to have to wash his hands anyway... and thoroughly. Ghoul skin won't make it easy to just wash the egg off. The ship might be luxurious, and the ingredients are Pre-War, but, in the end, the details of Edward's life haven't changed. It's... an alienating feeling, in a new way. If only he could've prepared himself for it.
Special Notes: Because I use a retexture mod in my game, Edward's eye color in his icons isn't technically canon for him — In vanilla, his eyes are instead like this. But I've been using the retexture / these icons for so long that I prefer the look for him (better view linked in the journal sample, here), so I wanted to ask if it's okay if I said that's what his eyes are like in TLV. (That style of eyes are an option for ghouls in Fallout 4's canon, as Hancock's are very similar. The only real difference between the two is how dark the sclera gets.)
And a couple ghoul memes for the road:

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E-mail: PM or plurk (
Other Characters: —
Character Name: Edward Deegan
Series: Fallout 4
Age: 210+. We don't know how old Edward was when the bombs dropped, but he worked for the Cabots for 19 years before then, and he came to them "highly recommended," so he was not only an adult, but had enough time to build up a good reputation. I headcanon that he was in his late 40s by the time of the Great War (shortly after which he became a ghoul, which are effectively age immortal; see history links), which would put him at almost 260.
From When?: After the good end of The Secrets of Cabot House: Lorenzo defeated, Jack traveling the Commonwealth with Edward at his side (and before the player character reaches the end of the main quest)
Inmate/Warden: Warden. Edward, to put it shortly, has his shit together, and on top of that, his personality lends itself easily to providing stability and consistency for those who need it. He has years of experience in working with and around quirky, very stubborn people (his bosses, I'm talking about his bosses). He's also adept at presenting himself as a solid wall, physically or otherwise, so holding the line against a troublesome Inmate wouldn't be something he'd balk at.
He will admittedly be more suited to providing guidance and assisting in finding direction for Inmates who don't know how to move forward, but want to, than convincing a resistant Inmate to change their ways — But should he run up against an issue he doesn't know how to solve, he isn't likely to simply pass on the Inmate to someone else. He'd exhaust all resources (seeking help from other Wardens, etc.) before 'giving up' on an Inmate. It's only a little bit a matter of pride, and more that he is dedicated to doing his job — and he'd be treating Wardendom as a job. Edward can be like a dog with a bone when his mind is set on seeing something through.
Item: A modified Pip-Boy 2000
Abilities/Powers: Mostly, Edward is a normal human, with skills in a wide variety of things, from household repair work to negotiation to armed combat, and a definite step up in the physical area because he's Big and Buff... but none of that exceeds human ability. Being a ghoul (see history links) has its benefits, however — He won't die of old age, doesn't suffer negative effects from gamma radiation (and is even healed by it, sometimes in extreme ways), boasts an immunity to most diseases that affect humans as well as a resistance to some drugs... In some cases, ghouls have been able to survive without food, water, or air for a very long time, and by association, it isn't a stretch to assume they can probably go longer than a human without sleep.
But being a ghoul also comes with its own issues — For one thing, if his body isn't taken care of, he could suffer from further physical degredation, including things like "losing more skin," "limbs randomly falling off" (even if they could then be sewn back on and apparently still work; Patchwork), and "face melting." But more importantly, there's a chance of mentally degrading until he's "feral," which would involve losing his sense of self and growing hostile to everything besides other ghouls. (What causes a ghoul to go feral is not well-known in canon or in meta, though.)
Personality:
Edward can leave a memorable first impression without hardly speaking. He makes for an imposing figure, standing tall and wide, well-equipped in both armor and firearms. He easily comes across a stereotypical bodyguard, complete with a "fuck around and find out" vibe. When he speaks, he doesn't beat around the bush, instead presenting the point in a plain, straightforward manner. You learn quickly that you don't have to read between the lines with Edward — what he gives you is what you get. If he doesn't want to discuss something, he will tell you flat out, so you come up against a solid wall instead of misdirection — further emphasizing that "bodyguard" quality.
In fact, "professional" is usually the primary trait people see from him. Part of his job is to conduct business out in the wasteland on behalf of his employers, the Cabots, and he takes the responsibility seriously. The face Edward presents most often is one that is steadily confident, very capable, and focused on getting things done (with a hint of dry humor in there). He is able to project an aura of being the kind of person you don't want to push, despite a lack of aggression. Instead, he maintains professional boundaries with a hand that is firm and impersonal, without being stuffy or unfriendly. It seems like while he isn't someone to cross, it's difficult to push him that far. He rebuffs hostility with that professional persona, not prone to taking threats, posturing, or insults to heart. He'll even work with people who have caused him trouble before, willing to set past grievances aside in favor of moving forward.
Which is why it's interesting that one of the only lines we get of another character commenting on his personality is: "Edward's not as patient as he seems." There are a lot of other little signs revealing his personality beyond his professional persona. While the Sole Survivor (player character of Fallout 4) is working under him, they are sent to find a wayward member of the family. When asked what they should do if she doesn't want to come home, Edward will reply, "Obviously, as one of the family, you can't just knock her in the head and drag her home by her heels," with the dry tone of good humor of someone who sometimes jokingly wishes it were otherwise. Edward's interactions with the player character are littered with little sarcastic comments like that:
"Don't worry. I don't expect you to do the impossible. Not on your first day."So it's clear that he isn't actually the "no fun allowed" type, despite his work demeanor giving that impression. Likewise, while Edward doesn't seem like the type to lie, depending on the player's choices, he may lie to Jack, his boss, about something they did to cover for them and keep them from getting in trouble for it*. This means while Edward appears to be "what you see is what you get," it's not entirely the case. So what's underneath all the professionalism?
"Good luck. Don't get killed on your first job."
"Tick tock." / "Did you nod off or what?" (if the player takes too long to reply to him)
"I don't mind you asking questions, as long as you don't mind me not answering them."
"Now you've met the matriarch of the family. Explains a lot, doesn't it?"
(* Interestingly, Edward lying to Jack also connects with one version of the quest ending, where the player can make a choice that potentially dooms the family, despite all warnings not to — and Edward will say, "This is my fault. I hired this idiot, and [they] betrayed you." The developer's note on his lie to his boss even specifically says that he's covering for the player... So, really, this leads back to Edward's sense of responsibility, too. He may wield aspects of his personality as part of his professional persona, but they're still very real: his level-headedness, reliability, loyalty, and dedication.)
Unfortunately, canon doesn't show us what Edward looks like at rest. He's on the job for the entire questline, so we primarily deal with his work mode. But, like with anyone, a lot can be learned about Edward by looking closely at the things that frustrate or upset him — things that throw off his usual demeanor. There are four main categories that will break Edward from his calm, steady nature. Two of the categories involve the player's behavior. If they are rude to and/or about Jack and his sister, Edward will reproach them with increasing irritation the more times it happens. If the player pushes him for information he isn't willing to share, or is caught lying to him (especially in regards to stealing from the Cabots), they're likewise met with annoyance and outright reprimands.
The other two categories relate specifically to his bosses — In one instance, Jack talks for and over him, as if wielding him in an argument against his mother. In this case, Edward's frustration is kept quiet as he instead focuses on trying again to assert himself. But the other instance speaks much louder, because it's a much more dire situation. In one of the endings to the questline (not the one I'm using, but one useful to examine for characterization), ever-loyal and patient Edward can be convinced to turn against the Cabot family, as the player can present him with what appears to be evidence that they'd been lying to him about the situation at Parson's, consequently using him, despite all his years of service and living together.
This happens during a crisis, where there is no time to parse through information or emotions, and a snap decision with permanent consequences has to be made. Here, Edward is very assertive, showing his dissent bluntly, leaving nothing vague, and being firm about what he wants — information. When Jack expresses his surprise and outrage at being doubted after all their time together, Edward doesn't even respond to him, instead focusing on the player and what they can tell him. Afterwards, if he does indeed turn on the Cabots and assists in their deaths in the following combat, he can either express regret at having backed up the player, or he can dig in his heels against his guilt and say they didn't show him real respect, and didn't respect him with "the truth." (Quotation marks because the Cabots' intentions can be considered a matter of interpretation, depending on whether the player believes them or not.) In these conversations, he will admit that he had his doubts over the years about whether the Cabots were telling him the truth, but "I had a good situation here and I didn't want to rock the boat."
And then there's one more thing we need to consider. We also know, through Jack's recounting, how Edward reacted to the nuclear apocalypse:
[12/01/2077] Then there was the question of security. Edward proved himself amazingly resourceful - he already had plans in place for just such an emergency - thank god he paid more attention to the news than I did. Still, there's no real planning for the end of civilization. He and I have been at Parsons for almost a month, trying to keep things from completely falling apart. Edward has been out more than he should - I'm afraid he's taken a heavy dose of radiation.Edward, without prompting or direction from Jack, had been doing what he could to prepare Cabots operations for an apocalyptic end to the Resource Wars, just in case. And within three years, he was able to not only build enough connections to gather the people necessary to create a security force, but gather enough resources for fifty years. Not to mention, in order to keep tabs on potential worthy candidates to hire over the course of the next two hundred years, and in order to be as aware of the goings-on around Parson's as he is, let alone keep up the amount of supplies the Cabots need, Edward has to maintain connections and a network in the wasteland. That takes investment and preparation, as well.
...
[06/20/2080] I think I can finally say that things are looking up. Edward has recruited a more or less reliable security force to protect Parsons. The power situation is stabilized - Edward assures me we now have spare parts stockpiled to last at least 50 years.
So... What does all of this show us about what's at Edward's core? Well, we know that he is someone who: shows a propensity for preparation; says he cares a lot about being respected and getting in return what he's given; doesn't like people making decisions for him; and will hold his ground in the face of difficulty. It adds up to reveal Edward is someone who cares about readiness, true respect, and — maybe unexpectedly — control. He isn't necessarily someone who must have a plan and stick to it, but he doesn't like being caught unawares. The reason why I phrased it as true respect is because there are so many times where the player can show him disrespect, but it never truly riles him. But the idea that he gave so much of his time, effort, pain, and loyalty to the Cabots — to Jack especially — and he wasn't trusted with the truth? That's what he focused on, more than the morality of the situation. It looked as though Jack betrayed everything Edward had given for his sake.
Now, as for control... That's where things get interesting. Clearly, Edward isn't the type of person who feels the need to control others, per se. He isn't a control freak and doesn't need to be in charge. But he can have control over himself, and try to have an amount of control over his surroundings. When he's thrown off by a large and upsetting revelation, he keeps a lid on what he's feeling, doesn't fly off the handle. He makes himself focus on what he can currently do so he can take action**. Even his efforts at preparation leads into this — When presented with a potential problem, he is proactive, and wants to be ready for what might come. This gives him the most control whenever something happens. With this in mind, his professionalism persona falls into place, too. By having self-control, he can keep up his responsibilties in a way he can be proud of.
But this makes one particular line of his stand out: "I had a good situation here and I didn't want to rock the boat." Why wouldn't Edward, with how proactive he is, take an initiative to investigate something so important if he had doubts about it? It isn't a lack of self-worth or self-confidence — The wasteland is a difficult place, but he manages it quite well, and he would be able to take his skills elsewhere if he felt like he was being used or betrayed. He could have asked Jack or Emogene — or, hell, even snuck down into Parson's basement himself while he was there checking up on things. Instead, he did nothing about it at all, kept his head down in favor of maintaining stability. And that's really the key: when it comes to personal matters, it turns out that Edward is more hesitant to take risk and lose that stability.
(** And this mindset of focusing on the now is reflected in other instances, too. One example is when he will hire the player even if they attacked Parson's previously (even saying "but I don't hold any of that against you, part of the cost of doing business these days"). Another is after the Cabots are dead and he's expressing his doubts about his choice: "I don't know if it was the right decision or not. But what's done is done." And it even shows when he lies to Jack to cover for the player — When he finds out, he'll scold them for making such a bad decision, but then say, "But too late to do anything about it now." Edward doesn't seem to care much about things done in the past, regardless of morality or trouble caused — He cares the most about right now and moving forward. Which... will most certainly be a strength for him as a Warden.)
Barge Reactions: Considering who he's worked for and their situation, combined with surviving the apocalypse, coming out the other side of radiation sickness looking like a zombie, and then living for two hundred years... Edward is great at rolling with the punches, even the weird ones. Strange happenings is part of life in Fallout, to boot. After introducing Fallout 4's player character to Jack Cabot, Edward tells them, "That's part of the job, by the way. It's best to keep an open mind." And... That's pretty much the approach he's going to take to the Barge, too. He has his limits, like anyone else, but he'll handle them being pushed or broached the same way he'd deal with it back home — with as much self-control as possible, and one step at a time.
Deal: Edward is going to make a deal for something incredibly pragmatic, and not very exciting-sounding: ample supplies and guaranteed safe passage for his and Jack's trip across the country to the Mojave. It might not sound like much, but for one thing, traveling the wasteland is dangerous enough, let alone going from coast almost to the other. But this isn't just reflective of Edward's "I'm being hired to do a job" approach to the Admiral's offer ('pay me with something very valuable to my setting') — It's also reflective of his distrust of it, too.
He doesn't trust that the reward won't come with a catch, and while supplies and safety are definitely valuable, they're still something he knows they can manage on their own, should something with the deal fall through or go wrong. There are definitely bigger, more miraculous things he could ask for — But most of those also involve other people (like the Cabots), and even if he believed the Admiral was entirely on the up and up, he wouldn't want to make a deal on their behalf without consulting them first. Still, even with his misgivings and the potential risk involved, it's too much an opportunity worth investigating.
History: Edward Deegan at the Fallout wiki
While this is a general overview of the character, it doesn't really include context for anything, so here's some further reading if necessary:
The game: Fallout 4
The setting: The Commonwealth, Timeline and history notes
Other important information: Ghouls, the Cabots, the Cabot questline (part 1 | part 2 | part 3)
Sample Journal Entry:
[video]
Right, let's get this out of the way. [On screen is the face of a man who seems to have lost all of his skin. He's missing a nose, his eyes are so bloodshot the sclera are dark, and his voice comes in a deep rasp. He's wearing a drab brown newsboy cap over his bald head.]
My name is Edward Deegan. You might notice that I look like something out of a horror story. But don't worry, I'm not out to eat anyone's brains. [A beat, then, with dry humor:] Do know how to cook them, though.
Back where I'm from, people like me are called "ghouls." Not the most... flattering... name, but it's what stuck. I'd appreciate it if you didn't call me a zombie. That gets thrown our way now and then, and never with good intention.
If you're concerned it's contagious, don't be. You only get this makeover by taking too many rads and being unlucky enough not to die from it. Can't say I... recommend the process. It's not as glamorous as it looks.
That aside... [Edward settles back, giving a better view of wide shoulders clad in a worn leather jacket.] I have an... admittedly broad question. I'm here as a warden, so I get the gist of what's going on. I'd like to know a little about the... social scene, I guess you could say. Don't wanna cross any lines just because I'm new here, and don't know where to look.
Oh. And I wanted to find out where my services would be the most useful. I've had to do a little bit of everything back home, and I'm not used to being idle. Menial work doesn't bother me. Just point me where I can help out.
Sample RP:
The strangest thing, Edward muses to himself, is that the strange things aren't the strangest thing about the Barge. The nonsensical nature of the ship. The ports. The alternate universes. The distinctly non-human and even magical inmates and wardens. The culture clashes. Obviously, he couldn't have wholly braced himself for all of it — There's no way anyone could be that prepared. But he knew going into this, knew when he took the job, that this was part of it. Expect the unexpected, and all that. Jack would probably love it. Emogene, too.
No — The strangest thing about the Barge is all the normal shit.
Edward holds a tomato steady as he calmly slices it, ignoring the nearby pointless tool that seems to keep insistently offering itself, no matter how many times he puts it away. He has to keep reminding himself he doesn't need to use as much force as he reflexively wants to. This isn't a tato — The flesh of the tomato offers almost no resistance at all. But when he was collecting ingredients for his omelette, he grabbed it thinking tato. They look very similar on the outside, but the inside of a tato is closer to that of a potato. Stupidly, even as he's cutting it, and tomato juices are leaking onto the cutting board, he still has to keep reminding himself, tomato, tomato, just so he doesn't mentally call it a damn tato.
The tomato situation is the smallest example, but the most immediate. Every time he walks down the corridor — any corridor, pick one — Edward finds himself in a seemingly permanent state of awe. It's supposed to be a prison ship — is a prison, a gilded cage is still a cage; he's only lived in one for the past two hundred years, even if it wasn't his prison — but it looks like a luxury cruiser. The kind of thing he only ever saw in magazines back before the war. It's not like he's new to high-end surroundings; even before he worked for the Cabots, his connections saw him doing bodyguard gigs in swanky Vegas casinos and hotels and conference rooms. But he still never ended up on a cruise — He still never ended up somewhere this nice, Cabots or no Cabots.
And then the war. Boston and its suburbs, brought to their knees like the rest of the world. Once elaborate skyrises and expensive corporate buildings and New Eastern homes and slums and hovels all sent into ruin. The great equalizer... Almost. But at least the state of Cabot House was something they — he — had to fight for. Keeping it intact, functional, comfortable, clean took consistent upkeep, and more resources than the average wastelander could dream of acquiring on their own. But here? Everything clean, where even the most stubborn of messes have nothing on centuries old filth. Everything modern — More than modern, outright advanced. The communicators, the computers, the damn hologram room.
The softness of the sheets. Of the abundant clothing available to the entire ship. Complete sets of silverware. A library filled wall to wall with intact books. Clear air. Clean water, no boiling or filtering necessary.
Honest to fucking god tomatoes.
And chicken eggs, too. Edward picks one up, preparing to crack it open. It's not like they don't have access to farmsteads with radchickens, he has good trade connections, but they're hardly the most common eggs in the Commonwealth. He doesn't have to work with — settle for — mirelurk eggs here. Except... It stopped feeling like "settling" a long time ago, and he hadn't even noticed. Does he even remember how a radiation and mutation free chicken egg tastes?
Splat.
Edward's thoughts stop. He slowly looks down at his hand, knuckles against the counter. And then it hits him — Never mind the taste. He's forgotten how fucking thin the shells are. He didn't crack the egg. He smashed it flat.
He sighs heavily and sweeps the goopy shards of shell into his other hand. It's a damn mess, but he's going to have to wash his hands anyway... and thoroughly. Ghoul skin won't make it easy to just wash the egg off. The ship might be luxurious, and the ingredients are Pre-War, but, in the end, the details of Edward's life haven't changed. It's... an alienating feeling, in a new way. If only he could've prepared himself for it.
Special Notes: Because I use a retexture mod in my game, Edward's eye color in his icons isn't technically canon for him — In vanilla, his eyes are instead like this. But I've been using the retexture / these icons for so long that I prefer the look for him (better view linked in the journal sample, here), so I wanted to ask if it's okay if I said that's what his eyes are like in TLV. (That style of eyes are an option for ghouls in Fallout 4's canon, as Hancock's are very similar. The only real difference between the two is how dark the sclera gets.)
And a couple ghoul memes for the road:

