Mod:Fallout: The Frontier/America

America is a member of the Crusaders, and possible companion found at the RobCo Tower.

Background
America was born with a rare condition called congenital analgesia (inability to feel physical pain). Her parents tried to keep her condition a secret. She raised in the Brotherhood of Steel, living in Bunker Zeta with her parents until her early teens. She knew an elderly lady named Lylee who'd give her sweet rolls.

When she was 15, she was doing scribe work when she accidentally dropped an engine block on her hand and didn't yelp. Other people around her were disturbed. America was considered a mutant by the Brotherhood for her condition. After being abandoned, America made her way across the the Dustbowl before being found by Mollie Callaghan and subsequently joined the Crusaders of Steel. America felt it was almost like a sign, finding another Asian girl with red hair. During her time with the Crusaders, America became a Sopher but later quit the role.

Quests

 * There's a Power Greater than Atomic!: Upon completion, America will approach the player and break down crying, initiating the quest God Bless America. After talking to Mollie Callaghan and following her to see what is wrong with America, America will become the players companion and the quest Forging the Sword of Laban will be initiated.
 * God Bless America: This is America's personal quest. Visiting The Green Fairy, Parkers Resturant, Junkflea, Goose Hollow School, The Wasted Angel - Rudy's Autos & Parts, The White Rabbit Hole, Elm's Tailors, Federal Survival Shelter, and The Menagerie will help complete this quest.
 * Forging the Sword of Laban: Mollie tasks the player with finding a means to print the blueprints with America, who provides hints for completing the quest.
 * Forging the Sword of Laban II: America will suggest the location to test the Jericho Fusion Cannon.
 * I Don't Want to set the World on Fire: During this quest the player has the opportunity to save America from the fire.
 * Breaking the Cycle: America will comment on the NCR when convincing Tasha Weaver to make peace with the NCR.

Effects of player's actions

 * If the player is rude and belittles her upon meeting her, the Crusaders can, rather humorously, turn hostile and begin trying to slaughter the Courier for their rudeness.
 * If the player encounters Wrench after recruiting America, America will take an immediate distrust to the woman due to her Enclave uniform, and will try to convince the Courier that Wrench deserves punishment.
 * The player is advised not to give America "inappropriate" clothing, such as prostitute outfits. Doing so will give her a bad reaction, calling it "gross".
 * If America ends up dying in the fire at the Corvega factory, the Courier can tell Mollie and she will be especially shocked and saddened. One possible thing Mollie may say is, "A kid died, you sick fuck!" Other Crusaders such as Clements and Weaver apparently can not be informed of America's death, however.

Other interactions

 * America will make comments on many of the locations across the Frontier.
 * Despite being a member of the Crusaders, she will not leave the Courier during the Legion campaign, even after witnessing the Courier blackmail Clements during A Matter of Faith. She will not leave during progression of the NCR campaign either.
 * Hector Clements may pass by her and be displeased that she has modified the appearance of her gun; she asks him why he can mod his lightsword but she can't "coolify" her gun. He claims unsanctioned weapon modifications may end up killing her. She replies Mollie gave her gun a pass. Clements says any malfunctions with her gun are her responsibility, to which she replies, "Totally, Grandpa Clements."
 * There is a rare chance that if America is brought to Ostia, she may comment on a Legioner sitting on a table, viewing them as daring and says the Dominia would never approve of such a thing.
 * She comments Crusaders never have to worry about leg day upon entering the RobCo stairwell.

Bugs
America may become bald near the end of the quest Into the Depths!, though this seems to fix itself after returning upstairs.