Yahoo Canada Web Search

Search results

  1. Richard M. Grey was born on 19 November 1916 in London, England, UK. Richard M. is a director and writer, known for Eyes That Kill (1947), A Gunman Has Escaped (1948) and Sherlock Holmes: The Man Who Disappeared (1951).

    • Director, Writer, Producer
    • November 19, 1916
    • Richard M. Grey
    • Overview
    • Background
    • The Unity
    • Characteristics
    • Interactions with the player character
    • Notes
    • Notable quotes
    • Appearances

    “I don't have to prove anything to you! Prove.”

    https://fallout.fandom.com/wiki/File:Fo1_Master_Prove.ogg

    The Master of the Super Mutants or simply the Master, referred to by the Children of the Cathedral as the Holy Flame, Dark God, and Father Hope,[Non-game 3] was the founder and leader of the Unity, a mutant-led organization dedicated to the transhumanist transformation of mankind in post-nuclear world. By the time he was encountered by the Vault Dweller, the Master was a hybridized amalgamation of several dozens of humans and other mutants, as well as the Cathedral's computer network, speaking in multiple voices and switching between them on the fly.

    The Master's end goal was to create a new race from humanity using FEV, one that could thrive in the post-apocalyptic conditions of the world and to rid humanity of its differences and reasons for waging war. The Master's race of mutants would be dubbed super mutants colloquially by most and would become a permanent presence throughout California and neighboring areas and a long-lasting reminder of the Master's attempt to reform humanity.

    Origins

    Richard Moreau was born before the Great War, but little is known about his past except for the fact that he was one of the lucky few who found shelter in Vault 8 when the bombs fell. When the Vault opened in 2092, he was exiled for murder shortly after; traveling to the newly-founded Hub more than four hundred miles to the south and established himself as a doctor there, adopting the last name Grey.[Non-game 1] Doctor Grey became popular, especially with one of the caravan masters by the name of Harold, who considered him a brilliant doctor and philosopher. His story could end there, if it was not for his decision to investigate the mutant attacks that plagued caravans. Along with gangers and scavengers, mutants were the primary problem for caravans, and their attacks were increasing. Caravan masters were forced to hire large numbers of guard, but even with that firepower they kept losing them. Harold, a noted local merchant at the time, organized an expedition to try and find the source of the mutations and shut it down, if possible. Richard Grey joined it, assuming leadership. The expedition launched in mid-2102. Grey led the small group (consisting of Harold, Francine, Mark and several others) to investigate the northwestern direction, where most of the attacks came from. On June 23, the expedition discovered Mariposa Military Base and hordes of mutants within, alongside vicious security bots. The group sustained significant casualties while fighting their way into the base. He and Harold were the only ones to locate and enter the Vats, only for the robot crane to crash into them. Harold was knocked out, awakening later in the wasteland. His last memory from the base was the sight of Grey being thrown into what appeared to be an acid bath: A vat full of FEV. Grey floated in the slime for days, nearly drowning, with the extreme level of exposure starting him on the path to becoming the Master.[Non-game 4] After he regained consciousness and dragged himself from the vats, he continued to mutate after the week-long immersion.[Non-game 5] The mutation eventually stabilized enough for him to notice his greatly increased mental capacity, capable of resolving the most complex of philosophical questions. He began experimenting on animals infesting the military base by exposing them to the virus. When he dipped a rat and a dog into the virus at the same time, the resulting fusion inspired him to begin formulating a philosophy of unification, laying the groundwork for the Unity.[Non-game 6] However, experiments were disrupted by the lack of subjects and his own limited understanding of the virus.[Non-game 7] In December 2102, following a series of directed mutations by injecting doses of the virus into various areas of his mutated body, Grey gained the ability to neurologically link with computers, allowing him to access the base's databanks. Aided by the data, he began experiments on humans who strayed into the facilities, at first, without much luck.[Non-game 8] Finally, in January 2103, he isolated radiation exposure as the crucial factor affecting transformation success. The first intelligent super mutant was assimilated by Grey as a fellow mind, creating the fledgling Master hive mind. The Unity began in earnest,[Non-game 9] as the Master began to gather test subjects from local human communities. The process was slow, hampered by their scarcity, but over the next thirty years he built up a small force of super mutants, until the Great Winter of 2130 caused a shortage of specimens. In 2131, the Master decided to focus on acquiring subjects from the increasing number of caravans crossing the wasteland. The human settlements were oblivious to the true nature of the raids, blaming them on wasteland "monsters." Their ignorance allowed the army to grow exponentially.[Non-game 10] By 2137, there were enough super mutants to sustain mass production. While the success rate was between 15-20%, with half going on to join the Master's army, it grew rapidly into a potent military force. The resulting army was named the Unity by the Master, becoming the foundation of his vision for humanity and the world.[Non-game 11] For the next fifteen years, the Unity would expand over New California, adding to its ranks and preparing to make their presence known.

    The Cathedral

    In 2152, the Master enlisted the aid of Morpheus and his doomsday cultists. Realizing the benefits of retaining unaltered humans in his service to act as spies throughout the region, the Master recruited Morpheus's cult into his service, thereby expanding his power. To this end, he established the Children of the Cathedral to act as the Unity's public face as well as maintain secrecy.[Non-game 12] Just three years later, in 2155, the Unity experienced a breakthrough in its operations. After apprehending a caravan of vault dwellers from the Los Angeles Vault (a Vault prototype), the Master transferred his command, along with his immense and pervasive body, to the vault and ordered Morpheus' cultists to renovate the building above the Vault, establishing the Cathedral and its Children. The cult became known as the Children of the Cathedral and continued to be led by Morpheus, who reported directly to the Master. The Cathedral was guarded by the nightkin, which were super mutant elite troops equipped with Stealth Boy technology. The Vault itself provided a wealth of information to the Master and the Unity, most importantly the locations of other vaults. Super mutants began searching their suspected locations, gathering prime subjects for super mutant conversion.[Non-game 13][Non-game 14] Not all operations were successful: The detachment sent to investigate Bakersfield and Vault 12 wound up engaging the ghouls living among the ruins, with fighting only ceasing when Set brokered a ceasefire, explaining that the ghouls were what remained of Vault 12's dwellers. A garrison was left behind to ensure Set's cooperation and apprehend the occasional human passing through.[Non-game 15]

    The Master's Destruction

    The steady expansion of Unity operations and preparation for the attack on New California, spearheaded by the Children of the Cathedral seemed impossible to prevent. However, the Master did not account for the Vault Dweller's interference, who managed to uncover the plan while retrieving a water chip for Vault 13. Spurred into action by the Vault 13 overseer, on March 3, 2162, they infiltrated the Cathedral and destroyed it with a nuclear weapon, killing the Master.[Non-game 16] The Unity retaliated by attacking Necropolis, trying to locate the Vault Dweller, but it was too late. On April 20, less than two months after the death of the Master, the Vault Dweller delivered the killing blow to the Unity by destroying the Mariposa Military Base.[Non-game 17] Although he disappeared into the wasteland, the Brotherhood of Steel picked up where he left off, driving the super mutants away with minimal loss of life, on both sides of the conflict, establishing itself as a major power in the wasteland, but wisely remaining out of the power structure. Surviving super mutants would attempt to integrate into society or find a new life for themselves, with one attempt being Broken Hills, founded by Marcus and Knight Jacob in 2185, as a place where regular and mutated humans could live side by side.[Non-game 18] Yet other groups migrated away from New California, north and east, looking for new places to settle.

    The Master is the creator and leader of the super mutants. He is also the mastermind behind a movement called "The Unity," the aim of which is to see as many humans as possible turned into super mutants (whether voluntarily or by force) by means of the FEV. He claims that those who cannot be mutated by the virus, as well as those that choose not to, will be allowed to live, provided they submit themselves to sterilization. Those that resist the Unity outright will be executed for trying to stand in the way of the Master's "progress." In theory, the Unity is working toward the betterment of humanity, as super mutants are better adapted to live in a post-nuclear wasteland. Also, according to the Master, turning all living beings into one single race would finally eliminate the differences and the human fallacies that ultimately brought about nuclear war.

    However, the Master is unaware of a fatal flaw in his plan: all super mutants are sterile. The Vault Dweller can help Vree, a scientist of the Brotherhood of Steel, come to this conclusion, and later use this information to convince the Master that his endeavor has no chance of success. Or if they decide to join the Unity, the ending will show the Vault Dweller being turned into a super mutant, then show the Vault 13 residents being killed by the super mutants. This ending is non-canon however, as it would contrast with the events of Fallout 2.

    The Master began his life as an intelligent, but otherwise ordinary human. It was not until the expedition into Mariposa that he began to evolve, randomly at first and then by modifying himself with additional doses of the FEV. The virus increased his naturally high intelligence many times over, allowing him to understand complex philosophical questions with ease, while slowly warping and twisting his body. Not all the changes were for the worse, however: As his body changed, the Master gained the ability to neurolink with computers and robotics. His increased intelligence was unarguable but his own experiments still left his practice of the scientific method lacking when he would pursue the creation of super mutants without control groups or predictions to locate his new race's fatal flaw.

    Although humans found his appearance repulsive, the evolution provided a countermeasure: It increased the Master's natural charisma and unlocked latent talent. Already gifted with a silver tongue, he became able to persuade others with impeccable reason, logic and in-depth understanding of psychology. Utilizing both, the Master rallied an army of devoted human and super mutant followers around him. The few capable of withstanding the strength of his argument would have to concede in the face of the argument of strength: His growing army of super mutants, made possible by resolving the problems of the pre-War FEV.

    The Master was also a psyker. Long-term exposure to FEV gave him the ability to penetrate the mental defenses of others, preying on their greatest fears and breaking them. His control over them was limited and those members of the Unity or the Children who were granted an audience with him were required to wear psychic nullifiers to pass through the Corridor of Revulsion (a psychic projection and extremely vivid hallucination) and the passive psychic field he generated, otherwise they risked physical damage.

    The Master installed himself into the Los Angeles Vault after relocating there from Mariposa. As he assimilated more and more organisms, his biomass expanded, and the Master integrated himself into the Vault itself, with tendrils spreading throughout the facilities and embedding themselves in the underlying machinery. By the time of the Vault Dweller's arrival, the interior of the vault was dotted with human appendages, extensions of the Master's growing body. His central body was located in the overseer's chamber, where he grew upon and into the command chair. However, the Master neglected to distribute his nervous system in a similar way and the primary brain was still located within the body that assimilated the post and the Vault's main computer.

    Interactions overview Quests

    •Destroy the Mutant leader: The Master is the mutant leader and needs to be destroyed. The Vault Dweller has three options to choose from: •Combat includes facing the Master directly. He has 500 HP, a Gatling laser, high AC, and can attack twice per round. Furthermore, he will spawn a super mutant in the corridor every two turns (four at the lowest combat difficulty), up to a maximum of twelve. Hardened power armor and high damaging weapons are a necessity to withstand the damage output, however, the Master will not attack companions or his Floating Eyes. In fact, the robots are not aggressive towards the player and if splash damage hits them, they will turn on the Master. •A psychic nullifier is needed for dampening the Master's psychic attacks. •Because the Master is integrated into the Vault overseer's chair, he counts as a robotic enemy and is vulnerable to pulse grenades. •But an even greater vulnerability is the limited range of his Gatling lasers, which means that there is a window further away in the long hallway from where one can shoot him with a sniper rifle without him being able to retaliate. •Saving and reloading will also cause the spawned mutants to disappear but still count towards the maximum of twelve. •Diplomacy requires the player character to have read Vree's autopsy report and have at least 7 Intelligence and good Speech. Then it's a matter of asking him about the plan, pointing out a problem with it, and either giving the disk or telling him to ask his female mutants. •Stealth involves no confrontation and infiltrating the lowest level via the barracks in the command center. The doors are locked and require a good Lockpick. One can activate the bomb after killing the guards by using Science (70% required), Lockpick (70% required; the test was intended to be for Repair, but the game checks for Lockpick) or the bomb key looted from Mariposa. •Finally, it is possible to join his cause simply by talking to him and agreeing to his demands or persuasion. Doing so triggers the dipping ending and the raid on Vault 13, but grants no end slides.

    Death animation

    •Killing the Master will trigger a unique death animation:

    •He has four voices: one robotic, two male (one calm and one angry) and one female.

    •If the Vault Dweller leaves the base after attacking the Master, the super mutants will stop spawning.

    •He is also mentioned by several characters like Marcus, Leanne, Harold, and Fung.

    •Lasher states that the Cathedral was a pre-War structure, spared from nuclear destruction to facilitate the "birth" of the Master. In this way, the Children of the Cathedral have formulated a myth in which their leader was born under some blessed circumstance, which is very common among living leaders who are directly worshipped.

    •In Fallout 3, Harold states that he remembers a friend who fell into the FEV vats at Mariposa, but does not explicitly state any names.

    •In Fallout: New Vegas, the Master is mentioned by several characters:

    The Master appears in person(s) only in Fallout, and has a talking head. He is mentioned in Fallout 2, Fallout 3, Fallout: New Vegas and its add-on Dead Money, Fallout Tactics, Fallout: Brotherhood of Steel, and Fallout: The Roleplaying Game. He was depicted as a miniature in the tabletop wargame Fallout: Wasteland Warfare, and appears in illustrat...

  2. Sherlock Holmes: The Man Who Disappeared: Directed by Richard M. Grey. With John Longden, Campbell Singer, Hector Ross, Ninka Dolega. An adaptation of the story by Sir Arthur Conan Doyle about a very wealthy businessman with a strange secret.

    • (91)
    • Mystery
    • Richard M. Grey
    • 1951-04
  3. A Gunman Has Escaped: Directed by Richard M. Grey. With John Harvey, John Fitzgerald, Robert Cartland, Ernest Brightmore. 1948. Drama. Three armed robbers kill a passer-by in a robbery and flee the city.

    • (106)
    • Crime, Drama
    • Richard M. Grey
    • 1948
  4. Richard M. Grey biography and filmography. Get the latest movie times, trailers and celebrity interviews. Find out what's playing at your local movie theatre at Canada's longest running...

  5. Richard Gray is an Australian film director, writer, and film producer . Biography. Raised in Melbourne, Australia, [1] Gray at age 15 began making short films and working in movie theaters in towns including Forest Hill and Chadstone, Victoria, [2] eventually moving up to projectionist. [3] .

  6. People also ask

  7. Mr. Richard M. Gray serves as the Director of the Intellectual Property (IP) Cadre in the Office of the Under Secretary of Defense for Acquisition and Sustainment. In this Senior Level position, Mr. Gray is responsible for coordinating DoD-wide policy and guidance for the acquisition, licensing, and management of IP, and leading a cadre of ...